Gaming machine

The gaming machine efficiently prevents fraud by using a first control unit to manage a manufacturer code and a second control unit to manage multiple codes, ensuring compatibility and preventing unauthorized changes.

JP7860425B1Active Publication Date: 2026-05-18ENTERRISE CO LTD
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Patent Information

Application Number
JP2024201147
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-18
Publication Date
2026-05-18
Estimated Expiration
2044-11-18

AI Technical Summary

Technical Problem

Existing gaming machines require inefficient rewriting of anti-illegal use processes due to unique manufacturer codes, even among companies within the same group, leading to inefficiencies in fraud prevention.

Method used

A gaming machine with a first control unit managing a first manufacturer code and a second control unit capable of receiving and managing multiple second manufacturer codes, disabling the game if none match, ensuring efficient fraud prevention.

Benefits of technology

Enables efficient execution of anti-illegal use processes using manufacturer codes, preventing fraud effectively.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a gaming machine that can efficiently perform fraud prevention processing using manufacturer codes. [Solution] The gaming machine comprises a first control unit capable of managing a first manufacturer code, and a second control unit capable of receiving a first manufacturer code from the first control unit. The second control unit manages multiple second manufacturer codes belonging to the same group, and if there is no second manufacturer code among the multiple second manufacturer codes managed by the second control unit that corresponds to the first manufacturer code transmitted from the first control unit, the game is controlled to be disabled.
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Description

Technical Field

[0001] This disclosure relates to a gaming machine.

Background Art

[0002] Conventionally, a gaming machine including a main control unit and a game value control unit has been known (see Patent Document 1).

[0003] When the main control unit and the game value control unit are provided separately in this way, for example, an anti-illegal use process is executed as an initial process when the gaming machine is powered on. As a result of this anti-illegal use process, if there is no problem, the gaming machine is controlled to a game-permitted state.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Here, there is a case where the manufacturer code assigned uniquely to the gaming machine manufacturer is illegally changed. However, even among companies under the same group, since the manufacturer codes are different if the companies are different, it has been necessary to rewrite the anti-illegal use process program for each company, which has been very inefficient.

[0006] An object of this disclosure is to provide a gaming machine capable of efficiently executing an anti-illegal use process using a manufacturer code.

Means for Solving the Problems

[0007] This disclosure is a first control unit capable of managing a first manufacturer code, and A second control unit capable of receiving the first manufacturer code from the first control unit, Equipped with, The second control unit manages multiple second manufacturer codes belonging to the same group. If none of the multiple second manufacturer codes managed by the second control unit correspond to the first manufacturer code transmitted from the first control unit, the game is disabled. It is a gaming machine. [Effects of the Invention]

[0008] According to this disclosure, it is possible to provide a gaming machine that can efficiently perform fraud prevention processing using manufacturer codes. [Brief explanation of the drawing]

[0009] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of a slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions within the gameplay period. [Figure 5] This diagram illustrates the state transitions in the first game state. [Figure 6] This diagram illustrates the state transitions in the second game state. [Figure 7] This diagram explains the range (MY) and the difference in the advantageous interval. [Figure 8] This diagram illustrates the connection / communication relationship between the main control board and the sub-control board. [Figure 9] This diagram illustrates the comparison between the codes transmitted by the main control unit and the codes managed by the game value control unit. [Figure 10] This is a flowchart illustrating the operational process of a slot machine. [Figure 11] This is a flowchart showing the flow of the compatibility check process.

Embodiment for Carrying out the Invention

[0010] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 11. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. Further, in the following description, "connection" includes both the case where the connection targets are directly connected and the case where the connection targets are indirectly connected via another substrate or device or the like.

[0011] As shown in FIG. 1, the slot machine 1 of the present embodiment is a type of rotary gaming machine in which the quantity of game values is managed by electronic data (hereinafter referred to as "game value data") without using physically existing medals. Note that FIG. 1 shows a front view of the slot machine 1, and hereinafter, the upper, lower, left, and right in FIG. 1 are referred to as the upper, lower, left, and right of the slot machine 1.

[0012] In this slot machine 1, unlike conventional slot machines, it is not necessary to insert physically existing medals, nor are physically existing medals paid out. In the slot machine 1, a pseudo game medium converted into electronic data is used as game value data, and the game proceeds. Such a slot machine 1 is called a medal-less machine, a smart slot (registered trademark), an enclosed rotary gaming machine, or the like.

[0013] First, the card unit 7 connected to this slot machine 1 will be described below.

[0014] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.

[0015] Further, the card unit 7 can store therein a card 70 that stores game value data as electronic data replacing the medals of real objects.

[0016] Note that since the details of the card unit 7 are the same as those of the card unit connected to a conventional medal-less machine, detailed description thereof is omitted.

[0017] <Configuration of Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress a game without using medals which are real objects. In the slot machine 1 of the present embodiment, a game is played using game value data as electronic data instead of medals which are real objects. Note that hereinafter, separately from the "game value data", there are cases where it is expressed as "game value" as a term corresponding to the conventional "medal".

[0018] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0019] A transparent reel window 200 is provided at the central portion of the front door 100. An operator can visually recognize a plurality of symbols displayed on the surfaces of a plurality of rotating reels 20, which will be described later, through this reel window 200.

[0020] In the front door 100, a keyhole (not shown) is provided near the right end portion of the front door 100 in the front view of the slot machine 1 (the direction of the back side of the paper in FIG. 1). A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole.

[0021] Further, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the housing 10, and a store staff does not need to replenish real medals during the game.

[0022] When store staff perform tasks such as changing settings, checking settings, or maintenance, the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10.

[0023] Above the reel window 200, there is an LCD screen 3 for displaying various effects during gameplay, a speaker 101 (an example of an effect device), and an illuminated section 102.

[0024] LCD screen 3 displays various animation videos (animation screens) while the player is playing.

[0025] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), operation sounds, and character voices. The operator can adjust (set) the volume of BGM, SE, etc. from speaker 101 using a volume control function that can be set, for example, on the menu screen.

