Game machine
Patent Information
- Application Number
- JP2022121067
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-07-29
- Publication Date
- 2025-11-04
AI Technical Summary
Existing gaming machines face challenges in efficiently initializing RAM areas during power-on and power-off states, leading to potential errors and difficulties in transitioning between operational states.
The gaming machine incorporates a setting change state transition mechanism that initializes the control state upon power-on, allowing for a seamless transition to a playable state even in the event of errors, and includes specific data acquisition and writing instructions to manage RAM areas effectively, preventing address ambiguity during data operations.
This approach ensures stable initialization and management of RAM areas, reducing errors and facilitating smooth state transitions, thereby enhancing the gaming experience and reliability of the machine.
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Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] As this type of gaming machine, a machine that executes a process of initializing a RAM area when a setting change is started or ended has been proposed (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-29592 A Summary of the Invention [Problem to be solved by the invention]
[0004] As with the gaming machine described in Patent Document 1, there is room for improvement in the process of initializing the RAM area.
[0005] An object of the present invention is to provide a gaming machine which overcomes the above-mentioned problems. [Means for solving the problem]
[0006] The gaming machine of claim 1 comprises: In a gaming machine (slot machine 2) for playing a game, a setting change state transition means for transitioning to a setting change state in which a setting value that is an advantage level for a player is set when a setting change operation (setting key switch 37 is turned ON) is performed at the time of power-on; A stop state control means for controlling the device to a stop state (an error state due to a stop error) when a stop condition is satisfied; An initialization means for initializing a control state; Equipped with the initialization means is capable of initializing a control state in association with transition to the setting change state, and is also capable of initializing the control state without transitioning to the setting change state when an initialization operation (reset / setting switch 38 is turned ON) is performed upon power-on, The gaming machine includes: When the machine is in the stopped state (error state due to a stopped error), the power is turned on again, the setting change operation (setting key switch 37 is turned ON), and the machine can transition to a playable state based on the transition to the setting change state. When the machine is in the stopped state (error state due to a stopped error), the machine does not transition to a playable state based on the fact that the power is turned on again and the initialization operation (the reset / setting switch 38 is turned ON) is performed. It is characterized by the following. According to this feature, when the control is made to the stopping state, it is possible to ensure that a new set value is set.
[0007] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0008] [Figure 1] FIG. 2 is a front view of the card unit and the slot machine. [Diagram 2] FIG. 2 is a block diagram showing the internal configuration of the card unit and the slot machine. [Diagram 3] FIG. 2 is a diagram showing the arrangement of symbols on the reels. [Figure 4] 13 is a diagram for explaining the transition of the game state. FIG. [Diagram 5] 13 is a diagram for explaining the types of winning roles, the symbol combinations of winning roles, and the awarding of prizes when a prize is won. FIG. [Figure 6] 13 is a diagram for explaining the types of winning roles, the symbol combinations of winning roles, and the awarding of prizes when a prize is won. FIG. [Figure 7]13 is a diagram for explaining the types of winning roles, the symbol combinations of winning roles, and the awarding of prizes when a prize is won. FIG. [Figure 8] 13 is a diagram for explaining the types of winning roles, the symbol combinations of winning roles, and the awarding of prizes when a prize is won. FIG. [Figure 9] 13 is a diagram for explaining combinations of winning roles that are read out as roles to be selected for each game state. FIG. [Figure 10] This is a diagram to explain reel control when the push order role is won. [Figure 11] A figure showing a game start command that the main control unit sends to the performance control unit when the start switch is operated. [Figure 12] A figure showing the game end command that the main control unit sends to the performance control unit at the third stop. [Figure 13] A diagram showing the types of commands that the main control board sends to the medal count control board. [Figure 14] FIG. 13 is a diagram explaining a gaming machine installation information command. [Figure 15] A diagram showing details of gaming machine characteristics. [Figure 16] A diagram showing the structure of a reel information command. [Figure 17] A diagram showing details of the reel operation information. [Figure 18] A diagram showing the structure of a favorable zone information command. [Figure 19] A diagram showing details of advantageous area information. [Figure 20] FIG. 13 is a diagram showing the structure of an input command. [Figure 21] FIG. 13 is a diagram showing the structure of a settlement command. [Figure 22] FIG. 13 is a diagram showing the configuration of a start command. [Diagram 23] FIG. 13 is a diagram showing the structure of a termination command. [Figure 24] FIG. 13 is a diagram showing the configuration of a dispensing pulse command. [Diagram 25] A diagram showing the structure of a jackpot command. [Figure 26]FIG. 4 is a diagram showing details of a hall computer signal. [Figure 27] A diagram showing the structure of the gaming machine fraud 1 command. [Figure 28] FIG. 11 is a diagram showing details of setting information. [Figure 29] A diagram showing the structure of the gaming machine fraud 2 command. [Diagram 30] FIG. 13 is a diagram showing details of door information. [Diagram 31] A diagram showing the structure of the gaming machine fraud 3 command. [Diagram 32] FIG. 13 is a diagram showing the configuration of a main control state command. [Diagram 33] A diagram showing the configuration of a main control board error command. [Diagram 34] FIG. 13 is a diagram showing a list of main control board errors. [Diagram 35] A diagram showing the structure of a gaming machine performance information (preliminary) command. [Diagram 36] A diagram showing a list of commands from the medal count control board to the main control board. [Figure 37] FIG. 13 is a diagram showing the structure of a response command. [Figure 38] FIG. 13 is a diagram showing the configuration of a frame side information command. [Figure 39] A diagram showing an example of communication between the main control board and the medal count control board. [Diagram 40] 13 is a diagram for explaining communication of a frame side information command. FIG. [Diagram 41] 10 is a flowchart showing the processing performed when the main control board receives a command. [Diagram 42] A diagram showing the flow of communication between the main control board and the medal count control board from power-on. [Diagram 43] FIG. 13 is a diagram illustrating an example of communication when the serial number is normal. [Diagram 44] FIG. 13 is a diagram illustrating an example of communication when a serial number mismatch error occurs. [Diagram 45] A figure showing an example of communication when an error occurs regarding a game medal. [Figure 46]A figure showing an example of communication occurring before the transmission and reception of a gaming machine installation information command. [Figure 47] FIG. 13 illustrates an example of a timeout upon power-on. [Figure 48] FIG. 13 is a diagram illustrating a bet amount setting operation and a settlement operation. [Figure 49] FIG. 13 is a diagram showing an example in which a new bet amount setting operation is performed after a bet amount setting operation and before a response command is received. [Figure 50] FIG. 13 is a diagram showing an example in which a new payment operation is performed after a payment operation and before a response command is received. [Figure 51] A figure showing an example in which a new settlement operation is performed after a bet amount setting operation and before a response command is received. [Figure 52] FIG. 13 is a diagram showing an example in which a new bet amount setting operation is performed after a settlement operation and before a response command is received. [Figure 53] 13 is a diagram illustrating a serial number error during a bet amount setting operation. FIG. [Figure 54] FIG. 13 is a diagram illustrating a serial number error during a settlement operation. [Figure 55] 13A and 13B are diagrams illustrating a process of checking frame side information. [Figure 56] 13A and 13B are diagrams illustrating display control of the number of dispensed coins. [Figure 57] A diagram showing a role ratio monitor. [Figure 58] FIG. 13 is a diagram showing an example of the display of a role ratio monitor. [Figure 59] A diagram to explain the initialization process of role ratio information. [Figure 60] 3 is an address map of a memory area used by the main control unit. [Figure 61] This is an address map of the internal RAM area used by the main control unit. [Figure 62] 2 is a diagram for explaining a register bank included in a CPU of a main control unit. FIG. [Figure 63] 13 is a flowchart showing a startup process of a main control unit. [Figure 64] FIG. 4 is a diagram illustrating an initial setting process performed by a main control unit. [Figure 65] 11 is a diagram illustrating an external RAM initialization process performed by the main control unit. FIG. [Figure 66] 11A and 11B are diagrams illustrating a setting change process performed by a main control unit. [Figure 67] FIG. 2 is a diagram illustrating the control content of a main process performed by a main control unit. [Figure 68] 13 is a block diagram showing the internal configuration of a card unit and a slot machine when a main control unit and a medal count control unit are integrated. FIG. [Figure 69] A diagram to explain communication between the performance control unit, main control unit, medal count control unit, and CU control unit. [Figure 70] This is an address map of the internal RAM area used by the main control unit. [Figure 71] 13 is a diagram for explaining the control content of a continuous area transfer process A performed by a main control unit. FIG. [Figure 72] 13 is a diagram for explaining the control content of a continuous area transfer process B performed by a main control unit. FIG. [Figure 73] FIG. 13 is a diagram illustrating an LDQ instruction for reading or writing two bytes of data. [Figure 74] 2 is a diagram showing the appearance of a game information display unit. FIG. [Figure 75] 13 is a flowchart showing external signal processing. [Figure 76] 10A and 10B are diagrams for explaining the lighting state of an outer end signal lamp in the present embodiment. [Figure 77] 13A and 13B are diagrams for explaining a first modified example of a lighting mode of an outer end signal lamp. [Figure 78] 13 is a diagram for explaining a second modified example of the lighting mode of the outer end signal lamp. FIG. [Figure 79] 13 is a flowchart showing the ball payout control pre-processing of the main control unit. [Figure 80] This is a flowchart showing post-ball control processing by the main control unit, which executes a determination of the end of the advantageous zone based on an initial value. [Figure 81] FIG. 13 is a diagram for explaining a difference counter of a RAM. [Figure 82]FIG. 13 illustrates the flow of communication between the first register bank and the RAM via the CPU. [Figure 83] A figure to explain the first pattern of determining the end of a favorable zone based on initial value settings. [Figure 84] A figure to explain the second pattern of determining the end of a favorable zone based on initial value settings. [Figure 85] A figure to explain the third pattern of determining the end of the favorable zone based on initial value settings. [Figure 86] A figure to explain the fourth pattern of determining the end of a favorable zone based on initial value settings. [Figure 87] This is a flowchart showing the post-ball output control processing of the main control unit when executing a judgment value to determine the end of the advantageous zone. [Figure 88] A figure to explain the first pattern of determining the end of a favorable period based on a judgment value. [Figure 89] A figure to explain the second pattern of determining the end of a favorable zone based on a judgment value. [Figure 90] A figure to explain the third pattern of determining the end of a favorable period based on a judgment value. [Figure 91] A figure to explain the fourth pattern of determining the end of a favorable period based on a judgment value. [Figure 92] A diagram to explain command communication between the main control board and the performance control board. [Figure 93] 13 is a diagram explaining the control contents of the update process regarding the number of uses of the difference number counter on the performance control side performed by the performance control unit. FIG. [Figure 94] A diagram explaining the control content of the update regarding the number of grants on the performance control side performed by the performance control unit. [Figure 95] A diagram to explain the commands transmitted from the main control board to the performance control board. [Figure 96] FIG. 13 is a diagram showing a lottery table for allocating modes in the AT1 state. [Figure 97] FIG. 13 is a diagram showing the settings for each mode in the AT1 state. [Figure 98]FIG. 13 is a diagram for explaining a special flag. [Figure 99] FIG. 11 is a block diagram showing the internal configuration of a slot machine according to a second embodiment. [Figure 100] FIG. 11 is a diagram illustrating a seven-segment display device according to a second embodiment. [Figure 101] FIG. 11 is a diagram showing an output port, a DG, and the like according to the second embodiment. [Figure 102] FIG. 11 is a flowchart showing a signal switching process. [Figure 103] FIG. 13 is a diagram illustrating switching of a selection signal. [Figure 104] FIG. 13 is a diagram showing an output state of a selection signal when a state transition occurs. [Figure 105] FIG. 13 is a diagram showing an output state of a selection signal when a state transition occurs. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to an embodiment of the present invention will be described below.
[0010] [Form 1] The gaming machine of type 1-1 is, In a gaming machine (slot machine 2) for playing a game, a memory area (RAM 161c) capable of storing data, the area in which the data is stored being specified by an address consisting of a high-order address and a low-order address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) is a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, the program includes a continuous data acquisition program (continuous area transfer process) for acquiring data stored in a continuous acquisition area (source continuous memory area) spanning multiple continuous addresses by repeating a process of acquiring data from a specific address and then updating the specific address, The continuous acquisition area (transfer source continuous memory area) is allocated to an area that does not straddle the first storage area (first area) and the second storage area (second area). It is characterized by the following. According to this feature, it is possible to prevent the continuous data acquisition program from becoming confused as to which address data is to be acquired from.
[0011] The gaming machine of form 1-2 is the gaming machine according to form 1-1, The continuous data acquisition program (continuous area transfer process) acquires data by a specific acquisition command (LDQ command) that designates a lower address and acquires data from an address consisting of a preset upper address and a designated lower address. It is characterized by the following. According to this feature, the amount of data specified by the command can be reduced.
[0012] The gaming machine of form 1-3 is the gaming machine according to form 1-1 or 1-2, The continuous data acquisition program (continuous area transfer process) is a program that is used in common when acquiring data from the first range of storage areas and when acquiring data from the second range of storage areas. It is characterized by the following. This feature allows the program capacity to be reduced.
[0013] The gaming machine of form 1-4 is a gaming machine according to any one of forms 1-1 to 1-3, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The continuous acquisition area (transfer source continuous memory area) is allocated to an area that does not straddle the second storage area (second area) and the third storage area (third area), and also to an area that does not straddle the third storage area (third area) and the fourth storage area (fourth area). It is characterized by the following. According to this feature, it is possible to prevent the continuous data acquisition program from becoming confused as to which address data is to be acquired from.
[0014] The gaming machine of form 1-5 is a gaming machine according to any one of forms 1-1 to 1-4, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The area of the final address of the second memory area (second area), the area of the start address of the third memory area (third area), the area of the final address of the third memory area (third area), and the area of the start address of the fourth memory area (fourth area) are allocated unused areas in which no data used for control is stored. It is characterized by the following. This feature makes it possible to prevent the situation where it becomes difficult to know from which address the data is to be obtained.
[0015] [Form 2] The gaming machine of type 2-1 is In a gaming machine (slot machine 2) for playing a game, a memory area (RAM 161c) capable of storing data, the area in which the data is stored being specified by an address consisting of a high-order address and a low-order address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) is a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, the program includes a continuous data write program (continuous area transfer process) for writing data to a predetermined address and then repeating a process of updating the predetermined address, thereby writing data to a continuous write area (a destination continuous memory area) spanning a plurality of continuous addresses, The continuous write area (transfer destination continuous memory area) is allocated to an area that does not straddle the first storage area (first area) and the second storage area (second area). It is characterized by the following. According to this feature, it is possible to prevent the situation in which it becomes difficult to know to which address data is to be written in the continuous data writing program.
[0016] The gaming machine of aspect 2-2 is the gaming machine according to aspect 2-1, The continuous data write program (continuous area transfer process) writes data by a specific write command (LDQ command) that specifies a lower address and writes data to an address consisting of a preset upper address and a specified lower address. It is characterized by the following. According to this feature, the amount of data specified by the command can be reduced.
[0017] The gaming machine of aspect 2-3 is the gaming machine according to aspect 2-1 or 2-2, The continuous data writing program (continuous area transfer process) is a program that is commonly used when writing data to a first range of storage areas and when writing data to a second range of storage areas. It is characterized by the following. This feature allows the program capacity to be reduced.
[0018] The gaming machine of aspect 2-4 is the gaming machine according to any one of aspects 2-1 to 2-3, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The continuous write area (transfer destination continuous memory area) is allocated to an area that does not straddle the second memory area (second area) and the third memory area (third area), and also to an area that does not straddle the third memory area (third area) and the fourth memory area (fourth area). It is characterized by the following. According to this feature, it is possible to prevent the situation in which it becomes difficult to know to which address data is to be written in the continuous data writing program.
[0019] The gaming machine of aspect 2-5 is a gaming machine according to any one of aspects 2-1 to 2-4, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The area of the final address of the second memory area (second area), the area of the start address of the third memory area (third area), the area of the final address of the third memory area (third area), and the area of the start address of the fourth memory area (fourth area) are allocated unused areas in which no data used for control is stored. It is characterized by the following. This feature makes it possible to prevent the situation where it becomes difficult to know to which address data is to be written.
[0020] [Form 3] The gaming machine of type 3-1 is In a gaming machine (slot machine 2) for playing a game, a memory area (RAM 161c) capable of storing data, the area in which the data is stored being specified by an address consisting of a high-order address and a low-order address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) is a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, the control instruction includes a 2-byte data acquisition instruction (LDQ instruction) for designating a lower address, and acquiring data of an address consisting of the designated lower address with a higher address as a first value, and an address consisting of the designated lower address+1; When executing the 2-byte data acquisition instruction (LDQ instruction), a lower address other than the final address of the first storage area (first area) is specified. It is characterized by the following. This characteristic makes it possible to prevent a situation in which it becomes difficult to know from which address data is to be obtained in a 2-byte data obtainment command.
[0021] The gaming machine of aspect 3-2 is the gaming machine according to aspect 3-1, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, When executing the 2-byte data acquisition instruction (LDQ instruction), a lower address other than the final address of the second storage area (second area) and a lower address other than the final address of the third storage area (third area) are specified. It is characterized by the following. This characteristic makes it possible to prevent a situation in which it becomes difficult to know from which address data is to be obtained in a 2-byte data obtainment command.
[0022] The gaming machine of aspect 3-3 is the gaming machine according to aspect 3-1 or 3-2, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The area of the final address of the second memory area (second area), the area of the start address of the third memory area (third area), the area of the final address of the third memory area (third area), and the area of the start address of the fourth memory area (fourth area) are allocated unused areas in which no data used for control is stored. It is characterized by the following. This feature makes it possible to prevent the situation where it becomes difficult to know from which address the data is to be obtained.
[0023] [Form 4] The gaming machine of type 4-1 is In a gaming machine (slot machine 2) for playing a game, a memory area (RAM 161c) capable of storing data, the area in which the data is stored being specified by an address consisting of a high-order address and a low-order address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) is a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, the control instruction includes a 2-byte data write instruction (LDQ instruction) for specifying a lower address, and writing data to an address consisting of the specified lower address with a higher address as a first value and an address consisting of the specified lower address+1; When executing the 2-byte data write instruction (LDQ instruction), a lower address other than the final address of the first storage area (first area) is specified. It is characterized by the following. According to this feature, it is possible to prevent the situation where it becomes difficult to know to which address data is to be written in response to a 2-byte data write command.
[0024] The gaming machine of aspect 4-2 is the gaming machine according to aspect 4-1, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, When executing the 2-byte data write instruction (LDQ instruction), a lower address other than the final address of the second storage area (second area) and a lower address other than the final address of the third storage area (third area) are specified. It is characterized by the following. According to this feature, it is possible to prevent the situation where it becomes difficult to know to which address data is to be written in response to a 2-byte data write command.
[0025] The gaming machine of aspect 4-3 is the gaming machine according to aspect 4-1 or 4-2, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The area of the final address of the second memory area (second area), the area of the start address of the third memory area (third area), the area of the final address of the third memory area (third area), and the area of the start address of the fourth memory area (fourth area) are allocated unused areas in which no data used for control is stored. It is characterized by the following. This feature makes it possible to prevent the situation where it becomes difficult to know to which address data is to be written.
[0026] [Form 5] The gaming machine of type 5-1 is In a gaming machine (slot machine 2) for playing a game, a memory area (RAM 161c) capable of storing data, the area in which the data is stored being specified by an address consisting of a high-order address and a low-order address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) is a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, The area of the final address of the first storage area (first area) and the area of the starting address of the second storage area (second area) are allocated as unused areas in which no data used for control is stored. It is characterized by the following. According to this feature, it is possible to prevent the situation where it becomes difficult to know from which address data is obtained and to which address data is written.
[0027] The gaming machine of aspect 5-2 is the gaming machine according to aspect 5-1, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The unused areas are allocated to the area of the final address of the second memory area (second area), the area of the start address of the third memory area (third area), the area of the final address of the third memory area (third area), and the area of the start address of the fourth memory area (fourth area). It is characterized by the following. According to this feature, it is possible to prevent the situation where it becomes difficult to know from which address data is obtained and to which address data is written.
[0028] [Form 6] The gaming machine of form 6-1 is, In a gaming machine (slot machine 2) for playing a game, a memory area (RAM 161c) capable of storing data, the area in which the data is stored being specified by an address consisting of a high-order address and a low-order address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) is a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, The program includes a continuous data acquisition program (continuous area transfer process A) for acquiring data stored in a continuous acquisition area (source continuous memory area) spanning multiple continuous addresses by repeating a process of acquiring data from a predetermined address and then updating the predetermined address, The continuous data acquisition program (continuous area transfer process A) is capable of acquiring data from the continuous acquisition area (transfer source continuous memory area) that spans the first storage area (first area) and the second storage area (second area); The continuous data acquisition program (continuous area transfer process A) acquires data by a predetermined acquisition command (LD command) that specifies an upper address and a lower address and acquires data from an address consisting of the specified upper address and the specified lower address. It is characterized by the following. According to this feature, it is possible to prevent the continuous data acquisition program from becoming confused as to which address data is to be acquired from.
[0029] The gaming machine of aspect 6-2 is the gaming machine according to aspect 6-1, The continuous data acquisition program (continuous area transfer process A) is a program that is used in common when acquiring data from the first range of storage areas and when acquiring data from the second range of storage areas. It is characterized by the following. This feature allows the program capacity to be reduced.
[0030] The gaming machine of aspect 6-3 is the gaming machine according to aspect 6-1 or 6-2, The storage area includes: The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The continuous acquisition area (transfer source continuous memory area) is allocated to an area that does not straddle the second storage area (second area) and the third storage area (third area), and also to an area that does not straddle the third storage area (third area) and the fourth storage area (fourth area). It is characterized by the following. According to this feature, it is possible to prevent the continuous data acquisition program from becoming confused as to which address data is to be acquired from.
[0031] The gaming machine of aspect 6-4 is a gaming machine according to any one of aspects 6-1 to 6-3, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The area of the final address of the second memory area (second area), the area of the start address of the third memory area (third area), the area of the final address of the third memory area (third area), and the area of the start address of the fourth memory area (fourth area) are allocated unused areas in which no data used for control is stored. It is characterized by the following. This feature makes it possible to prevent the situation where it becomes difficult to know from which address the data is to be obtained.
[0032] [Form 7] The gaming machine of type 7-1 is In a gaming machine (slot machine 2) for playing a game, a memory area (RAM 161c) capable of storing data, the area in which the data is stored being specified by an address consisting of a high-order address and a low-order address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) is a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, The program includes a continuous data write program (continuous area transfer process A) for writing data to a predetermined address and then repeatedly updating the predetermined address, thereby writing data to a continuous write area (a destination continuous memory area) spanning a plurality of continuous addresses, The continuous data writing program (continuous area transfer process A) is capable of writing data to the continuous acquisition area (transfer destination continuous memory area) that spans the first storage area (first area) and the second storage area (second area); The continuous data writing program (continuous area transfer process A) specifies an upper address and a lower address, and writes data to an address consisting of the specified upper address and the specified lower address by a predetermined write command (LD command). It is characterized by the following. According to this feature, it is possible to prevent the situation in which it becomes difficult to know to which address data is to be written in the continuous data writing program.
[0033] The gaming machine of aspect 7-2 is the gaming machine according to aspect 7-1, The continuous data writing program (continuous area transfer process A) is a program that is used in common when writing data to a first range of storage areas and when writing data to a second range of storage areas. It is characterized by the following. This feature allows the program capacity to be reduced.
[0034] The gaming machine of aspect 7-3 is the gaming machine according to aspect 7-1 or 7-2, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The continuous write area (transfer destination continuous memory area) is allocated to an area that does not straddle the second memory area (second area) and the third memory area (third area), and also to an area that does not straddle the third memory area (third area) and the fourth memory area (fourth area). It is characterized by the following. According to this feature, it is possible to prevent the situation in which it becomes difficult to know to which address data is to be written in the continuous data writing program.
[0035] The gaming machine of aspect 7-4 is a gaming machine according to any one of aspects 7-1 to 7-3, The storage area (RAM 161c) is a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, The area of the final address of the second memory area (second area), the area of the start address of the third memory area (third area), the area of the final address of the third memory area (third area), and the area of the start address of the fourth memory area (fourth area) are allocated unused areas in which no data used for control is stored. It is characterized by the following. This feature makes it possible to prevent the situation where it becomes difficult to know to which address data is to be written.
[0036] [Form 8] The gaming machine of form 8-1 is In a gaming machine (slot machine 2) for playing a game, a memory area (RAM 161c) capable of storing data, the area in which the data is stored being specified by an address consisting of a high-order address and a low-order address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) is a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address with a third value (F2H); a fourth memory area (fourth area) that is continuous with the third memory area and has an upper address with a fourth value (F3H); Including, An area is allocated from the first storage area (first area) as a working area of the control means (main control unit 161). It is characterized by the following. According to this feature, the working area is allocated from the top area of the storage area, making it easier to manage the working area.
[0037] The gaming machine of aspect 8-2 is the gaming machine according to aspect 8-1, The control command includes a specific acquisition command (LDQ command) for designating a lower address and acquiring data from an address consisting of a preset upper address and the designated lower address, The first value (F0H) is set as the initial value of the upper address used in the specific acquisition command (LDQ command). It is characterized by the following. This feature makes it easier to access the top area of the memory area using a specific get command.
