Gaming machine
The gaming machine addresses inefficiencies in conventional gaming machines by converting player information into gaming value and detecting unauthorized occupation, enhancing efficiency and reducing losses through dynamic conversion and monitoring.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2022-09-07
- Publication Date
- 2026-06-15
AI Technical Summary
Conventional gaming machines that play games without physical media lack effective mechanisms to manage and convert player information into gaming value, leading to inefficiencies and potential misuse, such as unauthorized occupation, which reduces machine utilization and causes financial loss for gaming establishments.
A gaming machine that converts player information into gaming value using a storage unit and automatic conversion means, with operational controls to manage gaming value and detect unauthorized occupation states, allowing for dynamic conversion modes and real-time monitoring to prevent unauthorized use.
Enhances gaming machine efficiency by managing gaming value effectively, reducing unauthorized occupation, and increasing machine utilization, thereby minimizing financial losses for gaming establishments.
Smart Images

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Abstract
Description
【Technical Field】 【0001】 The present invention relates to a gaming machine. 【Background Art】 【0002】 Conventionally, gaming machines such as slot machines that can play games without the intervention of physical gaming media such as medals have been proposed (see, for example, Patent Document 1). 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Unexamined Patent Application Publication No. 2015-134010 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 However, there has been room for improvement in such conventional gaming machines. 【Means for Solving the Problems】 【0005】 To solve the above problems, the present invention provides a gaming machine having a storage unit that can convert information owned by a player into a gaming value that can execute a game based on a predetermined operation by the player and can store the converted gaming value. When executing the game, the gaming machine includes an operation means that can be operated by the player, and an automatic conversion means that can automatically execute the conversion of the information owned by the player into a gaming value that can execute the game when the operation means is operated. The automatic conversion means can execute the automatic conversion of the information owned by the player into a gaming value that can execute the game when the operation means is operated in a state where the number of gaming values stored in the storage unit is less than the maximum number of gaming values for executing one game. The system includes a setting means that allows the conversion mode related to the automatic conversion to be changed based on external operation. It is configured as such. 【Brief Description of the Drawings】 【0006】 [Figure 1] This is a schematic front view showing the external appearance of a gaming machine. [Figure 2] This is a schematic perspective view showing the internal structure of a gaming machine. [Figure 3] This is a block diagram showing the control configuration in a gaming machine. [Figure 4] This is a flowchart showing the methods of playing games on a gaming machine. [Figure 5] This diagram illustrates the transition between the non-illegal and illegally occupied states in a gaming machine. [Figure 6] This diagram illustrates the display content of the token count indicator and the performance indicator in a gaming machine during an illegally occupied state. [Figure 7] This diagram illustrates the display content of the token count indicator and the performance indicator in a gaming machine during an illegally occupied state. [Figure 8] This flowchart shows the timer update start process for initiating the update of the monitoring timer used to monitor the unauthorized occupation status in the main control unit of a gaming machine. [Figure 9] This flowchart shows the timer update process for updating the monitoring timer used to monitor the unauthorized occupation status in the main control unit of a gaming machine. [Figure 10] This flowchart shows the process for transitioning to an unauthorized occupation state in the main control unit of a gaming machine. [Figure 11] This flowchart shows the process for monitoring and disabling unauthorized occupation in the main control unit of a gaming machine. [Figure 12] This diagram illustrates the changes to the monitoring time for unauthorized use of gaming machines. [Figure 13] This is a flowchart illustrating an example of a change in the timer update process in the main control unit of a gaming machine. [Figure 14] This flowchart shows the automatic conversion process performed by the main control unit when the MAX bet button is pressed while the number of game tokens in a gaming machine is "2" or less. [Figure 15]This diagram illustrates the display content of the game token count indicator and the game token count indicator when the number of tokens held in a game machine is automatically converted. [Figure 16] This diagram illustrates the display contents of the game token count indicator, the number of tokens held indicator, and the monetary value indicator when the information is automatically converted from monetary value data in a gaming machine. [Figure 17] This diagram illustrates the display content of the performance indicator when an automatic conversion is announced in advance in a gaming machine. [Figure 18] This is a diagram illustrating the settings for automatic conversion in gaming machines. [Figure 19] This flowchart shows the external output processing performed by the main control unit when an automated conversion information in a gaming machine is output to an external source. [Figure 20] This is a modified example of the automatic conversion function in a gaming machine, and the flowchart shows the automatic conversion state switching process in the main control unit for switching whether or not to enable automatic conversion. [Figure 21] This is a modified example of the automatic conversion function in a gaming machine, and is a diagram illustrating the content displayed on the display unit when automatic conversion is enabled. [Figure 22] This is a modified example of the automatic conversion function in a gaming machine, and the flowchart shows the automatic conversion deactivation process in the main control unit to disable the automatic conversion when an unauthorized occupation state occurs. [Modes for carrying out the invention] 【0007】 A preferred embodiment of the gaming machine according to the present invention will be described. The gaming machine of this embodiment does not use actual tokens (gaming medium), but manages tokens as data and plays games using a pseudo-gaming medium in that data format (hereinafter referred to as a tokenless gaming machine). The following describes an example of applying the present invention to a 6th generation slot machine that has 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, a type A slot machine that allows for real bonus gameplay. In addition, medals as data used in medal-less gaming machines are referred to as "game medals", and medals as data obtained in past games and deposited with the game parlor side (management device, dedicated unit) are referred to as "held medals". 【0008】 Embodiments of the gaming machine according to the present invention will be described with reference to FIGS. 1 to 22. 【0009】 FIG. 1 is a schematic front view showing the appearance of a medal-less gaming machine (gaming machine). FIG. 2 is a schematic perspective view showing the internal configuration of a medal-less gaming machine (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 this housing. A display window 6 through which the rear can be viewed is formed at the central part of the front door 1a, and the symbols represented on the reel 41 can be viewed through this display window 6. Below the display window 6, a stepped portion protruding forward is formed, and around this stepped portion, there are provided operating means such as bet buttons 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, stop button 5, etc., and notification means such as a game medal number display device 7, count button lamp 2e, bet number lamp 2f, etc. An advantageous section lamp 13 is provided on the side part of the display window 6, and a navigation lamp 12 for guiding the player on the operation order of the stop button 5 is provided above the display window 6. An effect display 8 that operates as a notification means is provided at the upper part of the front door 1a. The effect display 8 can be exemplified by, for example, a liquid crystal display of one screen, but is not limited to this, 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 at the lower part (lower panel) of the front door 1a instead of or in addition to the effect display 8, and it is not always necessary to provide the effect display 8. 【0010】 On the side of the performance display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the performance display unit 8. 【0011】 The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 comprises three reels 41a to 41c arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown). 【0012】 As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, advantageous section lamp 13, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. Furthermore, the main control unit 10 has a memory unit capable of storing the game value (game tokens) owned by the player, and controls the game to be executed based on the game value stored in the memory unit. The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance indicator 8, the speaker 9, the lamp 11, and the performance button 2g. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10. Either or both of the main control unit 10 and the sub-control unit 20 constitute the monitoring means, notification means, time counting means, automatic conversion means, display control means, external output means, and automatic conversion state setting means according to the present invention. 【0013】 I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a game token count display unit 7a (see Figure 6) composed of, for example, a 7-segment LED. When game tokens are lent out or given, the main control unit 10 adds up the number of lent out or given, stores the sum (total) as the "game token count" in the storage means, and displays it on the game token count display unit 7a. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If the total number of game tokens exceeds this upper limit due to, for example, the awarding of tokens through winning, a "game unavailable" control is executed to prevent the player from playing. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled. 【0014】 Bet button 2a and MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7. 【0015】 The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means used to stop the reel 41, which rotates in response to the operation of the start lever 3. 【0016】 The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means used to output at least a portion of the game tokens (game value) displayed on the game token count display 7a as counting data to a dedicated unit 19 (external). Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. 【0017】 If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display 7a shows "50 or less" game tokens, all game tokens will be counted, up to a maximum of "50" tokens. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display 7a shows a number of game tokens greater than 50, 50 game tokens will be counted in response to the first long press detection, and up to 50 game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button (not shown) provided on the dedicated unit 19 is operated is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press. 【0018】 Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state. 【0019】 The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14. 【0020】 The settlement button 2d is an operating means used to return (transfer) the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display unit 7a. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display unit 7a. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the number of bets to the number of game tokens (game value) displayed on the game token count display unit 7a (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned. 【0021】 Furthermore, other control methods, such as the bet button 2a, can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above). 【0022】 The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. Based on the reception of control information from the main control unit 10, the sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the number of bets, and it is designed to display the number of bets (game value) set as the number of bets in the game at least before the game starts. Based on the reception of information from the main control unit 10 that identifies the start of a game (operation of the start lever 3), the sub-control unit 20 controls the bet count lamp 2f to turn off. 【0023】 Furthermore, the sub-control unit 20, based on the reception of control information from the main control unit 10, performs control to turn off the bet number lamp 2f when game tokens corresponding to the bet number are inserted. Furthermore, based on the reception of control information from the main control unit 10, the sub-control unit 20 performs control to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is changed to the number of game tokens. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted or when game tokens are cashed out (returned). In addition, a display means for displaying the number of bets may be provided separately from the bet count lamp 2f, and this display means may be directly controlled by the main control unit 10. 【0024】 The advantageous section lamp 13 is a notification means that informs the player that they are in a favorable state. The advantageous section lamp 13 lights up during the advantageous section, but it may also be designed to light up during the advantageous section and in a game state where medals are increasing (such as AT state). However, it is also possible to have the advantageous section lamp 13 installed but not light up. Furthermore, it is not necessary to provide the advantageous section lamp 13. In this case, it is preferable to provide a lamp that lights up during the AT state instead of the advantageous section lamp 13, so as not to make it difficult to recognize the AT state. 【0025】 The probability setting device 16 can change the probability of winning in the AT state to multiple levels (for example, 6 levels). The main control unit 10 stores one of the setting values in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the probability of winning the AT state based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability. 【0026】 The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1. In the coinless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7. 【0027】 The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the medalless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. 【0028】 The dedicated unit 19 is equipped with, for example, a medal count indicator 19a (see Figure 15) composed of 7-segment LEDs, which displays the stored number of medals held on the medal count indicator 19a. Furthermore, the dedicated unit 19 is equipped with a card unit (not shown), which can store (record) the number of medals held on an IC card. The IC card can be ejected from the card unit by operating the return button (return operation) located on the dedicated unit 19. The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens. 【0029】 The dedicated unit 19 can be connected to a computer called a hall computer or management computer via a relay device or directly, and can output game information such as outs and safes, as well as sales information, to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information. 【0030】 Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player to call an attendant (store clerk) and a call lamp that notifies the attendant that an attendant has been called. The unit 19 can output game information such as game execution information and information on the occurrence of special game states (AT state, etc.) received from the medalless gaming machine 1 to the calling device. 【0031】 The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. First, in step S1, the game start process is executed. In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up the "3BET" lamp on the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective. Furthermore, the medalless gaming machine 1 may be configured to only allow gameplay with a bet of "3". 【0032】 Next, in step S2, the lottery process is executed. When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used. 【0033】 Next, in step S3, the reel rotation process is executed. Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable. 【0034】 Next, in step S4, the reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. 【0035】 Next, in step S5, the award process is executed. In controlling the stopping of the reel 41, the main control unit 10 controls the reel to stop in a combination of symbols corresponding to the winning result of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a prize has been won if the combination of symbols that stopped on the active line is a predetermined combination. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations. 