Gaming device

The gaming device manages tokens electronically and provides notifications to prevent unplayable states by prompting players to count tokens, addressing the lack of effective value management in conventional gaming machines.

JP7863870B2Active Publication Date: 2026-05-22KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2022-06-28
Publication Date
2026-05-22

AI Technical Summary

Technical Problem

Conventional gaming machines that operate without physical gaming media lack effective mechanisms for managing and notifying players about their gaming value, leading to potential misuse and unplayable states due to exceeding token limits.

Method used

A gaming device that manages tokens electronically, provides notification means for restricted operations based on gaming value, and includes a receiving means to control token usage, ensuring the device remains playable by prompting players to count tokens before reaching an unplayable state.

Benefits of technology

Ensures players are notified and prompted to manage their tokens effectively, preventing unplayable states and enhancing user experience by maintaining gameplay availability.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007863870000001
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    Figure 0007863870000002
  • Figure 0007863870000003
    Figure 0007863870000003
Patent Text Reader

Abstract

To provide a device for a game which can notify in advance that a game machine is controlled into a game end state.SOLUTION: A calling lamp 331 which can notify of information about a game machine that can be controlled into a game end state in which an operation about a game is restricted with respect to a normal state on the basis of MY being a difference between a game value used by a player after establishment of a prescribed condition and a game value granted to the player, comprises: a display part 331a which can execute prescribed notification corresponding to MY; and a control part 331i which can control the display part 331a. The control part 331i can execute control of causing the display part 331a to execute the prescribed notification when MY becomes a second value smaller than a first value corresponding to the control into the game end state.SELECTED DRAWING: Figure 15
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Description

Technical Field

[0001] The present invention relates to a gaming device used in a game hall where gaming machines are installed.

Background Art

[0002] Conventionally, gaming machines (such as slot machines and pachinko machines) that can play games without the intervention of physical gaming media such as medals have been installed in game halls (for example, Patent Documents 1 and 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] However, there is room for improvement in the gaming devices used in gaming machines.

Means for Solving the Problems

[0005] In order to solve the above problems, one aspect of the present invention is a gaming device capable of notifying information related to a gaming machine that can be controlled to a specific state in which operations related to gaming are restricted more than in a normal state based on specific information that is the difference between the gaming value used by a player after a predetermined condition is satisfied and the gaming value given to the player, the gaming device including notification means capable of executing a predetermined notification corresponding to the specific information, and notification control means capable of controlling the notification means, A receiving means capable of receiving a storage medium on which information that can identify the value of a game is recorded, and the notification control means is capable of executing control to cause the notification means to execute the predetermined notification when the specific information becomes a second value smaller than a first value corresponding to the gaming machine being controlled to the specific state. Furthermore, if the specific information becomes a specific value smaller than the first value, and the player does not perform a predetermined operation, the receiving means can control the system so as not to use the game value identified based on the storage medium received by the receiving means. configured as such. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the external appearance of a medalless gaming machine according to one embodiment of the first embodiment. [Figure 2] This is a schematic perspective view showing the internal configuration of a medalless gaming machine according to the first embodiment. [Figure 3] This is a block diagram showing the control configuration of a medalless gaming machine according to the first embodiment. [Figure 4] This flowchart shows a method of playing in a medalless gaming machine according to the first embodiment. [Figure 5] This is a state transition diagram showing the transitions in the game state of the first embodiment of the medalless gaming machine. [Figure 6] This figure shows the light emission patterns of the counting button lamp in the first embodiment. (a) shows the off state, (b) shows the on state, (c) shows slow flashing, and (d) shows fast flashing. [Figure 7] This figure shows an example of notification information prompting counting in the first embodiment. (a) shows a small display, and (b) shows a large display. [Figure 8] This flowchart shows a notification method according to the presence or absence of inserted medals after counting is complete in the first embodiment. [Figure 9] (a) is an example of notification information when no tokens remain after counting is complete, and (b) is an example of notification information when tokens remain after counting is complete. [Figure 10] This is a time chart showing the duration of the long-press state of the counting button in the first embodiment. [Figure 11] (a) is a diagram showing that the bonus notification is put on hold while the counting button is being operated, and (b) is a diagram showing that the bonus notification will be executed even while the counting button is being operated if certain conditions are met. [Figure 12] This is a block diagram showing the control configuration of a gaming machine according to the second embodiment. [Figure 13] This graph schematically shows the change in the number of tokens won on a game day for the gaming machine of the second embodiment. [Figure 14] This is a diagram illustrating the configuration of the gaming system 300 according to the third embodiment. [Figure 15] This diagram illustrates the configuration of the gaming system 300 of the third embodiment and the flow of gaming information output from the slot machine 301S and the pachinko machine 301P. [Figure 16] This figure illustrates the game completion status determination process for the slot machine 301S using the call lamp 331 of the third embodiment. [Figure 17] This figure illustrates the game completion status determination process for the slot machine 301S using the call lamp 331 of the third embodiment. [Figure 18] This figure illustrates the gaming machine status screen 335c displayed by the HC335 of the third embodiment. [Modes for carrying out the invention]

[0007] A preferred embodiment of the gaming machine according to the present invention will be described. (First Embodiment) In the first embodiment, a gaming machine equipped with the main functions that form the basis of the present invention will be described. The gaming machine of this embodiment does not use physical tokens (game tokens), but manages tokens as data (so-called credit tokens), and dispenses tokens electronically, allowing players to play without touching any tokens. Thus, the gaming machine is a gaming machine (also called a tokenless gaming machine in this embodiment) that uses a pseudo-game token in this data format for gameplay. Such gaming machines are also called smart pachislo or smart slot machines. The following describes an example of applying the present invention to a 6th generation slot machine with an AT (ART) state as a medalless gaming machine. However, it is not limited to this, and the present invention can also be applied to, for example, an A-type slot machine that allows for real bonus gameplay. Furthermore, tokens used as data in tokenless gaming machines are referred to as "gaming tokens."

[0008] Figure 1 is a schematic front view showing the external appearance of a coinless gaming machine. Figure 2 is a schematic perspective view showing the internal structure of the medal-less gaming machine. As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a housing 1b and a front door 1a that can open and close the opening of the housing. A display window 6 through which the rear side can be visually recognized is formed in the central part of the front door 1a, and the symbols represented on the reel 41 can be visually recognized through the display window 6. Below the display window 6, a stepped portion protruding forward is formed, and around this stepped portion, operation means such as a bet button 2a, a MAX bet button 2b, a count button 2c, a settlement button 2d, a start lever 3, and a stop button 5, and notification means such as a gaming medal number display device 7, a count button lamp 2e, and a bet number lamp 2f are provided. An advantageous section lamp 13 is provided on the side of the display window 6, and a navi lamp 12 for guiding the player to the operation order of the stop button 5 is provided above the display window 6. An upper part of the front door 1a is provided with a display 8 that operates as notification means. The display 8 can be exemplified by, for example, a liquid crystal display of one screen, but is not limited thereto, and a configuration of multiple screens (for example, a main screen and a sub screen) may also be used. In addition, a liquid crystal display may be provided in the lower part (lower panel) of the front door 1a instead of or in addition to the display 8, and it is not always necessary to provide the display 8.

[0009] On the side of the display 8, a speaker 9 that performs sound effects and notifications and a lamp 11 that performs light effects and notifications corresponding to the winning of each role or the effects displayed on the display 8 are provided as notification means.

[0010] Inside the housing 1b, a main control unit 10 equipped with a CPU that comprehensively controls the game is provided, and a sub control unit 20 equipped with a CPU that controls the effects of the game and the like under the control of the main control unit 10 is provided. In addition, a drum unit 4 is provided inside the housing 1b. The drum unit 4 includes three reels 41a to 41c arranged side by side in the horizontal direction, and these reels 41 are configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).

[0011] As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, advantageous section lamp 13, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bed count lamp 2f, the display unit 8, the speaker 9, and the lamp 11. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10.

[0012] I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.

[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.

[0014] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means used to stop the reel 41, which rotates in response to the operation of the start lever 3.

[0015] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" tokens will be counted. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that allows for the identification of the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a batch output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.

[0016] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the game becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.

[0017] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.

[0018] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the number of bets (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.

[0019] Furthermore, other control methods, such as the bet button 2a, can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above).

[0020] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off. Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.

[0021] The advantageous section lamp 13 is a notification means that informs the player that they are in a favorable state. The advantageous section lamp 13 lights up during the advantageous section, but it may also be designed to light up during the advantageous section and in a game state (such as AT) where the number of medals increases. However, it is also possible to have the advantageous section lamp 13 installed but not light up. Furthermore, it is not necessary to provide the advantageous section lamp 13. In this case, it is preferable to provide a lamp that lights up during AT instead of the advantageous section lamp 13 so that recognition during AT does not become difficult.

[0022] The probability setting device 16 can change the AT winning probability to multiple levels (for example, 6 levels). The main control unit 10 stores one of the setting values ​​in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the AT winning probability based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.

[0023] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1. In the coinless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.

[0024] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.

[0025] The dedicated unit 19 can be connected to a computer, such as a hall computer or management computer, via a relay device or directly, and can output game information such as outs and safes, as well as sales information, to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.

[0026] The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. The game start process is executed (S1). In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is set to "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective.

[0027] Perform the lottery process (S2). When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0028] Perform the reel rotation process (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.

[0029] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.

[0030] Execute the award processing (S5). In controlling the stopping of the reel 41, the main control unit 10 controls the reel to stop in a combination of symbols corresponding to the winning result of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a prize has been won if the combination of symbols that stopped on the active line is a predetermined combination. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations.

[0031] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of paying out the corresponding number of game tokens is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.

[0032] The medalless gaming machine 1 can execute processes S1 to S6 while transitioning between multiple game states. Figure 5 is a diagram showing the transitions between playable states in the medalless gaming machine 1. As shown in Figure 5, the medalless gaming machine 1 is configured to allow transitions between normal gameplay, CZ (Chance Zone) state, and AT (Attack Time) state. The main control unit 10 executes control to transition from one game state to another game state based on whether predetermined transition conditions are met. For example, a CZ transition lottery is performed in each game to determine whether to transition to the CZ state, and an AT transition lottery is performed to determine whether to transition to the AT state. If the CZ transition lottery is won, the game will transition to the CZ state in the next game or later, and if the AT transition lottery is won, the game will transition to the AT state in the next game or later. The sub-control unit 20 performs effects via notification means such as the display unit 8 according to the game state and predetermined conditions. For example, the game may perform a sequence of events that determines whether a player wins or loses (for instance, in a CZ state, the game may display information suggesting the possibility of winning the AT over multiple games, while simultaneously displaying the results of the AT transition lottery in response to the operation of a specific control method (e.g., the MAX bet button 2b)). In normal gameplay, there are two states: a normal probability state and a high probability state. In each game, the probability of transitioning to the CZ state or AT state is controlled to be higher in the high probability state than in the normal probability state. Furthermore, the probability of winning an AT (Automatic Trigger) is controlled so that it is higher with higher settings than with lower settings. Furthermore, the probability of winning an AT (Attack Time) can be varied depending on the winning combination. For example, the probability of winning an AT when a rare combination is won can be set to be higher than when a non-rare combination is won.

[0033] The main control unit 10 is equipped with a section control means that can control the game section to either a normal section or an advantageous section, separate from the game state described above. The normal section is a gameplay section in which no button-pressing navigation is performed. It begins when the next game starts after the advantageous section ends, and ends when the conditions for transitioning to the advantageous section are met. Furthermore, the main control unit 10 is controlled to the normal section in its initial state (when reset), and in the normal section, the advantageous section lamp 13 is controlled to be off. Furthermore, in the normal section, the transition to the advantageous section is determined when the conditions for transitioning to the advantageous section are met, for example, when a predetermined role is won in the internal lottery.

