Gaming machine
The circuit board unit for gaming machines integrates circuit board management numbers and manufacturer codes with the same font type and special characters to address waste and space inefficiencies, ensuring accurate and cost-effective identification display.
Patent Information
- Application Number
- JP2024174712
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-04
- Publication Date
- 2026-04-16
AI Technical Summary
Conventional substrate units for gaming machines result in waste and space inefficiency due to the removal of excess identification information display portions, leading to increased costs and misinterpretation risks.
A circuit board unit for gaming machines with an identification information display section combining circuit board management numbers and manufacturer codes using the same font type and size, separated by special characters, allowing for space savings and preventing confusion.
The solution achieves cost and space savings while ensuring accurate identification information display without misinterpretation, enhancing the efficiency and clarity of gaming machine administration.
Smart Images

Figure 2026065776000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a substrate unit for a gaming machine, which includes a control board and a board case for housing the control board and is mounted on the gaming machine.
Background Art
[0002] A control board for a gaming machine is housed in a board case and mounted on the gaming machine in a unitized state. The board case is made of a transparent resin to check for unauthorized modification of the control board, and a sealing member configured to leave a trace when the board case is opened is provided. In addition, unique identification information for each manufacturer is attached to the printed board of the control board. Here, among conventional control boards, there has been proposed one in which a plurality of identification information display portions with different identification information are disposed so as to be separable from the printed board main body via easily breakable lines (see Patent Document 1). Such a configuration is for selectively using the control board in gaming machines of a plurality of manufacturers. At the stage of housing in the board case, only one identification information display portion corresponding to the gaming machine on which the control board is to be mounted is left, and the remaining identification information display portions are cut off and removed by the easily breakable lines.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the conventional substrate unit for a gaming machine as described above, only one identification information display portion corresponding to the gaming machine on which the control board is mounted is left, and the remaining identification information display portions are cut off and removed by the easily breakable lines. Since the removed identification information display portions are discarded, there is a large waste in terms of cost. In addition, since it is necessary to design the board on the premise of discarding, there is wasted space in the size of the board itself and the board case.
[0005] This invention has been made in view of the current situation, and aims to provide a circuit board unit for a gaming machine that can contribute to cost and space saving with respect to the identification information display unit on the control board, and that allows the administrator of the gaming machine to confirm multiple pieces of identification information without misinterpreting them. [Means for solving the problem]
[0006] This invention has been made in view of the above problems, and aims to appropriately reduce the size of the circuit board while preventing misinterpretation of the identification information display unit and making daily inspections easy.
[0007] The present invention relates to a gaming machine comprising a box-shaped casing and a front door covering the front of the casing, wherein the game is played using gaming value and the gaming value is awarded according to the game result, wherein a circuit board is installed inside the gaming machine so as to be visible when the front door is opened, and the outer periphery of the circuit board is provided with an identification information display section consisting of a circuit board management number and a manufacturer code, wherein the circuit board management number and the manufacturer code are formed using alphanumeric characters of the same font type and font size, and the manufacturer code is characterized in that it separates the manufacturer codes of multiple companies with special characters not used in the circuit board management number.
[0008] In this configuration, the identification information display section located on the outer edge of the circuit board combines the circuit board management number and the manufacturer codes for multiple companies, and uses alphanumeric characters with the same font, thereby achieving space savings and cost reduction. Furthermore, by separating the manufacturer codes with special characters not used in the circuit board management number, confusion between the manufacturer codes and the circuit board management number can be prevented. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of a slot machine and card unit, which is an example of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is a block diagram of a slot machine's communication system. [Figure 3] This block diagram shows the device configuration of the card unit and the functions of the unit control board. [Figure 4] This is a block diagram showing the electrical configuration of a slot machine. [Figure 5] Figure 2 is a functional block diagram showing the functions of the main control board, sub-control board, and medal count control board. [Figure 6] A perspective view of the slot machine with its front panel open. [Figure 7] This is a diagram showing the arrangement of symbols on the reels. [Figure 8] This is a diagram to explain the transitions in the game state. [Figure 9] This diagram shows the relationship between the winning combination group, the presence or absence of a target for transitioning to a favorable period, and the number of payouts depending on the stopping pattern. [Figure 10] This diagram shows the relationship between the group of lower-numbered winning combinations that triggered the transition to the advantageous period and the lottery mode determination table selected based on the state of the first game. [Figure 11] This figure shows the reel pattern arrangement in the second embodiment. [Figure 12] This figure shows the relationship between a part of the role name and the number of coins dispensed depending on the stopping pattern in the second embodiment. [Figure 13] This figure shows the initial reward rank table and reward rank details in the second embodiment. [Figure 14] This figure shows the relationship between the reward determination state and the winning role in the second embodiment. [Figure 15] This is an example of a game in the second embodiment. [Figure 16] This figure shows the display mode of the liquid crystal display 14 corresponding to an example of gameplay in Figure 15 in the second embodiment. [Figure 17] This is a front view of the circuit board unit. [Figure 18] This is a perspective view of the circuit board unit with the circuit board case disassembled. [Figure 19] It is a perspective view of the cover member seen from the back side. [Figure 20] It is a front view of the component mounting surface of the main control board. [Figure 21] It is a diagram showing the package marking of the main control CPU. [Figure 22] It is a diagram showing the state before pasting a seal on the package of FIG. 21. [Figure 23] It is a diagram showing the state before performing laser marking on the package of FIG. 22. [Figure 24] It is an enlarged view of a part in FIG. 21. [Figure 25] It is an enlarged view of a partial region in FIG. 20. [Figure 26] It is a diagram showing another aspect of the identification information display section on the main control board.
Mode for Carrying Out the Invention
[0010] Embodiments of the present invention will be described with reference to FIGS. 1 to 6. In this specification, for ease of description, data corresponding to the game value used in the game instead of the game medal is appropriately described as "pseudo medal".
[0011] (Slot Machine System) First, the slot machine system will be described with reference to FIGS. 1 and 2. FIG. 1 is a front view of the slot machine SM and the card unit CU according to the first embodiment of the present invention, and FIG. 2 is a block diagram showing the slot machine system.
[0012] As shown in Figure 2, the slot machine system consists of a slot machine SM that performs games based on game value, a hall computer, a management computer, a card unit CU installed adjacent to the slot machine SM and connected to the slot machine SM to lend and return game value in data format, and configured to transmit various information to the hall computer and the management computer, and a center. In this embodiment, the card unit CU transmits information that can identify the number of bonus wins and the number of games between bonuses to the hall computer. The card unit CU also transmits information related to the performance of the slot machine SM, such as the payout ratio, to the management computer. In the slot machine SM, the number of pseudo-medals is sent from the card unit CU to the medal count control board 300 in the form of medal count data, and the game is executed by managing the medal count data on the medal count control board 300.
[0013] Furthermore, in this embodiment, in the slot machine system, balance data relating to the balance of cash inserted by the player and quantity data indicating the number of pseudo-coins held by the player that can be lent to the slot machine SM (hereinafter, as appropriate, referred to as "number of coins held") (hereinafter, as appropriate, referred to as "number of coins held data") are stored in the storage means 502a (see Figure 3) of the unit control board 500 of the card unit CU. In addition, quantity data indicating the number of pseudo-coins held by the player that can be used to play games on the slot machine SM (hereinafter, as appropriate, referred to as "number of game coins") (hereinafter, as appropriate, referred to as "number of game coins data") are stored in the storage means 302a (see Figure 5) of the coin number control board 300 of the slot machine SM. Furthermore, the storage means 502a is formed in the RAM section (volatile memory) of memory 502, and the storage means 302a is formed in the RAM section (volatile memory) of memory 302. The storage means 502a and 302a can only retain their contents when power is supplied, and the contents are erased when power is cut off.
[0014] Then, by operating the lending switch 503a of the card unit CU, a predetermined number of pseudo-medals are lent from the card unit CU to the slot machine SM. In this lending process, the balance data or the number of available tokens stored in the storage means 502a of the card unit CU is overwritten with the balance data or the number of available tokens data reduced by the predetermined number of tokens, by an amount equivalent to the predetermined number of tokens to be lent. In addition, the number of game tokens stored in the storage means 302a of the slot machine SM is overwritten with the number of game tokens increased by the predetermined number of tokens to be lent.
[0015] Furthermore, by operating the bet switch 7 or the maximum bet switch 8 of the slot machine SM, a predetermined number of pseudo-coins are bet (inserted). In this bet, the game coin count data stored in the memory means 302a of the slot machine SM is overwritten with game coin count data that has been reduced by the predetermined number of coins bet.
[0016] Furthermore, when a winning combination that dispenses pseudo-medals is achieved, the slot machine SM dispenses a predetermined number of pseudo-medals to the player. In this dispensing, the game medal count data stored in the slot machine SM's memory means 302a is overwritten with the game medal count data increased by the predetermined number of payouts. In this embodiment, the insertion of pseudo-medals, the dispensing of pseudo-medals, and the rewriting of the game medal count data are performed through signal exchange between the main control CPU 101 and the medal count control CPU 301, but these will be described in more detail later.
[0017] Furthermore, the medal count control board 300 and the card unit CU exchange information bidirectionally via the I / F boards 90 and 550. In addition, power (voltage) based on the internal power supply (internal power supply of the card unit CU) is supplied from the card unit CU to the slot machine SM via the I / F boards 90 and 550.
[0018] Below, we will first describe in detail the functions of the slot machine SM and the card unit CU, and then describe in detail the power supply and connection relationship between the slot machine SM and the card unit CU.
[0019] (Card Unit) As shown in Figures 1 and 3, the card unit CU includes a unit information display device 505, a cash input device 506, a card insertion and ejection device 504, a lending switch 503a, a unit control board 500, and an I / F board 550. The card unit CU also includes a power supply board (not shown), an auxiliary power supply (not shown), and a return switch (not shown).
[0020] The unit information display device 505 displays the player's cash balance (number of spins) and the number of simulated tokens the player possesses, based on the balance data and the number of tokens held data stored in the storage means 502a of the unit control board 500. The unit information display device 505 may be composed of, for example, multiple 7-segment LEDs or a liquid crystal display.
[0021] The cash insertion device 506 is used to receive cash, such as banknotes, in order to borrow simulated tokens from the card unit CU, and it detects the cash inserted by the player.
[0022] The card insertion / discharge device 504 stores a medal card when it is inserted through the insertion / discharge slot, and when the return switch is operated, it ejects the stored medal card through the insertion / discharge slot.
[0023] As shown in Figure 3, the unit control board 500 is equipped with a unit CPU 501 that controls the entire card unit CU. The unit CPU 501 has a memory 502 and functions as a reception processing means 501a, a lending processing means 501b, a second counting processing means 501c, a return processing means 501d, and a transmission / reception means 501e.
[0024] (1) Storage means 502a The memory 502 includes a RAM section for temporarily storing various data and a ROM section for storing various programs, and a storage means 502a is formed in the RAM section (volatile memory). The storage means 502a holds balance data, the number of tokens held data, the number of game tokens stored in the storage means 302a received from the token control board 300, and ID information written on the token card.
[0025] (2) Reception processing means 501a When a medal card is inserted into the insertion / discharge slot of the card insertion / discharge device 504, the reception processing means 501a overwrites the balance data and the number of medals held stored in the storage means 502a with the balance data increased by the amount of money stored on the medal card (the amount may be "0") or the number of pseudo-medals (the number may be "0"), and sets the amount of money or the number of pseudo-medals stored on the medal card to "0". Furthermore, when cash is inserted into the cash input device 506, the reception processing means 501a overwrites the balance data stored in the storage means 502a with the balance data increased by the amount of money inserted.
[0026] (3) Lending processing means 501b When the lending switch 503a is operated, a signal based on the number of tokens to be lent is transmitted to the slot machine SM by the transmitting / receiving means 501e. Based on the transmission of this signal, the lending processing means 501b rewrites the balance data or the number of tokens held stored in the storage means 502a to the balance data or the number of tokens held, with the amount equivalent to the predetermined number of tokens to be lent subtracted. Alternatively, instead of updating the contents of the storage means 502a when a signal based on the number of tokens to be lent is transmitted to the slot machine SM, the lending processing means 501b may update the contents of the storage means 502a when, for example, a signal based on the number of tokens to be lent is transmitted to the slot machine SM and a response signal is received from the slot machine SM.
[0027] In this embodiment, when lending pseudo-medals based on the number of available tokens data stored in the storage means 502a, a predetermined number of pseudo-medals are lent each time the lending switch 503a is operated. However, for example, when the lending switch 503a is operated, all of the pseudo-medals stored in the storage means 502a may be lent out at once.
[0028] (4) Second counting processing means 501c The second counting processing means 501c works in cooperation with the first counting processing means 301b2 of the medal count control CPU 301 to perform counting processing to transfer some or all of the usable number data stored in the storage means 302a to the storage means 502a of the card unit CU.
[0029] Specifically, when the counting switch 31 of the slot machine SM is operated, a signal based on a predetermined number of coin count data is transmitted from the slot machine SM to the card unit CU via the inter-unit transmission / reception means 301e. When the transmission / reception means 501e receives this signal, the second counting processing means 501c rewrites the coin count data stored in the storage means 502a to the coin count data obtained by adding the predetermined number of coin counts. In this embodiment, if the counting switch 31 is pressed for a normal duration of less than the predetermined time, the coin count data for one pseudo-coin is transmitted to the card unit CU. On the other hand, if the counting switch 31 is pressed for a long time of a predetermined duration or longer, the coin count data for 50 pseudo-coins is transmitted to the card unit CU at predetermined intervals (for example, 300ms).
[0030] (5) Return processing means 501d When the return switch is operated, the return processing means 501d stores the balance data and the number of tokens held, which are stored in the storage means 502a, onto the token card stored in the card insertion and ejection device 504, and then returns the token card to the player.
[0031] Specifically, when the return switch is operated while the information regarding the number of game tokens transmitted from the token count control board 300 (the number of pseudo tokens indicated by the number of game tokens data stored in the storage means 302a) and the information regarding the number of pseudo tokens inserted between the main control board 100 and the token count control board 300 both indicate "0", the return processing means 501d stores the balance data and the number of tokens held stored in the storage means 502a onto the token card housed in the card insertion / discharge device 504, and discharges the token card from the insertion / discharge port of the card insertion / discharge device 504. At the same time, it rewrites the balance data and the number of tokens held stored in the storage means 502a to balance data indicating a balance of "0" and number of tokens held data indicating a number of "0". Furthermore, if the return switch is operated when both the information regarding the number of simulated tokens inserted and the information regarding the number of game tokens transmitted from the token count control board 300 are not "0", the LCD display 14 and speakers 15, 16, etc., will provide notification prompting the player to count (count switch 31) or settle (settlement switch 33).
[0032] Furthermore, the transmitting and receiving means 501e receives data related to the number of game tokens (the number of pseudo tokens indicated by the game token count data stored in the storage means 302a) at a predetermined period (for example, 300ms).
[0033] (6) Transmitting and receiving means 501e The transmitting and receiving means 501e receives signals based on various information from the medal count control board 300 and transmits signals based on various information to the medal count control board 300. The information received from the medal count control board 300 includes the number of pseudo-medals returned (count data for the number of counted medals), the number of usable medals (the number of pseudo-medals indicated by the game medal count data stored in the storage means 302a), the total number of pseudo-medals inserted, the total number of medals paid out, various ratios displayed on the payout ratio monitor 47 such as the payout ratio, and error-related information. The information transmitted to the medal count control board 300 includes information regarding the number of pseudo-medals lent out. The game medal count data indicating the number of game medals received from the transmitting and receiving means 501e (game medal count data stored in the storage means 302a) is stored in the storage means 502a, so that it is stored in both the card unit CU and the medal count control board 300, and by using both, it becomes possible to respond to fraudulent activities.
[0034] Furthermore, various game information is transmitted from the card unit CU to the hall computer. This game information includes, for example, the open status of the front panel 2, information regarding the number of simulated tokens inserted, information regarding the number of simulated tokens dispensed, error information, information indicating that settings are being changed, information indicating that settings are being checked, information indicating that a bonus state is in progress, information indicating that a winning combination, a re-spin combination, or a bonus combination has been achieved, and information indicating that each of the spinning reels 6L, 6M, and 6R has stopped.
[0035] (Slot machine) Next, we will explain the general configuration of the slot machine SM with reference to Figures 1 to 6.
[0036] In the slot machine SM of this embodiment, pseudo-coins are inserted to fulfill predetermined conditions for starting a game by operating the bet switch 7 or the maximum bet switch 8. Furthermore, once the predetermined conditions are met by inserting pseudo-coins and setting a predetermined number of bets, the player operates the start switch 9, and multiple rotating reels 6L, 6M, and 6R, each with multiple symbols arranged on them, begin to rotate. Additionally, each of the rotating reels 6L, 6M, and 6R is stopped by operating the respective stop switches 10L, 10M, and 10R. If the stopped symbol display result is a predetermined winning pattern, a predetermined number of pseudo-coins are paid out, ending one game. Here, inserting pseudo-coins means overwriting the game coin count data stored in the storage means 302a of the coin count control board 300 with game coin count data that has been reduced by the number of coins corresponding to the bet for that game. Furthermore, the payout of pseudo-medals refers to the process of overwriting the game medal count data stored in the storage means 302a of the medal count control board 300 with game medal count data to which the number of medals set according to the winning combination has been added, when a prize is won in the game.
