Game machine

JP2023091848A5Inactive Publication Date: 2025-03-19SANKYO CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2021206674
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2021-12-21
Publication Date
2025-03-19
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines lack efficient mechanisms for switching register groups during program execution, leading to inefficiencies and limitations in game control.

Method used

A gaming machine that utilizes a game control means to switch between register banks using special read instructions, setting specific registers as upper addresses based on the program type, and pre-setting values in these registers before executing instructions to optimize register usage.

Benefits of technology

Enhances the flexibility and efficiency of register switching, improving the overall performance and control of game execution.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine improved in switching a register group.SOLUTION: Game control means: when executing a command according to a first program, uses a register of a first bank; when executing a command according to a second program called from the first program, uses a register of a second bank; puts a value of a specified register into an upper address, puts a value designated for every commands into a lower address, can execute a special reading program which can designate an address for reading out data; when executing a special reading command in the first program, puts a value of a first specified register included in the first bank into the upper address; and, when executing the special reading command in the second program, puts a value of a second specified register included in the second bank into the upper address. Before start of control of a game, a value is set in the first specified register, and, every time the second program is called from the first program, a value is set in the second specified register.SELECTED DRAWING: Figure 61
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine capable of playing games.

Background Art

[0002] There is a gaming machine (for example, Patent Document 1) having a microcomputer capable of switching a register group used by a program according to the type of the program.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machine of Patent Document 1, there was room for improvement in switching the register group.

[0005] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a gaming machine improved in switching a register group.

Means for Solving the Problems

[0006] A gaming machine (for example, S platform 2) capable of playing games, comprising game control means (for example, main control unit 161) for controlling the progress of the game, The game control means When executing instructions according to a first program (for example, a game RAM area (in-program program)), uses a register of a first bank (for example, the first register bank R1 shown in FIG. 61), When executing instructions according to a second program called from the first program (for example, a non-game RAM area (out-of-capacity program)), the registers of the second bank (for example, the second register bank R2 shown in Figure 61) are used. A special read instruction (e.g., LDQ instruction) can be executed, which allows specifying the address from which to read data, using the value of a specific register (e.g., the 1st Q register or the 2nd Q register) as the upper address and a value specified for each instruction as the lower address. When executing the special read instruction in the first program, the value of the first specific register (for example, the first Q register) included in the first bank is used as the upper address (for example, when executing a program in the game RAM area, the first register bank R1 is used). When executing the special read instruction in the second program, the value of the second specific register (for example, the second Q register) included in the second bank is used as the upper address (for example, when executing a program in the non-game RAM area, the second register bank R2 is used). A gaming machine that sets a value in the first specific register before starting game control, and sets the value of the second specific register each time the second program is called from the first program (for example, the value of the second Q register is reset each time a program in the non-game RAM area is executed, as shown in SQ2 in Figure 65 and SQ5 in Figure 67). [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the card unit and slot machine. [Figure 2] This is a block diagram showing the internal configuration of a card unit and a slot machine. [Figure 3] This is a diagram showing the arrangement of symbols on the reels. [Figure 4] This is a diagram to explain the transitions in the game state. [Figure 5] This diagram explains the types of winning combinations, the symbol combinations for each winning combination, and the prize awarded upon winning. [Figure 6] It is a diagram for explaining the types of winning roles, the symbol combinations of winning roles, and the awards given at the time of winning. [Figure 7] It is a diagram for explaining the types of winning roles, the symbol combinations of winning roles, and the awards given at the time of winning. [Figure 8] It is a diagram for explaining the types of winning roles, the symbol combinations of winning roles, and the awards given at the time of winning. [Figure 9] It is a diagram for explaining the combinations of winning roles read as lottery target roles for each game state. [Figure 10] It is a diagram for explaining the reel control at the time of winning the push order role. [Figure 11] It is a diagram showing the game start command transmitted by the main control unit to the effect control unit when the start switch is operated. [Figure 12] It shows the game end command transmitted by the main control unit to the effect control unit at the third stop. [Figure 13] It is a diagram showing the types of commands transmitted by the main control board to the medal number control board. [Figure 14] It is a diagram for explaining the game machine installation information command. [Figure 15] It is a diagram showing the details of the characteristics of the gaming machine. [Figure 16] It is a diagram showing the configuration of the accessory information command. [Figure 17] It is a diagram showing the details of the accessory operation information. [Figure 18] It is a diagram showing the configuration of the advantageous section information command. [Figure 19] It is a diagram showing the details of the advantageous section information. [Figure 20] It is a diagram showing the configuration of the input command. [Figure 21] It is a diagram showing the configuration of the settlement command. [Figure 22] It is a diagram showing the configuration of the start command. [Figure 23] It is a diagram showing the configuration of the end command. [Figure 24]It is a diagram showing the configuration of the payout pulse command. [Figure 25] It is a diagram showing the configuration of the jackpot command. [Figure 26] It is a diagram showing the details of the whole computer signal. [Figure 27] It is a diagram showing the configuration of the gaming machine fraud 1 command. [Figure 28] It is a diagram showing the details of the setting information. [Figure 29] It is a diagram showing the configuration of the gaming machine fraud 2 command. [Figure 30] It is a diagram showing the details of the door information. [Figure 31] It is a diagram showing the configuration of the gaming machine fraud 3 command. [Figure 32] It is a diagram showing the configuration of the main control state command. [Figure 33] It is a diagram showing the configuration of the main control board error command. [Figure 34] It is a diagram showing a list of main control board errors. [Figure 35] It is a diagram showing the configuration of the gaming machine performance information (reserve) command. [Figure 36] It is a diagram showing a list of commands from the medal number control board to the main control board. [Figure 37] It is a diagram showing the configuration of the response command. [Figure 38] It is a diagram showing the configuration of the frame side information command. [Figure 39] It is a diagram showing an example of communication between the main control board and the medal number control board. <00​​​​​​​​​​​​​This figure shows an example of communication when a serial number mismatch error occurs. [Figure 45] This diagram shows an example of communication that occurs when an error related to game tokens occurs. [Figure 46] This diagram illustrates an example of communication occurring before the sending and receiving of gaming machine installation information commands. [Figure 47] This figure shows an example of a timeout during power-on. [Figure 48] This diagram illustrates the betting amount setting and settlement operations. [Figure 49] This figure shows an example where a new betting order is set after the initial betting order setting operation, but before a response command is received. [Figure 50] This diagram illustrates an example where a new settlement operation was performed before a response command was received after the previous settlement operation. [Figure 51] This figure shows an example where a settlement operation was performed after the bet amount setting operation but before a response command was received. [Figure 52] This figure shows an example where a new bet setting operation was performed after a settlement operation but before a response command was received. [Figure 53] This diagram illustrates a sequential numbering error during the betting amount setting operation. [Figure 54] This diagram illustrates a serial number error in the settlement process. [Figure 55] This diagram illustrates the process of verifying information on the frame side. [Figure 56] This diagram illustrates the display control for the number of coins dispensed. [Figure 57] This is a diagram showing the ratio monitor. [Figure 58] This figure shows an example of the display on the role ratio monitor. [Figure 59] This is a diagram illustrating the initialization process of the role ratio information. [Figure 60] This is the address map of the memory area used by the main control unit. [Figure 61] This diagram illustrates the register bank included in the CPU of the main control unit. [Figure 62]This flowchart shows the startup process of the main control unit. [Figure 63] This diagram illustrates the initial setup process performed by the main control board. [Figure 64] This figure shows the variables related to safety device processing. [Figure 65] This diagram illustrates the region F initialization process performed by the main control board. [Figure 66] This diagram illustrates the control details of the main processing performed by the main control board. [Figure 67] This diagram illustrates the control process for RT information output processing performed by the main control board. [Figure 68] This diagram illustrates the control process related to safety devices performed by the main control board. [Figure 69] This diagram illustrates the control process for safety device processing performed by the main control board. [Figure 70] This diagram shows the commands transmitted from the main control board to the performance control board. [Figure 71] This flowchart shows the control details of the error handling performed by the main control unit. [Figure 72] This diagram illustrates command communication between the main control board and the performance control board. [Figure 73] This diagram illustrates the control process for adding the cumulative usage count on the performance control side, which is performed by the performance control unit. [Figure 74] This diagram illustrates the control process for adding the cumulative number of effects assigned by the effects control unit. [Figure 75] This diagram illustrates the control process performed by the performance control unit for notification processing before the activation of safety devices. [Figure 76] This diagram illustrates the control process performed by the main control board when waiting for a game to start. [Figure 77] This diagram illustrates the control process performed by the main control board when accepting bet number setting operations. [Figure 78] This diagram illustrates the control process for receiving settlement operations performed by the main control board. [Figure 79]This is a block diagram showing the internal configuration of the card unit and slot machine in Embodiment 2. [Figure 80] This diagram illustrates the communication between the performance control unit, main control unit, medal count control unit, and CU control unit. [Modes for carrying out the invention]

[0008] An example of a slot machine, which is an example of a gaming machine according to the present invention, will be described below based on an embodiment.

[0009] Embodiment 1. [Slot machine configuration] Figure 1 is a front view of the card unit and slot machine.

[0010] Referring to Figure 1, each of the multiple gaming islands (not shown) located within the gaming hall is fitted with a slot machine (hereinafter sometimes abbreviated as S machine) 2, and a card unit (hereinafter sometimes abbreviated as CU) 3, an example of a gaming device, is installed in a one-to-one correspondence with the S machine 2 at a predetermined lateral position on the S machine 2. The card unit is also referred to as a "gaming token dispensing device."

[0011] Machine S2 is a gaming machine in which players do not pick up tokens and insert them into a slot, nor are tokens dispensed to the players. Therefore, the value of the game is directly added to the credits (game points usable in the game (hereinafter also referred to as "game tokens")) in accordance with operations such as dispensing tokens. The number of credits (number of game tokens) added is displayed on the credit display 11. Furthermore, unlike conventional slot machines, the maximum number of credits that can be added is not limited to "50," but can be set within the range of the number that can be displayed on the credit display 11. In fact, there is no upper limit at all. Hereafter, the number of credits may be referred to as the number of game tokens.

[0012] Furthermore, unlike conventional slot machines, it not only lacks a coin slot and payout opening, but it also does not require devices to control inserted coins, such as coin selectors or hoppers. Slot machines that do not require any coins are called "managed gaming machines" or "coinless slot machines."

[0013] Inside the S-machine 2, reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, middle reel, and right reel) are arranged horizontally, with multiple types of symbols arranged around their outer edges. Three consecutive symbols from these reels 2L, 2C, and 2R are positioned so that they can be seen through the transparent window 3W.

[0014] Each reel, 2L, 2C, and 2R, is rotated by corresponding reel motors 32L, 32C, and 32R, as shown in Figure 2. As a result, the patterns on each reel, 2L, 2C, and 2R, are displayed in the transparent window 3W in a continuously changing manner. Furthermore, by stopping the rotation of each reel, 2L, 2C, and 2R, three consecutive patterns are derived and displayed as the result in the transparent window 3W.

[0015] Inside reels 2L, 2C, and 2R, there is a reel LED 55, as shown in Figure 2. The reel LED 55 illuminates reels 2L, 2C, and 2R, as shown in Figure 1, from the back. The reel LED 55 consists of 12 LEDs corresponding to the three consecutive patterns on reels 2L, 2C, and 2R, and each pattern can be illuminated independently.

[0016] The display area of ​​the liquid crystal display 51 is located on the front side (player side) of each reel 2L, 2C, and 2R. The liquid crystal display 51 is configured so that each reel 2L, 2C, and 2R can be seen from the player's side through the transparent area and the transparent window 3W corresponding to the transparent window 3W of the display area.

[0017] Figure 3 shows the arrangement of symbols on the reels. As shown in Figure 3, each reel has multiple types of symbols ("Character", "Black 7", "White 7", "BAR", "Replay", "Plum", "Cherry", "Watermelon", "Moon", "Orange") arranged in a predetermined order.

[0018] Below the transparent window 3W, a gently sloping surface is formed from the back to the front, and the control section is formed to protrude further forward from there. The top surface of the control section is equipped with a MAXBET switch 6, a 1BET switch 20, a bet count clear switch 21, a 1BET LED 14, a 2BET LED 15, a 3BET LED 16, a credit indicator 11, and a game assistance indicator 12. The front side of the control section is equipped with a start switch 7, stop switches 8L, 8C, 8R, and a counting button 10.

[0019] The credit display 11 is composed of a 7-segment LED display and is controlled by the medal count control unit 171 shown in Figure 2. The game assistance display 12 displays the number of medals dispensed when a win occurs, operation information (navigation notification) corresponding to the operation method, etc. Hereinafter, the number of medals dispensed displayed by the game assistance display 12 may be referred to as the "dispensed number." In other words, the game assistance display 12 displays the game value awarded to the player according to the result of a game. The game assistance display 12 is composed of a 7-segment LED display and is controlled by the main control unit 161.

[0020] The various operating means provided in the control unit will now be described. The MAXBET switch 6 is a switch that is operated when setting the maximum bet amount (in this embodiment, "3").

[0021] 1BETLED14 lights up to indicate that the number of bets is set to 1. 2BETLED15 lights up to indicate that the number of bets is set to 2. 3BETLED16 lights up to indicate that the number of bets is set to 3.

[0022] The start switch 7 is used to start the reels spinning after the bet amount has been set. The stop switches 8L, 8C, and 8R are used to stop the reels while they are spinning, with 8L corresponding to the left reel, 8C to the middle reel, and 8R to the right reel. The counting button 10 is used to count the number of credits (game tokens) and convert them into the number of tokens held.

[0023] Inside the front door of machine S2, a door open detection switch 25, as shown in Figure 2, is provided. The door open detection switch 25 detects the open state of the front door. Furthermore, a power supply box is provided inside the casing. On the front of the power supply box, a setting key switch 37 and a reset / setting switch 38, as shown in Figure 2, are provided. The setting key switch 37 switches between the setting change state and the setting confirmation state. The reset / setting switch 38 normally functions as a reset switch to clear error states and stop states, and in the setting change state, it functions as a setting switch to change the setting value of the winning probability (payout rate) of the internal lottery.

[0024] In this embodiment, of the three reels 2L, 2C, and 2R that start rotating, the first reel to stop is referred to as the first stop reel, and the stop is referred to as the first stop. Similarly, the second reel to stop is referred to as the second stop reel, and the stop is referred to as the second stop. The third reel to stop is referred to as the third stop reel, and the stop is referred to as the third stop, final stop, or all reels stop.

[0025] Next, we will explain the game flow on S Machine 2. When playing on S Machine 2, first, you perform a dispensing operation at CU3 to secure credits (game tokens). This dispensing operation corresponds to the two-step operation in conventional token-paying slot machines: "dispensing tokens" and "manually inserting the dispensed tokens into the slot."

[0026] When the MAXBET switch 6 is operated while credits are available, the number of bets is increased to the maximum possible within the credit limit, and the number of credits is reduced by that amount. Once the number of bets is set, the winning lines L1 to L5, as determined by the number of bets and the game state, become active, and the START switch 7 becomes active, meaning the game can be started.

[0027] Here, a winning line is a line set up to determine whether the combination of symbols displayed in the transparent window 3W of each reel 2L, 2C, and 2R is a winning symbol combination. In this embodiment, as shown in Figure 1, five types of winning lines are defined: L1, which spans the symbols arranged in the middle row of each reel 2L, 2C, and 2R; L2, which spans the symbols arranged in the upper row of each reel 2L, 2C, and 2R; L3, which spans the symbols arranged in the lower row of each reel 2L, 2C, and 2R; L4, which spans the symbols arranged in a downward sloping direction to the right, such as the upper row of reel 2L, the middle row of reel 2C, and the lower row of reel 2R; and L5, which spans the symbols arranged in an upward sloping direction to the right, such as the lower row of reel 2L, the middle row of reel 2C, and the upper row of reel 2R.

[0028] When the game is ready to start, operating the start switch 7 causes reels 2L, 2C, and 2R to rotate, and the symbols on each reel change continuously. In this state, operating any of the stop switches 8L, 8C, or 8R stops the rotation of the corresponding reels 2L, 2C, and 2R, and the display result is shown in the transparent window 3W.

[0029] A game ends when all reels 2L, 2C, and 2R stop. A win occurs if a predetermined combination of symbols lands on any of the activated winning lines L1-L5 as the display result on each reel 2L, 2C, or 2R. When a win occurs, the player is awarded points according to the amount won. These points are added to the player's credits.

[0030] Credits can be counted and converted into tokens by operating the counting button 10. By converting them to tokens, it becomes possible to record those tokens on a card at the end of the game.

[0031] In this embodiment, when the counting button 10 is pressed once, all of the game balls currently owned by the player are counted, regardless of how long the button is pressed (whether it is pressed and held down or not). However, the system is not limited to this, and the counting operation may be repeated according to how long the counting button 10 is held down (for example, the counting process of 50 tokens may be performed each time the button is held down for 0.3 seconds). Alternatively, regardless of how long the button is held down, a predetermined number (for example, 50 tokens) may be counted from the game balls to the player's tokens upon a single press.

[0032] The top of the LCD display 51 is equipped with a credit display segment 7S and speakers 53 and 54. The credit display segment 7S is made up of five 7 segments and displays the number of credits held by the player. Because the credit display segment 7S is located at the top of machine 2, it can display the number of credits stored by machine 2 to players other than the player playing on machine 2, or to store staff. Speakers 53 and 54 emit sound effects and other sounds that correspond to the game's presentation.

[0033] [Card Unit Configuration] Referring to Figure 1, the configuration of the CU3 according to this embodiment will be explained. This CU3 accepts visitor cards (also called general cards), which are prepaid game storage media issued to general players who have not registered as members, and member cards, which are game storage media issued to member players who have registered as members at the game arcade. Visitor cards and member cards are made of IC cards.

[0034] The CU3, upon receiving these cards, has the function of converting the game value owned by the player (for example, prepaid balance, number of tokens held, or number of stored tokens (also called "stored tokens")) identified by the information stored on the card into credits (number of game tokens).

[0035] The front side of the CU3 is provided with a banknote slot 302 for inserting banknotes, a protrusion 305 that extends forward from the front of the device, and a card insertion / extraction slot 309 for inserting membership cards and visitor cards. Membership cards and visitor cards inserted into this card insertion / extraction slot 309 are received by a card reader / writer (not shown), and the information recorded on the card is read.