[0034] The advantageous period is a gameplay section in which button-press order navigation may be performed, and because button-press order navigation may be performed, it is a gameplay section that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met. The conditions for ending the advantageous period are when a predetermined game state ends or when the advantageous period limiter is reached, at which point the advantageous period ends and the game returns to the normal period. The advantageous period limiter is triggered when the number of game tokens acquired (difference) during a single advantageous period reaches the upper limit (for example, 2400). Therefore, the main control unit 10 counts the number of game tokens acquired during the advantageous period and stores them in the memory unit. Furthermore, during the advantageous period, the advantageous period lamp 13 is controlled to a state where it can be lit. Furthermore, the advantageous section lamp 13 may be lit up whenever the number of game tokens held by the player increases after entering the advantageous section (e.g., during AT). Furthermore, while the advantageous section lamp 13 is provided, it is also possible to configure it so that the lamp does not light up. Furthermore, it is not necessary to provide the advantageous section lamp 13. In this case, it is preferable to provide a lamp that lights up during AT instead of the advantageous section lamp 13 so that recognition during AT does not become difficult.

[0035] The game termination process is executed (S7). The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 to execute the counting process until the number of game tokens displayed becomes "0". Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, followed by the lottery process (S2) to the payout process (S6).

[0036] The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.

[0037] (Counting guidance via notification means) In the medalless gaming machine 1 of the present invention, the sub-control unit 20 can perform notification prompting the operation of the counting button 2c using notification means such as the counting button lamp 2e. The counting button lamp 2e is an LED lamp located around the counting button 2c. The counting button lamp 2e can also be built into the counting button 2c, causing the counting button 2c itself to illuminate. For example, when the counting button 2c is operable, the counting button lamp 2e is illuminated, and when the counting button 2c is not operable, the counting button lamp 2e is turned off. In other words, if the number of game tokens stored and displayed in the game token count display device 7 is "0" as shown in Figure 6(a), the counting button lamp 2e is turned off, and if the number of game tokens is "1" or more as shown in Figure 6(b), the counting button lamp 2e is turned on. This allows the player to be informed that the counting button 2c can be operated when the counting button lamp 2e is lit. Furthermore, if the number of game tokens stored and displayed in the game token count display device 7 is close to the upper limit (for example, 15,000 or more), the counting button lamp 2e is controlled to blink. In this way, flashing the counting button lamp 2e can further encourage the player to operate the counting button 2c. In other words, by illuminating the counting button lamp 2e in a way that is easily recognizable to the player, it is possible to inform them that the game will enter a "game unavailable" state if the number of game tokens is close to the upper limit and the tokens are dispensed at that point, and that this "game unavailable" state can be avoided by operating the counting button 2c before it occurs. When the counting button lamp 2e is flashing, it is also possible to control the flashing speed so that it increases as the number of game tokens approaches the upper limit. This makes it easier for players to recognize when their number of game tokens is getting closer to the upper limit. For example, if the number of game tokens stored in the game token count display device 7 is "15,000 or more and less than 16,000" (for example, "15,000" as shown in Figure 6(c)), the counting button lamp 2e will blink slowly. If the number of game tokens is "16,000 or more and less than 16,000" (for example, "16,000" as shown in Figure 6(d)), the counting button lamp 2e will blink rapidly. Thus, notification means such as the counting button lamp 2e can perform a first notification by lighting the counting button lamp 2e to prompt the player to operate the counting button 2c (counting operation means) when the number of game tokens (amount of game value) displayed on the game token count display device 7 (game value display means) is, for example, "15,000 to 16,000" (first amount), and can perform a second notification by lighting the counting button lamp 2e to prompt the player to operate the counting button 2c (counting operation means) when the number of game tokens (amount of game value) displayed on the game token count display device 7 (game value display means) is, for example, "16,000 to 16,300" (more than the first amount but less than the upper limit), and the second notification is set to flash at a higher speed than the first notification so that it is easier for the player to recognize. The above counting guidance can be performed by changing the illumination color of the counting button lamp 2e. For example, the counting button lamp 2e can be illuminated or flashed in green as a first notification, and the counting button lamp 2e can be illuminated or flashed in red as a second notification. Furthermore, this step-by-step counting guidance can also be communicated via the display unit 8. For example, as shown in Figure 7(a), the first notification can be displayed in small letters (small display) with the message "Please count.", and as shown in Figure 7(b), the second notification can be displayed in large letters (large display) with the message "Please count.". As shown in Figure 7(b), you may also add notification information such as, "The upper limit will be reached in XX more units." Furthermore, the above-mentioned notification information can also be communicated via sound information such as voice from a speaker. Furthermore, notifications can be made at predetermined intervals of games, and the interval between games can be shortened or the volume increased so that the notification timing becomes faster as the upper limit approaches. By using such notification means to guide the counting process, it is possible to guide the player to perform appropriate counting operations before the game token display device 7 exceeds its upper limit, thereby preventing the game from becoming unavailable.

[0038] (Used when the counting button is being displayed) The counting button 2c can be used as an operation method during the performance. The sub-control unit 20 can, for example, link the performance and counting by, for instance, in a performance that determines whether a player wins or loses in a continuous performance, instead of normally broadcasting a message such as "Press the MAX bet button" via the display unit 8, broadcasting a message such as "Press the counting button," executing a premium performance in response to the operation of the counting button 2c, or displaying a message such as "Defeat ○○○ enemies" and executing a premium performance when the counted quantity reaches ○○○ through the operation of the counting button 2c. Additionally, you can increase the frequency of these animations when you want to trigger a counting effect. For example, the frequency of performance animations is increased as the number of game tokens stored and displayed in the game token display device 7 approaches the upper limit. Alternatively, the system may be controlled to execute a visual effect linked to the counting operation only when the "number of game tokens" exists (is 1 or more). In other words, the notification means such as the display unit 8 can execute a notification prompting the user to operate the counting button 2c (counting operation means) when the number of game tokens (game value) displayed on the game token count display unit 7 (game value display means) is "1" or more, and can not execute a notification prompting the user to operate the counting button 2c (counting operation means) when the number of game tokens (game value) displayed on the game token count display unit 7 (game value display means) is "0".

[0039] (Background music plays during counting) During the counting of game tokens (while operating the counting button 2c), background music (for example, the payout sound in conventional slot machines) can be played. For example, a sound-producing means such as a speaker is installed in a designated location (such as around the medal dispensing slot), and the sub-control unit 20 outputs a dispensing sound from the sound-producing means. This allows for the execution of effects that mimic those of traditional slot machines. However, since counting can be performed during gameplay (counting button 2c can be operated), the BGM playback mode may be controlled according to the game situation. For example, during non-gameplay, the music plays at normal volume; during gameplay, it plays at a very low volume; during continuous performances, it plays silently; and during payouts due to winning, the payout sound is prioritized (for example, the volume of the payout sound is made louder than other background music). This allows for the playback of appropriate background music depending on the situation. Additionally, the background music during counting may differ depending on whether the button is pressed briefly or held down. For example, a short press plays a short-press background music called "beep beep," and a long press (50) plays a long-press background music called "pirolilo~" every 50 counts (every 300 milliseconds). Additionally, while a short press will result in a very short background music track, if short presses are performed consecutively, each will be counted as a short press, but the background music playback may be judged as a "long press," and the background music for long presses may be played. Furthermore, if the number of game tokens stored and displayed in the game token count display device 7 is large (for example, 10,000), the BGM may be stopped from playing midway through while the button is pressed down, or if a specific number of tokens is exceeded while the button is pressed down (for example, when the number exceeds 10,000), a special BGM may be switched to play. When switching to special background music, it is also possible to create synchronized effects by switching the content of the display unit 8 and lamps, etc.

[0040] (Counting guidance when there are remaining inserted tokens) After counting is complete, if the number of game tokens displayed on the game token display device 7 is "0", the sub-control unit 20 can display notification information 1 indicating the end of the game, such as "Please play again", on the display unit 8 or output it as an audible message from the speaker 9. By providing this type of notification information 1, it is possible to recognize that the counting process is complete. Furthermore, if the number of game tokens in question is stored or displayed as "1" or more after the counting is complete, notification information 1 will not be displayed. In this case, the player must operate the counting button 2c to set the number of game tokens to "0". This is because, if there is even one game token remaining, the dedicated unit 19 is designed in such a way that the IC card cannot be returned. However, with the specifications of this dedicated unit 19, if the number of game tokens stored and displayed on the game token count display device 7 is "0", the IC card can be returned even if a bet is set (meaning there are tokens remaining). As a result, problems can arise such as players leaving without realizing that they still have tokens left in their machines, or the tokens being stolen by other players. Therefore, in this embodiment, if the number of game tokens displayed on the game token count display device 7 is "0" after counting is complete, and there are still tokens remaining (bet amount) (bet amount lamp 2f is lit), the medalless gaming machine 1 will broadcast notification information (notification information 2) prompting the player to cash out, such as "There are tokens remaining! Please cash out!". In other words, the notification means such as the display unit 8 will issue a notification prompting the user to operate the settlement button 2d (specific operation means) when the counting button 2c (counting operation means) is operated and the number of game tokens (game value) displayed on the game token count display device 7 (game value display means) becomes "0", and the number of bets (multiplier) displayed on the bet lamp 2f (multiplier display means) is "1" or more. On the other hand, the notification means will not issue a notification prompting the user to operate the settlement button 2d (specific operation means) when the counting button 2c (counting operation means) is operated and the number of game tokens (game value) displayed on the game token count display device 7 (game value display means) becomes "0", and the number of bets (multiplier) displayed on the bet lamp 2f (multiplier display means) is "0".

[0041] Figure 8 is a flowchart showing the notification method depending on whether or not a number of medals have been inserted after counting is complete. As shown in the figure, the main control unit 10 determines whether or not the counting button 2c has been operated (S11). In other words, it determines whether or not a counting operation has been performed. If the counting button 2c is pressed (Yes), it is determined whether the number of game tokens is "0" or not (S12). In other words, it is determined whether the counting is complete or not. Specifically, when the main control unit 10 determines that the counting button 2c has been pressed, it determines whether the number of game tokens stored and displayed in the game token display device 7 is "0". If the number of game tokens in S12 is not "0" (S12-No), the process returns to S11. In other words, if the counting is not complete, the number of game tokens must be set to "0" through a counting operation. If the number of game tokens in S12 is "0" (S12-Yes), then it is determined whether the number of tokens inserted is "0" or not (S13). In other words, if the counting is complete, the next step is to determine whether or not tokens have been inserted. Specifically, the presence or absence of inserted tokens is determined by whether a bet number of "1", "2", or "3" is stored (set) in the RAM; if so, the number of inserted tokens is not "0" (no tokens have been inserted); and if no bet number is stored (set), the number of inserted tokens is "0" (there are tokens inserted). In S13, if the number of inserted medals is "0" (S13-Yes), notification information 1 is broadcast (S14). In other words, notification information 1 is broadcast when there are no inserted medals remaining after the counting is complete. For example, notification information such as "Let's play again" as shown in Figure 9(a) is displayed on the display unit 8. By viewing this notification information, players can confidently end their game. In S13, if the number of inserted medals is not "0" (S13-No), notification information 2 is broadcast (S15). In other words, notification information 2 is broadcast if there are still inserted medals remaining after the counting is complete. For example, the display unit 8 will show a message prompting the player to settle their account, such as "There are tokens inserted. Please settle your account!" as shown in Figure 9(b). This allows players to be aware that they still have tokens left and that they need to be redeemed. Thus, if the number of game tokens stored and displayed on the game token count display device 7 is even "1", the dedicated unit 19 cannot return the IC card. However, if the number of game tokens stored and displayed on the game token count display device 7 is "0", the IC card can be returned even if there are tokens remaining. This prevents problems such as players leaving without realizing they still have tokens left, or the tokens being stolen by other players.

[0042] (Continue holding down the counting button) The main control unit 10 ensures that the long-press state of the counting button 2c continues even after the number of game tokens stored and displayed on the game token display device 7 becomes "0". When a payout occurs during the game, the main control unit 10 determines that this payout should also be included in the counting by long-pressing the button. This is a solution because it's possible to continue playing even while the counting button 2c is being operated. Furthermore, since any payouts generated from playing only the remaining few games while the counting is in progress are also counted, it's possible to end the game without having to press the counting button 2c again.