[0026] The lighting unit 102 is made up of LEDs and the like, and lights up or turns off in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0027] Below the reel window 200 are the control panel 4, the lower panel 103, and the front bottom 104. The lower panel 103 displays the title of the slot machine 1. The front bottom 104 is designed to allow the operator to place their personal belongings.

[0028] The control unit 4 includes multiple stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a counting button 44, a cancel button 45, a performance button 46, and a confirmation key 47.

[0029] Sensors are provided near each switch on the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.

[0030] Each stop switch 40 (40a, 40b, 40c) is provided in correspondence with each rotating reel 20 (20a, 20b, 20c). Stop switches 40a, 40b, and 40c accept operation to stop the rotation of the corresponding rotating reel 20a, 20b, and 20c while the reels are rotating. That is, when stop switch 40a is operated, the rotation of reel 20a stops; when stop switch 40b is operated, the rotation of reel 20b stops; and when stop switch 40c is operated, the rotation of reel 40c stops.

[0031] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable from the time the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state, using a different color of light (e.g., red).

[0032] Information regarding the pressing of stop switches 40a, 40b, and 40c (information about which stop switch 40 was pressed, in what order they were pressed, and at what timing they were pressed) is used in the rotating reel control unit 611, game result determination unit 612, game state control unit 615, media management unit 620, etc., as described later.

[0033] The bet switch 41 is used when the operator places a bet on game value. The amount of credited game value and the amount of bet game value are managed by the slot machine 1 (media management unit 620). In the following, "credited game value" refers to the game value (game value data) managed by the media management unit 620.

[0034] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.

[0035] The digital counter 43 digitally displays the number of credits in game value, the number of payouts (acquired) of game value, and other information. By checking the digital counter 43, the operator can also check the amount of game value they possess while playing.

[0036] In this embodiment, "the number of game value payouts" does not refer to the actual action of dispensing tokens to the outside of the slot machine 1, but rather to "an increase in game value based on the winning combination determined by the internal lottery, corresponding to that combination." In other words, "the number of game value payouts" means "an increase in the numerical value of the digitized pseudo-game medium." Furthermore, for example, "a predetermined number of game value" is a concept equivalent to the conventional "predetermined number of tokens."

[0037] The counting button 44 can receive input from the operator to transfer game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives input from the operator, a transfer signal is generated by the counting button 44.

[0038] In this embodiment, the counting button 44 is positioned in a location visible to the operator of the slot machine 1.

[0039] More specifically, as shown in Figures 1 and 2, the counting button 44 is located on the side of the operating unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1.

[0040] Furthermore, the counting button 44 may be equipped with a lamp inside or around it that changes its illuminated color before and after it is operated.

[0041] The cancel button 45 can accept an operation from the operator to change the game value from a bet state (bet state) to an unbet state (non-bet state). When the cancel button 45 accepts an operation from the operator, the cancel button 45 generates a cancel signal. Subsequently, the media management unit 620, upon receiving the cancel signal, manages the game value data from the bet state as an unbet state.

[0042] For example, if the cancel button 45 is pressed while the game value during a bet is 1 or greater, the media management unit 620 updates the game value during the bet to "0" and adds the game value data that had been bet up to "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the game value data that had been bet. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process, which resets the game value during a bet back to the number of credits by transitioning from a bet state to a non-bet state.

[0043] The bet cancellation process based on pressing the cancel button 45 is effective when the player is in a bet state but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from the time the lever 42 is operated until the game based on the operation of the lever 42 is completed.

[0044] The effect button 46 is used, for example, to display the menu screen when a predetermined time (for example, 5 minutes) has not elapsed since the game was in standby mode, and to change the effect image when, for example, "PUSH!!" is displayed on the LCD screen 3 during gameplay.

[0045] In this specification, "waiting for game" refers to the state from when all operations required to play one game have been performed and one game has ended until the next game is played, that is, the state in which no operations for a game have been performed.

[0046] On the other hand, "in play" or "in play" refers to the state from when the bet switch 41 and lever 42 are operated until all of the rotating reels 20a, 20b, and 20c stop, and is not in a waiting state for play.

[0047] Furthermore, the performance button 46 is equipped with a lamp that can emit light in various colors and patterns. The lamp lights up when the performance button 46 is operational and turns off when it is inoperable. In addition, during gameplay, when the performance button 46 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can also flash rapidly in a different color than when it is normally lit, such as red or rainbow.

[0048] As shown in Figure 1, the confirmation key 47 includes an up key 47a, a down key 47b, a left key 47c, a right key 47d, and a selection button 47e. The player can select one of the displayed items by operating one of the up key 47a, down key 47b, left key 47c, or right key 47d, and then operating the selection button 47e.

[0049] Furthermore, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided inside the casing 10.

[0050] The reset button 51 is operated to clear various errors and to initialize the RAM that constitutes the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 51 is being operated, the amount of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".

[0051] The setting change button 52 is a button operated by store staff when setting one of several setting values ​​for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 52 becomes operational, and when the setting change button 52 is operated in this state, it becomes possible to set a setting value.

[0052] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, so only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 51 and the setting change button 52.

[0053] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. Depending on the setting value, the probability of winning at least some of the potential winning combinations will differ. The setting value is set by the store staff before the store opens.

[0054] Furthermore, as shown in Figure 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are located inside the housing 10, along with a power supply (not shown) that turns the main power of the slot machine 1 on and off.

[0055] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200.

[0056] The surfaces of the rotating reels 20a, 20b, and 20c are arranged with symbols, for example, as shown in Figure 3. When the rotation of the rotating reels 20a, 20b, and 20c stops, the game proceeds when the game result determination unit 612 (described later) determines whether the combination of symbols displayed on the active line L (described later) is a predetermined combination of symbols.

[0057] The stepping motors 21a, 21b, and 21c are provided in accordance with the rotary reels 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.

[0058] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated while the rotating reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127 steps.