[0037] Even if a simulated medal is inserted and the number of game medals is reduced, the set bet amount can be changed until the start switch 9 is operated. The bet amount will be updated accordingly, and when the start switch 9 is operated, the set bet amount will be used for the game. For example, when setting the bet amount in a game state where the default number is set to "3" or "1", operating the maximum bet switch 8 will set the bet amount to "3", and "3" will be deducted from the number of game medals. Subsequently, when changing the bet amount to "1", operating the bet switch 7 will set the bet amount to "1", and "2" will be returned (added) to the number of game medals.
[0038] The slot machine SM is configured as shown in Figure 1, for example. In this slot machine SM, the front of the open-front box-shaped casing KY is closed by a front panel 2, and an operation panel 3 is positioned at approximately the center height of the front panel 2, with a front panel 4 positioned above the operation panel 3. A horizontally elongated rectangular display window 5 is provided on this front panel 4. Inside the display window 5 are left, center, and right rotating reels 6L, 6M, and 6R, which variably display multiple types of symbols in a predetermined order.
[0039] A slot machine SM, an example of a gaming machine according to this embodiment, is configured such that a game is started when a predetermined number of gaming media (for example, 3) are inserted in one of a plurality of pre-set gaming states and the start switch 9, described later, is operated, and is configured as shown in Figure 1.
[0040] The front of the KY enclosure is closed by a front panel 2, which can be opened and closed, and an operation panel 3 is positioned at approximately the center height of this front panel 2. A front panel 4 is positioned above the operation panel 3. The front panel 4 has a horizontally elongated rectangular display window 5. Inside the display window 5 are left, middle, and right rotating reels 6L, 6M, and 6R, which variably display multiple types of symbols in a predetermined order. As shown in Figure 7, the left, middle, and right rotating reels 6L, 6M, and 6R each have a total of 20 symbols (in this embodiment, "R7 (red 7)", "B7 (blue 7)", "BR (bar)", "T1 (tomato 1)", "T2 (tomato 2)", "AP (apple)", "C1 (cherry 1)", "C2 (cherry 2)", "LM (bell)", and "RP (replay)") arranged in a predetermined sequence.
[0041] Furthermore, each symbol is assigned a frame number from 0 to 19 in order. In this case, for example, a reel tape printed with symbols from frame number 0 to 19 is attached to the circumference of each rotating reel 6L, 6M, and 6R. When each reel 6L, 6M, and 6R rotates, multiple symbols are displayed in the display window 5 in a predetermined order, starting with frame numbers 19, 18, ..., then 0, 19, ... When each reel 6L, 6M, and 6R stops rotating, the display window 5 is set to reveal a total of three symbols, one each in the upper, middle, and lower rows. That is, when all three reels 6L, 6M, and 6R stop, a total of nine symbols arranged in three vertical columns and three horizontal rows are displayed in the display window 5. In this embodiment, the winning lines within the display window 5 used for determining winning combinations consist of the upper line of the left reel 6L, the upper line of the middle reel 6M, and the middle line of the right reel 6R.
[0042] The advantageous period is a period in which it is permitted to notify the button press sequence (the correct sequence of presses) that will yield a favorable payout when winning one of the winning combination groups "ATA_CL1" (lower number 04) to "ATB_RC2" (lower number 19) (see Figure 6), as described later. In this embodiment, a corresponding advantageous period lamp is not provided during the advantageous period, but it may be provided.
[0043] Furthermore, to enable independent rotational drive of each of the rotating reels 6L, 6M, and 6R, each of the rotating reels 6L, 6M, and 6R is connected to left, middle, and right reel motors 27L, 27M, and 27R (see Figure 4), which are each composed of stepping motors. In addition, a support frame for each of the rotating reels 6L, 6M, and 6R is fixed to the rear wall inside the housing KY, and each of the rotating reels 6L, 6M, and 6R is supported by the support frame and arranged inside the housing KY.
[0044] Furthermore, the control panel 3 is equipped with a bet switch 7, a maximum bet switch 8, a lever-shaped start switch 9, left, middle, and right stop switches 10L, 10M, and 10R, a counting switch 31, and a payout switch 33. The bet switch 7 is used by the player to instruct the insertion of simulated tokens one at a time from the available token count data stored in the storage means 302a of the token count control board 300, which will be described later. The maximum bet switch 8 is used by the player to instruct the insertion of the maximum number of simulated tokens per game (set to a predetermined number: 3) from the game token count data stored in the storage means 302a of the token count control board 300. Note that the bet switch 7 and the maximum bet switch 8 are set to be activated when the number of tokens indicated by the game token count data stored in the storage means 302a of the token count control board 300 is 1 or more. Furthermore, when the maximum bet switch 8 is operated, if the number of game tokens indicated by the game token count data stored in the storage means 302a of the token count control board 300 is less than a predetermined number (for example, 3 tokens), the system may provide a notification prompting the player to borrow pseudo tokens, or it may allow the player to play with a predetermined number of tokens less than the predetermined number (for example, 3 tokens). Alternatively, in such cases, the system may not accept operation of the maximum bet switch 8 at all.
[0045] The counting switch 31 functions as an instruction button for transmitting the game token count data stored in the storage means 302a to the card unit CU. In this embodiment, a normal press instructs the transmission of data for one token, while a long press instructs the transmission of data for 50 tokens periodically. In the case of a long press, data for 50 tokens is transmitted to the card unit CU at predetermined intervals while the button is pressed. If the game token count data stored in the storage means 302a falls below 50 tokens and a transmission instruction (transmission instruction based on a long press) is issued, all remaining token count data is transmitted to the card unit CU. The settlement switch 33 is used to reset the number of tokens bet to 0 when a bet of pseudo tokens has been set.
[0046] The start switch 9 is used by the player to rotate each of the spinning reels 6L, 6M, and 6R to start the variable display of each symbol. The left, middle, and right stop switches 10L, 10M, and 10R are used by the player to stop the rotation of the left, middle, and right spinning reels 6L, 6M, and 6R respectively to stop the variable display of each symbol. The start switch 9 is set to be activated after the game medal count data stored in the memory means 302a of the medal count control board 300 has been overwritten with game medal count data that has been reduced by a predetermined number (by inserting a predetermined number of pseudo-medals). The left, middle, and right stop switches 10L, 10M, and 10R are set to be activated after each of the spinning reels 6L, 6M, and 6R, which started rotating due to the operation of the start switch 9, has passed a predetermined acceleration period and is rotating at a constant speed.
[0047] In this embodiment, the number of bets required for one game (one round of play) is set to one, two, or three. In addition, each of the rotating reels 6L, 6M, and 6R forms a variable display column that displays multiple types of symbols in a variable manner, and each of the stop switches 10L, 10M, and 10R is provided corresponding to each of the rotating reels 6L, 6M, and 6R.
[0048] Furthermore, a liquid crystal display 14 is provided near the center of the upper part of the front panel 4 for displaying videos and other content to notify players of wins or prizes, and for displaying information on the operation of each stop switch 10L, 10M, and 10R.
[0049] Furthermore, upper speakers 15 for music and sound effects are provided on the left and right sides of the upper part of the front panel 4. Below the control panel 3, a lower panel 18 displaying decorative images is provided, and lower speakers 16 for music and sound effects are provided on the left and right sides of this lower panel 18.
[0050] Furthermore, an upper lamp section 21 is provided on the upper peripheral edge of the front panel 2, and lower lamp sections 22 are provided on the left and right sides of the lower panel 18 of the front panel 2. Each of the lamp sections 21 and 22 is equipped with a light-emitting element such as a light-emitting diode or organic EL, or a general light bulb, and performs effects such as notifying the player of a win or prize.
[0051] Furthermore, a game token count indicator 26 is provided in the lower right corner of the display window 5 to show the number of simulated tokens owned by the player. This game token count indicator 26 is composed of, for example, five 7-segment LEDs and is capable of displaying a five-digit number of simulated tokens held.
[0052] Furthermore, next to the game token count display 26, there is a bet lamp unit 30 for indicating the number of tokens inserted, and the bet lamp unit 30 consists of three bet lamps.
[0053] Furthermore, a payout indicator 46 is provided in the lower left of the display window 5 to display the number of simulated medals dispensed. This payout indicator 46 is composed of, for example, two 7-segment LEDs and is capable of displaying a two-digit number of simulated medals dispensed.
[0054] Figure 6 is a perspective view of the slot machine SM with the front panel 2 open. The main control unit 105 houses the main control board 100 in a transparent circuit board case, allowing the component mounting surface of the main control board 100 to be visible from the front. As shown in Figure 6, the main control unit 105, with the main control board 100 housed in a transparent circuit board case, is fixed to the rear of the slot machine SM's casing KY using screws and mounting brackets (not shown) so that the component mounting surface of the main control board 100 faces forward. The I / F board 90 is fixed to the side of the slot machine SM's casing KY using screws and mounting brackets (not shown). In the following, the front side in Figure 6 will be referred to as the front of the main control board 100 and main control unit 105, and the back side as the rear of the main control board 100 and main control unit 105. The top and bottom and left and right in Figure 6 will be described as the top and bottom and left and right of the main control board 100 and main control unit 105, respectively.
[0055] (Outline of the electrical configuration of a slot machine) The electrical configuration of the slot machine SM will be explained with reference to Figure 4, as well as Figure 1. Figure 4 is a block diagram showing the electrical configuration of the slot machine.
[0056] The left, middle, and right reel sensors 55L, 55M, and 55R are used to detect the rotational position of the left, middle, and right rotating reels 6L, 6M, and 6R, respectively. For example, they consist of photo interrupters that detect protrusions provided on each of the left, middle, and right rotating reels 6L, 6M, and 6R. As the left, middle, and right rotating reels 6L, 6M, and 6R rotate, they detect the protrusions with each rotation and output the detection signal to the main control board 100. In this slot machine SM, for example, when the left, middle, and right reel sensors 55L, 55M, and 55R detect the above-mentioned protrusions, the system is configured so that the symbol with the symbol number 20 out of the symbol numbers 0 to 20 set for each of the rotating reels 6L, 6M, and 6R is positioned in the middle of the display window 5.
[0057] The setting key switch 56 is located on the main control board 100 and can be switched ON or OFF by inserting the setting change key into the key cylinder located in the setting change key cylinder housing and rotating it. The reset switch 52 is located on the operation switch board 600 and, during setting changes, each press temporarily sets the setting to one level higher. The reset switch 52 is also used to clear errors when they occur.
[0058] Furthermore, this slot machine SM is equipped with a main control board 100 on which a main control CPU 101 that controls the progress of the game is implemented, a sub-control board 200 on which a sub-control CPU 201 that controls the effects in accordance with the progress of the game based on information transmitted from the main control board 100 is implemented, a medal count control board 300 on which a medal count control CPU 301 that controls the management of the number of pseudo-medals held by the player is implemented, an operation switch board 600 on which signals from operation means necessary for the progress of the game (for example, a start switch 9) are input, a display board 700 on which a payout indicator 46 and a game medal count indicator 26 are provided, and an I / F board 90 for communicating with external devices, as shown in Figure 2. Here, various game information is transmitted unidirectionally from the main control board 100 to the sub-control board 200. Also, various information is transmitted bidirectionally between the main control board 100 and the medal count control board 300. Furthermore, predetermined information is transmitted unidirectionally from the medal count control board 300 to the sub-control board 200 via the main control board 100. This predetermined information includes, for example, information related to the number of game medals stored in the storage means 302a, and information that notifies the sub-control board 200 when the counting switch 31 or the dispensing switch 503a is pressed. Based on the information (predetermined information) received from the medal count control board 300 via the main control board 100, the sub-control board 200 performs controls such as displaying the number of simulated medals held by the player on the liquid crystal display 14, and sounding a notification tone from the speakers 15 and 16 when the counting switch 31 or the dispensing switch 503a is pressed.
[0059] Furthermore, the main control board 100 and the medal count control board 300 may be connected via a BtoB (Board to Board) connection. Also, the display board 700 and the operation switch board 600, the operation switch board 600 and the medal count control board 300, and the main control board 100 and the sub-control board 200 are all connected via harnesses.
[0060] Signals from the start switch 9, bet switch 7, maximum bet switch 8, stop switches 10L, 10M, 10R, which are the operating means necessary for the progress of the game, as well as signals from the payout switch 33 and reset switch 52, are first input to the operation switch board 600 and then to the medal count control board 300 via a harness. From there, they are input to the main control board 100 via wiring within the medal count control board 300 and connector connections (B to B connections). Signals from the counting switch 31 are input to the operation switch board 600, then to the medal count control board 300 via a harness, and finally to the medal count control CPU 301. Furthermore, signals from the start switch 9 and stop switches 10L, 10M, and 10R may be directly input to the main control board 100 without going through the medal count control board 300. Additionally, signals from the operating means (start switch 9, bet switch 7, maximum bet switch 8, stop switches 10L, 10M, and 10R), settlement switch 33, reset switch 52, and counting switch 31 may be input to the main control board 100 via a harness, and then input to the medal count control board 300 via wiring within the main control board 100 and connector-to-connector connections (board-to-board connections).
[0061] The control signals (including display data) used for displaying the payout indicator 46 are transmitted from the main control board 100. The transmission path at this time is main control board 100 → medal count control board 300 → operation switch board 600 → display board 700. The control signals (including display data) used for displaying the game medal count indicator 26 are transmitted from the medal count control board 300. The transmission path at this time is medal count control board 300 → operation switch board 600 → display board 700.
[0062] The payout ratio monitor 47 displays various ratios and is provided on the main control board 100. In this embodiment, the payout ratio monitor 47 is composed of four 7-segment LEDs. The various ratios include the bonus payout ratio, the consecutive bonus payout ratio, and the advantageous section ratio. The bonus payout ratio is the ratio of the total number of payouts from bonuses (e.g., Big Bonus (BB), Chance Bonus (CB), Single Bonus (SB), etc.) to the total number of pseudo-medal payouts. The consecutive bonus payout ratio is the ratio of the total number of payouts from consecutive bonuses (e.g., Big Bonus (BB), etc.) to the total number of pseudo-medal payouts. The advantageous section ratio is the ratio of the advantageous section to the total number of games played, when there is an advantageous section in which notification of an advantageous button press order is permitted when a bonus (AT bonus) is won in which the number of pseudo-medal payouts differs depending on the button press order. The payout ratio monitor 47 may also be provided on the medal count control board 300. Alternatively, instead of providing the payout ratio monitor 47, information that can identify various ratios may be transmitted to the card unit CU. The payout ratio monitor 47 may also be configured to display the payout ratio including instructions. The payout ratio including instructions is the ratio of the total payout to the number of payouts obtained by adding the payouts from games in which a favorable button sequence was announced, in addition to the payouts from payouts from payouts from payouts.
[0063] The setting indicator 48 displays the setting value set by the setting value setting means 101b, which will be described later, and is provided on the main control board 100. In this embodiment, the setting indicator 48 is composed of one 7-segment LED.
[0064] As shown in Figure 5, the memory 102 of the main control board 100 includes a RAM 65 for temporarily storing various data and a ROM 67 for storing data and programs necessary for the progress of the game. The RAM 65 of the main control board 100 stores, for example, various flags and the results of the role lottery. The ROM 67 of the main control board 100 stores pre-set data (such as the lottery table 102a in Figure 5) and programs for the game machine (programs for the slot machine SM).
[0065] Furthermore, the main control CPU 101 of the main control board 100 has interrupt functions such as timer interrupts and performs processing related to the progress of the game by executing the game machine program stored in the ROM 67. The main control CPU 101 also transmits various game information in command format to the sub-control board 200 (sub-control CPU 201), such as information regarding the results of the role lottery by the role lottery means 103 (see Figure 5), and information regarding the operation of operating devices operated by the player, such as each stop switch 10L, 10M, 10R and the start switch 9.
[0066] Furthermore, the memory 202 of the sub-control board 200 includes a RAM section for temporarily storing various data and a ROM section for storing various programs for presentation purposes. The sub-control CPU 201 of the sub-control board 200 has interrupt functions such as timer interrupts, and the sub-control CPU 201 determines the content of the presentations related to the game for the player by executing programs stored in the memory 202 based on various game information related to the slot machine SM transmitted from the main control CPU 101. In addition, the sub-control CPU 201 of the sub-control board 200 controls presentation equipment such as the liquid crystal display 14 and speakers 15, 16 via the I / O ports of the sub-control board 200 based on the determined presentation content.