[0043] I will explain this in detail while referring to the time chart in Figure 10. As a premise, the number of game tokens stored and displayed on the game token display device 7 is "120", and the number of tokens inserted (bet) remaining is "3". In this case, if the counting button 2c is held down continuously, as shown in the figure, the counting amount "50" will be deducted from the number of game tokens upon the first, second, and third detection of the long press, and as a result, the number of game tokens will become "0" upon the third detection of the long press. However, since there are still tokens left, you can continue playing even after the number of tokens used reaches "0". In this example, after the number of game tokens reaches "0", the remaining tokens are used to continue playing, and it is assumed that a specific small win (a win that pays out 10 tokens) is achieved during the internal lottery process. In this embodiment, the coinless gaming machine 1 is controlled to treat the long-press operation of the counting button 2c as valid even after the number of game tokens becomes "0". This allows the machine to automatically count the game tokens dispensed afterward, up to a maximum of 50. In other words, at this time, the number of game tokens in the game token display device 7 is updated from "0" to "10" because "10" is added in response to the winning of a specific small role. However, since the counting button 2 remains pressed down, the "10" is automatically counted as the total amount without any further operation, and the counting data indicating this total amount is transmitted to the dedicated unit 19.

[0044] In other words, the medalless gaming machine 1 of this embodiment is equipped with processing means capable of executing predetermined processing when the counting button 2c (counting operation means) is operated, and when the counting button 2c (counting operation means) is operated with a short press (first mode), this processing means is capable of executing a first process to output the game value of "1" (smallest unit) of the game medals (game value) displayed on the game medal count display device 7 (game value display means) as counting data to a dedicated unit 19 (external), and when the counting button 2c (counting operation means) is operated with a long press (second mode), which is a mode in which the operation acceptance time is longer than that of the first mode, The system is configured to perform a second process to output the game value of "50" (a specific unit) of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external). Even after the number of game tokens (game value) displayed on the game token count display device 7 (game value display means) becomes 0, if the counting button 2c (counting operation means) is operated in the second manner and game tokens (game value) are awarded based on the result of the game, a third process is performed to output those game tokens (game value) as counting data to the dedicated unit 19 (external). In this way, by playing the game while holding down the counting button 2c, all game tokens can be counted, including those acquired after the counting operation has started, even after the initial number of game tokens has been used up. Therefore, the comfort of long-pressing the counting button 2c can be improved.

[0045] (Omission of the presentation related to counting) After the power is turned on, the counting button 2c becomes active as soon as the game becomes playable. At this time, it is possible to determine whether or not there is enough time to execute the various counting-related effects based on the state (startup state) of each device involved in the effects, and to control whether or not to execute the effects based on the result of this determination. For example, in the "Use of the counting button during performance" section above, a performance involving the linkage between the counting button 2c and the display unit 8 was described. In this case, if it is determined that the display unit 8 has not finished starting up after power-on, the performance will be omitted even if certain conditions are met. Furthermore, the completion or non-completion of startup of each device involved in the performance can be determined based on the elapsed or non-elapsed time required for startup, or, for example, in the case of display unit 8, the display or non-display of a predetermined screen can be determined using image recognition technology.

[0046] (Explanation regarding counting operations) The operation method for counting is displayed on the display unit 8. For example, the display 8 will show an explanation stating that if the counting button 2c is pressed briefly, "1" game token will be counted; if the counting button 2c is pressed and held down, up to "50" game tokens will be counted; and if the counting button 2c is held down continuously, up to "50" game tokens will be counted in increments of up to "50". In particular, the method for dealing with the "unable to play" state described above (reducing the number of game tokens to below the upper limit by operating the counting button 2c) is displayed on the display unit 8 when the "unable to play" state occurs. Furthermore, the counting method may be explained not only with text but also with diagrams and videos through the menu screen displayed on the display unit 8 when the game is not in progress. In particular, a notice is displayed stating that players should not accumulate more than "15,000" (meaning that when the number of game tokens displayed on the game token display device 7 approaches the upper limit, players should use the counting button 2c to reduce the number) and that the upper limit is "16,300". This effectively supports players who are unfamiliar with the coinless gaming machine 1 in playing without medals.

[0047] (Other features) Other features that can be added include the following:

[0048] (Presentation on the lower panel) If the lower panel is equipped with an LCD display (display 8), it can display images of medals corresponding to the number of medals dispensed so that the dispensed medal status can be seen. For example, it plays footage that makes it look like actual medals are being dispensed, such as a cash box or medals overflowing from the bottom. If the lower panel does not have an LCD display, the number of boxes may be represented using LEDs or similar means to convey the feeling of winning. This allows for the creation of visual effects similar to those found in traditional slot machines.

[0049] (Installation of a small door) A smaller door, physically smaller than the front door 1a, is provided. When this smaller door is opened, it exposes only the connectors around the main board and the area around the power button, allowing for localized checking of these areas. Conventional slot machines are equipped with devices necessary for handling tokens, such as selectors and hoppers, and it was necessary to open a large door called the front door 1a to check these devices. In contrast, the medalless gaming machine 1 of the present invention does not use actual tokens, so it has fewer hardware components such as selectors and hoppers, and the check range is limited accordingly, so it is sufficient to provide a small door within that check range. This allows for a simpler and more compact design of the medalless gaming machine 1, and also makes it easier for store staff to check it.

[0050] (Handling of ball errors) A reset function can be implemented to handle situations where the number of bets (e.g., 1 or 2) remains set (is left in place). Specifically, the number of game tokens stored in the game token display device 7 can be reset (set to "0") by a store employee using the game token count clear button 14, but even if the bet amount is set and then reset, the bet amount remains. Therefore, in the medalless gaming machine 1 of the present invention, when the game token count clear button 14 is operated while there are remaining bets, the bet count is reset and reset information including the remaining bet count is output to the dedicated unit 19. Furthermore, by configuring the dedicated unit 19 to transfer the input reset information to the hall computer (not shown), the hall computer will be able to detect the remaining number of bets included in the reset information as error balls (error number of medals). If a function to reset the remaining number of bets is not included, it will be necessary to clear the RAM that stores the number of bets or to operate the game token count clear button 14. If the number of bets is set, it will be necessary to go through the procedure of "operating the settlement button 2d" → "operating the counting button 2c". The coinless gaming machine 1 of the present invention is equipped with a function to reset the remaining number of bets, eliminating the need for such troublesome operations, and allowing the hall computer to efficiently and accurately determine the number of misplaced balls.

[0051] (Premiere production) When the number of game tokens stored and displayed in the game token count display device 7 reaches a specific number, or when the number of payouts within a single advantageous period reaches a specific number, or when certain conditions are met, a premium effect can be displayed on the display device 8, etc., which indicates that a hopper error has occurred, as would be reported in conventional game machines (slot machines that use actual tokens). In the medalless gaming machine 1, no actual tokens are used, so hopper errors cannot occur. Therefore, players are highly likely to immediately recognize the hopper error message as some kind of special effect (a premium effect), making it possible to create unexpected and exciting effects. A premium effect can be a freeze animation lasting about 5 seconds. In other words, the notification means can perform notifications related to actual tokens (game media), such as hopper errors, which were performed in conventional slot machines (game machines) that allow players to play using actual tokens (game media), when certain conditions are met.

[0052] (Notification using wait time) Notifications can be made using the waiting time. In slot machine games, even if the start lever 3 is operated, if the elapsed time since the start of reel 41's rotation in the previous game has not reached the specified time (4.1 seconds), the start of reel 41's rotation is temporarily delayed (a wait time is generated) to delay the start of the reel's rotation. In slot machine games that use physical tokens, tokens must be inserted at some point, and the time taken for this insertion prevents any waiting time, making it difficult to play at full speed. In contrast, with medalless games, inserting game tokens is done simply by pressing the bet button, so no time is spent inserting tokens. This often results in a waiting time, making it easier to play at full speed. However, even in the case of coinless gaming, a dispensing operation in the dedicated unit 19 is still necessary. Therefore, in this embodiment, the coinless gaming machine 1 has a sub-control unit 20 that performs control to display information on the display unit 8 during the wait time (on the player's side). This makes it easier to play at full weight. Furthermore, notification may be given when the number of game tokens stored and displayed in the game token count display device 7 becomes "0", or when the number of game tokens becomes 1 or 2.

[0053] (Bonus notification using the counting button) The bonus win can be announced based on the operation of the counting button 2c. In Type A slot machines that allow players to win real bonuses, there are known models that are equipped with a notification lamp to indicate when a bonus has been won. It is known that this type of notification lamp is controlled to remain in a standby state without lighting up if any of the game operation buttons (bet button 2a, MAX bet button 2b, stop button 5, start lever 3) are operated at the end of a bonus winning game. In the medalless gaming machine 1 of the present invention, such bonus notification control can be performed, and in this case, the game operation buttons may or may not include the counting button 2c. If the game operation buttons include a counting button 2c, as shown in Figure 11(a), if the counting button 2c is pressed across the end of the bonus game (when the third stop button is released), the bonus notification will be put into standby mode while the button is pressed, and the bonus notification will be executed when the button is released (the player's finger is taken off the counting button 2c). Furthermore, as shown in Figure 11(b), if the number of game tokens stored and displayed in the game token count display device 7 exceeds a predetermined number (for example, 5000 or more), and if a specific lottery is won, or if other specific conditions are met, even if the counting button 2c is being operated, the notification lamp will light up when the bonus winning game ends, and this can be presented as a premium pattern. This allows for unprecedented stage productions.

[0054] (Notification prompting users to take action to borrow) The notification means can provide a predetermined notification when the number of game tokens displayed on the game token count display device 7 reaches a predetermined number. For example, when the number of game tokens displayed on the game token count display device 7 becomes "1" or "2", a message such as "Please borrow tokens" is displayed on the display unit 8. In other words, the notification means is capable of issuing a notification prompting a lending operation in the dedicated unit 19 (an operation to input the usable game value as lending data from an external source) when the number of game tokens (game value) displayed on the game token count display device 7 (game value display means) reaches a certain amount. This prevents the problem of gameplay being interrupted due to a shortage of game tokens preventing the insertion of tokens.

[0055] As described above, the gaming machine of the present invention is a medalless gaming machine 1 that allows players to play games without using actual tokens, and is configured to prompt the player to perform a counting operation when the number of game tokens displayed on the game token count display device 7 falls below an upper limit and is equal to or greater than a predetermined number. For example, an LED or other light-emitting means may be provided on or around the counting button 2c, and controlled to light up when counting is possible, turn off when counting is not possible, and blink when instructing the player to count (when the number of game tokens is 16,000 or more). This allows the system to guide players through the appropriate operations before the game becomes "unplayable." Furthermore, in the gaming machine of the present invention, when the operation to count the number of gaming tokens displayed on the gaming token count display device 7 is performed, if the number of gaming tokens becomes "0" and there are still tokens remaining (bet amount), the machine will issue a notification prompting the player to settle or use the tokens that were inserted. If the number of gaming tokens is not "0", the machine will not issue the above notification. This prevents players from forgetting to collect their bets, even if the system is designed so that if even one game token remains on the game token display device 7, the card return operation cannot be performed in the dedicated unit 19, but if the game token count on the game token display device 7 is 0, the card return operation can be performed even if game tokens have been bet.

[0056] Furthermore, in the gaming machine of the present invention, when the operation to count the number of gaming tokens displayed on the gaming token count display device 7 is performed, the control is executed to continue counting in increments of "50" by pressing and holding the counting button 2c. The control is such that the pressed state of the counting button 2c continues even after the number of gaming tokens on the gaming token count display device 7 becomes 0. Therefore, if the game is played while the button is pressed and a payout occurs during the game, this payout can also be processed as part of the counting by pressing and holding. This improves the comfort of long-pressing the counting button 2c.

[0057] On the other hand, as a conventional gaming machine, a patent document (JP 2015-134010) discloses a slot machine that can be played without using tokens. However, conventional gaming machines had a problem in that the processing of game value stored as data in the machine was not adequately considered. The gaming machine of this embodiment can solve all or part of the above-mentioned problems that conventional gaming machines have to improve.