【0036】 Next, in step S6, the disbursement process (granting process) is executed. If it is determined that a specific minor role has been achieved, the process of awarding (paying out) the corresponding number of game tokens is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the awarded number "10" to the number of game tokens stored and displayed on the game token count display device 7. 【0037】 Next, in step S7, the game termination process is executed. The game termination 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 until the number of game tokens displayed becomes "0" to execute the counting process. 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, and then the lottery process (S2) to payout process (S6) can be executed. 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. 【0038】 <Monitoring function for unauthorized occupancy> Next, with reference to Figures 5 to 13, the monitoring function for the unauthorized occupation state in the medalless gaming machine 1 according to the present invention will be described. 【0039】 [State transitions related to unauthorized occupation] First, referring to Figure 5, we will explain the state transitions related to the unauthorized occupation state in the medalless gaming machine 1 of this embodiment. In the medalless gaming machine 1 of this embodiment, unlike conventional gaming machines, the game is played without using physical gaming tokens. Therefore, players play the medalless gaming machine 1 while checking the number of gaming tokens displayed on the gaming token count display 7a. Furthermore, even if a player temporarily leaves the coinless gaming machine 1 to purchase a drink or for other reasons, the number of game tokens is displayed on the game token count display 7a. Other players who see this display can recognize that the coinless gaming machine 1 is occupied by the player who has left their seat, thus preventing other players from mistakenly playing on the machine and preventing disputes between players. 【0040】 However, if a player ends their game on the medalless gaming machine 1 while a relatively small number of game tokens (for example, 10 tokens) remain due to forgetting to count their tokens or tampering with them, that is, while a small number of game tokens are displayed on the game token count indicator 7a, other players may be deterred from playing on that medalless gaming machine 1 due to the displayed number of game tokens on the game token count indicator 7a. When this situation occurs, even though the coinless gaming machine 1 is not actually occupied by a specific player, it appears as if it is illegally occupied, with no play taking place on the machine for an extended period. This leads to a decrease in the utilization rate of the coinless gaming machine 1, resulting in significant losses for the gaming establishment. Therefore, in the coinless gaming machine 1 of this embodiment, a function to monitor the unauthorized occupation state is provided as follows, making it possible to prevent the coinless gaming machine 1 from being occupied for an extended period of time. 【0041】 In the medalless gaming machine 1 of this embodiment, as shown in Figure 5, the main control unit 10 manages the game state related to the operation of the medalless gaming machine 1 by broadly classifying it into two states: a non-illegal occupation state in which the medalless gaming machine 1 is not illegally occupied and is operating normally, and an illegal occupation state in which the medalless gaming machine 1 is illegally occupied and is not operating normally. Furthermore, if an unauthorized occupation occurs, it is managed as a first unauthorized occupation state during its initial stages, and then as a second unauthorized occupation state after the first unauthorized occupation state has continued for a predetermined period. 【0042】 The main control unit 10, as will be described in detail later, can detect an unauthorized occupation state based on the number of game tokens stored in the memory unit and the amount of time that a game is not being played in the tokenless game machine 1. In a non-unauthorized occupation state, if a predetermined amount of time (for example, 60 seconds as the first hour) has elapsed while the memory unit has fewer than a predetermined number of game tokens (for example, 50 tokens) stored in it and a game is not being played, the control unit 10 transitions the game state to the first unauthorized occupation state (arrow a in Figure 5). Furthermore, in the first unauthorized possession state, if a predetermined time (for example, 10 minutes as the second time) has elapsed while the game is not being played with fewer than a predetermined number (for example, 50) game tokens stored in the memory unit, the game state is transitioned to the second unauthorized possession state (arrow c in Figure 5). 【0043】 For example, the main control unit 10, when a predetermined number of game tokens are stored in the memory unit, activates a timer when a predetermined game ends, monitors the time when a game is not being played by updating the timer, and when the updated timer value reaches the first time, it transitions the game state to the first unauthorized occupation state, and when the updated timer value then reaches the second time, it transitions the game state to the second unauthorized occupation state. 【0044】 On the other hand, in the first illegal possession state, if a game is played or if the game tokens stored in the memory unit run out, the game state is transitioned to the non-illegal possession state (arrow b in Figure 5). 【0045】 Furthermore, the main control unit 10 is configured to transition the game state directly to the second unauthorized occupation state if, in the non-illegal occupation state, a predetermined time (for example, 15 minutes as the third time) has elapsed while a predetermined number (for example, 50 or more) of game tokens are stored in the memory unit and no game has been played (arrow d in Figure 5). Furthermore, in the second unauthorized possession state, if a game is played or if the game tokens stored in the memory unit run out, the game state is transitioned to the non-unauthorized possession state (arrow e in Figure 5). As described above, the game status of the medalless gaming machine 1 is managed, and if an unauthorized occupation occurs, a predetermined notification is issued or information is transmitted to the management computer (management device), thereby performing various processes to prevent unauthorized occupation. Furthermore, the transition to the unauthorized possession state will occur in different ways depending on whether the number of game tokens stored in the memory unit of the main control unit 10 is less than a predetermined number or greater than a predetermined number. 【0046】 [Notification of illegal occupation] Next, with reference to Figures 6 and 7, the notification of an unauthorized occupation state in the medalless gaming machine 1 according to the present invention will be explained. In this embodiment, the coinless gaming machine 1 is equipped with a function to notify players and staff in the gaming establishment if an unauthorized occupation occurs. For example, a player looking for a coinless gaming machine 1 to play can become aware of the presence of a coinless gaming machine 1 that is illegally occupied through the notification of illegal occupation, and inform an attendant. The attendant, upon being informed, can then release the illegal occupation, thus preventing a decrease in the utilization rate of coinless gaming machines 1. 【0047】 In the coinless gaming machine 1 of this embodiment, notification of an unauthorized occupation state is provided by the gaming medal count display 7a (gaming medal count display device 7) and the performance display 8. In other words, when the first unauthorized occupation state occurs, the main control unit 10 notifies the system of the occurrence of the first unauthorized occupation state by changing the display mode of the game token count indicator 7a. Furthermore, when a second unauthorized occupation state occurs in the main control unit 10, in addition to the notification on the game token count display unit 7a, the main control unit 10 transmits control information that can identify the occurrence of the second unauthorized occupation state to the sub-control unit 20, and displays a predetermined image on the performance display unit 8 to notify the occurrence of the second unauthorized occupation state. 【0048】 Figure 6 shows the display patterns (display content) on the game token count indicator 7a and the performance indicator 8 when an unauthorized occupation occurs, in a non-unauthorized occupation state where the number of game tokens stored in the memory unit of the main control unit 10 is less than a predetermined number (50 tokens). In other words, Figure 6 shows the case where the number of game tokens is less than the predetermined number, which is "2," and the game first transitions to the first illegal possession state, and then to the second illegal possession state. 【0049】 First, Figure 6(a) shows the display configuration of the game token count indicator 7a in a non-illegally occupied state. As shown in Figure 6(a), when the number of game tokens is "2" in a non-illegible occupancy state, the main control unit 10 controls the game token count display 7a, which consists of 5 LEDs, to display the numerical information "2". In this case, the main control unit 10 keeps the light-emitting part of the game token count display unit 7a constantly lit to display numerical information. 【0050】 Furthermore, in the case of "2," where the number of game tokens is less than a predetermined number, if the time during which the game is not being played reaches the first hour (for example, 60 seconds), the main control unit 10 determines that the first unauthorized occupation state has occurred and switches the display mode of the game token count indicator 7a to the first unauthorized occupation indicator (first unauthorized occupation indicator) which can notify the first unauthorized occupation state, and continues to control the display in the first unauthorized occupation indicator thereafter. The first unauthorized possession indicator (first unauthorized possession notification) is performed by an alternating display that switches between the display of the number of game tokens and the display of the time elapsed from the end of the previous game to the present (time when the game is not being played) at predetermined intervals (for example, 10 seconds), as shown in Figures 6(b) and (c). 【0051】 Therefore, the game token count display 7a will alternately display the numerical information "2", which represents the number of game tokens, as shown in Figure 6(b), and the numerical information "90", which represents the time elapsed from the end of the previous game to the present time, as shown in Figure 6(c). In Figures 6(b) and (c), the time elapsed from the end of the previous game to the present time is 90 seconds. Therefore, the numerical information "90" corresponding to that time will be displayed on the game token count display 7a, but the numerical information will be updated as time progresses. Furthermore, the color of the light emitted when displaying the number of game tokens may be different from the color of the light emitted when displaying the elapsed time. 【0052】 Thus, when the first unauthorized occupation state occurs, the display mode of the game token count indicator 7a changes to indicate the first unauthorized occupation (first unauthorized occupation notification), so that other players and staff members become aware that the first unauthorized occupation state has occurred. Furthermore, since the time during which the coinless gaming machine 1 is illegally occupied is also displayed, staff can, for example, understand the duration of the first illegal occupation state and take appropriate action according to the duration of the first illegal occupation state (such as making an announcement or releasing the illegal occupation state). 【0053】 Furthermore, in the case of "2" above, where the number of game tokens is less than a predetermined number, if the time during which the game is not being played reaches a second time (for example, 10 minutes), the main control unit 10 transitions the unauthorized occupation state to a second unauthorized occupation state, switches the display mode of the game token count display unit 7a and the performance display unit 8 to a second unauthorized occupation display (second unauthorized occupation notification) that can notify the second unauthorized occupation state, and continues to control the display in the second unauthorized occupation display thereafter. The second unauthorized occupancy notification (second unauthorized occupancy alert) is displayed on the game token count display 7a in the same manner as the first unauthorized occupancy notification, as shown in Figures 6(d), (e), and (f). In addition, the performance display 8 displays an image calling out to the player who has left their seat, and the time elapsed from the end of the previous game to the present time. In other words, a notification made only by the game token count display 7a is considered the first fraudulent occupation notification, while a notification made by both the game token count display 7a and the performance display 8 is considered the second fraudulent occupation notification. 【0054】 Therefore, the game token count display unit 7a continuously displays the numerical information "2", which is the number of game tokens, as shown in Figure 6(d), and the numerical information "660", which is the time elapsed from the end of the previous game to the present, as shown in Figure 6(e). In addition, as shown in Figure 6(f), the performance display unit 8 also displays a call image 30a consisting of the text information "Calling", indicating that the owner of the game token is being called, and an elapsed time image 30b showing "Elapsed time: 11 minutes 00 seconds", which is the time elapsed from the end of the previous game to the present. 【0055】 In Figures 6(d) to 6(f), the time elapsed from the end of the previous game to the present time is 660 seconds. Accordingly, the number of tokens displayed on the game token display unit 7a will show the numerical information "660", and the performance display unit 8 will show "Elapsed time: 11 minutes 00 seconds" as the elapsed time image 30b. The numerical information will be updated as time progresses. Furthermore, at this time, the lamp 11 may be made to light up in a predetermined manner, or a predetermined sound effect may be output from the speaker 9 to notify that a second unauthorized occupation state has occurred. 【0056】 Thus, when a second unauthorized occupation occurs, the second unauthorized occupation notification (second unauthorized occupation alert) is made by changing the display mode of the performance display 8 in addition to changing the display mode of the game token count display 7a. As a result, the second unauthorized occupation notification is made in a more conspicuous manner than the first unauthorized occupation notification, making it easy for other players and staff to recognize that a second unauthorized occupation has occurred. Furthermore, since the time during which the coinless gaming machine 1 is illegally occupied is also displayed, staff can, for example, understand the duration of the illegal occupation (first illegal occupation state and second illegal occupation state), and take appropriate action according to the duration of the illegal occupation (such as making an announcement or releasing the illegal occupation state). In particular, if the coinless gaming machine 1 has been illegally occupied for an extended period of time, it is preferable to release the illegal occupation, and this system makes it possible to take such action quickly. 【0057】 Next, Figure 7 shows the display patterns (display content) on the game token count indicator 7a and the performance indicator 8 when an unauthorized occupation condition occurs, in a non-unauthorized occupation state where the number of game tokens stored in the memory unit of the main control unit 10 is 50 or more. In other words, as mentioned above, when the number of game tokens is equal to or greater than the predetermined number (50 tokens), the transition to the illegal possession state will occur in a different manner than when the number is less than the predetermined number. However, Figure 7 shows the case where the number of game tokens is "150", which is equal to or greater than the predetermined number, and the game transitions directly to the second illegal possession state without transitioning to the first illegal possession state. 【0058】 First, Figure 7(a) shows the display configuration of the game token count indicator 7a in a non-illegally occupied state. As shown in Figure 7(a), when the number of game tokens is "150" in a non-illegible occupancy state, the main control unit 10 controls the game token count display 7a, which consists of 5 LEDs, to display the numerical information "150". Although not shown in the diagram, the main control unit 10 displays numerical information by keeping the light-emitting part of the game token count indicator 7a constantly lit. 