[0067] Furthermore, the memory 302 of the medal count control board 300 includes a RAM section for temporarily storing various data and a ROM section for storing various programs. The medal count control CPU 301 of the medal count control board 300 has interrupt functions such as timer interrupts and performs various controls such as managing the number of pseudo-medals held by the player using game medal count data stored in the storage means 302a formed in the RAM section (volatile memory) of the memory 302, and displaying the number of pseudo-medals corresponding to the game medal count data stored in the storage means 302a on the game medal count display 26.
[0068] The main control board 100, the sub-control board 200, and the medal count control board 300 are each sealed in individual board cases with a crimping mechanism to prevent easy external access. Methods for connecting each board to prevent fraudulent activity include direct board-to-board connection (BtoB connection) using connectors mounted on each board, connection using signal lines covered with wire covers to suppress the effects of electromagnetic noise in addition to physical access, routing signal lines from locations that are difficult for players to see, encrypting communication signals between boards, and exchanging ID information provided on each board periodically or when an error occurs. When connecting the two boards using connectors mounted on each board, it is preferable to connect them side by side rather than in a stacked connection which reduces the visibility of the boards, and to cover the board unit including the connection point to make access difficult. Alternatively, the main control board 100 and the medal count control board 300 may not be housed in individual board cases, but rather housed together in a single board case and sealed.
[0069] (Main control board) The functions of the main control board 100 will be explained with reference to Figure 5.
[0070] (1) Game control means 101a The game control means 101a is for controlling the game played in a coinless slot machine SM.
[0071] In this slot machine SM, when the bet switch 7 or the maximum bet switch 8 is operated to instruct the insertion of simulated tokens, a signal based on information that can identify this is transmitted to the token count control board 300 by the token management transmission / reception means 101n. Upon receiving this signal, the token count control board 300 overwrites the game token count data stored in the storage means 302a with game token count data that has been reduced by the number of simulated tokens inserted. At this time, a signal based on information that can identify this overwrite is transmitted from the token count control board 300 to the main control board 100, and the bet amount is set when this signal is received by the token management transmission / reception means 101n. Furthermore, the bet amount can be changed until the start switch 9 is operated, and the game token count data stored in the storage means 302a is updated accordingly. After a predetermined bet amount is set, when the start switch 9 is operated, first a random number drawing is performed by the role drawing means 103 to determine whether or not a win is achieved, and almost simultaneously, all three spinning reels 6L, 6M, and 6R begin to rotate.
[0072] Subsequently, when one of the three stop switches 10L, 10M, and 10R is operated, the rotation of the left, middle, and right rotating reels 6L, 6M, and 6R corresponding to the operated stop switch 10L, 10M, or 10R stops. When all three stop switches 10L, 10M, and 10R have been operated, the rotation of all three rotating reels 6L, 6M, and 6R stops. At this point, if a predetermined symbol stops in a predetermined position, a prize is awarded, and predetermined benefits are given to the player, such as the payout of a predetermined number of pseudo-medals, or a replay that allows the player to play the next game without deducting the game medal count data stored in the memory means 302a.
[0073] Furthermore, the game control means 101a controls the gameplay of the slot machine SM in one of a plurality of pre-set game states. Specifically, as shown in Figure 8, the game control means 101a consists of an initial state (hereinafter also referred to as RT0), which is a bonus lottery state; a bonus carryover state (hereinafter also referred to as RBBF); and a bonus state (hereinafter also referred to as RBB). In this embodiment, except when initial conditions such as a setting change are met and the state becomes RT0, the system is configured to remain in the RBBF state as a general game state, as will be described later. Note that no new bonus roles are won when the bonus carryover state is active.
[0074] Furthermore, there are AT games (special games) that, when the result of the role lottery by the role lottery means 103 described later results in a specific role (winning role group "ATA_CL1~ATB_RC2", see Figure 9) with a different degree of advantage granted to the player depending on the operation procedure of each stop switch 10L, 10M, 10R, the operation procedure of each advantageous stop switch 10L, 10M, 10R corresponding to that specific role is notified in an identifiable manner.
[0075] Furthermore, as shown in Figure 5, the game control means 101a includes an operation mode determination means 100a and a game state setting means 100b.
[0076] (1-1) Operation mode determination means 100a The operation mode determination means 100a determines the player's operation of the slot machine SM. Specifically, it determines the player's operation of various switches on the slot machine SM, such as the bet switches 7, 8, the start switch 9, and the stop switches 10L, 10M, 10R, as well as the player's operation of inserting and moving tokens, and various other operation modes of the player on the slot machine SM.
[0077] (1-2) Game state setting means 100b The game state setting means 100b sets the game state of the slot machine SM to one of several pre-set game states based on the results of the role lottery process by the role lottery means 103 and the results of the symbol determination means 112's determination of the winning line symbol combinations: the upper part of the left reel 6L, the upper part of the middle reel 6M, and the upper middle part of the right reel 6R.
[0078] Specifically, as shown in Figure 8, this embodiment includes RT0, RBBF, and RBB as game states. Here, RT0 is entered when initial conditions such as a setting change are met. If a bonus is won here but the bonus is not awarded, the bonus is carried over and the state becomes RBBF. In this embodiment, in most cases when a bonus is won in RT0, it is won simultaneously with "BE2" (lower number 21 in Figure 9), and in this case, regardless of the operation of each stop switch 10L, 10M, 10R, the awarding of "BE2" takes priority, and the system transitions to RBBF without awarding a bonus. In RBBF, except for a certain winning role group "ALL1" (lower number 25 in Figure 9) which is won with an extremely low probability, a bonus will not be awarded regardless of the operation of each stop switch 10L, 10M, 10R, so the system will always remain in the RBBF state as a general game state. Alternatively, a winning role group like "ALL1" may not be provided, and the system may be configured so that once the system transitions to RBBF, it cannot transition to RT0 through normal gameplay.
[0079] Furthermore, as shown in Figure 8, a bonus win leads to a transition to RBB. If a predetermined number of payouts are made during RBB, the bonus ends and the game transitions to RT0. As mentioned above, the game does not transition to RBB except in a very few patterns.
[0080] (1-3) Overview of the game Next, we will explain the general outline of the gameplay performed on the slot machine SM.
[0081] The slot machine SM is configured so that one game (play) is performed by inserting three tokens. When three tokens are inserted into the slot machine SM via the bet switch 7 or the maximum bet switch 8, the winning lines in the display window 5 become active. When the start switch 9 is then operated, a random number lottery process is performed, and one of the pre-set winning combination results is selected by the winning combination lottery means 103. Also, once all rotations of reels 6L, 6M, and 6R begin, the identification of the symbols on each reel 6L, 6M, and 6R displayed in the display window 5 begins based on the rotation angle of each reel 6L, 6M, and 6R.
[0082] Subsequently, the left, middle, and right reels 6L, 6M, and 6R accelerate, and all stop switches 10L, 10M, and 10R become active. After all stop switches 10L, 10M, and 10R are active, when the operation of the left stop switch 10L is detected, the left reel 6L stops; when the operation of the middle stop switch 10M is detected, the middle reel 6M stops; and when the operation of the right stop switch 10R is detected, the right reel 6R stops. In this way, the operation of each stop switch 10L, 10M, and 10R stops the rotation of the left, middle, and right reels 6L, 6M, and 6R corresponding to each stop switch 10L, 10M, and 10R.
[0083] When all three left, middle, and right stop switches 10L, 10M, and 10R are operated, the rotation of the left, middle, and right reels 6L, 6M, and 6R stops. At this time, if the reels stop at a predetermined position on the winning line of the display window 5 where a predetermined symbol has become active, that is, if the symbols on each reel 6L, 6M, and 6R are displayed in the display window 5 in a symbol combination that results in a winning combination, a win is achieved, and a number of medals corresponding to the type of win are paid out. In addition, instead of paying out medals, or along with paying out medals, the player may be given a predetermined benefit (perks). Examples of these predetermined benefits include the number of bets that are automatically set so that the next game can be played with the same number of bets as the winning game without inserting new medals, such as when a bonus win leads to a transition to RBB or when a re-play winning combination (described later) is achieved.
[0084] There are two types of winning combinations: bonus combinations and regular combinations (replay combinations and minor combinations). Bonus combinations are combinations that lead to the RBB (Replay Bonus). Replay combinations (sometimes also called replays) allow the player to play the next game with the same number of bets as the winning game without inserting any new tokens. Minor combinations award a predetermined payout. Figure 6 shows a list of combination lottery groups. In the combination lottery groups, the higher-numbered combinations are assigned to the types of bonus combinations, and the lower-numbered combinations are assigned to the types of replay combinations and minor combinations described below.
[0085] • Bonus role As a bonus role, the highest number 01 in the role lottery group is "BNS," and the system is configured so that if any of the predetermined symbol combinations for "BNS" stop on the winning line, the game transitions to RBB.
[0086] ·Replay role As a replayable bonus, the bonus draw group includes multiple types of bonuses with lower numbers 01-03, such as "RP1," "RP2," and "CH." If any of the symbol combinations included in these bonus draw groups land on the winning line, the next game can be played under the same conditions (bet amount) as the game in which the bonus was won.
[0087] Minor role There are multiple types of minor roles, with lower numbers 04-30 being "ATA_CL1" to "ATB_RC2", "BE1", "BE2", "PZ", "SCH", "SSP", "TMT", "ALL1", "ALL2", and "ALL3". When any of the symbol combinations included in these role lottery groups stop on the winning line, a payout corresponding to the winning symbol combination is obtained. The symbol combinations included in the role lottery groups that become minor roles result in either a payout of 1 coin, a payout of 3 coins, or a payout of 8 coins. Of these, lower numbers 04-19 "ATA_CL1" to "ATB_RC2" are guaranteed to include at least one symbol combination that pays out 1 coin and another that pays out 8 coins in every role lottery group, and are configured as so-called AT roles where, depending on the operation, a symbol combination corresponding to an 8-coin payout or a symbol combination corresponding to a 1-coin payout stops on the winning line.
[0088] The lower numbers 20 and 21, "BE1" and "BE2," are winning combinations that include at least three payout symbols. Regardless of the operation method, the symbol combinations corresponding to the three payout symbols stop on the winning line, and the nine symbols arranged in 3 vertical columns and 3 horizontal rows are displayed in the display window 5, resulting in a stop pattern called a bell combination. Since the stop pattern is the same, players cannot distinguish whether they have won "BE1" or "BE2" from the stop pattern alone. Note that "BE2" always wins with the bonus symbol "BNS" and never wins on its own. In Figure 6, the only time "BE2" is won when the bonus symbol "BNS" has not been won is if the RBBF state is already in place (i.e., the bonus has already been carried over, and as mentioned above, no new bonus symbols can be won). Therefore, in the column for eligible entries for the advantageous period in Figure 6, the winning role groups with upper numbers 00 and lower numbers 21, which indicate that they are not simultaneously won with "BNS", are displayed as "-" because they do not occur in RT0, and the winning role groups with upper numbers 01 and lower numbers 21, which indicate that they are simultaneously won with "BNS", are displayed as "-" because they do not occur in RBBF.
[0089] The lowest number 22, "PZ," is a winning combination that includes at least one payout and eight payouts. The lowest numbers 23-27, "SCH," "SSP," "APL1," "APL2," and "TMT," are winning combinations that include at least three payouts, and regardless of the operation method, a symbol combination corresponding to three payouts will stop on the winning line. The lowest numbers 28-30, "ALL1" and "ALL2," are winning combinations that include at least one payout, and the lowest number 30, "ALL3," is a winning combination that includes at least eight payouts. "SCH," "SSP," "APL1," "APL2," and "TMT" constitute so-called rare roles and chance roles, and when won, a pseudo-bonus lottery or CZ lottery is held. The pseudo-bonus is equivalent to the AT state. In addition, "ALL1" is a role that, when won during RBBF, has the potential to award a bonus depending on the operation method, but the probability of winning is extremely low. Furthermore, "ALL2" and "ALL3" are only awarded when it is an RBB (Reward Big Bonus) and do not qualify for a transition to a favorable period. Note that "HZ" indicates a loss, and both the upper and lower numbers are set to 00.
[0090] (2) Setting control means 101b The setting control means 101b in Figure 4 sets one setting value from a plurality of setting values (settings 1 to 6) with different payout rates. This setting value is used to select the role lottery table 102a, which is selected by the table selection means 101c described later, and one of the setting values is associated with each of the plurality of role lottery tables 102a stored in the ROM 67. The setting control means 101b then determines the ON or OFF state of the change process start switch (not shown) when the power is turned on, and if the power is turned on with the change process start switch ON, it starts a predetermined setting change process. The payout rate can be calculated as total payouts ÷ total number of coins inserted × 100 [%].
[0091] Here, the probability of winning in the lottery for general gameplay is set to multiple levels distinguished by several types of setting values (six types in this case), and each of these setting values is associated with a winning lottery table 102a (lottery table for general gameplay). When the above setting change process is initiated, the manager of the pachinko hall where the slot machine SM is installed can change these setting values.
[0092] (3) Table selection means 101c The table selection means 101c in Figure 5 selects one lottery table from a plurality of winning lottery tables 102a based on the type of game controlled by the game control means 101a (for example, general game state, bonus game state) and the setting value (setting 1 to setting 6) set by the setting control means 101b. For example, in a game in the general game state, the table selection means 101c selects a winning lottery table 102a (general game lottery table) as the lottery table according to the setting value of the winning probability (setting 1 to setting 6).
[0093] (4) First input processing means 101d The first insertion processing means 101d, when the bet switch 7 or the maximum bet switch 8 is operated, works in cooperation with the second insertion processing means 301b3 of the medal count control CPU 301 (described later) to insert a simulated medal, thereby setting the bet amount and fulfilling the predetermined conditions for starting the game. Furthermore, when the settlement switch 33 is operated, the second insertion processing means 301b3 works in cooperation with the second insertion processing means 301b3 of the medal count control CPU 301 to cancel the bet amount that was previously set.
[0094] When the bet switch 7 or the maximum bet switch 8 is operated, the first insertion processing means 101d increments the value of the provisional insertion number storage area in the memory 102 by 1 and transmits an insertion processing request signal to the medal count control board 300 via the medal management transmission / reception means 101n. Upon receiving the insertion processing request signal, the medal count control board 300 subtracts 1 from the number of game medals stored in the storage means 302a, and then transmits a completion signal to the main control board 100, thereby completing the insertion process for one medal. If the maximum bet switch 8 is operated, this process is repeated three times. Then, if the provisional insertion number reaches the value required for one game (for example, 3 medals) as a result of the insertion process, the first insertion processing means 101d activates the operation of the start switch 9.
[0095] In this embodiment, even if the maximum bet switch 8 instructs, for example, to insert three pseudo-medals, the first insertion processing means 101d and the second insertion processing means 301b3 will insert them one by one.
[0096] Furthermore, when the settlement switch 33 is operated, a signal based on information that can identify this fact is transmitted to the medal count control board 300 by the medal management transmission / reception means 101n. Upon receiving the signal based on this information, the medal count control board 300 rewrites the game medal count data stored in the storage means 302a to game medal count data with the number of medals added according to the number of bets, and transmits a signal based on information that can identify this fact to the main control board 100.
[0097] (4) Role selection method 103 The role lottery means 103 in Figure 4 performs a role lottery at the time the start switch 9 is operated and the game starts, determining whether or not the player has won one of several roles (winning role group: see Figure 10), which includes multiple general roles (minor roles, replay roles) and bonus roles, based on a lottery value generated based on the start of the game. The role lottery means 103 comprises a lottery value generation means 103a and a lottery value determination means 103b.
[0098] (4-1) Lottery value generation means 103a The lottery value generation means 103a generates lottery values used for role selection, etc., by extracting random numbers for selection generated within a predetermined range (for example, 0 to 65535 in decimal) by a random number generation means, which is composed of an oscillator circuit and a counter circuit that counts the clock signal generated by the oscillator circuit, at the timing when the start switch 9 is operated. Note that since the random number generation means is composed of a counter circuit, etc., the numbers generated by the random number generation means are not strictly random. However, since the timing of operation of the start switch 9 is considered random, the lottery values generated by the lottery value generation means 103a can be treated as essentially random numbers. The lottery value generation means 103a may generate lottery values using random numbers generated by a random number generator, or it may generate lottery values using software random numbers. Furthermore, the lottery value generation means 103a may generate lottery values by performing predetermined calculations on the extracted random numbers or the generated random numbers.
[0099] (4-2) Lottery value determination means 103b The lottery value determination means 103b determines whether or not the player has won one of the multiple winning combinations (winning combination group) by determining the lottery value generated by the lottery value generation means 103a.
[0100] Specifically, the role lottery table 102a has pre-set correspondences between lottery values and winning role groups for each lottery value within the range generated by the random number generation means, determining which of the multiple winning role groups the player will win or lose. The lottery value determination means 103b refers to the role lottery table 102a selected by the table selection means 102 and determines whether the lottery value generated by the lottery value generation means 103a is set to win or lose in which of the multiple winning role groups the player has won.