[0058] (Second Embodiment) In the second embodiment, the counting process of MY on the gaming machine side and related processes will be described. In the following descriptions and drawings, parts that perform similar functions between each embodiment and other embodiments will be given the same names as appropriate, and the same reference numerals or the same reference numerals at the end (last two digits) will be used as appropriate to omit redundant explanations as necessary.

[0059] (Configuration of gaming machine 201) Figure 12 is a block diagram showing the control configuration of the gaming machine 201 according to the second embodiment. The gaming machine 201 of this embodiment, like the first embodiment, is capable of playing games without using actual game media and is a device capable of managing the game value available for play. In other words, the gaming machine 201 executes games using pseudo-medals (so-called credit medals) stored as medals in the medal count storage unit 212a. The configuration of the sub-control board 220A, which includes the sub-control unit 20, is the same as in the first embodiment. The sub-control board 220A can control, for example, game-related effects.

[0060] On the other hand, the main control board 210A includes a first module 211 that mainly performs processing and control related to the game, and a second module 212 that mainly performs processing and control related to the number of medals. In other words, while the main control board of the first embodiment had one module with a main control unit 10 that comprehensively performed processing and control related to the game and the number of medals, the main control board 210A of this embodiment has two modules, the main control unit 211b and the medal count control unit 212b, which divide and perform these processing and control tasks according to their content. The first module 211 and the second module 212 may be composed of the same electrical circuit board, or the main control board 210A may be separated into two electrical circuit boards. In this configuration, where the main control board 210A is separated into two electrical boards, communication can be enabled by connecting the two boards with an electrical cable. In this configuration, the case housing the main control board 210A may be a case that houses both electrical boards together, or it may be two separate cases that house the two electrical boards individually.

[0061] The first module 211 can communicate with the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, drum unit 4, advantageous section lamp 13, etc., as needed. The first module 211 includes a main memory unit 211a and a main control unit 211b (game control means). The main memory unit 211a stores information such as tables used for various lottery processes and various programs related to the game. The main control unit 211b performs processing and control related to the game (various lottery processes, control of the game state, etc.).

[0062] The second module 212 can communicate with the counting button 2c, the game token count clear button 14, the game token count display device 7, the power supply unit 15, etc., as needed. The second module 212 is connected to the dedicated unit 19 (inter-machine device), etc., via a connection terminal board 19a provided on the game machine 201, enabling communication. Furthermore, the first module 211 and the second module 212 can communicate with each other as needed. The second module 212 includes a medal count storage unit 212a, a medal count control unit 212b (game value control means, counting means, first output means, second output means), and the like. The medal count storage unit 212a stores various information (such as the difference in medal count for the day, MY, and program) for processing and controlling the number of medals. The medal count control unit 212b performs control and processing related to the number of medals.

[0063] (Medal counting process) Figure 13 is a schematic graph showing the change in the number of tokens won on a day of play for the gaming machine 201 of the second embodiment. The medal count control unit 212b counts the difference in medals, MY, from the start of play on the day as part of the medal counting process. The medal count control unit 212b resets the difference in medals, MY, to zero when the power to the gaming machine 201 is turned on from an off state. Although a detailed explanation is omitted, the medal count control unit 212b performs the same medal counting process as before (counting the number of medals inserted and the number of medals dispensed). The medal count control unit 212b transmits this count information (information regarding the counting results of the counting means) as game performance information to the main control unit 211b and the dedicated unit 19 at predetermined intervals.

[0064] Subsequently, this count information may be transmitted from the dedicated unit 19 to an organization that comprehensively manages multiple gaming machines (such as a gaming machine information center) via a hall computer or the like. Furthermore, the main control unit 211b may transmit the medal count information received from the medal count control unit 212b to the sub-control unit 20 at least at regular intervals.

[0065] In the embodiment, the terms "minus medal count" and "MY" are used with the following meanings. (Difference in number of tokens) The difference in tokens (Y tokens) is the net difference in tokens. In other words, "Difference in tokens (Y tokens) = Total tokens paid out - Total tokens inserted". Therefore, the difference in tokens will be negative if "Total tokens paid out < Total tokens inserted", and positive if "Total tokens paid out > Total tokens inserted".

[0066] (MY) MY represents the difference between the net number of tokens (Y tokens) at the time of play on the day of play and the minimum net number of tokens (Ymin). The minimum net number of tokens is the value at which the player's consumption of game value was greatest after the power was turned on. Furthermore, MY shows how much game value the player has gained since the minimum net number of tokens was surpassed. In other words, "MY = |Y - Ymin|". Note that MY is updated only when "Ymin ≤ Y".

[0067] For example, in the example shown in Figure 13, the difference in tokens Y decreases after the game starts. Then, at the point of X1 game plays, the difference in tokens Y becomes -5000. The token count control unit 212b stores -5000 as Ymin in the token count storage unit 212a (#1). From the first game onward (X1), at the fifth game onward (X5), the difference in tokens Y is less than -5000, which is -10000. The token count control unit 212b stores -10000 as Ymin in the token count storage unit 212a, thus updating Ymin (#2).

[0068] In the example above, MY from the start of play on that day until the number of plays x1 will be zero. Furthermore, from game count X1 up to game count X2, MY is counted based on the difference in tokens from game count X1 minus 5000 tokens. For example, at game count X2 (X=X2, Y=2000), MY will be 7000 (=|2000-(-5000)|). For the 5th game round and beyond, the minimum difference in tokens, Ymin, is updated from -5000 tokens to -10000 tokens. For example, at the 6th game round (X=X6, Y=2000), MY becomes 12000 (=|2000-(-10000)|). Thus, even though the difference in tokens is the same 2000 tokens for the 2nd and 6th game rounds, the MY values ​​differ because the base minimum difference in tokens, Ymin, is different. Thus, since the MY count starts from the minimum difference in the number of tokens for the day, if the minimum difference in the number of tokens is updated at some point, that new minimum difference in the number of tokens becomes the new starting point.

[0069] (Processing when MY limit is reached) The medal count control unit 212b transmits MY limit reached information (specific information) to the main control unit 211b when the condition is met that the MY count, calculated by the medal counting process, has reached the upper limit of 19,000 medals. The upper limit of MY can be changed as appropriate depending on the specifications of the machine. The condition for transmitting the MY limit reached information (specific information) may also be that MY exceeds 19,000 medals. Furthermore, in games where MY exceeds 19,000, the medal count control unit 212b also counts the number of medals exceeding 19,000 when calculating the difference in medal count. For example, if MY is 18999 before betting, and MY becomes 18996 after betting 3 coins at the start of the game, then a 15-coin payout occurs, resulting in MY becoming 19011. In this case, the medal count control unit 212b counts the 11 coins exceeding 19000 as the difference in medal count (i.e., the medals won by the player).

[0070] In the example shown in Figure 13, at the end of a game with X number of plays, the number of MY is 19,000. Therefore, the medal count control unit 212b transmits game completion information to the main control unit 211b at the end of a game with X number of plays (#3). The main control unit 211b constantly monitors whether or not information indicating that the MY limit has been reached has been input. The CPU constituting the main control unit 211b may have an input terminal to which MY limit reached information is input, or it may be configured to receive MY limit reached information through normal communication processing. Since MY only increases or decreases after the medal payout process is completed, the main control unit 211b may perform the monitoring of MY upper limit information (the process of determining whether or not specific information has been received) only after the medal payout process is completed. Upon receiving information from the medal count control unit 212b that the MY limit has been reached, the main control unit 211b transmits a stop command (an activation of a stop command) to the medal count control unit 212b.

[0071] Upon receiving a stop command from the main control unit 211b, the medal count control unit 212b notifies the dedicated unit 19 that a stop command has been received. After receiving the stop command, the medal count control unit 212b may stop the medal counting process. The dedicated unit 19 may also stop distributing new medals after this notification.

[0072] Upon receiving a command to stop operation, the medal count control unit 212b sends the same notification to the main control unit 211b as it would when the dedicated unit is not connected. In response, the main control unit 211b controls the game to a game termination state (specific state) in which it does not accept coin insertion operations using the bet buttons 2a and 2b, or lever operations such as the start lever 3. In other words, the main control unit 211b controls the game to a state in which it is unable to execute controls that accept coin insertion operations, lever operations of the start lever 3, etc. (specific controls). This function, which controls the game to end when MY reaches its upper limit, is also called the complete function.

[0073] However, the medal count control unit 212b accepts operation of the counting button 2c (counting operation means) even after the MY limit has been reached information has been transmitted. This allows the player to count the medals they have won, output them to the dedicated unit 19, store them on the IC card, and then pay them out. Furthermore, the main control unit 211b may also accept operation of the settlement button 2d. Furthermore, the gaming machine 201 and the dedicated unit 19 may perform such counting and payout processing automatically when the MY reaches 19,000 or more.

[0074] As a result of the above process, if the MY (My Payout) reaches 19,000 or more after the gaming machine 201 is powered on, the gaming machine 201 will become unresponsive to game-related operations, and the player will not be able to continue playing. Regardless of whether the game has ended or not, the medal count control unit 212b resets MY to zero when the game machine 201 is powered off and then powered on again. Furthermore, the main control unit 211b, upon receiving an operation to change the setting values ​​1 to 6 (including resetting), cancels the game end state. As a result, the gaming machine 201 is controlled to a state where it can be played again.

[0075] Any control measures other than those mentioned above when MY reaches 19,000 can be set as appropriate according to the specifications of the gaming machine 201. For example, when the MY reaches 19,000 coins, the gaming machine 201 may perform the following control: (1) Even if the main control unit 211b receives information from the medal count control unit 212b that the MY limit has been reached, it may execute control to not enter the game end state if predetermined conditions are met. The predetermined condition is, for example, when MY reaches 19,000 coins during a bonus game. In this case, even if the main control unit 211b receives information that the MY limit has been reached, it may wait to activate the game termination state until the bonus ends. The main control unit 211b may also wait to issue a command to stop operation to the coin count control unit 212b until the bonus ends. This allows the gaming machine 201 to continue playing until the bonus ends, and to count the number of medals awarded to the player during the bonus (the difference in the number of medals increased during the bonus that exceeds 19,000).

[0076] (2) In a game where the number of MY coins has exceeded the previous number of MY coins (for example, a predetermined number such as 18,950 coins) (i.e., immediately before the transmission of MY limit reached information), if, for example, a strong bell role or a rare role is won or awarded, and there is a possibility of winning a bonus or additional coins, and the awarded coins bring MY to 19,000, the sub-control unit 20 may choose not to perform the winning animation (specific animation) corresponding to the rare role, etc. In other words, the sub-control unit 20 may perform the winning animation for rare roles, etc. until the number of MY coins immediately preceding 19,000 is reached, but may not perform it after the number of MY coins immediately preceding 19,000 is reached. As a result, even if the above-mentioned lottery process is executed in a game where MY reaches 19,000 coins and the game ends, the gaming machine 201 can be controlled so that the player is not aware of the lottery process.

[0077] (3) MY does not increase or decrease even if a replay is won. Therefore, as in (2) above, if a replay is won in a game where the number of MY is 19,000 coins just before, the sub-control unit 20 may change the presentation of the replay win (winning sound, etc.) to inform the player that the end of the game is near. Furthermore, the system may also be designed to notify players when the game is nearing its end, not only when a replay symbol is won, but also when other winning symbols are won.

[0078] (4) The main control unit 211b may notify the sub-control unit 20 of a command to stop operation. In this case, the sub-control unit 20 may notify the player that the game has ended by displaying it on the display unit 8. Here, if the gaming machine 201 has a function to receive the player's operation at the start of the game and the operation at the end of the game, and converts the player's game history into a two-dimensional code or the like according to the player's termination operation and displays it on the display unit 8 (main screen, sub-screen, etc.), the sub-control unit 20 may accept this operation at the end of the game even after notification of a stop command. However, since the gaming machine 201 is in a state where it cannot continue playing after notification of a stop command, the sub-control unit 20 may not accept this operation at the start of the game.