【0059】 Furthermore, in the case where the number of game tokens is "150" which is above a predetermined number, if the time during which the game is not being played reaches the third hour (for example, 15 minutes), the main control unit 10 transitions the unauthorized occupation state to the second unauthorized occupation state, switches the display mode of the game token count display unit 7a and the performance display unit 8 to the second unauthorized occupation display which can notify the second unauthorized occupation state, and controls the display in the second unauthorized occupation display state until the second unauthorized occupation state is released. In other words, if the number of game tokens exceeds a predetermined number, the system will not transition to an illegally occupied state even if the time during which no game is being played reaches the first or second hour. Instead, it will transition to an illegally occupied state when the third hour is reached, but in this case, the second illegally occupied notification will be executed directly, rather than the first illegally occupied notification. 【0060】 Therefore, in the case where the number of game tokens is "150" which is above a predetermined number, if the time during which no game is being played reaches the third hour (for example, 15 minutes), the game token count display 7a will alternately display the numerical information of "150", which is the number of game tokens, as shown in Figure 7(b), and the numerical information of "960", which is the time from when the previous game ended to the present, as shown in Figure 7(c). In addition, as shown in Figure 7(d), the performance display 8 will also display a call image 30a consisting of the text information "Calling", indicating that the owner of the game tokens is being called, and an elapsed time image 30b showing "Elapsed time: 16 minutes 00 seconds", which is the time from when the previous game ended to the present. 【0061】 In Figures 7(b) to 7(d), the time elapsed from the end of the previous game to the present time is 960 seconds. Accordingly, the number of tokens displayed on the game token display unit 7a will show the numerical information "960", and the performance display unit 8 will show "Elapsed time: 16 minutes 00 seconds" as the elapsed time image 30b. The numerical information will be updated as time progresses. 【0062】 Thus, if the number of game tokens exceeds a predetermined number, monitoring for the first unauthorized occupation state is not performed. Only after a third time has elapsed (longer than the second time) is it determined that a second unauthorized occupation state has occurred, and a second unauthorized occupation indication (second unauthorized occupation notification) is issued. This is because, when the number of game tokens is above a predetermined number, the likelihood of someone illegally occupying the tokenless gaming machine 1 for malicious purposes is low. Therefore, this prevents the first illegal occupation indication from being displayed on the tokenless gaming machine 1 while the player is away, even if the player is away for a legitimate reason such as a restroom break. Therefore, appropriate indications of fraudulent possession will be made according to the number of game tokens played. 【0063】 As described above, the main control unit 10 determines (determines) that an unauthorized occupation state has occurred in which the coinless gaming machine 1 is being illegally occupied when a predetermined time has elapsed from the time the previous game ended until the present time, while game tokens are stored in the memory unit. Furthermore, if an unauthorized occupation occurs, a notification will be issued so that players and staff can recognize that an unauthorized occupation is occurring. 【0064】 In other words, the main control unit 10 provided in the medalless gaming machine 1 includes a monitoring means capable of monitoring for the occurrence of an unauthorized occupation state in which the game has not been played for a predetermined time (for example, 60 seconds) while game value (game tokens) is stored in the memory unit, and a notification means capable of issuing a notification related to the unauthorized occupation state based on the monitoring results of the monitoring means. Therefore, it becomes possible to quickly inform other players and staff that a medalless gaming machine 1 is being illegally occupied, preventing other players from being unable to play on the machine, and preventing a decrease in the operating rate of the medalless gaming machine 1 caused by the illegal occupation. Furthermore, since notifications related to unauthorized occupation are executed by the control of the game token count display device 7 and the sub-control unit 20 based on control information from the main control unit 10, the notification means can also be considered to be composed of the cooperation between the main control unit 10 and the game token count display device 7, and the main control unit 10 and the sub-control unit 20. In addition, the notification means can also include the game token count display 7a and the performance display 8 on which the notifications are actually made. 【0065】 Furthermore, the main control unit 10 is capable of counting the time from the end of the previous game to the present time, and if an unauthorized occupation occurs, the counting time is notified on the game token display 7a and the performance display 8. In other words, the main control unit 10, acting as a monitoring means, is equipped with a time counting means capable of counting the time during which the game is not being played, and the main control unit 10, acting as a notification means, is capable of notifying the time being counted by the time counting means based on the occurrence of an unauthorized occupation state. Therefore, other players and staff can accurately grasp the circumstances of the unauthorized occupation, such as how long the coinless gaming machine 1 has been illegally occupied, and take appropriate action according to the duration of the unauthorized occupation. 【0066】 Furthermore, the main control unit 10 determines (determines) that a first unauthorized possession state has occurred when, while game tokens are stored in the memory unit, the time elapsed from the end of the previous game to the present time reaches 1 hour (60 seconds). Subsequently, when the time elapsed since the end of the previous game reaches 2 hours (10 minutes), the main control unit 10 determines (determines) that a second unauthorized possession state has occurred. In the event that a first unauthorized possession state occurs, the main control unit 10 executes a first unauthorized possession indicator (first unauthorized possession notification), and in the event that a second unauthorized possession state occurs, the main control unit 10 executes a second unauthorized possession indicator (second unauthorized possession notification). 【0067】 In other words, the main control unit 10, as a monitoring means, is capable of monitoring the occurrence of a first unauthorized occupation state in which the game has not been played for a first hour (60 seconds) while game value (medals) is stored in the memory unit, and a second unauthorized occupation state in which the game has not been played for a second hour (10 minutes) longer than the first hour while game value is stored in the memory unit. The main control unit 10, as a notification means, is capable of executing a first unauthorized occupation notification related to the first unauthorized occupation state and a second unauthorized occupation notification related to the second unauthorized occupation state. Therefore, detailed notifications will be issued according to the duration that the coinless gaming machine 1 is illegally occupied, allowing, for example, staff at the gaming parlor to take appropriate action according to each illegal occupation situation. 【0068】 Furthermore, if the number of game tokens stored in the memory unit is less than a predetermined number (50 tokens), the main control unit 10 first monitors for the first unauthorized occupation state, and then monitors for the second unauthorized occupation state. In other words, the main control unit 10, acting as a monitoring means, can monitor the first and second unauthorized occupation states when the number of game value (medals) stored in the memory unit is less than a predetermined number (50 medals). Therefore, it becomes possible to monitor the unauthorized occupation status in stages according to the duration of unauthorized occupation, and to implement appropriate notifications according to each unauthorized occupation status. 【0069】 Furthermore, if the number of game tokens stored in the memory unit is greater than or equal to a predetermined number (50 tokens), the main control unit 10 will not monitor the first unauthorized occupation state, but will only monitor the second unauthorized occupation state, and in this case, the monitoring time for the second unauthorized occupation state will be set to a third time, which is longer than the second time. In other words, the main control unit 10, acting as a monitoring means, will not monitor the occurrence of the first fraudulent occupation state if the number of game value (medals) stored in the memory unit is greater than or equal to a predetermined number (50 medals), and if the number of game value stored in the memory unit is greater than or equal to a predetermined number, it will extend the time for monitoring the occurrence of the second fraudulent occupation state to a third time (15 minutes), which is longer than the second time. Therefore, for example, if a player leaves their seat for a legitimate reason such as a restroom break, it becomes possible to prevent the first fraudulent occupation display from being made on the coinless gaming machine 1 while the player is away, thus preventing the player who left their seat for a legitimate reason from feeling dissatisfied. Furthermore, even if the number of game tokens stored in the memory unit exceeds a predetermined number, if the tokens have been improperly occupied for an extended period, a more conspicuous second improper occupation indicator will be displayed, making it possible to reliably inform other players and staff that an improper occupation has occurred. 【0070】 Furthermore, the monitoring time for each unauthorized occupation state may be other than those mentioned above; any time is acceptable as long as the second time is longer than the first time, and the third time is longer than the second time. Furthermore, while the first and second fraudulent occupation notifications are performed by the game token count display 7a and the performance display 8, they may also be performed by other displays, or the notification may be given by a speaker 9 or lamp 11 in addition to the above displays, or different fraudulent occupation notifications may be performed by changing the combination of each notification means. Furthermore, while the notification of unauthorized possession that is executed after the second time has elapsed and the notification of unauthorized possession that is executed after the third time has elapsed are the same, the notification may be given in a different display manner for each case, or a different display device may be used for the notification. Furthermore, while the notification of the first and second instances of unauthorized possession is currently set to indicate the time during which the game is not being played, it may also be possible to indicate the elapsed time from when the first instance of unauthorized possession occurred until the present. Furthermore, if a second unauthorized occupation state occurs, in addition to notifying the system of the second unauthorized occupation, the system may also disable the game on the medalless gaming machine 1. As described above, various notifications regarding the unauthorized occupation will be issued. 【0071】 [Processing related to unauthorized occupancy] Next, referring to Figures 8 to 13, we will explain each process related to the unauthorized occupation state performed by the main control unit 10. The following processes are executed at the specified times in the flowchart in Figure 4. 【0072】 First, the timer update start process executed by the main control unit 10 will be explained with reference to the flowchart in Figure 8. Figure 8 shows the timer update start process for initiating the update of the timer related to monitoring the unauthorized occupation state mentioned above. In other words, monitoring for unauthorized possession is performed by counting the duration of time during which game tokens are stored in the memory unit but the game is not being played. This shows the process for initiating the update of the monitoring timer at this time. 【0073】 First, when the timer update start process is executed, step S10 determines whether or not the player is in a special game state. This is because, in the case of a coinless gaming machine 1 that is in a special gaming state (such as a bonus state or AT state) which is a gaming state advantageous to the player, the possibility of it being considered an illegally occupied state is low, and even if the game has not been played for a predetermined time, it is highly likely that the player has left the machine for a legitimate reason, so the timer will not be started to update while the machine is in a special gaming state. If the game is not in a special game state, proceed to step S11. If the game is in a special game state, terminate this timer update start process. 【0074】 Next, in step S11, it is determined whether or not the game has ended. This is a determination to set a trigger for when the game is not running. If the game has ended, the process proceeds to step S12; otherwise, this timer update start process ends. 【0075】 Next, in step S12, it is determined whether the number of game tokens is "0" or not. If the number of game tokens stored in the memory unit is not "0", the process proceeds to step S13. If the number of game tokens is "0", the timer update start process ends. 【0076】 Next, in step S13, the process to start updating the timer is performed. The timer used in step S13 is a timer for monitoring the occurrence of an unauthorized occupation state. This process starts updating the timer if the number of game tokens at the end of the game is not "0". After that, the timer update start process will terminate. 【0077】 As described above, the timer update start process triggers a timer update each time the number of game tokens is not "0" at the end of the game. Subsequent processes will then update the timer to monitor for the occurrence of an unauthorized occupancy state. On the other hand, if the number of game tokens is "0" at the end of the game, the timer will not start updating, and therefore, monitoring for the occurrence of an unauthorized occupancy will not be performed. 【0078】 Next, the timer update process performed by the main control unit 10 will be explained with reference to the flowchart in Figure 9. Figure 9 shows the timer update process for updating the timer value when a predetermined condition is met, for the timer whose update has been initiated as described above (see Figure 8). 【0079】 First, when the timer update process is executed, step S14 determines whether the number of game tokens is "0" or not. If the number of game tokens is not "0", proceed to step S15; if the number of game tokens is "0", proceed to step S17. 【0080】 Next, in step S15, it is determined whether or not the game has started. If the game has not started, proceed to step S16; if the game has started, proceed to step S17. 【0081】 Next, in step S16, a process is performed to update the timer. This process updates the timer in response to the passage of time. If the game has not started with a number of game tokens that is not "0", that time will be measured by updating the timer. After that, the timer update start process will terminate. 【0082】 On the other hand, if the process proceeds to step S17, the process of ending the timer update and the process of initializing the timer are performed. Therefore, as a result of the process in step S17, when the number of game tokens becomes "0" or when the game starts, the timer update that was started in Figure 8 will end, and furthermore, the timer will be initialized (for example, the timer value will be set to "0"), and the next timer update will start from the initialized state. Furthermore, if the system has transitioned to an unauthorized possession state (first unauthorized possession state or second unauthorized possession state) at this time, the system will terminate the unauthorized possession state and transition to a non-unauthorized possession state. After that, the timer update start process will terminate. 【0083】 As described above, the timer update process measures the time during which the game is not running while the number of game tokens is not "0". In other words, the main control unit 10, acting as a time counting means, can reliably count the time during which a game is not being played when the number of game tokens is not "0". Furthermore, if the number of game tokens becomes "0" or if the game starts, the timer update will end, and monitoring for this fraudulent occupation will cease. 【0084】 Next, the process of transitioning to an unauthorized occupied state, which is performed by the main control unit 10, will be explained with reference to the flowchart in Figure 10. Figure 10 shows the process for transitioning to an unauthorized occupation state, which is performed by referring to the updated timer value mentioned above (see Figure 9). 【0085】 First, when the process for transitioning to an unauthorized possession state is executed, step S20 determines whether the number of game tokens is "50" or more. If the number of game tokens is not "50" or more (i.e., less than 50), the game proceeds to step S21. If the number of game tokens is "50" or more, the game proceeds to step S27. 