[0036] On the aforementioned protruding portion 305, the side facing the player is provided with a display unit 312, a replay button 319 for performing a replay game using the member card ID (also simply called card ID or C-ID) recorded on the member card and the number of stored tokens (stored balls) identified by the member card ID when a member card is accepted, and an IR photosensitive unit 320 that receives infrared signals from a remote control (not shown) held by the staff of the gaming hall, converts them into electronic signals, and outputs them.

[0037] The display unit 312 can display the prepaid balance (also called the card balance or simply the balance) recorded on the inserted game recording medium (card), the number of tokens held, the number of credits (number of game tokens), and various other information, and its surface is made of a transparent touch panel. Various operations can be input by touching the various display items displayed on the display part of the display unit 312 with a finger.

[0038] When the "Hold Medals" button 324 is operated, a portion of the number of medals recorded on the inserted card is deducted and converted into credits (game medals). When the "Replay" button 319 is operated, if the number of medals the player has acquired is stored on the inserted card, a portion of that number is deducted and converted into credits, and the player can then play on machine S2 based on the converted credits.

[0039] On the other hand, if the inserted card is a membership card and the number of tokens held is not stored in it, and the stored tokens are stored in the hall's management computer, then a portion of those stored tokens will be withdrawn and converted into credit, allowing the player to play on machine S2. In other words, if both stored tokens and held tokens are stored in association with the inserted card, the held tokens will be withdrawn preferentially. In addition to the replay button 319, a dedicated token payout button for withdrawing held tokens may be provided, and the replay button 319 may be used exclusively for withdrawing stored tokens.

[0040] Here, "Credits (Number of Game Tokens)" is data that can be used to set the bet amount and can also be converted to "Number of Tokens Held." "Credits" are generated in exchange for deducting the balance from a prepaid card, the number of tokens held, or the number of tokens saved.

[0041] "Number of tokens held" refers to the number of credits (number of tokens) acquired by a player as a result of playing games on a gaming machine. This "number of tokens held" is stored in a identifiable way using the player's card. Alternatively, the number of tokens held may be managed using a token management device set up in the gaming facility.

[0042] "Stored medals (stored tokens)" refers to the number of medals a player has deposited at the arcade. The number of medals a player earns through gameplay is managed as their "held medals" for the day, but from the following day onward, it is managed as "stored medals." In other words, the number of credits (game medals) earned and counted by a player at the arcade on a given day is called their "points," while the number of medals earned by a player on a previous day and deposited at the arcade is called their "stored medals." This "stored medal count" is generally managed by a hall management computer or other management computer installed at the arcade.

[0043] If we represent the conversion directions of the above data, "Balance," "Number of Stored Medals (Number of Stored Balls)," "Number of Medals Held," and "Number of Credits (Number of Playing Medals)," with arrows, it becomes "'Balance, Number of Stored Medals, Number of Medals Held' → 'Number of Credits' → 'Number of Medals Held' → 'Number of Stored Medals'."

[0044] In this embodiment, the number of stored tokens is not directly recorded on the member card, but is stored in a higher-level server such as a hall management computer, associated with the member card number, and the system is configured to allow retrieval of the corresponding number of stored tokens based on the member card number. On the other hand, the number of tokens held is directly recorded on the card.

[0045] However, both methods may store the card number and the number of medals held in a higher-level server. In the case of visitor cards, the number of medals held is recorded directly on the visitor card. However, the number of medals held may also be stored in a higher-level server in association with the card number. When storing the card number and the number of medals in the higher-level server, data that identifies the time the information was stored in the higher-level server may be written to the card (member card, visitor card) before it is dispensed. Also, the prepaid balance is written directly to the card (member card, visitor card) before it is dispensed.

[0046] The timing for storing the number of medals held on the card (member card, visitor card) or on the higher-level server is, for example, when the counting button 10 is operated and the counting process is performed. However, instead, the number may be stored all at once when the card is returned.

[0047] Furthermore, when a player finishes playing and returns their card from the CU3, the tokens they had stored in the CU3 are temporarily stored as tokens in the hall server. When the player inserts the card into the same or a different CU3 again on the same day they received the card back, only the tokens they had for that day, which were temporarily stored as tokens, are stored again in that CU3. Credits are then added within the range of those tokens, allowing the player to continue playing.

[0048] Banknotes inserted into the banknote slot 302 are taken in by a currency identifier (not shown) and their authenticity and type are identified.

[0049] On the front of the CU3, there are also a dispensing button 321 and a card return button 322. The dispensing button 321 is a button used to deduct the balance recorded on the inserted card and obtain the number of credits. Specifically, the number of credits is increased according to the balance deducted by operating the dispensing button 321. The card return button 322 is operated when the player finishes playing and is a button used to store the final number of tokens held at the end of the game (number of tokens held when the card was inserted - number of tokens converted to credits + number counted by the counting operation) on the inserted card and eject it.

[0050] As explained above, with the S machine 2 according to this embodiment, the number of tokens held, as identified by the card, is converted into the number of credits (number of game tokens), and furthermore, the number of bets can be set using the number of credits. Therefore, it is possible to provide a new type of slot machine (managed game machine) that does not use tokens, without confusing players who are accustomed to conventional slot machines in which tokens are lent, those tokens are inserted to secure credits, and then the number of bets is set using those credits.

[0051] [Internal configuration of the card unit and slot machine] Figure 2 is a block diagram showing the internal configuration of the card unit and slot machine. Referring to Figure 2, the schematic of the control circuit between CU3 and S machine 2 will be explained.

[0052] CU3 is equipped with a CU control board 32, which in turn is equipped with a CU control unit 323 consisting of a microcomputer and the like. This CU control unit 323 is the main control function unit of CU3 and is equipped with a CPU as the control center, ROM that stores programs and control data for the CPU to operate, RAM that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices.

[0053] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with the hall management computer and the hall server that performs security management. The CU3 transmits its status and the gaming machine status information received from the S machine 2 to an external device such as the hall management computer and the hall server that performs security management via the external output terminal. The CU control unit 323 communicates with the medal count control board 17 of the S machine 2 via the communication control IC 325. The communication control IC 325 and the medal count control board 17 are connected, for example, by an asynchronous serial communication port. Communication between the communication control IC 325 and the medal count control board 17 is performed via the connection terminal board 1000.

[0054] Communication between the CU control unit 323 and the medal count control board 17 is bidirectional, exchanging loan information (information regarding the operation to withdraw the balance stored on the inserted card and use it for gameplay on the S machine 2) and loan response information (response information to the loan information). Other counting information (information regarding the counting process from credit to held medals) and game machine information are communicated unidirectionally from the medal count control board 17 to the CU control unit 323. Therefore, the S machine 2 does not know whether the CU3 has received the counting information and game machine information. The CU3 is provided with a connection part (not shown) to the S machine 2, and the S machine 2 is provided with a connection part (not shown) to the CU3. These connection parts are composed of, for example, connectors.

[0055] The CU control unit 323 manages and stores the player's tokens while the player is playing. The display unit 312 displays images corresponding to data such as the balance or number of tokens output from the CU control unit 323. When the player operates the touch panel on the surface of the display unit 312, the operation signal is input to the CU control unit 323. When the player operates the dispensing button 321, the operation signal is input to the CU control unit 323. Note that the dispensing button 321 is not limited to being installed on CU3, but may also be installed on S machine 2 and the operation signal is input to the CU control unit 323. When the player operates the card return button 322, the operation signal is input to the CU control unit 323.

[0056] Machine S2 is equipped with a main control board 16 that controls the progress of the game on Machine S2, a medal count control board 17 that controls the credits owned by the player, an effect control board 15 that controls the effects according to the game state, and a power supply board 101. The power supply board 101 generates the power to drive the electrical components that make up Machine S2 and supplies it to each part.

[0057] The power supply board 101 is supplied with AC100V power from an external source, and a DC voltage necessary for driving the electrical components that make up the S unit 2 is generated from this AC100V power supply and supplied to the main control board 16, the medal count control board 17, and the performance control board 15.

[0058] The medal count control board 17 is equipped with a medal count control unit 171, which is a microcomputer for payout control. The medal count control unit 171 includes a CPU 171a as the control center, a ROM 171b that stores programs and control data for the operation of the CPU 171a, a RAM 171c that functions as a work area for the CPU 171a, and input / output interfaces to maintain signal consistency with peripheral devices.

[0059] The medal count control board 17 is connected to a RAM clear switch 293 for erasing information stored in RAM 171c and a door open detection switch 25, and detection signals from these connected switches are input to the board. In addition, a counting button 10 is connected to the medal count control board 17, and detection signals from the counting button 10 are input to the board.

[0060] The medal count control board 17 is connected to a credit display 11 and a payout ratio monitor 89, and the display is controlled by the medal count control unit 171. In addition, a backup memory 294 is connected to the medal count control board 17, which backs up the payout ratio information that the medal count control board 17 displays on the payout ratio monitor 89.

[0061] The payout ratio monitor 89 typically displays numerical values ​​indicating the performance of the slot machine (hereinafter also referred to as "payout ratio information"). These numerical values ​​indicating the performance of the slot machine include, for example, the payout ratio of instructed payouts to the total cumulative payout, the payout ratio of consecutive payouts over the past 6000 games, the payout ratio of payouts over the past 6000 games, the payout ratio of consecutive payouts to the total cumulative payout, the payout ratio of payouts to the total cumulative payout, and the payout status ratio of payouts to the total cumulative payout. Details of this information will be described later using Figure 58.

[0062] The main control board 16 is equipped with a game control microcomputer, which is the main control unit 161. The main control unit 161 includes a CPU 161a as the control center, a ROM 161b that stores programs and control data for the operation of the CPU 161a, a RAM 161c that functions as the work area for the CPU 161a, and input / output interfaces to maintain signal consistency with peripheral devices.

[0063] The main control board 16 is connected to reel motors 32L, 32C, and 32R, which are driven based on the control of the main control unit 161. The main control board 16 is also connected to a setting key switch 37, a reset / setting switch 38, and a start switch 7, and receives detection signals from these connected switches. Furthermore, the main control board 16 is connected to a game assistance display 12, whose display is controlled by the main control unit 161.

[0064] Furthermore, the main control board 16 is connected to the bet count clear switch 21, the 1BET switch 20, the stop switches 8L, 8C, and 8R, the door open detection switch 25, and the MAXBET switch 6 via the relay board 1100, and detection signals from these connected switches are input to it. In addition, the main control board 16 is connected to the 1-3BET LEDs 14-16 via the relay board 1100, and the display is controlled by the main control unit 161.

[0065] The performance control board 15 is equipped with a performance control unit 151, which is a performance control microcomputer. The performance control unit 151 includes a CPU 151a as the control center, a ROM 151b that stores programs and control data for the operation of the CPU 151a, a RAM 151c that functions as a work area for the CPU 151a, and input / output interfaces to maintain signal consistency with peripheral devices.

[0066] The performance control board 15 is connected to a performance switch 56, and the detection signal from the performance switch 56 is input to it. In addition, the performance control board 15 is connected to performance devices such as a liquid crystal display 51, performance effect LEDs 52, speakers 53 and 54, reel LEDs 55, and credit display segments 7S, and these performance devices are driven based on the control of the performance control unit 151.

[0067] Furthermore, a light intensity / volume adjustment board 111 is connected to the performance control board 15. Switches for adjusting the light intensity and volume are connected to the light intensity / volume adjustment board 111, and detection signals from these switches are input to the performance control board 15 via the light intensity / volume adjustment board 111.

[0068] The main control unit 161 transmits various commands to the performance control unit 151. Commands transmitted from the main control unit 161 to the performance control unit 151 are sent in only one direction; no commands are sent from the performance control unit 151 to the main control unit 161. The performance control unit 151 receives the commands transmitted from the main control unit 161 and performs various controls for the performance.

[0069] The medal count control unit 171 transmits various commands to the main control unit 161. The main control unit 161 also transmits various commands to the medal count control unit 171. In other words, communication between the medal count control unit 171 and the main control unit 161 is bidirectional. In addition, the medal count control board 17 supplies backup power to the main control board 16.

[0070] Furthermore, the medal count control unit 171 stores the credits in a predetermined area of ​​the RAM 171c. Specifically, the number of credits is stored in the credit counter. In credit addition processing or credit subtraction processing, the medal count control unit 171 updates the credits stored in the predetermined area of ​​the RAM 171c.

[0071] The set bet amount is stored in a designated area of ​​RAM161c. Specifically, the set bet amount is stored as a BET counter. When the value stored in the BET counter is "3", the game is ready to start. Hereafter, the value stored in the BET counter may be simply referred to as the "bet amount".

[0072] As described above, a medalless slot machine that does not require tokens is equipped with a token count control board 17. The functions related to token insertion and dispensing in conventional slot machines are concentrated on the token count control board 17. In addition, while conventional slot machines that require tokens need to be equipped with devices related to token insertion and dispensing, such as a token selector and hopper, such devices are unnecessary in a medalless slot machine.

[0073] Furthermore, by configuring a coinless slot machine as in this embodiment, it is possible to share parts with conventional slot machines. Specifically, since the function of updating credits (functions related to inserting and dispensing medals) is concentrated on the medal count control board 17, a conventional slot machine can be configured by replacing the medal count control board 17 of the coinless slot machine. When configuring a conventional slot machine, the medal count control board 17 should be equipped with functions related to inserting and dispensing medals, and devices related to inserting and dispensing medals, such as medal selectors and hoppers, should be connected to the medal count control board 17. With this configuration, compatibility with conventional slot machines is achieved, and costs can be reduced in the design and manufacture of slot machines through the sharing of parts.

[0074] When the main control unit 161 receives a detection signal from the start switch 7, it rotates the reel motors 32L, 32C, and 32R and also conducts a lottery for the winning combination.

[0075] The types of winning combinations are determined according to the game state, but they can be broadly divided into special combinations that lead to a transition to a Big Bonus (BB) or Regular Bonus (RB), minor combinations that result in a payout of medals, and replay combinations that allow the next game to start without needing to set a bet amount.

[0076] The main control unit 161 draws the winning combinations and drives the reels to rotate, then waits for the player to stop the reels. When any of the stop switches 8L, 8C, or 8R are operated, the main control unit 161 stops the rotation of the reel corresponding to that stop switch 8L, 8C, or 8R. The main control unit 161 stops the three symbols and performs a winning combination determination process to determine whether or not a winning combination has been achieved. If a winning combination is determined, the player is awarded a number of credits corresponding to the type of winning combination. The main control unit 161 subtracts the number of credits displayed on the credit indicator 11 according to the number of credits subtracted and adds the number of credits displayed on the credit indicator 11 according to the number of credits added. A power switch 102 is connected to the power supply board 101, and the detection signal from the power switch 102 is input to it.

[0077] In this embodiment, "game" refers to the period from when the start switch 7 is operated until reels 2L, 2C, and 2R stop. Furthermore, during gameplay, the number of bets is set before operating the start switch 7, and after reels 2L, 2C, and 2R stop, medal payouts and transitions to game states also occur. Therefore, these incidental processes are also broadly included in the definition of "game."

[0078] In this embodiment, the operation of the MAXBET switch 6 is also referred to as the MAXBET operation, the operation of the START switch 7 as the start operation, the operation of the TOP switches 8L, 8C, and 8R as the stop operation, the operation of the COUNT button 10 as the COUNT operation, the operation of the Lending button 321 as the Lending operation, and the operation of the Card Return button 322 as the Return operation.

[0079] Furthermore, machine S2 has a configuration where the payout rate of medals changes depending on the setting value. Specifically, the payout rate of medals changes by using the winning probability according to the setting value in the lottery that affects the player's advantage, such as the internal lottery. There are six setting values ​​from 1 to 6, with 6 having the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, and 1. In other words, when the setting value is set to 6, it is the most advantageous for the player, and the advantage decreases in stages as the value decreases in the order of 5, 4, 3, 2, and 1.

[0080] To change the setting value, the setting key switch 37 must be turned ON before turning on the power to the S unit 2. When the setting key switch 37 is turned ON and the power is turned ON, the setting value read from RAM 161c is displayed on the setting value display, and the system transitions to a setting change state where the setting value can be changed by operating the reset / setting switch 38. In the setting change state, when the reset / setting switch 38 is operated, the displayed value on the setting value display is updated by 1 (if it is operated again from setting value 6, it returns to setting value 1). Then, when the start switch 7 is operated, the displayed value is confirmed as the setting value. Then, when the setting key switch 37 is turned OFF, the confirmed displayed value (setting value) is stored in the RAM 161c of the main control unit 161, and the system transitions to a state where the game can proceed.

[0081] [state transition] Figure 4 is a diagram illustrating the transitions between game states. As shown in Figure 4, the states managed by the main control unit 161 include game states related to the payout rate.

[0082] The game states include non-internal state, internal state, and Big Bonus (BB). The internal state is a state in which the game can proceed and the payout rate of medals based on a predetermined design value is guaranteed. In this embodiment, most games are played by the player in the internal state.

[0083] On the other hand, the non-internal state is a state in which the player does not play, or if they do play, the duration is extremely short. In the non-internal state, if a player wins a Big Bonus (BB) but fails to collect the winnings from that BB, the game state transitions to the internal state from the next game. In other words, the internal state is a state in which the BB win has been carried over.

[0084] In both non-internal and internal modes, there may be games in which a Big Bonus (BB) can be won (hereinafter also referred to as "BB-winning games"). Specifically, in non-internal modes, if the BB symbol combination can be derived in the game in which a BB is won by operating stop switches 8L, 8C, and 8R, a BB will be won. In this case, the game state will be controlled to BB from the next game onward. In other words, in non-internal modes, the game in which a BB is won becomes a BB-winning game.

[0085] Internally, the BB win is carried over. If a BB and a minor win occur simultaneously, the reel control prioritizes deriving the minor win symbol combination. Furthermore, if the minor win is a win that cannot be missed, in a game where a BB and a minor win occur simultaneously, the minor win will always be awarded regardless of the operation of stop switches 8L, 8C, and 8R, and the BB will not be awarded. Similarly, if a BB and a re-spin win occur simultaneously, the reel control prioritizes deriving the re-spin symbol combination. Generally, re-spin wins are wins that cannot be missed, so in a game where a BB and a re-spin win occur simultaneously, the re-spin win will always be awarded regardless of the operation of stop switches 8L, 8C, and 8R, and the BB will not be awarded. Therefore, internally, only in games where the internal lottery results in a loss (a game where no win occurs), if the BB symbol combination can be derived in response to the operation of stop switches 8L, 8C, and 8R, the BB will be awarded. In this case, the game state will be controlled to Big Bonus (BB) from the next game onward. In other words, internally, games that resulted in a loss in the internal lottery become games where a BB can be won.