[0079] As described above, in this embodiment, the gaming machine 201 distributes the control and processing of the main control board 210A to the main control unit 211b of the first module 211 and the medal count control unit 212b of the second module 212, thereby enabling efficient operation of each CPU constituting these control units. Furthermore, the gaming machine 201 can effectively utilize the MY counting result for multiple processes.

[0080] In contrast, conventional gaming machines lacked a sufficiently sophisticated configuration for processing the medal count information stored as data, and were unable to fully utilize the medal count information.

[0081] (Third embodiment) A third embodiment of the present invention will now be described. In the third embodiment, the output signal that is output from the gaming machine to the dedicated unit, and subsequent processing using this output signal will be described. Figure 14 is a diagram illustrating the configuration of the gaming system 300 according to the third embodiment. Figure 15 is a diagram illustrating the configuration of the gaming system 300 of the third embodiment and the flow of gaming information output from the slot machine 301S and the pachinko machine 301P. In this embodiment, we will describe a gaming system 300 that includes both a slot machine 301S (also known as a smart pachislo, smaslo, etc.) and a pachinko machine 301P (also known as a smart pachinko, smapachi, etc.) (both gaming machines are collectively referred to as smart gaming machines).

[0082] In the embodiments and drawings, the configuration relating to the slot machine 301S is appropriately denoted with "S" (e.g., machine system 300S), and the configuration relating to the pachinko machine 301P is appropriately denoted with "P" (e.g., machine system 300P). Regarding the game medium, both the data-format tokens used in the slot machine 301S (so-called credit tokens) and the data-format game balls used in the pachinko machine 301P are appropriately referred to collectively as game balls, and the number of data-format game mediums, etc., is also referred to as the number of balls, etc.

[0083] Furthermore, in this embodiment, "computer" refers to an information processing device equipped with a storage device, a control device, etc., and each device 301S, 301P, 319S, 319P, 330, 331, and 335 is equipped with a storage unit and a control unit, respectively, and is included in the concept of a computer. The memory unit is a storage device such as a hard disk or semiconductor memory element for storing programs, information, etc., necessary for the operation of each device 301S, 301P, 319S, 319P, 330, 331, and 335. The control unit is a device that performs the necessary calculations and overall control for the operation of each device 301S, 301P, 319S, 319P, 330, 331, and 335. The control unit includes, for example, a CPU (Central Processing Unit). The control unit realizes the various functions of the embodiment by appropriately reading and executing various programs stored in the memory unit.

[0084] The Pachinko machine 301P is a device that allows players to play without directly touching the game balls, as the game balls are sealed inside the cabinet and circulated, and the game balls are provided to the player as electronic information in data format. The pachinko machine 301P is equipped with a game ball count display device 7P, which is equivalent to the medal count display device 7 of the slot machine 301S. In other words, the game ball count display device 7P is a device that displays the number of game balls owned by the player, similar to the medal count display device 7. The game ball count display device 7P may change its notification mode depending on the amount of game balls stored and displayed. Furthermore, the game ball count display device 7P may, for example, count a larger amount when the counting button is pressed and held down than when it is pressed and held down, and may also count game balls if game balls are acquired while the button is still pressed and held down after the number of game balls stored and displayed has become 0.

[0085] As shown in Figures 14 and 15, the gaming system 300 includes machine systems 300S and 300P, and HC335 (hall computer, gaming device). (Configuration of the 300S system) The 300S machine system is a system related to one slot machine, specifically the 301S model. The 300S machine system includes a slot machine 301S, a dedicated unit 319S, an HCBOX 330 (hall computer box), and a call lamp 331 (gaming device). The slot machine 301S and the dedicated unit 319S are connected via a communication cable or the like, enabling communication between them. The dedicated unit 319S and the HCBOX 330 are also connected via a communication cable or the like, enabling communication between them. The HCBOX 330 and the call lamps 331 and HC335 are connected via a communication network such as a LAN. As a result, the game information (described later) output from the slot machine 301S is output to the call lamps 331 and HC335 via the dedicated unit 319S and HCBOX 330. Furthermore, the machine system 300S of slot machine 301S, which is installed on the same gaming island, and HC335 may be connected via an island computer (not shown) that manages the gaming island.

[0086] As described in the above embodiment, the main control board 310A (control means) of the slot machine 301S can control the slot machine 301S to a game termination state (game termination state, specific state) in which gameplay is impossible, in response to MY (specific information) reaching 19,000 coins (specific value, first value) during a predetermined period (determined period) after resetting MY (specific information) (after predetermined conditions are met), such as before the store opens. In the game termination state, player operations related to the game (operation of each bet button 2a, 2b, operation of start lever 3, etc.) are restricted more than in the normal state (i.e., these operations are disabled). In addition, as mentioned above, the main control board 310A of the slot machine 301S outputs game information, which is information related to the game, to the dedicated unit 319S.

[0087] The main control board 310A of the slot machine 301S outputs the following information to the dedicated unit 319S, as an example. ●Out signal: This is information regarding the number of balls inserted into the slot machine 301S, that is, information regarding the number of balls used to play the game (information on the number of games played). The out signal is output when the start lever is operated while tokens are inserted. ● Safe signal: This is information regarding the number of balls (amount of game value awarded) that were dispensed (given) to the player as a result of the game. ●Game Status Signal: This is information indicating the current game status (e.g., BB status, RB status, AT status, etc.). Each game status signal has a corresponding type (e.g., BB signal, RB signal, AT signal, etc.). ● Abnormal Signal (Specific Game Information): An abnormal signal is output when the slot machine 301S is in the following state, for example. The abnormal signal is also called a security signal. • Game end state (explained later) • Changing settings Changing the setting value means that, upon request from a store employee or other staff member, the advantage level of the game can be changed to one of the setting values, for example, from 1 to 6. Changing to a higher setting value will result in a more advantageous gameplay experience. • Checking the settings. Setting confirmation involves displaying the above-mentioned setting value on a display device or similar device upon receiving an operation from a store employee or other staff member, and informing the staff member or other staff member of the setting value. • Various fraud detection methods Thus, abnormal signals are output in the case of the game ending state, and in several other states. The above signals are just examples, and the main control board 310A of the slot machine 301S may output other signals in addition to or instead of these.

[0088] The dedicated unit 319S lends game balls to players and dispenses game balls to players by storing game ball information on a game card (a storage medium on which information that can identify the value of the game is recorded) and then ejecting it. Information about the player's balls can be stored on the IC chip of the game card, or it can be stored by the HC335 in association with the game card's identification information.

[0089] The dedicated unit 319S includes a cash receiving section 319a, a card insertion / dispensing section 319b (reception means), a storage section 319h, and a control section 319i. The cash receiving unit 319a is a device that receives cash when distributing game balls to players. The cash receiving unit 319a includes a banknote insertion slot, a detection unit for detecting inserted banknotes, and the like. The card insertion / extraction section 319b is a card unit, etc., and is a device for inserting and ejecting game cards, etc. The card insertion / extraction section 319b includes an inlet / outlet for inserting and ejecting game cards, etc., a reader / writer for reading and writing stored ball information on game cards, etc., a card stock section for collecting and storing game cards, etc.

[0090] (HCBOX330) The HCBOX330 applies signal processing (such as conversion from serial signals to pulse signals) as needed to the game information received from the dedicated unit 319S, and outputs it to the call lamp 331 and HC335. Therefore, the call lamp 331 and HC335 receive the above signal output from the slot machine 301S and can collect game information from the slot machine 301S.

[0091] (Call lamp 331) The call lamp 331 comprises a display unit 331a (notification means), a storage unit 331h, and a control unit 331i (counting means, determination means, abnormality determination means, notification control means). The call lamp 331 is a device for players to call staff or other personnel, and also a display device that shows players various information about the slot machine 301S (such as the number of balls inserted and the number of jackpots on the day). The gaming system 300 may also be equipped with separate devices that have each function individually, instead of the call lamp 331 which serves both purposes. The call lamp 331 turns ON or OFF in response to the operation of the call button and transmits call information (call signal) to the HC335 to summon a store employee or other staff member. The HC335 transmits this call information and its cancellation information to a wireless intercom (not shown) carried by the store employee or other staff member, thereby informing them of the information. In this embodiment, the process of summoning a store employee or other staff member in this manner is also called the employee call process.

[0092] The HC335 is a computer capable of centrally managing all the equipment in a gaming arcade. The HC335 comprises a display unit 335a (notification means), an operation unit 335b, a storage unit 335h, and a control unit 335i (counting means, determination means, abnormality determination means, notification control means). The control unit 335b is a device used by the manager of the amusement arcade or other personnel to operate the HC335. The control unit 335b includes, for example, a mouse, a keyboard, and the like. The display unit 335a is a display device such as a liquid crystal display device.

[0093] (Processing related to the 300S system) Figures 16 and 17 illustrate the game completion status determination process for the slot machine 301S using the call lamp 331 in the third embodiment. Figure 18 illustrates the gaming machine status screen 335c displayed by the HC335 of the third embodiment. As described in the above embodiment, the slot machine 301S is controlled to end the game when MY reaches 19,000 coins. On the other hand, the call lamps 331 and HC335 acquire game information output by the slot machine 301S via the dedicated units 319S and HCBOX 330. Based on the acquired game information, the call lamps 331 and HC335 can perform a determination process (also called a game termination state determination process in this embodiment) to determine whether or not the slot machine 301S is controlled to a game termination state. The following describes the process for determining the end of game status for the call lamp 331, but the same process can be applied to the HC335.

[0094] (Method for determining whether the game has ended or not using the call lamp 331 (slot machine 301S)) The following describes four different judgment processes 1 to 4, each using a different judgment method. These judgment processes may be combined as appropriate.

[0095] (Decision process 1) As shown in Figure 16, the main control board 310A of the slot machine 301S outputs an abnormal signal in addition to controlling the slot machine 301S to the end of game state when MY19000 coins are reached, as described in the above embodiment. Upon receiving this abnormal signal, the control unit 331i of the call lamp 331 determines that the slot machine 301S is controlled to the end-of-game state.

[0096] (Decision process 2) The abnormal signal output by slot machine 301S upon reaching MY19000 coins is in the form of outputting the abnormal signal for only 10 seconds (a predetermined period) (first output form). Note that this 10-second period is just an example and may differ depending on the model of slot machine 301S. The control unit 331i of the call lamp 331 determines that the slot machine 301S is controlled to the end of game mode, based on the fact that it has received this abnormal signal for only 10 seconds (i.e., the abnormal signal was received from the start of reception until it was stopped 10 seconds later). This allows the call lamp 331 to determine that the abnormal signal output from the slot machine 301S is a signal related to the end of gameplay. In other words, the abnormal signal is not only output when the game has ended, but also when setting operations are being performed, as mentioned above. The output mode of the abnormal signal that is output when the game has ended (second output mode) is different from the output mode when the game has ended; that is, the output period is not 10 seconds, and for example, it is output over the period when setting operations are being performed. Therefore, the call lamp 331 can determine whether or not the abnormal signal is a signal related to the game ending state based on the reception period of the abnormal signal. Furthermore, the call lamp 331 may be configured to determine whether or not an abnormal signal is related to the end of the game state based on the shape of the signal waveform of the abnormal signal output in the end of the game state (such as the square wave 339 shown in Figure 16) (first output shape), rather than the period during which the abnormal signal is received.

[0097] (Decision process 3) The call lamp 331 receives out signals and safe signals from the slot machine 301S. Therefore, the control unit 331i of the call lamp 331 can count the difference in the number of tokens (difference in game value) and MY of the slot machine 301S, as shown in Figure 13, by counting the out signals and safe signals received from the start of gameplay on that day, similar to the main control board 310A of the slot machine 301S. In principle, the MY count value will be the same for both the slot machine 301S and the call lamp 331. As a result, the control unit 331i of the call lamp 331 counts MY based on the out signal and safe signal, and when MY reaches 19,000 coins, it can determine that the slot machine 301S is controlled to the end of game mode. Furthermore, the control unit 331i of the call lamp 331 resets (initializes) the MY counted by the call lamp 331 to zero in response to the occurrence of a daily processing task for the store's operations (for example, a task performed when the date changes). The form in which the daily processing is performed is not limited; for example, the call lamp 331 itself may perform the task when it receives an operation from a store employee, or the call lamp 331 may perform the task in response to an operation received from a store employee by another device (such as the HC335). In addition, the call lamp 331 may receive a setting for the time to perform the daily processing in advance from a store employee, and perform the daily processing when that time is reached.