【0086】 Next, in step S21, it is determined whether the timer update value is 1 hour or longer. This is a process to determine whether the timer value updated in Figure 9 is equal to or greater than the first hour (60 seconds), which is the threshold for transitioning to the first unauthorized occupation state. If the updated timer value is equal to or greater than the first hour, the process proceeds to step S22; otherwise, the unauthorized occupation state transition process ends. 【0087】 Next, in step S22, the process for transitioning to the first unauthorized possession state is performed. Therefore, if the number of game tokens is not "50" or more (i.e., less than 50), the game will transition to the first illegal occupation state when the timer update value reaches 1 hour or more. Then, upon transitioning to this first unauthorized occupation state, the first unauthorized occupation notification is issued, and as mentioned above, the fact that the first unauthorized occupation state has occurred and the amount of time the game has not been running are notified. Then, proceed to step S23. 【0088】 Next, in step S23, the external output processing for the first unauthorized occupation state is performed. This is a process that outputs (transmits) information that can identify the occurrence of the first unauthorized occupation state and information that can identify the duration of the first unauthorized occupation state to an external device (management computer or dedicated unit 19) of the medalless gaming machine 1. This makes it possible, for example, for the management computer to manage the number of occurrences and duration of the first unauthorized occupation state in each medalless gaming machine 1. Then, proceed to step S24. 【0089】 Next, in step S24, it is determined whether the timer update value is 2 hours or longer. This is a process to determine whether the timer value updated in Figure 9 is equal to or greater than the threshold of 2 hours (10 minutes) that causes the system to transition to the second unauthorized occupation state. If the updated timer value is equal to or greater than 2 hours, the system proceeds to step S25. If it is not equal to or greater than 2 hours, the system terminates this unauthorized occupation state transition process. 【0090】 Next, in step S25, the process for transitioning to the second unauthorized possession state is performed. Therefore, if the number of game tokens is not "50" or more (i.e., less than 50), and the timer update value reaches 2 hours or more, the game will transition to the second unauthorized occupation state, and this transition to the second unauthorized occupation state will trigger the aforementioned second unauthorized occupation notification. Then, proceed to step S26. 【0091】 Next, in step S26, the external output processing for the second unauthorized occupation state is performed. Therefore, the external output for the first unauthorized occupation state is stopped, and the external output for the second unauthorized occupation state is performed. As with the occurrence of the first unauthorized occupation state, information that can identify the occurrence of the second unauthorized occupation state and information that can identify the duration of the second unauthorized occupation state are output (transmitted) to the external device of the medalless gaming machine 1. This makes it possible, for example, for the management computer to manage the number of occurrences and duration of the second fraudulent occupation state in each medalless gaming machine 1. Furthermore, information that can identify the duration of the first and second unauthorized occupation states may be counted by the management computer without being output from the medalless gaming machine 1. After that, the process of transferring the unauthorized possession state will be terminated. 【0092】 On the other hand, if it is determined in step S20 that the number of game tokens is "50" or more, then in step S27, it is determined whether the timer update value is 3 hours or more. If the timer update value is 3 hours or more, the process proceeds to step S25, where the transition process for the second unauthorized occupation state and external output are performed as described above. If it is not 3 hours or more, this unauthorized occupation state transition process is terminated. Therefore, if the number of game tokens is "50" or more, various processes to transition to the first illegal occupation state will not be performed, and when the timer update value reaches 3 hours or more, the transition process from the non-illegal occupation state to the second illegal occupation state will be performed directly. 【0093】 As described above, the main control unit 10 determines (determines) that an unauthorized occupation state (first unauthorized occupation state or second unauthorized occupation state) has occurred in which the coinless gaming machine 1 is being illegally occupied when a predetermined time has elapsed from the time the previous game ended until the present time while game tokens are stored in the memory unit. Therefore, the main control unit 10, acting as a monitoring means, can reliably monitor for the occurrence of unauthorized occupation. Furthermore, if an unauthorized occupation occurs, notifications will be made so that players and staff can recognize the unauthorized occupation, and notifications will be made regarding the time when the game is not being played. 【0094】 Furthermore, the main control unit 10 determines (determines) that a first unauthorized occupation state has occurred when the number of game tokens stored in the memory unit is less than "50", and when the time elapsed from the end of the previous game to the present time reaches 1 hour (60 seconds). Subsequently, it determines (determines) that a second unauthorized occupation state has occurred when the time elapsed since then has reached 2 hours (10 minutes). Therefore, the main control unit 10, acting as a monitoring means, can reliably monitor the occurrence of the first and second unauthorized possession states when the number of game tokens stored in the memory unit is less than "50". Furthermore, if the first or second unauthorized occupation condition occurs, notifications will be made so that players and staff can recognize that an unauthorized occupation condition exists, as well as notifications regarding the time when the game is not being played. 【0095】 Furthermore, if the number of game tokens stored in the memory unit is greater than or equal to a predetermined number (50 tokens), the main control unit 10 will not monitor the first unauthorized occupation state, but will only monitor the second unauthorized occupation state, and in this case, the monitoring time for the second unauthorized occupation state will be set to a third time, which is longer than the second time. Therefore, the main control unit 10, as a monitoring means, can reliably monitor only the occurrence of the second unauthorized occupation state during the third time period when the number of game tokens stored in the memory unit is "50" or more. 【0096】 In this embodiment, the system monitors the first and second unauthorized possession states when the number of game tokens stored in the memory unit is less than 50 in step S20. However, the system may also monitor the first and second unauthorized possession states only when a smaller number of game tokens are stored. For example, the system may monitor the first and second unauthorized possession states only when a number of game tokens insufficient to play one game (such as one or two tokens) is stored. This method prevents unauthorized occupation of gaming machines with insufficient tokens to complete a single game. Furthermore, if a large number of tokens remain, it is highly likely that the player has left their seat for a legitimate reason, thus preventing a second unauthorized occupation notification from being triggered while they are away. Furthermore, the processing procedure for monitoring the occurrence of the first and second unauthorized occupation states may be other than those described above, as long as it monitors each unauthorized occupation state based on the number of game tokens and the timer update value. 【0097】 Next, with reference to the flowchart in Figure 11, the process of disabling unauthorized occupancy status monitoring performed by the main control unit 10 will be described. As mentioned above, a call device (not shown) is installed on the island equipment (outside the game machine) at the top of the medalless gaming machine 1. When a player operates the call button on the call device, the built-in call lamp lights up, allowing the player to call an attendant. Furthermore, the calling device can receive various game information from the coinless gaming machine 1 and display the game data of the coinless gaming machine 1. 【0098】 Furthermore, call devices are generally equipped with a rest function (meal break function), and when a player leaves their seat for a relatively long period of time (for example, 40 minutes) for a meal break, etc., an attendant can use a remote control to display a notification that the coinless gaming machine 1 is on a break, as well as the elapsed time during the break. Furthermore, when players take a meal break or similar, it is not uncommon for them to leave a small number of game tokens (for example, 5 tokens) in the tokenless gaming machine 1 before leaving their seat. Thus, if the call device is equipped with a rest function, even if the player is away from their seat for a legitimate reason, the medalless gaming machine 1 may still issue a notification indicating an unauthorized occupation due to prolonged absence, which could be misleading to other players or staff. Therefore, in the medalless gaming machine 1 of this embodiment, when the call device is notifying that a break is in progress, information to that effect is input to the main control unit 10, and the main control unit 10 is equipped with a function that disables the monitoring of the occurrence of an unauthorized occupation state when a break notification is given. 【0099】 The flowchart in Figure 11 shows the process for disabling the unauthorized occupation state monitoring, which is executed by the main control unit 10 to implement the function of disabling the unauthorized occupation state monitoring described above. First, in step S27, it is determined whether or not there is a signal input indicating that the system is on break. If a break signal is received from the calling device, the process proceeds to step S28. If no break signal is received, this unauthorized occupancy status monitoring failure process is terminated. Next, in step S28, the process to disable the unauthorized occupancy state monitoring is executed. The process to disable the unauthorized occupation state monitoring is a process that disables various processes used to monitor the occurrence of an unauthorized occupation state, and is executed by temporarily disabling each of the processes shown in Figures 8 to 10 mentioned above. If the property is already in a state of unauthorized possession, a process will be performed to release that unauthorized possession. Furthermore, if the break signal from the incoming call device stops, the process for monitoring the occurrence of an unauthorized occupation state, which had been disabled, will be activated. After that, the process of disabling the monitoring of unauthorized occupation status will be terminated. 【0100】 As described above, when the main control unit 10 receives a rest signal from the call device, it disables monitoring for the occurrence of an unauthorized occupation state, and even if the conditions for transitioning to an unauthorized occupation state are met, it disables notification of the unauthorized occupation state. In other words, the main control unit 10, acting as a determination means, disables monitoring for the occurrence of an unauthorized occupation state based on the reception of information from outside the gaming machine indicating that it is on break. Therefore, if the call device has already issued a notification that the user is on break, the notification of unauthorized occupation becomes impossible to issue, thus preventing the confusing situation where both notifications are issued simultaneously. 【0101】 While the system currently receives a break signal from the call device, it may also be possible to disable the occupied unit by receiving a signal from another device equipped with a break function. Furthermore, in this embodiment, the processes related to monitoring for unauthorized occupation are disabled during breaks to prevent notification of unauthorized occupation. However, other methods are also acceptable as long as they prevent notification of unauthorized occupation (or stop it if it is running). For example, the processes related to monitoring for unauthorized occupation may be executed, but the determination of unauthorized occupation may be disabled even if the conditions for transitioning to unauthorized occupation are met, or the notification may be disabled even if the conditions for transitioning to unauthorized occupation are met. 【0102】 Next, referring to Figure 12, we will explain how to change the monitoring time for unauthorized occupancy. As mentioned above, the main control unit 10 is configured to transition to the first unauthorized occupation state when the number of game tokens is less than a predetermined number, and when the time during which no game is being played reaches the first hour, and further transition to the second unauthorized occupation state when the time during which no game is being played reaches the second hour. Furthermore, if the number of game tokens exceeds a predetermined number, the system will transition to a second state of unauthorized occupation if the period during which no game is being played reaches three hours. In this embodiment, the main control unit 10 can change the first, second, and third time periods according to various circumstances. Therefore, the time it takes for notification of unauthorized occupation to begin will vary depending on the game state and other conditions at the time the unauthorized occupation is determined. 【0103】 Figure 12 shows the monitoring time, which is varied depending on the situation. Note that the rightmost column in the table ("Other than the above") shows the standard time that is normally used, while the other columns show times that may vary depending on the situation. As shown in Figure 12, the main control unit 10 changes the first hour to "40 seconds", the second hour to "8 minutes", and the third hour to "12 minutes" if the number of games played on the day is "50 or less". Therefore, when the number of games played on a given day is small, such as immediately after the opening of a gaming parlor, the monitoring time for each instance of illegal occupation will be shorter than the standard times of "60 seconds," "10 minutes," and "15 minutes." This is because, immediately after a gaming parlor opens, many players are selecting which gaming machines to play. If a machine is illegally occupied at this time, it would inconvenience many players who are choosing their machines, and this measure is in place to prevent such a situation. 【0104】 Additionally, if the net number of tokens for the day (number of tokens awarded - number of tokens inserted) is "-5000 or less", the first hour will be changed to "40 seconds", the second hour to "8 minutes", and the third hour to "12 minutes". Therefore, even if the player suffers a significant disadvantage on that day, the monitoring time for each instance of illegal occupation will be shorter than the standard time. This is to prevent situations where, if the disadvantage to the player becomes significant, the machine may be deemed to be illegally occupied by the player after they have finished playing due to mischief or other means. 【0105】 Additionally, if the business hours for the day are "after 6 PM," the first hour is changed to "30 seconds," the second hour to "7 minutes," and the third hour to "10 minutes." Therefore, in the case of the time after 6 PM when the gaming parlor is expected to be crowded, the monitoring time for each instance of illegal occupation will be shorter than the standard time. This measure is in place to prevent situations where many gaming machines are illegally occupied during peak hours at a gaming parlor, causing inconvenience to many players. Furthermore, the main control unit 10 refers to the above conditions when determining the unauthorized occupation state and sets the respective determination values. Furthermore, it is preferable to provide a real-time clock (RTC) in the main control unit 10 to monitor each of the above conditions. 【0106】 As described above, the main control unit 10 can change the monitoring time for each unauthorized occupation state according to each of the above conditions. In other words, the main control unit 10, acting as a monitoring means, can change the time for monitoring the occurrence of an unauthorized occupation state based on the fulfillment of predetermined conditions. Therefore, it becomes possible to efficiently monitor for the occurrence of unauthorized occupation in various situations, thereby preventing fraudulent activities that inconvenience other players and preventing losses for the gaming establishment. 