[0059] These rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611, which will be described later, to control their rotation and stopping.

[0060] <How the game is played by the player> The player bets the credited game value on the slot machine 1 by operating the bet switch 41. Once a predetermined number (for example, 3) of game value has been bet on the slot machine 1, the active line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.

[0061] Figure 1 shows an example where the active line L is composed of the upper section within the reel window 200 for the left rotating reel 20a, the middle section within the reel window 200 for the middle rotating reel 20b, and the lower section within the reel window 200 for the right rotating reel 20c.

[0062] In this embodiment, one game (one play) refers to a series of actions taken by a player to obtain a predetermined game result, including internal lottery, prize determination processing, and processing to increase or decrease game value data, by operating the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc.

[0063] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the reels 20a, 20b, and 20c begin to rotate. In this state, if any of the stop switches 40a, 40b, or 40c are operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. Once all the reels 20a, 20b, and 20c have stopped, a payout process of a predetermined amount of game value is performed according to the combination of symbols (winning combination) that lined up (won) on the active line L. This completes one game.

[0064] Furthermore, at least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was operated, that the lever 42 was operated, that the stop switch 40 was operated, that an internal lottery was performed, that a predetermined combination was won, that the spinning reels rotated, etc.) is managed by the main control unit 61 mounted on the main control board P1.

[0065] <Regarding the game status> During gameplay, the type of game section is set as shown in Figure 4, and one game state is set from among multiple game states as shown in Figures 5 and 6. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.

[0066] The game state includes the first game state (see Figure 5) and the second game state (see Figure 6). Note that the first and second game states are not mutually exclusive game states; they are merely classifications made for the sake of clarity in explanation.

[0067] As shown in Figure 5, the first game state includes the state where special roles are not carried over, the internal bonus state (with special roles carried over), and the state where special roles are performed. The state where special roles are not carried over, the internal bonus state, and the state where special roles are performed are mutually exclusive.

[0068] The "no special role carryover" state refers to a state in which no special role (for example, a Type 1 BB, which is a continuous action device for a Type 1 special role) has been won through internal drawing, and no special role wins have been carried over. The "no special role carryover" state is set, for example, when the setting values ​​described later are changed, or when the RAM is initialized (an example of a specific condition).

[0069] The bonus internal state refers to a state where a special role has been selected through an internal draw, but the winning of that special role has not yet been awarded. In other words, the bonus internal state is a state where a flag for a special role has been selected through an internal draw, but the symbols indicating that special role have not yet lined up on the active payline L, and therefore the special role has not yet been awarded.

[0070] The "special prize execution state" refers to a state in which a special prize has been awarded through an internal lottery, and no payout of game value exceeding a predetermined amount has been made.

[0071] In this embodiment, when slot machine 1 is an AT machine, the operator continues playing slot machine 1 without winning any of the carried-over special roles, and the first game state remains in the special role carry-over state.

[0072] As shown in FIG. 6, the second game state takes one of a general game state, an AT (an example of a special game state), and a CZ (a chance zone, an example of a special game state). In the second game state, the general game state, the AT, and the CZ are in an exclusive relationship.

[0073] The general game state is a state that is neither the AT nor the CZ, that is, a state in which an assist function (for example, an operation order navigator) does not occur (or is unlikely to occur). For example, the second game state is set to the general game state from after the RAM is cleared or after the end of the AT (or CZ) until the AT lottery (or CZ lottery) is performed.

[0074] <Explanation of AT> The AT is a state in which an assist function that notifies the correct operation mode (correct operation order / correct operation timing) of the stop switches 40a, 40b, and 40c of the roles other than the special role selected by the internal lottery via the liquid crystal screen 3, the speaker 101, the electric decoration unit 102, etc. is operating.

[0075] The AT lottery is performed according to the type of the role selected by the internal lottery or the number of times the predetermined role is selected when the second game state is the general game state or the CZ and the game section is the advantageous section. When the AT is selected in the AT lottery (an AT transition signal is generated), the second game state transitions from the general game state or the CZ to the AT. [[ID=???]]

[0076] In addition to the case where the AT is selected in the AT lottery, the AT also transitions when the number of games between ATs reaches the specified number of games (so-called ceiling number of games). Each time the number of games between ATs reaches the specified number of games, the next specified number of games is determined by lottery according to, for example, the current mode in which the player is staying.

[0077] <Explanation of CZ> The CZ is an example of a special game state, different from the modes described later, and is a zone where it can stay temporarily when it is neither the general game state nor the AT, and is a period during which the AT lottery is executed.

[0078] Furthermore, the CZ (Chance Zone) is entered when certain conditions for transitioning to the CZ are met, such as winning a CZ lottery that is executed when a special replay occurs a predetermined number of times (for example, 10 times) during normal gameplay. During this CZ, the probability of winning an AT (Attack Time) is higher than in the normal gameplay state, making it easier to transition to the AT in the second gameplay state.

[0079] <About the gaming area> The aforementioned game interval is a state (interval) that determines whether or not processing related to the instruction function is performed. As shown in Figure 4, the game interval consists of a normal interval and an advantageous interval. The normal interval and the advantageous interval are mutually exclusive, and the game interval can be either a normal interval or an advantageous interval.

[0080] The processes related to the instruction function include, for example, the process of activating the instruction function (providing assistance), the mode lottery (a mode in which the probability of winning an AT is determined, or a mode in which the probability of winning an additional AT is determined), mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and so on.

[0081] A "mode" refers to a zone in which a player can be in any of the following states: general gameplay, CZ (Chance Zone), or AT (Attack Time). For example, in Figure 6, modes (e.g., low probability mode, high probability mode, heaven mode) may be available in each of the general gameplay state, CZ, and AT states. Furthermore, it is not limited to general gameplay state, CZ, and AT; a player can remain in the same mode during the advantageous period.

[0082] The normal section is a section in which processing related to the instruction function cannot be executed, but when the conditions for transitioning to the advantageous section are met, the process for transitioning to the advantageous section is executed. Note that while the game section is in the normal section, the second game state is the general game state.