[0086] During a Big Bonus (BB), the BB game continues for a predetermined number of games (for example, 60 games). However, since the payout rate during the BB is approximately 101%, the net increase in tokens is minimal. Therefore, for the player, the BB is simply a state where they play a predetermined number of games (for example, 60 games). Once the BB ends, the game state returns to the non-internal state.

[0087] The internal states include normal periods and advantageous periods. A normal period is a state in which navigation is not performed and navigation information cannot be notified, which is a non-notification state. An advantageous period is a state in which navigation can be performed and navigation information can be notified, which is a notification state. In this embodiment, within the advantageous period, navigation is not performed in the advantageous period normal state, but navigation can be performed in both the AT state and the ending state. Navigation may also be performed in the advantageous period normal state, but in the AT state and the ending state, the probability of navigation being performed to win the main prize when a push-order role is won is higher than in the advantageous period normal state. Thus, in the AT state within the advantageous period, such as the AT state and the ending state, navigation is performed with a higher probability than in the advantageous period or the advantageous period normal state.

[0088] In the normal section, the state is controlled to the advantageous section when the advantageous section transition lottery is won (advantageous section win). In this embodiment, since winning most of the possible roles during the normal section is a condition for winning the advantageous section, the duration of gameplay in the normal section is approximately 1 game. The condition for winning the advantageous section may also be met when any of the possible roles during the normal section is won.

[0089] In the normal section, since no navigation is performed in games where a button sequence is won, the net increase in tokens that a player can obtain per game will be 0 or negative, considering the number of tokens used to set the bet. The net increase in tokens per game is the number of tokens paid out per game minus the number of tokens used to set the bet per game. In this embodiment, the normal payout rate is set to 40%. Thus, in normal circumstances, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0090] The advantageous period includes the normal advantageous period, the AT state, and the ending state. In the normal advantageous period, since no navigation is performed in games in which a button sequence is won, the net increase in tokens that the player can obtain per game will be 0 or negative, considering the number of tokens used to set the bet. In this embodiment, the payout rate in the normal advantageous period is set to 40%. Thus, in the normal advantageous period, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).

[0091] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is won. Specifically, in AT mode, if a strong cherry is won, an increase in the number of games in AT mode is guaranteed.

[0092] During the normal advantageous period, processes such as lotteries related to control to the AT state are performed. During the normal advantageous period, the main control unit 161 performs, for example, a point acquisition lottery. Points updated by the point acquisition lottery are managed by the main control unit 161. The main control unit 161 is equipped with an internal point counter (not shown) for counting points. When the value of the point counter reaches a predetermined value, the main control unit 161 executes an AT lottery. The main control unit 161 may also execute an AT lottery based on the winning of a specific symbol (watermelon, strong cherry) without using points.

[0093] In the advantageous section, the ending state is controlled when the total number of medals generated by winning during the advantageous section, which is updated based on the progress of the game, reaches a predetermined number of medals required for the ending transition. The number of medals required for the ending transition is updated during the advantageous section, but not during the normal section or Big Bonus (BB). The ending state is a state in which control to remain in the advantageous section is confirmed to continue until, for example, the total net increase in medals reaches the upper limit (for example, 2400 medals), or until the number of games played during the advantageous section reaches the upper limit (for example, 1500 games). The number of medals required for the ending transition is set when transitioning from the normal section to the advantageous section. The number of medals required for the ending transition may be determined by lottery or predetermined. The number of medals required for the ending transition is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the number of medals required for the ending transition. The main control unit 161 cumulatively counts the number of medals required for the ending transition and terminates the advantageous section according to the counting process.

[0094] When the limiter condition is met during the advantageous period, the game is controlled to return to the normal period. Specifically, when the number of coins in the advantageous period (net increase in coins during the advantageous period) reaches 2400, the advantageous period ends and the game is controlled to return to the normal period. The number of coins in the advantageous period is counted by the advantageous period coin counter stored in RAM161c. In other words, when the number of coins in the advantageous period reaches the upper limit, it is referred to as the "limiter condition" being met. Alternatively, during the advantageous period, when the total number of games played (advantageous period G count), which is updated based on the progress of the game, reaches a predetermined upper limit (for example, 1500 G), the advantageous period ends and the game is controlled to return to the normal period. The advantageous period G count is counted by the net increase in coins stored in RAM161c.

[0095] When the game switches from the advantageous period to the normal period, the total number of games played and net increase in coins that were counted during the advantageous period, as well as the points that can be earned during gameplay, are reset. The number of games in the advantageous period and the net increase in coins during the advantageous period are updated not only during the advantageous period but also during Big Bonus (BB), but not during the normal period.

[0096] If the settings are changed during the advantageous period, the game is controlled to the normal period. At this time, the total number of games played and net increase in tokens that were counted during the advantageous period, as well as the points that can be acquired during gameplay, are reset. Machine S2 of this embodiment changes the token payout rate according to the setting value. Specifically, the token payout rate is changed by differentiating the winning probabilities in predetermined lotteries such as point acquisition lotteries according to the setting value (for example, 1, 2, 4, 5, 6). Employees of the amusement parlor can change this setting value by changing the settings.

[0097] Thus, the conditions for transitioning from the advantageous period to the normal period include limiter conditions and arbitrary termination conditions that are established based on the progress of the game, as well as the condition that a setting change is made.

[0098] Furthermore, in the S machine 2 of this embodiment, an upper limit on the number of games is set during the normal advantageous period. When the predetermined upper limit on the number of games is reached during the normal advantageous period, the AT right is granted, which forces a transition to the AT state regardless of the point reached. The upper limit on the number of games during the normal advantageous period is, for example, 1280 games. This upper limit on the number of games is referred to as the "ceiling". The main control unit 161 has a lottery counter in the RAM 161c to determine whether or not the ceiling has been reached. That is, the main control unit 161 stores the number of games played during the normal advantageous period in the lottery counter in the RAM 161c. The main control unit 161 increments the value of the lottery counter each time a game is played during the normal advantageous period. For example, if the upper limit on the number of games during the normal advantageous period is set to 700 games, the main control unit 161 grants the AT right when the value of the lottery counter reaches 700. The upper limit on the number of games during the normal advantageous period is not limited to 700 games, but may be, for example, 1280 games.

[0099] [Award winners] Figures 5 to 8 are diagrams illustrating the types of winning combinations, the symbol combinations for those combinations, and the rewards given upon winning. The "Name" column in Figures 5 to 8 shows the name of the winning combination, and the "Symbol Combination" column shows the symbol combinations that result in a win. The "Reward" column shows the value given upon winning (number of medals dispensed, number of replays granted, etc.).

[0100] As shown in Figure 5, the replay bonus includes Replay 1 to Replay 6. As shown in Figure 6, the special bonus is Big Bonus (BB). As shown in Figures 6 to 8, the minor bonuses include Plum 1 to 6, Watermelon, and Single Coin Bonuses 1 to 33. Plum 1 to 6 are the main bonuses that can be won when a button-pressing bonus is achieved, and when won, 9 medals are paid out, which is more than the number of medals used in the bet (3 medals). Plum 1 to 6 are collectively called the "Plum Bonus". Single Coin Bonuses 1 to 33 are secondary bonuses that can be won when a button-pressing bonus is achieved, and when won, 1 medal is paid out, which is less than the number of medals used in the bet (3 medals). Single Coin Bonuses 1 to 33 are collectively called the "Single Coin Bonus".

[0101] As shown in Figure 7, when the "Character-Character-Black 7" combination, which results in a 22-coin payout, is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when a character symbol is derived on the lower row of the left reel 2L, the middle row of the middle reel 2C, and the upper row of the right reel 2R, the character symbols are arranged in an upward sloping pattern. This arrangement of character symbols is also called a "character match."

[0102] As shown in Figure 8, when the combination of symbols that results in a 23-coin payout, "Character-Character-Plum" or "Character-Plum-Plum," is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when a 7 is derived on the upper row of the left reel 2L, the upper row of the middle reel 2C, and the upper row of the right reel 2R, three 7 symbols are arranged in a row on the upper row. This arrangement of three 7s is also called a "7-of-a-kind."

[0103] [Role to be drawn] Figure 9 is a diagram illustrating the combinations of winning combinations that are read out as eligible combinations for each game state. In Figure 9, the combination number column shows the combination number assigned to each eligible combination, the flag category column shows the flag category assigned to each type of eligible combination, the eligible combination column shows its name, the game state column indicates with a circle that the eligible combination is eligible for the draw for each game state, and the advantageous section win column shows whether or not an advantageous section has been won. In addition, the winning combination combination column in Figure 9 shows the combinations of winning combinations included in each eligible combination.

[0104] As shown in Figure 9, the Big Bonus (BB) is included as a target for the special bonus draw. The target for the re-spin bonus draw are the regular replay, the 7-aligned replay, the 7-misaligned replay, the character-aligned replay, and the character-misaligned replay. The target for the minor bonus draw are the common plum, 213 choice roles A-D, 231 choice roles A-D, 312 choice roles A-D, 321 choice roles A-D, watermelon, 7-aligned 1-coin 1, 2, character-aligned 1-coin, weak cherry, strong cherry, and chance eyes A, B. The minor bonus during the BB is the BB minor bonus and the BB 1-coin. Note that the 213 choice roles A-D, 231 choice roles A-D, 312 choice roles A-D, and 321 choice roles A-D are a type of push-order role, as navigation may be executed when they are won. The combinations 213-choice A-D, 231-choice A-D, 312-choice A-D, and 321-choice A-D are collectively referred to as "ordered bells." Also, the combinations 1 and 2 of matching sevens are collectively referred to as "matching sevens."

[0105] In non-internal mode, all winning combinations except for minor roles during BB and single-coin roles during BB are possible to win. However, in internal mode, since the BB win has already been carried over, BB, minor roles during BB, and single-coin roles during BB are not possible to win.

[0106] Flag categories are assigned to each role in all three states: non-internal, internal, and BB. While role numbers are determined for each role being drawn, flag categories are assigned to each type of role being drawn. Therefore, the number of flag categories is less than the number of role numbers. Furthermore, point acquisition draws during normal advantageous periods and bonus draws during advantageous periods (hereinafter collectively referred to as "draws related to AT control") are both conducted based on flag categories. This reduces the processing burden compared to conducting these AT state control draws based on role numbers.

[0107] In this embodiment, flag categories are assigned to misses and Big Bonuses (BBs), with BBs being assigned FC1, the same as other symbols such as regular replays. Also, common plums are assigned FC4, the same as watermelons.

[0108] [Reel control for button press sequence] Figure 10 is a diagram illustrating the reel control when a specific combination of buttons is won. As mentioned above, in this embodiment, when a specific combination of buttons is won during the advantageous period, a navigation guide is executed and the correct procedure is notified to the player. By following the navigation guide and operating the stop switches 8L, 8C, and 8R in the correct procedure, the player can win a prize that is advantageous to them (the main prize).

[0109] For example, as shown in Figure 10, in a game where one of the 213-choice combinations A-D, 231-choice combinations A-D, 312-choice combinations A-D, and 321-choice combinations A-D is won, the main prize, the plum, is awarded when the stop switches 8L, 8C, and 8R are operated in the correct procedure, while the secondary prize, the single-coin combination, is awarded when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure. Note that if the single-coin combination is missed when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, no prize may be awarded at all.

[0110] The "normal procedure" is not set as the "correct procedure," while the "irregular procedure" can be set as the "correct procedure." In other words, in games where a player wins one of the 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, or 321-choice roles A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, they will not be able to win the main role, the plum. This could be a factor that encourages players to operate the stop switches 8L, 8C, and 8R in the irregular procedure, but in this embodiment, if the player operates in the irregular procedure in a game where no navigation is performed, an unfavorable penalty will be imposed on the player. Therefore, in games where no navigation is performed, players are encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure.

[0111] Figure 11 shows the game start command that the main control unit 161 sends to the performance control unit 151 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 161 executes an internal lottery process and, according to the result of the internal lottery process, sends a set of commands containing predetermined information to the performance control unit 151. Hereinafter, the set of commands No. 1 to No. 13 shown in Figure 11 will simply be referred to as the "game start command". The main control unit 161 sends each command as a game start command in the order of No. 1 to No. 13. Each command is assigned a serial number as a "setting serial number" with the same number as the No. Each command stores various information managed by the main control unit 161.

[0112] For example, command No. 2, "Instruction Number," stores information related to navigation. In other words, command No. 2 stores information that can identify the order in which the buttons should be pressed during a game in which the start switch 7 is operated. Specifically, command "Instruction Number" stores information indicating the order in which to press stop switches 8L, 8C, and 8R. When the performance control unit 151 receives command No. 2, "Instruction Number," it executes a navigation display on the liquid crystal display 51 based on the operation procedure that can be identified from the command "Instruction Number." The performance control unit 151 also outputs a sound from speaker 53 to inform the player of the operation procedure that can be identified from command "Instruction Number."

[0113] For example, the command No. 3, "Minor Role Type," stores information that allows for the identification of whether the role won by the internal lottery is a minor role, a re-play role, or a special role. Also, the command No. 6, "Section State," stores information that allows for the identification of which of the internal states shown in Figure 4 the game in which the start switch 7 was operated is in. Specifically, the command No. 6, "Section State," stores information indicating whether the currently controlled state is a normal section, an advantageous section, and furthermore, within the advantageous section, whether it is an advantageous section normal, an AT state, or an ending state. Based on receiving the command No. 6, "Section State," the performance control unit 151 can identify which section state the game in which the start switch 7 was operated is in. In addition, the command No. 4, "Payout State," may also store information that allows for the identification of the game state of the game in which the start switch 7 was operated. The command No. 9, "ART Pre-announcement Game Count," stores the number of games in the AT continuous performance. Command No. 10, "Points," in the commands used to start a game, stores the number of points earned in the previous game. Command No. 11, "Winning Number," stores information that identifies the winning number of the winning combination determined by the internal lottery.

[0114] Furthermore, when the main control unit 161 sends a command to start a game, it stores information indicating that a medal has been bet in command No. 12, "Insert Medal". If information indicating that a medal has been bet is stored in command No. 12, "Insert Medal", the performance control unit 151 can determine that it has received a command to start a game.

[0115] Figure 12 shows the game end command that the main control unit 161 transmits to the performance control unit 151 when the machine is stopped for the third time. The main control unit 161 transmits a group of commands from No. 1 to No. 13 to the performance control unit 151 in the order of No. 1 to No. 13, not only when the start switch 7 is operated, but also when the stop switch is stopped for the third time. Hereafter, the group of commands from No. 1 to No. 13 shown in Figure 12 will simply be referred to as the "game end command". Note that among the commands transmitted when the machine is stopped for the third time, No. 11 is different from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning a prize. That is, when the machine is stopped for the third time, the main control unit 161 transmits information related to winning a prize, not information related to the winning number.

[0116] In the game end command, command No. 10, "Points," stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Also, when the main control unit 161 sends a game end command, it stores information indicating that the reels have stopped in command No. 13, "Stop Reels." If information indicating that the reels have stopped is stored in command No. 13, "Stop Reels," the performance control unit 151 can determine that it has received a game end command. That is, the performance control unit 151 determines whether the received command group is a game start command or a game end command based on command No. 12, "Insert Coins," and command No. 13, "Stop Reels." When the main control unit 161 sends a game start command, it does not need to send command No. 13, "Stop Reels," and when sending a game end command, it does not need to send command No. 12, "Insert Coins."

[0117] [Transmission and reception methods between the main control board and the medal count control board] The transmission and reception methods between the main control board 16 and the medal count control board 17 will now be described. In this embodiment, command-based communication takes place between the main control board 16 and the medal count control board 17. The main control board 16 sends a predetermined command to the medal count control board 17 each time an event occurs. Events include the start switch 7 being pressed, the 1BET switch 20 or MAXBET switch 6 being pressed, and all reels stopping.

[0118] The medal count control board 17 sends a response command to the main control board 16 if the predetermined command transmitted from the main control board 16 is a command that requires a predetermined response. For example, when the S machine 2 is installed in the gaming hall and electrically connected, and the power is turned on, the main control board 16 sends a gaming machine installation information command, including the main chip ID (main control chip ID), to the medal count control board 17. Subsequent power-on cycles also transmit gaming machine installation information, including the main chip ID (main control chip ID), from the main control board 16 to the medal count control board 17. In other words, when the power to the S machine 2 is turned on, the main control board 16 sends a gaming machine installation information command, which can identify the main chip ID, a unique piece of information held by the main control board 16, to the medal count control board 17.

[0119] Both the main control board 16 and the medal count control board 17 transmit commands with a "serial number" attached. Both the main control board 16 and the medal count control board 17 also store the received "serial numbers". In machine S 2, attaching a "serial number" to commands prevents unauthorized operation by those attempting to illegally acquire medals (hereinafter referred to as "fraudulents"). Unauthorized operation refers to, for example, an operation that alters the commands transmitted and received between the main control board 16 and the medal count control board 17, or an operation in which the fraudulent person controls the main control board 16 or the medal count control board 17. The fraudulent person may, for example, perform unauthorized operation by connecting a device that performs unauthorized operation (hereinafter referred to as an unauthorized device) to the main control board 16 or the medal count control board 17.

[0120] The initial value and increment value of the "serial number" are determined by the medal count control board 17 and the main control board 16, respectively. The medal count control board 17 determines the initial value and increment value of the "serial number" based on the game machine installation information command received from the main control board 16. The main chip ID included in the game machine installation information command includes a 4-byte chip-specific number register. Each byte in the main chip ID stores a chip-specific value in hexadecimal. The medal count control board 17 calculates a total value by adding the hexadecimal values ​​stored in each byte of the main chip ID. The medal count control board 17 determines the initial value of the "serial number" by converting the value indicated by the lower two bytes of the calculated total value into decimal.

[0121] For example, if the total value is "189h" (where h indicates that "189" is a hexadecimal number), the initial value in the serial number will be the decimal representation of "89h". In other words, the initial value in the "serial number" will be "137".