[0038] The gaming machine of aspect 8-3 is the gaming machine according to aspect 8-1 or 8-2, The control command includes a specific write command (LDQ command) for designating a lower address and writing data to an address consisting of a preset upper address and the designated lower address, The first value (F0H) is set as the initial value of the upper address used in the specific write command (LDQ command). It is characterized by the following. This feature makes it easier to access the top area of the storage area using a specific write command.
[0039] The gaming machine of aspect 8-4 is a gaming machine according to any one of aspects 8-1 to 8-3, The memory area with a specific upper address value (F2H) is allocated as an unused area in which no data used for control is stored. It is characterized by the following. This feature makes it easy to identify unused areas from the upper address values.
[0040] The gaming machine of aspect 8-5 is a gaming machine according to any one of aspects 8-1 to 8-4, The control command includes a specific command (LDQ command) for specifying an address using a preset upper address, Do not use the specific command (LDQ command) when initializing data. It is characterized by the following. This feature makes it easier to specify the address to be initialized.
[0041] The gaming machine of aspect 8-6 is a gaming machine according to any one of aspects 8-1 to 8-5, The control command includes a specific command (LDQ command) for specifying an address using a preset upper address, The specific instruction (LDQ instruction) is not used when calculating diagnostic data (RAM parity) used to diagnose whether the data in the storage area (RAM 161c) is destroyed. It is characterized by the following. This feature makes it easier to specify the address when calculating the diagnostic data.
[0042] The gaming machine of aspect 8-7 is a gaming machine according to any one of aspects 8-1 to 8-6, The storage area (RAM 161c) includes a stack area (internal stack area, external stack area) for saving data, In the stack area (internal stack area, external stack area), data is saved from the final address of the area (second area, fourth area) whose upper addresses are predetermined values (F1H, F3H) toward the first address. It is characterized by the following. According to this feature, the upper addresses of the data saved in the stack area do not change.
[0043] The gaming machine of aspect 8-8 is a gaming machine according to any one of aspects 8-1 to 8-7, Data related to special control (payment management data) is stored only in the memory area (second area) whose upper address is a special value (F1H). It is characterized by the following. This feature makes it easier to manage data relating to special control.
[0044] [Form 9] The gaming machine of type 9-1 is In a gaming machine (slot machine 2) for playing a game, A memory area (RAM 161c) capable of storing data; A control means (main control unit 161) for executing control commands based on a program; Equipped with The program is Programs in the used area (programs in the capacity) a program outside the area of use (a program outside the capacity) called from the program within the area of use (a program within the capacity); Including, The storage area (RAM 161c) is an area within the used area (an internal RAM area) into which data can be read and written by the programs within the used area (programs within the capacity) and into which data can be read but not written by the programs outside the used area (programs outside the capacity); an area outside the used area (outside the capacity RAM area) into which data can be read and written by the outside used area program (outside the capacity program) and into which data can be read but not written by the inside used area program (inside the capacity program); Including, When the power is turned on, the program outside the used area (external program) performs a process to determine whether or not data in the area inside the used area (internal RAM area) and the area outside the used area (external RAM area) has been destroyed. It is characterized by the following. According to this feature, the size of the program in the used area can be reduced.
[0045] The gaming machine of aspect 9-2 is the gaming machine according to aspect 9-1, When it is determined that data in the area within the used area (internal RAM area) and the area outside the used area (external RAM area) has been destroyed by the program outside the used area (external program), the area outside the used area (external RAM area) is initialized before returning to the program inside the used area (internal program), and the area inside the used area (internal RAM area) is initialized after returning to the program inside the used area (internal program). It is characterized by the following. This feature can reduce the amount of back and forth between programs in the used area and programs outside the used area.
[0046] The gaming machine of aspect 9-3 is the gaming machine according to aspect 9-1 or 9-1, the area within the used area (internal RAM area) includes an area within the used area (internal stack area) where data is saved in response to a control instruction of the program within the used area (internal program), In order to perform a process for determining whether data in the area within the used area (internal RAM area) and the area outside the used area (external RAM area) is destroyed when the power is turned on, when a program outside the used area (external program) is called from a program within the used area (internal program), data is saved to a temporary stack area in the area within the used area (internal RAM area) rather than to a stack area within the used area (internal stack area). It is characterized by the following. According to this feature, when the power is turned on, it is possible to prevent the data in the stack area before the power was turned off from being changed due to the data saved in the stack area when calling a program outside the area in use.
[0047] The gaming machine of aspect 9-4 is the gaming machine according to aspect 9-3, In the process of determining whether data in the area within the used area (the internal RAM area) and the area outside the used area (the external RAM area) is destroyed, the determination is made on the area not including the temporary stack area. It is characterized by the following. According to this feature, it is possible to determine whether or not the data at the time of the power outage has been destroyed.
[0048] The gaming machine of aspect 9-5 is the gaming machine according to aspect 9-3, In the process of determining whether data in the area within the used area (the internal RAM area) and the area outside the used area (the external RAM area) is destroyed, the determination is made for an area including the temporary stack area. It is characterized by the following. According to this feature, it is possible to determine whether or not all data in the area inside the used area and the area outside the used area is destroyed.
[0049] The gaming machine of aspect 9-6 is the gaming machine of aspect 9-3 or aspect 9-4, If it is determined that the data in the area within the used area (internal RAM area) and the area outside the used area (external RAM area) is corrupted, the temporary stack area is not initialized. It is characterized by the following. According to this feature, the data in the temporary stack area that was set after power-on can be maintained as is.
[0050] The gaming machine of aspect 9-7 is a gaming machine according to any one of aspects 9-1 to 9-6, The diagnostic data (RAM parity) for determining whether the data in the area within the used area (intra-capacity RAM area) and the area outside the used area (extra-capacity RAM area) is destroyed is created by the program outside the used area (extra-capacity program). It is characterized by the following. According to this feature, the size of the program in the used area can be reduced.
[0051] [Form 10] The gaming machine of type 10-1 is In a gaming machine (slot machine 2) for playing a game, a setting change state transition means for transitioning to a setting change state in which a setting value that is an advantage level for a player is set when a setting change operation (setting key switch 37 is turned ON) is performed at the time of power-on; An initialization means for initializing a control state; Equipped with The initialization means initializes the control state in association with the transition to the setting change state, and initializes the control state without transitioning to the setting change state when an initialization operation (turning the reset / setting switch 38 ON) is performed when the power is turned on. It is characterized by the following. According to this feature, the control state can be initialized without transitioning to a setting change state.
[0052] The gaming machine of aspect 10-2 is the gaming machine according to aspect 10-1, a destruction determining means for determining whether or not data is destroyed when power is turned on; a data abnormality state control means for controlling the data to an abnormal data state (an error state associated with a RAM abnormality) when the data is determined to be corrupted by the corruption determination means; Equipped with When the machine is in the data abnormal state (error state due to RAM abnormality), the power is turned on again, the setting change operation (setting key switch 37 is turned ON), and the machine can transition to a playable state based on the transition to the setting change state. When the device is in the data abnormal state (error state due to RAM abnormality), the device does not transition to a playable state based on the fact that the power is turned on again and the initialization operation (the reset / setting switch 38 is turned ON) is performed. It is characterized by the following. According to this feature, if an abnormality occurs in the data, it is possible to ensure that a new setting value is set.
[0053] The gaming machine of aspect 10-3 is the gaming machine according to 10-2, When the device is in the data abnormal state (error state due to RAM abnormality), the power is turned on again and the control state is initialized when the initialization operation (reset / setting switch 38 is turned ON) is performed. It is characterized by the following. According to this feature, even if an abnormality occurs in the data and the game does not transition to a playable state, it is possible to initialize the control state by performing an initialization operation.
[0054] The gaming machine of aspect 10-4 is the gaming machine according to 10-2 or 10-3, a permission flag (RAM clear permission flag) that is set when the device is not controlled to be in the data abnormal state (error state due to a RAM abnormality) and that is cleared when the device is controlled to be in the data abnormal state (error state due to a RAM abnormality), When the power is turned on and an initialization operation (reset / setting switch 38 is turned ON) is performed, it is determined whether or not the permission flag (RAM clear permission flag) is set, and if the permission flag (RAM clear permission flag) is set, the game can be transitioned to a playable state. It is characterized by the following. According to this feature, even if an abnormality occurs in the data, the initialization operation will not result in a transition to a playable state.
[0055] A gaming machine according to a form 10-5 is a gaming machine according to any one of 10-1 to 10-4, A stop state control means is provided for controlling the device to a stop state (an error state due to a stop error) when a stop condition is satisfied, When the machine is in the stop state (error state due to a stop error), the power is turned on again, an initialization operation (reset / setting switch 38 is turned ON) is performed, and the machine can transition to a playable state based on the initialization of the control state. It is characterized by the following. According to this feature, the stopped state can be released by initializing the control state through the initialization operation.
[0056] [Form 11] The gaming machine of type 11-1 is In a gaming machine (slot machine 2) for playing a game, A first data (special flag 1) of 1 byte can be set as information for determining whether or not a first condition is established, It is determined whether the first data (special flag 1) is 0 or not, and when the first data is not 0, it is determined that the first condition is established; When the first condition is satisfied, information in which a plurality of bits in one byte of data are set to 1 is stored as the first data (special flag 1). It is characterized by the following. According to this feature, the first condition is determined to be met when the 1-byte first data is not 0, and since there is no need to determine the value of a specific bit, it is easy to determine whether the first condition is met. Also, since the first data stores information in which multiple bits in the 1-byte data are 1, it is easy to check the setting status of flags during debugging, etc., and data management is easy.
[0057] The gaming machine of aspect 11-2 is the gaming machine according to aspect 11-1, A second data (special flag 2) of 1 byte can be set as information for determining whether or not a second condition is established, It is determined whether the second data (special flag 2) is 0 or not, and when the second data is not 0, it is determined that the second condition is established; When the second condition is satisfied, information in which a plurality of bits in one byte of data are set to 1 is stored as the second data (special flag 2); The first data (special flag 1) and the second data (special flag 2) include bits that are different from each other in the plurality of bits that are set to 1. It is characterized by the following. This feature makes it easier to distinguish the difference between the first data and the second data.
[0058] [Form 12] The gaming machine of type 12-1 is In a gaming machine (slot machine 2) for playing a game, A first type of luminous body (first DG group) divided into several groups (DG); A second type of luminous body (a second DG group) divided into a plurality of groups (DGs); A light emission control means (main control unit 161) that controls the first type of light emitter (first DG group) and the second type of light emitter (second DG group); Equipped with The light emission control means (main control unit 161) A lighting signal for each group of the first type of light-emitting elements (first DG group) is output from the same first port (first output port 61), and a selection signal is switched to select a group (DG) to be lit in a time-division manner, and the group is lit. outputting a lighting signal for each group of the second type of light-emitting elements (second DG group) from the same second port (second output port 62), and switching a selection signal to select a group (DG) to be lit in a time-division manner and perform control to light the group; A selection signal output to the first type of light-emitting body (first DG group) and a selection signal output to the second type of light-emitting body (second DG group) are a common signal, The light emission control means (main control unit 161) controls switching of the selection signal in accordance with selection data (selection signal number) that defines the group to be selected at a predetermined interval (0.56 ms), The first type of light-emitting body (first DG group) is in a first light-emitting state indicating first information in a first situation (setting change state), and is in a second light-emitting state indicating second information in a second situation (normal state) transitioned from the first situation (setting change state), The second type of light-emitting body (second DG group) has a specific light-emitting mode that indicates specific information in both the first situation (setting change state) and the second situation (normal state), When the first state (setting change state) is changed to the second state (normal state), the selection data (selection signal number) is initialized. It is characterized by the following. According to this feature, when the first type of light-emitting element switches from the first light-emitting state to the second light-emitting state as a result of transition from the first situation to the second situation, the selection data is initialized and switching of the selection signal begins again from the beginning of the selection data, thereby preventing the first type of light-emitting state from being disturbed.
[0059] The gaming machine of aspect 12-2 is the gaming machine according to aspect 12-1, When the first state (setting change state) is changed to the second state (normal state), the output of the lighting signal (light emission signal) output to the first type of light emitter (first DG group) is initialized. It is characterized by the following. According to this feature, when the first type of light-emitting element switches from the first light-emitting mode to the second light-emitting mode as a result of transition from the first situation to the second situation, the output of the lighting signal output to the first type of light-emitting element is also initialized and the output of the lighting signal is started again, thereby preventing the first type of light-emitting mode from being disturbed.
[0060] The gaming machine of type 12-3 is In a gaming machine (slot machine 2) for playing a game, A first type of luminous body (first DG group) divided into several groups (DG); A second type of luminous body (a second DG group) divided into a plurality of groups (DGs); A light emission control means (main control unit 161) that controls the first type of light emitter (first DG group) and the second type of light emitter (second DG group); Equipped with The light emission control means (main control unit 161) A lighting signal for each group of the first type of light-emitting elements (first DG group) is output from the same first port (first output port 61), and a selection signal is switched to select a group (DG) to be lit in a time-division manner, and the group is lit. outputting a lighting signal for each group of the second type of light-emitting elements (second DG group) from the same second port (second output port 62), and switching a selection signal to select a group (DG) to be lit in a time-division manner and perform control to light the group; A selection signal output to the first type of light-emitting body (first DG group) and a selection signal output to the second type of light-emitting body (second DG group) are a common signal, The light emission control means (main control unit 161) controls switching of the selection signal in accordance with selection data (selection signal number) that defines the group to be selected at a predetermined interval (0.56 ms), The second type of light-emitting body (second DG group) is in a first light-emitting state (third light-emitting state) indicating first information in a first situation (a state within 5 seconds after power-on), and is in a second light-emitting state (fourth light-emitting state) indicating second information in a second situation (a state 5 seconds after power-on) transitioning from the first situation (a state within 5 seconds after power-on), The first type of light-emitting body (first DG group) is in a specific light-emitting state that indicates specific information in both the first situation (the state up to 5 seconds after power-on) and the second situation (the state 5 seconds after power-on), The selection data (selection signal number) is maintained when the first state (state within 5 seconds after power-on) is changed to the second state (state 5 seconds after power-on). It is characterized by the following. According to this feature, when the second type of light-emitting element switches from the first light-emitting state to the second light-emitting state as a result of transition from the first situation to the second situation, the selection data is maintained, so that even when the second type of light-emitting state switches, the first type of light-emitting state can be prevented from being disturbed.
[0061] The gaming machine of aspect 12-4 is the gaming machine according to any one of aspects 12-1 to 12-3, The number of groups (the number of DGs) of the first type of light-emitting body (first DG group) is different from the number of groups (the number of DGs) of the second type of light-emitting body (second DG group). It is characterized by the following. According to this feature, even if the number of groups of the first type of light-emitting element and the number of groups of the second type of light-emitting element are different, wiring can be shared for some groups, thereby simplifying the configuration for controlling the first type of light-emitting element and the second type of light-emitting element.
[0062] [Form 13] The gaming machine of type 13-1 is (1) A slot machine (e.g., slot machine 2) that has a variable display unit that can variably display a plurality of types of identifiable identification information, derives a display result by variably displaying the variable display unit and then stopping the variable display of the variable display unit, and can generate a winning result according to the display result, The device includes a game control means (e.g., a main control unit 161) for controlling the progress of the game, The game control means includes: Controlling the state of the slot machine into a normal period (e.g., the normal period shown in FIG. 4) and an advantageous period (e.g., the advantageous period shown in FIG. 4); In the advantageous zone, the difference between the total number of granted games, which is the sum of the granted gaming values, and the total number of usages, which is the sum of the used gaming values, is counted using a difference counter, and when the difference between the total number of granted games and the total number of usages exceeds the specific number, control over the advantageous zone is terminated (for example, as shown in FIG. 4, control is performed from the advantageous zone to the normal zone); When a game value is used, a value corresponding to the used game value (e.g., 3 coins) is subtracted from the difference count value (e.g., subtracting the difference counter when used as shown in FIG. 83), and when a game value is granted, a value corresponding to the granted game value (e.g., 8 coins) is added to the difference count value (e.g., adding the difference counter when granted as shown in FIG. 83). The initial value of the difference count value (for example, 13983 in the example of FIG. 83) is set so that when the difference between the total number of given tokens and the total number of used tokens exceeds a specific number, a specific event occurs (for example, the 15th bit of the difference counter changes from "0" to "1" as shown in FIG. 83). It is characterized by the following. According to this feature, the initial value of the difference count value is set so that a specific event occurs when the difference between the total number awarded and the total number used exceeds a specific number, so that it is possible to determine that the difference between the total number awarded and the total number used has exceeded a specific number without performing any specific calculations on the difference count value, and the end of the advantageous period can be suitably determined.
[0063] 1a(1) The initial value of the difference count value (e.g., 13983) is set so that when the difference between the total given number and the total used number exceeds the specific number, a specific bit (e.g., the 15th bit) of the difference count value is incremented (e.g., the 15th bit of the difference counter changes from "0" to "1" as shown in FIG. 83); The game control means terminates control of the advantageous zone in response to the specific bit of the difference count value being carried over. It is characterized by the following. According to this feature, it is possible to determine whether or not to terminate control to the advantageous zone by referring to a specific bit of the difference count value, without performing any specific calculation on the difference count value.
[0064] 1a(2) The game control means A specific register (for example, the first register bank R1 in FIG. 62) can be used to count a value corresponding to the difference count value up to a capacity of 2 bytes; When the value corresponding to the difference count value in the specific register exceeds 2 bytes (for example, a carry in the register shown in FIG. 84), the flag in the specific register is turned on (for example, the flag register is turned on), The control to the advantageous section is terminated depending on whether the flag in the specific register is in an on state. It is characterized by the following. According to this feature, by using a flag that a specific register has as a function, it is possible to preferably determine whether or not to terminate control over the advantageous zone.
[0065] (1b) The game control means counts, using the difference counter, the difference between the total number of granted game values, which is the sum of the granted game values, and the total number of usage, which is the sum of the used game values, in the advantageous zone, and when the difference between the total number of granted game values and the total number of usage exceeds the specific number, ends control over the advantageous zone (for example, is controlled from the advantageous zone to the normal zone as shown in FIG. 4 ); When a game value is used, a value corresponding to the used game value (e.g., 3 coins) is subtracted from the difference count value (e.g., subtracting the difference counter when used as shown in FIG. 88), and when a game value is granted, a value corresponding to the granted game value (e.g., 8 coins) is added to the difference count value (e.g., adding the difference counter when granted as shown in FIG. 88). The game control means determines whether the difference between the total awarded number and the total used number exceeds the specific number depending on whether the specific event (for example, the 15th bit of the difference counter changes from "0" to "1" as shown in FIG. 88) has occurred when adding a determination value (for example, 1983) to the difference count value. It is characterized by the following. According to this feature, by determining that the difference between the total number awarded and the total number used exceeds a specific number depending on whether a specific event occurs when a determination value is added to the difference count value, the end of the advantageous period can be suitably determined without having to set a specific initial value to the difference counter in advance.
[0066] (1b) the determination value (e.g., 1983) is set so that a specific bit (e.g., the 15th bit) of the difference count value is carried over when the difference between the total number of given coins and the total number of used coins exceeds the specific number; The game control means ends the control to the advantageous zone in response to the carry of the specific bit of the difference count value (for example, the change of the 15th bit of the difference counter from "0" to "1" as shown in FIG. 88). It is characterized by the following. According to this feature, it is possible to determine whether or not to terminate control to the advantageous zone based on the difference count value to which the judgment value has been added.
[0067] 1b(2) The game control means A specific register can be used to count a value corresponding to the difference count value up to a capacity of n bytes, When the value corresponding to the difference count value to which the judgment value is added exceeds n bytes in the specific register (for example, a carry in the register shown in FIG. 89), the flag in the specific register is turned on (for example, a flag register is turned on), The control to the advantageous section is terminated depending on whether the flag in the specific register is in an on state. It is characterized by the following. According to this feature, by using a flag that a specific register has as a function, it is possible to preferably determine whether or not to terminate control over the advantageous zone.
[0068] (2a) The game control means counts, using the difference counter, the difference between the total number of granted game values, which is the sum of the granted game values, and the total number of usage, which is the sum of the used game values, in the advantageous zone, and when the difference between the total number of granted game values and the total number of usage exceeds the specific number, ends control over the advantageous zone (for example, is controlled from the advantageous zone to the normal zone as shown in FIG. 4 ); When a game value is used, a value corresponding to the used game value (e.g., 3 coins) is added to the difference count value (e.g., the difference counter is incremented when the game value is used as shown in FIG. 85), and when a game value is granted, a value corresponding to the granted game value (e.g., 8 coins) is subtracted from the difference count value (e.g., the difference counter is decremented when the game value is granted as shown in FIG. 85). The initial value of the difference count value (e.g., 18784) is set so that when the difference between the total number of given coins and the total number of used coins exceeds the specific number, the specific event (e.g., the 15th bit of the difference counter changes from "1" to "0" as shown in FIG. 85) occurs. It is characterized by the following. According to this feature, the initial value of the difference count value is set so that a specific event occurs when the difference between the total number awarded and the total number used exceeds a specific number, so that it is possible to determine that the difference between the total number awarded and the total number used has exceeded a specific number without performing any specific calculations on the difference count value, and the end of the advantageous period can be suitably determined.
[0069] 2a(1) The initial value of the difference count value (e.g., 18784) is set so that when the difference between the total given number and the total used number exceeds the specific number, a specific bit (e.g., the 15th bit) of the difference count value is down-digitized (e.g., the 15th bit of the difference counter changes from "1" to "0" as shown in FIG. 85 ); The game control means terminates control of the advantageous zone in response to the specific bit of the difference count value being downgraded. It is characterized by the following. According to this feature, it is possible to determine whether or not to terminate control to the advantageous zone by referring to a specific bit of the difference count value without performing any calculations on the difference count value.
[0070] 2a(2) The game control means A value corresponding to the difference count value can be counted using a specific register; When the value corresponding to the difference count value in the specific register falls below 0 (for example, a register down-carry as shown in FIG. 86 ), the flag in the specific register is turned on (for example, a flag register is turned on), The control to the advantageous section is terminated depending on whether the flag in the specific register is in an on state. It is characterized by the following. According to this feature, by using a flag that a specific register has as a function, it is possible to preferably determine whether or not to terminate control over the advantageous zone.
[0071] (2b) The game control means counts, using the difference counter, the difference between the total number of granted game values, which is the sum of the granted game values, and the total number of usage, which is the sum of the used game values, in the advantageous zone, and when the difference between the total number of granted game values and the total number of usage exceeds the specific number, ends control over the advantageous zone (for example, is controlled from the advantageous zone to the normal zone as shown in FIG. 4 ); The difference count value is increased by a value corresponding to the used gaming value (e.g., 3 coins) when the gaming value is used (e.g., the difference counter is increased when the gaming value is used as shown in FIG. 90), and decreased by a value corresponding to the granted gaming value (e.g., 8 coins) when the gaming value is granted (e.g., the difference counter is decreased when the gaming value is granted as shown in FIG. 90). The game control means determines whether the difference between the total awarded number and the total used number exceeds the specific number depending on whether a specific event (e.g., the 15th bit of the difference counter changes from "1" to "0" as shown in FIG. 90) occurs when a determination value (e.g., 34752) is subtracted from the difference count value. It is characterized by the following. According to this feature, by determining that the difference between the total number awarded and the total number used exceeds a specific number depending on whether a specific event occurs when a determination value is subtracted from the difference count value, the end of the advantageous period can be suitably determined without having to set a specific initial value to the difference counter in advance.
[0072] 2b(1) the judgment value (e.g., 34751) is set so that when the difference between the total given number and the total used number exceeds the specific number, a specific bit (e.g., the 15th bit) of the difference number count value is down-digited (e.g., the 15th bit of the difference number counter changes from "1" to "0" as shown in FIG. 87); The game control means terminates control of the advantageous zone in response to the specific bit of the difference count value being downgraded. It is characterized by the following. According to this feature, it is possible to determine whether or not to terminate control to the advantageous zone based on the difference count value from which the judgment value is subtracted.
[0073] 2b(2) The game control means The specific register can be used to count a value corresponding to the difference count value up to a capacity of n bytes, When the value corresponding to the difference count value obtained by subtracting the determination value in the specific register falls below 0 (for example, a register down-carry as shown in FIG. 92), the flag in the specific register is turned on (for example, a flag register is turned on), The control to the advantageous section is terminated depending on whether the flag in the specific register is in an on state. It is characterized by the following. According to this feature, by using a flag that a specific register has as a function, it is possible to preferably determine whether or not to terminate control over the advantageous zone.
[0074] (3) Further comprising a performance control means (for example, the performance control unit 151) for controlling the performance, The game control means transmits a value corresponding to the used and granted game value to the performance control means; The performance control means counts a difference count value on the performance control side based on a value corresponding to the used and granted game value transmitted from the game control means, and executes performance control based on the difference count value on the performance control side (for example, as shown in FIG. 92 to FIG. 94, the performance control unit 151 executes performance control using a difference counter). It is characterized by the following. According to this feature, performance control can be executed based on the difference count value.