[0101] Furthermore, in the role lottery table 102a, some lottery values are set so that multiple roles can be won simultaneously. For roles that consist of multiple roles, if an internal win occurs, it is permitted that all symbol combinations related to the roles constituting that winning role group will line up on the winning line.
[0102] Furthermore, the lottery value determination means 103b stores information that can identify whether or not a bonus role has been won in the first data area of the role lottery result storage area 102c as a result of the role lottery, and stores information that can identify whether or not a general role has been won in the second data area of the role lottery result storage area 102c, including the type of role won. The state in which the first data area stores the state in which a bonus has been won is called the bonus carryover state.
[0103] (5) Reel detection means 104 The reel detection means 104 in Figure 4 detects the rotational position of the left, middle, and right reels 6L, 6M, and 6R based on the detection signals from the left, middle, and right reel sensors 55L, 55M, and 55R, and the number of pulses supplied to each reel motor 27L, 27M, and 27R that drive the left, middle, and right reels 6L, 6M, and 6R. In this case, the reel detection means 104 detects the frame number corresponding to the pattern located at a predetermined reference position (for example, the middle of the display window 5 in this embodiment) while the left, middle, and right reels 6L, 6M, and 6R are rotating and when they have stopped rotating.
[0104] (6) Stop control means 105 The stop control means 105 controls the stopping of each reel 6L, 6M, and 6R using the stop table 102b, based on the player's operation of each stop switch 10L, 10M, and 10R and the result of the role lottery by the role lottery means 103. The stop control means 105 basically controls the stopping of all reels 6L, 6M, and 6R to stop the symbols that will result in a win (see Figure 7) on the winning line within the pull-in range, in order to allow the player to win a role belonging to the winning role group determined by the role lottery means 103. Note that each reel 6L, 6M, and 6R has a set number of allowable sliding frames (pull-in range: normally a maximum of 4 frames), so if the timing of the operation is not correct, it may not be possible to align the symbols that will result in a win on the winning line, in which case a miss (non-win) will occur. The following will explain, with reference to Figure 9, the combinations of symbols that are prioritized for stopping on each reel (6L, 6M, 6R) when a win occurs, along with the composition of the winning combinations in each group.
[0105] For the winning combination groups "RP1", "RP2", and "CH", the stop control means 105 prioritizes stopping the symbols in a way that corresponds to a re-play. In particular, for "CH", the stop pattern displayed in the display window 5 prioritizes the stop pattern in which "C1 (Cherry 1)" and "C2 (Cherry 2)" stop on the left reel 6L. Note that "RP2" is not included in the lottery in RT0, and is only included in the lottery in RBBF.
[0106] For the winning combination groups "ATA_CL1" to "ATB_RC2", the stop control means 105 changes the symbol combination that is preferentially stopped depending on the way the player operates each stop switch 10L, 10M, and 10R, as shown in Figure 9. In Figure 9, the symbol combination that is preferentially stopped changes whether one coin is dispensed or eight coins are dispensed, depending on the order in which each stop switch 10L, 10M, and 10R is operated. Here, L, M, and R, which are listed as operation modes, correspond to stop switches 10L, 10M, and 10R, respectively. Operation mode "MLR" indicates that the first stop was operated with stop switch 10M (middle reel), the second stop with stop switch 10L (left reel), and the final stop (third stop) with stop switch 10R (right reel). In total, there are six symbol combinations that are stopped depending on the order of operation.
[0107] For example, "ATA_CL1" prioritizes stopping symbol combinations that result in a payout of 8 coins when operated in the "MLR" operation mode, and prioritizes stopping symbol combinations that result in a payout of 1 coin in other operation modes. Furthermore, in some operation modes, depending on the timing of the operation, symbol combinations that result in a payout may not be stopped.
[0108] In this embodiment, for the winning combination groups "ATA_CL1" to "ATB_RC2", when the first stop is operated with stop switch 10L (left reel), it is less likely to stop on a combination of symbols that will result in a payout of 8 coins compared to when the first stop is operated with stop switch 10M (middle reel) or stop switch 10R (right reel). (In this embodiment, if the first stop is operated with the stop switch 10L (left reel), the symbol combinations that result in a payout of 8 coins in the winning combination groups "ATA_CL1" to "ATB_RC2" will not stop.) Furthermore, in this embodiment, in a normal game state where the operation method when not in a pseudo-bonus state is not notified, in a game in which at least the winning combination groups "ATA_CL1" to "ATB_RC2" have been won, if the first stop is operated in a way other than with the stop switch 10L (left reel), a penalty configuration is provided in which the pseudo-bonus lottery and the update of the ceiling game count described later will not occur, resulting in an unfavorable outcome. For example, if a player wins "ATA_CL1" when in a pseudo-bonus state, and the operation method "MLR" is notified to the player after the start of the game, the player can perform the operation corresponding to the operation method to be awarded a larger payout.
[0109] While there are no particular limitations on the penalty specifications, one example is that in a game where the winning combination group "ATA_CL1" to "ATB_RC2" that is eligible for the AT role is won in the aforementioned normal game state, the AT lottery state is temporarily shifted to a low probability state which is disadvantageous to the player, regardless of the previous state, before the stop operation. By operating the stop switch 10L (left reel) for the first stop, the low probability state is resolved, resulting in a specific state which is even more disadvantageous to the player than the low probability state. On the other hand, by performing an operation other than the stop switch 10L (left reel) for the first stop, the low probability state is not resolved and continues. In this case, the low probability state will be resolved again when the winning combination group "ATA_CL1" to "ATB_RC2" is won again in the aforementioned normal game state and the first stop is operated by the stop switch 10L (left reel).
[0110] For the winning combination groups "BE1" and "BE2", the stop control means 105 stops the symbols so that they are a combination of three symbols that are dispensed regardless of the operation method, and the total of nine symbols arranged in 3 vertical columns and 3 horizontal rows as described above are displayed in the display window 5 in a stop pattern called a bell combination. As a result, the stop patterns for "BE1" and "BE2" are the same, so the player cannot distinguish whether they have won "BE1" or "BE2" from the stop pattern. As mentioned above, "BE2" is always won together with the bonus combination "BNS" and never won on its own. Therefore, in the section for eligible targets for transition to the advantageous section described later, the winning combination groups with upper numbers 00 and lower numbers 21, which indicate that they are not won simultaneously with "BNS", do not occur in RT0 and are therefore displayed as "-", and the winning combination groups with upper numbers 01 and lower numbers 21, which indicate that they are won simultaneously with "BNS", do not occur in RBBF and are therefore displayed as "-".
[0111] For the winning combination group "PZ", similar to the aforementioned winning combination groups "ATA_CL1" to "ATB_RC2", the stop control means 105 changes the combination of symbols that are preferentially stopped depending on the operation method, and the combination of symbols that is preferentially stopped will result in either a payout of 1 coin or 3 coins.
[0112] For the winning combination groups "SCH" to "TMT", the stop control means 105 prioritizes stopping the symbols that result in a payout of three coins, regardless of the operation method. However, for some winning combination groups, the stopping pattern displayed in the display window 5, where a total of nine symbols arranged in three vertical columns and three horizontal rows are displayed, differs depending mainly on whether or not the first stop was operated with the stop switch 10L (left reel). This is mainly because, in normal gameplay, when the first stop is operated with the stop switch 10L (left reel), the stopping pattern displayed in the display window 5 is such that a total of nine symbols arranged in three vertical columns and three horizontal rows are displayed as a so-called rare combination.
[0113] For the winning combination groups "ALL1" to "ALL3", the stop control means 105 prioritizes the corresponding symbol combination regardless of the operation method. Note that "ALL2" and "ALL3" are not included in the lottery in "RT0" and "RBBF", but are included in the lottery only in "RBB". In this embodiment, in games where "ALL1" is won in RBBF, BNS is awarded depending on certain operation methods.
[0114] (7) Section transition control means 106 The section transition control means 106 controls the transition between a non-advantageous section, which does not allow notification of the correct button press sequence when an AT role (winning role group "ATA_CL1" to "ATB_RC2") is won, and an advantage section, which does allow notification of the correct button press sequence. It comprises an advantage section continuation game count means 106a and an increase in coin count means 106b. The transition from the non-advantageous section to the advantage section is set in RT0 and RBBF.
[0115] Specifically, as shown in Figure 9, the interval transition control means 106 can transition to the advantageous interval when a winning combination is selected that is eligible for transition to the advantageous interval (indicated by a "○" in Figure 9) while RT0 and RBBF are in a non-advantageous interval.
[0116] The winning combinations marked with "○" that are eligible for transition to the advantageous section include some of the re-spin combinations and almost all of the minor combinations. Therefore, even if you enter a non-advantageous section, you can transition to the advantageous section in a relatively short number of games (at most a few games). Among the minor combinations, the winning combinations that are eligible for transition to the advantageous section include (1) "ATA_CL1" to "ATB_RC2" which are targets for AT combinations, (2) "SCH" to "TMT" which are targets for rare combinations, (3) "BE2" which is always won with the bonus combination "BNS" and never won on its own, and (4) "BE1" which has the same stop pattern as "BE2".
[0117] Of the above (1) to (4), all minor roles except (3) will transition to the advantageous section regardless of whether it is the non-advantageous section of RT0 or RBBF. However, (3), "BE2," is eligible for transition to the advantageous section in RT0, where it is always won simultaneously with "BNS," but is not eligible in RBBF. (See Figure 9. In RBBF, as mentioned above, the new bonus role "BNS" is not won, so when "BE2" is won, it is "HZ" with a higher number of 00, and is not eligible for transition to the advantageous section.)
[0118] Furthermore, as shown in Figure 9, "BE2" can only yield a maximum of 3 payouts regardless of the operation method, whereas "ATA_CL1" and other AT roles included in the advantageous section transition target may yield more than 3 payouts, up to 8, depending on the operation method. Therefore, players may not realize they have won a target that allows them to transition to the advantageous section due to the large number of payouts.
[0119] Furthermore, "BE1," which has the same stopping pattern as "BE2," is also eligible for transition to the advantageous period, and since these can also transition to the advantageous period even in RBBF, players cannot immediately determine whether they have transitioned to the advantageous period from the stopping pattern. Therefore, there is no decrease in enjoyment.
[0120] Furthermore, the section transition control means 106 transitions from the advantageous section to the non-advantageous section when the number of medals increased during the advantageous section exceeds a predetermined value (for example, when the difference in the number of medals since transitioning to the advantageous section (number of medals paid out - number of medals inserted) exceeds 2400 medals). Alternatively, the system may be configured to transition to the non-advantageous section if a predetermined number of games (for example, 4000 games) are played after transitioning to the advantageous section without transitioning to the non-advantageous section. In either case, the RBBF, which is the current state of play, is maintained when transitioning to the non-advantageous section. When transitioning to the non-advantageous section, all information related to the AT, including pseudo-bonuses and the lottery mode described later, is reset.
[0121] Furthermore, the game may also transition to a non-advantageous period due to initial conditions such as setting changes. In this case, as mentioned above, the game becomes RT0 due to the initial conditions, and therefore transitions to a non-advantageous period at RT0.
[0122] a) Counting means 106a for the number of games played during the advantageous period The advantageous section continuation game counting means 106a counts the number of games played in the advantageous section, specifically counting the number of games played from when the advantageous section flag is set to ON until it is set to OFF. Specifically, the advantageous section continuation game counting means 106a increments the count value of the advantageous section game counter 102e set in RAM 65 by +1 each time a game is played after the advantageous section flag is set to ON. If the advantageous section flag is set from ON to OFF, the advantageous section continuation game counting means 106a clears the count value of the advantageous section game counter 102e to 0. Note that the advantageous section continuation game counting means 106a is not required.
[0123] b) Increasing number counting means 106b The coin counting mechanism 106b counts the increase in the number of medals held by the player since the transition to the advantageous section. When medals are dispensed, the coin counting mechanism 106b adds that number to the coin counting counter 102f set in RAM 65. Also, when medals are inserted, the coin counting mechanism 106b subtracts that number from the count value of the coin counting counter 102f. Furthermore, if the count value of the coin counting counter 102f exceeds the upper limit (2400 medals) and the advantageous section flag is set from ON to OFF, the coin counting mechanism 106b clears the count value of the coin counting counter 102f to 0.
[0124] (8) CZ transition lottery method 107 In this embodiment, when transitioning from a non-advantageous period to an advantageous period, a pseudo-bonus lottery is conducted in an AT state. The CZ transition lottery means 107 determines by lottery whether or not to transition to a CZ, a state in which this pseudo-bonus lottery is drawn with high probability for a certain period of time upon winning a rare role, etc. If the CZ transition lottery is won, the CZ transition lottery means 107 sets the CZ flag provided in the flag storage area 102d to ON. This flag is set to OFF when the CZ ends.
[0125] (9) Pseudo-bonus lottery method 108 In this embodiment, a pseudo-bonus is provided in which, for a predetermined number of games (for example, 30 games), when an AT role is won, a mode of operation that pays out a large number of coins is notified. The pseudo-bonus lottery means 108 determines by lottery (pseudo-bonus transition lottery) whether or not to transition to a pseudo-bonus in the normal state of the advantageous section. The pseudo-bonus transition lottery has a winning probability set according to the role lottery result, for example. If the pseudo-bonus transition lottery is won, the pseudo-bonus lottery means 108 sets the pseudo-bonus flag provided in the flag storage area 102d to ON. This flag is set to OFF when the pseudo-bonus ends.
[0126] (10) Pseudo-bonus forced transition control means 109 In this embodiment, there are two routes to transition to a pseudo-bonus: a normal transition route, which is triggered by winning a pseudo-bonus transition lottery in the normal state (advantageous period), and a forced transition route (so-called ceiling), which is triggered when the accumulation of a predetermined transition indicator reaches a specified value while the pseudo-bonus transition lottery has not been won in the normal state (advantageous period). The pseudo-bonus forced transition control means 109 controls the transition to a pseudo-bonus via the forced transition route.
[0127] In this embodiment, the number of games played since the end of a pseudo-bonus (hereinafter also referred to as the ceiling game count) is set as a predetermined transition indicator. The lottery mode is determined when transitioning to an advantageous section or when a pseudo-bonus ends, and the number of games played is determined by the lottery mode. There are three lottery modes: Heaven Mode, which has a ceiling game count of 32 games; Pullback Mode, which has a ceiling game count of 200 games; Normal Mode A, which has a ceiling game count of 800 games; and Normal Mode B, which is more likely to transition to Heaven Mode, which has a ceiling game count of 800 games.
[0128] (11) AT lottery means 110 The AT lottery means 110 determines whether a new pseudo-bonus is won during a pseudo-bonus. If a new pseudo-bonus is won during a pseudo-bonus, a so-called one-game consecutive win occurs, where a new pseudo-bonus is immediately triggered after the pseudo-bonus ends. When a new pseudo-bonus is won during a pseudo-bonus, the AT flag in the flag storage area 102d is set to ON.
[0129] (12) Notification mode determination means 111 The notification mode determination means 111 determines the notification mode for the button press sequence to be notified by the payout indicator 46. The payout indicator 46 consists of two side-by-side 7-segment displays, and the operation mode is notified in a way that can be identified by setting the lighting patterns of these segments to unique patterns corresponding to the type of button press sequence.
[0130] (13) Pattern determination means 112 The pattern determination means 112 in Figure 5 determines whether the display pattern of the patterns on each reel 6L, 6M, and 6R, which have been stopped by the stop control means 105 based on their respective rotation positions, is a predetermined display pattern. It also determines whether the combination of patterns on the winning line when the reels 6L, 6M, and 6R stop is a predetermined winning pattern.
[0131] (8) First dispensing processing means 101h The first payout processing means 101h, when the result of the pattern determination means 112 is a winning pattern that results in the payout of pseudo-medals, cooperates with the second payout processing means 301b4 of the medal count control CPU 301 (described later) to pay out pseudo-medals corresponding to the winning pattern, thereby providing a benefit to the player. If the result of the pattern determination means 112 is a display pattern that results in the payout of pseudo-medals, the first payout processing means 101h stores the number of payouts corresponding to the winning pattern in the memory 102's payout remaining number storage area, then subtracts 1 from the value of the payout remaining number, and then transmits a payout processing request signal to the medal count control board 300 via the medal management transmission / reception means 101n. Upon receiving the payout processing request signal, the medal count control board 300 adds 1 to the number of game medals stored in the storage means 302a, and then transmits a completion signal to the main control board 100, thereby completing the payout processing for one medal. The payout process is repeated until the remaining payout value becomes "0", and the payout process for that game is completed.
[0132] In this embodiment, even if the number of pseudo-medals dispensed for a winning combination is two or more, the first dispensing processing means 101h and the second dispensing processing means 301b4 will dispense them one by one. However, it is also possible to dispense multiple pseudo-medals in a single dispensing process.
[0133] (9) Error detection means 101i The error detection means 101i detects whether or not an abnormal state, which is different from the normal state, has occurred, in other words, whether or not an error has occurred.