【0107】 Furthermore, the monitoring times may be different from those specified above, as long as they achieve the effects described above. Furthermore, each monitoring time may be changed by external operation according to the preferences of the amusement parlor, or a means may be provided to switch between a mode in which the monitoring time is not changed and a mode in which it is changed in the manner described above, allowing the amusement parlor to switch modes by external operation. 【0108】 Next, with reference to Figure 13, a modified example of how to terminate an unauthorized occupation state will be described. As described above, in this embodiment, the main control unit 10 determines that an unauthorized occupation state (first unauthorized occupation state or second unauthorized occupation state) occurs when a game is not played for a predetermined time while game tokens are stored in the memory unit. However, during an unauthorized occupation state, the system terminates the unauthorized occupation state and transitions to a non-unauthorized occupation state when the number of game tokens becomes "0" or when the next game is played. 【0109】 However, if a malicious player plays a game on a coinless gaming machine 1 that is already illegally occupied, and then leaves the machine 1 unattended again, the illegal occupation status will be temporarily released, effectively prolonging the illegal occupation. 【0110】 The flowchart in Figure 13 shows an example of modifying the timer update process in the main control unit to solve the above-mentioned problems. First, when the timer update process in this modified example is executed, step S40 determines whether the number of game tokens is "0" or not. If the number of game tokens is not "0", proceed to step S41; if the number of game tokens is "0", proceed to step S44. 【0111】 Next, in step S41, a determination is made as to whether or not the second unauthorized possession state is in progress. This determines whether or not the system is currently in the second unauthorized possession state. If the system is not in the second unauthorized possession state, the system proceeds to step S42. If the system is in the second unauthorized possession state, the system proceeds to step S45. 【0112】 Next, in step S42, it is determined whether or not the game has started. If the game has not started, proceed to step S43; if the game has started, proceed to step S44. 【0113】 Next, in step S43, a process is performed to update the timer. Therefore, if the game has not started with a number of game tokens that is not "0", the time will be measured by the timer update. After that, the timer update process will terminate. 【0114】 On the other hand, if the process proceeds to step S44, the process of ending the timer update and the process of initializing the timer are performed. Therefore, this process will terminate the timer update shown in Figure 8 when the number of game tokens becomes "0" or when the game starts, and the timer will be initialized (for example, the timer value will be set to "0"), ending the monitoring of the current unauthorized occupancy state. Furthermore, if the system has transitioned to an unauthorized possession state (first unauthorized possession state or second unauthorized possession state) at this time, the system will terminate the unauthorized possession state and transition to a non-unauthorized possession state. After that, the timer update process will terminate. 【0115】 On the other hand, if the determination in step S41 leads to a transition to step S45, then in step S45, a determination is made as to whether or not multiple games have been started within a predetermined time. For example, if two games are started within 20 seconds, the process proceeds to step S44. If two games are not started within 20 seconds, i.e., if the time between the end of the previous game and the start of the current game is greater than 20 seconds, the process proceeds to step S43. In other words, during the second unauthorized possession state, the second unauthorized possession state is terminated on the condition that multiple games have been started within a predetermined time. Furthermore, the conditions for terminating the second unauthorized possession state described above are not limited to those stated above. For example, the conditions for terminating the game may include when the game is played three times within 20 seconds, or when the game is played twice within 30 seconds, etc. 【0116】 As described above, in the modified method for terminating an illegal possession state, if the existing illegal possession state is a second illegal possession state, the second illegal possession state is terminated on the condition that multiple games have been started within a predetermined time. Therefore, even if a malicious player plays a game on the coinless gaming machine 1 which is in a second unauthorized occupation state, the second unauthorized occupation state will not be released, thus effectively preventing the coinless gaming machine 1 from being illegally occupied. 【0117】 In this modified version, the second unauthorized possession state is terminated only if multiple games have been started within a predetermined time. In other words, during the first unauthorized possession state, the first unauthorized possession state is terminated by starting a single game. This is because some players may play slowly and take their time, and in such cases, even if they are playing legitimately, they may transition to the first unauthorized possession state. Therefore, the first unauthorized possession state is terminated quickly by starting a single game in such cases. 【0118】 Furthermore, even if the first unauthorized possession state is in effect, the first unauthorized possession state may be terminated on the condition that multiple games have been started within a predetermined time. Furthermore, if the number of game tokens stored in the memory unit is greater than or equal to a predetermined number (for example, 10 tokens), the likelihood of someone maliciously occupying the game machine becomes lower, considering the potential loss of those tokens. Therefore, the system may be configured to terminate the unauthorized occupation only if the number of game tokens stored in the memory unit is less than a predetermined number (for example, 10 tokens), and only if multiple games have been started within a predetermined time. As described above, a monitoring function for unauthorized occupation is implemented. 【0119】 <Automatic conversion function> Next, with reference to Figures 14 to 22, the automatic conversion function in the medalless gaming machine 1 according to the present invention will be described. 【0120】 First, the procedure for starting a game in the medalless gaming machine 1 of this embodiment will be explained. In the coinless gaming machine 1 of this embodiment, when starting a game, it is necessary to convert the amount of money owned by the player, which is stored in the dedicated unit 19 attached to the coinless gaming machine 1, into the number of gaming tokens (game value). The conversion from monetary value information to the number of game tokens is performed by a player using a lending operation in the dedicated unit 19 (for example, by operating the lending button as a predetermined operation). When a lending operation is performed, lending data that can identify the number of tokens in a predetermined unit (for example, 1000 yen) from the monetary value information is output to the main control unit 10 of the tokenless game machine 1, and the monetary value information is subtracted by the amount of the lending data in the dedicated unit 19. 【0121】 Furthermore, the dedicated unit 19 can also store the number of tokens owned by the player, and if the number of tokens is stored, it can convert that number of tokens into the number of tokens available for play (game value). The conversion from the number of tokens held to the number of tokens to be played is performed by a payout operation by the player in the dedicated unit 19 (for example, by operating the payout button as a predetermined operation). When a payout operation is performed, payout data that can identify the number of tokens in a predetermined unit (for example, 50 tokens) from the number of tokens held is output to the main control unit 10 of the tokenless gaming machine 1, and the number of tokens held is reduced by the amount of the payout data in the dedicated unit 19. 【0122】 The main control unit 10 of the medalless gaming machine 1 adds the number of game tokens corresponding to the input data to the number of game tokens in the storage unit, based on the input of the lending data or payout data output from the dedicated unit 19. Furthermore, the main control unit 10 updates the numerical information of the game token count display 7a by the amount added, and the dedicated unit 19 updates the numerical information of the display corresponding to the amount of money or the number of tokens held by the amount subtracted. 【0123】 Once the number of game tokens is stored in the memory unit, the game becomes playable on the tokenless gaming machine 1. The number of bets (stakes) can then be set by operating the bet button 2a or the MAX bet button 2b, which are used as operating means. When a player plays a game, they will operate either the bet button 2a or the MAX bet button 2b. However, in the medalless gaming machine 1 of this embodiment, the game cannot be played unless the maximum bet amount for one game, "3" (MAX bet), is set. Therefore, players will primarily operate the MAX bet button 2b, which allows them to set the MAX bet in a single operation. While there are some coinless gaming machines that allow the game to be played with bets other than MAX bet (such as "1" or "2"), even in these cases, playing the game with MAX bet is the most advantageous for the player. Therefore, players generally operate the MAX bet button 2b when playing the game. 【0124】 When the main control unit 10 receives a detection signal from the MAX bet button 2b, it stores (sets) the bet count "3" in the game execution memory unit. It also sends control information to the sub-control unit 20, which then lights up the "3BET" lamp on the bet count lamp 2f. Furthermore, when the MAX bet is set, the main control unit 10 subtracts the number of tokens equivalent to the MAX bet from the numerical information on the token count display unit 7a and updates it. Once the number of bets is set, the operation of start lever 3 is activated, and the game becomes playable. 【0125】 Furthermore, if the number of game tokens remaining is greater than or equal to the MAX bet amount, the player will continue to play the game while operating the MAX bet button 2b. However, if the number of game tokens becomes, for example, "2", it becomes impossible to set the MAX bet, and the player will have to perform cumbersome operations such as converting the amount information and the number of tokens held to the number of game tokens. Therefore, in order to solve the above problems, the medalless gaming machine 1 of this embodiment is provided with the following automatic conversion function. In other words, in the medalless gaming machine 1 of this embodiment, when the number of game tokens remaining is less than or equal to the MAX bet amount, the player does not need to perform the operation of converting monetary information or the number of tokens held to the number of game tokens. Instead, by simply operating the MAX bet button 2b, the machine is equipped with a function that automatically converts monetary information or the number of tokens held to the number of game tokens and sets the MAX bet. 【0126】 [Automatic conversion process] First, referring to the flowchart in Figure 14, we will explain the automatic conversion process performed by the main control unit 10 to realize the above automatic conversion function. As shown in Figure 14, when the automatic conversion process starts, in step S50, it is first determined whether or not the MAX bet button 2b has been operated (ON). If the MAX bet button 2b is pressed, the process proceeds to step S51. If the MAX bet button 2b is not pressed, this automatic conversion process ends. 【0127】 Next, in step S51, it is determined whether the number of game tokens is "2" or less. If the number of game tokens is "2" or less, that is, if the number of game tokens stored in the memory unit is less than the maximum number of game tokens ("3") required to play one game, the system proceeds to step S52. If the number of game tokens is not "2" or less, that is, if the number of game tokens stored in the memory unit is equal to the maximum number of game tokens required to play one game, the system proceeds to step S56. 【0128】 Next, in step S52, it is determined whether the number of medals held is equal to or greater than the MAX bet ("3"). In the medalless gaming machine 1 of this embodiment, based on the transmission of information from the dedicated unit 19, the main control unit 10 stores the amount of money information and the number of medals held stored in the dedicated unit 19 in the storage unit, thereby enabling it to always know the amount of money information and the number of medals held by the player playing the medalless gaming machine 1. Therefore, in step S52, the main control unit 10 refers to the number of tokens held, which is transmitted from the dedicated unit 19 and stored in the memory unit, and determines whether the number of tokens held is equal to or greater than the MAX bet. If the number of medals held is equal to or greater than the MAX bet, the game proceeds to step S53. If the number of medals held is not equal to or greater than the MAX bet, the game proceeds to step S54. 【0129】 Next, in step S53, an automatic conversion process is performed from the number of tokens held to the number of tokens available for play. In other words, if the number of tokens held by the player is equal to or greater than the maximum bet, the main control unit 10 of the tokenless gaming machine 1 sends conversion request information from the number of tokens held to the dedicated unit 19. Based on the receipt of the conversion request information, the dedicated unit 19 sends conversion token count information to the main control unit 10. Based on this transmitted conversion token count information, the main control unit 10 adds the number of game tokens corresponding to the conversion token count information to the existing number of game tokens stored in the memory unit, thereby performing an automatic conversion process from the number of tokens held to the number of game tokens. The number of medals converted during a single automatic conversion process from the number of medals held (conversion unit) can be pre-set in the dedicated unit 19. For example, if the number of medals set to "50" is set, the conversion medal count information corresponding to "50" will be sent. If the number of medals held has not reached "50", the conversion medal count information corresponding to the remaining number of medals will be sent. Then, proceed to step S56. 【0130】 On the other hand, if the determination in step S52 is that the number of medals held is not equal to or greater than the MAX bet, then in step S54, a determination is made as to whether or not there is monetary information. In other words, in step S54, the main control unit 10 refers to the amount information transmitted from the dedicated unit 19 and stored in the memory unit. If there is amount information, it proceeds to step S55; otherwise, it terminates the automatic conversion process. 【0131】 Next, in step S55, an automatic conversion process is performed from monetary amount information to the number of game tokens. In other words, if monetary amount information is available, the main control unit 10 of the medalless gaming machine 1 transmits conversion request information from monetary amount information to the dedicated unit 19. Based on the receipt of the conversion request information, the dedicated unit 19 transmits the number of medals to be converted information to the main control unit 10. Based on this transmitted number of medals to be converted information, the main control unit 10 adds the number of game medals corresponding to the number of medals to the existing number of game medals stored in the storage unit, thereby performing an automatic conversion process from monetary amount information to the number of game medals. The amount information (conversion unit) to be converted during a single automatic conversion process from the amount information can be pre-set in the dedicated unit 19. For example, if "1000 yen" is set, the conversion medal count information corresponding to "1000 yen" will be transmitted. If the amount information does not reach "1000 yen", the conversion medal count information corresponding to all remaining amount information will be transmitted. Then, proceed to step S56. As a result of the processing procedures from steps S52 to S55 described above, automatic conversion from the number of medals held will be prioritized over automatic conversion from monetary information. 【0132】 Next, in step S56, the MAX bet process is performed. In other words, when the MAX bet button 2b is pressed, if the number of game tokens is "3" or more, the number of game tokens will be reduced by "3" and the MAX bet will be set. If the number of game tokens is "2" or less, the number of game tokens will be updated by adding "3" through automatic conversion from the number of tokens held or automatic conversion from the amount information, and the MAX bet will be automatically set. Furthermore, when the above automatic conversion is performed, it is preferable to allow a predetermined time (for example, 3 seconds) between the automatic conversion and the automatic setting. After that, the automatic conversion process will be terminated. 