[0075] (4) The performance control means Counting the difference count value on the presentation control side using a value corresponding to the used and granted game value transmitted from the game control means based on a command received from the game control means (for example, a game start command or a game end command in FIG. 92), Based on the difference count value on the performance control side after the counting, the performance control is executed (for example, as shown in FIG. 93 and FIG. 94, the performance control unit 151 updates the difference counter separately from the main control unit 161 and executes the performance control). It is characterized by the following. According to this feature, the difference counter is counted on each of the performance control board and the main control board, so that performance control can be performed by the performance control board based on an accurate difference counter.
[0076] (5) The game control means transmits the difference count value to the performance control means using a plurality of commands (for example, a first byte command and a second byte command as shown in FIG. 95 ); The area for storing the difference count value in the multiple commands is equally divided (for example, as shown in FIG. 95, the 1st to 7th bits of the first byte and the 1st to 7th bits of the second byte are used to store the difference count value). It is characterized by the following. According to this feature, even if the first bit of each byte is used to indicate the type of information, it is possible to transmit and receive data of more than one byte.
[0077] (6) When a unit game ends, the game control means stores the difference count value in the specific register (e.g., processing Sv2 in FIG. 80), adds a value corresponding to the gaming value (e.g., 8 coins) that has been assigned to the difference count value stored in the specific register (e.g., processing Sv3 in FIG. 80), and then subtracts a value corresponding to the gaming value used (e.g., 3 coins) (e.g., processing Sv4 in FIG. 80) (e.g., the read, add, and subtract processes are executed in the order shown in FIG. 80). It is characterized by the following. According to this feature, since it is possible to ensure that subtraction is performed after addition, subtraction alone is not performed, and it is possible to prevent the difference count value from becoming an unintentionally small value.
[0078] (7) The difference count value is stored in a specific storage area (e.g., RAM 161c), The game control means reads out the difference count value stored in the specific storage area into the specific register (for example, the register in FIG. 62), updates the value corresponding to the difference count value stored in the read out specific register with a value corresponding to the granted game value and a value corresponding to the used game value, and judges whether or not to end control over the advantageous zone based on the value corresponding to the difference count value stored in the updated specific register (for example, as shown in FIG. 82, a process is performed in which the difference count value of RAM is read out into a register, and the end of control over the advantageous zone is judged using the value corresponding to the difference count value stored in the register). It is characterized by the following. According to this feature, since the difference count value can be calculated using the specific register, the processing load can be reduced.
[0079] (8) Before judging whether or not to terminate control of the advantageous zone based on the difference count value stored in the updated specific register (for example, as shown in FIG. 67, post-ball-out control processing is executed before pre-ball-out control processing), the game control means updates the difference count value stored in the updated specific register with respect to the difference count value stored in the specific memory area (for example, as shown in FIG. 82, after the value read out to the register is updated, a process of writing it back to RAM is performed). It is characterized by the following. According to this feature, even when the advantageous period ends, it is possible to prevent the difference count value stored in the specific memory area from becoming an unintended value.
[0080] (9) The game control means judges whether or not a replay display result (e.g., replay) has been derived when a unit game ends (e.g., Sv1 in FIG. 80), and if it is judged that the replay display result has been derived, does not update the difference number count value (e.g., as shown in FIG. 80, if a replay is won, the difference number counter is not updated). It is characterized by the following. According to this feature, when a replay display result is derived, the update process can be omitted, and the processing load can be reduced.
[0081] (10) The game control means determines whether or not to end the control to the advantageous zone based on the difference count value for each unit game, regardless of whether the difference count value changes between when the unit game starts and when the unit game ends (for example, as shown in FIG. 67, the post-processing Sd30 of the ball output control is executed regardless of the difference count value). It is characterized by the following. According to this feature, it is possible to reliably determine whether or not to end control to the advantageous zone for each unit game.
[0082] (11) The advantageous zone includes a normal state (e.g., an advantageous zone normal) and an advantageous state (e.g., an AT1 state), When the game control means is controlled to the advantageous state, if the difference count value is greater than a threshold value (for example, in the example of FIG. 96, +2000), the probability of continuing the advantageous state is higher than when the difference count value is smaller than the threshold value (for example, as shown in Sv11 of FIG. 80, when the difference count value is smaller than 16383, the advantageous state can be continued without ending the advantageous zone, whereas when the difference count value reaches 16383, the advantageous zone is ended and the advantageous state also ends). It is characterized by the following. According to this feature, it becomes easier for a player to maintain an advantageous state when the maximum number of gaming values that can be awarded in an advantageous zone is large.
[0083] (12) The advantageous period includes a normal state (e.g., an advantageous period normal) and an advantageous state (e.g., an AT1 state), When the game control means ends the advantageous state, if the difference count value is greater than a threshold value (for example, in the example of FIG. 96, +2000), the game control means has a higher probability of ending control to the advantageous zone than when the difference count value is less than the threshold value (for example, as shown in Sv11 of FIG. 80, when the difference count value increases to 16383, the advantageous zone is ended, whereas when the difference count value is less than 16383, the advantageous zone is continued). It is characterized by the following. According to this feature, when the difference count value is greater than the threshold value when the advantageous state ends, the rate at which the advantageous period ends is higher than when the difference count value is less than the threshold value, making it easier to continue the advantageous state when the difference between the total number awarded and the total number used is small.
[0084] (13) The game control means executes a first lottery (for example, the added advantage degree in the first mode of FIG. 97) or a second lottery (for example, the added advantage degree in the second mode of FIG. 97) for the awarding of a privilege in the advantageous zone, and determines whether the first lottery or the second lottery is to be executed according to the difference count value (for example, as shown in FIG. 96 and FIG. 97, whether the AT1 state is controlled in the first mode or the second mode is determined according to the difference count value). It is characterized by the following. According to this feature, a lottery process can be executed according to the difference count value.
[0085] (14) The advantageous state includes a specific advantageous state (e.g., an ending state) that is advantageous to the player, When the game control means determines that the difference count value is greater than a determination threshold value (e.g., +2300), it controls to the specific advantageous state (e.g., when the ending transition number is reached, it transitions to the ending state). It is characterized by the following. According to this feature, when the difference count value becomes larger than the judgment threshold value, it is possible to make it easier to maintain an advantageous state.
[0086] (15) The game control means sets a guaranteed number (for example, the guaranteed number of games in FIG. 97) when controlling to the advantageous state, The guaranteed number is the number of unit games that are at least executed while maintaining the advantageous state after being controlled to the advantageous state, The game control means sets the value of the guaranteed number according to the difference count value (for example, as shown in FIG. 96, a mode is set according to the difference count value). It is characterized by the following. According to this feature, since the guaranteed number is set according to the difference count value, the player can have a sense of expectation according to the difference count value. EXAMPLES
[0087] [Slot machine configuration] FIG. 1 is a front view of the card unit and the slot machine.
[0088] 1, a slot machine 2 is installed on each of a plurality of game islands (not shown) arranged in an amusement hall (hall), and a card unit (hereinafter sometimes abbreviated as CU) 3, which is an example of a gaming device, is installed in one-to-one correspondence with the slot machine 2 at a predetermined side position of the slot machine 2. The card unit is also called a "game medal lending device."
[0089] The slot machine 2 is a slot machine in which the player does not take medals in his / her hand and insert them into the slot, and medals are not paid out to the player. Therefore, the gaming value is directly added to credits (gaming points (hereinafter referred to as "gaming medals" or simply "medals") that can be used in games) according to the lending operation, etc.
[0090] Also, unlike conventional slot machines, it does not have a medal insertion port or payout port, nor does it need to have a medal selector, hopper, or other device for controlling inserted medals. Such slot machines that do not require medals at all are called "controlled gaming machines" or "medalless slot machines."
[0091] 1 shows a slot machine 2 as seen from the front (front) side. Inside the slot machine 2, reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, center reel, and right reel) with multiple types of symbols arranged around the periphery are arranged side by side in a horizontal direction, and among the symbols arranged on these reels 2L, 2C, and 2R, three consecutive symbols are arranged so as to be visible through a transparent window 3W.
[0092] Each of the reels 2L, 2C, and 2R is rotated by a corresponding reel motor 32L, 32C, and 32R, as shown in Fig. 2. As a result, the symbols on each of the reels 2L, 2C, and 2R are displayed in a continuously changing manner in the transparent window 3W. In addition, by stopping the rotation of each of the reels 2L, 2C, and 2R, three consecutive symbols are derived and displayed in the transparent window 3W as a display result.
[0093] The reel LEDs 55 shown in Fig. 2 are provided inside the reels 2L, 2C, and 2R. The reel LEDs 55 illuminate the reels 2L, 2C, and 2R shown in Fig. 1 from behind. The reel LEDs 55 are made up of 12 LEDs corresponding to the three consecutive symbols on the reels 2L, 2C, and 2R, and can illuminate each symbol independently.
[0094] A display area of a liquid crystal display 51 is disposed in front of each of the reels 2L, 2C, and 2R (on the player's side). The liquid crystal display 51 is configured so that each of the reels 2L, 2C, and 2R can be seen from the player's side through the transparent area corresponding to the transparent window 3W of the display area and the transparent window 3W.
[0095] Fig. 3 is a diagram showing the arrangement of symbols on the reels. As shown in Fig. 3, each reel has a number of identifiable symbols ("Character", "Black 7", "White 7", "BAR", "Replay", "Plum", "Cherry", "Watermelon", "Moon", and "Orange") arranged in a predetermined order.
[0096] The protruding portion 95 protrudes toward the front side of the slot machine 2. By protruding the protruding portion 95 toward the front side of the slot machine 2, an upper surface 96 is formed on the protruding portion 95. The MAXBET switch 6, the 1BET switch 20, the bet number clear switch 21, the performance switch 57, and the game information display unit 90 are provided on the upper surface 96 of the protruding portion 95, and the start switch 7, the stop switches 8L, 8C, and 8R, and the count button 10 are provided on the front side of the protruding portion 95. The upper surface 96 may be an inclined surface that gradually slopes from the back to the front side from a position below the transparent window 3W.
[0097] The start switch 7 is a switch for starting the reels to spin after the bet amount is set. The stop switches 8L, 8C, and 8R are switches for stopping the reels while they are spinning, with 8L corresponding to the left reel, 8C corresponding to the center reel, and 8R corresponding to the right reel. The count button 10 is a switch that is operated when counting the number of credits (number of game medals) and converting it into the number of medals held.
[0098] The door open detection switch 25 shown in FIG. 2 is provided on the inside of the front door of the slot machine 2. The door open detection switch 25 detects the open state of the front door. Furthermore, a power supply box is provided inside the housing. The setting key switch 37 and the reset / setting switch 38 shown in FIG. 2 are provided on the front of the power supply box. The setting key switch 37 switches to a setting change state or a setting confirmation state. The reset / setting switch 38 functions as a reset switch for releasing an error state or a play stop state under normal circumstances, and functions as a setting switch for changing the set value of the winning probability (ball payout rate) of the internal lottery under the setting change state. The setting value display 24 shown in FIG. 2 is provided on the inside of the front door of the slot machine 2.
[0099] In this embodiment, the first reel to stop among the three reels 2L, 2C, and 2R that have started to rotate is called the first stopped reel, and its stop is called the first stop. Similarly, the second reel to stop is called the second stopped reel, and its stop is called the second stop, and the third reel to stop is called the third stopped reel, and its stop is called the third stop, final stop, or all reels stop.
[0100] Next, a flow of the game in the slot machine 2 will be explained. When playing a game in the slot machine 2, first, a lending operation is performed in the CU 3 to secure credits (game medals). This lending operation corresponds to a two-step operation of "a medal lending operation" and "an operation of manually inserting the lent medal into the insertion slot" in a slot machine with a conventional medal payout method.
[0101] When the MAXBET switch 6 is operated while credits are present, the bet amount is set to the maximum amount within the credit range, and the amount of credits is subtracted by the additional amount. When the bet amount is set, the pay line among the pay lines L1 to L5 determined according to the bet amount and the game status becomes valid, and the operation of the start switch 7 becomes valid, i.e., the game can be started.
[0102] Here, the winning line is a line set to determine whether the combination of symbols displayed in the transparent window 3W of each reel 2L, 2C, 2R is a winning combination. In this embodiment, as shown in FIG. 1, five types of winning lines are defined as winning lines: a winning line L1 set across the symbols arranged in the middle of each reel 2L, 2C, 2R, a winning line L2 set across the symbols arranged in the upper part of each reel 2L, 2C, 2R, a winning line L3 set across the symbols arranged in the lower part of each reel 2L, 2C, 2R, a winning line L4 set across the symbols arranged in the upper part of the reel 2L, the middle part of the reel 2C, and the lower part of the reel 2R, i.e., the symbols arranged downward to the right, and a winning line L5 set across the symbols arranged in the lower part of the reel 2L, the middle part of the reel 2C, and the upper part of the reel 2R, i.e., the symbols arranged upward to the right.
[0103] When the start switch 7 is operated in a state where the game can be started, the reels 2L, 2C, and 2R spin, and the symbols on the reels 2L, 2C, and 2R change continuously. When any of the stop switches 8L, 8C, and 8R are operated in this state, the spinning of the corresponding reel 2L, 2C, and 2R stops, and the display result is derived and displayed in the transparent window 3W.
[0104] A game ends when all reels 2L, 2C, and 2R come to a stop, and a win occurs when a predetermined combination of symbols comes to a stop on any of the activated winning lines L1 to L5 as a display result of each of the reels 2L, 2C, and 2R. When a win occurs, a number of points determined according to the win is awarded to the player. The number of points is added to the credits.
[0105] The credits can be counted and converted into owned medals by operating the count button 10. By converting the credits into owned medals, the owned medals can be recorded on a card at the end of a game.
[0106] In this embodiment, when the count button 10 is pressed once, all game balls currently owned by the player are counted, regardless of the time the button is pressed (whether it is pressed and held for a long time or not). However, the present invention is not limited to this, and the counting operation may be repeatedly performed according to the time the count button 10 is pressed (for example, the counting process of 50 coins is performed every time the count button is pressed for 0.3 seconds). Furthermore, regardless of the duration of the press, when the count button is pressed once, a predetermined number (for example, 50 coins) of game balls are counted into the medals owned.
[0107] A credit display segment 7S and speakers 53, 54 are provided on the upper part of the liquid crystal display 51. The credit display segment 7S is formed of five 7-segment displays, and displays the amount of credits owned by the player. By being provided on the upper part of the slot machine 2, the credit display segment 7S can display the amount of credits stored in the slot machine 2 to players other than the player playing with the slot machine 2 or to store clerks. The speakers 53, 54 emit sound effects and the like that correspond to the presentation.
[0108] As described above, the MAXBET switch 6 is a switch used to maximize the number of bets. In other words, the MAXBET switch 6 is used to progress the game. The MAXBET switch 6 in this embodiment is also used for presentation purposes. In other words, when the same operation is performed on the MAXBET switch 6, different processing is executed depending on whether the operation is a valid operation or an invalid operation. In this way, the MAXBET switch 6 is used both for the progress of the game and for presentation purposes.
[0109] The valid operation and invalid operation of the MAXBET switch 6 will be described below. The valid operation of the MAXBET switch 6 is an operation performed on the MAXBET switch 6 in a bet number setting possible situation where the bet number can be set. The bet number setting possible situation is, for example, a period during which the bet number can be accepted, and is "a situation in which one or more credits remain and a bet number of less than three coins is set" or "a situation in which one or more credits remain and a bet number of less than three coins is set in the BET counter". When the MAXBET switch is operated in a situation in which one or more credits remain and a bet number of less than three coins is set in the BET counter, the bet number is set to the remaining credits, with a maximum of three coins. When the MAXBET switch is operated in a situation in which one or more credits remain and a bet number is not set, the bet number is set to the remaining credits, with a maximum of three coins. In this way, the MAXBET switch 6 is used as a switch for proceeding with the game, in which the bet number is set by performing a valid operation in a bet number setting possible situation.
[0110] On the other hand, the invalid operation of the MAXBET switch 6 is an operation performed on the MAXBET switch 6 in a bet number setting impossible situation where the bet number cannot be set. The bet number setting impossible situation includes "the period from the start to the end of the game". That is, during the period when the reels are rotating and the game is being played, the operation on the MAXBET switch 6 is an invalid operation. In this embodiment, in the slot machine 2, an operation prompting an invalid operation of the MAXBET switch 6 may be displayed during the period when the reels are rotating. At this time, when the player performs an invalid operation of the MAXBET switch 6, a performance is performed in which an image suggesting an advantageous degree is displayed. In this way, the MAXBET switch 6 in this embodiment is used as a trigger for displaying a performance image by performing an invalid operation in the bet number setting impossible situation. That is, the MAXBET switch 6 is used for the progress of the game during the period when valid operations are accepted, and is used for the performance during the period when invalid operations are accepted.
[0111] [Card unit configuration] The configuration of the CU3 according to this embodiment will be described with reference to Fig. 1. This CU3 accepts visitor cards (also called general cards) with a prepaid function, which are gaming storage media issued to general players who are not registered as members, and member cards, which are gaming storage media issued to member players who are registered as members at the gaming facility. The visitor cards and member cards are composed of IC cards.
[0112] CU3, which accepts these cards, has the function of converting the gaming value owned by the player, which is identified by the stored information on the card (for example, prepaid balance, number of medals held, or number of medals saved (also called "saved balls")), into the number of credits (number of gaming medals).
[0113] On the front side of CU3, there are provided a bill insertion slot 302 for inserting bills, a protruding portion 305 formed to protrude forward from the front surface of the device, and a card insertion / ejection slot 309 for inserting a member card or visitor card. A member card or visitor card inserted into this card insertion / ejection slot 309 is received by a card reader / writer (not shown), and information recorded on the card is read.
[0114] In the aforementioned extension 305, the surface facing the player is provided with a display 312, a replay button 319 for executing a replay game using the membership card ID (also simply referred to as the card ID or C-ID) recorded on the membership card when a membership card is accepted and the number of medals (number of balls) specified by the membership card ID, and an IR photosensitive unit 320 which receives an infrared signal from a remote control (not shown) carried by an attendant at the amusement facility, converts it into an electronic signal and outputs it.
[0115] The display 312 can display the prepaid balance (also called the card balance or simply the balance) recorded on the inserted game recording medium (card), the number of medals held, the number of credits (number of game medals), and other various information, and its surface is made of a transparent touch panel. It is configured so that various operations can be input by touching various display items displayed on the display section of the display 312 with a finger.
[0116] When the owned medal button 324 is operated, a part of the owned medal number recorded on the inserted card is withdrawn and converted into the number of credits (number of game medals). When the replay button 319 is operated, if the inserted card stores the number of owned medals the player has acquired, a part of the owned medal number is withdrawn and converted into credits, and the player can play on the slot machine 2 based on the converted credits.
[0117] On the other hand, if the inserted card is a membership card and the number of medals held is not stored, and the saved medals are stored in the hall management computer, etc., some of the saved medals are withdrawn and converted into credits, allowing play on the slot machine 2. In other words, if both saved medals and owned medals are stored in correspondence with the inserted card, the owned medals are withdrawn first. Note that a dedicated medal payout button for withdrawing owned medals may be provided in addition to the replay button 319, and the replay button 319 may be a dedicated button for withdrawing saved medals.
[0118] Here, the "number of credits (number of game medals)" is data that can be used to set the bet amount and can be converted to the "number of medals owned." The "number of credits" is generated in exchange for withdrawing the balance of a prepaid card, the number of medals owned, or the number of medals saved.
[0119] The "number of medals held" is a numerical conversion of the number of credits (number of medals played) that a player owns as a result of playing a slot machine. This "number of medals held" is stored in a manner that allows it to be specified by the player's card. The number of medals held may be managed by a management device for managing the number of medals held that is set up in the gaming facility.
[0120] "Number of saved medals (number of saved balls)" refers to the number of medals that a player has deposited in an arcade. The number of saved medals that a player has won through playing is managed as the number of saved medals on the day, but from the day after they were won, it is managed as the "number of saved medals." In other words, the number of credits (number of game medals) that a player has won and counted at an arcade on the day is called "owned points," and the number of medals that a player has won and deposited in the arcade on the day before is called the "number of saved medals." This "number of saved medals" is generally managed by a hall management computer or other management computer installed in the arcade.
[0121] If we use arrows to show the direction in which each of the above data - "Balance," "Number of saved medals (number of saved balls)," "Number of medals held," and "Number of credits (number of game medals)" - can be converted, it goes as follows: "Balance, number of saved medals, number of medals held" → "Number of credits" → "Number of medals held" → "Number of saved medals."
[0122] In this embodiment, the medal count data is not recorded directly on the member card, but is stored in a host server such as a hall management computer in association with the member card number, so that the corresponding medal count can be searched based on the member card number. On the other hand, the medal count is recorded directly on the card.
[0123] However, both may be stored in the upper server in association with the card number. In the case of a visitor card, the number of medals held is also recorded directly on the visitor card. However, the number of medals held may also be stored in the upper server in association with the card number. When storing in this upper server in association with the card number, data that can identify the time when it was stored in the upper server may be written to the card (member card, visitor card) and discharged. Also, the prepaid balance is written directly to the card (member card, visitor card) and discharged.
[0124] The number of medals held is stored in the card (membership card, visitor card) or in the upper server when the counting button 10 is operated to perform counting processing, for example. However, instead of this, the number of medals held may be stored all at once when the card is returned.
[0125] In addition, when a player finishes playing and returns the card from CU3, the medals stored in CU3 are temporarily stored in the hall server as saved balls, and when the player inserts the card again into the same or a different CU3 on the same day that the player receives the card back, only the medals for that day that were temporarily stored as saved balls are stored again in that CU3, and credits are added within the range of the medals held, allowing the player to play.
[0126] A bill inserted into the bill insertion slot 302 is taken in by a currency validator (not shown) and its authenticity and bill type are identified.
[0127] Further provided on the front side of CU3 are a loan button 321 and a card return button 322. The loan button 321 is a button operated to withdraw the balance recorded in the inserted card to obtain the number of credits. Specifically, the number of credits is added according to the balance withdrawn by operating the loan button 321. The card return button 322 is an operation button operated when the player ends the game, and is used to store in the inserted card the determined number of medals held at the end of the game (number of medals held at the time of inserting the card - number of medals converted into number of credits + number counted by counting operation) and to discharge the card.
[0128] As explained above, according to the slot machine 2 of this embodiment, the number of medals held, specified by the card, is converted into the number of credits (number of game medals), and the number of credits can be used to set the number of bets. Therefore, it is possible to provide a new slot machine (managed game machine) that does not use medals for play, without confusing players who are accustomed to conventional slot machines in which medals are loaned out, credits are secured by inserting the medals, and the credits are used to set the number of bets.
[0129] [Internal structure of the card unit and slot machine] 2 is a block diagram showing the internal configuration of the card unit and the slot machine 2. With reference to FIG. 2, an overview of the control circuits of the CU 3 and the slot machine 2 will be described.
[0130] The CU3 is provided with a CU control board 32, which is provided with a CU control unit 323 composed of a microcomputer, etc. The CU control unit 323 is the main control function unit of the CU3, and is provided with a CPU as the control center, a ROM that stores programs and control data for the CPU to operate, a RAM that functions as a work area for the CPU, an input / output interface for maintaining the consistency of signals with peripheral devices, etc.
[0131] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with a hall management computer and a hall server that performs security management. The CU3 transmits the state of the CU3 and gaming machine state information received from the slot machine 2 to an external device such as a hall management computer (hall computer) and a hall server that performs security management via the external output terminal. The CU control unit 323 communicates with the medal count control board 17 of the slot machine 2 via a communication control IC 325. The communication control IC 325 and the medal count control board 17 are connected, for example, by an asynchronous serial communication port. The communication between the communication control IC 325 and the medal count control board 17 is performed via a connection terminal board 1000.
[0132] The communication between the CU control unit 323 and the medal count control board 17 is two-way for loan information (information on the operation for withdrawing the balance stored in the inserted card and using it for playing with the slot machine 2) and loan response information (response information to the loan information), and other counting information (information on the counting process from credit to owned medals) and gaming machine information are one-way communication from the medal count control board 17 to the CU control unit 323. Therefore, the slot machine 2 does not recognize whether or not the CU3 has received the counting information and gaming machine information. The CU3 is provided with a connection part (not shown) to the slot machine 2 side, and the slot machine 2 is provided with a connection part (not shown) to the CU3 side. These connection parts are composed of, for example, connectors.
[0133] The CU control unit 323 manages and stores the medals owned by the player while the player is playing. The display 312 displays an image according to data such as the balance or number of medals owned output from the CU control unit 323. When the player operates a touch panel provided on the surface of the display 312, the operation signal is input to the CU control unit 323. When the player operates the lending button 321, the operation signal is input to the CU control unit 323. The lending button 321 is not limited to being provided in the CU 3, and may be provided in the slot machine 2 and input an operation signal to the CU control unit 323. When the player operates the card return button 322, the operation signal is input to the CU control unit 323.
[0134] The slot machine 2 is provided with a main control board 16 that controls the progress of the game on the slot machine 2, a medal count control board 17 that controls the credits owned by the player, a performance control board 15 that controls the performance according to the game status, and a power supply board 101. The power supply board 101 generates the driving power for the electric components that make up the slot machine 2 and supplies it to each part.