[0122] Furthermore, the medal count control board 17 divides the initial value by a predetermined number. If the predetermined number is, for example, "5", the remainders calculated as a result of the division will be of four types: "0", "1", "2", "3", and "4". The medal count control board 17 stores predetermined addition values ​​corresponding to these four types of remainders. For example, the medal count control board 17 stores "7" for "0", "11" for "1", "13" for "2", "19" for "3", and "23" for "4". After dividing the initial value by a predetermined number, the medal count control board 17 uses the stored value corresponding to the remainder of the division as the addition value.

[0123] For example, when the initial value "137" is divided by 5, the remainder is "2". As mentioned above, the medal count control board 17 stores "13" corresponding to the remainder "2" from the division. Therefore, the medal count control board 17 determines that the added value in the serial number is "13". In this way, the medal count control board 17 generates the initial value and added value of the serial number to determine whether the command transmitted from the main control board 16 is normal, based on the main chip ID identified from the game machine installation information command. The main control board 16 also generates the initial value and added value by performing a similar calculation. As a result, the same initial value and added value are stored in both the main control board 16 and the medal count control board 17.

[0124] As described above, in this embodiment, the main control board 16 sends a predetermined command to the medal count control board 17 when an event occurs. The main control board 16 assigns a serial number to the predetermined command. For example, let's describe an example in which a game machine installation information command is sent to the medal count control board 17, and after both the main control board 16 and the medal count control board 17 have determined the initial value and the added value of the serial number, a predetermined event A occurs.

[0125] Based on the occurrence of a predetermined event A, the main control board 16 transmits command A to the medal count control board 17. At this time, the main control board 16 assigns an initial serial number to the first command A it transmits after transmitting the game machine installation command. That is, the main control board 16 transmits command A with the serial number "137" assigned to it.

[0126] The medal count control board 17 stores "137" as its initial value, and since the serial number assigned to command A, which is the first command received after receiving the gaming machine installation command, is "137", it determines that communication is normal.

[0127] Next, when a new event B occurs, the main control board 16 sends command B to the medal count control board 17. At this time, the main control board 16 sends command B with a value that is the sum of the serial number value sent previously and an additional value. That is, the main control board 16 adds the value "13" to the previously sent "137" and sends command B with the value "150". Before receiving command B, the medal count control board 17 calculates in advance that the serial number to be attached to the next command to be sent is "150". The medal count control board 17 determines that the communication with the main control board 16 is normal because the serial number attached to the received command B is "150" and matches the serial number calculated in advance.

[0128] In other words, each time the main control board 16 sends a command, it assigns a serial number that is the value of the serial number sent in the previous transmission plus an additional value. The medal count control board 17 also stores the initial value and the added value, so it can calculate in advance the value of the serial number that should be assigned to the next command to be received, and can determine whether the serial number is correct each time a command is received. If the serial number assigned to the received command does not match the value of the serial number that the medal count control board 17 calculated, it determines that a communication error has occurred between the main control board 16 and the medal count control board 17.

[0129] If the value obtained by adding a value to the previously transmitted serial number exceeds 255, the main control board 16 will subtract 255 and transmit the result as the serial number. If the main control board 16 receives a response command from the medal count control board 17 indicating that an error has occurred, it will not add a value to the serial number of the command to be transmitted after the response command, but will instead assign the same serial number again and transmit it.

[0130] [Commands sent from the main control board to the medal count control board] Figure 13 shows the types of commands that the main control board 16 transmits to the medal count control board 17. In this embodiment, as shown in the command name column of Figure 13, the main control board 16 transmits the following commands to the medal count control board 17: game machine installation information command, bonus information command, advantageous section information command, insert command, settlement command, end command, start command, payout pulse command, jackpot command, game machine fraud 1 command, game machine fraud 2 command, game machine fraud 3 command, main control status command, main control board error command, and game machine performance information (reserve) command. The number column shows the command number that is pre-set for each command. Furthermore, the message length column shows the message length, i.e., the byte length, of each command.

[0131] The bidirectional column indicates whether the medal count control board 17 needs to send a response command after the main control board 16 sends a command. For example, when the medal count control board 17 receives a start command from the main control board 16, it does not send a response command in response to that start command. In other words, the main control board 16 controls the reel rotation, etc., without waiting to receive a response command from the medal count control board 17.

[0132] On the other hand, when the medal count control board 17 receives an insert command, a settlement command, or an end command from the main control board 16, it sends a response command to the main control board 16 in response to receiving these commands. The insert command, settlement command, and end command are commands that directly affect the number of credits managed by the medal count control board 17. Therefore, after sending the insert command, settlement command, and end command, the main control board 16 performs the next control only if it has received a response command from the medal count control board 17. The commands sent from the main control board 16 to the medal count control board 17 will be explained below using Figures 14 to 35.

[0133] Figure 14 illustrates the gaming machine installation information command. As shown in Figure 14, the gaming machine installation information command is a 22-byte long command. The first byte stores the message length of the gaming machine installation information command. The second byte transmits a serial number. Since the gaming machine installation information command is transmitted after power-on and before the medal count control board 17 determines the initial value and increment value of the serial number, the value "0" is fixed and stored as the serial number. The third to sixth bytes store values ​​indicating the command number, gaming machine characteristics, gaming machine type, and identification code, respectively. The seventh to tenth bytes store the values ​​of the first to fourth bytes of the unique number register of the main chip ID. The medal count control board 17 uses the values ​​of the main chip ID in the seventh to tenth bytes to determine the initial value and increment value of the serial number.

[0134] Bytes 11-13 store the manufacturer code. Bytes 14-21 store the product code. Byte 22 stores a checksum to determine whether or not there were any errors in the information sent in bytes 1-21.

[0135] Figure 15 shows the details of the gaming machine characteristics. Below, we will explain the details of the gaming machine characteristics shown in the 4th byte of the gaming installation information command. The gaming machine characteristics are 1 byte of data from the 0th bit to the 7th bit. The 0th bit indicates whether or not S-machine 2 is equipped with RB (Regular Bonus). If S-machine 2 is equipped with RB, the 0th bit will be "1", and if S-machine 2 is not equipped with RB, the 0th bit will be "0".

[0136] The first bit indicates whether S-machine 2 is equipped with BB (Big Bonus). If S-machine 2 is equipped with BB, the first bit will be "1", and if S-machine 2 is not equipped with BB, the first bit will be "0". The second bit indicates whether S-machine 2 is equipped with CT (Challenge Time). If S-machine 2 is equipped with CT, the second bit will be "1", and if S-machine 2 is not equipped with CT, the second bit will be "0". The third bit indicates whether S-machine 2 is equipped with CB (Challenge Bonus). If S-machine 2 is equipped with CB, the third bit will be "1", and if S-machine 2 is not equipped with CB, the third bit will be "0".

[0137] The 4th bit indicates whether S-machine 2 is equipped with SB (Single Bonus). If S-machine 2 is equipped with SB, the 4th bit will be "1", and if S-machine 2 is not equipped with SB, the 4th bit will be "0". The 5th bit indicates whether S-machine 2 is equipped with an instruction function. If S-machine 2 is equipped with an instruction function, the 5th bit will be "1", and if S-machine 2 is not equipped with an instruction function, the 5th bit will be "0". The 6th bit indicates the instruction type of S-machine 2. If the instruction type of S-machine 2 is 7P type, the 6th bit will be "1", and if the instruction type of S-machine 2 is 7U type, the 6th bit will be "0". The 7th bit is not used and stores "0".

[0138] Figure 16 shows the configuration of the bonus information command. The bonus information command is a command used by the medal count control board 17 to update the game machine performance information and the bonus ratio monitor information. The bonus information command is sent to the medal count control board 17 after the termination command has been sent.

[0139] The special feature information command consists of 5 bytes of data. The first byte stores the message length of the special feature information command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the special feature information command is "1".

[0140] The fourth byte stores information about the activation of a special feature. This information indicates whether or not a bonus has been won. The fifth byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 through 4.

[0141] Figure 17 shows the details of the bonus feature activation information. The bonus feature activation information is data stored in the 4th byte of the bonus feature information command. The bonus feature activation information consists of 1 byte of data from the 0th bit to the 7th bit. The 0th bit stores "Type 1" information indicating whether RB is active. The 1st bit stores "Type 1 consecutive" information indicating whether BB is active. The 2nd bit stores "Type 2" information indicating whether CT is active. The 3rd bit stores "Type 2 consecutive" information indicating whether CB is active. The 5th bit stores "Normal Bonus" information indicating whether SB is active. The 4th, 6th, and 7th bits are not used and "0" is stored.

[0142] Figure 18 shows the configuration of the advantageous section information command. The advantageous section information command is a command used by the medal count control board 17 to update the game machine performance information and the payout ratio monitor information. The advantageous section information command is sent after the end command has been sent.

[0143] The advantageous section information command consists of 5 bytes of data. The first byte stores the message length of the special feature information command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the advantageous section information command is "2".

[0144] The fourth byte stores information about the advantageous period. This information includes data related to replays and instructions during the advantageous period. The fifth byte stores a checksum to determine whether there were any errors in the information transmitted in bytes 1 through 4.

[0145] Figure 19 shows the details of the advantageous period information. The advantageous period information is data stored in the 4th byte of the advantageous period information command, and it is data that indicates information about the game played before the advantageous period information command was sent.

[0146] The advantageous section information consists of one byte of data from bit 0 to bit 7. Bit 0 stores information indicating whether the game played before the advantageous section information command was sent was within the advantageous section. If it was within the advantageous section, bit 0 stores "1". Bit 1 stores information indicating whether instruction information was given in the game played before the advantageous section information command was sent. If instruction information was given, bit 1 stores "1". Bit 4 stores information indicating whether a re-play symbol combination was displayed in the game played before the advantageous section information command was sent. If a re-play symbol combination was displayed, bit 4 stores "1". Bits 2, 3, 5, 6, and 7 are not used and store "0".

[0147] Figure 20 shows the configuration of the input command. The input command is transmitted from the main control board 16 to the medal count control board 17 when the 1BET switch 20 is pressed or when the MAXBET switch 6 is pressed. That is, the main control board 16 transmits the input command to the medal count control board 17 when it receives a bet setting operation to set the number of bets to start a game. Also, referring to Figure 13, since the input command is a bidirectional command, when the medal count control board 17 receives the input command, it transmits a response command to the main control board 16 in response to the input command. The input command consists of 5 bytes of data. The first byte stores the message length of the input command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the input command is "3".

[0148] The fourth byte stores the number of tokens inserted. If the 1BET switch 20 is pressed while the bet is 0, 1, or 2 tokens, the number of tokens inserted will be 1. If the MAXBET switch 6 is pressed while the bet is 0 tokens, the number of tokens inserted will be 3. If the MAXBET switch 6 is pressed while the bet is 1 token, the number of tokens inserted will be 2. If the MAXBET switch 6 is pressed while the bet is 2 tokens, the number of tokens inserted will be 1. When the re-play activation state is active and the 1BET switch 20 or MAXBET switch 6 is pressed to send an insert command, no data is stored in the number of tokens inserted. The fifth byte stores a checksum to determine whether there was an error in the information sent in bytes 1 to 4. "Re-play activation state" refers to the state after a re-play win has occurred.

[0149] Figure 21 shows the configuration of the settlement command. The settlement command is transmitted from the main control board 16 to the medal count control board 17 when the bet count clear switch 21 is pressed. That is, when the main control board 16 receives a settlement operation to cancel the bet count to start a game, it transmits the settlement command to the medal count control board 17. Also, referring to Figure 13, since the settlement command is a bidirectional command, when the medal count control board 17 receives the settlement command, it transmits a response command to the main control board 16 in response to the settlement command. The settlement command consists of 5 bytes of data. The first byte stores the message length of the settlement command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the settlement command is "4".

[0150] The fourth byte stores the number of tokens to be paid out. If the bet count clear switch 21 is pressed when the bet count is 1, the number of tokens to be paid out will be 1. If the bet count clear switch 21 is pressed when the bet count is 2, the number of tokens to be paid out will be 2. If the bet count clear switch 21 is pressed when the bet count is 3, the number of tokens to be paid out will be 3. The fifth byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 through 4.

[0151] Figure 22 shows the configuration of the start command. The start command is transmitted from the main control board 16 to the medal count control board 17 when the start switch 7 is pressed. In other words, the main control board 16 transmits the start command to the medal count control board 17 when starting a game. The start command is transmitted even if the start switch 7 is pressed while the game is in re-play mode. The start command is a command that does not directly affect the number of credits managed by the medal count control board 17. Therefore, when the medal count control board 17 receives the start command, it does not transmit a response command to the start command to the main control board 16, but instead performs control according to the start command. Control according to the start command includes, for example, processing to put the game into a waiting state or processing to prepare for receiving the end command. After transmitting the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is, for example, the control to drive the reels.

[0152] The startup command consists of 5 bytes of data. The first byte stores the message length of the startup command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the startup command is "6".

[0153] The fourth byte stores the number of input pulses (1 to 3) to be sent to the hall computer. Even in the re-play activation state, the specified number of input pulses are sent. The fifth byte stores a checksum to determine whether or not there were any errors in the information sent in bytes 1 to 4.

[0154] Figure 23 shows the configuration of the end command. The end command is transmitted from the main control board 16 to the medal count control board 17 when all reels have stopped, that is, when the third reel has stopped. In other words, the main control board 16 transmits the end command to the medal count control board 17 when it ends a game. The end command includes the number of medals to be paid out, which is determined according to the combination of symbols that have been derived. When medals are paid out to the player, the number of credits increases. Therefore, the end command is a command that directly affects the number of credits managed by the medal count control board 17. Thus, when the medal count control board 17 receives the end command, it transmits a response command to the main control board 16. Furthermore, after transmitting the end command, the main control board 16 performs the following control, provided that it has received the response command. The following control includes updating the data displayed on the game assistance display 12.

[0155] In short, when the medal count control board 17 receives an end command, it sends a response command in response to the end command to the main control board 16 and performs control according to the end command. This control according to the end command is, for example, a control that adds the number of medals dispensed to the number of credits.

[0156] The termination command consists of 5 bytes of data. The first byte stores the message length of the termination command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the termination command is "5".

[0157] The fourth byte stores the number of tokens dispensed. The maximum number of tokens dispensed is 15. If a combination of symbols for a re-game is derived, or if there are no tokens to dispense, "0" is stored in the fourth byte. In other words, the end command is a command that identifies the game value awarded to the player according to the result of a game when a game is ended. The fifth byte stores a checksum to determine whether there were any errors in the information transmitted in bytes 1 through 4.

[0158] Figure 24 shows the configuration of the payout pulse command. The payout pulse command is transmitted from the main control board 16 to the medal count control board 17 when all reels have stopped, that is, when the third reel has stopped. The payout pulse command is a pulse signal for transmitting the number of medals awarded to the player according to the winnings to a hall computer (not shown) connected to the medal count control board 17. After receiving the payout pulse command, the medal count control board 17 transmits a payout pulse signal to the hall computer (not shown). This allows the hall computer to store the number of medals paid out on machine S 2. The payout pulse command is also transmitted to the medal count control board 17 when the machine is in a re-play operation state. After transmitting the payout pulse command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17.

[0159] A payout pulse command consists of 5 bytes of data. The first byte stores the message length of the payout pulse command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the payout pulse command is "7".

[0160] The fourth byte stores the number of payout pulses to be sent to the hall computer. The maximum number of payout pulses is 15. If a combination of symbols for replay is derived, or if there are no payout tokens, "0" is stored in the fourth byte. The fifth byte stores a checksum to determine whether there were any errors in the information sent in bytes 1 through 4.

[0161] Figure 25 shows the configuration of the jackpot command. The jackpot command is transmitted from the main control board 16 to the medal count control board 17 at the start and end of a jackpot. The jackpot command is also transmitted from the main control board 16 to the medal count control board 17 even when the machine is in a hot start state when the power is turned on. This allows machine S2 to restore the hall computer signal without having to back up the hall computer signal.

[0162] A jackpot command consists of 5 bytes of data. The first byte stores the length of the jackpot command message. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the jackpot command is "8".

[0163] The fourth byte stores the hall computer signal. This signal notifies the hall computer of the jackpot information for machine S2. It stores the type of jackpot, such as RB, BB, or AT. The fifth byte stores a checksum to determine whether there were any errors in the information transmitted in bytes 1 through 4.

[0164] Figure 26 shows the details of the hall computer signal. The hall computer signal is data stored in the 4th byte of the jackpot command. The hall computer signal consists of 1 byte of data from bit 0 to bit 7. Bit 0 stores information indicating that the type of jackpot is RB. Bit 1 stores information indicating that the type of jackpot is BB. Bit 2 stores information indicating that the type of jackpot is AT. Bits 3 to 7 are not used and "0" is stored.

[0165] Figure 27 shows the configuration of the Gaming Machine Fraud Command 1. The Gaming Machine Fraud Command 1 is transmitted from the main control board 16 to the medal count control board 17 at the start and end of setting changes and setting confirmations.

[0166] The "Gaming Machine Irregularity 1" command consists of 5 bytes of data. The first byte stores the message length of the Gaming Machine Irregularity 1 command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the Gaming Machine Irregularity 1 command is "9".

[0167] The fourth byte stores configuration information. This configuration information includes details about configuration changes and confirmations, as well as whether or not any irregularities were detected during these processes. The fifth byte stores a checksum used to determine whether or not there were errors in the information sent in bytes 1 through 4.

[0168] Figure 28 shows the details of the setting information. The setting information is data stored in the 4th byte of the Gaming Machine Fraud Command 1. The setting information consists of 1 byte of data from the 0th bit to the 7th bit. The 0th bit stores data indicating whether or not the setting is being changed. The 1st bit stores data indicating whether or not the setting is being checked. The 2nd to 4th bits store data indicating whether or not a manufacturer-defined fraud has been detected. The 6th and 7th bits are not used and "0" is stored in them.

[0169] Figure 29 shows the configuration of the Gaming Machine Fraud 2 command. The Gaming Machine Fraud 2 command is unused in machine S2. In machine S2, the door open detection switch 25 is connected to the medal count control board 17. Therefore, the main control board 16 does not need to send door information to the medal count control board 17. For this reason, the 4th byte is stored as "0".

[0170] Figure 30 shows the details of the door information. Since the medal count control board 17 detects whether the door is open or closed, all bits contained in the door information are not used and "0" is stored.