[0134] (10) Dispensing indicator control means 101j The payout indicator control means 101j controls the display of the payout indicator 46. Specifically, when a winning combination is achieved, the payout indicator control means 101j controls the payout indicator 46 so that the number of pseudo-medals set for that winning combination is displayed on the payout indicator 46. In addition, if an error is detected by the error detection means 101i, the payout indicator control means 101j controls the payout indicator 46 so that a predetermined identification number is displayed on the payout indicator 46 for the detected error.
[0135] (11) Command creation means 101k The command creation means 101k generates commands to transmit various information to the sub-control board 200 (sub-control CPU 201), including information regarding the result of the role lottery by the role lottery means 103, information regarding the type of game state such as general game state and bonus game state, the rotation and stop state of each reel 6L, 6M, 6R, and the payout state of pseudo-medals by the first payout processing means 101h. The commands generated by the command creation means 101k are then transmitted to the sub-control board 200 by the command transmission means 101m, which will be described later. The sub-control board 200 selects the effects to be executed based on the commands sent from the main control board 100. In other words, the command creation means 101k creates commands that instruct the content of the effects to be executed on the sub-control board 200.
[0136] (12) Command transmission means 101m The command transmission means 101m transmits commands containing various information created by the command creation means 101k in a one-way manner from the main control board 100 to the sub-control board 200. In addition, information indicating the pressing of the counting switch 31 and information indicating the pressing of the lending switch 503a, received from the medal count control board 300 by the medal management transmission / reception means 101n (described later), is also transmitted to the sub-control board 200 by the command transmission means 101m.
[0137] (13) Medal management transmission / reception means 101n The medal management transmission / reception means 101n transmits signals based on various information to the medal count control board 300 and receives signals based on various information from the medal count control board 300. The information transmitted to the medal count control board 300 includes, for example, information about winning combinations, information about the operation of the bet switch 7 and the maximum bet switch 8, information about inserting pseudo-medals (insertion processing request signal), information about dispensing pseudo-medals (dispensing processing request signal), the ID number of the main control CPU 101, and gaming machine information including various ratios such as the payout ratio. The information received from the medal count control board 300 includes, for example, information about inserting pseudo-medals (insertion processing response signal), information about dispensing pseudo-medals (dispensing processing response signal), information indicating that the counting switch 31 has been pressed, and information indicating that the dispensing switch 503a has been pressed.
[0138] (15) Game history information management means 101q The game history information management means 101q in Figure 5 aggregates game history information according to the progress of the game. For example, game history information includes total number of coins inserted (cumulative number of coins inserted from power-on, excluding replays), total number of coins paid out (cumulative number of coins paid out from power-on, excluding replays), MY (maximum MY calculated from power-on), number of coin payouts (cumulative number of coins paid out from the operation of coins since power-on), number of consecutive coin payouts (cumulative number of coins paid out from the differential of Type 1 special coins since power-on), coin payout ratio (number of coin payouts ÷ total payouts × 100 [%]), consecutive coin payout ratio (number of consecutive coin payouts ÷ total payouts × 100 [%]), advantageous section ratio, coin payout ratio including instructions, coin payout status ratio, etc.
[0139] (Sub-control board) Next, the functions of the sub-control board 200 will be explained with reference to Figure 5.
[0140] (1) Command receiving means 201a The command receiving means 201a receives commands containing various information transmitted by the command transmitting means 101m of the main control board 100. Upon receiving a command transmitted from the main control board 100, the command receiving means 201a notifies the various functions of the sub-control board 200 according to the type of command.
[0141] (2) Performance content determining means 201b The performance content determination means 201b is for determining the content of the performance in response to commands received by the command receiving means 201a. Specifically, it determines the video to be displayed on the liquid crystal display 14, the music and sounds played from the speakers 15 and 16, and the effects such as flashing the light sources of the upper lamp section 21 and the lower lamp section 22 simultaneously or individually, based on performance patterns that are set in advance in response to the progress of the game and the results of the role lottery by the role lottery means 103.
[0142] Furthermore, the performance content determination means 201b determines that if the player wins one of the AT roles "ATA_CL1" to "ATB_RC2" during the pseudo-bonus, the performance content will be such that information that can identify the operation mode displayed on the payout display 46 will be displayed on the liquid crystal display 14. Specifically, if the winning role group won in the pseudo-bonus is "ATA_CL1", for example, "213" will be displayed on the screen of the liquid crystal display 14.
[0143] Furthermore, in the normal game state, the presentation content determination means 201b displays a message such as "Left press recommended" using the LCD display 14 if the first stop reel is either the middle reel 6M or the right reel 6R.
[0144] The performance content determination means 201b then transmits a signal containing data related to the determined performance content to the liquid crystal display control means 201c and the audio control means 201d.
[0145] (3) Liquid crystal display control means 201c The liquid crystal display control means 201c controls the liquid crystal display 14 by displaying a video (image) or by blinking light sources such as the upper lamp section 21 and the lower lamp section 22 simultaneously or individually, based on the data contained in the signal transmitted from the performance content determination means 201b. For example, the liquid crystal display control means 201c flashes light sources such as the upper lamp section 21 and the lower lamp section 22 simultaneously or individually based on the data transmitted from the performance content determination means 201b.
[0146] (4) Voice control means 201d The voice control means 201d controls the speakers 15 and 16, such as playing music or outputting sounds, based on the data contained in the signal transmitted from the performance content determination means 201b. For example, the voice control means 201d may play the sound of a winning combination for a replay from speaker 15 or the sound of inserting a medal from speaker 16, based on the data transmitted from the performance content determination means 201b.
[0147] (Medal count control board) Next, the functions of the medal count control board 300 will be explained with reference to Figure 5.
[0148] (1) Storage means 302a The memory means 302a is formed in the RAM section (volatile memory) of the memory 302 and stores data on the number of usable pseudo-coins held by the player.
[0149] (2) Flag storage means 302b The flag storage means 302b stores an insertion completion flag, which is set to ON when the main board-to-transmit / receive means 301a receives information that can identify that the start switch 9 has been operated and the game has started, and is set to OFF when information indicating the number of tokens inserted for the game has been transmitted to the card unit CU after the start switch 9 has been operated, or when a time has elapsed that is assumed to have been transmitted.
[0150] (3) Main board-to-transmitting means 301a The main board-to-main board transmission / reception means 301a receives signals based on various information transmitted from the main control board 100, such as instructions to insert pseudo-medals and information regarding the number of pseudo-medals dispensed for winning combinations, as well as gaming machine information including the ID number of the main control CPU 101 and various ratios such as the payout ratio. It also transmits response signals to the main control board 100 in response to instructions to insert pseudo-medals and information regarding the number of dispensed. When the main board-to-main board transmission / reception means 301a receives signals based on information transmitted from the main control board 100 or signals based on information transmitted from the card unit CU, it notifies the various functions of the medal count control board 300 according to the type of information. Note that the means for receiving signals from the main control board 100 and the means for receiving signals from the card unit CU may be separate means.
[0151] (4) Game token count management means 301b The game token count management means 301b manages the usable token count data stored in the storage means 302a, and comprises a borrowing processing means 301b1, a first counting processing means 301b2, a second insertion processing means 301b3, and a second payout processing means 301b4.
[0152] a) Borrowing processing means 301b1 The borrowing processing means 301b1 performs the borrowing process of pseudo-medals with the card unit CU. Specifically, when the lending switch 503a of the card unit CU is operated, the card unit CU transmits a signal based on a predetermined number of tokens to the slot machine SM, and this signal is received by the inter-unit transmitting and receiving means 301e, which will be described later. When this signal is received by the inter-unit transmitting and receiving means 301e, the borrowing processing means 301b1 rewrites the game token count data stored in the storage means 302a to game token count data increased by the predetermined number of tokens. Furthermore, when the borrowing processing means 301b1 has rewritten the game token count data to the predetermined number of tokens increased, it transmits a lending receipt result response signal to the card unit CU via the inter-unit transmitting and receiving means 301e.
[0153] b) First counting processing means 301b2 The first counting processing means 301b2 works in cooperation with the second counting processing means 501c of the card unit CU to perform counting processing to transfer some or all of the usable number data stored in the storage means 302a to the card unit CU. Specifically, when the counting switch 31 of the slot machine SM is operated, a signal based on a predetermined number of counts of number data is transmitted from the slot machine SM to the card unit CU via the inter-unit transmission / reception means 301e. When this signal is transmitted by the inter-unit transmission / reception means 301e, the first counting processing means 301b2 rewrites the game token number data stored in the storage means 302a to game token number data obtained by subtracting a predetermined number of counts.
[0154] In this embodiment, the predetermined counting amount is the data for the number of pseudo-medals in the case of a normal press where the counting switch 31 is pressed for less than the predetermined time, and the data for the number of pseudo-medals in the case of a long press where the counting switch 31 is pressed for a predetermined time or longer. In the case of a long press, the data for the number of pseudo-medals of 50 is transmitted to the card unit CU at predetermined intervals (for example, 300 ms) while the counting switch 31 is pressed. Accordingly, the first counting processing means 301b2 rewrites the game medal count data stored in the storage means 302a at predetermined intervals (for example, 300 ms) to the game medal count data obtained by subtracting the value of 50 pseudo-medals.
[0155] c) Second input processing means 301b3 The second input processing means 301b3 works in cooperation with the first input processing means 101d of the main control CPU 101 to set the number of bets by inserting a simulated medal, thereby fulfilling the predetermined conditions for starting the game.
[0156] When the bet switch 7 is operated, a signal based on information that can identify this fact is transmitted to the medal count control board 300 by the medal management transmission / reception means 101n. When the main board-to-main board transmission / reception means 301a receives a signal based on this information, the second insertion processing means 301b3 rewrites the number of game medals stored in the storage means 302a with game medal count data obtained by subtracting the number of medals (1 medal) corresponding to the number of bets, and transmits a signal based on information that can identify this fact to the main control board 100 via the main board-to-main board transmission / reception means 301a.
[0157] When the maximum bet switch 8 is operated, a signal based on information that can identify this fact is transmitted to the medal count control board 300 by the medal management transmission / reception means 101n. When the main board-to-main board transmission / reception means 301a receives a signal based on this information, the second insertion processing means 301b3 rewrites the game medal count data stored in the storage means 302a with game medal count data obtained by subtracting the number of medals (3) corresponding to the bet amount, and transmits a signal based on information that can identify this fact to the main control board 100 via the main board-to-main board transmission / reception means 301a.
[0158] d) Second dispensing processing means 301b4 The second payout processing means 301b4, when the result of the pattern determination means 112 is a winning combination that results in the payout of pseudo-medals, cooperates with the first payout processing means 101h of the main control CPU 101 to pay out pseudo-medals corresponding to that combination, thereby providing a benefit to the player.
[0159] If the result of the pattern determination means 112 is a display pattern that results in the payout of pseudo-medals (a winning pattern for a winning combination such as a minor role), the first payout processing means 101h transmits a signal based on the number of pseudo-medals to be paid out to the player to the medal count control board 300 via the medal management transmission / reception means 101n. When the main board-to-main board transmission / reception means 301a receives a signal based on this information, the second payout processing means 301b4 rewrites the game medal count data stored in the storage means 302a to game medal count data increased by the number of medals paid out, and transmits a signal based on information that can identify this fact to the main control board 100. However, in this embodiment, even if the number of pseudo-medals paid out for a winning combination is two or more, the first payout processing means 101h and the second payout processing means 301b4 process the payout one by one. On the other hand, the second payout processing means 301b4 does not rewrite the game token count data stored in the storage means 302a even if a re-play bonus is won. Although it has been explained that the payout process is performed one token at a time even if multiple tokens are to be paid out, it is also possible to pay out multiple pseudo-tokens in a single payout process.
[0160] (5) Game token count display control means 301c The game token count display control means 301c controls the game token count display 26 based on the game token count data stored in the storage means 302a, so that the number of pseudo tokens indicated by the game token count data is displayed on the game token count display 26.
[0161] (7) Inter-unit transmission / reception means 301e The inter-unit transmission / reception means 301e transmits various information to the card unit CU, such as information regarding the number of pseudo-medals inserted and dispensed, information regarding errors occurring in the slot machine SM, information regarding various ratios displayed on the role ratio monitor 47, information that can identify the number of coins counted based on the operation of the counting switch 31, and information specific to the slot machine SM. It also receives information that can identify the number of coins to be lent, transmitted from the card unit CU based on the operation of the lending switch 503a.
[0162] (8) VL supply determination means 301f The slot machine SM receives voltage VL from the card unit CU via a connector. If the card unit CU is not powered on, or if the slot machine SM and the card unit CU are not properly connected, the voltage VL supplied from the card unit CU will be interrupted. The VL supply determination means 301f determines whether or not voltage VL is being supplied from the card unit CU by detecting the voltage of the wiring line to which voltage VL is supplied from the card unit CU in the medal count control board 300.
[0163] (9) Transmission item control means 301g The information transmitted to the card unit CU by the inter-unit transmission / reception means 301e includes gaming machine information, counting information, and information related to the loan receipt result response. The transmission item control means 301g controls the content or items to be transmitted in this information.
[0164] Communication between the medal count control CPU 301 of the slot machine SM and the unit CPU 501 of the card unit CU is performed via serial communication, and communication between the main control CPU 101 of the slot machine SM and the medal count control CPU 301 of the slot machine SM is performed via parallel communication. However, communication between the medal count control CPU 301 of the slot machine SM and the unit CPU 501 of the card unit CU is not limited to serial communication, and communication between the main control CPU 101 of the slot machine SM and the medal count control CPU 301 of the slot machine SM is not limited to parallel communication.
[0165] Next, the lottery mode determination table for determining the lottery mode when transitioning to a favorable period in this embodiment will be explained with reference to Figure 10.
[0166] In this embodiment, as described above, the lottery mode is determined when transitioning to the advantageous section or when a pseudo-bonus ends. As described above, there are three lottery modes: Heaven Mode, which has a ceiling of 32 games; Pullback Mode, which has a ceiling of 200 games; Normal Mode A, which has a ceiling of 800 games; and Normal Mode B, which is more likely to transition to Heaven Mode, which also has a ceiling of 800 games.
[0167] When you enter Heaven Mode, the probability of winning a pseudo-bonus increases, and after 32 games, you are guaranteed to win a pseudo-bonus, effectively guaranteeing a win with a small number of games played.
[0168] Furthermore, the game is designed so that after the pseudo-bonus ends, it transitions back to Heaven Mode with a high probability (specifically, between 50% and 90%). If Heaven Mode loops, pseudo-bonuses will be won consecutively, allowing players to expect to win medals.
[0169] Due to the loop of the aforementioned Heaven Mode, the advantageous period ends when the number of medals increased during the advantageous period reaches the aforementioned predetermined value, or when it reaches a specific number slightly less than the predetermined value (for example, a difference of 2000 medals), thus fulfilling the conditions for ending the advantageous period and ending the pseudo-bonus.
[0170] The system is configured to reset the lottery mode when the advantageous period ends and the player transitions to a non-advantageous period. However, when the player transitions back to the advantageous period after the non-advantageous period, the probability of selecting Heaven Mode as the lottery mode is higher than the probability of selecting Heaven Mode after the pseudo-bonus won in Normal Mode A or Comeback Mode ends, allowing players to expect to win even more medals.
[0171] After transitioning to a non-advantageous section, it is possible to transition to an advantageous section by winning one of the lower-numbered winning combination groups shown in Figure 10 (or Figure 9). Furthermore, as shown in Figure 10, the combination of the RT state in the first game of the advantageous section and the lower-numbered winning combination group that triggered the transition to the advantageous section selects a lottery mode determination table to determine the lottery mode. Two patterns are provided for the lottery mode determination table: "reset" and "favorable". In addition, for determining the lottery mode after the pseudo-bonus ends, there are "heaven mode", "pull-back mode", "normal mode A", and "normal mode B" tables depending on the state of the lottery mode when the pseudo-bonus was won.
[0172] The transition to a non-advantageous section occurs not only when the number of medals increased during the advantageous section reaches the aforementioned predetermined value, or when it reaches a specific number slightly less than the predetermined value (for example, a difference of 2000 medals), thus fulfilling the conditions for ending the advantageous section and ending the pseudo-bonus, but also, as mentioned above, due to initial conditions such as setting changes. If the rate at which Heaven Mode is selected when transitioning to an advantageous section after entering a non-advantageous section due to initial conditions is set higher than that at which point setting changes would excessively increase the expectation of medal acquisition, thus impairing the gameplay.
[0173] Therefore, it is preferable not to excessively increase the expected value of medal acquisition during the non-advantageous period under the initial conditions.
[0174] However, since all information related to the AT is reset regardless of the trigger for transitioning to a non-advantageous period, it is not possible to determine whether the non-advantageous period is due to the conditions for ending the advantageous period or the initial conditions based solely on the non-advantageous period itself.
[0175] In this embodiment, the lower-numbered winning combination group that triggered the transition to the advantageous period, and the state of the first game of the advantageous period (RT0 or RBBF) are used to reliably determine whether the transition was due to initial conditions such as a setting change or due to conditions for ending the advantageous period.