[0135] The power supply board 101 is supplied with AC 100V power from an external source, and this AC 100V power generates the DC voltage required to drive the electrical components that make up the slot machine 2, and supplies this to the main control board 16, the medal count control board 17, and the performance control board 15.
[0136] The medal count control board 17 is equipped with a microcomputer for payout control, which is a medal count control unit 171. The medal count control unit 171 is provided with a CPU 171a as a control center, a ROM 171b that stores programs and control data for the CPU 171a to operate, a RAM 171c that functions as a work area for the CPU 171a, and an input / output interface for maintaining the consistency of signals with peripheral devices.
[0137] A RAM clear switch 293 for erasing information stored in the RAM 171c and a door open detection switch 25 are connected to the medal count control board 17, and detection signals of these connected switches are input. In addition, the medal count control board 17 is connected to the count button 10, and a detection signal of the count button 10 is input.
[0138] A role ratio monitor 89 is connected to the medal count control board 17, and the display is controlled by a medal count control unit 171. In addition, a backup memory 294 is connected to the medal count control board 17, and the medal count control board 17 backs up role ratio information to be displayed on the role ratio monitor 89.
[0139] The role ratio monitor 89 usually displays a value indicating the performance of the slot machine (hereinafter, also referred to as "role ratio information"). The value indicating the performance of the slot machine is, for example, the instruction-inclusive role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number. Details of these pieces of information will be explained later.
[0140] The main control board 16 is equipped with a game control microcomputer that is the main control unit 161. The main control unit 161 is provided with a CPU 161a as a control center, a ROM 161b that stores programs and control data for the CPU 161a to operate, a RAM 161c that functions as a work area for the CPU 161a, and an input / output interface for maintaining the consistency of signals with peripheral devices.
[0141] The reel motors 32L, 32C, and 32R are connected to the main control board 16, and are driven under the control of the main control unit 161. The setting key switch 37, the reset / setting switch 38, and the start switch 7 are also connected to the main control board 16, and detection signals of these connected switches are input. The game support display 12 and the setting value display 24 are also connected to the main control board 16, and the displays are controlled by the main control unit 161.
[0142] The bet number clear switch 21, 1BET switch 20, stop switches 8L, 8C, 8R, door open detection switch 25, and MAXBET switch 6 are also connected to the main control board 16 via the relay board 1100, and detection signals of these connected switches are input. The 1-3BET LEDs 14-16 are also connected to the main control board 16 via the relay board 1100, and the displays are controlled by the main control unit 161. When the main control unit 161 detects that the MAXBET switch 6 has been operated during the period in which the invalid operation of the MAXBET switch 6 is accepted, it transmits an operation command indicating that the MAXBET switch 6 has been operated to the performance control unit 151.
[0143] The performance control board 15 is equipped with a performance control microcomputer, which is a performance control unit 151. The performance control unit 151 is provided with a CPU 151a as a control center, a ROM 151b that stores programs and control data for the CPU 151a to operate, a RAM 151c that functions as a work area for the CPU 151a, and an input / output interface for maintaining the consistency of signals with peripheral devices.
[0144] A performance switch 57 is connected to the performance control board 15, and a detection signal of the performance switch 57 is input. In addition, performance devices such as a liquid crystal display 51, a performance effect LED 52, speakers 53 and 54, a reel LED 55, and a credit display segment 7S are connected to the performance control board 15, and these performance devices are driven under the control of a performance control unit 151.
[0145] In addition, a light intensity / volume adjustment board 111 is connected to the performance control board 15. Switches for adjusting the light intensity and volume are connected to the light intensity / volume adjustment board 111, and detection signals from these switches are input to the performance control board 15 via the light intensity / volume adjustment board 111.
[0146] The main control unit 161 transmits various commands to the performance control unit 151. Commands transmitted from the main control unit 161 to the performance control unit 151 are sent in only one direction, and no commands are transmitted from the performance control unit 151 to the main control unit 161. The performance control unit 151 receives commands transmitted from the main control unit 161 and performs various controls for producing a performance.
[0147] The medal count control unit 171 transmits various commands to the main control unit 161. Also, the main control unit 161 transmits various commands to the medal count control unit 171. That is, communication between the medal count control unit 171 and the main control unit 161 is two-way communication. Also, a backup power supply to the main control board 16 is supplied from the medal count control board 17, and data stored in the RAM 161c of the main control board 16 is retained for the period during which the backup power supply is being supplied even after a power outage.
[0148] Furthermore, the medal count control unit 171 stores the credits in a predetermined area of the RAM 171c. Specifically, the credits are stored in a credit counter. The medal count control unit 171 updates the credits stored in the predetermined area of the RAM 171c in the credit addition process or credit subtraction process.
[0149] The set bet amount is stored in a predetermined area of the RAM 161c. Specifically, the set bet amount is stored as a BET counter. When the value stored in the BET counter is "3", the game can be started. Hereinafter, the value stored in the BET counter may be simply referred to as "bet amount".
[0150] As explained above, a medalless slot machine that does not require medals is provided with a medal count control board 17. Functions related to the insertion and dispensing of medals in conventional slot machines are concentrated in the medal count control board 17. Furthermore, conventional slot machines that require medals must be provided with devices related to the insertion and dispensing of medals, such as a medal selector and hopper, but a medalless slot machine does not require such devices.
[0151] Moreover, by configuring a medal-less slot machine as in this embodiment, parts can be made common to conventional slot machines. Specifically, since the function of updating credits (functions related to medal insertion and payout) is concentrated in the medal count control board 17, a conventional slot machine can be configured by replacing the medal count control board 17 of the medal-less slot machine. When configuring a conventional slot machine, it is sufficient to provide the medal count control board 17 with functions related to medal insertion and payout, and then connect devices related to medal insertion and payout such as a medal selector and a hopper to the medal count control board 17. With such a configuration, it is possible to have compatibility with conventional slot machines, and to reduce costs in designing and manufacturing the slot machine by commonizing parts.
[0152] When a detection signal is input from the start switch 7, the main control unit 161 drives the reel motors 32L, 32C, and 32R to rotate, and also performs a lottery for a winning combination.
[0153] The types of winning roles are determined according to the game status, but can be broadly divided into special roles that transition to a Big Bonus (BB) or Regular Bonus (RB), small roles that pay out medals, and replay roles that allow the next game to start without the need to set a bet amount.
[0154] The main control unit 161 draws winning combinations, drives the reels to rotate, and then waits for the player to stop the reels. When any of the stop switches 8L, 8C, and 8R is operated, the main control unit 161 stops the rotation of the reel corresponding to the stop switch 8L, 8C, and 8R. The main control unit 161 stops the three symbols and executes a winning determination process to determine whether or not a winning combination has been achieved. If a winning combination is determined, a number of credits according to the type of winning combination is awarded to the player. A power-on switch 102 is connected to the power supply board 101, and a detection signal from the power-on switch 102 is input.
[0155] In this embodiment, the term "game" refers to the period from when the start switch 7 is operated until the reels 2L, 2C, and 2R stop. When playing a game, the bet amount is set before the start switch 7 is operated, and after the reels 2L, 2C, and 2R stop, medals are paid out and the game state is changed. Therefore, in a broad sense, these incidental processes are also included in the "game."
[0156] In addition, in this embodiment, the operation of the MAXBET switch 6 is also referred to as the MAXBET operation, the operation of the start switch 7 as the start operation, the operation of the stop switches 8L, 8C, and 8R as the stop operation, the operation of the counting button 10 as the counting operation, the operation of the lending button 321 as the lending operation, and the operation of the card return button 322 as the return operation.
[0157] Moreover, the slot machine 2 is configured such that the medal payout rate changes according to the set value. More specifically, the medal payout rate is changed by using the winning probability according to the set value in a lottery that affects the player's advantage, such as an internal lottery. The set value has six levels from 1 to 6, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, and 1. In other words, when 6 is set as the set value, the player has the highest advantage, and the advantage decreases stepwise as the value decreases in the order of 5, 4, 3, 2, and 1.
[0158] In order to change the set value, it is necessary to turn on the power of the slot machine 2 after turning on the setting key switch 37. When the power is turned on with the setting key switch 37 in the ON state, the set value read from the RAM 161c is displayed as a display value on the setting value display 24, and the state transitions to a setting change state in which the set value can be changed by operating the reset / set switch 38. When the reset / set switch 38 is operated in the setting change state, the display value displayed on the setting value display 24 is updated by one (when the switch is operated again from the set value 6, the display value returns to the set value 1). Then, when the start switch 7 is operated, the display value is confirmed as the set value. Then, when the setting key switch 37 is turned off, the confirmed display value (set value) is stored in the RAM 161c of the main control unit 161, and the state transitions to a state in which the game can proceed.
[0159] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 161 include game states related to the ball payout rate.
[0160] The game states include non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In the slot machine 2 of this embodiment, most games are played by the player in the internal state.
[0161] On the other hand, during the non-internal period, the player does not play, or even if he / she does play, the time is extremely short. During the non-internal period, when the BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.
[0162] In both non-internal and internal play, a game in which the BB can be won (hereinafter also referred to as a "BB winning game") may be played. Specifically, in non-internal play, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal play, the game in which the BB is won is the BB winning game.
[0163] In the internal state, the BB win is carried over. Here, when the BB and the small role are won at the same time, the reel control is performed so that the symbol combination of the small role is preferentially derived. Furthermore, if the small role is a role with no misses, in a game in which the BB and the small role are won at the same time, the small role will always win regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB cannot win. Similarly, when the BB and the replay role are won at the same time, the replay role is controlled so that the symbol combination of the replay role is preferentially derived. Since the replay role is generally a role with no misses, in a game in which the BB and the replay role are won at the same time, the replay role will always win regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB cannot win. Therefore, in the internal state, only in a game that is a miss in the internal lottery (a game in which no role is won), if the symbol combination of the BB can be derived in response to the operation of the stop switches 8L, 8C, and 8R, the BB will win. In this case, the game state is controlled to BB from the next game. In other words, during the internal game, the game that is a loss in the internal lottery becomes a BB winning game.
[0164] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is about 101%, the net increase in number of coins hardly increases. Therefore, for the player, the BB is simply a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.
[0165] The state in the interior includes a normal section and a favorable section. The normal section is a state in which navigation is not executed, and is a non-notification state in which navigation information cannot be notified. The favorable section is a state in which navigation can be executed, and is a notification state in which navigation information can be notified. In this embodiment, among the favorable sections, navigation is not executed in the normal favorable section, but navigation can be executed in the high probability state, AT1 state, AT2 state, and ending state. Note that navigation may also be executed in the normal favorable section, but in the high probability state, AT1 state, AT2 state, and ending state, the execution probability of navigation for winning the main role when the push order role is won is higher than in the normal favorable section. Thus, in the high probability state, AT1 state, AT2 state, and ending state, navigation is performed with a higher probability than when the favorable section is normal.
[0166] In the normal zone, when the lottery for shifting to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, the condition for winning the advantageous zone is the winning of most of the roles that can be won during normal play, so the duration of play during normal play is about 1G. The condition for winning the advantageous zone may be met when any of all roles that can be won during normal play is won.
[0167] In the normal section, since navigation is not executed in the game in which the push order role is won, the net increase in the number of medals per game that the player can acquire is 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of medals per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0168] The advantageous zone includes the normal advantageous zone, the high probability state, the AT1 state, the AT2 state, and the ending state. In the normal advantageous zone, the navigation is not executed in the game in which the push order role is won, so the net increase in the number of coins that the player can win per game is 0 or negative, taking into account the number of medals used to set the number of bets. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0169] In this embodiment, the AT1 state ends when a predetermined number of games have been played. That is, as shown in the figure, a transition to the normal section occurs. The predetermined number of games in the AT1 state can be increased by winning a specific symbol (e.g., watermelon, strong cherry). That is, in this embodiment, winning a specific symbol (watermelon, strong cherry) increases the player's advantage.
[0170] In the normal advantageous zone, processing such as a lottery related to control to the high probability state and the AT1 state is performed. In addition, in the normal advantageous zone, the main control unit 161 performs a lottery to switch to the AT1 state by a point acquisition lottery. The points updated by the point acquisition lottery are managed by the main control unit 161. The main control unit 161 has a point counter (not shown) for counting points inside. In addition, when the value of the point counter reaches a specified value, the main control unit 161 executes an AT lottery to select whether or not to control to the AT1 state. In addition, the main control unit 161 may execute an AT lottery based on the fact that a specific pattern (watermelon, strong cherry) is won without using points. The high probability state is a state in which the number of points granted is greater than that of the normal advantageous zone. In other words, the high probability state is a state in which it is easier to transition to the AT1 state than the normal advantageous zone.
[0171] Control to the AT2 state can be performed when in the normal or high probability advantageous zone. The AT2 state is a so-called pseudo bonus that allows the player to increase the net increase in coins that can be acquired by following the navigation. A win that is controlled directly to the AT2 state from the normal or high probability advantageous zone without going through the AT1 state is also called a "direct pseudo bonus win". A win that is controlled from the AT1 state to the AT2 state is also called a "pseudo bonus win". In a pseudo bonus, the navigation is performed in the game in which the push order role is won, so the net increase in coins that the player can acquire per game is positive, even when the number of medals used to set the bet amount is taken into account.
[0172] In the advantageous zone, control is exercised to the ending state when the number of medals acquired (difference number) described below reaches a predetermined ending transition number. The number of medals acquired in the advantageous zone is a value obtained by subtracting the number of medals used by the player from the number of medals awarded to the player by winning after control to the advantageous zone has begun. In this embodiment, the number of medals acquired is counted using a difference count value described in detail later. The ending state is a state in which it is determined that control to the advantageous zone will continue until, for example, the total number of medals acquired in the advantageous zone reaches an upper limit number (e.g., 2400 medals).
[0173] The ending transition number is set when there is a transition from the normal zone to the advantageous zone. The ending transition number may be determined by lottery or may be set in advance. The ending transition number is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the ending transition number. The ending transition number is, for example, 2300. That is, the main control unit 161 cumulatively counts the difference count value, and when the difference count value reaches the ending transition number in the counting process, the advantageous zone ends.
[0174] When the limiter condition is satisfied in the advantageous zone, the advantageous zone is controlled to the normal zone. More specifically, when the number of medals acquired during the advantageous zone reaches 2,400, the advantageous zone ends and the zone is controlled to the normal zone. The number of medals acquired during the advantageous zone is counted by a counter stored in RAM 161c. When the number of medals acquired during the advantageous zone reaches the upper limit, it is said that the "limiter condition" is satisfied.
[0175] In this way, the advantageous zone includes an ending state that is advantageous to the player, and the main control unit 161 controls to the ending state when it determines that the number of acquired medals is greater than 2300. This makes it easier to continue the advantageous zone when the number of acquired medals becomes greater than 2300.
[0176] When the game is controlled from the advantageous zone to the normal zone, the number of medals acquired during the advantageous zone that was counted during the advantageous zone, as well as the points that can be acquired during the game, are also initialized. The number of medals acquired during the advantageous zone is updated not only during the advantageous zone but also during the BB, but is not updated during the normal zone.
[0177] In the slot machine 2 of this embodiment, the medal payout rate changes according to a setting value. More specifically, the medal payout rate is changed by changing the probability of winning a predetermined lottery such as a point acquisition lottery according to the setting value (for example, 1, 2, 4, 5, 6). A staff member of the game establishment can change this setting value by changing the setting.
[0178] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional ending conditions that are established based on the progress of the game, and a condition that a setting change is made.
[0179] In addition, in the slot machine 2 of this embodiment, an upper limit of the number of games is set in the normal advantageous zone. When the upper limit of the number of games set in advance is reached in the normal advantageous zone, an AT right is granted to forcibly transition to the AT1 state regardless of the reached point. The upper limit of the number of games in the normal advantageous zone is, for example, 1280 games. The upper limit of the number of games is called a "ceiling". The main control unit 161 has a lottery counter in the RAM 161c to determine whether the ceiling has been reached. That is, the main control unit 161 stores the number of games executed in the normal advantageous zone in the lottery counter in the RAM 161c. The main control unit 161 adds the value of the lottery counter every time a game is executed in the normal advantageous zone. For example, if the upper limit of the number of games in the normal advantageous zone is set to 700 games, when the value of the lottery counter reaches 700, the main control unit 161 grants the AT right. The upper limit of the number of games in the normal advantageous zone is not limited to 700 games, and may be, for example, 1280 games.
[0180] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, winning combinations, and the awarding of prizes. In the name column of Fig. 5 to Fig. 8, the name of the winning combination is shown, and in the combination column, the combination of the patterns that will result in the winning combination is shown. In addition, in the award column, the value (number of medals paid out, replay award, etc.) that will be awarded when a prize is won is shown.
[0181] As shown in FIG. 5, RIP1 to RIP6 are provided as replay roles. As shown in FIG. 6, BB is provided as a special role. As shown in FIG. 6 to FIG. 8, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when the push order role is won, and when they are won, 9 medals, which is more than the number of medals used in the bet (3 medals), are paid out. Plums 1 to 6 are also collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when the push order role is won, and when they are won, 1 medal, which is less than the number of medals used in the bet (3 medals), is paid out. 1-coin roles 1 to 33 are also collectively referred to as "1-coin roles."
[0182] As shown in FIG. 7, among the symbol combinations that result in the winning of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when character symbols are derived on the bottom row of the left reel 2L, the middle row of the middle reel 2C, and the top row of the right reel 2R, the character symbols are arranged in a row from top to bottom to the right. The arrangement of character symbols in a row is also called "character alignment."
[0183] As shown in FIG. 8, among the symbol combinations that result in the winning of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on the reels 2L, 2C, and 2R, three 7 symbols are arranged side by side on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, the 7 symbols are arranged side by side on the top row. The arrangement of 7 symbols side by side is also called "7-match."
[0184] [Role to be selected] Fig. 9 is a diagram for explaining the combination of winning roles read out as the lottery target roles for each game state. The role number column in Fig. 9 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows the name, the game state column shows that the lottery target role is a lottery target role with a circle for each game state, and the advantageous zone winning column shows whether or not the advantageous zone has been won. Also, the winning role combination column in Fig. 9 shows the combination of winning roles included in each lottery target role.
[0185] As shown in FIG. 9, BB is provided as a special role to be selected. As replay roles to be selected, normal lip, 7-match lip, 7-discrepancy lip, character match lip, and character-discrepancy lip are provided. As small roles to be selected, common plum, 213-choice role A-D, 231-choice role A-D, 312-choice role A-D, 321-choice role A-D, watermelon, 7-match 1, 2, character match 1, weak cherry, strong cherry, and chance eye A, B are provided. As small roles in BB, BB medium small role and BB medium 1 are provided. In addition, 213-choice role A-D, 231-choice role A-D, 312-choice role A-D, and 321-choice role A-D are roles that can execute navigation when they are won, so they are a type of push order role. 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are collectively called "push order bells." In addition, 7-match 1, 2 are collectively called "7-match 1."
[0186] During non-internal play, all roles except for the BB small / medium-sized role and one BB can be won, but during internal play, since the BB win has already been carried over, BB, BB small / medium-sized role, and one BB cannot be won.
[0187] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while role numbers are determined for each role to be drawn, flag categories are assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter collectively referred to as "lotteries related to AT control") are both conducted based on the flag category. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on role numbers.
[0188] In this embodiment, flag categories are also assigned to misses and BBs, and BBs are assigned the same FC1 as other roles such as regular replies, etc. Common plums are assigned the same FC4 as watermelons.
[0189] [Reel control of push order] FIG. 10 is a diagram for explaining reel control when the push order role is won. As described above, in this embodiment, in a game in which the push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.
[0190] For example, as shown in Fig. 10, in a game in which any of 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated in the correct sequence, the main role of plum wins, while when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, the secondary role of 1 coin wins. Note that if the secondary role of 1 coin wins when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, no win may occur.
[0191] The "normal procedure" is not set as the "correct procedure", while the "irregular procedure" can be set as the "correct procedure". That is, in a game in which the player wins any of the 213-choice roles A to D, the 231-choice roles A to D, the 312-choice roles A to D, and the 321-choice roles A to D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player cannot win the main role of plum. This may be a factor that induces the player to operate the stop switches 8L, 8C, and 8R in the irregular procedure, but in this embodiment, if the player operates the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed, a penalty that is disadvantageous to the player is imposed on the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.
[0192] FIG. 11 is a diagram showing game start commands that the main control unit 161 transmits to the performance control unit 151 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 161 executes an internal lottery process, and transmits a group of commands including predetermined information to the performance control unit 151 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 11 will be simply referred to as "game start commands." The main control unit 161 transmits each command in the order of No. 1 to No. 13 as a game start command. A serial number is set for each command as a "setting serial number" with the same number as No. Each command stores various information managed by the main control unit 161.
[0193] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the order of pressing in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order of pressing the stop switches 8L, 8C, and 8R. When the performance control unit 151 receives the command No. 2 "instruction number", it executes a navigation performance on the liquid crystal display 51 based on the operation procedure that can be identified from the command "instruction number". Furthermore, the performance control unit 151 causes the speaker 53 to output a sound that notifies the player of the operation procedure that can be identified from the command "instruction number".
[0194] For example, the command No.3 "small role type" stores information that can specify whether the role won by the internal lottery is a small role, a replay role, or a special role. The command No.6 "section state" stores information that can specify which of the internal states shown in FIG. 4 the game in which the start switch 7 was operated is in. Specifically, the command No.6 "section state" stores information that indicates whether the currently controlled state is a normal section, an advantageous section, and further whether the advantageous section is a normal advantageous section, a high probability state, an AT1 state, an AT2 state, or an ending state. The performance control unit 151 can specify which section state the game in which the start switch 7 was operated is in based on receiving the command No.6 "section state". The command No.4 "ball output state" can also store information that can specify the game state of the game in which the start switch 7 was operated. The command No.9 "ART precursor G number" stores the number of games in the AT continuous performance. The number of points acquired in the previous game is stored in the command No. 10 "POINT" in the game start command. Also, the number of points acquired in the previous game is stored in the command No. 11 "WINNING NUMBER". Information that can identify the winning combination number of the winning combination by the internal lottery is stored in the command No. 11 "WINNING NUMBER".
[0195] Furthermore, when the main control unit 161 transmits a game start command, it stores information indicating that a medal has been bet in the command No. 12 “insert medal.” When information indicating that a medal has been bet is stored in the command No. 12 “insert medal,” the performance control unit 151 can determine that the game start command has been received.
[0196] FIG. 12 shows game end commands that the main control unit 161 transmits to the performance control unit 151 at the third stop. The main control unit 161 transmits the command group No. 1 to No. 13 to the performance control unit 151 in the order of No. 1 to No. 13 not only when the start switch 7 is operated but also at the third stop of the stop switch. Hereinafter, the command group No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game end commands". Note that, among the commands transmitted at the third stop, No. 11 is different from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information regarding winning. That is, at the third stop, the main control unit 161 transmits information regarding winning, not information regarding the winning number.
[0197] In the command "points" of No. 10 in the game end command, the number of points acquired in the point acquisition lottery process at the third stop, which will be described later, is stored. In addition, when the main control unit 161 transmits a game end command, it stores information indicating that the reel is stopped in the command "stop reel" of No. 13. When information indicating that the reel is stopped is stored in the command "stop reel" of No. 13, the performance control unit 151 can determine that the game end command has been received. That is, the performance control unit 151 determines whether the received command group is a game start command or a game end command based on the command "insert medal" of No. 12 and the command "stop reel" of No. 13. When the main control unit 161 transmits a game start command, it is not necessary to transmit the command "stop reel" of No. 13, and when the main control unit 161 transmits a game end command, it is not necessary to transmit the command "insert medal" of No. 12.
[0198] [Transmission and reception between the main control board and the medal count control board] The following describes the transmission and reception between the main control board 16 and the medal count control board 17. In this embodiment, communication is performed between the main control board 16 and the medal count control board 17 using commands. The main control board 16 transmits a predetermined command to the medal count control board 17 every time an event occurs. Events include when the start switch 7 is pressed, when the 1BET switch 20 or the MAXBET switch 6 is pressed, when all reels have stopped, etc.
[0199] When the predetermined command transmitted from the main control board 16 is a command that requires a predetermined response, the medal count control board 17 transmits a response command to the main control board 16. For example, when the slot machine 2 is installed in a game arcade and electrically connected, and the power is turned on, the main control board 16 transmits a gaming machine installation information command including a main chip ID (main control chip ID) to the medal count control board 17. Even when the power is turned on thereafter, the main control board 16 transmits gaming machine installation information including a main chip ID (main control chip ID) to the medal count control board 17. That is, when the slot machine 2 is powered on, the main control board 16 transmits a gaming machine installation information command capable of identifying the main chip ID of unique information possessed by the main control board 16 to the medal count control board 17.
[0200] Both the main control board 16 and the medal count control board 17 assign a "serial number" to the command before transmitting it. In addition, both the main control board 16 and the medal count control board 17 store the received "serial number." In the slot machine 2, by assigning a "serial number" to the command, it is possible to prevent a person (hereinafter referred to as an unauthorized person) who is trying to obtain medals unauthorizedly from operating the slot machine 2 unauthorizedly. An unauthorized operation refers to, for example, an operation in which a command transmitted and received between the main control board 16 and the medal count control board 17 is altered, or an operation in which an unauthorized person controls the main control board 16 or the medal count control board 17. An unauthorized person performs unauthorized operation by, for example, connecting a device that performs unauthorized operation (hereinafter referred to as an unauthorized device) to the main control board 16 or the medal count control board 17.