[0171] Figure 31 shows the configuration of the Gaming Machine Irregularity 3 command. The Gaming Machine Irregularity 3 command is an unused command in machine S 2. The Gaming Machine Irregularity 3 command is an expansion command and will be used in the future if it becomes necessary to send a new command from the main control board 16 to the medal count control board 17.

[0172] Figure 32 shows the configuration of the main control status command. The main control status command is a command that indicates the status of the main control board 16. The main control status command is transmitted from the main control board 16 to the medal count control board 17 at a predetermined timing. By receiving the main control status command, the medal count control board 17 can obtain the status of the main control board 16 or S-unit 2.

[0173] The main control status command consists of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the main control status command is "12". The fourth byte stores the game machine status signal. The fifth byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 to 4.

[0174] Figure 33 shows the configuration of the main control board error command. The main control board error command is a command that indicates the type of error that occurred on the main control board 16. The main control board error command is sent from the main control board 16 to the medal count control board 17 when an error occurs on the main control board 16 and when the error that occurred is resolved.

[0175] The main control board error command consists of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the main control board error command is "13". The fourth byte stores the error number. The error number indicates the type of error that occurred on the main control board 16. The fifth byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 to 4.

[0176] Figure 34 shows a list of errors on the main control board. The error numbers shown in Figure 34 are the error numbers stored in the fourth byte of the main control board error command. E6 is an error number indicating a reel rotation error. The main control board 16 determines that a reel rotation error has occurred if it is unable to detect input from the origin sensor three times in a row. When a reel rotation error occurs, the main control board 16 transmits the value of the fourth byte of the main control board error command as "E6". The main control board 16 determines that the error has been resolved when an error clear switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 transmits the main control board error command.

[0177] E7 is an error number indicating a game token count overflow error. The main control board 16 determines that a game token count overflow error has occurred when the number of game tokens exceeds 16383. When a game token count overflow error occurs, the main control board 16 sends the value of the 4th byte of the main control board error command as "E7". The main control board 16 determines that the error has been resolved when an error clear switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0178] E8 is an error number indicating a backup error. The main control board 16 determines that a backup error has occurred if, during the RAM check after power-on, the value does not match the RAM value backed up before the power was cut off. When a backup error occurs, the main control board 16 sends the value of the 4th byte of the main control board error command as "E8". The main control board 16 determines that the error has been resolved when the power to unit S 2 is cut off and the settings are changed again. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0179] E9 is an error number indicating a communication error. The main control board 16 determines that a communication error has occurred if it does not receive a response command within 40ms after sending a command requiring a response command to the medal count control board 17. When a communication error occurs, the main control board 16 sends the value of the 4th byte of the main control board error command as "E9". The main control board 16 determines that the error has been resolved when an error clear switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0180] Figure 35 shows the configuration of the Gaming Machine Performance Information (Reserve) command. Gaming machine performance information is information intended for the purpose of aggregating performance information. Gaming machine performance information outputs results calculated based on gameplay.

[0181] The amusement machine performance information (reserve) command consists of 28 bytes of data. The first byte stores the message length of the amusement machine performance information (reserve) command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the amusement machine performance information (reserve) command is "14". Gaming machine performance information can be stored in bytes 4 to 27. In this embodiment, "0" is stored in this reserve area. The 28th byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 to 27.

[0182] Figure 36 shows a list of commands sent from the medal count control board 17 to the main control board 16. The medal count control board 17 sends two types of commands to the main control board 16.

[0183] A response command is a command used to respond to a command received from the main control board 16. For example, when the medal count control board 17 receives an end command, it sends a response command because the end command affects the number of credits. In other words, a response command is a bidirectional command because it responds in response to its reception. A response command can be assigned a command number from 3 to 5. The message length of a response command is 4 bytes.

[0184] The frame-side information command is a command that transmits system information, including connection information between the medal count control board 17 and the CU3. The medal count control board 17 transmits the frame-side information command to the main control board 16 every 0.3 seconds. However, the predetermined period during which the frame-side information command is transmitted may be other than 0.3 seconds. The main control board 16 does not respond even if it receives the frame-side information command. Therefore, the frame-side information command is a command that is continuously transmitted unidirectionally from the medal count control board 17 to the main control board 16, and is not bidirectional. The command number for the frame-side information command is "81h", and the message length is 4 bytes.

[0185] Figure 37 shows the structure of a response command. A response command consists of 4 bytes of data. The first byte stores the message length of the response command. The second byte stores a value indicating the command number. The command number in the response command is the command number of the received command that is the target of the response. When sending a response command to an insert command, the medal count control board 17 stores "3" as the command number. When sending a response command to a settlement command, the medal count control board 17 stores "4" as the command number. When sending a response command to an end command, the medal count control board 17 stores "5" as the command number.

[0186] The third byte stores information indicating the result of receiving the response command. The third byte contains a data area of ​​bits 1 to 4. If the 0th bit in the data area of ​​the third byte is "1", it indicates that the response command has been "received OK". "Received OK" indicates that the received command received by the medal count control board 17 is normal. Hereafter, a response command in which the 0th bit in the data area of ​​the third byte is "1" may be referred to as a "response command indicating received OK". In other words, the response command is a command that notifies the main control board 16 that the received command has been received successfully. The received command is the command sent from the main control board 16 that was the target of the response command. If the 1st bit in the data area of ​​the third byte is "1", it indicates that the response command has been "serial number mismatched". "Serial number mismatched" indicates that the received command received by the medal count control board 17 is not normal. Hereafter, a response command in which the 1st bit in the data area of ​​the third byte is "1" may be referred to as a "response command indicating serial number mismatched". In other words, the response command indicates that the serial number of the received command that was the subject of the response did not match the serial number calculated by the medal count control board 17.

[0187] If the second bit in the third byte's data area is "1", the response command indicates "insufficient number of game tokens". When the token count control board 17 receives an input command as a received command and is requested to deduct credits, but the number of credits is insufficient, a response command with "1" stored in the second bit is sent.

[0188] If the third bit in the third byte data area is "1", the response command indicates "game token count overflow". When the token count control board 17 receives a settlement command as a received command and the number of credits (game tokens) is at the upper limit, a response command with "1" stored in the third bit is sent. The fourth byte stores a checksum to determine whether or not there was an error in the information sent in the first to third bytes.

[0189] Figure 38 shows the configuration of the frame-side information command. As described above, the frame-side information command is transmitted from the medal count control board 17 to the main control board 16 every 0.3 seconds.

[0190] The frame-side information command consists of 4 bytes of data. The first byte stores the message length of the frame-side information command. The second byte stores the command number. The command number for the frame-side information command is "81h". The third byte stores information indicating the system status of the medal count control board 17. The system status of the medal count control board 17 includes information on whether the counting button has been pressed and whether the CU3 and the medal count control board 17 are properly connected. The fourth byte stores a checksum to determine whether there was an error in the information transmitted in the first to third bytes.

[0191] [Regarding communication between the main control board and the medal count control board] Figure 39 shows an example of communication between the main control board 16 and the medal count control board 17. Serial communication is used for communication between the main control board 16 and the medal count control board 17. As shown in Figure 39, the main control board 16 sends a betting command when a bet setting operation is performed. A bet setting operation includes pressing the 1BET switch 20 or the MAXBET switch 6.

[0192] When the medal count control board 17 receives a command from the main control board 16, it measures the elapsed time using a counter. If the reception of the command is not completed within 10ms from the time the command is received from the main control board 16, the medal count control board 17 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example in Figure 39, the input command is received before 10ms have elapsed from the time the medal count control board 17 receives it, so no timeout error occurs.

[0193] The medal count control board 17 sends a response command in response to receiving an insertion command. When the main control board 16 receives a command from the medal count control board 17, it measures the elapsed time using a counter. If the reception of the command is not completed within 2.24 ms from the time the command is received from the medal count control board 17, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example in Figure 39, the response command is received before 2.24 ms have elapsed since the main control board 16 received it, so no timeout error occurs.

[0194] Furthermore, when the main control board 16 transmits a command that requires a response command from the medal count control board 17, such as an insert command, it uses a counter to measure the elapsed time since the bet amount setting operation that triggered the insertion command was performed.

[0195] If the response command from the medal count control board 17 is not received within 40ms after an event such as a bet setting operation occurs, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example in Figure 39, the response command is received before 40ms have elapsed since the bet setting operation was performed, so no timeout error occurs.

[0196] After receiving a response command to the input command, the main control board 16 starts control corresponding to the betting amount setting operation. Specifically, the main control board 16 subtracts the number of credits displayed on the credit indicator 11.

[0197] Next, the start switch 7 of machine S2 is pressed by the player. Based on the fact that the start switch 7 has been pressed, the main control board 16 sends a start command to the medal count control board 17. As mentioned above, the start command is a command that does not require a response command from the medal count control board 17. Therefore, the medal count control board 17 does not send a response command.

[0198] Finally, when the player performs the third stop operation, all reels stop. Based on the fact that all reels have stopped, the main control board 16 sends an end command to the medal count control board 17. In this example, although the end command is a command that requires a response command, the medal count control board 17 does not send a response command. Therefore, the main control board 16 determines that a timeout error has occurred because it has not received a response command within 40ms after all reels have stopped.

[0199] Figure 40 is a diagram illustrating the communication of frame-side information commands. As shown in Figure 40, the medal count control board 17 sends frame-side information commands to the main control board 16 every 300ms. The main control board 16 determines that a timeout error has occurred if more than 2.24ms elapses between the start of receiving frame-side information commands and the completion of reception.

[0200] Figure 41 is a flowchart showing the processing when the main control board 16 receives a command. As shown in Figure 36, the medal count control board 17 sends two types of commands to the main control board 16: a response command or a frame-side information command.

[0201] Referring to Figure 41, the main control board 16 receives a command from the medal count control board 17 (step S10). The main control board 16 determines whether the received command is a frame-side information command (step S11). If the received command is a frame-side information command (YES in step S11), the main control board 16 checks whether the frame-side information command contains error information (step S12). This error information indicates whether CU3 is properly connected to S-unit 2. If the frame-side information command contains error information (YES in step S12), the main control board 16 transmits the error information to the performance control board 15 and terminates processing. This allows the performance control board 15 to display on the liquid crystal display 51 that an error has occurred in which CU3 is not connected to S-unit 2. If the frame-side information command does not contain error information (NO in step S12), processing terminates.

[0202] If the received command is not a frame-side information command (NO in step S11), that is, if the received command is a response command, the main control board 16 executes processing according to the response command and terminates the process.

[0203] Figure 42 shows the communication flow between the main control board 16 and the medal count control board 17 from the time the power is turned on. When the power switch 102 is pressed and power is turned on to the main control board 16, the main control board 16 sends a game machine installation information command. Subsequently, when the betting amount setting operation is performed, the main control board 16 sends an input command. Since the input command is a command that requires a response command, the medal count control board 17 sends a response command to the main control board 16 based on the fact that it has received the input command. For example, if there are enough game medals, the medal count control board 17 sets the 0th bit of the 3rd byte of the response command to "1" (received OK), if the serial numbers do not match, the 1st bit of the 3rd byte of the response command to "1" (serial number mismatch), and if there are not enough game medals, the 2nd bit of the 3rd byte of the response command to "1" (insufficient game medals).

[0204] Next, the main control board 16 sends a settlement command to the medal count control board 17 based on the fact that a settlement operation has been performed. A settlement operation is an operation that indicates that the bet count clear switch 21 has been pressed. This executes the process of returning the bet count to the number of credits. Since the settlement command is a command that requires a response command, the medal count control board 17 sends a response command to the main control board 16 based on the fact that it has received the settlement command. For example, if there are enough game medals available, the medal count control board 17 sets the 0th bit of the 3rd byte of the response command to "1" (received OK), if the serial numbers do not match, the 1st bit of the 3rd byte of the response command to "1" (serial number mismatch), and if the number of game medals overflows, the 3rd bit of the 3rd byte of the response command to "1" (game medal count overflow).

[0205] In Figure 42, the bet amount setting operation is performed again, and communication based on this bet amount setting operation takes place. Subsequently, based on the fact that the start switch 7 is pressed, the main control board 16 sends a start command to the medal count control board 17. After sending the start command, the main control board 16 performs control to advance the game, such as driving the reels, without waiting for a response from the medal count control board 17. When the medal count control board 17 receives the start command from the main control board 16, it controls the game to a waiting state as a control corresponding to the start command. Since the start command is a command that does not require a response command, the medal count control board 17 does not send a response command.

[0206] Based on the fact that all reels have stopped, the main control board 16 sends an end command to the medal count control board 17. Based on the receipt of the end command, the medal count control board 17 sends a response command to the main control board 16. For example, if the end command is normal, the medal count control board 17 sets the 0th bit of the 3rd byte of the response command to "1" (received OK), and if the serial numbers do not match, it sets the 1st bit of the 3rd byte of the response command to "1" (serial number mismatch). Subsequently, the main control board 16 sends the bonus information command, the advantageous section command, and the payout pulse command to the medal count control board 17 in that order.

[0207] Thus, when the main control board 16 starts a game, it does not affect the number of credits, so after sending the start command, it executes the next control without waiting for a response from the medal count control board 17. When ending a game, it may affect the number of credits, so after sending the end command, it executes the next control only after receiving a response command from the medal count control board 17. By improving the communication between the main control board 16 and the medal count control board 17, the main control board 16 can proceed with the game while checking the status of the medal count control board 17.

[0208] [Example of processing in sequential numbering] As described above, the main control board 16 and the medal count control board 17 communicate using serial numbers. That is, the medal count control board 17 performs a process to check if the serial numbers match in order to determine whether the command sent from the main control board 16 is valid. Below, examples of processing using serial numbers will be explained using Figures 43 to 45. Figure 43 shows an example of communication when the serial numbers are valid.

[0209] Based on the power being turned on, the main control board 16 sends a game machine installation information command to the medal count control board 17. As explained above, the serial number assigned to the game machine installation information command is "0". The medal count control board 17 determines the initial value and increment value of the serial number based on the main chip ID included in the game machine installation information command. In the example in Figure 43, the medal count control board 17 determines the initial value of the serial number to be "137" and the increment value to be "13". The main control board 16 uses a similar calculation method to determine the initial value of the serial number to be "137" and the increment value to be "13" based on the main chip ID.

[0210] After sending the game machine installation information command, the betting amount setting operation is performed, and the main control board 16 sends an insert command. This insert command is the first command sent to the medal count control board 17 after the game machine installation information command has been sent. Therefore, the main control board 16 assigns the initial value "137" as a serial number to this insert command and sends it. The medal count control board 17 sends a response command to this insert command. At this time, since the communication was successful, the medal count control board 17 sends a response command to the main control board 16 indicating that it has been received. In other words, when the medal count control board 17 determines that the insert command sent from the main control board 16 is normal by checking whether the serial numbers match, it sends a response command to the main control board 16 indicating that the insert command is normal in response to the insert command.

[0211] Next, when the start switch 7 is pressed, the main control board 16 sends a start command. At this time, the main control board 16 adds the value "13" to the serial number value "137" that was sent in the previous transmission and sends it. In other words, the main control board 16 sends "150" as the serial number for the start command.

[0212] When the medal count control board 17 receives an input command with serial number "137", it calculates that the serial number of the next command to be received will be "150" based on the added value. When the medal count control board 17 receives the start command, it performs a process to check whether the serial number value calculated before reception matches the serial number value actually assigned to the start command received. Since the serial numbers match, the medal count control board 17 determines that communication is normal.

[0213] Figure 44 shows an example of communication when a serial number mismatch error occurs. The process up to the point when the main control board 16 receives the response command corresponding to the bet setting operation is the same as in Figure 42, so the explanation will not be repeated. As described above, when the medal count control board 17 receives the insert command, it calculates that the serial number assigned to the next command to be received is "150".

[0214] In the example shown in Figure 44, fraudulent activity occurs after the bet setting operation has been performed. As mentioned above, fraudulent activity refers to operations such as modifying the commands transmitted and received between the main control board 16 and the medal count control board 17, or operations in which the fraudster controls the main control board 16 or the medal count control board 17. In Figure 44, the main control board 16 is controlled by the fraudster, causing the main control board 16 to send an end command even though all reels have not stopped. In other words, in Figure 44, fraudulent activity is performed with the aim of causing the medal count control board 17 to execute a payout process even though no winnings have occurred. However, the fraudster cannot obtain the initial value and increment value of the serial number determined based on the main chip ID of the main control board 16, nor the number of times commands have been transmitted and received, and therefore cannot know the value of the serial number that should be assigned to the next command. Therefore, in the example shown in Figure 44, the fraudster sends the termination command with the serial number "78" attached, but the medal count control board 17 determines that a serial number mismatch error has occurred because the calculated serial number "150" does not match the serial number "78" actually received, and sends a response command to the main control board 16 indicating that the serial number does not match. In other words, when the medal count control board 17 determines that the termination command sent from the main control board 16 is not normal through a process to check whether the serial numbers match, it sends a response command to the main control board 16 indicating that the termination command is not normal in response to the termination command. Upon receiving the response command indicating that the serial number does not match, the main control board 16 does not execute the payout control that is performed after the termination command. This prevents fraudulent operations.

[0215] Unauthorized manipulation includes not only causing the main control board 16 to send an termination command even though no prize has been won, as shown in Figure 44, but also the unauthorized manipulation described below.

[0216] For example, as a fraudulent operation, one could cause the main control board 16 to send a bet cancellation command even though the bet amount set in the BET counter of RAM 161c on the main control board 16 is 0. This would allow the fraudster to increase the number of credits stored in the medal count control board 17, even though no bet amount has been set.

[0217] Another possible method of fraud is to modify the response command sent by the medal count control board 17 in response to the input command sent by the main control board 16. For example, a fraudster could cause the medal count control board 17 to send a response command indicating acceptance to the main control board 16, even though the number of credits is "0". This would allow the fraudster to set a bet amount even though the number of credits is "0".

[0218] Thus, fraudulent operations can include forging commands transmitted by the main control board 16 and forging commands transmitted by the medal count control board 17. In machine S 2 of this embodiment, all of the above-mentioned fraudulent operations can be prevented by using a "serial number".

[0219] Next, a start command with the serial number "150" is sent to the medal count control board 17. The serial number "150" assigned to the start command matches the serial number calculated in advance by the medal count control board 17. As a result of this match, the medal count control board 17 determines that the serial number mismatch error has been resolved and sends a response command indicating receipt OK to the main control board 16. In this way, in machine S 2, the medal count control board 17 can easily determine that the serial number mismatch error has been resolved.