[0176] In other words, as explained above, transitions to RBB occur with an extremely low probability, and in normal gameplay, the player basically stays in RBBF. Therefore, if RT0 is the first game of the advantageous period, it is safe to assume that it is a non-advantageous period because the initial conditions have been met. For this reason, as shown in Figure 7, if RT0 is the first game of the advantageous period, the "reset" option, which is the lottery mode determination table corresponding to the initial conditions, is selected.
[0177] On the other hand, if the state of the first game in the advantageous section is RBBF, as mentioned above, it is assumed that the player entered the non-advantageous section due to normal gameplay, such as the fulfillment of the conditions for ending the advantageous section, the increase in medals during the advantageous section exceeding a specified value, or the completion of a specified number of games without transitioning to the non-advantageous section after entering the advantageous section. However, if a bonus is won in the first game after transitioning to the non-advantageous section under the initial conditions, and the bonus is carried over, the state will become RBBF, making it impossible to distinguish from the state where the player entered the non-advantageous section due to normal gameplay, which could lead to an incorrect judgment.
[0178] Therefore, as mentioned above, the "BE2" group of winning roles with the lowest number 21 is configured to always be won with the bonus role "BNS" and never be won alone. Furthermore, "BE2" is configured to be eligible for transition to the advantageous section when won in RT0, but not when won in RBBF (see Figure 6). As a result, even if the state of the first game in the advantageous section is RBBF, if it is the "BE2" group of winning roles with the lowest number 21, it is judged to be the initial condition, and "reset," which is the lottery mode determination table corresponding to the initial condition, is selected (see Figure 10). In other words, it is possible to reliably determine that it is RBBF when a bonus is won in the first game after transitioning to the non-advantageous section under the initial condition, and the bonus is carried over, and select "reset," which is the lottery mode determination table corresponding to the initial condition.
[0179] If the state in the first game of the advantageous period is RBBF and the winning role group for the lower number is anything other than "BE2", it is determined that the game has transitioned to a non-advantageous period due to the conditions for ending the advantageous period, and "Preferential Treatment," which is the lottery mode determination table corresponding to the conditions for ending the advantageous period, is selected.
[0180] Regarding the "reset" and "preferential treatment" options in the lottery mode determination table, the "preferential treatment" option is configured to make it more likely for a lottery mode that is advantageous to the player to be selected.
[0181] For example, in the case of "reset," the modes selected are Normal Mode A:Normal Mode B:Pullback Mode:Heaven Mode = 30:30:40:0, while in the case of "preferential treatment," the modes selected are Normal Mode A:Normal Mode B:Pullback Mode:Heaven Mode = 0:20:10:70. The "preferential treatment" option has a higher probability of selecting Heaven Mode compared to "reset."
[0182] This allows players to expect a loop of transitioning to Heaven Mode again after the advantageous period ends due to a certain medal acquisition condition, even if the AT information is reset once the advantageous period is re-established, thus enhancing the overall enjoyment of the game.
[0183] As described above, the game state can be appropriately set by utilizing the results of the role lottery used in normal gameplay, without the need to create a new special game state. In other words, the role lottery is designed to easily determine whether an excessively advantageous state is granted during the transition from a non-advantageous section to an advantageous section in a game state where bonus roles that may occur in the initial state due to setting changes, etc., have not been carried over.
[0184] Next, we will describe the slot machine SM in the second embodiment.
[0185] The slot machine SM in the second embodiment is similar to that in the first embodiment up to Figures 1 to 6, but there are differences in the parts that constitute the gameplay, including the arrangement of symbols on the reels. The differences will be explained using Figures 11 to 16.
[0186] Figure 11 shows the reel symbol arrangement in the second embodiment. The symbols in the second embodiment include "R7", "B7", and "BR", which the player is asked to aim for when determining the reward (described later), "R1" and "R2", which are used as normal replays, "CH" and "WM", which are used as rare roles, "B1" and "B2", which are used as AT roles, and "BL", which adds variety to the outcome of chance symbols, etc. There are 21 symbols arranged on each reel. In the second embodiment, the winning lines determined by the symbol determination means 112 are the upper row of 6L on the left reel, the middle row of 6M on the middle reel, and the upper row of 6R on the right reel.
[0187] Figure 12 is a diagram showing the relationship between some of the role names and the number of payouts depending on the stopping pattern in the second embodiment. In the second embodiment as well, a lottery for transitioning to the advantageous section is conducted, and the acquisition of the right to enter the reward determination state described later, and the AT state after winning the reward determination role, are performed while in the advantageous section. In the second embodiment, the lottery for transitioning to the advantageous section is determined according to the role lottery (the type of role lottery result corresponds to the role name in Figure 12), similar to the first embodiment. Note that in Figure 12, some bonus roles and special roles that can only be established during a bonus are omitted because the role names involved in the reward determination state described later are listed.
[0188] The names of the winning hands in Figure 12 indicate the types of hands that can be won as a result of the hand lottery method, and mainly consist of the following hands.
[0189] The symbol "HZ" is a miss, and regardless of the operation method, it will display a miss. The symbol "RP1" is a replay, and regardless of the operation method, it will display a replay. The symbol "CH1" is a cherry, and if the left reel 6L is stopped first and the timing of the operation of the left reel 6L is within the range where the symbol can be pulled in, the symbol "CH" will stop and the display result of a cherry will be derived. The symbol "WM1" is a watermelon, and if the left reel 6L is stopped first and the timing of the operation of each reel, left reel 6L, middle reel 6M, and right reel 6R, is within the range where the symbol can be pulled in, the symbol "WM" will stop and the display result of a watermelon will be derived. The symbol named "SPA" is a chance. If the left reel 6L is stopped first, and the timing of operations on the left reel 6L, middle reel 6M, and right reel 6R is within the range where the symbol "WM" can be drawn in, stopping the reels in a way that results in a chance event will be achieved. The symbols named "CH1", "WM1", and "SPA" are collectively referred to as rare symbols. Winning a rare symbol may grant the right to transition to the reward determination state described later. After winning a rare symbol, the player may transition to the reward determination state after a possibility sequence. The symbol combination of a rare symbol may be composed of a replay or a minor symbol. If a rare symbol is composed of a replay, performing operations other than the specific operation method may result in a display similar to the symbol named "RP1".
[0190] The roles named "ATA1~ATA6" are AT roles, and operating them in a manner that matches each role name will result in a display result with a higher payout. For example, for role name "ATA1", stop the right reel 6R first, operate within the range around the symbol "R7" (specifically, when symbols numbered 0-6 in Figure 11 are passing above the right reel 6R, the same applies to role name "ATA4"), and then stop the left reel 6L as the second stop, and the middle reel 6M as the final stop will result in a display result of a payout of 15 coins. Furthermore, in "ATA2," the timing for "B7" is within the range around the "B7" symbol (specifically, when symbols numbered 14-20 in Figure 11 are passing over the upper row of the right reel 6R; the same applies to the role name "ATA5"), and in "ATA3," the timing for "BR" is within the range around the "BR" symbol (specifically, when symbols numbered 7-13 in Figure 11 are passing over the upper row of the right reel 6R; the same applies to the role name "ATA6"). Payouts for other operating modes are shown in Figure 12, and details are omitted.
[0191] In the second embodiment, unless the right reel 6R is stopped first, the display result showing a payout of 15 coins in a game in which the winning combination "ATA1~ATA6" is won will not be obtained. However, if the right reel 6R is stopped first outside of the AT state after a reward-determining combination is won in the reward-determining state described later, penalties will be incurred, such as not acquiring the right to enter the reward-determining state even if a rare combination is won.
[0192] The "PZX" combination is a single-coin combination, and regardless of the operation method, it will result in a display that pays out one coin. The display result at this time is designed so that it does not show any combination of symbols that are easily recognizable to the player, such as symbols lining up in a straight line, thereby achieving diversity in the possible outcomes.
[0193] The role named "PZ1" is a reward-determining role. When it is won in the reward-determining state described later, the LCD display 14 notifies the player to aim for the symbol corresponding to the reward rank, starting from the right reel 6R, and the AT state is implemented from the next game. Details about the reward-determining state will be described later. With the reward-determining role, if the right reel 6R is stopped first, and the left reel 6L and middle reel 6M are used to aim for and stop the symbol that stopped on the right reel 6R ("R7", "B7", "BR"), a matching display result can be obtained for any of the symbols. The matching display symbols are those that stop on one of the five lines consisting of a horizontal line (upper, middle, lower), a diagonal upward line, or a diagonal downward line, which are composed of a display area consisting of 3 frames each on the left reel 6L, middle reel 6M, and right reel 6R. The position in which the symbols match may differ depending on the target symbol. For example, "R7" is a straight line diagonally downwards, "B7" is a straight line in the upper row, and "BL" is a straight line in the middle row. In the normal state, when the reward is not determined, stopping the left reel 6L (middle reel 6M) first will result in a different display than when the right reel 6R is stopped first, regardless of the timing of the operations on the left reel 6L, middle reel 6M, and right reel 6R. The display result for "PZ1" will differ depending on the operation method, but all will pay out 3 coins. In addition, "PZ1" is a small win that pays out, but it may also consist of replays.
[0194] Figure 13 shows the initial reward rank table and reward rank details in the second embodiment, with Figure 13(a) showing the initial reward rank table and Figure 13(b) showing the reward rank details.
[0195] In the second embodiment, if a rare role is won during normal gameplay or during AT, the player may be granted the right to transition to a reward determination state. If the right is granted during normal gameplay, the player will transition to the reward determination state after a possibility animation or similar sequence. If the right is granted during AT, the player will transition to the reward determination state again after the AT ends.
[0196] When the right to transition to the reward determination state is granted, a process is performed in which one reward number is selected from the 10 reward numbers in the reward rank initial table shown in Figure 13(a). When the player transitions to the reward determination state based on the right, the reward rank initial table for the selected reward number is set. The reward rank initial table consists of a 5-byte ring buffer, and each byte is set with data used for the reward rank. In the first game after transitioning to the reward determination state, the first byte is used, in the second game, the second byte is used, and so on, with the target byte being determined according to the number of games in the reward determination state. Since the reward rank initial table is a ring buffer, even if the reward determination state exceeds 5 games, the target byte can be easily set, and in this embodiment, in the 6th game after transitioning to the reward determination state, the first byte is used, in the 7th game, the second byte is used, and so on, with the remaining bytes being multiples of 5 being used. After entering the reward determination state, it is possible to update the data set in the bytes to be advantageous to the player between the time the reward determination role is won and the reward is determined. Specific examples will be explained in Figures 15 and 16 below.
[0197] Figure 13(b) shows the rewards awarded for each reward rank. A higher reward rank results in a greater number of coins being awarded in AT mode, and when a reward-determining symbol is won in a game with a high reward rank during the reward determination state, it is advantageous for the player. In addition, to clearly appeal to the player that they have a high reward rank, the target symbols for the "Aim" symbol differ depending on the reward rank. As mentioned above, the reward-determining symbol can be displayed with any of the "Aim" symbols aligned depending on the operation method. The specific method for determining the reward rank will be explained in Figures 15 and 16.
[0198] Figure 14 shows the relationship between the reward determination state and the winning role in the second embodiment.
[0199] In the reward determination state, the actions described in Figure 14 are performed according to the type of winning combination. The actions performed differ depending on the type of winning combination: (1) reward determination combination (PZ1), (2) rare combination (CH1, WM1, SPA), and (3) others.
[0200] (1) If the reward determination role (PZ1) is won, the player will be prompted to aim for the symbol corresponding to the reward rank, and from the next game onwards, the player will transition to the AT state assigned according to the reward rank.
[0201] (2) If a rare role (CH1, WM1, SPA) is won, the data of the target part will be updated so that the reward rank increases by one level, and a special feature will be implemented in the next game only, which will increase the reward rank set when a reward-determining role is won by one level. Then the game will move to the next target part and the reward-determining state will continue. Therefore, if a reward-determining role is won in the game following a rare role, the player will receive a more advantageous benefit compared to winning the reward-determining role at a different time.
[0202] (3) If any other option is selected, a lottery will be held to determine if the reward rank of the selected part-time job will be increased by one level with a 30% probability. If the lottery is won, the data will be updated to reflect the one-level increase. Then, the system will move on to the next selected part-time job and continue the reward determination process.
[0203] If the reward rank increases for the data of the target byte, and the reward determination state continues until the number of games in which the target byte is used again without ending, the player has the opportunity to obtain a more favorable reward rank compared to the initial reward rank table, making the game more enjoyable for the player.
[0204] Figure 15 shows an example of gameplay in the second embodiment, and Figure 16 shows the display mode of the liquid crystal display 14 corresponding to the example of gameplay in Figure 15 in the second embodiment.
[0205] More specifically, Figures 15 and 16 show an example of gameplay in the reward determination state after the right to transition to the reward determination state is granted by winning a rare role in the normal state, and after the acquisition of the right is announced through possibility-based animations, etc.
[0206] Figure 15 shows an example where reward No. 2 from the initial reward rank table shown in Figure 13(a) is selected. In Figure 15, the number of games refers to the number of games that have been played since the reward determination state was reached.
[0207] In Figure 15, the target byte data refers to the data from the first to the fifth byte of the selected reward No. (as mentioned above, in this example, reward No. 2 is selected) in the initial reward rank table shown in Figure 13(a). The first to fifth games of the reward determination state correspond to the first to fifth bytes. Note that the reward determination state may continue beyond the sixth game, but as mentioned above, the reward rank of the target byte may increase from the sixth game onward.
[0208] In Figure 15, the limited data refers to the data used to increase the reward rank by one level for the next game only, as a special feature resulting from winning a rare role as shown in Figure 14. This will be explained in more detail in the game in which the rare role is won, as described later.
[0209] In Figure 15, the reward rank at the time of determination is the reward rank awarded when a player wins the reward determination role in the game, and it is determined using the target byte data and limited data. The details will be described later.
[0210] In Figure 15, the winning combination is the type of combination won in the game. If it is a reward-determining combination, the reward rank for that game is assigned and the reward determination state ends. If it is not a reward-determining combination, the target byte processing and limited data processing are performed according to the type of winning combination, and the reward determination state continues for the next game.
[0211] In Figure 15, the target byte processing involves a lottery where, if the winning combination in the game is anything else, there is a 30% chance that the reward rank will increase by one level. If the lottery is successful, the reward rank of the target byte data is updated to increase by one level. If the winning combination in the game is a rare combination, the reward rank of the target byte data is updated to increase by one level.
[0212] In Figure 15, the limited data processing refers to the process of setting data in the limited data for the next game that increases the reward rank by one level when a rare role is won in the game.
[0213] Next, we will explain the flow of the game in the reward determination state, following the example shown in Figure 15.
[0214] In the first game of the reward determination state, if the "Other" option is selected, a lottery is held with a 30% probability of increasing the reward rank by one level. If the lottery is won, the reward rank of the target byte data is updated to increase by one level. Since the reward determination role was not selected in the first game, the reward determination state continues in the second game. The updated target byte data will be used when the reward determination state reaches the sixth game. (See the target byte data in the sixth game in Figure 15.)
[0215] Here, we will explain the display content on the liquid crystal display 14 from before the start of the first game in Figure 15, using the first game in Figure 16. The first game in Figure 16 shows the display mode from before the start of the first game until the end of the role lottery, and is also a display mode that may be displayed until it is updated to the second game in Figure 16 if the reward-determining role is not won in the role lottery.
[0216] First, in the first game of the reward determination state, before the draw for the winning combination takes place (for example, when the number of bets is set), a display is made to show the reward rank when a winning combination is achieved in each game of the reward determination state. In the first game of Figure 16, the LCD display 14 displays five frames with arrows pointing clockwise, and the top frame of the five frames has a different display pattern than the others. The content within the different display pattern indicates the reward rank of the target byte data when a winning combination is achieved in that game. The five frames are displayed in a way that allows the reward rank of the target byte data corresponding to the selected reward No. to be identified. In Figure 15, since reward No. 2 is selected, the top frame displays the "reward rank 1" of the first byte in the first game, and then clockwise displays the "reward rank 2" of the second byte, the "reward rank 1" of the third byte, the "reward rank 2" of the fourth byte, and the "reward rank 2" of the fifth byte.
[0217] As shown in Figure 16, the LCD display 14 visually displays the reward rank for each game to the player, allowing them to visually recognize which game is advantageous for winning the reward-determining role, thus making the game more enjoyable.
[0218] As a result of the first game, in the second game shown in Figure 16, the display from before the start of the second game until the end of the role draw will show that the reward rank corresponding to the completed frame has increased by one level (1→2), and the frame that has advanced one step clockwise will be updated and displayed in a different display manner from the other frames.
[0219] From here on, we will explain the second through sixth games shown in Figures 15 and 16 in order.