[0098] In this case, the call lamp 331 may not be able to receive an abnormal signal indicating the end of the game, depending on the specifications of the slot machine 301S, the specifications of the call lamp 331, etc. This can occur, for example, in the following cases. - If the slot machine 301S is designed not to output an abnormal signal when the game has ended. In this configuration, when the slot machine 301S is controlled to the end of the game state, it displays a message on the display unit 8 or the like prompting the player to call a staff member (for example, a message such as "Please call a staff member"). Normally, the player needs to call a staff member by operating the call lamp 331 in accordance with this message. In this embodiment, the call lamp 331 can determine that the slot machine 301S is controlled to the end of the game state, so it can call a staff member without any operation by the player.

[0099] • If the call lamp 331 is not designed to receive abnormal signals. The number of signal types that the call lamp 331 can receive is limited by factors such as the number of receiving ports and the number of physical connections. Therefore, the call lamp 331 may be designed not to receive abnormal signals output by the slot machine 301S in order to receive signals other than abnormal signals. Even if the call lamp 331 in this embodiment is designed in a way that it cannot receive abnormal signals, it can still determine that the slot machine 301S is controlled to a game termination state based on the out signal and safe signal.

[0100] (Decision process 4) As shown in Figure 17, judgment process 4 is a process that combines judgment processes 1 and 3. In other words, the control unit 331i of the call lamp 331 determines that the slot machine 301S is controlled to the end of game state when two conditions are met: MY, calculated based on the out signal and safe signal output from the slot machine 301S, reaches 19,000 coins, and an abnormal signal is received from the slot machine 301S. As mentioned above, the abnormal signal is not only output when the game has ended, but also when setting operations are performed, etc. Therefore, when the abnormal signal is output, the call lamp 331 determines whether the calculated MY has reached 19,000 coins, thereby determining whether the abnormal signal was output in accordance with the control of the slot machine 301S to the end of the game state.

[0101] Furthermore, in this determination process 4, the control unit 331i of the call lamp 331 may calculate the difference between the number of MY calculated at the time of receiving an abnormal signal from the slot machine 301S and the upper limit of MY, which is 19,000, and then determine whether this difference is within the acceptable range. In other words, when the slot machine 301S is operating normally, the timing at which the MY calculated by the call lamp 331 based on the out signal and safe signal reaches 19,000 coincides (or almost coincides) with the timing at which the slot machine 301S outputs an abnormal signal. For this reason, if the call lamp 331 receives an abnormal signal from the slot machine 301S at a timing when the MY calculated by the call lamp 331 is significantly less than the acceptable number of MY (for example, 18,000), there is a possibility that fraudulent activity is occurring in the slot machine 301S, or that there is a malfunction (failure, counting error, cable disconnection, etc.) in the slot machine 301S. In such cases, the call lamp 331 may perform the process of calling a store employee using the intercom. Furthermore, the call lamp 331 may perform the staff call process if it does not receive an abnormal signal after the calculated MY reaches 19,000 sheets and before reaching the allowable number of sheets (for example, 20,000 sheets).

[0102] (Processing after determining that slot machine 301S is controlled to the end of game state during the judgment process) After determining in the above process that the slot machine 301S is controlled to the end of gameplay state, the call lamp 331 can perform the following process, for example. (Notification process for game end status) The call lamp 331 displays information on the display unit 331a (such as text information like "Game Ended") to the player, staff, etc., indicating that the slot machine 301S has been controlled to the end of game mode (see Figure 14). The call lamp 331 may also notify the player that the game has been controlled to the end of game mode by sound, light, etc., by controlling an notification device (not shown) such as a speaker or lamp of the call lamp 331. Furthermore, the call lamp 331 may execute a staff call process using an intercom. In this way, the call lamp 331 performs a predetermined notification.

[0103] In this situation, players may mistakenly believe that the slot machine 301S being controlled to a game-ending state is a malfunction, which could lead to disputes with the store. In this embodiment, the call lamp 331 can promptly inform players, staff, etc., that the slot machine 301S has been controlled to the end-of-game state by executing a game completion status notification process. Furthermore, staff can quickly move to the slot machine 301S that has been controlled to the end-of-game state and explain to the player that it has been controlled to the end-of-game state. This helps to suppress the occurrence of the above-mentioned trouble.

[0104] (Game end state and abnormality detection process after determination) The control unit 331i of the call lamp 331, after determining that the game has been controlled to the end state, determines that an abnormal state exists if it receives at least one of the out signal or safe signal, and notifies the store staff of this determination result via an intercom or the like. In other words, when the slot machine 301S is controlled to the end-of-game state, it will not accept tokens from the player, nor will it award any tokens. For this reason, when the slot machine 301S is controlled to the end-of-game state, it will not output an out signal or a safe signal. In this manner, when the slot machine 301S is normally controlled to not output an out signal or a safe signal, if it outputs an out signal or a safe signal, it may indicate the possibility of fraudulent activity or a malfunction in the slot machine 301S, as mentioned above. The control unit 331i of the call lamp 331 can suppress the aforementioned fraudulent activity or detect malfunctions in the slot machine 301S by executing abnormality detection processing after determining the game end state.

[0105] (Reset process) After controlling the slot machine 301S to the end of gameplay state, the main control board 310A accepts a setting change operation (including re-spinning), resets the MY count on the slot machine 301S, and also cancels the end of gameplay state. Furthermore, the main control board 310A of the slot machine 301S transmits a setting change signal to the dedicated unit 319S. The control unit 331i of the call lamp 331 resets the MY count to zero upon receiving a setting change signal. As a result, the call lamp 331 can reset its MY count in conjunction with the slot machine 301S returning from the end-of-game state. In addition, the timing of the MY reset on the call lamp 331 side can be synchronized with the timing of the MY reset on the slot machine 301S side.

[0106] (Exception in the game end status determination process) The main control board 310A of the slot machine 301S may delay the activation of the game termination state when the player is in a specific game state that is advantageous to the player, such as a real bonus (so-called Type 1 special feature, Type 2 special feature, continuous feature activation device related to Type 1 special feature, continuous feature activation device related to Type 2 special feature), depending on the specifications of the slot machine 301S. The main control board 310A of the slot machine 301S outputs a jackpot signal without transmitting an abnormal signal when in a real bonus state, and also continues to play properly when the MY exceeds 19,000 coins. For this reason, the slot machine 301S may output an out signal or a safe signal when the MY exceeds 19,000 coins. The control unit 331i of the call lamp 331 does not determine that the slot machine 301S is controlled to a game-ending state, even after MY, based on the count of out signals, safe signals, etc., has reached 19,000 coins, as long as it is receiving a jackpot signal. Furthermore, in the aforementioned "abnormality detection processing after determining game-ending state," during this period, even if out signals or safe signals are received, exception processing such as not detecting an abnormality is performed.

[0107] Furthermore, when the operation of the game end state is delayed, that is, when the call lamp 331 is executing this exception processing, it is certain that the slot machine 301S will be controlled to the game end state in response to the end of a real bonus, etc. For this reason, the control unit 331i of the call lamp 331 may, while executing the exception processing, use a speaker, lamp, etc., to announce the finale (announcing that the machine will be controlled to the game end state in response to the end of a real bonus, etc.).

[0108] Furthermore, the control unit 331i of the call lamp 331 may execute this exception processing, not limited to real bonuses, if the slot machine 301S can delay the operation of the game end state and the game state is advantageous to the player (such as a game state in which AT is executed). When the control unit 331i of the call lamp 331 determines that the slot machine 301S is controlled to a specific game state, it may determine whether or not it has received a signal indicating the specific game state, or analyze the reception status of at least one of the safe signal and the out signal.

[0109] Furthermore, whether or not there is a function to delay the activation of the game end state depends on the specifications of the slot machine 301S. For this reason, a game hall may have a mix of slot machines 301S with and without this function. The control unit 331i of the call lamp 331 may be configured to allow the execution of this exception processing to be set for each slot machine 301S or for each model. This would allow the control unit 331i of the call lamp 331 to execute this exception processing only for slot machines 301S that have this function.

[0110] (Game termination status determination process in HC335 and subsequent processing after the determination) The above description is an example of the game end state determination process and the processing after that determination, but these processes can also be performed in the HC335. Furthermore, when performing these processes in the HC335, processing corresponding to the functions of the HC335 may be performed. In other words, HC335 stores and centrally manages the operating status of the slot machines 301S in the amusement hall in the memory unit 335h. When HC335 determines that a slot machine 301S has reached the end of its game, it may update the operating status of that slot machine 301S from "running" to "end of game". In addition, HC335 may update the display of the operating status of a slot machine 301S determined to be in the end of its game from "running" to "end of game" on the list screen (not shown) of the display unit 335a that shows the operating status of multiple slot machines 301S in the amusement hall. Through this process, the HC335 can synchronize the status of the slot machine 301S in the amusement arcade with the management information of the slot machine 301S.

[0111] The above description is an example of the configuration of the machine system 300S, the game completion state determination process, and the processing after that determination. However, these processes can also be performed in the machine system 300P by replacing the configuration with one that corresponds to the functions of the pachinko machine 301P. The following describes the main differences between the two systems. (Configuration of the 300P system) As shown in Figure 14, the machine system 300P is a system relating to one pachinko machine 301P. While the machine system 300S is a system equipped with a slot machine 301S, the machine system 300P is a system equipped with a pachinko machine 301P. The 300P system includes a pachinko machine 301P, a dedicated unit 319P, an HCBOX 330, and a call lamp 331. In this embodiment, the HCBOX 330 and call lamp 331 have the same functions as the HCBOX 330 and call lamp 331 of the 300P unit system, and an example of using the same model of equipment will be described. Furthermore, the same model of equipment may be used for the dedicated units 319S and 319P in both the 300S and 300P units.

[0112] The main control board 310A of the pachinko machine 301P outputs the following game information to the dedicated unit 319P, as an example. ●Out signal, safe signal: The out signal and safe signal of the pachinko machine 301P are the same as those of the slot machine 301S. However, while the out signal and safe signal of the slot machine 301S output one pulse corresponding to one game ball (medal) in data format, the out signal and safe signal of the pachinko machine 301P may be configured to output one pulse corresponding to 10 game balls (game tokens). ●Game Status Signal: This signal corresponds to each game status of the 301P pachinko machine and indicates the current game status (for example, probability variation state, time reduction state, etc.). ● Abnormal Signal (Specific Game Information): An abnormal signal is output, for example, when the pachinko machine 301P is in the following state. • Game ended state • Fraud detection status: A state in which the possibility of fraudulent activity has been detected (for example, when an acceleration sensor detects the shaking of the pachinko machine 301P, vibrations from tapping the glass, etc., or when a magnetic sensor detects magnetic force from a magnet placed close to the glass). Furthermore, if the pachinko machine 301P is a model that allows the setting values ​​to be changed, similar to the slot machine 301S, it may be configured to output an abnormal signal while the setting values ​​are being changed or while the setting is being checked. ●Door open / closed signal: This signal indicates the open / closed status of the front door.

[0113] The dedicated unit 319P includes a cash receiving section 319a, a card insertion / dispensing section 319b, a reader / writer, a card stock section, etc., similar to the dedicated unit 319S. Furthermore, since the dedicated unit 319P is a device related to the pachinko machine 301P that uses game balls in data format, it performs processing related to game balls in data format.

[0114] Thus, although the 300S and 300P machine systems differ in their configuration and the game information they output depending on the type of gaming machine and the type of gaming media they handle, their basic configuration is the same.

[0115] (Method for determining whether the game has ended on the machine system 300P side (machine system 300P and HC335)) The abnormality detection process in machine system 300P can be replaced with the game end state determination process in machine system 300S mentioned above, for example, as follows. • MY: 95,000 balls are controlled to end the game state.