[0083] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period in which the second game state is in the general game state (including high probability mode and heaven mode), and the advantageous period in which the game is played in a CZ or AT. The state in which the game period is an advantageous period is maintained from the time the game period transitions to an advantageous period until the predetermined termination conditions are met.

[0084] The possible combinations of game time zones and second game state for slot machine 1 are summarized as follows: • A pattern where the game section is the normal section and the second game state is the general game state. • A pattern where the game section is a favorable section, and the second game state is a normal game state (including high probability mode and heaven mode). • A pattern where the game section is the advantageous section and the second game state is the CZ (Chance Zone). • A pattern where the game section is a favorable section and the second game state is AT (Automatic Trigger).

[0085] As mentioned above, when the game is in a normal game mode, no processing related to the instruction function is performed, so it can be said that there are few advantages for the player. On the other hand, when the game is in a favorable game mode, processing related to the instruction function becomes possible, which broadens the range of game progression and can be said to be advantageous for the player compared to a normal game mode.

[0086] <Configuration of Control Unit 6> The control unit 6 consists of a main control unit 61 (an example of a first control unit), a game value control unit 62 (an example of a second control unit), and a sub-control unit 63.

[0087] The main control unit 61, the game value control unit 62, and the sub-control unit 63 each consist of a microcontroller and a memory unit (ROM, RAM, RWM).

[0088] The connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained below with reference to Figure 8. In this embodiment, the main control unit 61 and the game value control unit 62 are mounted on the same control board, the main control board P1, while the sub-control unit 63 is mounted on a different board, the sub-control board P3.

[0089] As mentioned above, the main control unit 61 and the game value control unit 62 are mounted on the same control board, but are configured with separate CPUs, and various types of data are transmitted and received between the main control unit 61 and the game value control unit 62.

[0090] The information and commands generated by the main control unit 61 of the main control board P1 include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet button 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, and a transfer request for game value when the counting button 44 is operated.

[0091] Furthermore, the information and commands generated by the game value control unit 62 of the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the number of credits has reached the upper limit (a value used to prompt the player to transfer credits because the number of credits is too high), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, and various responses to requests from the main control unit 61.

[0092] The main control board P1 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3.

[0093] The information and commands transmitted from the main control board P1 to the sub-control board P3 include game data such as game state and game section, game value data (for example, bet / payout information of game values, total number of acquired game values during AT), information indicating the start / end of the game, accessory operation start / end information, information regarding various errors, a range (MY) to be described later, information indicating the operation of the complete function, commands regarding prior notice before the operation of the complete function, information regarding the transfer of game values (for example, indication of start of transfer, during transfer, transfer completed, etc.), information indicating the credit number or the number of acquired values, information indicating that the credit number has reached the upper limit, error information in case a backup error of the credit number has occurred, and so on.

[0094] When a game is executed on the slot machine 1, first, as follows, when the slot machine 1 is powered on, it is determined whether the game can be permitted.

[0095] That is, in the slot machine 1, mainly the following two types of game permission / non-permission control processes for determining whether to permit or not permit the game can be executed.

[0096] <Game Permission / Non-permission Control Process Based on the VL Signal> A VL signal for detecting whether the connection between the slot machine 1 and the medal unit 7 is normal is applied from the medal unit 7 to the slot machine 1. The VL signal is on when the connection between the slot machine 1 and the medal unit 7 is normal, and off when there is a connection abnormality. When the power of the slot machine 1 and the power of the medal unit 7 are each turned on and the VL signal becomes on, the main control board P1 controls to the game-permitted state. However, when the connection between the slot machine 1 and the medal unit 7 is not normal, the VL signal becomes off, and the main control board P1 controls that the game on that slot machine is not permitted.

[0097] <Game Permission / Non-permission Control Process Based on the Corresponding Check Process> The following describes the game permission / denial control process based on the correspondence check process, which is performed as an anti-fraud process between the main control unit 61 and the game value control unit 62. This anti-fraud process is executed when the slot machine 1 is powered on and is a process to detect whether the main control unit 61 and / or the game value control unit 62 of the main control board P1 have been tampered with or otherwise altered. If the anti-fraud process is performed successfully, the game is controlled to a game-permitted state; if the anti-fraud process is not performed successfully, the game is controlled to a game-denial state.

[0098] The main control unit 61 stores the first manufacturer code and the first product code in a memory unit (ROM) dedicated to the main control unit 61.

[0099] Furthermore, the game value control unit 62 stores, in a memory unit (ROM) dedicated to the game value control unit 62, multiple second manufacturer codes belonging to the same corporate group (an example of a group), and, for example, the first two characters of multiple second product codes belonging to the same corporate group (an example of a group).

[0100] In the first and second manufacturer codes, "manufacturer code" refers to a code uniquely assigned to a manufacturing company, while in the first and second product codes, "product code" refers to a code uniquely assigned to a product manufactured by a manufacturer that develops, manufactures, and sells amusement machines. However, the term "manufacturer" is not limited to this; it may also include development and sales companies that are responsible for any problems that may arise with the amusement machines they sell. Furthermore, a corporate group refers to a group comprising a parent company and its subsidiaries and other affiliated companies.

[0101] Furthermore, manufacturer codes are composed of, for example, 3 bits and consist of numbers such as "560".

[0102] On the other hand, the product code is composed of, for example, 8 bits and consists of a string such as "2E-B-010". The first two characters refer to the first two bits "2E" of "2E-B-010". For example, the first two characters "2E" are already set to be two characters unique to that product.

[0103] First, for example, when the power to the slot machine 1 is turned on, the main control unit 61 transmits the first manufacturer code and the first product code held by the main control unit 61 to the game value control unit 62.

[0104] Next, the match / mismatch determination unit 622 (described later) of the game value control unit 62 compares, character by character, the multiple second manufacturer codes stored in the authorization code storage table data held in the ROM of the game value control unit 62 with the first manufacturer code transmitted from the main control unit 61, and also compares, character by character, the first two characters of the multiple second product codes stored in the authorization code storage table data with the first two characters of the first product code transmitted from the main control unit 61.