[0220] In the second game of the reward determination state, a rare role is won, and the reward rank of the target byte data is updated to increase by one level. Additionally, the limited data processing sets the limited data for the next game (third game) to reflect the increased reward rank by one level. Since the reward determination role was not won in the second game, the reward determination state continues into the third game. The updated target byte data will be used when the reward determination state reaches the seventh game. (See the target byte data for the seventh game in Figure 15.)
[0221] As a result of the second game, the third game in Figure 16 will be displayed in a way that, from before the start of the third game until the end of the role lottery, will show the reward rank corresponding to the completed frame increased by one level (2→3). In addition, the frame that moves one step forward clockwise will be displayed differently from the other frames, and the display will be updated to indicate that the reward rank has increased by one level only in the third game due to a rare role (+1 in the upper right corner outside the frame). In other words, if a reward-determining role is won in the third game, an additional reward rank will be added to the value in the frame. (See the reward rank at the time of determination in the third game in Figure 15)
[0222] In the third game of the reward determination state, if the "Other" option is selected, a lottery is held with a 30% probability of increasing the reward rank by one level. Since the lottery is unsuccessful, the target byte processing does not update the target byte data. Because the reward determination role was not selected in the third game, the reward determination state continues in the fourth game. Note that the target byte data is used when the reward determination state reaches the eighth game. (See the target byte data for the eighth game in Figure 15.)
[0223] As a result of the third game, in the fourth game shown in Figure 16, the display format from before the start of the fourth game until the end of the role draw is as follows: the reward rank corresponding to the completed frame remains the same (remains at 1), and the frame that has advanced one position clockwise is updated and displayed in a different format from the other frames. Additionally, the display indicating that the reward rank has increased by one level is discontinued only for the third game.
[0224] In the fourth game of the reward determination state, if the "Other" option is selected, a lottery is held with a 30% probability of increasing the reward rank by one level. Since the lottery is unsuccessful, the target byte processing does not update the target byte data. Because the reward determination role was not selected in the fourth game, the reward determination state continues in the fifth game. Note that the target byte data is used when the reward determination state reaches the ninth game. (See the target byte data for the ninth game in Figure 15)
[0225] As a result of the 4th game, the 5th game in Figure 16 will be displayed in the following manner from before the start of the 5th game until the end of the role draw: the reward rank corresponding to the completed frame will remain the same (remaining at 1), and the frame that has advanced one position clockwise will be updated and displayed in a different manner from the other frames.
[0226] In the fifth game of the reward determination state, a rare role is won, and the reward rank of the target byte data is updated to increase by one level. Additionally, the limited data processing sets the limited data for the next game (sixth game) to reflect the increased reward rank by one level. Since the reward determination role was not won in the fifth game, the reward determination state continues into the sixth game. The updated target byte data is used when the reward determination state reaches the tenth game. (See the target byte data for the tenth game in Figure 15.)
[0227] As a result of the 5th game, the 6th game in Figure 16 will be displayed in the following manner from before the start of the 6th game until the end of the role lottery: the reward rank corresponding to the completed frame will be displayed in a way that increases by one level (2→3), the frame that moves one step forward clockwise will be displayed in a different manner from the other frames, and the display will be updated to indicate that the reward rank has increased by one level only in the 6th game due to a rare role (+1 in the upper right corner outside the frame). In other words, if a reward-determining role is won in the 6th game, the reward rank will be increased by one level in addition to the value in the frame. (See the reward rank at the time of determination in the 6th game in Figure 15) Note that the target byte for the 6th game is the 1st byte used in the 1st game, and since it has increased by one level due to the target byte processing in the 1st game, the target byte data in the 6th game is 2.
[0228] In the 6th game of the reward determination state, the reward determination role is won, and the reward rank at the time of determination in that game is 3 (3 is the sum of 2 from the target byte data and +1 from the limited data), so the content corresponding to reward rank 3 in Figure 13(b) is awarded. Since the reward determination role has been won, the reward determination state ends, and the player transitions to the awarded AT state from the 7th game. The data from the 7th game onwards in Figure 16 is not used.
[0229] As a result of the 6th game, a reward-determining role was won, so the LCD display 14 displays the target symbol corresponding to the reward rank, as shown by the arrow below. In the 6th game, as mentioned above, the content corresponding to reward rank 3 was awarded, so as shown in Figure 13(b), the LCD display 14 displays "Aim for R7!!" targeting the target symbol "R7" corresponding to reward rank 3, along with a message recommending that the right reel stop on 6R first. Regardless of whether or not "R7" is displayed in the 6th game, the player will transition to the awarded AT state from the 7th game.
[0230] The second embodiment has been described above, but it is not limited to this, and for example, the following specifications may also be used.
[0231] In the reward determination state, if a rare role is won, the reward is not determined, and the reward rank is increased through the target part processing and limited data processing. However, rare roles can also be used as reward determination roles, and if a reward is determined when a rare role is won, the set reward rank may be increased and the reward may be granted, or the reward rank may not be increased but different advantageous rights may be granted.
[0232] In the reward determination state, if any other win occurs, there is a 30% chance of increasing the reward rank of the target part-time data, but this may be changed to 100%, or the reward rank of any target part-time data may be increased if the reward determination state continues for a certain number of games regardless of the winning combination. In addition, the increase in the reward rank of the target part-time data due to a single trigger may be two or more ranks instead of just one rank.
[0233] In the reward determination state, the reward rank was increased through target byte processing and limited data processing. However, in the limited data processing, the reward rank may be increased not only for the next game but until the reward is determined (i.e., the limited data may be kept set until the reward determination role is won), or the reward rank may be increased not only for the next game but for multiple games such as the game after that. In addition, the reward rank increase may be two or more levels instead of just one level.
[0234] When the right to transition to the reward determination state is granted, a process is performed in which one of the 10 types of reward Nos in the initial reward rank table shown in Figure 13(a) is selected, and the game immediately transitions to the reward determination state from the next game. However, a reward rank-up period may be set before transitioning to the reward determination state. For example, the reward rank-up period may be 5 games, and the reward rank corresponding to the type of AT role ("ATA1~ATA6") won during this period may be increased. More specifically, if "ATA1" is won during the reward rank-up period, the rank of the first byte may increase by one level, and if "ATA2" is won, the reward rank of the second byte may increase by one level. Defining the type of winning role and the byte that will be increased will make the game more interesting. It may also be possible to include roles where the target of the increase is unknown, such as "ATA6" where one of the target bytes increases by one level.
[0235] Next, a modified example of the relationship between the reward determination state and the winning role in the second embodiment will be described. In the second embodiment, when a reward determination role was won in the reward determination state, the reward to be awarded in that game was determined. However, the reward may not be determined by the winning role in only that game (i.e., one game), but rather the reward may be determined based on the results of winning roles in multiple games. For example, it may be decided to award the reward for the subsequent games when a specific role is won in multiple consecutive games.
[0236] For example, in a game after the process of selecting one reward number from the 10 reward numbers in the initial reward rank table shown in Figure 13(a), if a specific role is won in two consecutive games, the reward will be determined in the second game. More specifically, the position of the target reward data is maintained in the game in which the specific role is won, and if the specific role is won in the next game, the reward will be awarded based on the maintained reward data. This allows players to understand that the next game may be a game in which a reward is awarded due to the specific role they have drawn, by notifying them that the position of the target reward data has been maintained due to the specific role they have drawn. Furthermore, since players can receive a reward in the next game based on the specific role they have drawn themselves, they can enjoy a more self-reliant reward determination experience.
[0237] Furthermore, if a player wins a specific role in a game and maintains the position of the target reward data in that game, but fails to win the specific role again in the next game, the reward will not be awarded and the position of the reward data will be moved to the next position. However, the reward data that was not awarded will be ranked up. Therefore, if the game then reaches a point where the ranked-up reward data becomes the target without a reward being determined (i.e., the reward data will be ranked up again after a predetermined number of games have passed without winning the specific role in two consecutive games), the player will have a chance to acquire the ranked-up reward data on their own, thus further enhancing the enjoyment of the game.
[0238] For designated winning combinations, it is preferable to select combinations that produce display results that make it easy for the player to identify that they have won (such as a combination of symbols that is easily recognizable to the player, like a straight line of symbols, or a combination of symbols that the player recognizes as a chance combination). For example, it is preferable to designate combinations named "RP1", "CH1", "WM1", "SPA", and "PZ1" as designated winning combinations. Conversely, it is preferable not to designate combinations that produce display results that make it difficult for the player to identify that they have won (such as a combination of symbols that is easily recognizable to the player, like a straight line of symbols) as designated winning combinations. For example, it is preferable not to designate combination "PZX" as a designated winning combination.
[0239] Furthermore, if the winning combination is one of the specific combinations named "CH1", "WM1", or "SPA", the rank of the relevant data may be increased, as shown in Figure 14.
[0240] (Main control unit) Next, the configuration of the main control unit 150, which incorporates the main control board 100, will be explained with reference to Figures 6, 17 to 20.
[0241] Figure 6 is a perspective view of the slot machine SM with the front panel 2 open, and Figure 17 is a front view of the main control unit 150 installed inside the slot machine SM. Note that the main control unit 150 has the main control board 100 housed in a transparent circuit board case 157, so the component mounting surface of the main control board 100 is visible in the front view. As shown in Figures 6 and 17, in this embodiment, the main control unit 150, in which the main control board 100 is housed in a transparent circuit board case 157, is fixed to the rear of the slot machine SM housing KY with screws and mounting brackets (not shown) so that the component mounting surface of the main control board 100 faces forward, and the I / F board 90 is fixed to the side of the slot machine SM housing KY with screws and mounting brackets (not shown). In the following explanation, the front side of Figure 6 will be considered the front of the main control board 100, board case 157, and main control unit 150, and the back side will be considered the back of the main control board 100, board case 157, and main control unit 150. The top and bottom and left and right sides of Figure 6 will be explained as the top and bottom and left and right sides of the main control board 100, board case 157, and main control unit 150.
[0242] Figure 18 is a perspective view of the main control unit 150's circuit board case 157 in a disassembled state. As shown in Figure 18, the circuit board case 157 is assembled by fixing a rectangular box-shaped cover member 151 with an open rear side and a rectangular box-shaped base member 152 with an open front side using a fixed structure (not shown). The main control board 100 is housed in the internal space formed when the cover member 151 and the base member 152 are assembled. Specifically, the cover member 151 and the base member 152 are horizontally elongated rectangles that are slightly larger than the main control board 100 when viewed from the front, and the internal space of the circuit board case 157 is a rectangular parallelepiped shape that can accommodate the entire main control board 100.
[0243] Furthermore, the circuit board case 157 is sealed by a sealing structure (not shown), and the sealing structure must be destroyed when opening the circuit board case 157. In other words, in this embodiment, when the circuit board case 157 is opened, traces of opening are left on the sealing structure, and by checking these traces, it is possible to confirm whether the circuit board case 157 has been opened without permission.
[0244] The cover member 151 and the base member 152 are molded products made of transparent resin, and are configured so that the inside of the substrate case 157 can be seen through the cover member 151 and the base member 152. As shown in Figures 17 and 18, the cover member 151 has a connector opening 123, and when the main control board 100 is housed in the substrate case 157, the connector 116 mounted on the main control board 100 is exposed to the outside through the connector opening 123, and the part of the main control board 100 excluding the connector is sealed by the cover member 151 and the base member 152. In addition, the cover member 151 has a heat dissipation opening 124, which will be described later, and when the main control board 100 is housed in the substrate case 157, the installation area of the metal heat sink 125 and the heat dissipation opening 124 overlap in a front view.
[0245] Figure 19 is a view of the cover member 151 from the back side, and Figure 20 is a diagram showing the arrangement of components on the component mounting surface of the main control board 100.
[0246] The main control board 100, which constitutes the main control unit 150, is a control board that controls and manages the progress of the slot machine SM gameplay, as well as managing communication with the card unit CU and managing the number of simulated tokens, as described above. As shown in Figure 20, the main control board 100 has a horizontally elongated rectangular shape, and screw holes are formed at its four corners for fixing it to the board case 157. The front side of the main control board 100 is the component mounting surface on which all electronic components, including the main control CPU 101, are mounted, and various ICs such as the main control CPU 101, token count control CPU 301, and ICs 161 are arranged. Although not shown in the diagram, no electronic components, including the main control CPU 101, are mounted on the side of the main control board 100 opposite to the component mounting surface.
[0247] Although the diagram is omitted, each electronic component mounted on the main control board 100 is connected by metal wiring laid on both sides of the main control board 100, and exchanges necessary information by communicating with the corresponding devices regarding information for advancing the game and information regarding the game medium with the card unit CU.
[0248] Here, the main control CPU 101 mounted on the main control board 100 controls the progress of the game, and the medal count control CPU 301 controls the management of the number of simulated medals held by the player. Therefore, daily inspection of both electronic components is extremely important. If a CPU were to be replaced with one containing a program that allows a player to gain an unfair advantage, the pachinko parlor would suffer enormous losses. The appearance of the main control CPU 101 and the medal count control CPU 301 will be described below with reference to Figures 21 to 24.
[0249] Figure 21(a) is an enlarged view of region A in Figure 20, showing the main control CPU 101 mounted on the main control board 100, viewed from the front. Note that the main control CPU 101 is mounted on the main control board 100 by being inserted into a socket, but the socket is not shown in Figures 21 to 24. Figure 21(b) shows the BB cross section in Figure 21(a). Figure 22(a) shows the main control CPU 101 in Figure 21(a) before the seal is applied, and Figure 22(b) shows the CC cross section in Figure 22(a). Figure 23(a) shows the main control CPU 101 in Figure 22(a) before laser marking is applied, and Figure 22(b) shows the DD cross section in Figure 22(a). Figure 24(a) is an enlarged view of region F in Figure 21(a), and Figure 24(b) shows the EE cross section in Figure 24(a). Since the medal count control CPU 301 has the same configuration as the main control CPU 101, a detailed illustration is omitted. Note that either the main control CPU 101 or the medal count control CPU 301 corresponds to the control means of the present invention.
[0250] As shown in Figure 21, the main control CPU 101 has its IC chip sealed in a resin package. Generally, IC chips, which are semiconductors, can malfunction due to the adhesion of dust and moisture, so they are sealed using resin material. In this embodiment, the package of the main control CPU 101 is formed by a so-called mold sealing method, in which the IC chip is set in a specified position in a mold, and molten resin is filled and hardened.
[0251] As shown in Figures 23(a) and 23(b), when the IC chip of the main control CPU 101 is sealed by mold sealing, irregularities are created in the mold, which in turn creates irregularities in the filled resin. When the resin hardens in this state, a convex package marking 250 and a concave package marking 251 are formed. The convex package marking 250 consists of the string "NEXT-1" and is positioned parallel to the short side of the main control CPU 101 (the side without a lead frame), while the concave package marking 251 consists of the string "ABC" and is positioned parallel to the long side of the main control CPU 101 (the side with a lead frame). The strings "NEXT-1" and "ABC" are rotated 90° relative to each other. The raised package marking 250 corresponds to the second display unit of the present invention, "NEXT-1" corresponds to the second string of characters of the present invention, the recessed package marking 251 corresponds to the third display unit of the present invention, and "ABC" corresponds to the third string of characters of the present invention. "NEXT-1" and "ABC" represent information common to the manufacturing of the main control CPU 101, such as the name of the manufacturer and the name of the distributor.
[0252] From the state shown in Figure 23, laser marking is applied to the package surface to obtain the state shown in Figure 22. As shown in Figures 22(a) and 22(b), a recessed package marking 252 is formed, which is different from the recessed package marking 251. The recessed package marking 252 consists of the strings "AAAB123-P", "2023AA14", and "123456789" and a two-dimensional code that allows specific information to be obtained by a read-only device. Each string is arranged parallel to the long side (the side on which the lead frame is provided) of the main control CPU 101. The recessed package marking 252 corresponds to the first display unit of the present invention, and "AAAB123-P", "2023AA14", and "123456789" correspond to the first strings of the present invention. "AAAB123-P", "2023AA14", and "123456789" represent information unique to each main control CPU 101, such as the product name, manufacturing date, and lot number.
[0253] As described above, when forming a recessed package marking 251 by mold molding and then forming a recessed package marking 252 by laser marking on the package surface, if the formation areas of the recessed package markings overlap, in other words, if at least a portion of the strings of characters in multiple types of recessed package markings with different manufacturing processes overlap and at least a portion does not overlap, irregular steps will be created in the formation areas of the package markings, as shown in Figures 24(a) and (b), making the structure more complex. This makes it difficult for fraudsters to forge the appearance of the main control CPU 101, and makes it more difficult to commit fraudulent acts such as substitution. In this case, the structure becomes more complex if the depth of the strings formed by mold molding and the depth of the strings formed by laser marking are different.