[0201] The initial value and the additional value of the "serial number" are determined by the medal count control board 17 and the main control board 16, respectively. The medal count control board 17 determines the initial value and the additional value of the "serial number" based on the gaming machine installation information command received from the main control board 16. The main chip ID included in the gaming machine installation information command includes a 4-byte chip-specific number register. A chip-specific hexadecimal value is stored in each byte included in the main chip ID. The medal count control board 17 calculates a total value by adding up the hexadecimal values stored in each byte included in the main chip ID. The medal count control board 17 converts the value indicated by the lowest 2 bytes of the calculated total value into a decimal number and determines the value as the initial value for the "serial number".
[0202] For example, if the total value is "189h" (h indicates that "189" is a hexadecimal number), the initial value of the serial number will be the decimal representation of "89h". In other words, the initial value of the "serial number" will be "137".
[0203] Furthermore, the medal count control board 17 divides the initial value by a predetermined number. For example, if the predetermined number is "5", the remainder calculated as a result of the division will be one of four types: "0", "1", "2", "3", and "4". The medal count control board 17 predetermines and stores an additional value corresponding to the four types of remainder. For example, the medal count control board 17 stores "7" corresponding to "0", stores "11" corresponding to "1", stores "13" corresponding to "2", stores "19" corresponding to "3", and stores "23" corresponding to "4". After dividing the initial value by a predetermined number, the medal count control board 17 sets the value stored corresponding to the remainder of the division result as the additional value.
[0204] For example, the remainder of the division of the initial value "137" by 5 is "2". As described above, the medal count control board 17 stores "13" in correspondence with the remainder of the division result of "2". Therefore, the medal count control board 17 determines the additional value of the serial number as "13". In this way, the medal count control board 17 generates the initial value and additional value of the serial number for determining whether the command transmitted from the main control board 16 is normal or not, based on the main chip ID identified from the gaming machine installation information command. The main control board 16 also generates the initial value and additional value by performing the same calculation. As a result, the same initial value and additional value are stored in both the main control board 16 and the medal count control board 17.
[0205] As described above, in this embodiment, the occurrence of an event triggers the main control board 16 to transmit a predetermined command to the medal count control board 17. The main control board 16 assigns a serial number to the predetermined command. For example, a description will be given of an example in which a gaming machine installation information command is transmitted to the medal count control board 17, and a predetermined event A occurs after both the main control board 16 and the medal count control board 17 have determined the initial value and the additional value in the serial number.
[0206] Based on the occurrence of a predetermined event A, the main control board 16 transmits a command A to the medal count control board 17. At this time, the main control board 16 assigns an initial value of a serial number to the command A that is transmitted for the first time after transmitting the gaming machine installation command. In other words, the main control board 16 assigns the serial number "137" to the command A and transmits it.
[0207] The medal count control board 17 stores "137" as an initial value, and since the serial number assigned to the first command A received after receiving the gaming machine installation command is "137", it determines that communication is normal.
[0208] Next, when a new event B occurs, the main control board 16 transmits command B to the medal count control board 17. At this time, the main control board 16 transmits command B with a value obtained by adding an additional value to the value of the previously transmitted serial number. That is, the main control board 16 transmits command B with a value of "150", which is obtained by adding an additional value of "13" to the previously transmitted "137". Before receiving command B, the medal count control board 17 calculates in advance that the serial number to be assigned to the next command to be transmitted is "150". Since the serial number assigned to the received command B is "150" and matches the serial number calculated in advance, the medal count control board 17 determines that communication with the main control board 16 is normal.
[0209] That is, each time the main control board 16 sends a command, it assigns a serial number that is the sum of the serial number sent previously and the additional value. Since the medal count control board 17 also stores the initial value and the additional value, it can calculate in advance the value of the serial number to be assigned to the next command to be received, and can determine whether the serial number is normal each time a command is received. If the serial number assigned to the received command does not match the calculated serial number value, the medal count control board 17 determines that a communication abnormality has occurred between the main control board 16 and the medal count control board 17.
[0210] If the value obtained by adding the additional value to the previously transmitted serial number exceeds 255, the main control board 16 transmits the serial number minus 255. If the main control board 16 receives a response command from the medal count control board 17 indicating that an error has occurred, it does not add the additional value to the serial number of the command to be transmitted after the response command, but transmits the same serial number again.
[0211] [Command sent from the main control board to the medal count control board] FIG. 13 is a diagram showing the types of commands that the main control board 16 transmits to the medal count control board 17. In this embodiment, the main control board 16 transmits to the medal count control board 17 a gaming machine installation information command, a role information command, an advantageous zone information command, a throw command, a settlement command, an end command, a start command, a payout pulse command, a big win command, a gaming machine fraud 1 command, a gaming machine fraud 2 command, a gaming machine fraud 3 command, a main control status command, a main control board error command, and a gaming machine performance information (spare) command, as shown in the command name column in FIG. 13. In addition, the number column shows the command number that is preset for each command. Furthermore, the message length column shows the message length, i.e., the byte length, of each command.
[0212] The two-way column indicates whether or not the medal count control board 17 needs to send a response command after the main control board 16 sends a command. For example, when the medal count control board 17 receives a start command from the main control board 16, it does not send a response command in response to the start command. In other words, the main control board 16 controls the reel drums and the like without waiting for the response command from the medal count control board 17.
[0213] On the other hand, when the medal count control board 17 receives an insertion command, a settlement command, or a finish command from the main control board 16, it transmits a response command to the main control board 16 in response to receiving these commands. The insertion command, the settlement command, and the finish command are commands that directly affect the number of credits managed by the medal count control board 17. Therefore, after transmitting the insertion command, the settlement command, or the finish command, the main control board 16 performs the next control on the condition that it receives a response command from the medal count control board 17. Below, the commands transmitted from the main control board 16 to the medal count control board 17 will be described with reference to Figs. 14 to 35.
[0214] FIG. 14 is a diagram for explaining the gaming machine installation information command. As shown in FIG. 14, the gaming machine installation information command is a command having a length of 22 bytes. The first byte stores the message length of the gaming machine installation information command. The second byte transmits the serial number. The gaming machine installation information command is a command transmitted after the power is turned on and before the medal count control board 17 determines the initial value and the additional value of the serial number, so the serial number is fixed to the value "0" and stored. The third to sixth bytes store values indicating the command number, gaming machine characteristics, gaming machine type, and identification code, respectively. The seventh to tenth bytes store values of the first to fourth bytes of the unique number register of the main chip ID. The medal count control board 17 determines the initial value and the additional value of the serial number using the values of the main chip ID in the seventh to tenth bytes.
[0215] The 11th to 13th bytes store the manufacturer code. The 14th to 21st bytes store the product code. The 22nd byte stores a checksum to determine whether or not an error occurred in the information sent in the 1st to 21st bytes.
[0216] FIG. 15 is a diagram showing details of the gaming machine characteristics. The following describes details of the gaming machine characteristics indicated in the 4th byte of the gaming installation information command. The gaming machine characteristics are 1 byte of data from the 0th bit to the 7th bit. The 0th bit indicates whether the slot machine 2 is equipped with an RB (regular bonus). If the slot machine 2 is equipped with an RB, the 0th bit is "1", and if the slot machine 2 is not equipped with an RB, the 0th bit is "0".
[0217] The first bit indicates whether the slot machine 2 is equipped with a BB (big bonus). If the slot machine 2 is equipped with a BB, the first bit is "1", and if the slot machine 2 is not equipped with a BB, the first bit is "0". The second bit indicates whether the slot machine 2 is equipped with a CT (challenge time). If the slot machine 2 is equipped with a CT, the second bit is "1", and if the slot machine 2 is not equipped with a CT, the second bit is "0". The third bit indicates whether the slot machine 2 is equipped with a CB (challenge bonus). If the slot machine 2 is equipped with a CB, the third bit is "1", and if the slot machine 2 is not equipped with a CB, the third bit is "0".
[0218] The fourth bit indicates whether the slot machine 2 is equipped with SB (single bonus). If the slot machine 2 is equipped with SB, the fourth bit is "1", and if the slot machine 2 is not equipped with SB, the fourth bit is "0". The fifth bit indicates whether the slot machine 2 is equipped with an instruction function. If the slot machine 2 is equipped with an instruction function, the fifth bit is "1", and if the slot machine 2 is not equipped with an instruction function, the fifth bit is "0". The sixth bit indicates the instruction type of the slot machine 2. If the instruction type of the slot machine 2 is a 7P type, the sixth bit is "1", and if the instruction type of the slot machine 2 is a 7U type, the sixth bit is "0". The seventh bit is not used and "0" is stored.
[0219] Fig. 16 is a diagram showing the configuration of the role information command. The role information command is a command for the medal count control board 17 to update the gaming machine performance information and the role ratio monitor information. The role information command is sent to the medal count control board 17 after the end command is sent.
[0220] The reel information command is composed of 5 bytes of data. The first byte stores the message length of the reel information command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the reel information command is "1".
[0221] The fourth byte stores the bonus operation information. The bonus operation information stores information indicating whether or not any bonus is currently being won. The fifth byte stores a checksum to determine whether or not there is an error in the information sent in the first to fourth bytes.
[0222] FIG. 17 is a diagram showing details of the reel operation information. The reel operation information is data stored in the 4th byte of the reel information command. The reel operation information is composed of 1 byte of data from the 0th to 7th bits. The 0th bit stores "Type 1" information indicating whether the RB is in operation. The 1st bit stores "Type 1 consecutive" information indicating whether the BB is in operation. The 2nd bit stores "Type 2" information indicating whether the CT is in operation. The 3rd bit stores "Type 2 consecutive" information indicating whether the CB is in operation. The 5th bit stores "Normal reel" information indicating whether the SB is in operation. The 4th, 6th, and 7th bits are not used and store "0".
[0223] 18 is a diagram showing the configuration of the advantageous zone information command. The advantageous zone information command is a command for the medal count control board 17 to update the gaming machine performance information and the role ratio monitor information. The advantageous zone information command is sent after the end command is sent.
[0224] The advantageous zone information command is composed of 5 bytes of data. The first byte stores the message length of the reel information command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the advantageous zone information command is "2".
[0225] The fourth byte stores advantageous zone information. The advantageous zone information is data related to replay and instruction information in the advantageous zone. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.
[0226] 19 is a diagram showing details of the advantageous zone information. The advantageous zone information is data stored in the fourth byte of the advantageous zone information command, and is data showing information about the game played before the advantageous zone information command is transmitted.
[0227] The advantageous zone information is composed of one byte of data from the 0th bit to the 7th bit. The 0th bit stores information indicating whether or not the game played before the advantageous zone information command was sent was in an advantageous zone. If it was in an advantageous zone, "1" is stored in the 0th bit. The 1st bit stores information indicating whether or not instruction information was present in the game played before the advantageous zone information command was sent. If instruction information was present, "1" is stored in the 1st bit. The 4th bit stores information indicating whether or not a replay symbol combination was displayed in the game played before the advantageous zone information command was sent. If a replay symbol combination was displayed, "1" is stored in the 4th bit. The 2nd, 3rd, 5th, 6th, and 7th bits are not used and "0" is stored in them.
[0228] FIG. 20 is a diagram showing the configuration of an insertion command. The insertion command is transmitted from the main control board 16 to the medal count control board 17 when the 1BET switch 20 is pressed or when the MAXBET switch 6 is pressed. That is, the main control board 16 transmits an insertion command to the medal count control board 17 when it receives a bet number setting operation for setting the bet number for starting one game. Also, referring to FIG. 13, since the insertion command is a bidirectional command, the medal count control board 17 transmits a response command in response to the insertion command to the main control board 16 when it receives the insertion command. The insertion command is composed of 5 bytes of data. The first byte stores the message length of the insertion command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the insertion command is "3".
[0229] The number of medals inserted is stored in the fourth byte. When the 1BET switch 20 is pressed with the number of bets being 0, 1, or 2, the number of medals inserted is 1. When the MAXBET switch 6 is pressed with the number of bets being 0, the number of medals inserted is 3, when the MAXBET switch 6 is pressed with the number of bets being 1, the number of medals inserted is 2, and when the MAXBET switch 6 is pressed with the number of bets being 2, the number of medals inserted is 1. When the 1BET switch 20 or the MAXBET switch 6 is pressed and an insertion command is sent in the replay operation state, no data is stored in the number of medals inserted. The fifth byte stores a checksum for determining whether or not an error has occurred in the information sent in the first to fourth bytes. The "replay operation state" refers to the state after the replay role has won.
[0230] FIG. 21 is a diagram showing the configuration of a settlement command. When the bet number clear switch 21 is pressed, the settlement command is transmitted from the main control board 16 to the medal count control board 17. That is, when the main control board 16 receives a settlement operation for canceling the bet number for starting one game, the main control board 16 transmits the settlement command to the medal count control board 17. Also, referring to FIG. 13, since the settlement command is a bidirectional command, when the medal count control board 17 receives the settlement command, it transmits a response command in response to the settlement command to the main control board 16. The settlement command is composed of 5 bytes of data. The first byte stores the message length of the settlement command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the settlement command is "4".
[0231] The fourth byte stores the number of settled medals. When the bet number clear switch 21 is pressed with the number of bets at one, the number of settled medals becomes one, when the bet number clear switch 21 is pressed with the number of bets at two, the number of settled medals becomes two, and when the bet number clear switch 21 is pressed with the number of bets at three, the number of settled medals becomes three. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.
[0232] FIG. 22 is a diagram showing the configuration of the start command. The start command is transmitted from the main control board 16 to the medal count control board 17 when the start switch 7 is pressed. That is, the main control board 16 transmits the start command to the medal count control board 17 when starting one game. The start command is transmitted even when the start switch 7 is pressed in the replay operation state. The start command is a command that does not directly affect the number of credits managed by the medal count control board 17. Therefore, when the medal count control board 17 receives the start command, it does not transmit a response command to the start command to the main control board 16, but performs control according to the start command. The control according to the start command corresponds to, for example, a process of controlling to a waiting state for the game to end and a preparation process for receiving the end command. After transmitting the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is, for example, a control to drive the reels.
[0233] The start command consists of 5 bytes of data. The first byte stores the text length of the start command. The second byte stores a sequence number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the start command is "6".
[0234] The fourth byte stores the number of input pulses (1 to 3) to be sent to the hall computer. Even in the replay operation state, the specified number of input pulses is sent. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.
[0235] FIG. 23 is a diagram showing the configuration of the end command. The end command is transmitted from the main control board 16 to the medal count control board 17 when all the reels have stopped, that is, when the reels have been stopped for the third time. In other words, the main control board 16 transmits the end command to the medal count control board 17 when one game is ended. The end command includes the number of medals to be paid out, which is determined according to the combination of the derived symbols. When medals are paid out to the player, the number of credits increases. Therefore, the end command is a command that directly affects the number of credits managed by the medal count control board 17. Therefore, when the medal count control board 17 receives the end command, it transmits a response command to the main control board 16. After transmitting the end command, the main control board 16 performs the next control on the condition that the response command has been received. The next control corresponds to an update process of the data displayed on the game support display device 12, etc.
[0236] In other words, when the medal count control board 17 receives the end command, it transmits a response command in response to the end command to the main control board 16 and performs control according to the end command. The control according to the end command is, for example, control to add the number of medals paid out to the number of credits.
[0237] The termination command consists of 5 bytes of data. The first byte stores the message length of the termination command. The second byte stores a sequence number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the termination command is "5".
[0238] The fourth byte stores the number of medals to be paid out. The number of medals to be paid out can be up to 15 medals. If a replay symbol combination is derived, or if there are no medals to be paid out, "0" is stored in the fourth byte. In other words, the end command is a command that can specify the game value to be given to a player according to the result of a game when the game ends. The fifth byte stores a checksum to determine whether or not an error has occurred in the information sent in the first to fourth bytes.
[0239] FIG. 24 is a diagram showing the configuration of the payout pulse command. The payout pulse command is transmitted from the main control board 16 to the medal count control board 17 when all reels are stopped, that is, when the third stop is reached. The payout pulse command is a pulse signal for transmitting the number of medals to be awarded to the player in response to winning to a hall computer (not shown) connected to the medal count control board 17. After receiving the payout pulse command, the medal count control board 17 transmits a payout pulse signal to the hall computer (not shown). This allows the hall computer to store the number of medals paid out in the slot machine 2. The payout pulse command is transmitted to the medal count control board 17 even when the replay operation state is in progress. After transmitting the payout pulse command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17.
[0240] The discharge pulse command is composed of 5 bytes of data. The first byte stores the message length of the discharge pulse command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the discharge pulse command is "7".
[0241] The fourth byte stores the number of payout pulses to be sent to the hall computer. The maximum number of payout pulses is 15. If a replay symbol combination is derived, or if there are no payout medals, "0" is stored in the fourth byte. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0242] 25 is a diagram showing the configuration of a jackpot command. The jackpot command is sent from the main control board 16 to the medal count control board 17 at the start and end of a jackpot. The jackpot command is also sent from the main control board 16 to the medal count control board 17 in the case of a hot start when the power is turned on. This allows the slot machine 2 to restore the hall computer signal without backing up the hall computer signal.
[0243] The jackpot command consists of 5 bytes of data. The first byte stores the message length of the jackpot command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the jackpot command is "8."
[0244] The fourth byte stores a hall computer signal. The hall computer signal is a signal for notifying the hall computer of the jackpot information of the slot machine 2. The jackpot type, such as RB, BB, or AT, is stored. The fifth byte stores a checksum for determining whether or not there is an error in the information sent in the first through fourth bytes.
[0245] FIG. 26 is a diagram showing details of the hall computer signal. The hall computer signal is data stored in the fourth byte of the jackpot command. The hall computer signal is composed of one byte of data from the 0th bit to the 7th bit. The 0th bit stores information indicating that the jackpot type is RB. The 1st bit stores information indicating that the jackpot type is BB. The 2nd bit stores information indicating that the jackpot type is AT. The 3rd to 7th bits are not used and store "0".
[0246] 27 is a diagram showing the configuration of the gaming machine rigging 1 command. The gaming machine rigging 1 command is transmitted from the main control board 16 to the medal count control board 17 at the start and end of setting change and setting confirmation.
[0247] The gaming machine fraud 1 command is composed of 5 bytes of data. The first byte stores the message length of the gaming machine fraud 1 command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the gaming machine fraud 1 command is "9."
[0248] The fourth byte stores the setting information. The setting information is information for when the setting is changed or confirmed, and information indicating whether or not any fraud was detected at that time. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0249] FIG. 28 is a diagram showing details of the setting information. The setting information is data stored in the 4th byte of the gaming machine fraud 1 command. The setting information is made up of 1 byte of data from the 0th to 7th bits. The 0th bit stores data indicating whether or not the setting is being changed. The 1st bit stores data indicating whether or not the setting is being confirmed. The 2nd to 4th bits store data indicating whether or not a manufacturer-defined fraud has been detected. The 6th and 7th bits are not used and store "0".
[0250] FIG. 29 is a diagram showing the configuration of the gaming machine fraud 2 command. The gaming machine fraud 2 command is an unused command in the slot machine 2. In the slot machine 2, the door open detection switch 25 is connected to the medal count control board 17. Therefore, the main control board 16 does not need to transmit door information to the medal count control board 17. Therefore, "0" is stored in the fourth byte.
[0251] 30 is a diagram showing details of the door information. Since the medal count control board 17 detects whether the door is open or closed, all bits included in the door information are not used and "0" is stored.
[0252] 31 is a diagram showing the configuration of the gaming machine fraud 3 command. The gaming machine fraud 3 command is an unused command in the slot machine 2. The gaming machine fraud 3 command is an expansion command, and will be used when it becomes necessary to transmit a new command from the main control board 16 to the medal count control board 17 in the future.
[0253] 32 is a diagram showing the configuration of a main control status command. The main control status command is a command that indicates the status of the main control board 16. The main control status command is transmitted from the main control board 16 to the medal count control board 17 at a predetermined timing. The medal count control board 17 can obtain the status of the main control board 16 or the slot machine 2 by receiving the main control status command.
[0254] The main control status command is composed of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the main control status command is "12". The fourth byte stores a gaming machine status signal. The fifth byte stores a checksum for determining whether or not there is an error in the information sent in the first to fourth bytes.
[0255] 33 is a diagram showing the configuration of the main control board error command. The main control board error command is a command that indicates the type of error that has occurred in the main control board 16. The main control board error command is sent from the main control board 16 to the medal count control board 17 when an error occurs in the main control board 16 and when the error that has occurred is resolved.
[0256] The main control board error command is composed of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the main control board error command is "13." The fourth byte stores an error number. The error number is a number indicating the type of error that has occurred in the main control board 16. The fifth byte stores a checksum for determining whether or not there was an error in the information sent in the first to fourth bytes.
[0257] FIG. 34 is a diagram showing a list of main control board errors. The error numbers shown in FIG. 34 are error numbers stored in the fourth byte of the main control board error command. E6 is an error number indicating a reel rotation error. When the main control board 16 cannot detect an input from the origin sensor three consecutive times, it determines that a reel rotation error has occurred. When a reel rotation error occurs, the main control board 16 transmits the value of the fourth byte of the main control board error command as "E6". When an error release switch (not shown) is pressed, the main control board 16 determines that the error has been resolved. Even when the error has been resolved, the main control board 16 transmits a main control board error command.
[0258] E7 is an error number indicating a medal count overflow error. The main control board 16 determines that a medal count overflow error has occurred when the medal count exceeds 16,383. When a medal count overflow error occurs, the main control board 16 transmits the fourth byte of the main control board error command as "E7". The main control board 16 determines that the error has been resolved when an error release switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 transmits the main control board error command.
[0259] E8 is an error number indicating a backup error. When the RAM is inspected after power is turned on and the value does not match the RAM value backed up before the power was cut off, the main control board 16 determines that a backup error has occurred. When a backup error occurs, the main control board 16 transmits the fourth byte value of the main control board error command as "E8". The main control board 16 determines that the error has been resolved when the power to the slot machine 2 is turned off and the settings are changed again. Even when the error has been resolved, the main control board 16 transmits the main control board error command.
[0260] E9 is an error number indicating a communication abnormality error. If the main control board 16 does not receive a response command before 40 ms has elapsed after sending a command requiring a response command to the medal count control board 17, it determines that a communication abnormality error has occurred. When a communication abnormality error occurs, the main control board 16 sends the fourth byte value of the main control board error command as "E9". When an error release switch (not shown) is pressed, the main control board 16 determines that the error has been resolved. Even when the error has been resolved, the main control board 16 sends a main control board error command.
[0261] 35 is a diagram showing the configuration of the gaming machine performance information (preliminary) command. The gaming machine performance information is information for the purpose of tallying up performance information. The gaming machine performance information is for outputting the results calculated based on the game.
[0262] The gaming machine performance information (preliminary) command is composed of 28 bytes of data. The first byte stores the message length of the gaming machine performance information (preliminary) command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the gaming machine performance information (preliminary) command is "14". The fourth to 27th bytes may store gaming machine performance information. In this embodiment, "0" is stored in the preliminary area. The 28th byte stores a checksum for determining whether or not an error has occurred in the information transmitted in the first to 27th bytes.
[0263] 36 is a diagram showing a list of commands from the medal count control board 17 to the main control board 16. The medal count control board 17 transmits two types of commands to the main control board 16.
[0264] The response command is a command for responding to a command received from the main control board 16. For example, when the medal count control board 17 receives an end command, the medal count control board 17 transmits a response command because the end command is a command that affects the number of credits. In other words, the response command is a bidirectional command that responds in response to receiving the command. A command number of 3 to 5 can be set for the response command. The message length of the response command is 4 bytes.
[0265] The frame side information command is a command to transmit system information including connection information between the medal count control board 17 and CU3. The medal count control board 17 transmits the frame side information command to the main control board 16 every 0.3 seconds. The predetermined period during which the frame side information command is transmitted may be other periods instead of 0.3 seconds. The main control board 16 does not respond even when it receives a frame side information command. Therefore, the frame side information command is a command that continues to be transmitted unidirectionally from the medal count control board 17 to the main control board 16, which does not have bidirectionality. The command number of the frame side information command is "81h", and the message length is 4 bytes.
[0266] FIG. 37 is a diagram showing the structure of a response command. A response command is composed of 4 bytes of data. The first byte stores the message length of the response command. The second byte stores a value indicating the command number. The command number in the response command stores the command number of the received command to which the response is directed. When sending a response command in response to an input command, the medal count control board 17 stores "3" as the command number. When sending a response command in response to a settlement command, the medal count control board 17 stores "4" as the command number. When sending a response command in response to a termination command, the medal count control board 17 stores "5" as the command number.