[0105] Specifically, in the example shown in Figure 9(a), the first manufacturer code transmitted from the main control unit 61 is "560," which matches the second manufacturer code "560" for company A stored in the authorization code storage table data. Also, the first two characters of the first product code transmitted from the main control unit 61 are "2D," which matches the first two characters "2D" of the second product code for company A stored in the authorization code storage table data.

[0106] In this case, among all the combinations of the first two characters of the second manufacturer code and second product code stored in the permission code storage table data (combinations of 560 and 2D, and combinations of 574 and 2Y), there is one that corresponds to the combination of the first two characters of the first manufacturer code and first product code transmitted from the main control unit 61 (combination of 560 and 2D). Therefore, the game value control unit 62 sends an initial setup completion notification (an example of a judgment result) to the main control unit 61. As a result, the slot machine 1 is controlled to a game permission state.

[0107] Furthermore, in the example shown in Figure 9(b), the first manufacturer code transmitted from the main control unit 61 is "574," which matches the second manufacturer code "574" for company B stored in the authorization code storage table data. Also, the first two characters of the first product code transmitted from the main control unit 61 are "2Y," which matches the first two characters "2Y" of the second product code for company B stored in the authorization code storage table data.

[0108] In this case, among all the combinations of the first two characters of the second manufacturer code and second product code stored in the permission code storage table data (the combination of 560 and 2D, and the combination of 574 and 2Y), there is one that corresponds to the combination of the first two characters of the first manufacturer code and first product code transmitted from the main control unit 61 (the combination of 574 and 2Y). Therefore, the game value control unit 62 sends an initial setup completion notification to the main control unit 61. As a result, the slot machine 1 is controlled to a game permission state.

[0109] On the other hand, in the example shown in Figure 9(c), the first manufacturer code transmitted from the main control unit 61 for company A is "560," which matches the second manufacturer code "560" for company A stored in the authorization code storage table data. However, the first two characters of the first product code transmitted from the main control unit 61 are "2Y," and the first two characters of the second product code for company A stored in the authorization code storage table data are "2D," so the two do not match.

[0110] Furthermore, for company B, the first two characters of the first product code transmitted from the main control unit 61 are "2Y", which matches the first two characters of the second product code for company B stored in the authorization code storage table data, also "2Y". However, the first manufacturer code transmitted from the main control unit 61 is "560", and the second manufacturer code for company B stored in the authorization code storage table data is "574", so the two do not match.

[0111] In this case, none of the combinations of the first two characters of the second manufacturer code and second product code stored in the permission code storage table data (the combination of 560 and 2D, and the combination of 574 and 2Y) correspond to the combination of the first two characters of the first manufacturer code and first product code transmitted from the main control unit 61 (the combination of 560 and 2Y). Therefore, the game value control unit 62 sends an initial setup failure notification (an example of a judgment result) to the main control unit 61, stating that there is a possibility that unauthorized changes have been made in the main control unit 61 and / or the game value control unit 62. As a result, the slot machine 1 is controlled to be unplayable.

[0112] In the example in Figure 9(d), the first manufacturer code transmitted from the main control unit 61 for company A is "890," while the second manufacturer code for company A in the authorization code storage table data is "560," so the two do not match. Also, the first two characters of the first product code transmitted from the main control unit 61 are "2F," while the first two characters of the second product code for company A in the authorization code storage table data are "2D," so the two do not match.

[0113] Furthermore, regarding company B, the first manufacturer code transmitted from the main control unit 61 is "890," while the second manufacturer code for company B in the authorization code storage table data is "574," so the two do not match. Also, the first two characters of the first product code transmitted from the main control unit 61 are "2F," while the first two characters of the second product code for company B in the authorization code storage table data are "2Y," so the two do not match.

[0114] In this case, none of the combinations of the first two characters of the second manufacturer code and second product code stored in the permission code storage table data (the combination of 560 and 2D, and the combination of 574 and 2Y) correspond to the combination of the first two characters of the first manufacturer code and first product code transmitted from the main control unit 61 (the combination of 890 and 2F). Therefore, the game value control unit 62 sends an initial setup failure notification to the main control unit 61, suspecting that unauthorized changes may have been made in the main control unit 61 and / or the game value control unit 62. As a result, the slot machine 1 is controlled to be unplayable.

[0115] Although not shown in Figure 9, the game value control unit 62 stores in ROM, in addition to the permission code storage table data, combinations of retained manufacturer codes and retained product codes registered as codes held by the game value control unit 61. These combinations of retained manufacturer codes and retained product codes are the same as the combinations of first manufacturer codes and first product codes held by the main control unit 61. However, the game value control unit 62 does not use these retained manufacturer codes and retained product codes for correspondence checking.

[0116] The reason the game value control unit 62 holds a manufacturer code and a product code is that, in the event that the game value control unit 62 is removed from the casing for repair or other reasons, if the game value control unit 62 possesses a manufacturer code, it will be possible to determine which manufacturer and which product the game value control unit 62 is for. However, the manufacturer code and other codes are only used in such irregular cases and are not used in the correspondence check process described in this disclosure.

[0117] <Description of Main Control Unit 61> The main control unit 61 is mounted on the main control board P1 and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617.

[0118] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and can select one of the flags for multiple winning combinations as the winning flag.

[0119] <Rotating reel control unit 611> The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and can perform rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0120] <Explanation of the game result determination unit 612> The game result determination unit 612 can determine the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops.

[0121] <Explanation of the setting value control unit 613> The setting value control unit 613 can set any one of a plurality of types of setting values (for example, 1 to 6) with different degrees of advantage in the progress control of the game based on the operation of the setting change button 52 by the store staff.

[0122] <Interval control unit 614> The interval control unit 614 can control the progress of the game by setting any one of a plurality of game intervals (a normal interval and an advantageous interval).