[0254] From the state shown in Figure 22, the main control CPU 101 can be mounted on the main control board 100 shown in Figure 21 by attaching the identification sticker 253 to the surface of the package. As shown in Figures 21(a) and 21(b), the identification sticker 253 has the strings "Manufacturer A", "New Pulsar", and "AB-01" printed on it, and is attached so that each string is parallel to the long side of the main control CPU 101 (the side on which the lead frame is provided). Note that "Manufacturer A", "New Pulsar", and "AB-01" correspond to the fourth string of characters of the present invention, and "Manufacturer A", "New Pulsar", and "AB-01" represent information about the slot machine SM on which the main control CPU 101 is installed, such as the manufacturer name, model name, and serial number of the slot machine SM.
[0255] Generally, since the manufacturing company and the selling company of the main control CPU 101 have common information rather than unique information, it is easy for an illegal actor to obtain and forge the information. However, for the product name, manufacturing date, and lot number, their combination is unique information, and by matching the numbers, it is possible to confirm whether the information is legitimate or illegitimate. Also, since the information printed on the identification seal 253 is different for each model of the slot machine SM, highly accurate confirmation can be performed by checking the combination. Therefore, in the daily inspection by the hall staff, only the character string of the concave package marking 252 and the information printed on the identification seal 253 are checked, and the character string of the convex package marking 250 and the character string of the concave package marking 251 may not be checked. From this, it can be said that the character string of the concave package marking 252 and the information printed on the identification seal 253 are information that is regarded as important compared to the character string of the convex package marking 250 and the character string of the concave package marking 251.
[0256] As described above, the hall staff checks whether there are any changes in the character string of the concave package marking 252 and the information printed on the identification seal 253 during daily inspections. In this embodiment, since each character of the concave package marking 252 and the identification seal 253 is not rotated and is in an easy-to-read state when viewed from the front in the installed state, in other words, since the main control CPU 101 is installed so that the character string of the concave package marking 252 and the information printed on the identification seal 253 are generally in the correct position, the work efficiency during inspection is improved. Note that the front view in the installed state in this embodiment defines the state where the component mounting surface of the main control board 100 is viewed from the front, and it varies depending on the installation state of the main control unit 150 and the main control CPU 101. If the main control unit 150 is fixed to the rear of the housing KY, the state of viewing from the front side is the front view. For example, if the main control unit 150 is installed on the back side of the front panel 2 and the main control CPU 101 can be viewed with the front panel 2 open, the direction of viewing the back side of the open front panel 2 is the front view.
[0257] On the other hand, since the character string "NEXT-1" of the convex package marking 250 is not important information, the main control CPU 101 is installed at a position where the character string is not in the correct position. Also, since the convex package marking 250 is convex from the package surface, there is a risk of wear or damage when an operator touches it with a finger during manufacturing or the like. However, in daily inspections, even the worn or damaged parts become useful information. Suppose that when all parts of the character string "NEXT-1" that were worn and invisible became visible, a clerk might notice a sense of discomfort during inspection and suspect that an illegal act such as substitution had been committed. As described above, since "NEXT-1" is not important information, it can be used without problem even if a part of the character string is worn and invisible.
[0258] Also, the concave package marking 252 is formed by peeling or engraving the surface layer by laser marking. In the process, the irradiated part is oxidized or discolored by the laser light. Specifically, while the package surface is gray, it becomes a color close to black. On the other hand, since the convex package marking 250 and the concave package marking 251 are formed by mold molding, they are almost the same color as the package surface. As a result, the character string of the concave package marking 252 is conspicuous, making it easier for clerks to perform daily inspections.
[0259] Furthermore, as shown in Fig. 21(b), the identification seal 253 is attached to a flat area on the package surface of the main control CPU 101 where neither the concave package marking 251 nor the concave package marking 252 is provided, so that it cannot be peeled off after installation. However, due to the formation of the convex package marking 250 between the area where the concave package marking 251 and the concave package marking 252 are formed and the area where the identification seal 253 is attached, it is possible to confirm the attachment area by touch with the convex package marking 250 as a boundary when attaching the identification seal 253, improving the work efficiency during manufacturing.
[0260] Furthermore, the identification sticker 253 has text printed in black ink on a white background, and the text is the same color as the recessed package marking 252. Therefore, the text to be inspected becomes clearer during inspection, making it easier for store staff to check the product.
[0261] Furthermore, as shown in Figures 24(a) and 24(b), when performing laser marking, the laser is not directed at a portion of the string "AAAB123-P", so that the package marking 254 consisting of the string "123" within the string "AAAB123-P" can be recognized. In this way, it becomes difficult for fraudsters to forge the appearance of the main control CPU 101, making it difficult for fraudulent acts such as substitution to occur, and making it easy for store employees to detect during inspections. In this embodiment, the string "123" is present within the letter "B", but the string could be present in multiple letters, or it could be a single letter.
[0262] Incidentally, slot machines SM may display a warning message to prevent players from becoming too engrossed in the game by prompting them to be careful not to play excessively when a player-favorable state such as AT or RBB ends. The warning message is displayed in the center of the LCD display 14 screen in a predetermined manner (enclosed in a square frame) for at least a predetermined time.
[0263] The warning display is shown in a fixed size according to the size of the LCD display 14, but in some cases a decorative panel that does not change display may be installed in front of the LCD display 14. In such cases, it is difficult to display the warning display in a size large enough for the player to recognize, so in order to ensure that the warning display can be seen at all times, a sticker with the warning display printed on it may be attached to the front panel 4, or the warning display may be displayed in a size that corresponds to the size of the displayable area of the LCD display 14, rather than the size of the LCD display 14.
[0264] As described above, this embodiment has been explained, but it is not limited to the above embodiment and various modifications can be made. For example, the above embodiment is a main control unit 150 that houses the main control board 100 of a slot machine SM, but it may also be a unit that houses other control boards of the slot machine (such as a sub-control board 200 or an image control board), or a unit that houses control boards related to other gaming machines (such as pachinko machines).
[0265] Furthermore, in this embodiment, the main control board 100 has the main control CPU 101, the medal count control CPU 301, and various ICs 161 and other electronic components mounted on the component mounting surface, and no electronic components, including the main control CPU 101, are mounted on the surface of the main control board 100 opposite to the component mounting surface. However, for example, some passive components that are not directly related to the signal input / output operation of the main control CPU 101 may be mounted on the surface opposite to the component mounting surface.
[0266] Furthermore, although the main control unit 150 in this embodiment was mounted on the rear side of the housing KY, it is not limited to this. For example, it may be mounted on the back side of the front panel 2 or on the side side of the housing KY. However, if the main control unit 150 is mounted on the back side of the front panel 2, the back side of the front panel 2 will be the front side of the main control board 100, board case 157, and main control unit 150, and the front side of the front panel 2 will be the back side of the main control board 100, board case 157, and main control unit 150. In any example, the board unit 6 is installed inside the slot machine SM such that the component mounting surface of the main control board 100 is visible when the front panel 2 is opened.
[0267] Here, the identification information display unit 400 attached to the main control board 100 will be explained with reference to Figures 17, 20, and 25. Identification information refers to the name of the manufacturer of the slot machine SM and the management number of the board. Figure 25 is an enlarged view of area F in Figure 20, and Figure 26 shows another configuration of the identification information display unit 400.
[0268] As shown in Figure 20, the main control board 100 is equipped with an identification information display unit 400 in the center of its upper edge when installed. Also, as shown in Figure 25(a), the identification information display unit 400 consists of "YM2-L00-BC-1" representing the board management number 402 and "1A", "2G", and "2H" representing the manufacturer code 403 of the slot machine SM, and is formed in the identification information formation area 401.
[0269] As shown in Figure 25(a), the identification information display unit 400 is formed by laser marking a solid ground plane of the main control board 100. Vias 404 are formed around the identification information formation area 401 to connect the solid plane to the back surface of the board, but no vias 404 are formed within the identification information formation area 401.
[0270] As mentioned earlier, the identification information display unit 400 is formed by laser marking a solid wiring plane. This is to prevent the laser light from reflecting off the via 404, resulting in an unintended marking shape, or the marking and via 404 from becoming one and appearing as different characters.
[0271] However, if the identification information formation area 401 is made wider, the area where vias 404 are not formed on the solid trace will increase, which could lead to variations in ground potential depending on the location, or cause the solid trace to peel off due to impact or other factors. Therefore, these problems are prevented by placing the vias 404 near the identification information formation area 401 (within 1000 mm of the character area) and outside the board beyond the engraved characters.
[0272] Furthermore, the identification information formation area 401 is an area where the part number, which is silk-screen printed when installing electronic components such as IC161, is not printed. As shown in Figure 25(b), the identification information formation area 401 may also be a non-wired area where substrate wiring is not formed, and the substrate itself may be formed by laser marking. In this embodiment, the solid wiring area cannot be made wider than in the embodiment shown in Figure 25(a), but the identification information formation area 401 can be visually distinguished.
[0273] Furthermore, as shown in Figure 20, a payout ratio monitor 47 is installed adjacent to the identification information formation area 401, and when the main control unit 150 is installed, the display on the payout ratio monitor 47, the board management number 402, and the manufacturer code 403 are in the correct position and the characters are facing the same direction. This makes it easier to inspect the identification information display unit 400 while simultaneously inspecting the payout ratio monitor 47, which is a conspicuously lit area inside the slot machine SM.
[0274] Although an example was shown in which the role ratio monitor 47 is installed adjacent to the identification information formation area 401, it is sufficient if the characters are in the correct position and facing the same direction, and at least a portion of the role ratio monitor is included in a predetermined area drawn parallel to the upper and lower edges of the character areas of "YM2-L00-BC-1" representing the board management number 402 and "1A", "2G", and "2H" representing the manufacturer code 403, extending to the edge of the board. In this way, the player can grasp the items to be checked simply by turning their eyes to the side.
[0275] As shown in Figure 25(a), the board management number 402 and the manufacturer code 403 are both formed in the same area, the identification information formation area 401, using alphanumeric characters, the same font type, and font size. Furthermore, the manufacturer code 403 represents different companies with "1A," "2G," and "2H," for example, "1A" represents "manufacturer A," "2G" represents "manufacturer B," and "2H" represents "manufacturer C." The manufacturer code 403 "1A / 2G / 2H" represents all three companies. Therefore, it is no longer necessary to display the board management number 402 or the manufacturer code 403 in other areas of the board, and all necessary information is consolidated in the identification information display unit 400. As a result, the identification information formation area 401 can be made smaller than conventional ones, leading to space savings and cost reductions for the board. In addition, using the same font type and font size simplifies the manufacturing process, resulting in cost advantages.
[0276] As mentioned earlier, both the board management number 402 and the manufacturer code 403 use alphanumeric characters and are formed with the same font type and size. However, if they were engraved side by side, for example, it could lead to confusion between board management number 402 and manufacturer code 403, hindering routine inspections by store staff. Therefore, board management number 402 uses a unique symbol "―" that is not used in manufacturer code 403, and manufacturer code 403 uses a unique symbol " / " that is not used in board management number 402. This prevents confusion between board management number 402 and manufacturer code 403.
[0277] Furthermore, to prevent confusion between the characters themselves, the use of characters that could cause misidentification is restricted in the circuit board management number 402 and the manufacturer code 403. For example, using both "1: the number one" and "l: the lowercase English letter L" could make them appear the same, potentially reducing the efficiency of inspection by store staff. Specifically, the circuit board management number 402 and the manufacturer code 403 use only one of the following alphanumeric characters, and both are not used. "0: The number zero" and "O or o: The letter O" “1: One of the numbers” and “l: Small English letter l” “2: Two of the numbers” and “Z or z: English letter Z” “6: Six of the numbers” and “b: Small English letter b” “9: Nine of the numbers” and “g: Small English letter g” In addition, those with similar forms between capital and small English letters, such as “C and c”, etc.
[0278] As a method to prevent confusion between the board management number 402 and the manufacturing company code 403, a method using unique symbols that are not used with each other was presented, but other methods are also conceivable. For example, instead of forming the board management number 402 and the manufacturing company code 403 in a straight line as shown in Fig. 25(c), as shown in Fig. 25(a), simply arranging them in separate paragraphs can also be effective. Also, as shown in Fig. 25(b), the difference between the two can be clarified by changing the font type or font size between the board management number 402 and the manufacturing company code 403, or as shown in Fig. 25(c), the difference can be clarified by applying special notation processing separate from the characters, such as underlining the manufacturing company code 403.
[0279] In the example of Fig. 25(b), the font size of the board management number 402 is made larger than that of the manufacturing company code 403. This is because when inspecting after the slot machine is installed, priority is given to confirming the board management number, and it is expected that by making the board management number 402 prominent, the daily inspection efficiency can be improved.
[0280] Also, as a method to make the board management number 402 easier to inspect than the manufacturing company code 403, in addition to the method of setting a difference in the font type and font size described above, methods such as making the distance of the board management number 402 from electronic components that can obstruct visibility farther than that of the manufacturing company code 403, or making the board management number 402 farther from the front door rotation axis of the slot machine than the manufacturing company code 403 can be mentioned. Both methods make the board management number 402 easier to see, so inspection can be easily performed.
[0281] Furthermore, by engraving the board management number 402 using laser marking and creating the manufacturer code 403 during the board manufacturing process, such as copper foil removal or resist stripping, it is possible to clearly distinguish them visually and prevent confusion between the board management number 402 and the manufacturer code 403. However, the identification information display section 400, which consists of the board management number 402 and the manufacturer code 403, is not displayed by processes that would cause it to protrude from the board body or the wiring layer surface, such as silk printing or sticker application. This is because if the identification information display section 400 protrudes from the board surface, it may peel off or be damaged due to manufacturing processes or impacts during use. To prevent this, the identification information display section 400 is formed by processes that cause it to be recessed or on the same plane as the board surface or the wiring layer surface, such as laser marking, resist stripping, or copper foil removal.
[0282] As explained earlier, forming the substrate management number 402 and the manufacturer code 403 in a straight line as shown in Figure 25(c) can easily lead to confusion. However, by preventing confusion using the method described above, the identification information formation area 401 can be concentrated at the edge of the substrate, which can lead to increased efficiency in substrate placement.
[0283] Furthermore, as shown in Figure 26, by placing the board management number 402 and the manufacturer code 403 in separate areas on the board, confusion between the two can be prevented. However, in this case, since the board markings are applied to separate areas, manufacturing problems such as an increase in the manufacturing process or an increase in board size may occur. Additionally, further confusion can be prevented by arranging the manufacturer codes 403 vertically, with each company's code on a separate line.
[0284] Although this embodiment has been described with reference to a main control unit 150 that has a main control CPU 101 and a medal count control CPU 301 on the same board, it may also be described with reference to a main control board 100 that has only the main control CPU 101, or a medal count control board 300 that has only the medal count control CPU 301, or any other board such as a sub-control board 201, a connection board without a control CPU, a drive board for reels, or a board for lamps and sound effects.
[0285] Furthermore, the identification sticker 253 attached to the main control CPU 101 shown in Figure 21(a) has the name of the slot machine SM manufacturer printed as "Manufacturer A," but like the main control board 100, it may also be written as "1A / 2G / 2H" with abbreviations for multiple companies, or as "Manufacturer A / Manufacturer B / Manufacturer C" with the names of multiple companies. In particular, since the function of the medal count control CPU 301 does not change even if the model changes, it is beneficial to reduce the manufacturing process by reducing the manufacturing steps by writing "1A / 2G / 2H" or "Manufacturer A" and leaving it as is even when the model changes.
[0286] In other words, if various models are manufactured by changing the program of the main control CPU 101 without changing the slot machine SM itself, it is possible that an identification sticker 253 printed with "Manufacturer A" will be affixed to the main control CPU 101, an identification sticker 253 printed with "Manufacturer B" will be affixed to the medal count control CPU 301, and a manufacturer code 403 abbreviated as "1A / 2G / 2H" will be placed on the main control board 100. This achieves the aforementioned reduction in manufacturing processes and cost reduction. Note that the font type and font size of the characters printed on the identification sticker 253 are different from those used in the identification information display unit 400. This ensures that even if the same characters are used in the identification sticker 253 and the identification information display unit 400, they can be clearly distinguished. As mentioned above, unifying the font simplifies the manufacturing process and is advantageous in terms of cost, but since the printing process for the identification sticker 253 and the manufacturing process for the identification information display unit 400 are fundamentally different, changing the font in both processes will not result in a cost disadvantage. [Explanation of Symbols]
[0287] SM...Slot machine, CU...Card unit, 90...I / F board, 100...Main control board, 101...Main control CPU, 200...Sub control board, 201...Sub control CPU, 300...Medal count control board, 301...Medal count control CPU
Claims
[Claim 1] In a gaming machine consisting of a box-shaped enclosure and a front door covering the front of the enclosure, where gaming is played using gaming value and gaming value is awarded according to the game results, A circuit board is installed inside the gaming machine so that it can be seen when the front door is opened. The outer periphery of the aforementioned substrate is provided with an identification information display section consisting of a substrate management number and a manufacturer code. The aforementioned substrate management number and the aforementioned manufacturer code are formed by using alphanumeric characters consisting of the same font type and font size. The aforementioned manufacturer code is formed by separating the manufacturer codes of multiple companies with special characters not used in the aforementioned board management number. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2013009879A