[0267] The third byte stores information indicating the result of receiving the response command. The third byte includes a data area of 1 to 4 bits. When the 0th bit in the data area of the third byte is "1", the response command indicates "received OK". "Received OK" indicates that the received command received by the medal count control board 17 is normal. In the following, a response command in which the 0th bit in the data area of the third byte is "1" may be referred to as a "response command indicating received OK". In other words, the response command is a command that notifies the main control board 16 that the received command has been received normally. The received command is a command transmitted from the main control board 16 that is the target of the response command. When the 1st bit in the data area of the third byte is "1", the response command indicates "serial number mismatch". "Serial number mismatch" indicates that the received command received by the medal count control board 17 is not normal. In the following, a response command in which the 1st bit in the data area of the third byte is "1" may be referred to as a "response command indicating serial number mismatch". In other words, the response command indicates that the serial number of the received command that was the subject of the response did not match the serial number calculated by the medal count control board 17.
[0268] If the second bit in the data area of the third byte is "1", the response command indicates "insufficient number of game medals". When the medal number control board 17 receives an insertion command as a received command and is requested to subtract the number of credits, but the number of credits is insufficient, a response command with "1" stored in the second bit is transmitted.
[0269] When the third bit in the data area of the third byte is "1", the response command indicates "game medal count overflow". When the medal count control board 17 receives a settlement command as a received command and the number of credits (game medal count) is at the upper limit, a response command with "1" stored in the third bit is transmitted. The fourth byte stores a checksum to determine whether or not there was an error in the information transmitted in the first to third bytes.
[0270] 38 is a diagram showing the configuration of a frame side information command. As described above, the frame side information command is transmitted from the medal count control board 17 to the main control board 16 every 0.3 seconds.
[0271] The frame side information command is composed of 4 bytes of data. The first byte stores the message length of the frame side information command. The second byte stores the command number. The command number of the frame side information command is "81h". The third byte stores information indicating the system status of the medal count control board 17. The system status of the medal count control board 17 includes information on whether the count button has been pressed or not, and whether the CU3 and medal count control board 17 are normally connected or not. The fourth byte stores a checksum for determining whether an error has occurred in the information sent in the first to third bytes.
[0272] [About communication between the main control board and the medal count control board] Fig. 39 is a diagram showing an example of communication between the main control board 16 and the medal count control board 17. Serial communication is adopted for communication between the main control board 16 and the medal count control board 17. As shown in Fig. 39, the main control board 16 transmits an input command in response to a bet number setting operation. The bet number setting operation includes pressing the 1BET switch 20 or the MAXBET switch 6.
[0273] When the medal count control board 17 receives a command from the main control board 16, it measures the elapsed time using a counter. If the reception of the command is not completed within 10 ms from the time of receiving the command from the main control board 16, the medal count control board 17 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of FIG. 39, the reception of the insertion command is completed before 10 ms has elapsed since the medal count control board 17 received the command, so a timeout error does not occur.
[0274] The medal count control board 17 transmits a response command in response to receiving the insertion command. When the main control board 16 receives a command from the medal count control board 17, it measures the elapsed time using a counter. If the reception of the command is not completed within 2.24 ms from the reception of the command from the medal count control board 17, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of FIG. 39, the reception of the response command is completed before 2.24 ms has elapsed since the main control board 16 received the command, so a timeout error does not occur.
[0275] In addition, when the main control board 16 transmits a command that requires a response command from the medal count control board 17, such as an insertion command, it uses a counter to measure the elapsed time from the time when the bet number setting operation that triggered the transmission of the insertion command was performed.
[0276] If the reception of the response command from the medal count control board 17 is not completed within 40 ms from the occurrence of an event such as a bet number setting operation, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of Fig. 39, the reception of the response command is completed before 40 ms has elapsed since the bet number setting operation, so a timeout error does not occur.
[0277] After receiving the response command to the input command, the main control board 16 starts control corresponding to the bet amount setting operation.
[0278] Next, the start switch 7 of the slot machine 2 is pressed by the player. Based on the pressing of the start switch 7, the main control board 16 transmits a start command to the medal count control board 17. As described above, the start command is a command that does not require a response command from the medal count control board 17. Therefore, the medal count control board 17 does not transmit a response command.
[0279] Finally, when the player performs the third stop operation, all the reels stop. Based on the fact that all the reels have stopped, the main control board 16 transmits an end command to the medal count control board 17. In this example, even though the end command requires a response command, the medal count control board 17 does not transmit the response command. Therefore, the main control board 16 does not receive a response command until 40 ms has elapsed since all the reels stopped, and determines that a timeout error has occurred.
[0280] Fig. 40 is a diagram for explaining the communication of the frame side information command. As shown in Fig. 40, the medal count control board 17 transmits the frame side information command to the main control board 16 every 300 ms. If a period of more than 2.24 ms has elapsed from the start of reception of the frame side information command until the reception is completed, the main control board 16 determines that a timeout error has occurred.
[0281] Fig. 41 is a flowchart showing the process when the main control board 16 receives a command. As shown in Fig. 36, the medal count control board 17 transmits two types of commands to the main control board 16: a response command or a frame side information command.
[0282] Referring to FIG. 41, the main control board 16 receives a command from the medal count control board 17 (S10). The main control board 16 judges whether the received command is a frame side information command or not (S11). If the received command is a frame side information command (YES in S11), the main control board 16 checks whether the frame side information command includes error information or not (S12). The error information is information indicating whether the CU3 is normally connected to the slot machine 2 or not. If the frame side information command includes error information (YES in S12), the main control board 16 transmits the error information to the performance control board 15 and ends the process. This enables the performance control board 15 to display on the liquid crystal display 51 that an error has occurred in which the CU3 is not connected to the slot machine 2. If the frame side information command does not include error information (NO in S12), the process ends.
[0283] If the received command is not a frame-side information command (NO in S11), that is, if the received command is a response command, the main control board 16 executes processing according to the response command and ends the processing.
[0284] FIG. 42 is a diagram showing the flow of communication between the main control board 16 and the medal count control board 17 after the power is turned on. When the power-on switch 102 is pressed and the power is turned on to the main control board 16, the main control board 16 transmits a gaming machine installation information command. After that, when the bet number setting operation is performed, the main control board 16 transmits an insertion command. Since the insertion command is a command that requires a response command, the medal count control board 17 transmits a response command to the main control board 16 based on receiving the insertion command. For example, when there is a surplus of game medals, the medal count control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), when the serial numbers do not match, the 1st bit in the 3rd byte of the response command to "1" (serial number mismatch), and when the number of game medals is insufficient, the 2nd bit in the 3rd byte of the response command to "1" (insufficient number of game medals).
[0285] Next, the main control board 16 transmits a settlement command to the medal count control board 17 based on the settlement operation being performed. The settlement operation is an operation indicating that the bet number clear switch 21 has been pressed. This executes a process of returning the bet number to the credit number. Since the settlement command is a command that requires a response command, the medal count control board 17 transmits a response command to the main control board 16 based on receiving the settlement command. For example, if there is a margin in the number of game medals, the medal count control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), if the serial numbers do not match, the 1st bit in the 3rd byte of the response command to "1" (serial number mismatch), and if the number of game medals overflows, the 3rd bit in the 3rd byte of the response command to "1" (game medal number overflow).
[0286] In FIG. 42, the bet number setting operation is performed again, and communication based on the bet number setting operation is performed. Next, based on the start switch 7 being pressed, the main control board 16 transmits a start command to the medal count control board 17. After transmitting the start command, the main control board 16 performs control to progress the game, such as control to drive the reels, without waiting for a response from the medal count control board 17. When the medal count control board 17 receives the start command from the main control board 16, it controls to a state of waiting for the game to end, as control according to the start command. Since the start command is a command that does not require a response command, the medal count control board 17 does not transmit a response command.
[0287] Based on the fact that all reels have stopped, the main control board 16 transmits an end command to the medal count control board 17. Based on receiving the end command, the medal count control board 17 transmits a response command to the main control board 16. For example, if the end command is normal, the medal count control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), and if the serial numbers do not match, sets the 1st bit in the 3rd byte of the response command to "1" (serial numbers do not match). Next, the main control board 16 transmits the role information command, the advantageous zone command, and the payout pulse command to the medal count control board 17 in that order.
[0288] In this way, when starting a game, the main control board 16 executes the next control without waiting for a response from the medal count control board 17 after transmitting a start command since it does not affect the number of credits, and when ending a game, the main control board 16 executes the next control on the condition that it has received a response command transmitted from the medal count control board 17 after transmitting an end command since it may affect the number of credits. In this way, by improving the communication between the main control board 16 and the medal count control board 17, the main control board 16 can progress the game while checking the status of the medal count control board 17.
[0289] [Example of processing for serial numbers] As described above, the main control board 16 and the medal count control board 17 communicate using serial numbers. That is, the medal count control board 17 executes a process to check whether the serial numbers match in order to determine whether the command sent from the main control board 16 is normal or not. An example of the process for the serial numbers will be explained below with reference to Figs. 43 to 45. Fig. 43 is a diagram showing an example of communication when the serial number is normal.
[0290] When the power is turned on, the main control board 16 transmits a gaming machine installation information command to the medal count control board 17. As explained above, the serial number given to the gaming machine installation information command is "0". The medal count control board 17 determines the initial value and the additional value of the serial number based on the main chip ID included in the gaming machine installation information command. In the example of FIG. 43, the medal count control board 17 determines the initial value of the serial number to be "137" and the additional value to be "13". Using the same calculation method, the main control board 16 determines the initial value of the serial number to be "137" and the additional value to be "13" based on the main chip ID.
[0291] After transmitting the gaming machine installation information command, the bet number is set, and the main control board 16 transmits a deposit command. The deposit command is the first command transmitted to the medal count control board 17 after the gaming machine installation information command is transmitted. Therefore, the main control board 16 transmits the deposit command with the initial value of "137" as a serial number. The medal count control board 17 transmits a response command to the deposit command. At this time, the medal count control board 17 transmits a response command indicating that the reception is OK to the main control board 16, since the communication was normal. In other words, when the medal count control board 17 determines that the deposit command transmitted from the main control board 16 is normal by the process of checking whether the serial numbers match, it transmits a response command indicating that the deposit command is normal to the main control board 16 in response to the deposit command.
[0292] Next, when the start switch 7 is pressed, the main control board 16 transmits a start command. At this time, the main control board 16 transmits a value obtained by adding an additional value of "13" to the previously transmitted serial number value of "137". In other words, the main control board 16 transmits the start command with a serial number of "150".
[0293] When the medal count control board 17 receives an input command with a serial number of "137", it calculates that the serial number of the next command to be received will be "150" based on the added value. When the medal count control board 17 receives a start command, it executes a process to check whether the serial number value calculated before reception matches the serial number value assigned to the start command actually received. Since the serial numbers match, the medal count control board 17 determines that communication is normal.
[0294] Fig. 44 is a diagram showing an example of communication when a serial number mismatch error occurs. The process until the main control board 16 receives a response command corresponding to the bet number setting operation is the same as that in Fig. 42, so the explanation will not be repeated. As described above, the medal number control board 17 calculates that the serial number assigned to the next command to be received at the time of receiving the insertion command is "150".
[0295] In the example of FIG. 44, after the bet number setting operation, an illegal operation is performed. As described above, the illegal operation indicates, for example, an operation in which the command transmitted and received between the main control board 16 and the medal count control board 17 is altered, or an operation in which a fraudster controls the main control board 16 or the medal count control board 17. In FIG. 44, the main control board 16 is controlled by a fraudster, so that the main control board 16 transmits a finish command even though all the reels have not stopped. That is, in FIG. 44, even though no winning has occurred, an illegal operation is performed with the aim of making the medal count control board 17 execute a payout process. However, since the fraudster cannot obtain the initial value and the added value of the serial number determined based on the main chip ID of the main control board 16, and further the number of times the command has been transmitted and received, he cannot know the value of the serial number to be assigned to the next command. Therefore, in the example of FIG. 44, the fraudster sends the end command with a serial number "78", but the medal count control board 17 judges that a serial number mismatch error has occurred because the calculated serial number "150" does not match the actually received serial number "78", and sends a response command indicating that the serial numbers do not match to the main control board 16. That is, when the medal count control board 17 judges that the end command sent from the main control board 16 is not normal by the process of checking whether the serial numbers match, it responds to the end command and sends a response command indicating that the end command is not normal to the main control board 16. The main control board 16, which receives the response command indicating that the serial numbers do not match, does not execute the payout control that is performed after the end command. This makes it possible to prevent fraudulent operations.
[0296] Unauthorized operations include not only those that cause the main control board 16 to send an end command even though no winning has occurred, as shown in Figure 44, but also the following types of unauthorized operations.
[0297] For example, a possible fraudulent operation is to have the main control board 16 send a bet cancellation command even though the bet amount set in the BET counter of the RAM 161c in the main control board 16 is 0. This allows a fraudster to increase the number of credits stored in the medal count control board 17 even though the bet amount has not been set.
[0298] Another possible fraudulent operation is altering the response command sent by the medal count control board 17 in response to the insertion command sent by the main control board 16. For example, a fraudster may make the medal count control board 17 send a response command indicating receipt OK to the main control board 16, even though the number of credits is "0". This allows the fraudster to set the bet number even though the number of credits is "0".
[0299] Thus, possible types of fraudulent operations include fraudulent operations of forging commands sent by the main control board 16 and fraudulent operations of forging commands sent by the medal count control board 17. In the slot machine 2 of this embodiment, by using the "serial number", all of the fraudulent operations described above can be prevented.
[0300] Next, the start command with the serial number "150" attached is sent to the medal count control board 17. The serial number "150" attached to the start command matches the serial number calculated in advance by the medal count control board 17. Due to the match, the medal count control board 17 determines that the serial number mismatch error has been resolved, and sends a response command indicating receipt OK to the main control board 16. In this way, in the slot machine 2, it can be easily determined that the medal count control board 17 has resolved the serial number mismatch error.
[0301] 43 and 44, when the medal count control board 17 receives a command transmitted from the main control board 16, it uses the initial value of the serial number and the additional value to determine whether the command transmitted from the main control board 16 is normal or not. In other words, when the medal count control board 17 receives a command that requires a response, it transmits a response command, and further, the response command is provided with information indicating whether the communication is normal or not, so that the main control board 16 can proceed with the game while checking the status of the medal count control board 17.
[0302] Furthermore, as shown in Figure 44, since the serial numbers do not match, it is possible to know that tampering may have occurred, thereby increasing security regarding communication between the main control board 16 and the medal count control board 17.
[0303] FIG. 45 is a diagram showing an example of communication when an error related to game medals occurs. The process until the medal count control board 17 receives the start command is the same as that in FIG. 42, so the description will not be repeated. After transmitting the start command, the main control board 16 transmits an end command with the serial number "163" based on the fact that all reels have stopped. At this time, the end command is provided with the number of medals to be paid out, but since the number of credits is the upper limit, an error related to game medals occurs. Therefore, the medal count control board 17 transmits a response command indicating an overflow of the number of game medals to the main control board 16. As a result, the main control board 16 does not execute the process related to payout.
[0304] After that, the number of credits is subtracted based on the operation of the counting button 10, etc., and the medal count control board 17 becomes able to accept the payment of medals. In other words, the error related to the game medals is resolved. After that, the main control board 16 again transmits an end command with the serial number "163" to the medal count control board 17. In response, the medal count control board 17 transmits a response command indicating that the medals have been received, since no error related to the game medals has occurred.
[0305] [Communication before sending and receiving gaming machine installation information command] 46 is a diagram showing an example of communication occurring before the transmission and reception of the gaming machine installation information command. As described above, the main control board 16 transmits the gaming machine installation information command to the medal count control board 17 after the power is turned on.
[0306] In the example of Fig. 46, the main control board 16 transmits an end command to the medal count control board 17 after power-on and before transmitting the gaming machine installation information command. If the medal count control board 17 receives a command from the main control board 16 before receiving the gaming machine installation information command, it discards the command regardless of the type of the command and the assigned serial number. In other words, the medal count control board 17 does not execute processing according to commands other than the gaming machine installation information command from the main control board 16 until it receives at least the gaming machine installation information command.
[0307] As a result, the medal count control board 17 does not communicate with the main control board 16 when communication with the main control board 16 based on the gaming machine installation information command has not been established, thereby improving security regarding communication between the main control board 16 and the medal count control board 17. In other words, it is possible to prevent unauthorized operations performed before receiving the gaming machine installation information command.
[0308] In the example of Fig. 46, after the end command is discarded, in response to power-on, a gaming machine installation information command A is transmitted to the medal count control board 17. The medal count control board 17 determines the initial value and the additional value in the serial number based on receiving the gaming machine installation information command A.
[0309] 46, the medal count control board 17 receives gaming machine installation information command B from the main control board 16. At this time, since the medal count control board 17 has already received gaming machine installation information command A, it does not update the initial value and the additional value of the serial number based on gaming machine installation information command B. In other words, even if the gaming machine installation information command is transmitted again from the main control board 16 after receiving the gaming machine installation information command, the medal count control board 17 does not execute processing according to the gaming machine installation information command.
[0310] This allows the medal count control board 17 to prevent, for example, spoofing of the main control board 16 by an illegal board other than the main control board 16 connected to the medal count control board 17. In other words, it is possible to prevent the initial value and the additional value of the serial number from being illegally rewritten.
[0311] [Power-on timeout] 47 is a diagram showing an example of a timeout when the power is turned on. The main control board 16 transmits a gaming machine installation information command when the power is turned on. The main control board 16 measures the elapsed time from when the power is turned on using a counter.
[0312] If the main control board 16 does not complete transmission of the gaming machine installation information command until 5000 ms has elapsed since the main control board 16 was powered on, the main control board 16 judges that an error has occurred in the communication between the main control board 16 and the medal count control board 17. That is, the medal count control board 17 controls to an abnormal state when it is unable to receive the gaming machine installation information command within 5000 ms after the slot machine 2 is powered on. In the example of FIG. 47, since the gaming machine installation information command has not been transmitted until 5000 ms has elapsed since the main control board 16 was powered on, the medal count control board 17 judges that a communication error has occurred. The medal count control board 17 causes the display 312 of the CU3 to display the occurrence of a communication error.
[0313] As a result, if communication cannot be established with the medal count control board 17 based on the gaming machine installation information command after the slot machine 2 is powered on, the medal count control board 17 can notify the outside that a communication abnormality has occurred.
[0314] The medal count control board 17 is connected to the CU control board 32. Even if a communication error occurs in the main control board 16, the medal count control board 17 can communicate with the CU control board 32.
[0315] The communication error that occurred in the main control board 16 is resolved by turning the power back on, the gaming machine installation information command being sent successfully within 5000 ms from the time the main control board 16 was powered on, and a response command indicating receipt OK being sent from the medal count control board 17.
[0316] [About bet setting and settlement operations] Fig. 48 is a diagram for explaining the bet number setting operation and the settlement operation. As described above, the main control board 16 transmits an insertion command to the medal number control board 17 based on the bet number setting operation in which the 1BET switch 20 or the MAXBET switch 6 is pressed. In addition, the main control board 16 transmits a settlement command to the medal number control board 17 based on the settlement operation in which the bet number clear switch 21 is pressed.
[0317] As shown in FIG. 48, the main control board 16 transmits an insertion command to the medal count control board 17 based on the bet number setting operation. The insertion command is a command including the number of inserted medals. The medal count control board 17 reads the number of inserted medals included in the received insertion command and performs the bet number setting process. Specifically, the medal count control board 17 subtracts the number of inserted medals from the number of credits managed by the medal count control board 17 and adds the number of inserted medals to the bet number. For example, if the number of bets before the bet number setting process is executed is 0 and the MAXBET switch 6 is validly operated as the bet number setting operation, the medal count control board 17 subtracts 3 from the number of credits and adds 3 to the bet number. The medal count control board 17 transmits a response command to the main control board 16 based on the reception of the insertion command.
[0318] Next, the main control board 16 transmits a settlement command to the medal count control board 17 based on the settlement operation. The settlement command is a command including the settled medal count. The medal count control board 17 reads the settled medal count included in the received settlement command and performs a bet number cancellation process. Specifically, the medal count control board 17 subtracts the settled medal count from the bet number managed by the medal count control board 17 and adds the settled medal count to the credit number. For example, if the bet number before the bet number cancellation process is executed is 3 coins and the bet number clear switch 21 is pressed, the medal count control board 17 subtracts 3 coins from the bet number and adds 3 coins to the credit number. The medal count control board 17 transmits a response command to the main control board 16 based on the receipt of the settlement command.
[0319] Here, the medal count control board 17 transmits a common response command to the insertion command and the settlement command. That is, the medal count control board 17 transmits a common response command to the main control board 16 when it receives an insertion command and when it receives a settlement command. Specifically, the medal count control board 17 transmits a response command to the main control board 16 when it receives an insertion command and when it receives a settlement command. Here, when the medal count control board 17 receives an insertion command, it does not execute a process of adding the number of credits (number of game medals), so that game medal number overflow cannot occur. Therefore, the medal count control board 17 does not store "1" in the third bit of the third byte of the response command to the insertion command and transmit it.
[0320] In addition, when the medal count control board 17 receives a settlement command, it does not execute the process of subtracting the number of credits, so there is no shortage of medals. Therefore, the medal count control board 17 does not transmit a response command to an input command with "1" stored in the second bit of the third byte.
[0321] In this way, the medal count control board 17 notifies the main control board 16 of a shortage in the number of game medals or an overflow in the number of game medals by using different data stored in the third byte depending on whether an insertion command is received or a settlement command is received. This allows the medal count control board 17 to use a common response command when a bet number setting operation is performed and when a bet number cancellation operation is performed, thereby reducing the processing load.
[0322] Fig. 49 is a diagram showing an example in which a new bet number setting operation is performed after a bet number setting operation and before a response command is received. As shown in Fig. 49, the main control board 16 transmits a throw-in command based on the bet number setting operation A. The main control board 16 controls the throw-in command so that it is completed before 40 ms has elapsed since the start of transmission so as not to cause a timeout error. The medal number control board 17 transmits a response command in response to receiving the throw-in command.
[0323] In the example of FIG. 49, after accepting the bet number setting operation A, a new bet number setting operation B is performed before receiving a response command to the input command based on the bet number setting operation A. The main control board 16 does not accept the bet number setting operation B. In other words, after transmitting an input command to the medal number control board 17, the main control board 16 does not accept a new bet number setting operation until receiving a response command from the medal number control board 17. This makes it possible to prevent a new bet number setting operation B from being accepted in a situation where the processing according to the bet number setting operation A has not been confirmed in the medal number control board 17.
[0324] FIG. 50 is a diagram showing an example in which a new settlement operation is performed after a settlement operation and before a response command is received. As shown in FIG. 50, the main control board 16 transmits a settlement command based on settlement operation A. The main control board 16 controls the transmission of the settlement command so that it is completed before 40 ms has elapsed since the start of transmission so as not to cause a timeout error. The medal count control board 17 transmits a response command in response to receiving the settlement command.
[0325] In the example of FIG. 50, after accepting a settlement operation A, a new settlement operation B is performed before receiving a response command to the input command based on the settlement operation A. The main control board 16 does not accept the settlement operation B. In other words, after sending a settlement command to the medal count control board 17, the main control board 16 does not accept a new settlement operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new settlement operation B from being accepted in a situation where the processing according to the settlement operation A has not been confirmed in the medal count control board 17.
[0326] Fig. 51 is a diagram showing an example in which a new settlement operation is performed after the bet amount setting operation and before receiving a response command. As shown in Fig. 51, the main control board 16 transmits an insertion command based on the bet amount setting operation. The medal count control board 17 transmits a response command in response to receiving the insertion command.
[0327] In the example of Fig. 51, after accepting the bet number setting operation, a new settlement operation is performed before receiving a response command to the input command based on the bet number setting operation. The main control board 16 does not accept the settlement operation. In other words, after sending an input command to the medal count control board 17, the main control board 16 does not accept a new settlement operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new settlement operation from being accepted in a situation where the processing according to the bet number setting operation has not been confirmed in the medal count control board 17.
[0328] Fig. 52 is a diagram showing an example in which a new bet number setting operation is performed after a settlement operation and before a response command is received. As shown in Fig. 52, the main control board 16 transmits an insertion command based on the settlement operation. The medal count control board 17 transmits a response command in response to receiving the insertion command.
[0329] In the example of FIG. 52, after accepting a settlement operation, a new bet number setting operation is performed before receiving a response command to the settlement command based on the settlement operation. The main control board 16 does not accept the bet number setting operation. In other words, after sending a settlement command to the medal count control board 17, the main control board 16 does not accept a new bet number setting operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new bet number setting operation from being accepted in a situation where the processing according to the settlement operation has not been confirmed in the medal count control board 17.
[0330] [Bet setting operation and serial number] Fig. 53 is a diagram explaining a serial number error in a bet number setting operation. As shown in Fig. 53, the medal number control board 17 determines the initial value of the serial number to be "137" based on receiving a gaming machine installation information command.
[0331] After that, a bet number setting operation is performed in the slot machine 2. The main control board 16 transmits an insertion command based on the bet number setting operation. The insertion command is assigned the serial number "78". In other words, the serial number assigned to the insertion command does not match the initial serial number value. Therefore, the medal count control board 17 transmits a response command indicating a serial number mismatch to the main control board 16. The main control board 16 does not accept new bet number setting operations after receiving the response command indicating a serial number mismatch. In other words, when the main control board 16 receives a response command indicating an abnormality, it does not resume accepting bet number setting operations.