[0123] <Game state control unit 615> The game state control unit 615 can control the progress of the game by setting each of the first game state (for example, during the execution of a special combination, inside the special combination) and the second game state (for example, a general game state, special game states such as AT, CZ, etc.).

[0124] <RT state control unit 616> The RT state control unit 616 can control the progress of the game using one of a plurality of RT states (a table used for internal lottery and an RT state in which a replay probability is determined in advance).

[0125] <Error determination unit 617> The error determination unit 617 can determine the presence or absence of various errors. Examples of various errors include backup abnormalities, communication abnormalities between the main control unit 61 and the game value control unit 62, connection abnormalities between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.

[0126] <Explanation of the game value control unit 62> The game value control unit 62 is mounted on the main control board P1 and functions as a medium management unit 620, a function operation unit 621, and a match / mismatch determination unit 622.

[0127] <Explanation of the medium management unit 620> The media management unit 620 is capable of managing the number of credits and bets for game value. The media management unit 620 also calculates the advantageous section difference, which is the cumulative value of the difference between the number of game value payouts and the number of bets for game value during the advantageous section. Furthermore, as shown in Figure 7, the media management unit 620 uses the difference in game value, which is the cumulative value of the difference between the number of game value payouts and the number of bets for game value since the last time the slot machine 1 was powered on, to calculate the range (MY), which is the difference between the maximum and minimum values ​​of the difference.

[0128] <Functional operating part 621> The function activation unit 621 is capable of receiving range (MY) information transmitted from the media management unit 620. When the range (MY) becomes, for example, 18500 or higher, the function activation unit 621 generates information indicating that the activation of the complete function is imminent.

[0129] This "complete function" is essentially a function that stops the game from going any further. When the complete function is activated, slot machine 1 will no longer accept any input related to gameplay, and players will be unable to continue playing unless the power is turned off and on by store staff (the game will be unplayable).

[0130] <Match / mismatch determination section 622> The match / mismatch determination unit 622 compares, character by character, multiple second manufacturer codes stored in the authorization code storage table data held in the ROM of the game value control unit 62 with the first manufacturer code transmitted from the main control unit 61, and also compares, character by character, the first two characters of multiple second product codes stored in the authorization code storage table data with the first two characters of the first product code transmitted from the main control unit 61. Based on this determination result, the match / mismatch determination unit 622 transmits an initial setup completion notification or an initial setup failure notification to the main control unit 61.

[0131] <Explanation of Sub-control Unit 63> The sub-control unit 63 is mounted on the sub-control board P3 and functions as the performance control unit 630 through operation using ROM, RAM, etc. by a microcontroller.

[0132] <Performance Control Unit 630> The performance control unit 630 can determine at least one of the following as a performance pattern by executing a performance lottery: a video / still image output on the LCD screen 3, a sound pattern output from the speaker 101, a light emission pattern of the LED or other lighting unit 102, or a light emission pattern of the performance button 46.

[0133] Specifically, the performance control unit 630 selects a performance lottery table based on game progress information (e.g., game state, stay mode) transmitted from the main control unit 61, and performs a performance lottery using the selected performance lottery table.

[0134] <Basic operation flow of slot machine 1> Figure 10 will be used to explain the basic operation flow of slot machine 1.

[0135] With the power to slot machine 1 turned on and the setting value changed, the function operation unit 621 determines whether or not slot machine 1 is playable (whether or not the complete function is active) (step S101).

[0136] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0137] On the other hand, if slot machine 1 is in a playable state (S101: YES), provided that game value data has been transmitted from card unit 7, the main control unit 61 and game value control unit 62 of slot machine 1 display the amount of credited game value on the digital counter 43 and accept operations from the operator such as bet switch 41 and lever 42. As a result, slot machine 1 enters a play start state (step S102).

[0138] Next, the media management unit 620 starts calculating the range (MY) (step S103). After that, the media management unit 620 calculates the range (MY) for each game, regardless of whether it is a normal section or a favorable section.

[0139] Next, the section control unit 614 proceeds with the game in the normal section (step S104).

[0140] The game state control unit 615 proceeds with the game in the general game state (step S105).

[0141] Next, the section control unit 614 determines whether the game section has become an advantageous section because the conditions for transitioning to an advantageous section have been met, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).

[0142] If the game period is not a favorable period (S106: NO), the process returns to step S104.

[0143] On the other hand, if the game section is an advantageous section (S106:YES), the media management unit 620 counts the advantageous section difference (starts counting the advantageous section difference in games that have transitioned to an advantageous section) (step S107). From this point onward, the section control unit 614 continues to count the advantageous section difference as long as the game section is an advantageous section (whether in general game state, CZ, or AT).

[0144] Next, the game state control unit 615 determines whether or not to transition the second game state to AT (step S108).

[0145] If the second game state does not transition to AT (S108: NO), the process returns to step S105.

[0146] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 615 proceeds with the game in AT mode (step S109).

[0147] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) has become 19000 or greater.

[0148] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0149] On the other hand, if the complete function does not operate (S110: NO), the interval control unit 614 determines whether the difference in the advantageous interval is +2400 or more (step S111).

[0150] If the difference in the advantageous section becomes +2400 or more (S111: YES), the section control unit 614 transitions the game section to the normal section, the game state control unit 615 terminates the AT, and the media management unit 620 initializes the difference in the advantageous section to zero (0), after which the process returns to step S104.

[0151] On the other hand, if the difference in the advantageous section is not +2400 or more (S111: NO), the game state control unit 615 determines whether or not to terminate the AT (step S112).

[0152] If AT terminates (S112:YES), the process returns to step S105.

[0153] On the other hand, if AT does not terminate (S112:NO), the process returns to step S109.

[0154] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the machine so that the operator cannot proceed with playing the slot machine 1 (step S113).

[0155] Next, in response to the operation of the counting button 44, the media management unit 620 and the card unit 7 send and receive the necessary information to execute the transfer process (step S114).