[0116] (An exception is made to the post-detection process if the pachinko machine 301P is controlled to the end-of-game state during the determination process on the machine system 300P side.) The Pachinko machine 301P may be designed to delay the activation of the game end state when the player is in a game state (specific game state) that is advantageous to the player, such as a time-saving mode or a probability variation mode. The Pachinko machine 301P outputs a time-saving signal and a probability variation signal when the player is in a time-saving mode or a probability variation mode. In the exception to the game end state determination process on the machine system 300P side, the control unit 331i of the call lamp 331 does not determine that the pachinko machine 301P is controlled to the game end state even after reaching MY95000 balls based on the count of out signals, safe signals, etc., as long as it is receiving a jackpot signal, etc. Furthermore, during this time, the call lamp 331 performs exception processing such as not detecting an abnormality even if it receives out signals or safe signals.

[0117] [Pre-notification of game end status (pre-activation notification)] As mentioned earlier, the slot machine 301S and the pachinko machine 301P control the game to end when the MY limit is reached. On the other hand, for players, being controlled to end the game means they are suddenly unable to play during gameplay, which may cause dissatisfaction. As explained below, the gaming system 300 solves this problem by providing advance notification that it will be controlled to the end of the game state. The following explanation mainly describes the configuration and processing of the call lamp 331, but the configuration and processing of the HC335 are similar, and the call lamp 331 and HC335 will be referred to as call lamp 331, etc. as appropriate. Also, the numerical values ​​of the various conditions described in the embodiment are examples. Furthermore, the call lamp 331, etc. may be configured so that these numerical values ​​can be arbitrarily set according to the operation of the store manager, store clerk, etc.

[0118] (Conditions for implementing advance notification) The conditions for performing advance notification can be specified as follows, for example: (The value of MY met the following conditions) The call lamp 331, etc., has received an out signal and a safe signal from the gaming machine, and the calculated MY has reached the pre-announced MY value (second value). The pre-announced MY value is smaller than the MY upper limit value. For example, if the slot machine 301S is an AT machine and the expected value of the net increase in coins (difference in coins) in the AT stage is 2400 coins, the call lamp 331, etc., may notify based on the fact that MY has reached 16600 coins (= 19000 coins - 2400 coins). For a standard type slot machine 301S (a so-called A-type machine), if the average number of coins won in BB and RB is 200 coins for BB and 100 coins for RB, the notification may be given when MY reaches 18,800 coins (= 19,000 coins - 200 coins), or it may be given based on reaching 18,850 coins (= 19,000 coins - (200 coins + 100 coins) / 2).

[0119] Furthermore, since the slot machine 301S and the pachinko machine 301P are different types of gaming devices, the ease with which they reach the MY limit may differ. For this reason, the call lamp 331, etc., may have different pre-announced MY values ​​depending on how easily they reach the MY limit. For example, if the pachinko machine 301P is more likely to reach the MY limit than the slot machine 301S, the pre-announced MY value for the pachinko machine 301P may be set to 42,500 balls, which is half of the MY limit of 95,000 balls, while the pre-announced MY value for the slot machine 301S may be set to 4,750 coins, which is one-quarter of the MY limit of 19,000 coins.

[0120] Furthermore, if the TY (average number of balls won per big win (special prize) in a single pachinko game) is 1350 balls for a 301P pachinko machine, the notification may be given when the total reaches 93650 balls (= 95000 balls - 1350 balls). Also, if the mode TY (average number of balls won when entering RUSH mode) is 5000 balls, the notification may be given when the total reaches 90000 balls = (95000 balls - 5000 balls). Furthermore, the call lamp 331, etc., may perform a pre-notification when it reaches MY, which is set by the gaming facility. In this case, the call lamp 331, etc., should store this setting value in the memory unit 331h, etc.

[0121] Furthermore, even if the type of gaming machine is the same, the pre-announced MY value may differ depending on the model. For example, in the pachinko machine 301P, a machine with a high probability of winning a jackpot (around 1 / 100) but an expected payout of 500 balls or less per jackpot (a so-called "sweet" machine) and a machine with a low probability of winning a jackpot (around 1 / 400) but a continuation rate of 80% or more (a so-called "maximum" machine) will have faster payout speeds in the latter case. Therefore, in this example, the pre-announced MY value may be set to a lower value for the latter than for the former.

[0122] (Timing (point in time) for implementing advance notification) The call lamp 331, etc., may perform a pre-notification when the above conditions are met, and in addition, it may perform a pre-notification when any of the following conditions are met. (a) The jackpot (AT stage, probability change, etc.) has ended. This condition allows players to concentrate on playing during a jackpot without worrying about being controlled to end the game.

[0123] (b) The game has ended for the current player (i.e., the player who has reached the pre-announced MY value). When a player finishes playing, they perform an operation to count their game balls and then eject their game card from the dedicated units 319S and 319P. The call lamp 331, etc., may perform a pre-notification when it receives a signal from the dedicated units 319S and 319P indicating that counting has been completed in the slot machine 301S or pachinko machine 301P, and when it receives a signal indicating that the card has been ejected. This allows the player to concentrate on playing without worrying about being controlled to the end of the game state.

[0124] In this situation, even if the current player is not given prior notification that the game is about to end, they may sense, based on their winnings and other factors, that the game will be controlled to end soon. In such cases, this may be the trigger for the current player to end the game. On the other hand, a new player who starts playing may not know the previous player's winnings and other factors, and therefore may not know how many MY (Mycoins) are left until the game ends. Under condition (b), the advance notification of the end of the game is executed continuously from the moment the current player finishes playing, so a new player can find out how many MY (My Money) points remain until the end of the game by receiving the advance notification of the end of the game.

[0125] (c) The dedicated units 319S and 319P have accepted cash or game cards (with game value). When a player starts playing, they insert cash or a game card containing game value into the dedicated units 319S and 319P. The dedicated units 319S and 319P output a signal to the HCBOX 330 indicating that they have received these items. The call lamp 331, etc., may perform a pre-notification when it receives these signals. This allows the player to know the remaining number of MY until the end of the game when starting the game, as in (b) above.

[0126] (Remaining business hours, etc., and prior notification processing) The pre-announced MY value may be varied according to the remaining operating hours for the day (i.e., the remaining time that can be played on the gaming machine). In other words, regardless of whether or not the game is controlled to end, players must end their game when closing time arrives. Furthermore, even if the game is controlled to end just before closing time, players will not feel dissatisfied because they will not be able to play for an extended period of time. Therefore, the call lamp 331, etc., may change the manner of pre-notification processing depending on the remaining business hours, etc. For example, prior notification may be omitted after a certain time (e.g., one hour before closing time).

[0127] Furthermore, for example, the number of games that can be played per hour on a typical slot machine 301S is about 800 games. Based on this number of playable games and the current MY, the control unit 331i, etc., may determine that the timing at which the game will be controlled to end will be close to closing time, and may set the pre-notification MY value for the time period before closing time (for example, one hour after closing time) to be higher than the pre-notification MY value for normal business hours. As a result, the call lamp 331, etc. may not perform pre-notification, or if it does, it will be close to closing time. This allows the player to be naturally prompted to end the game as closing time approaches. Furthermore, the call lamp 331, etc., does not need to issue a prior notification if the MY upper limit is not reached within one hour of the closing time. This allows the call lamp 331, etc., to encourage players to continue playing until the closing time without making them aware that their game will be controlled to end.

[0128] (Method of prior notification) In this way, the call lamp 331, etc., provides advance notification of information that the MY value is approaching the value at which the game will be controlled to end, based on the arrival of the pre-notified MY value. The call lamp 331 can perform the advance notification by displaying the above information on the display unit 331a, but it may also be performed by sound, light, etc., by controlling a speaker, lamp, etc. The call lamp 331 displays, for example, the following information on the display unit 331a. (a) Inform the remaining number of game values: "○○○ balls / coins remaining until the end of the game," etc. (b) Announce the current MY: "The current MY is ○○○" etc. (c) Abstract notification of remaining game value: "Halfway through / almost finished / almost finished," "You are close to achieving the game end condition," etc. (d) When transitioning to a stage corresponding to a big win, the player is notified that the MY limit may be reached (i.e., that the game may be controlled to end): "The next win may result in the game ending. Please be careful," "Game ending soon," "Game ending after ○ wins," etc.

[0129] Furthermore, the call lamp 331, etc., may, in response to or instead of performing advance notification in the manner described above, control the status of the equipment (such as the status of the call lamp 331, etc.) to a call state, an abnormal alarm state, etc., and then release this state when a store employee or the like operates the remote control. This allows the store employee to explain to the player that the game will be controlled to a game end state in a short period of time before the slot machine 301S enters the game end state, and the player can understand this through the call lamp 331, etc., which is in a call state, an abnormal alarm state, etc. Furthermore, the call lamp 331, etc., may, when the slot machine 301S is controlled to the end of game state, or when the period until the slot machine 301S is controlled to the end of game state is short, receive remote control operation from a store employee, and display a special screen such as "Congratulations on finishing the game" on the display unit 331a. For example, if a store employee determines that the slot machine 301S is unlikely to continue operating any further, or if they determine that continuing to play would only increase the player's dissatisfaction, they can perform such operations. This allows the employee to prevent unexpected troubles with players and complaints from players before the slot machine 301S is controlled to its end-of-play state.

[0130] Furthermore, if the HC335 performs processing related to advance notification, the status of each gaming machine (such as being controlled to the end of the game state, or having performed advance notification) may be displayed on the display unit 335a. As shown in Figure 18, in this case, HC335 may display the gaming machine status screen 335c. The gaming machine status screen 335c displays the status of each gaming machine on a layout diagram showing the placement of each gaming machine in the gaming hall. In the example in Figure 18, the HC335 accepts a status selection operation from among "Game Ended State (a state controlled to be in the game ended state)" and "Pre-Notification (a state in which pre-notification has been performed)," and displays a symbol (circle mark, triangle mark) corresponding to the accepted status in the section corresponding to each gaming machine. Store staff can check the status of each gaming machine by looking at the gaming machine status screen 335c. The gaming machine status screen 335c in Figure 18 is an example that displays two statuses, "Game Ended" and "Pre-Notification," but it may also be possible to display other statuses (such as AT in progress, probability variation in progress, etc.).

[0131] (Implementation period and frequency of advance notification) The call lamp 331, etc., may continue to display the pre-notification on the display unit 331a after reaching the pre-notification MY value, or it may be done only for a period of time that is sufficient to be communicated to the player (for example, a few seconds, a few tens of seconds, etc.). Furthermore, the period for prior notification may be longer for the call lamp 331 of the pachinko machine 301P than for the call lamp 331 of the slot machine 301S. Furthermore, the call lamp 331, etc., may continue to provide advance notification when the remaining MY until the end of the game falls within a predetermined value (for example, 5,000 balls for the pachinko machine 301P, 1,000 tokens for the slot machine 301S, etc.), that is, when MY becomes greater than or equal to "MY upper limit - predetermined value". This predetermined value may be the expected value of winnings when a single jackpot occurs for the slot machine 301S model. In this case, the call lamp 331, etc., can control two or more slot machines 301S of the same type so that the predetermined value differs depending on the model (manufacturer, title, etc.).

[0132] The call lamp 331, etc., may repeatedly perform pre-notification after reaching the pre-notification MY value. When pre-notification is repeated, the control unit 331i, such as the call lamp 331, may change the repetition pattern depending on the type of gaming machine, that is, depending on the difference in the number of remaining game values ​​until the end of the game is reached in the slot machine 301S and the pachinko machine 301P. For example, in the case of the slot machine 301S, pre-notification may be performed every time MY increases by 1000 coins, and in the case of the pachinko machine 301P, pre-notification may be performed every time MY increases by 2500 balls. Furthermore, if advance notifications are repeated, the call lamp 331, etc., may be made to appear and notify that the end of the game is approaching by increasing the execution time of the advance notification as MY increases. In addition, if the remaining game value until the end of the game falls below a predetermined value (for example, 5000 balls for pachinko machine 301P and 1000 tokens for slot machine 301S), the execution period for both slot machine 301S and pachinko machine 301P may be made the same.