[0332] Fig. 54 is a diagram explaining a serial number error during a settlement operation. As shown in Fig. 54, the medal count control board 17 determines the initial value of the serial number to be "137" based on receiving a gaming machine installation information command.
[0333] After that, a bet number setting operation is performed in the slot machine 2. The main control board 16 transmits a deposit command based on the bet number setting operation. The deposit command is assigned the serial number "137". In other words, the serial number assigned to the deposit command matches the initial serial number value. Therefore, the medal count control board 17 transmits a response command indicating receipt OK to the main control board 16. Based on receiving the response command indicating receipt OK, the main control board 16 accepts the bet number setting operation and performs the next control.
[0334] Next, in FIG. 54, a settlement operation is performed. The main control board 16 transmits a settlement command based on the settlement operation. The settlement command is assigned the serial number "78". In other words, the serial number assigned to the settlement command does not match the serial number calculated by the medal count control board 17. Therefore, the medal count control board 17 transmits a response command indicating a serial number mismatch to the main control board 16. The main control board 16 does not accept a new settlement operation based on receiving the response command indicating a serial number mismatch. In other words, when the main control board 16 receives a response command indicating that it is not normal, it does not resume accepting settlement operations.
[0335] Referring to Figures 53 and 54, the main control board 16 can prevent a new bet number setting operation or bet number cancellation operation from being accepted when processing corresponding to the bet number setting operation or settlement operation has not been confirmed in the medal number control board 17.
[0336] [Frame side information confirmation process] Fig. 55 is a diagram explaining the confirmation process of the frame side information. As described above, the medal count control board 17 transmits a frame side information command to the main control board 16 at regular intervals. The system information contained in the frame side information command includes information indicating the connection status indicating whether the medal count control board 17 and the CU control board 32 are normally connected or not.
[0337] In the example of Fig. 55, the connection between the medal count control board 17 and the CU control board 32 is cut off. After the connection is cut off, the medal count control board 17 sends a frame side information command indicating a connection abnormality to the main control board 16. After the main control board 16 receives the frame side information command indicating a connection abnormality, the start switch 7 is pressed. At this time, the main control board 16 does not send a start command.
[0338] On the other hand, as shown in FIG. 55, even after the main control board 16 receives a frame side information command indicating a connection abnormality, if a bet number setting operation and a settlement operation are performed, the main control board 16 transmits a deposit command and a settlement command. That is, when the main control board 16 receives a bet number setting operation for setting a bet number for starting one game, the main control board 16 transmits a deposit command to the medal number control board 17 regardless of whether the connection between the medal number control board 17 and the CU3 is normal or not. In addition, when the main control board 16 receives a settlement operation for canceling the bet number for starting one game, the main control board 16 transmits a settlement command to the medal number control board 17 regardless of whether the connection between the medal number control board 17 and the CU3 is normal or not. Furthermore, the main control board 16 transmits a start command after the connection between the medal number control board 17 and the CU control board 32 is restored and the main control board 16 receives a frame side information command indicating a normal connection. That is, the main control board 16 checks the connection status between the medal count control board 17 and CU3 based on the frame side information command at the start of one game, and starts the one game if the connection between the medal count control board 17 and CU3 is normal. After sending the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is, for example, drive control of the reels to start the game.
[0339] As a result, the main control board 16 starts one game on the condition that the connection between the medal count control board 17 and CU3 is normal, so the game can be progressed while checking the status of the medal count control board 17. Furthermore, since the main control board 16 does not affect the game value when starting one game, after transmitting the start command, it can execute the next control without waiting for a response from the medal count control board 17.
[0340] In addition, the main control board 16 can send an input command in response to a bet number setting operation, and can send a settlement command in response to a settlement operation, regardless of whether the connection between the medal count control board 17 and CU3 is normal or not.
[0341] [Display of payout quantity] FIG. 56 is a diagram for explaining the display control of the payout number. After all reels are stopped, the main control board 16 transmits an end command to the medal count control board 17. The end command shown in FIG. 56 is a command that accompanies at least one or more payout medals. The medal count control board 17 transmits a response command based on receiving the end command. In addition, the medal count control board 17 adds the number of credits according to the number of payout medals indicated by the end command. After receiving the response command, the main control board 16 displays the number of payout medals on the game auxiliary display 12. That is, after transmitting the end command, the main control board 16 causes the game auxiliary display 12 to display the number of payout medals on the condition that the response command is received. This allows the main control board 16 to display the number of payout medals on the game auxiliary display 12 while checking the status of the medal count control board 17.
[0342] After transmitting the response command, the main control board 16 transmits a role information command, an advantageous zone command, and a payout pulse command. That is, after transmitting the end command, the main control board 16 transmits a role information command and an advantageous zone command that can specify whether or not the special role is controlled to a winning state, to the medal count control board 17, on the condition that the response command is received. As a result, the main control board 16 can inform the medal count control board 17 of whether or not it is controlled to an advantageous zone while checking the status of the medal count control board 17, and can cause the medal count control board 17 to output the proportion of the payout number provided in the advantageous zone while checking the status of the medal count control board 17.
[0343] [About the Yakubi Monitor] FIG. 57 is a diagram showing the role ratio monitor 89. In FIG. 57, the role ratio monitor 89 when turned off is shown. As shown in FIG. 57, the role ratio monitor 89 is composed of four role ratio information indicators 50a, 50b, 50c, and 50d that can turn on / off the first segment A, the second segment B, the third segment C, the fourth segment D, the fifth segment E, the sixth segment F, and the seventh segment G, respectively, and the medal count control board 17 is an indicator that can display various information by turning on or off the first to seventh segments A to G by setting display data for each of the role ratio information indicators 50a, 50b, 50c, and 50d.
[0344] FIG. 58 is a diagram showing a display example of the role ratio monitor 89. The medal count control board 17 displays on the role ratio monitor 89, in the order of (1) to (6), (1) the instructed role payout ratio to the total cumulative payout number, (2) the consecutive role payout ratio for the past 6000 games, (3) the role payout ratio for the past 6000 games, (4) the consecutive role payout ratio to the total cumulative payout number, (5) the role payout ratio to the total cumulative payout number, and (6) the role etc. status ratio to the total cumulative payout number. Hereinafter, the information shown in (1) to (6) may be referred to as the display contents.
[0345] The payout ratio of the special role (BB) indicates the ratio of the payout number of the special role (RB) to the payout number in a predetermined period. The consecutive role ratio indicates the ratio of the payout number of the special role (RB) to the payout number in a predetermined period. The payout ratio of the special role including instructions indicates the ratio of the payout number of the special role to the payout number in a predetermined period when the payout number at the time of the instruction (navigation) is included in the payout number of the special role. In other words, it is the ratio of the cumulative number of the medals paid out when the navigation notification is performed and the cumulative number of the medals paid out in BB or RB to the total cumulative payout number of the medals. The ratio of the special role, etc. state indicates the ratio of the number of games played when the special role (BB, RB, CB, and SB) is won to the number of games played in a predetermined period. In other words, the role ratio monitor 89 outputs the ratio of the number of medals paid out when the special role is won to the total number of medals paid out. The display contents displayed on the role ratio monitor 89 are calculated by the medal number control board 17.
[0346] When the medal count control unit 171 switches and displays the display content in the display order of (1) to (6) shown in Figure 58 and described above at predetermined intervals, even if the game progresses and these values can be updated to new values within a certain period until each display has completed a cycle, the medal count control unit 171 restricts the updating to new values and completes the display using the original values.
[0347] In detail, if the game progresses and these values can be updated to new values within a period until these displays are completed, new values are calculated and stored in the RAM 171c, but the new values are not set in the output buffer for displaying the display contents on the role ratio monitor 89, and the original values are set, so that the display on the role ratio monitor 89 is completed using the original values set in the output buffer, and from the time when the display of one round is completed, a new value is set in the output buffer, and then the display is performed with the new values. Also, if these values can be updated to new values within a period until these displays are completed, the calculation for obtaining new values is restricted, the display on the role ratio monitor 89 is completed, and when the display of one round is completed, a calculation for obtaining new values is performed, and then the display on the role ratio monitor 89 is performed using the new values. In this way, it is possible to prevent values calculated at different times from being mixed during the period until the display contents on the role ratio monitor 89 are completed.
[0348] In addition, when the consecutive payout ratio of the past 6000 games and the consecutive payout ratio of the total cumulative payout number exceed a prescribed ratio (for example, 60%), the medal count control board 17 displays the consecutive payout ratio in a different display mode from the normal mode (for example, if the normal mode is always on, the upper two digits of the role ratio monitor 89 flash). In addition, when the consecutive payout ratio of the past 6000 games and the consecutive payout ratio of the total cumulative payout number exceed a prescribed ratio (for example, 70%), the medal count control board 17 displays the consecutive payout ratio in a different display mode from the normal mode (for example, if the normal mode is always on, the upper two digits of the role ratio monitor 89 flash).
[0349] In this way, when the continuous reel payout ratio and reel payout ratio exceed a prescribed ratio, they are displayed in a different manner than usual, so that it is possible to warn that the reel may be controlled to a highly gambling state.
[0350] In addition, when the medal count control board 17 displays the consecutive payout ratio and payout ratio of the past 6000 games on the role ratio monitor 89, if the total number of games played since the power-on has not reached 6000 games, the medal count control board 17 controls the display mode to be different from the normal display mode, for example, by blinking all the digits on the role ratio monitor 89, so that it can be recognized that the total has not reached 6000 games. That is, in the process of calculating the display contents to be displayed on the role ratio monitor 89, the medal count control board 17 blinks all the digits on the role ratio monitor 89 when the period in which 6000 games are consumed has not elapsed since the start of accumulation of data used in the process. Note that, in the process of calculating the display contents to be displayed on the role ratio monitor 89, the medal count control board 17 may blink some of the digits on the role ratio monitor 89 when the period in which 6000 games are consumed has not elapsed since the start of accumulation of data used in the process. This makes it possible to recognize the possibility of bias in the displayed ratios and rates, and the medal count control board 17 can notify the outside that there is a risk of insufficient data when displaying the continuous role payout ratio and role payout ratio on the role ratio monitor 89.
[0351] In addition, the medal count control board 17 may display "00" in the lower two digits of the role ratio monitor 89 when 6000 games have not been reached, and may display the ratio or rate to be displayed in the lower two digits of the role ratio monitor 89 after 6000 games have been reached. In other words, it is preferable to configure the display mode of the lower two digits of the role ratio monitor 89 to be different from the display mode after 6000 games when 6000 games have not been reached. By configuring in this way, when 6000 games have not been reached, it is possible to recognize that the tally of the consecutive role payout ratio and the like specified by the display of the upper two digits of the role ratio monitor 89 (for example, "1C") has not reached 6000 games, and it is possible to recognize that there is a bias in the displayed ratio or rate. In addition, by configuring the lowest two digits of the role ratio monitor 89 to display "00" when 6000 games have not been reached, data will always be displayed in the lowest two digits of the role ratio monitor 89 when 6000 games have not been reached.For example, if no data is displayed in one of the lowest two digits of the role ratio monitor 89, an abnormality in the role ratio monitor 89 can be recognized.
[0352] In addition, when the medal count control board 17 displays the successive feature payout ratio to the total cumulative payout number on the feature ratio monitor 89, if the number of past games has not reached the specified number of games (e.g., 175,000 games) at which the successive feature payout ratio generally converges to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from normal, for example by blinking the top two digits of the feature ratio monitor 89, so that it is possible to recognize that the specified number of games at which the successive feature payout ratio generally converges to the design value of the slot machine has not been reached and that there may be a bias in the displayed proportions and rates.
[0353] In addition, when the medal count control board 17 displays the reel payout ratio to the total cumulative payout number on the reel ratio monitor 89, if the number of past games has not reached the specified number of games (e.g., 175,000 games) at which the reel payout ratio converges roughly to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from normal, for example by blinking the top two digits of the reel ratio monitor 89, so that it is possible to recognize that the specified number of games at which the reel payout ratio converges roughly to the design value of the slot machine has not been reached and that there may be a bias in the displayed rate and ratio.
[0354] In addition, when the medal count control board 17 displays the instruction-based feature payout ratio relative to the total cumulative payout number on the role ratio monitor 89, if the number of past games has not reached the specified number of games (e.g., 175,000 games) at which the instruction-based feature payout ratio generally converges to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from normal, for example by flashing the top two digits of the role ratio monitor 89, so that it is possible to recognize that the specified number of games at which the instruction-based feature payout ratio generally converges to the design value of the slot machine has not been reached and it is possible to recognize that there may be a bias in the displayed proportions and rates.
[0355] In addition, the medal count control board 17 judges whether the data used to calculate the consecutive feature payout ratio and feature payout ratio for the past 6000 games is normal or not, and if it is judged to be abnormal (such as when the stored value is in a certain data format (such as 01 repetition)), it initializes the data judged to be abnormal and the data related to that data, and causes the feature ratio monitor 89 to display (for example, "FFFF") that an abnormality has been detected, thereby notifying the player of this fact, so that the player can recognize that the calculation of this data is not being performed normally.
[0356] Furthermore, when initializing data determined to be abnormal and data related to that data, if, for example, either the consecutive feature payout ratio or the feature payout ratio for the past 6,000 games is determined to be abnormal, all of the data related to this may be initialized, or only a portion of the data may be initialized.
[0357] In addition, the data used to calculate the continuous feature payout ratio, feature payout ratio, and command-included feature payout ratio for the past 6000 games or the total cumulative payout number may be judged as normal, and if an abnormality is judged, a notification to that effect may be issued, and then the data may be initialized by performing a predetermined operation (for example, operating switches such as start switch 7, stop switches 8L, 8C, 8R, and setting key switch 37 in a predetermined sequence).
[0358] In addition, when notifying that an abnormality has been detected, as described above, the role ratio monitor 89 may display an abnormality that has been detected (for example, "FFFF") to notify the user of this, or, when an abnormality is determined, a command that can identify this may be sent to the performance control unit 151, and the performance control unit 151 may notify the user of the abnormality that has been determined by means of the LCD display 51 or the like.
[0359] In this embodiment, during the period from when the power is turned on until the power supply is stopped, the commanded payout ratio of the total cumulative payout number, the continuous payout ratio of the past 6000 games, the payout ratio of the past 6000 games, the continuous payout ratio of the total cumulative payout number, the payout ratio of the total cumulative payout number, and the status ratio of the game etc. to the total cumulative payout number are switched and displayed every predetermined period, but they may be displayed only when the open state of the front door 1b is detected, or only when the operation of a predetermined operation switch (e.g., the reset / setting switch 38) is detected, or when not playing a game, or when the settings are changed or checked, or only for a predetermined period after the power is turned on. Also, instead of automatically switching every predetermined period, the display contents may be switched every time a predetermined operation is performed.
[0360] In addition, in this embodiment, the role ratio monitor 89 is used to notify when an abnormality has been detected in the data used to calculate the display content of the role ratio monitor 89 or when there is a period of insufficient data for calculating the display content, but a command that can identify this may be sent to the performance control unit 151 so that it can be confirmed on the LCD display 51 or performance device controlled by the performance control unit 151.
[0361] In addition, in this embodiment, the instructed feature payout ratio to the total cumulative payout number, the consecutive feature payout ratio for the past 6000 games, the feature payout ratio for the past 6000 games, the consecutive feature payout ratio to the total cumulative payout number, the feature payout ratio to the total cumulative payout number, and the feature etc. status ratio to the total cumulative payout number are displayed on the feature ratio monitor 89. In addition to these displays, the feature ratio monitor 89 may be configured to display information that allows the user to recognize when the RAM 171c has been initialized due to a setting change or when a break has been detected in the wiring (such as the wiring of the backup power supply) installed in the slot machine 2.
[0362] In particular, when the setting is changed during a bonus, during an advantageous period, or while a bonus is being carried over, and the bonus or advantageous period is forcibly ended, or the carried-over bonus is cleared, or when a game is played more than a specified number of times while the bonus is being carried over, or when an operation to intentionally end the advantageous period is performed, that is, when a game state relatively favorable to the player is intentionally shifted to an unfavorable game state, or when a possibility that the connection is not normal due to a disconnection or the like in the role ratio monitor 89 is detected, the fact is notified in a specific manner. In this way, it is possible to recognize the possibility that an illegal operation has been performed so that correct information such as the role payout ratio, continuous role payout ratio, and instruction-included role payout ratio is not displayed.
[0363] In addition, in a configuration in which the total cumulative data is initialized to avoid overflow of the total cumulative number of games played or the total cumulative number of payouts, it is preferable to notify the fact in a manner that is identifiable and different from the case where there is a possibility of fraudulent operation being performed so that correct information is not displayed as the above-mentioned feature payout ratio, continuous feature payout ratio, instruction-included feature payout ratio, etc. In this way, it is possible to recognize that the total cumulative number of games played or the total cumulative number of payouts has been initialized by the process to avoid overflow, separately from the initialization due to fraudulent operation to prevent correct information from being displayed as the feature payout ratio, etc.
[0364] Furthermore, as mentioned above, if there is a possibility of fraudulent operation so that correct information such as the reel payout ratio, continuous reel payout ratio, and instructed reel payout ratio is not displayed, this is detected and the detection history is recorded on the medal count control board 17 side, and without issuing an alert at the time of detection, a specified operation is then performed so that these histories can be confirmed on a display provided on the medal count control board 17 side (e.g., the reel ratio monitor 89, etc.), a display provided on the performance control unit 151 side (e.g., the liquid crystal display 51, etc.), or an external display of the slot machine 2 (e.g., the display 312, etc.).
[0365] Also, it may be possible to confirm on a display or a performance device controlled by the performance control unit 151 that the setting has been changed, that a disconnection has been detected, that a connection failure has occurred in the role ratio monitor 89 and correct information may not be displayed as the role payout ratio, the continuous role payout ratio, the instruction-included role payout ratio, etc., and that as described above, the role payout ratio, the continuous role payout ratio, the instruction-included role payout ratio, etc. may have been illegally operated so as not to display correct information. Also, the performance control unit 151 may record a history of detection that the setting has been changed during a bonus, during an advantageous zone, or during a bonus carryover, forcing the bonus or advantageous zone to end, or clearing a carryover bonus so that correct information may not be displayed as the role payout ratio, the continuous role payout ratio, the instruction-included role payout ratio, etc., and allow these histories to be confirmed by a predetermined operation.
[0366] [Initialization process of the ratio information] Fig. 59 is a diagram for explaining the initialization process of the role ratio information. As shown in Fig. 59, after the power is turned on, the main control board 16 transmits a gaming machine installation information command A to the medal count control board 17. After that, the game is repeated, and the main control board 16 transmits an advantageous zone command and a payout pulse command to the medal count control board 17.
[0367] Based on receiving the payout pulse command, the medal count control board 17 executes a backup process to store the role ratio information in the backup memory 294. The role ratio information is data used to calculate data to be displayed on the role ratio monitor 89, and is included in the role information command, the advantageous zone command, and the payout pulse command. The medal count control board 17 may store the role ratio information in the backup memory 294 every time it receives a command including the role ratio information.
[0368] In the example of FIG. 59, after the backup process is executed, an illegal operation is performed on the main control board 16. As described above, the "illegal operation" refers to an operation in which the command exchanged between the main control board 16 and the medal count control board 17 is altered, or an operation in which the main control board 16 or the medal count control board 17 is illegally controlled. In the example of FIG. 44, due to the illegal operation, the main control board 16 is controlled by an illegally connected device, and the main control board 16 transmits a gaming machine installation information command B to the medal count control board 17. At this time, the medal count control board 17 again executes backup initialization to initialize the role ratio information stored in the backup memory 294 based on the reception of the gaming machine installation information command. That is, the medal count control board 17 initializes the data used for displaying the role ratio monitor 89 when the main chip ID identified from the gaming machine installation information command is different from the main chip ID identified from the gaming machine installation information command received last time.
[0369] As a result, the medal count control board 17 initializes the data used to display the role ratio information if the main control board 16 is not legitimate based on the main chip ID possessed by the main control board 16, thereby ensuring that the normal role ratio corresponding to each slot machine is output.
[0370] [About in-capacity and out-of-capacity programs] The main control unit 161 of the slot machine 2 of this embodiment executes a program within the capacity and a program outside the capacity. The program within the capacity is a program in which instructions related to the progress of the game, such as an internal lottery process, are written. The program outside the capacity is a program in which instructions not directly related to the progress of the game, such as an output process of data to a winning combination monitor, are written. If data is unintentionally mixed between the program within the capacity and the program outside the capacity, a malfunction may occur. For example, if data in the RAM area outside the capacity is rewritten by an instruction of the program within the capacity, even though the data should be rewritten, this may cause a malfunction of the program. In order to prevent such malfunction, the main control unit 161 distinguishes between the program within the capacity and the program outside the capacity, executes the program, and progresses the game.
[0371] The following describes the areas where out-of-capacity programs and in-capacity programs are stored, with reference to Fig. 60. Fig. 60 is an address map of the memory area used by the main control unit 161. As shown in Fig. 60, the memory area used by the main control unit 161 includes a memory area (0000H to EFFFH) allocated to the ROM 161b and a memory area (F000H to FFFFH) allocated to the RAM 161c.
[0372] The memory area of the ROM 161b consists of a program / data area where programs and fixed data are stored, an unused area where access is prohibited, and other areas. The other areas include a ROM comment area where any data such as the title and version of a program can be set, a vector table area where the upper addresses of the subroutines of the CALLV instruction and the top address of the timer interrupt process (main) are set, a HW parameter area where parameters for setting the internal functions of the main control unit 161 in terms of hardware are set, and an unused area where access is prohibited.
[0373] The memory area of the RAM 161c consists of a usable area (F000H to F400H) that can be used as a work area, and other areas (F401H to FFFFH). The other areas include an internal function register area (FE00H to FEACH) that stores a group of registers for controlling each function mounted on the main control unit 161. Each function mounted on the main control unit 161 includes, for example, the function of a serial communication circuit, which will be described later. In other words, the internal function register area of the RAM 161c includes a storage area for setting the functions of the serial communication circuit.
[0374] The program / data area in ROM161b includes an internal program area in which internal programs directly related to the progress of the game are stored, an internal data area in which internal data used by the internal programs are stored, an external program area in which external programs not directly related to the progress of the game are stored, an external data area in which external data used by the external programs are stored, and an unused area.
[0375] In addition, the progression of a game refers to the progression of a series of processes that make up the game, and in the case of a slot machine, this refers to the progression of the stages of setting the bet amount so that the game can be started, starting the game and spinning the reels, stopping the reels to derive the display result, and awarding value such as medals based on the display result.
[0376] In the above, the term "before and after" refers to the relationship of the address values assigned to the storage areas, with the smaller address being the front and the larger address being the back. Therefore, a storage area allocated behind a certain storage area corresponds to a storage area with a larger address value than the certain storage area, and a storage area allocated ahead of a certain storage area corresponds to a storage area with a smaller address value than the certain storage area.
[0377] The RAM 161c includes an internal RAM area used by the internal program as a work area, an external RAM area used by the external program as a work area, and an unused area where data used for control is not stored and where 0 is always stored. The internal RAM area includes an internal stack area where the internal program saves data, and the external RAM area includes an external stack area where the external program saves data. A temporary stack area (to be described later) is allocated to a 4-byte area from the last address (F1FFH) of the internal RAM area toward the top address, and a temporary payout management stack area (to be described later) is allocated to a further 4-byte area toward the top address, and the internal stack area is allocated to the top address side of the payout management stack area, and data is saved toward the address toward the top address side. The external stack area is also configured to save data from the last address (F1FFH) of the internal RAM area toward the top address side.
[0378] As shown in FIG. 61, the internal RAM area is composed of areas A to F, an unused area, an internal stack area, and a temporary stack area and a temporary stack area for managing payouts that are used only in the initial setting process described later. Area A is assigned a storage area for the setting value and the state of the setting key switch 37. Area B is assigned a storage area for the output buffers of the reel motors 32L, 32C, 32R, etc., door commands, signal buffers during the advantageous zone, AT state, external signal flags, etc. Area C is assigned a storage area for the timer counter, output buffers of the LEDs, control data of the reel motors 32L, 32C, 32R, external signal data, etc. Area D is assigned a storage area for the game state, RT status, replay medal counter, counters during BB, etc. Area E is assigned a storage area for stop reel information (stop order, etc.), winning flag, instruction number, advantageous zone end flag, reel performance, reel motor state, medal insertion number, random number, reel state, reel control data, etc. The area F is allocated as a payout-related area in which data related to the control of the medal count control board 17 is stored. Here, as shown in FIG. 61, the area from area A to the temporary payout management stack area is called the all-initialized area, the area from area B to the unused area just before the stack area is called the all-initialized area, the area from area C to area E is called the all-initialized area, the areas D and E are called the all-initialized area, the areas E are called the all-initialized area. The all-initialized area is an area that is initialized when a RAM abnormality error occurs. The all-initialized area is an area that is initialized when a setting change starts. The all-initialized area is an area that is initialized when a setting change ends ...
[0379] In the following, the internal program area, internal data area, and internal RAM area may be collectively referred to as the internal area, and the external program area, external data area, and external RAM area may be collectively referred to as the external area.
[0380] [Instructions used by the program] The programs executed by main control unit 161 include a main routine that manages the progress of the entire program, and subroutines that are called during the execution of other programs.