[0220] As shown in Figures 43 and 44, when the medal count control board 17 receives a command transmitted from the main control board 16, it uses the initial value and increment value of the serial number to determine whether the command transmitted from the main control board 16 is valid or not. In other words, when the medal count control board 17 receives a command that requires a response, it sends a response command, and furthermore, information indicating whether the communication is valid or not is attached to the response command, so that the main control board 16 can proceed with the game while checking the status of the medal count control board 17.

[0221] Furthermore, as shown in Figure 44, the mismatch in serial numbers indicates the possibility of fraudulent operation, thus enhancing security in the communication between the main control board 16 and the medal count control board 17.

[0222] Figure 45 shows an example of communication when an error occurs regarding game tokens. The process up to the point when the token count control board 17 receives the start command is the same as in Figure 42, so the explanation will not be repeated. After sending the start command, the main control board 16 sends an end command with the serial number "163" assigned to it, based on the fact that all reels have stopped. At this time, the end command is assigned the number of tokens to be paid out, but since the number of credits is at the upper limit, an error regarding game tokens occurs. Therefore, the token count control board 17 sends a response command to the main control board 16 indicating a game token count overflow. As a result, the main control board 16 does not perform any payout processing.

[0223] Subsequently, based on the operation of the counting button 10, the number of credits is reduced, and the medal count control board 17 becomes ready to accept the payout of medals. In other words, the error related to the game medals is resolved. After that, the main control board 16 sends an end command with the serial number "163" assigned to it again to the medal count control board 17. In response, the medal count control board 17 sends a response command indicating acceptance, as there are no errors related to the game medals.

[0224] [Communication before sending and receiving gaming machine installation information commands] Figure 46 shows an example of communication occurring before the sending and receiving of the gaming machine installation information command. As explained above, the main control board 16 sends the gaming machine installation information command to the medal count control board 17 after the power is turned on.

[0225] In the example shown in Figure 46, the main control board 16 sends an end command to the medal count control board 17 after power-on and before sending the game machine installation information command. If the medal count control board 17 receives a command from the main control board 16 before receiving the game machine installation information command, it discards the command regardless of its type or assigned serial number. In other words, the medal count control board 17 does not perform any processing in response to commands other than the game machine installation information command from the main control board 16 until it receives the game machine installation information command.

[0226] As a result, the medal count control board 17 does not communicate with the main control board 16 when communication has not been established with the main control board 16 based on the gaming machine installation information command. This enhances security regarding communication between the main control board 16 and the medal count control board 17. In other words, it prevents fraudulent operations that may occur before the gaming machine installation information command is received.

[0227] In the example shown in Figure 46, after the termination command is discarded, the game machine installation information command A is sent to the medal count control board 17 in response to power-on. Based on the receipt of the game machine installation information command A, the medal count control board 17 determines the initial value and the increment value in the serial number.

[0228] Next, in Figure 46, the medal count control board 17 receives the game machine installation information command B from the main control board 16. At this time, since the medal count control board 17 has already received the game machine installation information command A, it does not update the initial value and increment value of the serial number based on the game machine installation information command B. In other words, even if the main control board 16 sends the game machine installation information command again after the medal count control board 17 has received the game machine installation information command, it does not execute any processing corresponding to the game machine installation information command.

[0229] This allows the medal count control board 17 to prevent, for example, the main control board 16 from being impersonated by an unauthorized board other than the main control board 16 connected to the medal count control board 17. In other words, it prevents the initial value and increment value of the serial number from being illegally rewritten.

[0230] [Timeout during power-on] Figure 47 shows an example of a power-on timeout. The main control board 16 transmits a gaming machine installation information command based on the power-on. The main control board 16 measures the elapsed time since the power was turned on using a counter.

[0231] If the main control board 16 does not complete the transmission of the game machine installation information command within 5000ms from the time the main control board 16 is powered on, the main control board 16 determines that an error has occurred in the communication between the main control board 16 and the medal count control board 17. In other words, the medal count control board 17 controls to an abnormal state if it is unable to receive the game machine installation information command within 5000ms after the power of machine S 2 is turned on. In the example in Figure 47, since the game machine installation information command has not been transmitted within 5000ms from the time the main control board 16 is powered on, the medal count control board 17 determines that a communication error has occurred. The medal count control board 17 displays the fact that a communication error has occurred on the display unit 312 of CU3.

[0232] As a result, when the medal number control board 17 fails to establish communication with the main control board 16 based on the gaming machine installation information command after the power of the S unit 2 is turned on, the medal number control board 17 can notify the outside that a communication abnormality has occurred.

[0233] The medal number control board 17 is connected to the CU control board 32. Even when a communication error occurs in the main control board 16, the medal number control board 17 can communicate with the CU control board 32.

[0234] The communication error that occurs in the main control board 16 is resolved by turning the power on again, the gaming machine installation information command being normally transmitted until 5000 ms has elapsed since the power of the main control board 16 was turned on, and a response command indicating reception OK being transmitted from the medal number control board 17.

[0235] [Regarding the bet number setting operation and the settlement operation] FIG. 48 is a diagram for explaining the bet number setting operation and the settlement operation. As described above, the main control board 16 transmits an input command to the medal number control board 17 based on the bet number setting operation in which the 1 BET switch 20 or the MAX BET switch 6 is pressed. Further, the main control board 16 transmits a settlement command to the medal number control board 17 based on the settlement operation in which the bet number clear switch 21 is pressed.

[0236] As shown in Figure 48, the main control board 16 sends an insert command to the medal count control board 17 based on the bet setting operation. The insert command is a command that includes the number of medals to be inserted. The medal count control board 17 reads the number of medals to be inserted included in the received insert command and performs the bet setting process. Specifically, it subtracts the number of medals inserted from the number of credits managed by the medal count control board 17 and adds the number of medals inserted to the bet. For example, if the number of medals to bet before the bet setting process is executed is 0, and the MAXBET switch 6 is pressed as the bet setting operation, the medal count control board 17 subtracts 3 from the number of credits and adds 3 to the bet. Based on the receipt of the insert command, the medal count control board 17 sends a response command to the main control board 16.

[0237] Next, the main control board 16 sends a settlement command to the medal count control board 17 based on the fact that a settlement operation has been performed. The settlement command is a command that includes the number of medals to be settled. The medal count control board 17 reads the number of medals to be settled included in the received settlement command and performs a bet cancellation process. Specifically, it subtracts the number of medals to be settled from the number of bets managed by the medal count control board 17 and adds the number of medals to the number of credits. For example, if the number of bets before the bet cancellation process is executed is 3, and the bet clear switch 21 is pressed, the medal count control board 17 subtracts 3 from the number of bets and adds 3 to the number of credits. Based on the fact that it has received the settlement command, the medal count control board 17 sends a response command to the main control board 16.

[0238] Here, the medal count control board 17 sends a common response command to the insert command and the settlement command. That is, the medal count control board 17 sends a common response command to the main control board 16 when it receives an insert command and when it receives a settlement command. Specifically, the medal count control board 17 sends a response command to the main control board 16 in both cases: when it receives an insert command and when it receives a settlement command. Here, the medal count control board 17 does not perform the process of adding credits (number of game medals) when it receives an insert command, so a game medal count overflow cannot occur. Therefore, the medal count control board 17 does not store "1" in the 3rd bit of the 3rd byte of the response command to the insert command and send it.

[0239] Furthermore, the medal count control board 17 does not perform any processing to subtract the number of credits when it receives a settlement command, so a shortage of game medals can never occur. Therefore, the medal count control board 17 does not store and transmit "1" in the second bit of the third byte of the response command to the insert command.

[0240] In this way, the medal count control board 17 notifies the main control board 16 of insufficient or overflowing game medals by using different data stored in the third byte depending on whether it receives an insert command or a settlement command. As a result, the medal count control board 17 can unify the response command when a bet setting operation is performed and when a bet cancellation operation is performed, thereby reducing the processing burden.

[0241] Figure 49 shows an example where a new bet setting operation is performed after a previous bet setting operation but before a response command is received. As shown in Figure 49, the main control board 16 sends a bet input command based on bet setting operation A. The main control board 16 controls the system to complete the transmission of the input command before 40ms have elapsed from the start of transmission to prevent a timeout error. The medal count control board 17 sends a response command in response to receiving the input command.

[0242] In the example shown in Figure 49, a new bet setting operation B is performed after receiving bet setting operation A, but before receiving a response command for the input command based on bet setting operation A. The main control board 16 does not accept bet setting operation B. That is, after the main control board 16 sends the input command to the medal count control board 17, it does not accept any new bet setting operations until it receives a response command from the medal count control board 17. This prevents the acceptance of a new bet setting operation B when the processing corresponding to bet setting operation A has not yet been finalized in the medal count control board 17.

[0243] Figure 50 shows an example where a new settlement operation is performed after a settlement operation but before a response command is received. As shown in Figure 50, the main control board 16 transmits a settlement command based on settlement operation A. The main control board 16 controls the system to complete the transmission of the settlement command before 40ms have elapsed from the start of transmission, so as to prevent a timeout error. The medal count control board 17 transmits a response command in response to receiving the settlement command.

[0244] In the example shown in Figure 50, a new settlement operation B is performed after settlement operation A is received, but before a response command for the input command based on settlement operation A is received. The main control board 16 does not accept settlement operation B. That is, after the main control board 16 sends the settlement command to the medal count control board 17, it does not accept any new settlement operations until it receives a response command from the medal count control board 17. This prevents the acceptance of a new settlement operation B when the processing corresponding to settlement operation A has not yet been finalized in the medal count control board 17.

[0245] Figure 51 shows an example where a settlement operation is performed after the bet amount setting operation but before a response command is received. As shown in Figure 51, the main control board 16 sends an insert command based on the bet amount setting operation. The medal control board 17 sends a response command in response to receiving the insert command.

[0246] In the example shown in Figure 51, a new settlement operation is performed after the bet setting operation is received but before the response command for the insertion command based on the said bet setting operation is received. The main control board 16 does not accept this settlement operation. That is, after the main control board 16 sends the insertion command to the medal count control board 17, it does not accept a new settlement operation until it receives a response command from the medal count control board 17. This prevents the acceptance of a new settlement operation when the processing corresponding to the bet setting operation has not yet been finalized in the medal count control board 17.

[0247] Figure 52 shows an example where a new bet setting operation is performed after a settlement operation but before a response command is received. As shown in Figure 52, the main control board 16 sends an insert command based on the settlement operation. The medal count control board 17 sends a response command in response to receiving the insert command.

[0248] In the example shown in Figure 52, a new bet setting operation is performed after receiving a settlement operation but before receiving a response command for the settlement command based on that settlement operation. The main control board 16 does not accept this bet setting operation. That is, after the main control board 16 sends a settlement command to the medal count control board 17, it does not accept a new bet setting operation until it receives a response command from the medal count control board 17. This prevents the acceptance of a new bet setting operation when the processing in response to the settlement operation has not yet been finalized in the medal count control board 17.

[0249] [Bet setting operation and serial number] Figure 53 illustrates a serial number error in the betting amount setting operation. As shown in Figure 53, the medal count control board 17 determines the initial value of the serial number to "137" based on the receipt of the gaming machine installation information command.

[0250] Subsequently, a bet amount setting operation is performed on machine S2. Based on the bet amount setting operation, the main control board 16 sends an insert command. This insert command is assigned the serial number "78". In other words, the serial number assigned to this insert command does not match the initial value of the serial number. Therefore, the medal count control board 17 sends a response command indicating a serial number mismatch to the main control board 16. From the moment the main control board 16 receives the response command indicating a serial number mismatch, it does not accept any new bet amount setting operations. That is, if the main control board 16 receives a response command indicating that something is not normal, it does not resume accepting bet amount setting operations.

[0251] Figure 54 illustrates a serial number error in the settlement operation. As shown in Figure 54, the medal count control board 17 determines the initial value of the serial number to "137" based on the receipt of the gaming machine installation information command.

[0252] After that, on the S platform 2, a bet number setting operation is performed. The main control board 16 transmits an input command based on the bet number setting operation. The input command is assigned the serial number "137" as the serial number. That is, the serial number assigned to the input command matches the initial value of the serial number. Therefore, the medal number control board 17 transmits a response command indicating reception OK to the main control board 16. Based on receiving the response command indicating reception OK, the main control board 16 accepts the bet number setting operation and performs the next control.

[0253] Subsequently, in FIG. 54, a settlement operation is performed. The main control board 16 transmits a settlement command based on the settlement operation. The settlement command is assigned the serial number "78" as the serial number. That is, the serial number assigned to the settlement command does not match the serial number calculated by the medal number control board 17. Therefore, the medal number control board 17 transmits a response command indicating a serial number mismatch to the main control board 16. Based on receiving the response command indicating a serial number mismatch, the main control board 16 does not accept a new settlement operation. That is, when the main control board 16 receives a response command indicating that it is not normal, it does not resume accepting the settlement operation.

[0254] Referring to FIGS. 53 and 54, the main control board 16 can prevent a new bet number setting operation or a bet number cancellation operation from being accepted when the processing corresponding to the bet number setting operation or the settlement operation in the medal number control board 17 has not been finalized.

[0255] [Confirmation Process of Frame-Side Information] FIG. 55 is a diagram for explaining the confirmation process of frame-side information. As described above, the medal number control board 17 transmits a frame-side information command to the main control board 16 at regular intervals. The system information included in the frame-side information command includes information indicating the connection status indicating whether the medal number control board 17 and the CU control board 32 are normally connected.

[0256] In the example shown in Figure 55, the connection between the medal count control board 17 and the CU control board 32 is disconnected. After the disconnection, the medal count control board 17 sends a frame-side information command indicating a connection abnormality to the main control board 16. After the main control board 16 receives the frame-side information command indicating a connection abnormality, the start switch 7 is pressed. At this time, the main control board 16 does not send a start command.

[0257] On the other hand, as shown in Figure 55, even after the main control board 16 receives a frame-side information command indicating a connection abnormality, if a bet setting operation and a settlement operation are performed, the main control board 16 will send an insert command and a settlement command. That is, when the main control board 16 receives a bet setting operation to set the number of bets to start a game, it sends an insert command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and CU3 is normal or not. Also, when the main control board 16 receives a settlement operation to cancel the number of bets to start a game, it sends a settlement command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and CU3 is normal or not. Furthermore, after the connection between the medal count control board 17 and CU control board 32 is restored and the main control board 16 receives a frame-side information command indicating a normal connection, it sends a start command. In other words, at the start of a game, the main control board 16 checks the connection status between the medal count control board 17 and the CU3 based on the frame-side information command, and starts the game if the connection between the medal count control board 17 and the CU3 is normal. Furthermore, after sending the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is the drive control of the reels to start the game.

[0258] As a result, the main control board 16 starts a game only if the connection between the medal count control board 17 and CU3 is normal, allowing the game to proceed while monitoring the status of the medal count control board 17. Furthermore, since starting a game does not affect the game's value, the main control board 16 can execute the next control after sending the start command without waiting for a response from the medal count control board 17.

[0259] Furthermore, the main control board 16 can send a betting command in response to a betting amount setting operation and a settlement command in response to a settlement operation, regardless of whether the connection between the medal count control board 17 and CU3 is normal or not.

[0260] [Regarding the display of the number of items dispensed] Figure 56 is a diagram illustrating the display control of the number of payouts. After all reels have stopped, the main control board 16 sends an end command to the medal count control board 17. The end command shown in Figure 56 is a command that involves the payout of at least one medal. Based on the receipt of the end command, the medal count control board 17 sends a response command. The medal count control board 17 also performs actions such as adding credits and updating the credit display 11 according to the number of payouts indicated by the end command. After receiving the response command, the main control board 16 displays the number of payouts on the game assistance display 12. That is, after sending the end command, the main control board 16 displays the number of payouts on the game assistance display 12, provided that it has received the response command. This allows the main control board 16 to display the number of payouts on the game assistance display 12 while checking the status of the medal count control board 17.

[0261] The main control board 16 transmits a response command, followed by a special feature information command, a favorable section command, and a payout pulse command. Specifically, after transmitting the termination command, the main control board 16, on the condition that it has received a response command, transmits a special feature information command and a favorable section command to the medal count control board 17, which can determine whether or not the machine is controlled to a state where a special feature has been won. This allows the main control board 16 to check the status of the medal count control board 17 and inform the medal count control board 17 whether or not it is controlled to a favorable section, etc., and thus, while checking the status of the medal count control board 17, it can output to the medal count control board 17 the percentage of the number of payouts granted in the favorable section, etc.

[0262] [About the performance comparison monitor] Figure 57 shows the payout ratio monitor 89. Figure 57 shows the payout ratio monitor 89 when it is turned off. As shown in Figure 57, the payout ratio monitor 89 consists of five payout ratio information displays 50a, 50b, 50c, 50d, and 50e, which can turn on / off the first segment A, second segment B, third segment C, fourth segment D, fifth segment E, sixth segment F, seventh segment G, and eighth segment DP, respectively. The medal count control board 17 is a display that can display various information by turning on or off the first to eighth segments A to DP by setting display data for each of the payout ratio information displays 50a, 50b, 50c, 50d, and 50e.

[0263] Figure 58 shows an example of the display on the payout ratio monitor 89. The medal count control board 17 displays the following on the payout ratio monitor 89 in the order of (1) to (6): (1) the payout ratio of instructed prizes to the total cumulative payout, (2) the payout ratio of consecutive prizes over the past 6000 games, (3) the payout ratio of prizes over the past 6000 games, (4) the payout ratio of consecutive prizes to the total cumulative payout, (5) the payout ratio of prizes to the total cumulative payout, and (6) the payout status ratio of prizes, etc. to the total cumulative payout. Hereafter, the information shown in (1) to (6) may be referred to as the display content.