[0133] (The extravagant presentation of the pre-announcement) As mentioned above, the ease with which a gaming machine reaches its MY limit may vary depending on the type, model, etc. The call lamp 331, etc., may be made more conspicuous by varying the level of flashiness in the pre-notification display depending on the type and model of the gaming machine. For example, if the pachinko machine 301P is more likely to reach the MY upper limit than the slot machine 301S, the call lamp 331 may display more dramatically for the pachinko machine 301P than for the slot machine 301S. In this case, the call lamp 331 may, for example, provide advance notification only via the display unit 331a for the slot machine 301S, and provide advance notification via the lamp in addition to the display unit 331a for the pachinko machine 301P. Alternatively, the call lamp 331 may, for example, provide advance notification only via the display unit 331a and the lamp for the slot machine 301S, and provide advance notification via the speaker in addition to the display unit 331a for the pachinko machine 301P. This allows the call lamp 331 to make slot machines 301S and pachinko machines 301P, which are easily controlled to a game end state, more conspicuous, meaning that the notification method can be changed according to the expected payout of the game machine.

[0134] Furthermore, since the pachinko machine 301P does not have the concept of a favorable period like the slot machine 301S, it is possible, though unlikely, to reach the MY limit of 95,000 balls during a single jackpot. For this reason, the call lamp 331, etc., may be configured to proactively notify the history of the cumulative number of times the pachinko machine 301P has been controlled to the end-of-game state.

[0135] (Handling procedures in the event of a power outage or other power interruption) Slot machines such as the 301S may be controlled to switch between power off and on states in response to power outages and subsequent power restoration. Furthermore, even without power outages, unexpected errors involving power off and on states may occur in the 301S and other slot machines. In such cases, the main control board 310A of the 301S and 301P slot machines will reset the MY count value. Therefore, when a power outage occurs, the 301S and other slot machines may not be able to accurately count MY, and may not be able to properly control the game to its end state even after reaching the original MY upper limit. In contrast, the call lamp 331, etc., can store MY in flash memory or utilize various backup power supplies, thereby retaining MY even if a power outage occurs and continuing to calculate it. As a result, even if the slot machine 301S, etc., is unable to properly control the end of gameplay, the call lamp 331, etc., can accurately count MY and accurately determine that the slot machine 301S, etc., is in a state where it should be controlled to end gameplay.

[0136] Therefore, the call lamp 331 or the like can accurately determine whether the conditions for prior notification based on MY are satisfied, and can execute prior notification in response to satisfying this condition. In addition, when there is a possibility that the slot machine 301S or the like may not be properly controlled to the game end state in response to a power failure or the like, the store clerk or the like may explain the situation to the player. Also, in this case, even when the control of the slot machine 301S or the like cannot be controlled to the game end state when the count of MY reaches the MY upper limit value, the call lamp 331 or the like may display on the display unit 331a or the like that there is a possibility that the store side may end the game.

[0137] (Effect of payout feeling in slot machine 301S or the like) Although illustration and the like are omitted, the game system 300 includes a display device such as a 7-segment display for effect and a liquid crystal display device above the slot machine 301S or the like. Even if the slot machine 301S or the like does not pay out a physical game medium, this display device can, for example, produce a payout feeling (an atmosphere of giving game value to the player) in the following manner, and can improve the gaming motivation of customers visiting the store who are selecting which slot machine 301S or the like to play on. (a) The display device displays the credit number (the player's stored coins counted by the gaming machine), and changes the light emission pattern when the credit number is above a certain value. In addition, the display device may, for example, display an increase in the stored coin number in one lump sum when winning a special prize or the like. Also, when paying out 15 game balls, the display device may display the characters "+15 pieces" scrolling. Thereby, the display device can produce the added number of acquired balls so as to be prominent.

[0138] (b) Before the game balls are given to the player, before the bonus set is added, before the big win round is given, etc., the display device displays in advance a display corresponding to the number of these givings (for example, a display that lights up in rainbow colors corresponding to the number of givings). Also, the display device may give notice or the like before the game state changes (for example, when BB is determined).

[0139] (c) The display device may display information appropriate to the situation, such as when players change or the duration of the demo screen display (such as game information for the day, such as MY). Also, when a player leaves their seat or takes a break during a jackpot, etc., and ejects their game card from the dedicated unit 319S, 319P, the display device may continue to display the information on the number of balls held before the game card was ejected.

[0140] Furthermore, if, for example, the upper design portion of a slot machine such as the 301S protrudes upward, making it difficult to see the data display section of the call lamp 331, this display device can display the day's game information, making this information easy for the player to understand. Furthermore, this display device may also display information about any errors that occur in the slot machine 301S, etc., to inform players, staff, etc.

[0141] As described above, the call lamps 331, HC335, etc. of the gaming system 300 of this embodiment, although not devices other than the gaming machine, can notify players, staff, etc. of various information in response to the gaming machine being controlled to a game termination state. Furthermore, staff, etc. can respond appropriately and quickly to gaming machine malfunctions, fraud, and player interactions when the game is terminated, etc., in response to these notifications. Furthermore, for players, prior notification before the end of the game reduces or eliminates dissatisfaction when the game is controlled to end. As a result, the gaming system 300 can suppress troubles between the store and the players.

[0142] In contrast, conventional gaming devices could not determine whether the stop function had been activated in the gaming machine, nor could they determine the time period until the stop function was activated. Therefore, conventional gaming devices could not provide the various notifications described in the embodiment, and thus could not achieve the above-mentioned functions and effects.

[0143] Although preferred embodiments of the present invention have been described above, the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. The configurations of the embodiments described above and the configurations of the modified forms described later can be used in combination as appropriate, but a detailed explanation will be omitted.

[0144] (Transformed form) (1) In the embodiment, various processes such as advance notification are shown to be performed by call lamps, HCs, etc., but are not limited to these. For example, these processes may be performed by a dedicated unit, a data disclosure machine (a device equipped with a large display device to disclose information of multiple gaming machines in the store to customers), a counting machine, etc. Furthermore, a management server can be set up to manage multiple gaming machines, and by connecting to the management server from the information terminal (personal computer, portable telephone, etc.) owned by the player, information that can be checked on the HC can also be checked on the information terminal.

[0145] If the above processing is performed by a dedicated unit, the dedicated unit may display a message on its display unit to confirm the player's intention to continue playing, such as "Gameplay will be ending soon, do you wish to continue playing?", and then, when the dedicated unit's operation unit receives an operation from the player regarding the continuation of the game, it may allow the player to use the game balls stored on the game card received by the card insertion / extraction unit. In other words, if the above operation is not performed by the player, the dedicated unit may be controlled so that the game balls on the game card inserted into the card insertion / extraction unit cannot be used. Furthermore, the dedicated unit may perform a visual effect (such as lighting up a lamp in the card slot) to encourage the ejection of the game card at the time of the advance notification of the end of the game. This allows the player to choose whether to end the game themselves at the time of the advance notification or to continue playing until the game is controlled to end.

[0146] Furthermore, the HC (Hard Control Center) alone may determine whether or not to perform a pre-notification, whether or not the game has ended, etc., and the call lamp does not need to perform these determination processes. In this case, the HC may transmit the determination result to the call lamp, and the call lamp may perform predetermined processing (pre-notification, notification that the game has been controlled to end state, etc.) upon receiving this determination result.

[0147] (2) In the embodiment, the control unit of the call lamp performs both a determination process (also called a game end state determination process) that determines whether the gaming machine is controlled to a game end state based on the MY etc. that it has counted itself, and an abnormal state determination process that determines whether an abnormal state is present based on the output of an out signal or a safe signal after the game end state determination process, but is not limited to this.

[0148] The game completion status determination process may be performed by a separate device from the call lamp, and the control unit of the call lamp may acquire the determination result and perform abnormality detection processing. The device other than the call lamp may be, for example, a dedicated unit or HC that can count MY, or a camera or microphone that acquires information such as the display screen of the display unit that is displayed when the game machine is in the game completion state, or the sound output from the speaker. In these cases, the term "gaming device" is not limited to a call lamp alone, but may also refer to a concept that includes a call lamp and a dedicated unit, HC, camera, microphone, etc. Similarly, the dedicated unit, HC, may obtain the result of the game end state determination process from another device and execute the abnormality determination process.

[0149] (3) In the embodiment, various processes such as game end status and advance notification are shown as examples of processes that are executed based on MY, but are not limited to these. For example, these processes may be executed based on the difference in balls and the total number of prize balls.

[0150] (4) In the embodiment, an example was shown in which the gaming machine is of a type that is controlled to a game end state, but it is not limited to this. For example, with respect to gaming machines that are not controlled to a game end state, the store may operate in such a way that the game ends or provides advance notification based on MY counted by a call lamp, HC, etc.

[0151] (5) In the embodiment, an example was shown in which the gaming machine outputs an abnormal signal in states other than the end of game state (such as when fraud is detected), but it is not limited to this. The gaming machine may output an abnormal signal only when it is controlled to the end of game state. In this case, the call lamp, etc., can accurately determine that the gaming machine has been controlled to the end of game state by receiving the abnormal signal.

[0152] (6) Call lamps, HCs, etc. may issue a notification instructing the player to turn on the gaming machine's power after it has been turned off, at times such as during post-closing processing or pre-opening processing (memory erasure), that is, to reset the gaming machine. In other words, since the control of the game end state is performed based on the MY for the day, if the staff does not reset the gaming machine after closing, etc., there is a problem in that the MY will be carried over to the next day. Call lamps, HCs, etc. can solve this problem by instructing the player to reset the gaming machine. Furthermore, call lamps, HCs, etc., may be configured to select which gaming machines to instruct to reset from among multiple gaming machines in the gaming hall, based on conditions such as the configuration of the gaming area (machine, model, corner, row, island, etc.) or certain data conditions such as operation, sales, MY (My Pay). For example, call lamps, HCs, etc., may not instruct a reset operation for gaming machines that have not been in operation all day, but only for gaming machines that have operation information.

[0153] (7) Even before the conditions for executing the pre-notification are satisfied, if the player operates a rest button or the like when the number of remaining cards (MY) is within a certain range (for example, within 500 cards from the current MY to the notification MY value) close to the satisfaction of the conditions for executing the pre-notification, the call lamp or the like may execute the pre-notification. This allows the call lamp or the like to inform the player that the game may end in a short time, thus encouraging the player to continue playing without taking a break.

[0154] (8) Part or all of the operations performed by the sub-control board may be configured to be performed by the main control board. For example, the sub-control board may control the game medal number display device, and the sub-control board may also be responsible for controlling the counting button, the game medal number clear button, and the operations corresponding to the dedicated unit. Also, the main control board may control the operations of the counting button lamp and the bet number lamp.

[0155] (9) In the embodiment, the gaming machine 1 is shown in a form having an advantageous section limiter (such as a difference in the number of cards of 2400), but it may also be in a form without an advantageous section limiter.

Explanation of Signs

[0156] 300: Gaming system 300S, 300P: Table system 301P: Pachinko machine 301S: Slot machine 310A: Main control board 319S, 319P: Dedicated unit 319h, 331h, 335h: Storage unit 319i, 331i, 335i: Control unit 331: Call lamp 331a, 335a: Display unit 335: HC

Claims

[Claim 1] A gaming device capable of notifying information about a gaming machine that can be controlled to a specific state in which game-related operations are more restricted than in the normal state, based on specific information which is the difference between the game value used by the player and the game value granted to the player after predetermined conditions have been met, A notification means capable of performing a predetermined notification corresponding to the specified information, A notification control means capable of controlling the aforementioned notification means, A receiving means capable of receiving a storage medium on which information that can identify the value of a game is recorded, Equipped with, The notification control means is, When the specified information becomes a second value smaller than a first value corresponding to the gaming machine being controlled to the specified state, the notification means can be controlled to perform the predetermined notification. The aforementioned receiving means is If the specified information becomes a specific value smaller than the first value, and the player does not perform the predetermined operation, the system can be controlled to prevent the player from using the game value identified based on the storage medium received by the receiving means. A gaming device characterized by the following features.