[0381] The main control unit 161 includes an LD instruction as an instruction to read data stored in the ROM 161b and RAM 161c and an instruction to write data to the RAM 161c. The LD instruction is an instruction to read one byte of data stored in a specified address in a main routine or a subroutine to a specified register, or an instruction to write one byte of data stored in a specified register in a main routine or a subroutine to a specified address.
[0382] The LD instruction includes a normal LD instruction and a special LD instruction, the LDQ instruction. The normal LD instruction is an instruction to specify a register, both an upper address and a lower address, and to read data stored in the ROM 161b or the RAM 161c at the specified upper address and lower address, or to specify both an upper address and a lower address and a register, and to write data in the specified register to the specified upper address and lower address in the RAM 161c. In contrast, the LDQ instruction is an instruction to specify only a register and a lower address, and to specify an address by a higher address and a specified lower address preset in a special register (Q register) in the internal function register area of the RAM 161c, and to read data in the ROM 161b or the RAM 161c stored at the specified address to the specified register, or to specify only a lower address and a register, and to specify an address by a higher address and a specified lower address preset in a special register (Q register), and to write data in the specified register to the specified address in the RAM 161c, and it is possible to store specified data in a specified register with a smaller amount of data than the normal LD instruction.
[0383] In addition, the LDQ instruction can read two bytes of data stored in an address specified by an upper address preset in a special register (Q register) and a specified lower address, and the address following that, by specifying two registers such as the HL register or the DE register as the transfer destination, and can write two bytes of data to an address specified by an upper address preset in a special register (Q register) and a specified lower address, and the address following that, by specifying two registers such as the HL register or the DE register as the transfer source.
[0384] When reading data stored in a specific area of ROM 161b or RAM 161c in the main routine or subroutine, it is possible to read data from the specific area or write data to the specific area by specifying only the lower part of the address, rather than specifying all addresses (upper and lower parts) that indicate the specific area, by using the LDQ instruction, which is a special LD instruction. By using the LDQ instruction, it is possible to read or write data with a smaller amount of data compared to a normal LD instruction that specifies both the upper and lower addresses, and it is possible to reduce waste in the program for specifying an address when reading or writing data.
[0385] Furthermore, among the intra-capacity data stored in the intra-capacity RAM area of RAM 161c, particularly frequently used intra-capacity data is stored in an area of the intra-capacity RAM area whose starting address is a specific value, and this specific value is set in a special register (Q register) as the upper address of the intra-capacity data. When the main control unit 161 reads out the intra-capacity data, only the lower address is specified using the LDQ instruction, and the intra-capacity data can be read or written with a smaller amount of data compared to a normal LD instruction which specifies both the upper and lower addresses, thereby reducing the waste of programs for specifying addresses when reading or writing this intra-capacity data.
[0386] In addition, the main control unit 161 can change the value set in the special register (Q register) in the main routine or subroutine, and as described later, in the setting of the built-in register in the initial setting process performed at the time of startup, a specific value indicating the head address of in-capacity data that is used frequently by the in-capacity program is set in the special register (Q register) as an initial value. In this embodiment, the special register (Q register) includes two registers, a first Q register and a second Q register, but hereinafter, the first Q register and the second Q register are collectively referred to simply as the "special register (Q register)". For example, "F0" is stored in the special register (Q register) as an initial value. As a result, when the in-capacity program is executed, a specific value indicating the head address of in-capacity data that is used frequently by the in-capacity program is set in the special register (Q register), and the in-capacity program can read or write the in-capacity data that is used frequently by the in-capacity program using the LDQ command.
[0387] In addition, the upper address used when reading out by the LDQ instruction as a special LD instruction may be set in a predetermined storage area other than a special register (e.g., Q register), for example, a vector table area, and if a special LD instruction is used in which a part of the address is specified using a value stored in a predetermined storage area such as a vector table area, and the remaining part of the address is specified by a program, the waste of the program for specifying the address when reading or writing data can be reduced. Also, for example, even if a special LD instruction is used in which an identification value with a data amount smaller than the address is assigned to each of a plurality of areas constituting the vector table area, and the storage address of data is set in each of the plurality of areas, and the identification value is specified, the waste of the program for specifying the address when reading or writing data can be reduced.
[0388] Also included is a CALL instruction (call instruction) as an instruction for causing the main control unit 161 to execute a program stored in the program / data area. The CALL instruction is an instruction for calling and executing a subroutine stored at a specified address in a main routine or subroutine. When calling a subroutine with the CALL instruction, the main control unit 161 stores the address of the caller in the stack area, and calls and executes the subroutine stored at the specified address. Then, at the end of the subroutine, a RET instruction (return instruction) is used to return to the address of the caller stored in the stack area, i.e., the main routine or subroutine program of the caller that executed the CALL instruction.
[0389] Furthermore, a CALLEX instruction (call instruction) is included as an instruction for making the main control unit 161 execute a program stored in the program / data area. The CALLEX instruction not only calls a subroutine stored at an address specified in a main routine or a subroutine, but also switches register banks. Fig. 62 is a diagram for explaining register banks included in the CPU 161a of the main control unit 161. As shown in Fig. 62, the CPU 161a has a first register bank R1 and a second register bank R2.
[0390] The first register bank R1 includes ten registers, namely, a 1Q register, a 1U register, a 1A register, a 1B register, a 1C register, a 1D register, a 1E register, a 1F register, a 1H register, and a 1L register. Similarly, the second register bank R2 includes ten registers, namely, a 2Q register, a 2U register, a 2A register, a 2B register, a 2C register, a 2D register, a 2E register, a 2F register, a 2H register, and a 2L register.
[0391] In the present embodiment, the main control unit 161 uses the first register bank R1 when executing instructions according to a program described in the in-capacity program area, and uses the second register bank R2 when executing instructions according to a program described in the out-capacity program area. In other words, the main control unit 161 does not use the second register bank R2 when executing instructions according to a program described in the in-capacity program area, and does not use the first register bank R1 when executing instructions according to a program described in the out-capacity program area. This prevents data from being unintentionally mixed between the in-capacity program and the out-capacity program in the slot machine 2 in the present embodiment, which would cause a malfunction. In the following, the program described in the in-capacity program area is simply referred to as the "in-capacity program", and the program described in the out-capacity program area is simply referred to as the "out-capacity program".
[0392] That is, the main control unit 161 uses the first register bank R1 when executing the in-capacity program as the main routine, but switches from the first register bank R1 to the second register bank R2 when the out-capacity program is called as a subroutine by the CALLEX command. More specifically, when the main control unit 161 calls the out-capacity program area as a subroutine by the CALLEX command, it stores the address of the caller in the stack area, calls and executes the subroutine stored at the specified address. Then, at the end of the subroutine, it returns to the address of the caller stored in the stack area, i.e., the in-capacity program that executed the CALLEX command, by the RETEX command (return command), and switches from the second register bank R2 to the first register bank R1. As a result, in the slot machine 2 in this embodiment, different register banks can be used when executing the in-capacity program and when executing the out-capacity program, and it is possible to prevent the processing contents in the in-capacity program area and the processing contents in the out-capacity program area from being mixed on the register.
[0393] Each register in the first and second register banks has a role and a function. The first and second A registers are general-purpose registers called accumulators and have various functions. The first and second B registers and the first and second C registers are also general-purpose registers, but have fewer specific functions than the A register.
[0394] The first F register and the second F register are called flag registers. The flag register is configured to change according to the result of the calculation. Each of the first F register and the second F register is composed of 8 bits, and a flag for determining whether or not an overflow has occurred is stored in the second bit. If an overflow occurs as a result of the calculation in the first register bank R1 and the second register bank R2, a "1" is stored in the second bit of the flag register. Hereinafter, the storage of a "1" in the second bit of the flag register due to the occurrence of an overflow is referred to as "the flag register being in the ON state."
[0395] Moreover, overflow includes both overflow due to addition and overflow due to subtraction. That is, overflow means that the result of an operation exceeds the capacity of a predetermined storage area. Overflow includes both exceeding the upper limit of the storage capacity and falling below the lower limit of the storage capacity. More specifically, overflow includes a process of adding "1" to an 8-byte storage area in which "1111 1111 1111 1111" is stored. Overflow includes a process of subtracting "1" from an 8-byte storage area in which "0000 0000 0000 0000" is stored. Note that an overflow due to subtraction is sometimes called an underflow. This allows the main control unit 161 to detect whether an overflow has occurred in the operation result by using a flag register. The detection process of the overflow can be detected by using the function of a register, so the processing speed is faster and the processing load is smaller than when it is detected by a program.
[0396] [Q register setting] FIG. 63 is a flow chart showing the start-up process of the main control unit 161. The main control unit 161 is realized as a control computer such as a microcomputer. In the main control unit 161, a start-up process is executed to set, for example, the hardware functions of the microcomputer before the user program is executed. The user program is a program for controlling the progress of the game, is a program stored in the ROM 161b, and means a program designed by a gaming machine manufacturer or the like. On the other hand, the start-up process is a process provided in the main control unit 161 itself, and is executed automatically when the main control unit 161 is started.
[0397] The main control unit 161 executes the startup process of the main control unit 161 shown in Fig. 63 based on the supply of power to the main control unit 161. In Fig. 63, as an example of a setting process related to the hardware functions of the main control unit 161, initial values are set in the first Q register and the second Q register (Sj1). After executing Sj1, although not shown, the main control unit 161 may perform a setting process related to the hardware functions of the main control unit 161. The setting process related to the hardware functions may, for example, set the functions of a serial communication circuit.
[0398] In Sj1 of this embodiment, the initial value of the first Q register is, for example, "F0", and the initial value of the second Q register is, for example, "F3". This allows the main control unit 161 to reduce the waste of programs for specifying addresses when calling an internal RAM area that is frequently referenced and written to when executing an internal program. Similarly, the main control unit 161 can reduce the waste of programs for specifying addresses when calling an external RAM area that is frequently referenced and written to when executing an external program. This allows the main control unit 161 of this embodiment to reduce the program capacity at the time of instruction execution for both the internal program and the external program.
[0399] The main control unit 161 sets initial values in the first Q register and the second Q register in Sj1, and then executes the user program (Sj2). The user program includes an initial setting process to be described later in FIG. 64, a main process to be described later in FIG. 67, and the like. In this way, before the user program starts controlling the game, an initial value is set in the first Q register, and an initial value is also set in advance in the second Q register. As a result, the main control unit 161 sets initial values in the first Q register and the second Q register in advance before starting control of the game, and can simplify the processing. Also, with this configuration, it is not necessary to set values in the first Q register and the second Q register in the user program. That is, the processing performed in the user program can be reduced. In this embodiment, the initial value of the first Q register and the initial value of the second Q register are different values, but the same value may be set as the initial value.
[0400] [Initial setting process for main control board 16] 64 is a diagram for explaining the initial setting process performed by the main control board 16. The initial setting process is included in the user program and is described in the internal program area of the ROM 161b.
[0401] When power supply to the slot machine 2 is started, the main control board 16 starts up in a state where timer interruption is set to be prohibited due to the occurrence of a reset, and performs various processes according to the programs stored in the ROM 161b of the main control board 16. After starting up, first, all output ports 0 to 9 are initialized, and an initial setting process included in the in-capacity program is performed.
[0402] The initial setting process is started in a state where timer interruption is prohibited, and as shown in FIG. 64, in the initial setting process, first, a predetermined area of the input port is referenced (Sa1), and it is determined whether or not the power interruption detection signal output from the power interruption detection circuit is in the ON state (Sa2). Then, if the power interruption detection signal is in the ON state, the slot machine waits until the power interruption detection signal becomes in the OFF state. After that, the power supply voltage of the slot machine 2 becomes normal and the power interruption detection signal becomes in the OFF state, and then the built-in register setting process is performed (Sa3). In the built-in register setting process, in particular, values are set in the first Q register and the second Q register. "F0" is set in the first Q register, and "F3" is set in the second Q register. That is, in the built-in register setting process, the same process as Sj1 in FIG. 63 is performed. In other words, the same value is reset in the first Q register and the second Q register.
[0403] In this way, the main control unit 161 sets a value in the first Q register and also in the second Q register not only in the start-up process but also in the user program. This allows the main control unit 161 to set the first Q register and the second Q register to any value in the user program. Even if an abnormality occurs in the start-up process of the main control unit 161 and the initial values are not set in the first Q register and the second Q register in Sj1, the first Q register and the second Q register are set in the user program, so that it is possible to prevent an abnormality from occurring in the user program due to the fact that values are not set in the first Q register and the second Q register. In the slot machine 2 of this embodiment, values are set in the first Q register and the second Q register in both the process of Sj1 in FIG. 62 and the process of Sa3 in FIG. 64, but the slot machine 2 may be configured to perform only one of the processes of Sj1 in FIG. 63 and Sa3 in FIG. 64.
[0404] Next, the address of the temporary stack area is set in the stack pointer (Sa4), RAM access permission is set (Sa5), and external RAM area initialization processing is called (Sa6). That is, the processing of Sa6 is processing for calling an external program from a program within the capacity. Therefore, the processing name of Sa6 ends with the wording "(external)". In the initial setting processing shown in FIG. 64 and the main processing shown in FIG. 67, the processing name for calling an external program from a program within the capacity ends with the wording "(external)". Hereinafter, such processing for calling an external program from a program within the capacity is simply referred to as "external program call processing". The CALLEX instruction described above is used for the external program call processing.
[0405] Furthermore, when Sa6 calls the external RAM initialization process, the registers are saved, and at this time, the registers are saved to the temporary stack area set in the stack pointer in Sa5.
[0406] When an out-of-capacity program call process such as the out-of-capacity RAM initialization process of Sa6 is executed, the main control unit 161 executes a process of switching the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2 and a process of setting the value of the second Q register at the beginning of the process corresponding to the out-of-capacity program call process. At this time, "F3" is set in the second Q register. That is, in the out-of-capacity program call process, the value of the second Q register is reset, similar to Sj1 in FIG. 63 and Sa3 in FIG. 64.
[0407] In this way, the main control unit 161 sets a value in the first Q register at Sj1 in FIG. 6 and Sa3 in FIG. 64 before the control of the game is started, and sets a value in the second Q register every time an out-of-capacity program call process is executed to call an out-of-capacity program from a program in capacity. As a result, in the slot machine 2 in this embodiment, even if an unintended value is set in the second Q register of the second register bank R2, the value of the second Q register of the second register bank R2 can be reset every time the out-of-capacity program is called, so that malfunction prevention can be ensured. Note that the main control unit 161 does not need to set a value in the second Q register every time the out-of-capacity program is called. That is, as described above, in the slot machine 2 in this embodiment, values are set in the first Q register and the second Q register in advance at the process of Sj1 in FIG. 63 and the process of Sa3 in FIG. 64 before the control of the progress of the game is performed, so that the value is already set in the second Q register even if the value of the second Q register is not set every time the out-of-capacity program is called.
[0408] In addition, the main control unit 161 may set a value only in the first Q register without setting a value in the second Q register in the process of Sj1 in Fig. 63 and the process of Sa2Q in Fig. 64, and may set the value of the second Q register when the out-of-capacity program is called. In this case, the main control unit 161 may set the value of the second Q register only when the out-of-capacity program is called for the first time after power-on. That is, as described above, in order to ensure prevention of malfunctions, the value of the second Q register is not reset every time the out-of-capacity program is called, but the value of the second Q register is set only when the out-of-capacity program is called for the first time after power-on, thereby simplifying the process.
[0409] In the external RAM initialization process of Sa6, as shown in FIG. 65, first, RAM parity, which is the exclusive OR of the data stored in all areas of RAM161c, is calculated (Sb1), and it is determined whether the RAM parity is 0 (Sb2).
[0410] If power outage processing is performed normally when power is lost, parity adjustment data is set so that the RAM parity of all areas of RAM161c is 0, and if the RAM parity in Sb2 is not 0, it is determined that an abnormality has occurred in the data stored in RAM161c.
[0411] In addition, in Sa6, when the external RAM initialization process is called, the register values are saved in the temporary stack area of the RAM 161c, but after that, after the external RAM initialization process is completed and the registers are restored, the temporary stack area is not used, the values of the temporary stack area are maintained as they are, and when the external RAM initialization process is called in the initial setting process the next time the power is turned on, the same register values are stored in the temporary stack area again. In other words, since the same data is always stored in the temporary stack area when no abnormality occurs in the data of the RAM 161c, it is possible to normally determine whether or not an abnormality occurs in the data stored in the RAM 161c even if a determination is made based on the RAM parity of the entire area of the RAM 161c including the value of the temporary stack area.
[0412] If it is determined in Sb2 that the RAM parity is 0, the destructive diagnosis data is acquired (Sb3). The destructive diagnosis data is 1-byte data set in the RAM 161c during power outage processing, and is data in which multiple bits are 1.
[0413] After the destructive diagnosis data is acquired in Sb3, the destructive diagnosis data set in the RAM 161c is cleared (Sb4), and it is determined whether the destructive diagnosis data acquired in Sb3 is 0 (Sb5).
[0414] If power outage processing is performed normally when power is interrupted, destructive diagnostic data in which multiple bits become 1 is set in RAM 161c, as described above. If the destructive diagnostic data is 0 in Sb5, it is possible that all data has been initialized even if the RAM parity is 0. In such a case, it is determined that an abnormality has occurred in the data stored in RAM 161c.
[0415] If the RAM parity is 0 in Sb2 and the destruction diagnostic data is not 0 in Sb5, that is, if it is determined that the data in the RAM 161c is not abnormal, the process returns to the initial setting process in FIG.
[0416] On the other hand, if the RAM parity is not 0 in Sb2, or if the destruction diagnostic data is 0 in Sb5, i.e., if it is determined that the data in RAM 161c is abnormal, then without returning to the initial setting process, i.e., the internal program, the entire area of the extra-capacity RAM area of RAM 161c is initialized (Sb6), and a RAM destruction diagnostic flag indicating that the data in RAM 161c has been destroyed is set in a predetermined area of the extra-capacity RAM area (Sb7), and then the initial setting process of Figure 64 is returned to.
[0417] After the external RAM initialization process in Sa6 is completed, it is determined whether or not the RAM destruction diagnostic flag is set (Sa7). If it is determined that the RAM destruction diagnostic flag is not set, that is, if it is determined that the data in RAM 161c is not abnormal, proceed to Sa9. If it is determined that the RAM destruction diagnostic flag is set, that is, if it is determined that the data in RAM 161c is abnormal, initialize all the initialization areas in the internal RAM area (Sa8) and proceed to Sa9. The entire initialization area initialized in Sa8 does not include the temporary stack area and the temporary stack area for payout management, and the data in the temporary stack area and the temporary stack area for payout management is maintained. In particular, by maintaining the data in the temporary stack area, it is possible to ensure that the RAM parity will be 0 after the register is saved in the temporary stack area the next time the power is turned on.
[0418] In Sa9, the address of the temporary payout management stack area is set to the stack pointer, and the payout management area initialization process that initializes the payout management area is called and executed (Sa10).
[0419] In addition, when the payout management area initialization process is called in Sa10, the registers are saved to the payout management temporary stack area set in the stack pointer in Sa9. However, after the payout management area initialization process is completed and the registers are restored, the payout management temporary stack area is not used and the value of the payout management temporary stack area is maintained as is, so it is possible to correctly determine whether or not an abnormality has occurred in the data stored in RAM161c even when the determination is based on the RAM parity of the entire area of RAM161c, including the value of the payout management temporary stack area.
[0420] After the payout management area initialization process of Sa10 is completed, the address of the internal stack area is set to the stack pointer (Sa11), and it is determined whether the setting key switch 37 is in the ON state (Sa12). If it is determined that the setting key switch 37 is in the ON state, i.e., if the power is turned on with the setting key switch 37 in the ON state, a gaming machine installation information command is sent to the medal count control board 17 (Sa13), and the setting change process shown in Figure 65 is performed.
[0421] If it is determined in Sa12 that the setting key switch 37 is not in the ON state, it is determined whether or not the RAM destruction diagnostic flag is set (Sa14). If it is determined that the RAM destruction diagnostic flag is not set, i.e., if it is determined that the data in RAM 161c is not abnormal, it is determined whether or not the reset / setting switch 38 is in the ON state (Sa15). If it is determined that the reset / setting switch 38 is in the ON state, i.e., the setting key switch 37 is in the OFF state but the power was turned on with the reset / setting switch 38 in the ON state and the data in RAM 161c is not abnormal, a gaming machine installation information command is sent to the medal count control board 17 (Sa13), and the setting change processing shown in Figure 65 is performed.
[0422] As shown in FIG. 66, in the setting change process, the area initialized at the start of the setting change in RAM 161c, i.e., the area of the internal RAM area excluding area A where the setting value / setting key switch 37 buffer is stored, the internal stack area, the payout management temporary stack area, and the temporary stack area, is initialized (Sc1).
[0423] Next, the external RAM clear process is called (Sc2). The external RAM clear process is the external program call process described above. In the external RAM clear process, the external RAM area excluding the external stack area is initialized.
[0424] After the extraneous RAM clear process of Sc2 is completed, a setting change start command indicating that the setting change state has started is sent to the performance control unit 151 (Sc3), and it is determined whether the setting key switch 37 is in the ON state (Sc4).
[0425] If it is determined in Sc4 that the setting key switch is not ON, i.e., the setting key switch 37 is OFF but the reset / setting switch 38 is ON when the power is turned on and the process proceeds to setting change, it is determined whether or not a RAM clear permission flag is set in the RAM 161c (Sc5). The RAM clear permission flag is set in the RAM 61c first after the RAM 161c is initialized in the main process described below, and indicates that the state before the power outage was other than main processing, i.e., initial setting processing, setting change processing, or error processing due to a RAM abnormality.
[0426] If it is determined in Sc5 that the RAM clear permission flag is not set, the timer interrupt is set to permission (Sc6), a RAM abnormality error code indicating that ther...
Claims
1. A gaming machine having a variable display unit capable of variably displaying multiple types of identifiable information, wherein the display result is derived by variably displaying the variable display unit and then stopping the variable display of the variable display unit, and wherein a winning result can be generated according to the display result, A game control means for controlling the progress of a game is provided, The game control means The state of the gaming machine is controlled to a normal zone and an advantageous zone, a difference counter that counts a difference count value corresponding to the difference between the total number of granted game values obtained by adding up the game values granted in the advantageous zone and the total number of used game values obtained by adding up the game values used in the advantageous zone; When a gaming value is used in the advantageous zone, a value corresponding to the used gaming value is added to the difference count value; When a gaming value is awarded in the advantageous zone, a value corresponding to the awarded gaming value is subtracted from the difference count value; A predetermined value can be subtracted from the difference count value before determining whether or not a specific event based on a down-converted value of the difference counter has occurred, and if it is determined that the specific event has occurred after subtracting the predetermined value from the difference count value, control to the advantageous zone is terminated and control to the normal zone is started; Whether or not to terminate control to the advantageous zone is determined for each unit game based on the difference count value, regardless of whether or not the difference count value changes between when the unit game starts and when the unit game ends; The specific event occurs when the difference between the total number of granted tokens and the total number of used tokens exceeds a specific number, The gaming machine includes: a stop setting means for setting a stop flag when it is determined that the increase in the gaming value given to the player has exceeded an upper limit value after the increase in the gaming value given to the player has begun to increase; and a game disablement means for controlling the game to a state where the game cannot proceed when it is determined that the stop flag is set. A gaming machine that, when it is determined that the specific event has occurred in a specified unit game and the stop flag is set, ends control to the advantageous zone and then controls the game to a state in which it cannot proceed.
2. A gaming machine having a variable display unit capable of variably displaying multiple types of identifiable information, wherein the display result is derived by variably displaying the variable display unit and then stopping the variable display of the variable display unit, and wherein a winning result can be generated according to the display result, A game control means for controlling the progress of a game is provided, The game control means The state of the gaming machine is controlled to a normal zone and an advantageous zone, a difference counter that counts a difference count value corresponding to the difference between the total number of granted game values obtained by adding up the game values granted in the advantageous zone and the total number of used game values obtained by adding up the game values used in the advantageous zone; When a gaming value is used in the advantageous zone, a value corresponding to the used gaming value is subtracted from the difference count value; When a gaming value is awarded in the advantageous zone, a value corresponding to the awarded gaming value is added to the difference count value; A predetermined value can be added to the difference count value before determining whether or not a specific event based on a carry-over of the value of the difference counter has occurred, and if it is determined that the specific event has occurred after adding the predetermined value to the difference count value, control to the advantageous zone is terminated and control to the normal zone is started, Whether or not to terminate control to the advantageous zone is determined for each unit game based on the difference count value, regardless of whether or not the difference count value changes between when the unit game starts and when the unit game ends; The specific event occurs when the difference between the total number of granted tokens and the total number of used tokens exceeds a specific number, The gaming machine includes: a stop setting means for setting a stop flag when it is determined that the increase in the gaming value given to the player has exceeded an upper limit value after the increase in the gaming value given to the player has begun to increase; and a game disablement means for controlling the game to a state where the game cannot proceed when it is determined that the stop flag is set. A gaming machine that, when it is determined that the specific event has occurred in a specified unit game and the stop flag is set, ends control to the advantageous zone and then controls the game to a state in which it cannot proceed.