【0133】 As described above, in the medalless gaming machine 1 of this embodiment, when the MAX bet button 2b is operated, if the number of game tokens is "2" or less, an automatic conversion will be performed from the number of tokens held or the amount of money information to the number of game tokens. In other words, the main control unit 10 of the medalless gaming machine 1 is equipped with an automatic conversion means that, when the operating means (MAX bet button 2b) is operated, can automatically convert the player's information (number of medals held, monetary amount information) into a game value (number of game medals) that allows the game to be played. The main control unit 10, acting as an automatic conversion means, enables the automatic conversion of player-owned information into playable game values when the operating means is operated, provided that the number of playable game values stored in the memory unit is less than the number of playable game values required to play one game ("3"). 【0134】 Therefore, even if the number of game tokens is insufficient to set the MAX bet, simply operating the MAX bet button 2b will automatically convert the number of tokens held or the amount of tokens to the number of game tokens. This eliminates the need for cumbersome operations such as dispensing or paying out tokens, allowing for smooth and continuous gameplay. 【0135】 Furthermore, simply by operating the MAX bet button 2b, which is normally used during gameplay, the number of tokens held or the amount of money will be automatically converted to the number of tokens available for play, and then the MAX bet will be automatically set based on that number of tokens. In other words, the main control unit 10, acting as an automatic conversion means, enables the setting of the bet amount to be performed automatically after executing the automatic conversion. Therefore, even when the number of game tokens is "2" or less, simply by operating the MAX bet button 2b, it is possible to play consecutive games without any sense of unfamiliarity, just as during normal gameplay. Furthermore, since players can be sure that the automatic conversion was followed by the automatic settings, it is possible to give players a greater sense of security than when the automatic conversion and automatic settings are performed simultaneously. 【0136】 Furthermore, when automatically converting to the number of game tokens, if the number of tokens held, which is the game value information acquired in the previous game, is "3" or more, the automatic conversion from the number of tokens held will be prioritized first. If the number of tokens held is not "3" or more, the automatic conversion from the monetary value information will be performed first. In other words, the main control unit 10, as an automatic conversion means, prioritizes automatic conversion from game value information (number of tokens held) over automatic conversion from monetary information. Therefore, it becomes possible to prevent players from feeling dissatisfied when automatic conversion based on monetary value information occurs even though they have a certain number of tokens. 【0137】 In this embodiment, automatic conversion is performed when the number of game tokens is "2" or less, but automatic conversion may be disabled when the number of game tokens is "0". This way, even if a player who intends to end their game when their number of tokens reaches "0" accidentally presses the MAX bet button 2b without realizing their token count has reached "0", the automatic conversion will not occur, thus preventing such players from feeling dissatisfied. 【0138】 In this embodiment, the coinless gaming machine 1 stores the amount of money information and the number of tokens held by a player in the dedicated unit 19 in the storage unit based on information transmitted from the dedicated unit 19, thereby always being able to know the amount of money information and the number of tokens held by the player playing the coinless gaming machine 1. However, the main control unit 10 may also be configured not to know the amount of money information and the number of tokens held. In this case, when the MAX bet button 2b is operated, if the number of game tokens is "2" or less, the main control unit 10 first sends conversion request information from the number of tokens held to the dedicated unit 19. If the dedicated unit 19 sends conversion token information corresponding to this transmission, the main control unit 10 automatically converts to the number of game tokens based on the received conversion token information. If the dedicated unit 19 does not send conversion token information corresponding to this transmission, the main control unit then sends conversion request information from the amount information to the dedicated unit 19. If the dedicated unit 19 sends conversion token information corresponding to this transmission, the main control unit 10 automatically converts to the number of game tokens based on the received conversion token information. Therefore, in this case, the order in which the conversion request information from the number of tokens held and the conversion request information from the monetary amount information are transmitted by the main control unit 10 will result in a priority function that prioritizes automatic conversion from the number of tokens held over automatic conversion from the monetary amount information. 【0139】 Furthermore, when the MAX bet button 2b is operated, the main control unit 10 may send conversion request information to the dedicated unit 19 without identifying the amount of money and the number of tokens held if the number of tokens held in the dedicated unit 19 is "2" or less, send the converted token count information converted from the number of tokens held to the main control unit 10 if the number of tokens held in the dedicated unit 19 is "3" or more, and send the converted token count information converted from the amount of money to the main control unit 10 if the number of tokens held is not "3" or more, and the main control unit 10 may then automatically convert to the number of tokens based on the received converted token count information. In this case, the dedicated unit 19 will have a priority function that prioritizes automatic conversion based on the number of medals held over automatic conversion based on monetary value information. As described above, the automatic conversion process is performed in the main control unit 10. 【0140】 [Display contents of each indicator related to automatic conversion] Next, with reference to Figures 15 to 17, we will explain the display content of each display device involved in automatic conversion. 【0141】 First, referring to Figure 15, we will explain the display contents of the game token display 7a and the game token display 19a when automatic conversion from the number of tokens held to the number of tokens being played takes place. Figure 15 shows the case where the number of game tokens is less than the MAX bet ("2"), but the number of tokens held is greater than or equal to the MAX bet ("500"), and automatic conversion is performed in this case. 【0142】 As shown in Figure 15(a), when the number of game tokens is "2", the game token count display 7a of the tokenless game machine 1 will display the numerical information "2", and when the number of tokens held is "500", the game token count display 19a of the dedicated unit 19 will display the numerical information "500". 【0143】 Then, in this state, as shown in Figure 15(b), if the MAX bet button 2b is operated, the number of game tokens is "2" or less and the number of tokens held is "3" or more. Therefore, in the automatic conversion process of the main control unit 10 described above (see Figure 14), an automatic conversion will be performed from the number of tokens held to the number of game tokens. The automatic conversion involves converting a predetermined number of "50" tokens from the total number of tokens held into the number of tokens available for play. As a result of the automatic conversion, "50" tokens are subtracted from the number of tokens held in the dedicated unit 19, and "50" tokens are added to the number of tokens stored in the memory unit of the main control unit 10. 【0144】 Therefore, as shown in Figure 15(c), when the number of tokens held is automatically converted to the number of tokens being played, the numerical information on the token count display 7a is updated by adding to "52" (2+50), and the numerical information on the token count display 19a is updated by subtracting to "450" (500-50). 【0145】 After that, the system will automatically set the bet to the maximum based on the number of tokens remaining. In the automatic setting, "3" is subtracted from the number of game tokens stored in the memory unit of the main control unit 10 to set the MAX bet. Therefore, as shown in Figure 15(d), when automatic settings are performed, the numerical information on the game token count display 7a is updated to "49" (52-3), and the "3BET" lamp on the bet count lamp 2f lights up. 【0146】 Furthermore, in order to clearly inform the player that an automatic setting has been performed after the automatic change has been made, it is preferable that, after the addition update to "52" on the game token count display 7a and the subtraction update to "450" on the held token count display 19a, as shown in Figure 15(c), the subtraction update to "49" on the game token count display 7a and the illumination of the "3BET" lamp on the bet count lamp 2f, as shown in Figure 15(d), occur after a predetermined time (for example, 3 seconds). 【0147】 Next, referring to Figure 16, the display contents of the game token count display 7a, the number of tokens held display 19a, and the amount information display 19b when automatic conversion from monetary amount information to the number of game tokens is performed will be explained. Figure 15 shows the case where, in the state of "2" where the number of game tokens is less than the MAX bet, the number of tokens held is "0" where it is less than or equal to the MAX bet, and the amount information is "5000" (5000 yen), in which case automatic conversion occurs. 【0148】 As shown in Figure 16(a), when the number of game tokens is "2", the game token count display 7a of the tokenless game machine 1 will display the numerical information "2", when the number of tokens held is "0", the game token count display 19a of the dedicated unit 19 will display the numerical information "0", and the monetary information display 19b of the dedicated unit 19 will display the numerical information "5000". 【0149】 Then, in this state, as shown in Figure 16(b), if the MAX bet button 2b is operated, the number of game tokens is "2" or less, and the number of tokens held is "2" or less. Therefore, in the automatic conversion process of the main control unit 10 described above (see Figure 14), an automatic conversion from monetary information to the number of game tokens will be performed. The above automatic conversion converts the predetermined number of tokens (50 tokens) for "1000 yen" from the monetary information into the number of game tokens. As a result of the automatic conversion, "1000 yen" is subtracted from the monetary information of the dedicated unit 19, and "50" is added to the number of game tokens stored in the memory unit of the main control unit 10. Note that the amount to be converted per transaction from the monetary information at this time, and the conversion rate to the number of medals, may be other than those mentioned above. 【0150】 Therefore, as shown in Figure 16(c), when the automatic conversion from monetary value information to the number of game tokens is performed, the numerical information on the game token count display 7a is updated by adding to "52" (2+50), and the numerical information on the monetary value display 19b is updated by subtracting to "4000" (5000-1000). 【0151】 After that, the system will automatically set the bet to the maximum based on the number of tokens remaining. In the automatic setting, "3" is subtracted from the number of game tokens stored in the memory unit of the main control unit 10 to set the MAX bet. Therefore, as shown in Figure 16(d), when automatic settings are performed, the numerical information on the game token count display 7a is updated to "49" (52-3), and the "3BET" lamp on the bet count lamp 2f lights up. 【0152】 Furthermore, similar to the automatic conversion from the number of tokens held, in order to clearly inform the player that an automatic setting has been made after the automatic change has been performed, it is preferable that, after the addition update to "52" on the token count display 7a and the subtraction update to "4000" on the amount information display 19b, as shown in Figure 16(c), the subtraction update to "49" on the token count display 7a and the illumination of the "3BET" lamp on the bet count lamp 2f, as shown in Figure 16(d), occur. 【0153】 As described above, when the number of tokens held or monetary value is automatically converted to the number of tokens available for play, the display content on each display unit will change in accordance with this automatic conversion. Therefore, players can be sure that the automatic conversion has taken place, and can play the game smoothly without any suspicion. 【0154】 Furthermore, after the number of tokens held or the amount of money is automatically converted to the number of tokens available for play, the MAX bet will be automatically set. However, after the notification regarding the automatic conversion, a notification regarding the automatic setting will be given. Therefore, players can be sure that the automatic conversion was followed by the automatic settings, which provides them with a greater sense of security than when the automatic conversion and automatic settings are performed simultaneously. Furthermore, if a predetermined time interval is provided between the notification related to automatic conversion and the notification related to automatic setting, players will be able to more reliably recognize the above procedure. 【0155】 Next, we will explain the advance notification related to automatic conversion, referring to Figure 17. In this embodiment, as described above, when the MAX bet button 2b is operated when the number of game tokens is "2" or less, an automatic conversion will be performed from the number of tokens held or the amount of money to the number of game tokens. The main control unit 10 has a function to determine in advance whether this automatic conversion will be performed and to notify the player in advance that the automatic conversion will be performed based on the determination result. The pre-determination of whether automatic conversion will be performed in the main control unit 10 is executed if the number of game tokens is "2" or less at the end of a predetermined game. The main control unit 10 then transmits control information related to advance notification of automatic conversion to the sub-control unit 20, and the sub-control unit 20, acting as a display control means, performs advance notification of automatic conversion on the display device 8, acting as a display means, based on the receipt of the control information. 【0156】 Figure 17 shows the display image on the display unit 8 when the main control unit 10 has made a prior determination that automatic conversion will be performed, and the sub-control unit 20 has provided prior notification of the automatic conversion. Please note that the automatic conversion will begin when the number of game tokens played reaches "2" or less at the end of the game. 【0157】 As shown in Figure 17, when an advance notification of automatic conversion is given, an advance notification image 31 consisting of the text information "When you operate the MAX bet button in the next game, it will be automatically converted to the number of game tokens" is displayed at the bottom of the display unit 8 screen, and the advance notification is executed. The pre-game notification can be terminated when the next game starts, or when the automatic conversion or automatic settings are completed. Furthermore, players who have seen this advance notification can end their game at that point. Therefore, when the counting button 2c is pressed to end the game, the advance notification will end. Furthermore, the pre-notification will also end if a player performs a lending or payout operation using the dedicated unit 19. 【0158】 As described above, in the medalless gaming machine 1 of this embodiment, if the number of game tokens is "2" or less at the end of a predetermined game, the sub-control unit 20 provides advance notification of automatic conversion. In other words, the sub-control unit 20, acting as a display control means, can perform control to display information on the display means (performance display 8) that can notify in advance that an automatic conversion will be performed in the next game, if, at the end of a predetermined game, the number of game values stored in the memory unit of the main control unit 10 is less than the maximum number of game values required to play one game. Therefore, players can be sure that an automatic conversion will occur in the next game, preventing unintentional conversion to game tokens. Furthermore, if a pre-announcement is made on the display unit 8, the speaker 9 may output a sound effect (including speech synthesis) corresponding to the pre-announcement, or the lamp 11 may perform decorative illumination corresponding to the pre-announcement. 