[0264] The bonus payout ratio indicates the ratio of bonus payouts when a special bonus (BB) is won to the total number of coins paid out during a predetermined period. The consecutive bonus payout ratio indicates the ratio of bonus payouts when a special bonus (RB) is won to the total number of coins paid out during a predetermined period. Furthermore, the bonus payout ratio including instructions indicates the ratio of bonus payouts to the total number of coins paid out during a predetermined period, when the number of payouts when instructions (navigation) occur is included in the bonus payout. In other words, it is the ratio of the cumulative number of coins paid out when navigation is announced and the number of coins paid out by BB or RB to the total cumulative number of coins paid out. The bonus state ratio indicates the ratio of the number of games played when a special bonus (BB, RB, CB, and SB) is won to the number of games played during a predetermined period. In other words, the bonus ratio monitor 89 outputs the ratio of the number of payouts given when a special bonus was won to the total number of payouts given. The information displayed on the payout ratio monitor 89 is calculated by the medal count control board 17.

[0265] When the medal count control unit 171 switches and displays the display content at predetermined intervals in the display order shown in Figure 58 and (1) to (6) above, even if the game progresses and these values ​​could be updated to new values ​​within a period until each display cycle is completed, it restricts updating to new values ​​and completes the display cycle using the original values.

[0266] More specifically, if the game progresses and these values ​​can be updated to new values ​​within a period until these displays have completed one cycle, the new values ​​are calculated and stored in RAM 171c. However, instead of setting the new values ​​in the output buffer for displaying the content on the ratio monitor 89, the original values ​​are set, the display on the ratio monitor 89 is cycled using the original values ​​set in the output buffer, and after the cycle of display is complete, the new values ​​are set in the output buffer, and the display is then performed using the new values. Alternatively, if these values ​​can be updated to new values ​​within a period until these displays have completed one cycle, the calculation to obtain the new values ​​may be restricted, the display on the ratio monitor 89 may be cycled, the calculation to obtain the new values ​​is performed after the cycle of display is complete, and then the display on the ratio monitor 89 is performed using the new values. In this way, it is possible to prevent values ​​calculated at different times from being mixed during the period until the content displayed on the ratio monitor 89 has completed one cycle.

[0267] Furthermore, the medal count control board 17 displays the continuous prize payout ratio in a different display manner than usual (for example, if the normal display is always lit, the top two digits of the prize ratio monitor 89 will blink if the continuous prize payout ratio over the past 6000 games or the continuous prize payout ratio to the total cumulative number of payouts exceeds a predetermined percentage (for example, 60%). Furthermore, the medal count control board 17 displays the prize payout ratio in a different display manner than usual (for example, if the normal display is always lit, the top two digits of the prize ratio monitor 89 will blink if the continuous prize payout ratio over the past 6000 games or the continuous prize payout ratio to the total cumulative number of payouts exceeds a predetermined percentage (for example, 70%).

[0268] In this way, when the continuous payout ratio or the payout ratio exceeds the specified percentage, it is displayed in a different format than usual, serving as a warning that the game may be controlled to be in a highly speculative state.

[0269] Furthermore, when the medal count control board 17 displays the continuous payout ratio for the past 6000 games and the payout ratio for the payout ratio on the payout ratio monitor 89, if the total number of games played since power-on has not reached 6000 games, it controls the display to a different mode than usual, for example, by flashing all the digits of the payout ratio monitor 89, so that it can recognize that the total has not reached 6000 games. In other words, in the process of calculating the display content to be shown on the payout ratio monitor 89, the medal count control board 17 flashes all the digits of the payout ratio monitor 89 if the period of 6000 games has not elapsed since the start of data accumulation used in the process. Alternatively, the medal count control board 17 may flash some of the digits of the payout ratio monitor 89 if the period of 6000 games has not elapsed since the start of data accumulation used in the process of calculating the display content to be shown on the payout ratio monitor 89. This allows the system to recognize the possibility of bias in the displayed percentages and ratios, and enables the medal count control board 17 to notify external parties that there may be insufficient data when displaying the continuous prize payout ratio and prize payout ratio on the prize ratio monitor 89.

[0270] Furthermore, the medal count control board 17 may display "00" in the lower two digits of the payout ratio monitor 89 when 6000 games have not been reached, and may display the percentage or ratio that should be displayed in the lower two digits of the payout ratio monitor 89 when 6000 games have been reached or later. In other words, it is preferable to configure the display mode of the lower two digits of the payout ratio monitor 89 to be different from the display mode when 6000 games have not been reached. With such a configuration, when 6000 games have not been reached, it can be recognized that the total of the continuous payout ratio, etc., which is identified by the display of the upper two digits of the payout ratio monitor 89 (for example, "1C"), has not reached 6000 games, and the possibility of a bias in the displayed percentage or ratio can be recognized. Furthermore, by configuring the system to display "00" in the last two digits of the payout ratio monitor 89 when 6000 games have not been reached, data will always be displayed in the last two digits of the payout ratio monitor 89 when 6000 games have not been reached. For example, if data is not displayed in one of the last two digits of the payout ratio monitor 89, it will be possible to recognize an abnormality in the payout ratio monitor 89.

[0271] Furthermore, when the medal count control board 17 displays the ratio of consecutive payouts to the total cumulative payout on the payout ratio monitor 89, if the number of past games has not reached a predetermined number of games (for example, 175,000 games) at which the consecutive payout ratio converges to the design value of the slot machine, the board controls the display to a different mode than usual, for example, by flashing the top two digits of the payout ratio monitor 89. This allows the user to recognize that the number of games at which the consecutive payout ratio converges to the design value of the slot machine has not reached, and to recognize the possibility that there is a bias in the displayed percentage or ratio.

[0272] Furthermore, when the medal count control board 17 displays the payout ratio of prizes to the total cumulative payout on the payout ratio monitor 89, if the number of past games has not reached a predetermined number of games (for example, 175,000 games) at which the payout ratio of prizes converges to the design value of the slot machine, the board controls the display to a different mode than usual, for example, by flashing the top two digits of the payout ratio monitor 89. This allows the user to recognize that the payout ratio of prizes has not reached a predetermined number of games at which it converges to the design value of the slot machine, and to recognize the possibility that there is a bias in the displayed percentage or ratio.

[0273] Furthermore, when the medal count control board 17 displays the payout ratio of instructed prizes to the total cumulative payout on the prize ratio monitor 89, if the number of past games has not reached a predetermined number of games (for example, 175,000 games) at which the payout ratio of instructed prizes converges to the design value of the slot machine, the board controls the display to a different mode than usual, for example, by flashing the top two digits of the display on the prize ratio monitor 89. This allows the user to recognize that the payout ratio of instructed prizes has not reached a predetermined number of games at which it converges to the design value of the slot machine, and to recognize the possibility that there is a bias in the displayed percentage or ratio.

[0274] Furthermore, the medal count control board 17 determines whether the data used to calculate the continuous payout ratio of prizes over the past 6000 games and the payout ratio of prizes is normal or not. If it is determined to be abnormal (for example, if the stored value is in a certain data format (such as repeating 01)), it initializes the data that was determined to be abnormal and the data related to that data, and displays an indication that an abnormality has been detected on the payout ratio monitor 89 (for example, "FFFF") to notify the user of this fact, so that it is possible to recognize that the calculation of these data is not being performed normally.

[0275] Furthermore, when initializing data that has been determined to be abnormal and the data related to such data, for example, if either the consecutive payout ratio of special items or the payout ratio of special items over the past 6000 games is determined to be abnormal, the data related to all of these may be initialized, or only some of the data may be initialized.

[0276] Furthermore, the system may determine whether the data used to calculate the continuous bonus payout ratio, bonus payout ratio, and bonus payout ratio (including instructions) relative to the total cumulative payout over the past 6000 games is normal. If it is determined to be abnormal, the system will notify the user of this fact, and then initialize the data in question by performing a predetermined operation (for example, by operating switches such as the start switch 7, stop switches 8L, 8C, 8R, and setting key switch 37 in a predetermined procedure).

[0277] Furthermore, in notifying that an abnormality has been detected, as described above, the performance ratio monitor 89 may display a message indicating that an abnormality has been detected (for example, "FFFF"), or when an abnormality is detected, a command that can identify the abnormality may be sent to the performance control unit 151, causing the performance control unit 151 to notify that an abnormality has been detected via the liquid crystal display 51 or the like.

[0278] In this embodiment, during the period from power-on until power supply is stopped, the ratio of payouts of bonus items with instructions to the total cumulative payout, the ratio of payouts of bonus items over the past 6000 games, the payout ratio of bonus items over the past 6000 games, the ratio of payouts of bonus items to the total cumulative payout, the payout ratio of bonus items to the total cumulative payout, and the ratio of bonus item status to the total cumulative payout are displayed in a manner that switches at predetermined intervals. However, it is also possible to display the information only when the open state of the front door 1b is detected, or only when an operation of a predetermined operation switch (for example, the reset / setting switch 38) is detected, or when the game is not in progress, or when the settings are being changed or confirmed, or only for a predetermined period after power-on. Furthermore, instead of automatically switching at predetermined intervals, the display content may be switched each time a predetermined operation is performed.

[0279] Furthermore, in this embodiment, the system is configured to notify the player that an anomaly in the data used to calculate the display content of the role ratio monitor 89 has been detected, or that there is a period in which the data for calculating the display content is insufficient, using the role ratio monitor 89. However, a command that can identify this fact may be sent to the performance control unit 151, so that it can be confirmed by the liquid crystal display 51 or performance device controlled by the performance control unit 151.

[0280] Furthermore, in this embodiment, the payout ratio of bonus items with instructions relative to the total cumulative number of payouts, the payout ratio of consecutive bonus items over the past 6000 games, the payout ratio of bonus items over the past 6000 games, the payout ratio of consecutive bonus items relative to the total cumulative number of payouts, the payout ratio of bonus items relative to the total cumulative number of payouts, and the payout ratio of bonus item status relative to the total cumulative number of payouts are displayed on the payout ratio monitor 89. In addition to these displays, the payout ratio monitor 89 may also be configured to display information that allows the user to recognize when the RAM 171c has been initialized due to a setting change, or when a disconnection has been detected in the wiring (such as the wiring for the backup power supply) provided on the S machine 2.

[0281] In particular, if the settings are changed during a bonus, during an advantageous period, or while a bonus is being carried over, causing the bonus or advantageous period to be forcibly terminated, or if a carried-over bonus is cleared, or if the game is played for more than the specified number of times while a bonus is being carried over, or if an operation is performed to intentionally terminate the advantageous period, that is, if the game is intentionally shifted from a relatively advantageous state to an unfavorable state for the player, or if the possibility of a broken wire or other malfunction in the payout ratio monitor 89 is detected, the system will notify the player in a way that allows them to identify the situation. In this way, it is possible to recognize that the system may have been tampered with so that the correct information such as the payout ratio for prizes, the payout ratio for consecutive prizes, and the payout ratio for prizes including instructions is not displayed.

[0282] Furthermore, in configurations that initialize total cumulative data such as the total cumulative number of games or total cumulative payouts in order to avoid overflow, it is preferable to notify the system in a manner that makes it possible to identify this fact, and in a manner different from when there is a possibility that the system has been fraudulently manipulated to prevent the display of correct information such as the aforementioned bonus payout ratio, consecutive bonus payout ratio, and bonus payout ratio including instructions. By doing so, the system can recognize that the total cumulative number of games or total cumulative payouts have been initialized by the process to avoid overflow, separately from initialization caused by fraudulent manipulation to prevent the display of correct information such as the bonus payout ratio.

[0283] Furthermore, if there is a possibility that the system has been tampered with in a way that prevents the display of correct information such as the payout ratio for special items, the payout ratio for consecutive special items, and the payout ratio for special items including instructions, the system may detect this and record the history of the detection on the medal count control board 17. Without issuing a notification at the time of detection, the system may then perform a predetermined operation to allow the system to verify this history on a display device on the medal count control board 17 (for example, a payout ratio monitor 89), a display device on the performance control unit 151 (for example, a liquid crystal display 51), or an external display device on the S machine 2 (for example, a display device 312).

[0284] Furthermore, the display and performance devices controlled by the performance control unit 151 may be configured to allow confirmation that settings have been changed, that a disconnection has been detected, that a connection failure has occurred in the payout ratio monitor 89, which may result in incorrect information not being displayed for payout ratios, consecutive payout ratios, and payout ratios including instructions, or that the system may have been tampered with in a way that prevents correct information from being displayed for payout ratios, consecutive payout ratios, and payout ratios including instructions, as described above. In addition, the performance control unit 151 may record a history of when settings have been changed during a bonus, during an advantageous period, or while a bonus is being carried over, resulting in the bonus or advantageous period being forcibly terminated, or when a carried-over bonus is cleared, which may have resulted in the system being tampered with in a way that prevents correct information from being displayed for payout ratios, consecutive payout ratios, and payout ratios including instructions, and allow this history to be confirmed through a predetermined operation.

[0285] Furthermore, each ratio display may be displayed not only on the role ratio monitor 89 but also on the credit display 11. The credit display 11 is a display that shows information according to the progress of the game and cannot display the ratio display at all times. Therefore, it is preferable to display the ratio display when a predetermined operation is performed by a store employee or the like when no game is being played, and when the ratio display is displayed on the credit display 11, if any of the following is detected, such as closing the front door 1b, setting the number of bets on the S machine 2, an error occurring, operating the setting key switch 37, operating the number of bets clear switch 21, or stopping the power supply to the S machine 2, it is preferable to switch back to the original display content that was displayed before the ratio display was displayed and end the ratio display.

[0286] [Initialization process for role ratio information] Figure 59 is a diagram illustrating the initialization process of the payout ratio information. As shown in Figure 59, after power is turned on, the main control board 16 transmits the game machine installation information command A to the medal count control board 17. Subsequently, as the game is played repeatedly, the main control board 16 transmits the advantageous section command and the payout pulse command to the medal count control board 17.

[0287] The medal count control board 17 performs a backup process to store the payout ratio information in the backup memory 294 based on the receipt of a payout pulse command. The payout ratio information is data used to calculate the data to be displayed on the payout ratio monitor 89, and is included in the payout information command, the advantageous section command, and the payout pulse command. The medal count control board 17 may store the payout ratio information in the backup memory 294 each time it receives a command that includes the payout ratio information.

[0288] In the example in Figure 59, an unauthorized operation is performed on the main control board 16 after the backup process has been executed. As described above, "unauthorized operation" refers to an operation that modifies the commands exchanged between the main control board 16 and the medal count control board 17, or an operation that illegally controls the main control board 16 or the medal count control board 17. In the example in Figure 44, as a result of the unauthorized operation, the main control board 16 is controlled by an illegally connected device, and the main control board 16 sends the game machine installation information command B to the medal count control board 17. At this time, the medal count control board 17 performs backup initialization, which initializes the payout ratio information stored in the backup memory 294, based on the fact that it has received the game machine installation information command again. That is, if the main chip ID identified from the game machine installation information command is different from the main chip ID identified from the game machine installation information command received last time, the medal count control board 17 initializes the data used for displaying the payout ratio monitor 89.

[0289] As a result, the medal count control board 17 initializes the data used to display the payout ratio information based on the main chip ID of the main control board 16, if the main control board 16 is not legitimate, thereby ensuring that the correct payout ratio corresponding to each slot machine is output.

[0290] [About game programs and non-game programs] The main control unit 161 of machine S 2 in this embodiment executes game programs and non-game programs. A game program is a program that describes instructions related to the progress of the game, such as internal lottery processing. A non-game program is a program that describes instructions that are not directly related to the progress of the game, such as outputting data to the payout ratio monitor. If data is unintentionally mixed between game programs and non-game programs, malfunctions may occur. For example, if data in the non-game RAM area is overwritten by an instruction in the game program when it should be overwritten by an instruction in the game program, this may result in a program malfunction. To prevent such malfunctions, the main control unit 161 distinguishes between game programs and non-game programs, executes the programs accordingly, and proceeds with the game.

[0291] The following section will explain the memory areas where non-game programs and game programs are stored, using Figure 60. Figure 60 is an address map of the memory area used by the main control unit 161. As shown in Figure 60, the memory area used by the main control unit 161 includes the memory area allocated to ROM 161b (0000H~EFFFH) and the memory area allocated to RAM 161c (F000H~FFFFH).

[0292] The memory area of ​​ROM161b consists of a program / data area where the program and fixed data are stored, an unused area where access is prohibited, and other areas. The other areas include a ROM comment area where arbitrary data such as the program title and version can be set, a vector table area where the higher address of the CALLV instruction subroutine and the starting address of the timer interrupt processing (main) are set, a HW parameter area where parameters for hardware-configuring the internal functions of the main control unit 161 are set, and an unused area where access is prohibited.

[0293] The RAM161c memory area consists of a usable area (F000H~F400H) that can be used as work data and other areas (F401H~FFFFH). The other areas include an internal function register area (FE00H~FEACH) where registers for controlling the various functions installed in the main control unit 161 are stored. The various functions installed in the main control unit 161 include, for example, the functions of the serial communication circuit described later. In other words, the internal function register area of ​​RAM161c includes a storage area for setting the functions of the serial communication circuit.

[0294] The program / data area in ROM161b includes a game program area where game programs related to the progress of the game are stored, a game data area where game data used by the game programs are stored, unused area 1, a non-game program area where non-game programs not related to the progress of the game are stored, a non-game data area where non-game data used by the non-game programs is stored, and unused area 2.

[0295] Furthermore, the progression of a game refers to the progression of a series of processes that constitute a game. In the case of a slot machine, this includes the stages of setting the bet amount and making the game available to start, starting the game and spinning the reels, stopping the reels to derive the display result, and assigning value such as tokens according to the display result.

[0296] In the above, "before" and "after" of a memory area refer to the relative size of the address values ​​assigned to the memory areas; a smaller address is considered "before," and a larger address is considered "after." Therefore, a memory area assigned after a memory area is one with a larger address value than the first memory area, and a memory area assigned before a memory area is one with a smaller address value than the first memory area.

[0297] RAM161c includes a game RAM area used by the game program as work, an unused area 3, a stack area where the game program saves data, a non-game RAM area used by non-game programs as work, an unused area 4, and a stack area where non-game programs save data.

[0298] The game RAM area consists of areas A to D. Here, areas A to D are called the areas to be initialized for all, areas B to D are called the areas to be initialized when a setting change is completed, areas C to D are called the areas to be initialized when a bonus (BB) is completed, and area D is called the area to be initialized when a game is completed. The areas to be initialized for all are areas that are initialized when a RAM error occurs and a predetermined operation is performed. The areas to be initialized when a setting change is completed are areas that are initialized when a setting change is completed. The areas to be initialized when a bonus is completed are areas that are initialized when a bonus is completed. The areas to be initialized when a game is completed are areas that are initialized every time a game is completed.