[0156] Next, in response to the store staff's power-off operation, the power to slot machine 1 is turned off (step S115). In response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). If slot machine 1 is only restored after a power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous period and the difference in the advantageous period are retained.

[0157] Next, in response to the store staff's power-on operation, the power to slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic operation flow of slot machine 1.

[0158] <Flow of the compatibility check process> Next, the correspondence check process of this embodiment will be explained using Figure 11.

[0159] First, the power to slot machine 1 is turned on (step S201).

[0160] Next, the main control unit 61 transmits the first manufacturer code and the first product code to the game value control unit 62 (step S202).

[0161] Next, the flow branches based on whether or not there is a combination of the first two characters of the first manufacturer code and first product code transmitted by the main control unit 61 among all the combinations of the first two characters of the second manufacturer code and second product code held by the game value control unit 62 (step S203).

[0162] If, among all the combinations of the first two characters of the second manufacturer code and second product code held by the game value control unit 62, there is one that corresponds to the combination of the first two characters of the first manufacturer code and first product code transmitted by the main control unit 61 (S203: YES), the game value control unit 62 sends an initial setup completion notification to the main control unit 61 (step S204).

[0163] As a result, slot machine 1 is controlled to a state where play is permitted (step S205). Then, because slot machine 1 is controlled to a state where play is permitted, the process shown in Figure 10 is executed. Note that the process of deciding whether or not to control the slot machine to a state where play is permitted may be performed by the main control unit 61, by the game value control unit 62, or by the cooperation of the main control unit 61 and the game value control unit 62.

[0164] Returning to step S203, if none of the combinations of the first two characters of the second manufacturer code and second product code held by the game value control unit 62 correspond to the combination of the first two characters of the first manufacturer code and first product code transmitted by the main control unit 61 (S203: NO), the game value control unit 62 sends an initial setup failure notification to the main control unit 61 (step S206).

[0165] This disables gameplay on slot machine 1 (step S207). The corresponding check process described herein then ends. The correspondence check process is executed following the steps described above.

[0166] In summary, the slot machine 1 disclosed herein is: A main control unit 61 (an example of a first control unit) capable of managing the first manufacturer code, A game value control unit 62 (an example of a second control unit) capable of receiving a first manufacturer code from the main control unit 61, Equipped with, The game value control unit 62 manages multiple second manufacturer codes belonging to the same group (for example, the same corporate group). At the very least, if there is no second manufacturer code among the multiple second manufacturer codes managed by the game value control unit 62 that corresponds to the first manufacturer code transmitted from the main control unit 61, the game will be disabled.

[0167] <Effects of the invention> Gaming machines equipped with a main control unit and a game value control unit have been known for some time.

[0168] When the main control unit and the game value control unit are provided separately, for example, when the gaming machine is powered on, an anti-fraud process is executed as an initial process. If there are no problems as a result of this anti-fraud process, the gaming machine is controlled to a state where gameplay is permitted.

[0169] In this situation, the manufacturer code, which is uniquely assigned to each gaming machine manufacturer, can be illegally altered. However, even within the same group of companies, different companies have different manufacturer codes, requiring the anti-fraud program to be rewritten for each company, which is extremely inefficient.

[0170] In contrast, in the present invention, the game value control unit 62 holds multiple second manufacturer codes. If, at least, none of the multiple second manufacturer codes held by the game value control unit 62 correspond to the first manufacturer code transmitted from the main control unit 61, the slot machine 1 is controlled to be unplayable.

[0171] Therefore, even if the number of companies under the group increases, by having the game value control unit 62 store the manufacturer codes of all companies under the group, it becomes unnecessary to rewrite the program for preventing fraudulent use for each company, and the corresponding check process can be easily executed.

[0172] Thus, according to this disclosure, it is possible to provide a gaming machine that can efficiently perform fraud prevention processing using manufacturer codes.

[0173] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0174] Furthermore, unless otherwise specified for each example, the various definitions used herein are used in common throughout the specification.

[0175] The above embodiment describes an example in which the game value control unit performs a correspondence check process, but the disclosure is not limited thereto. The correspondence check process may be performed, for example, by the main control unit, or by the main control unit and the game value control unit working together.

[0176] Furthermore, although the above embodiment describes an example in which the main control unit transmits the entire first product code to the game value control unit, the disclosure is not limited to this. The main control unit may transmit only the first two characters of the first product code to the game value control unit.

[0177] Furthermore, while the above embodiment describes an example in which the game value control unit compares all combinations of the first two characters of the second manufacturer code and second product code held by the game value control unit with the combinations of the first two characters of the first manufacturer code and first product code transmitted from the main control unit, the disclosure is not limited to this.

[0178] Specifically, the game value control unit compares all of the second manufacturer codes stored in the license code storage table data with the first manufacturer code transmitted from the main control unit, but it is also possible to configure it not to compare the first product code (either the whole or the first two characters) with the second product code (either the whole or the first two characters).

[0179] Furthermore, the game value control unit may cross-reference the codes stored in each company, rather than comparing company-specific combinations from the license code storage table data. In this case, for example, in the example in Figure 9(c), the second manufacturer code for company A in the license code storage table data is "770", and the first two characters of the second product code for company B in the license code storage table data are "2U", which match the first two characters of the first manufacturer code and first product code transmitted from the main control unit. In this case, the game value control unit may send an initial setup completion notification to the main control unit.

[0180] Furthermore, although not limited to the above embodiment, the game value control unit may compare all combinations of the second manufacturer code and the second product code held by the game value control unit with the combinations of the first manufacturer code and the first product code transmitted from the main control unit. In this case, not only the first two characters but the entire product codes may be compared. Then, whether or not the entire product codes match will determine whether or not the game is permitted.

[0181] Furthermore, although the above embodiment describes an example in which the first control unit is a main control unit and the second control unit is a game value control unit, this disclosure is not limited to this. The first control unit may be a main control unit or a game value control unit, and the second control unit may be a sub-control unit.