【0159】 [Settings related to automatic conversion] Next, we will explain the settings related to automatic conversion, referring to Figure 18. In the medalless gaming machine 1 of this embodiment, an automatic conversion setting device (not shown) is provided as a setting means that can set whether or not to perform automatic conversion, or what information to use as the source for conversion when automatic conversion is performed. The automatic conversion setting device will be electrically connected to the main control unit 10, but it may be provided integrally on the circuit that constitutes the main control unit 10, or it may be provided separately from the circuit. Furthermore, the automatic conversion setting device is equipped with an operation unit that allows the amusement parlor to change various conversion setting values and a display unit that allows them to check the conversion setting values. For example, when the coinless amusement machine 1 is powered on, if a setting change operation related to automatic conversion is performed, the main control unit 10 that receives the operation signal will perform the setting change process related to automatic conversion. The confirmation display of the conversion settings may be performed using an existing display device such as the performance display device 8. 【0160】 Figure 18 shows the conversion patterns corresponding to each conversion setting value. As shown in Figure 18, when "Conversion Setting Value 1" (First Conversion Mode) is set in the automatic conversion setting device, the main control unit 10 controls the conversion mode to "Automatic conversion not possible". Therefore, even if the MAX bet button 2b is pressed while the number of game tokens is "2" or less, automatic conversion will not occur. Specifically, this control prevents the automatic conversion process shown in Figure 14 from being performed. 【0161】 Furthermore, in the main control unit 10, if "Conversion setting value 2" (second conversion mode) is set in the automatic conversion setting device, the control will be set to "Only conversion from held tokens to game tokens is allowed" as the conversion mode. Therefore, only automatic conversion of tokens owned by the player to game tokens will be possible, and even if monetary value information is available, automatic conversion from monetary value information to game tokens will not be possible. Specifically, in step S52 of the automatic conversion process shown in Figure 14, if the number of medals held is not "3" or more, the control will terminate the automatic conversion process without proceeding to step S54. 【0162】 Furthermore, in the main control unit 10, if "conversion setting value 3" (third conversion mode) is set in the automatic conversion setting device, the control will be set to "only conversion from monetary information to game tokens is allowed" as the conversion mode. Therefore, only automatic conversion of the amount of money the player possesses into game tokens will be possible, and even if the player has tokens, automatic conversion from those tokens to game tokens will not be possible. Specifically, in the automatic conversion process shown in Figure 14, after step S51, the control skips step S52 and proceeds to step S54. 【0163】 Furthermore, in the main control unit 10, if "conversion setting value 4" (fourth conversion mode) is set in the automatic conversion setting device, the control will be set to "only conversion from held tokens and amount information to game tokens is permitted" as the conversion mode. Therefore, as shown in Figure 14 above, control will be implemented to enable automatic conversion of either the tokens or monetary value information owned by the player into game tokens. When the main control unit 10 is reset, it will be set to "conversion setting value 4" as its initial setting. Furthermore, if "Conversion Setting Value 1" is set, the aforementioned advance notification for automatic conversion will not be provided. 【0164】 As described above, in the medal-less gaming machine 1 of the present embodiment, the conversion mode during automatic conversion can be changed by the automatic conversion setting device. That is, the medal-less gaming machine 1 includes setting means (automatic conversion setting device) that can change the conversion mode related to automatic conversion based on an external operation. Therefore, it becomes possible to set the automatic conversion mode corresponding to the business form of the game parlor, and it becomes possible to improve the convenience during business operation in the game parlor. As described above, the setting related to automatic conversion is realized. 【0165】 [External Output Related to Automatic Conversion] Next, referring to the flowchart of FIG. 19, the external output related to automatic conversion performed by the main control unit 10 will be described. In the medal-less gaming machine 1 of the present embodiment, when automatic conversion is performed, the main control unit 10 outputs (transmits) information related to automatic conversion to, for example, a management computer (management device), enabling the management computer to collect various information related to automatic conversion. 【0166】 FIG. 19 shows the external output process executed by the main control unit 10. First, when the external output process is performed, in step S60, it is determined whether or not automatic conversion from hold medals to game medals has been executed. If automatic conversion from hold medals to game medals has been executed, the process proceeds to step S61. If automatic conversion from hold medals to game medals has not been executed, the process proceeds to step S62. 【0167】 Next, in step S61, the external output process of the automatic conversion information from hold medals to game medals is performed. The external output process of the automatic conversion information from held medals to game medals is a process of outputting information that can identify the number of times the automatic conversion from held medals to game medals has been performed and information that can identify the number of held medals automatically converted at that time to external devices such as a management computer and a calling device. By outputting such information, the external device can grasp (manage) the information related to the automatic conversion from held medals to game medals in the medal-less gaming machine 1. And in the management computer, the number of times the automatic conversion from held medals to game medals has been performed, the number of held medals automatically converted, etc. will be collected as data in association with the stand number, type, generation time, etc. of the medal-less gaming machine 1. Also, in the calling device, when the automatic conversion from held medals is performed, for example, in the information display provided in the calling device, a notification indicating that the automatic conversion from held medals has been performed and a notification of the number of held medals automatically converted will be made. 【0168】 Next, in step S62, it is determined whether the automatic conversion from the amount information to game medals has been executed. If the automatic conversion from the amount information to game medals has been executed, the process proceeds to step S63. If the automatic conversion from the amount information to game medals has not been executed, this external output process is terminated. 【0169】 Next, in step S63, the external output process of the automatic conversion information from the amount information to game medals is performed. The external output process of the automatic conversion information from the amount information to game medals is a process of outputting information that can identify the number of times the automatic conversion from the amount information to game medals has been performed and information that can identify the amount information automatically converted at that time to external devices such as a management computer and a calling device. By outputting such information, the external device can grasp (manage) the information related to the automatic conversion from the amount information to game medals in the medal-less gaming machine 1. The management computer will then collect data such as the number of times the amount information was automatically converted to game tokens, and the number of tokens held, in association with the machine number, type, and time of occurrence of the tokenless gaming machine 1. Furthermore, in the case of a call device, if an automatic conversion from monetary information is performed, the information display provided in the call device will, for example, notify that an automatic conversion from monetary information has been performed and also notify the automatically converted monetary information. 【0170】 As described above, in the medalless gaming machine 1 of this embodiment, when automatic conversion occurs, the main control unit 10 outputs information related to the automatic conversion to an external device (for example, a management computer). In other words, the main control unit 10 is equipped with an external output means capable of outputting to the outside information that can identify that an automatic conversion has been performed. Therefore, various data related to automatic conversion can be collected, for example, by a management computer, making it possible for amusement parlors to accurately understand the usage status of automatic conversion, such as the number of times it is executed and the duration of execution. Furthermore, since amusement parlors can obtain reference information when changing settings using the automatic conversion setting device, they can make more efficient use of the automatic conversion setting device. 【0171】 [Examples of variations related to the automatic conversion function] Next, we will explain some modified examples related to the automatic conversion function, referring to Figures 20 to 22. In this modified example, only the parts described in Figures 20 to 22 differ from the previously described embodiment; all other aspects are the same as those described in the previous embodiment. In this modified version, an automatic conversion state setting means is provided that allows the player to enable or disable the automatic conversion function. In other words, in the embodiment described above, if the automatic conversion setting device is set to a state where automatic conversion is possible, automatic conversion will always be performed when the automatic conversion conditions are met. However, in this modified example, automatic conversion will only be performed when automatic conversion is enabled by the player's operation. 【0172】 Specifically, in the automatic conversion setting device described above (see Figure 18), even if any of "Conversion Setting Value 2" to "Conversion Setting Value 4" is set, automatic conversion is normally disabled (for example, during initial setup). It is possible to enable (activate) this through the player's operation, and when automatic conversion is enabled through the player's operation, automatic conversion will be performed according to the specified conversion mode. It is also possible to disable (deactivate) the enabled state again through the player's operation. Furthermore, if "Conversion Setting Value 1" is set, the player will not be able to configure whether or not to enable the automatic conversion function. The setting for whether or not to enable the automatic conversion function is performed by the main control unit 10 executing the automatic conversion state switching process shown below. 【0173】 The flowchart in Figure 20 shows the automatic conversion state switching process executed by the main control unit 10. First, when the automatic conversion state switching process is performed, in step S70, it is determined whether or not there is an operation to switch automatic conversion between enabled and disabled. The setting of whether or not to enable automatic conversion is performed when the main control unit 10 receives an operation signal from a predetermined operating means by the player. For example, if the game has not been played for a predetermined time (when a call-in display is shown), the automatic conversion function switching image is displayed on the display unit 8 and the stop button 5 is enabled. When the left stop button 5a is operated, the automatic conversion function is switched on (if it is already enabled, it remains enabled), and when the right stop button 5c is operated, the automatic conversion function is switched off (if it is already disabled, it remains disabled). 【0174】 Therefore, for example, if automatic conversion is disabled during initial setup, the process proceeds to step S71 if the left stop button 5a is operated in step S70, and terminates if the left stop button 5a is not operated. On the other hand, if automatic conversion is enabled, in step S70, if the right stop button 5c is operated, the process proceeds to step S71, and if the right stop button 5c is not operated, the automatic conversion state switching process ends. 【0175】 Next, in step S71, the process of enabling / disabling automatic conversion is performed. Therefore, when automatic conversion is disabled, if the left stop button 5a is pressed, the automatic conversion is switched to enabled. When automatic conversion is enabled, if the right stop button 5c is pressed, the automatic conversion is switched to disabled. When automatic conversion is enabled, automatic conversion will then be performed according to the conversion method set in the automatic conversion setting device. For example, if "Conversion setting value 2" is set, only the automatic conversion from held tokens to game tokens will be performed. Furthermore, when automatic conversion is enabled, the aforementioned advance notification of automatic conversion will also be provided. After that, the automatic conversion state switching process will be terminated. 【0176】 As described above, in this modified example, the player can switch whether or not to enable automatic conversion through their own actions. In other words, the main control unit 10 is equipped with an automatic conversion state setting means that can set whether or not to enable automatic conversion in the automatic conversion means (main control unit 10) based on the player's operation. Therefore, it becomes possible to enable or disable automatic conversion according to the player's preferences, thereby providing a gaming environment that satisfies the player. Furthermore, by disabling automatic conversion in advance, it becomes possible to prevent situations such as a player intending to end the game when their number of game tokens falls to "2" or less, but unknowingly having the game automatically converted and continuing to play without realizing that their number of tokens has fallen to "2" or less. 【0177】 Although the automatic conversion can be switched on or off by operating the stop button 5, the switching operation may also be performed by other means input to the main control unit 10, and the timing of enabling the switching operation may also be other than that described above. Alternatively, the automatic conversion may be disabled when the coinless gaming machine 1 is powered on. 【0178】 Next, with reference to Figure 21, we will explain the notification when automatic conversion is enabled in this modified example. In this modified example, as described above, the player can enable automatic conversion. The main control unit 10 transmits control information to the sub-control unit 20 that can identify whether automatic conversion is enabled or disabled. The sub-control unit 20, acting as a display control means, receives this control information and, if automatic conversion is enabled, performs an activation notification on the performance display 8, acting as a display means, to notify that automatic conversion is enabled. 【0179】 Figure 21 shows the display image on the display unit 8 when activation notification is issued by the sub-control unit 20. As shown in Figure 21, when the automatic conversion is activated, an activation notification image 32 consisting of the text "Automatic conversion enabled" is displayed in the lower right corner of the display unit 8 screen. The activation notification image 32 may be displayed at all times while automatic conversion is enabled, or it may be displayed only when the game is not running. Also, when the automatic conversion is effectively switched, after the game immediately before the automatic conversion is performed ends, the above-described prior notice of the automatic conversion is also given in parallel with the activation notice. 【0180】 As described above, in this modification example, when the automatic conversion is effective, the activation notice of the automatic conversion is given under the control of the sub-control unit 20. Therefore, the player can surely recognize that the automatic conversion is effective, and it becomes possible to prevent the automatic conversion to the number of game medals from being performed involuntarily. Note that the activation notice of the automatic conversion may be executed by other means than the effect display 8 as long as the player can recognize that the automatic conversion is effective. For example, the activation notice of the automatic conversion may be executed by lighting a predetermined lamp. 