[0182] Furthermore, although the above embodiment describes an example in which the bonus is a continuous activation device for a Type 1 special feature, the present invention is not limited thereto. The bonus may be at least one of a Type 1 special feature, a continuous activation device for a Type 1 special feature, a Type 2 special feature, and a continuous activation device for a Type 2 special feature.

[0183] Furthermore, a signal indicating the type of game section may be transmitted from the section control unit to the digital counter, so that the digital counter can indicate whether or not the game section is a favorable section, for example, by whether or not a dot is displayed.

[0184] Furthermore, the embodiment is not limited to the above, and for example, when the AT ends, or when the number of games in the advantageous period reaches 3000, the period control unit may forcibly transition the game period from the advantageous period to the normal period.

[0185] Furthermore, while the range (MY) was used to activate the complete function in the above embodiment, the system is not limited to this, and the difference in game value may be used to determine whether or not to activate the complete function.

[0186] Furthermore, although the above embodiment describes an example where the slot machine is an AT machine, the slot machine may also be an ART (Assist Replay Time) machine, or it may be a slot machine that only provides bonuses without performing AT, ART, etc., or a slot machine that can perform both bonuses and AT (or ART).

[0187] Furthermore, although the slot machine in the above embodiment was a coinless machine, the slot machine to which the present invention is applied does not have to be a coinless machine. If the slot machine is not a coinless machine, it will have components such as a coin slot, a coin payout slot, and a hopper.

[0188] Furthermore, although the above embodiment described an example in which the medal unit is connected to the slot machine externally and in a manner that allows communication with the slot machine, the present invention is not limited to this. The medal unit may be integrally housed within the casing of the slot machine together with the main control unit, or it may be incorporated into the main control unit, for example, and function as part of the media management unit. In other words, in this specification, "connected" means both a state in which there is no intervention between the slot machine and the medal unit and they are directly connected, and a state in which something is intervened between them and they are indirectly connected.

[0189] Furthermore, although the above embodiments describe an example of a so-called smart slot machine, the present invention is not limited to this. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous period can be executed.

[0190] Furthermore, although Figure 8 shows an example in the above embodiment where the main control unit and the game value control unit are mounted on the same control board, the main control unit and the game value control unit may be mounted on separate control boards. Also, the main control unit and the game value control unit may be composed of separate microcontrollers, or they may be composed of the same microcontroller.

[0191] Furthermore, the configuration of this disclosure is not limited to slot machines, but can also be applied to so-called enclosed-type pachinko machines, i.e., smart pachinko (registered trademark) equipped with a handle, a pachinko launcher, an electric tulip, etc., or to casino machines used in casinos. [Explanation of symbols]

[0192] 1. Slot machine (amusement machine) 61 Main Control Unit (First Control Unit) 610 Internal drawing section 611 Rotating Reel Control Unit 612 Game result determination unit 613 Setting value control unit 614 Section Control Unit 615 Game State Control Unit 616 RT State Control Unit 617 Error detection unit 62 Game Value Control Unit (Second Control Unit) 620 Media Management Department 621 Functional operating part 63 Sub-control Unit 630 Performance Control Unit

Claims

1. A first control unit capable of managing the first manufacturer code, A second control unit capable of receiving the first manufacturer code from the first control unit, Equipped with, The second control unit manages multiple second manufacturer codes belonging to the same group, and retained manufacturer codes associated with the first manufacturer code. The aforementioned group is a classification that can identify companies that are related to each other. If none of the multiple second manufacturer codes managed by the second control unit correspond to the first manufacturer code transmitted from the first control unit, the game is disabled. In determining whether or not to disable gameplay, no comparison is made between the first manufacturer code and the held manufacturer code. Gaming machine.

2. A first control unit capable of managing a first manufacturer code and a first product code, A second control unit capable of receiving the first manufacturer code and the first product code from the first control unit, Equipped with, The second control unit manages multiple combinations of a second manufacturer code belonging to the same group and a second product code belonging to the same group. The aforementioned group is a classification that can identify companies that are related to each other. If, among all combinations managed by the second control unit, there is no combination in which the second product code managed by the second control unit matches the first product code transmitted from the first control unit, and the second manufacturer code managed by the second control unit matches the first manufacturer code transmitted from the first control unit, the game is disabled. Gaming machine.

3. A first control unit capable of managing a first manufacturer code and a first product code, A second control unit capable of receiving the first manufacturer code and the first product code from the first control unit, Equipped with, The second control unit manages multiple combinations of a second manufacturer code belonging to the same group and at least a portion of a second product code belonging to the same group. The aforementioned group is a classification that can identify companies that are related to each other. If, among the combinations of at least a portion of the second product code and the second manufacturer code managed by the second control unit, there is no combination corresponding to the combination of a portion of the first product code and the first manufacturer code transmitted from the first control unit, the game is disabled. Gaming machine.

4. A first control unit capable of managing a first manufacturer code and a first product code, A second control unit capable of receiving at least a portion of the first product code and the first manufacturer code from the first control unit, Equipped with, The second control unit manages multiple combinations of a second manufacturer code belonging to the same group and at least a portion of a second product code belonging to the same group. The aforementioned group is a classification that can identify companies that are related to each other. If, among the combinations of at least a portion of the second product codes and the second manufacturer codes managed by the second control unit, there is no combination corresponding to the combination of at least a portion of the first product code and the first manufacturer code transmitted from the first control unit, the game is controlled to be unavailable. Gaming machine.

5. A first control unit capable of managing the first manufacturer code, A second control unit capable of receiving the first manufacturer code and the first product code from the first control unit, Equipped with, The aforementioned second control unit manages multiple second manufacturer codes and multiple second product codes belonging to the same group. The aforementioned group is a classification that can identify companies that are related to each other. If none of the second manufacturer codes managed by the second control unit correspond to the first manufacturer code transmitted from the first control unit, and none of the second product codes managed by the second control unit correspond to the first product code transmitted from the first control unit, the game is disabled. Gaming machine.