【0181】 Next, referring to FIG. 22, the deactivation of the automatic conversion in this modification example will be described. In this modification example, as described above, it is possible to enable the automatic conversion by the operation of the player. However, based on the establishment of a predetermined condition, even when the automatic conversion is effective, a function is provided to automatically switch to the state where the automatic conversion is invalid. FIG. 22 shows the automatic conversion deactivation process in the main control unit 10 for executing the process of switching the automatic conversion to invalid. 【0182】 First, when the automatic conversion deactivation process is executed, in step S80, it is determined whether an illegal possession state (the first illegal possession state or the second illegal possession state) has occurred. In the above-described embodiment, when the game is not executed for a predetermined time in a state where game medals remain, the medal-less gaming machine1 shifts to an illegal possession state where it is illegally possessed. However, in step S80, it is determined whether this illegal possession state has occurred. If an unauthorized occupation state occurs, the process proceeds to step S81; otherwise, this automatic conversion disabling process is terminated. 【0183】 Next, in step S81, it is determined whether or not automatic conversion is enabled. If automatic conversion is enabled by the player's actions, the process proceeds to step S82; otherwise, this automatic conversion disabling process ends. 【0184】 Next, in step S82, the process of disabling automatic conversion is executed. In other words, the process automatically disables the automatic conversion, which is enabled by the player's actions, without any player intervention; that is, it executes a process to deactivate the automatic conversion. After that, the process of disabling this automatic conversion will be terminated. 【0185】 As described above, in this modified example, if an unauthorized occupation occurs, a process is executed to disable the automatic conversion that is enabled by the player's operation. In other words, the main control unit 10, which acts as an automatic conversion state setting means, can deactivate the automatic conversion based on the monitoring results from the monitoring means (main control unit 10) that can monitor the occurrence of an unauthorized occupation state. Therefore, when the unauthorized occupation is released by an employee and a new player subsequently plays on the coinless gaming machine 1, the automatic conversion is disabled, just like in the initial state, thus preventing unintentional automatic conversion. 【0186】 In this modified example, if automatic conversion is enabled, it may be configured to switch to disabled based on the operation of the counting button 2c. Alternatively, if automatic conversion is enabled, it may be possible to automatically disable automatic conversion only while an unauthorized occupation state is occurring, and then automatically re-enable automatic conversion once the unauthorized occupation state is resolved. Furthermore, the time it takes to transition to an unauthorized occupation state may be varied depending on whether automatic conversion is enabled or disabled. For example, if automatic conversion is disabled, the system may transition to an unauthorized occupation state after 10 minutes, but if automatic conversion is enabled, it may transition to an unauthorized occupation state after 5 minutes. As described above, a modified version related to the automatic conversion function is realized. 【0187】 The medalless gaming machine 1 of this embodiment has been described above, but a means may be provided to set whether or not to perform monitoring of the unauthorized occupation state via external operation. Furthermore, a means may be provided to allow the monitoring period for unauthorized occupation (hours 1-3) to be changed via external operation. Furthermore, if the number of game tokens stored in the memory unit of the main control unit 10 increases (due to lending operations, etc.) while the unauthorized occupation state is in effect, the unauthorized occupation state may be terminated or continued. Furthermore, if an unauthorized possession occurs, the system may transition to a game execution impossible state where the game cannot be run. Furthermore, even if an unauthorized possession state occurs, the system may transition to a game execution impossible state, but only if a second unauthorized possession state occurs. 【0188】 Furthermore, since automatic conversion from existing tokens is unlikely to cause dissatisfaction even for players who are unaware of it, it would be advisable to start the automatic conversion from a point when the number of tokens remaining is still playable, such as when the number of tokens reaches 10. However, since automatic conversion based on monetary information may cause dissatisfaction among players, it is preferable to perform the automatic conversion when the game becomes unplayable. Furthermore, the conversion units may be different for normal conversion and automatic conversion, etc. For example, while a normal conversion might result in 1000 yen worth of game tokens being converted, an automatic conversion might result in 500 yen worth of game tokens being converted. 【0189】 As described above, the present invention relates to a gaming machine (medalless gaming machine 1) having a storage unit that converts information owned by a player (medals held, amount information) into game value (game medals) that allows the game to be played, based on a predetermined operation by the player, and that can store the converted game value. The present invention relates to an operating means (MAX bet button 2b) that can be operated by the player when playing the game, and an automatic conversion means (main control unit 10) that can automatically convert the information owned by the player into game value that allows the game to be played when the operating means is operated. The automatic conversion means is configured to be able to perform the automatic conversion from the information owned by the player into game value that allows the game to be played when the number of game values stored in the storage unit is less than the maximum number of game values ("3") required to play one game, and the operating means is operated. Therefore, even when the number of game values is less than the maximum number of game values required to play one game, the player can simply operate the control device to automatically convert the player's information into game values. This eliminates the need for the player to perform cumbersome operations to convert game values, allowing for smooth and continuous gameplay. 【0190】 Furthermore, the operating means is configured to set the number of bets for executing the game, and the automatic conversion means is configured to automatically set the number of bets after performing the automatic conversion. Therefore, even when the number of playable values is less than the maximum number of playable values required to execute one game, it is possible to execute a series of games without any sense of unfamiliarity, just as during normal gameplay, simply by operating the control device. Furthermore, since players can be sure that the automatic conversion was followed by the automatic settings, it is possible to give players a greater sense of security than when the automatic conversion and automatic settings are performed simultaneously. 【0191】 Furthermore, the player-owned information includes game value information (coins held) acquired in previous games and monetary information, and the automatic conversion means is configured to prioritize automatic conversion from game value information over automatic conversion from monetary information. Therefore, it becomes possible to prevent players from becoming dissatisfied when, despite having game value information acquired in previous games, the system automatically converts it from monetary value information. 【0192】 Furthermore, the system includes a display means (performance display 8) capable of displaying multiple pieces of information, and a display control means (sub-control unit 20) capable of controlling the display of the display means. The display control means is configured to control the display means to display information that will notify in advance that the automatic conversion will be performed in the next game, if, at the end of a predetermined game, the number of game values stored in the memory unit is less than the maximum number of game values required to play one game. Therefore, players can be sure that an automatic conversion will occur in the next game, and it becomes possible to prevent automatic conversion from happening unintentionally. 【0193】 Furthermore, the system is configured to include a setting means (automatic conversion setting device) that allows the conversion mode related to the automatic conversion to be changed based on external operation. Therefore, it becomes possible to set the automatic conversion mode to match the business model of the amusement parlor, thereby improving convenience during business operations at the amusement parlor. 【0194】 Furthermore, the system is configured to include an external output means (main control unit 10) capable of outputting information to the outside that can identify that the automatic conversion has been performed. Therefore, various data related to automatic conversion can be collected, for example, by a management computer, making it possible for amusement parlors to accurately understand the usage status of automatic conversion, such as the number of times it is executed and the execution time. Furthermore, amusement parlors can obtain reference information when changing settings using setting devices (automatic conversion setting devices), making it possible to utilize setting devices more efficiently. 【0195】 Furthermore, the system is configured to include an automatic conversion state setting means (main control unit 10) that can set whether or not to enable the automatic conversion in the automatic conversion means based on the player's operation. Therefore, it becomes possible to enable or disable automatic conversion according to the player's preference, making it possible to provide a gaming environment that satisfies the player. 【0196】 Furthermore, the system includes a monitoring means (main control unit 10) capable of monitoring for the occurrence of an unauthorized occupation state in which the game is not executed for a predetermined time while the game value is stored in the memory unit, and the automatic conversion state setting means is configured to be able to deactivate the automatic conversion based on the monitoring results by the monitoring means. Therefore, once the unauthorized occupation is released by an employee and a new player subsequently plays on the machine, the automatic conversion is disabled, just like in the initial state, thus preventing unintended automatic conversion. 【0197】 The automatic conversion means, display control means, external output means, automatic conversion state setting means, and monitoring means may be provided by the main control unit 10 or by the sub-control unit 20. Alternatively, they may be configured through the cooperation of the main control unit 10 and the sub-control unit 20. 【0198】 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, these conventional gaming machines were not sufficient in terms of improving convenience. The gaming machine of this embodiment can solve all or part of the above-mentioned problems that conventional gaming machines have to improve. 【0199】 Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, the main control unit 10 can also consist of two main boards on which the CPU is mounted. In this case, the main control unit 10 can be composed of a main control board equipped with a main control CPU and a medal count control board equipped with a medal count control CPU. Specifically, the medal count control CPU can be responsible for controlling the game medal count display device 7, as well as the operation of the counting button 2c, the game medal count clear button 14, and the dedicated unit 19, while the main control CPU can be responsible for the overall control of the game. 【0200】 Furthermore, the configuration may involve the sub-control unit 20 performing some or all of the operations that the main control unit 10 performs, or the configuration may involve the main control unit 10 performing some or all of the operations that the sub-control unit 20 performs. For example, the sub-control unit 20 may control the game token count display device 7, and the sub-control unit 20 may also be responsible for controlling the operation of the counting button 2c, the game token count clear button 14, and the dedicated unit 19. Furthermore, the main control unit 10 may control the operation of the counting button lamp 2e and the bet count lamp 2f. 【0201】 Furthermore, although this embodiment shows a slot machine as an example of a gaming machine, a pachinko machine may also be used. In other words, it can be a so-called enclosed gaming machine that does not dispense gaming balls or other gaming media to the outside, but instead circulates them internally to run the game. In this case, the gaming machine can be equipped with a gaming ball count display device that corresponds to the gaming token count display device 7. Furthermore, for example, the notification method may be changed depending on the amount of game balls stored and displayed in the game ball count display device, and the amount of counting may be increased when the counting button is pressed and held down compared to when it is pressed and held down, and if game balls are acquired while the game ball count is still pressed and held down after the number of game balls stored and displayed in the game ball count display device has become 0, those game balls may be counted. [Explanation of symbols] 【0202】 1. Coinless gaming machine 2a Bet button 2b MAX bet button 2c counting button 2D Checkout button 2F Bed Count Lamp 7. Gaming token count display device 7a Game token count display 8 Performance display 10 Main Control Unit 19 Dedicated Unit 19a Number of medals held display 19b Amount information display
Claims
[Claim 1] In a gaming machine having a memory unit that converts information owned by the player into playable game value based on a predetermined operation by the player, and that can store the converted game value, When the aforementioned game is played, the player has controllable means, When the aforementioned operating means is operated, an automatic conversion means is provided that can automatically convert the information owned by the player into a game value that allows the game to be played, Equipped with, The automatic conversion means is capable of automatically converting the player's information into game value that allows the game to be played when the number of game values stored in the memory unit is less than the maximum number of game values required to play one game, and when the operation means is operated. The system includes a setting means that allows the conversion mode related to the automatic conversion to be changed based on external operation. A gaming machine characterized by the following features. [Claim 2] A gaming machine having a storage unit that converts information owned by a player into a game value that allows the game to be played based on a predetermined operation by the player, and that stores the converted game value, When the aforementioned game is played, the player has controllable means, When the aforementioned operating means is operated, an automatic conversion means is provided that can automatically convert the information owned by the player into a game value that allows the game to be played, Equipped with, The automatic conversion means is capable of automatically converting the player's information into game value that allows the game to be played when the number of game values stored in the memory unit is less than the maximum number of game values required to play one game, and when the operation means is operated. The system includes an external output means capable of outputting to the outside information that can identify that the aforementioned automatic conversion has been performed. A gaming machine characterized by the following features. [Claim 3] A gaming machine having a storage unit that converts information owned by a player into a game value that allows the game to be played based on a predetermined operation by the player, and that can store the converted game value, When the aforementioned game is played, the player has controllable means, When the aforementioned operating means is operated, an automatic conversion means is provided that can automatically convert the information owned by the player into a game value that allows the game to be played, Equipped with, The automatic conversion means is capable of automatically converting the player's information into game value that allows the game to be played when the number of game values stored in the memory unit is less than the maximum number of game values required to play one game, and when the operation means is operated. An automatic conversion state setting means that can set whether or not to enable automatic conversion in the automatic conversion means based on the player's operation, A monitoring means capable of monitoring the occurrence of an unauthorized occupation state in which the game has not been played for a predetermined time while the game value is stored in the memory unit, Equipped with, The automatic conversion state setting means allows the automatic conversion to be deactivated based on the monitoring results from the monitoring means. A gaming machine characterized by the following features.