[0299] In the following, the game program area, game data area, and game RAM area may be collectively referred to as the game area, and the non-game program area, non-game data area, and non-game RAM area may be collectively referred to as the non-game area.

[0300] The non-game RAM area consists of areas E and F. Here, area E is called the area to be initialized at the end of each game, and area F is called the area to be initialized when the power is turned on. The area to be initialized at the end of each game (area E) in the non-game RAM area is an area that is initialized each time a game ends, similar to the area to be initialized at the end of each game (area D) in the game RAM area. The area to be initialized when the power is turned on again after the power to machine S2 is cut off. Area F stores various variables used to count the difference used in the safety device processing described later. Area E stores the stop flag used in the safety device processing described later.

[0301] [Instructions used by the program]

[0302] The program executed by the main control unit 161 includes a main routine that manages the progress of the entire program and subroutines that are called while other programs are running.

[0303] The main control unit 161 includes an LD instruction as an instruction to read data stored in the program / data area. The LD instruction is an instruction that reads 1-byte data stored at a specified address in the main routine or subroutine into a specified register. The main control unit 161 reads the data stored at the address specified by the LD instruction and stores the read data in the register specified by the LD instruction.

[0304] The LD instruction includes both the normal LD ​​instruction and the special LD ​​instruction, the LDQ instruction. The normal LD ​​instruction specifies both the upper and lower addresses and reads data stored in a specific area of ​​ROM161b or RAM161c using the specified upper and lower addresses. In contrast, the LDQ instruction specifies only the lower address, and uses the upper address pre-set in a special register (Q register) in the internal function register area of ​​RAM161c and the specified lower address to identify the address, read data stored in a specific area of ​​ROM161b or RAM161c, and store the read data in the specified register. Compared to the normal LD ​​instruction, it is possible to store a predetermined amount of data in a predetermined register.

[0305] When reading data stored in a specific area of ​​ROM161b or RAM161c in the main routine or subroutine, the LDQ instruction, a special LD ​​instruction, can be used to read data from a specific area by specifying only the lower part of the address, rather than specifying the entire address (upper and lower parts) that represents the specific area. By using the LDQ instruction, it is possible to read data with less data than with a normal LD ​​instruction that specifies both the upper and lower addresses, thereby reducing the program's waste in specifying addresses when reading data.

[0306] Furthermore, if the game data stored in the game RAM area of ​​RAM161c, particularly frequently used game data, is stored in an area of ​​the game RAM area where the starting address is a specific value, and this specific value is set as the upper address of the game data in a special register (Q register), and when the main control unit 161 reads the game data, it is possible to read the game data with less data compared to the normal LD ​​instruction which reads the data by specifying both the upper and lower addresses, thereby reducing the program's waste in specifying addresses when reading this game data.

[0307] Furthermore, the main control unit 161 can change the value set in the special register (Q register) in the main routine or subroutine. As will be described later, in the initial setup process performed at startup, when setting the built-in registers, a specific value indicating the starting address of game data that is frequently used by the game program is set in the special register (Q register). In this embodiment, the special register (Q register) includes two registers, the first Q register and the second Q register. Hereafter, the first Q register and the second Q register will be collectively referred to simply as the "special register (Q register)". For example, "F0" is stored in the special register (Q register). As a result, when the game program is running, a specific value indicating the starting address of game data that is frequently used by the game program is set in the special register (Q register), and the game program can read frequently used game data using the LDQ instruction.

[0308] Furthermore, the configuration may also involve setting the higher address used when reading with the LDQ instruction as a special LD ​​instruction to a predetermined storage area other than a special register (for example, the Q register), such as the vector table area. In a configuration using a special LD ​​instruction in which part of the address is identified using a value stored in a predetermined storage area such as the vector table area, and the remaining part of the address is specified by the program, the storage address of the data can be identified. This reduces the program's need to specify the address when reading data. Also, for example, in a configuration using a special LD ​​instruction in which an identification value smaller than the data amount is assigned to each of the multiple areas that make up the vector table area, and the storage address of the data stored in the area corresponding to the identification value is set in each of these multiple areas, and the storage address of the data stored in the area corresponding to the identification value can be identified by specifying the identification value, the program's need to specify the address when reading data can also be reduced.

[0309] Furthermore, the main control unit 161 includes a CALL instruction (call instruction) as an instruction to execute a program stored in the program / data area. The CALL instruction is an instruction that calls and executes a subroutine stored at a specified address in the main routine or subroutine. When the main control unit 161 calls a subroutine using a CALL instruction, it stores the caller's address in the stack area and calls and executes the subroutine stored at the specified address. Then, when the subroutine finishes, it returns to the caller's address stored in the stack area, i.e., the program of the main routine or subroutine that called the CALL instruction, using a RET instruction (return instruction).

[0310] Furthermore, the main control unit 161 includes a CALLEX instruction (call instruction) as an instruction to execute a program stored in the program / data area. In addition to calling a subroutine stored at a specified address in the main routine or subroutine, the CALLEX instruction switches register banks. Figure 61 is a diagram illustrating the register banks included in the CPU 161a of the main control unit 161. As shown in Figure 61, the CPU 161a has a first register bank R1 and a second register bank R2.

[0311] The first register bank R1 contains 10 registers: the 1st Q register, 1st U register, 1st A register, 1st B register, 1st C register, 1st D register, 1st E register, 1st F register, 1st H register, and 1st L register. Similarly, the second register bank R2 contains 10 registers: the 2nd Q register, 2nd U register, 2nd A register, 2nd B register, 2nd C register, 2nd D register, 2nd E register, 2nd F register, 2nd H register, and 2nd L register.

[0312] In this embodiment, the main control unit 161 uses the first register bank R1 when executing instructions according to a program described in the game program area, and uses the second register bank R2 when executing instructions according to a program described in the non-game program area. In other words, the main control unit 161 does not use the second register bank R2 when executing instructions according to a program described in the game program area, and does not use the first register bank R1 when executing instructions according to a program described in the non-game program area. This prevents the S machine 2 in this embodiment from unintentionally mixing data between game programs and non-game programs, which would cause malfunctions. Hereafter, programs described in the game program area will be simply referred to as "game programs," and programs described in the non-game program area will be simply referred to as "non-game programs."

[0313] In other words, the main control unit 161 uses the first register bank R1 when executing a game program as the main routine, but switches from the first register bank R1 to the second register bank R2 when a non-game program is called as a subroutine by the CALLEX instruction. More specifically, when the main control unit 161 calls a non-game program area as a subroutine by the CALLEX instruction, it stores the address of the caller in the stack area and calls and executes the subroutine stored at the specified address. Then, when the subroutine finishes, it returns to the address of the caller stored in the stack area, i.e., the game program that called the CALLEX instruction, using the RETEX instruction (return instruction), and switches from the second register bank R2 to the first register bank R1. As a result, in the S machine 2 of this embodiment, different register banks can be used when executing a game program and when executing a non-game program, preventing the processing contents of the game program area and the processing contents of the non-game program area from being mixed in the registers.

[0314] [Q Register Settings] Figure 62 is a flowchart showing the startup process of the main control unit 161. The main control unit 161 is implemented as a control computer, such as a microcontroller. Before the user program is executed, the main control unit 161 performs a startup process to configure settings related to the hardware functions of the microcontroller, for example. The user program is a program for controlling the progress of the game, stored in the ROM 161b, and designed by the gaming machine manufacturer, etc. On the other hand, the startup process is a process provided in the main control unit 161 itself and is executed automatically when the main control unit 161 is started up.

[0315] Based on the fact that power has been supplied to the main control unit 161, the main control unit 161 executes the startup process for the main control unit 161 shown in Figure 62. In Figure 62, as an example of setting processes related to the hardware functions of the main control unit 161, initial values ​​are set in the first Q register and the second Q register (step Sj1). After the execution of step Sj1, although not shown, the main control unit 161 may perform setting processes related to the hardware functions of the main control unit 161. Such setting processes related to hardware functions may include, for example, setting the functions of the serial communication circuit.

[0316] In step Sj1 of this embodiment, the initial value of the first Q register is, for example, "F0", and the initial value of the second Q register is, for example, "F3". This allows the main control unit 161 to reduce the program waste required to specify addresses when calling the game RAM area, which is frequently referenced and written to when executing the game program. Similarly, the main control unit 161 can reduce the program waste required to specify addresses when calling the non-game RAM area, which is frequently referenced and written to when executing the non-game program. As a result, the main control unit 161 of this embodiment can reduce the program capacity required for instruction execution in both the game program and the non-game program.

[0317] In step Sj1, the main control unit 161 sets initial values ​​in the first Q register and the second Q register, and then executes the user program (step Sj2). The user program includes the initial setup process described later in Figure 63, and the main process described later in Figure 66. In this way, before the user program starts controlling the game, the first Q register and the second Q register are both pre-set to initial values. This allows the main control unit 161 to pre-set initial values ​​in the first Q register and the second Q register before starting to control the game, thereby simplifying the process. Furthermore, with this configuration, it becomes unnecessary for the user program to set the values ​​of the first Q register and the second Q register. In other words, the processing performed by the user program can be reduced. In this embodiment, the initial values ​​of the first Q register and the second Q register are different, but they may also be set to the same value as their initial value.

[0318] [Regarding the initial setup process of the main control board 16] Figure 63 illustrates the initial setup process performed by the main control board 16. The initial setup process is included in the user program and is described in the game program area of ​​the ROM 161b.

[0319] When power is supplied to the S unit 2, the main control board 16 starts up with timer interrupts disabled due to a reset, and performs various processes according to the program stored in the ROM 161b of the main control board 16. After starting up, it first initializes all output ports 0 to 9 and performs the initial setup process included in the game program.

[0320] The initial setup process begins with timer interrupts disabled. As shown in Figure 63, the initial setup process first involves referring to a predetermined area of ​​the input port (Sa1) to determine whether the power outage detection signal output from the power outage detection circuit is ON or OFF (Sa2). If the power outage detection signal is ON, the system waits until the power outage detection signal turns OFF. After the power supply voltage of unit S2 returns to normal and the power outage detection signal turns OFF, the main control unit 161 sets values ​​in the first Q register and the second Q register (Sa2Q). In step Sa2Q, "F0" is set in the first Q register and "F3" is set in the second Q register. In other words, the same process as in step Sj1 in Figure 62 is performed in step Sa2Q. In other words, the same values ​​are reset in the first Q register and the second Q register.

[0321] Thus, the main control unit 161 sets values ​​in the first Q register and the second Q register not only during the startup process but also in the user program. This allows the main control unit 161 to set arbitrary values ​​in the first Q register and the second Q register in the user program. Furthermore, even if an abnormality occurs in the startup process of the main control unit 161 and initial values ​​are not set for the first Q register and the second Q register in step Sj2, the user program sets values ​​in the first Q register and the second Q register, thus preventing an abnormality from occurring in the user program due to the first Q register and the second Q register not having values ​​set. Note that in the S unit 2 of this embodiment, values ​​are set in the first Q register and the second Q register in both the process of step Sj1 in Figure 62 and the process of step Sa2Q in Figure 63. However, the S unit 2 may be configured to perform only one of the processes, either the process of step Sj1 in Figure 62 or the process of step Sa2Q in Figure 63.

[0322] Next, the main control unit 161 calculates the parity of a predetermined area of ​​RAM 161c (Sa3) and sets a predetermined initial address in the stack pointer (Sa4). Then, it determines whether the parity calculated in step Sa3 is normal or not (Sa5). If the parity is normal, it acquires fixed data for RAM corruption diagnosis that was set in the predetermined area of ​​RAM 161c when the power was lost (Sa6), and diagnoses whether the contents of RAM 161c have been corrupted based on the fixed data for RAM corruption diagnosis (Sa7).

[0323] If the parity is determined to be normal in step Sa5, and if the contents of RAM161c are diagnosed in step Sa7, then it is determined whether or not there is an abnormality in RAM161c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). An abnormality in RAM161c is defined as either the parity being abnormal or the parity being normal but the contents of the memory being diagnosed as abnormal.

[0324] If there is an abnormality in RAM161c, the values ​​of the flag registers in the main control board 16, where calculation results are stored, are saved in a predetermined order in the game stack area of ​​the game RAM area, and then the non-game RAM area initialization process included in the non-game program is called (Sa10). In other words, the process in step Sa10 is the process of calling a non-game program from the game program. For this reason, the words "(non-game)" are added to the beginning of the process name in step Sa10. In the initial setup process shown in Figure 63 and the main process shown in Figure 66, the process names of the processes that call non-game programs from the game program are preceded by the words "(non-game)". Specifically, steps Sa10, SaF1, Sa30 in Figure 63 and steps Sb2, Sb13, Sb36, Sb50 in Figure 66 correspond to the processes of calling non-game programs from the game program. In the following, the process of calling a non-game program from such a game program will simply be referred to as "non-game program call processing." The CALLEX instruction described above may be used for non-game program call processing.

[0325] When a non-game program call process, such as the non-game RAM area initialization process shown in step Sa10, is executed, the main control unit 161 performs the following at the beginning of the process corresponding to the non-game program call process: switching the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2, and setting the value of the second Q register. At this time, "F3" is set in the second Q register. In other words, in the non-game program call process, the value of the second Q register is reset, similar to step Sj1 in Figure 62 and step Sa2Q in Figure 63.

[0326] As described above, the main control unit 161 sets a value in the first Q register in step Sj1 in Figure 62 and step Sa2Q in Figure 63 before game control begins, and sets the value of the second Q register each time a non-game program call process is executed in which a non-game program is called from the game program. As a result, in the S machine 2 of this embodiment, even if an unintended value is set in the second Q register of the second register bank R2, the value of the second Q register of the second register bank R2 can be reset each time a non-game program is called, thereby ensuring the prevention of malfunctions. However, the main control unit 161 does not need to set the value of the second Q register each time a non-game program is called. That is, as described above, in the S machine 2 of this embodiment, values ​​are set in advance in the first Q register and the second Q register in the process of step Sj1 in Figure 62 and step Sa2Q in Figure 63 before game progress control is performed, so there is no need to set the value of the second Q register each time a non-game program is called because a value has already been set in the second Q register.

[0327] Furthermore, the main control unit 161 may set a value only in the first Q register and not in the second Q register during the processing of step Sj1 in Figure 62 and the processing of step Sa2Q in Figure 63, and then set the value of the second Q register when a non-game program is called. In this case, the main control unit 161 may set the value of the second Q register only when the non-game program is called for the first time after power-on. In other words, as described above, in order to ensure the prevention of malfunctions, the processing can be simplified by not resetting the value of the second Q register each time the non-game program is called, but only setting the value of the second Q register when the non-game program is called for the first time after power-on.

[0328] Subsequently, the initialization of the non-game RAM area, which is the purpose of the non-game RAM area initialization process, is performed. More specifically, the main control unit 161 specifies the starting address (the first address of the unused area) and ending address (the last address of the non-game RAM area) of the RAM to be initialized, and after clearing the data at the specified address using the starting address as the initial value of the specified address, it repeatedly performs the process of updating the specified address to the next address until the specified address becomes the ending address, thereby initializing the area from the starting address to the ending address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area to the end of the non-game RAM area). Then, the process of switching the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1 is executed. After initializing the non-game RAM area of ​​RAM 161c, the process returns to the initial setup process.

[0329] Furthermore, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the start address and end address of the RAM to be initialized, and the RAM area of ​​that capacity can be sequentially cleared from the start address of the RAM to be initialized, thereby initializing the area from the start address to the end address of the RAM to be initialized.

[0330] If it is determined in step Sa8 that there is no abnormality in RAM161c, the fixed data for RAM corruption diagnosis set in RAM161c is cleared (Sa12), and the RAM corruption initialization start address is set to specify the address of the game RAM area that will be initialized if there is an abnormality in RAM161c (Sa13).

[0331] Next, in the S unit 2 of this embodiment, the area F initialization process, which is a non-game program call process, is executed (SaF1). The area F initialization process is the process of initializing area F, which is included in the non-game RAM area shown in Figure 60. Details of the area F initialization process will be explained later. After that, the input port 2 is referenced to determine whether or not the setting key switch 37 is in the ON state (Sa14).

[0332] If it is determined in step Sa14 that the setting key switch 37 is in the ON state, a game machine installation information command is sent to the medal count control board 17 (Sa14a), and the setting change process is performed. In the setting change process, the setting value is determined by operating the reset / setting switch 38 and the start switch 7 in a predetermined procedure, and when it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the system transitions to a state where the game can proceed. In addition, in the setting change process, when the setting change process is started, a setting command (start) indicating that the setting change process is to be started is sent to the performance control unit 151, and when the setting change process is terminated, a setting command (end) indicating that the setting change process is to be terminated is sent. In addition, when the setting change process is terminated, the starting address of the RAM area to be initialized at the time of setting change is specified, and the system returns to step Sb47 of the main process which will be described later. Then, in step Sb47, the RAM initialization process is performed so that the area from the starting address of the RAM area to be initialized at the time of setting change to the end address of the game RAM area, that is, all game RAM areas, are initialized. Alternatively, the configuration may be such that all game RAM areas except for the stack area currently in use by RAM161c are initialized.

[0333] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, then it is determined whether or not there is an abnormality in RAM 161c based on the RAM parity calculated in step Sa3 and the diagnostic result in Sa7 (Sa15). If it is determined that there is no abnormality in RAM 161c, the output buffer for outputting the external output signal is cleared (Sa16). In addition, the reel error counter, which is set in a predetermined area of ​​RAM 161c and is used to count the number of times a reel rotation error has been detected in the main processing described later, is cleared (Sa17). After that, the stack pointer SP is restored to the state it was in when it was powered off by setting the address at the time of power loss in the stack pointer SP based on the contents of RAM 161c (Sa18). After that, a game machine installation information command is sent to the medal count control board 17 (Sa15a), and port input processing is performed twice in a row (Sa19, Sa20).

[0334] Port input processing is the process of updating input status data related to the input state of various switches input to the parallel input port (input data indicating the current input state of various switches, confirmed data indicating that the current input data is the same as the previous input data, and edge data indicating that the confirmed data has changed since the previous input). A predetermined area in the game RAM area of ​​RAM161c is provided with port input buffers 0 to 2 for storing input status data of various switches, and the input status data of various switches updated by port input processing is stored in predetermined bits of the port input buffer for each type of switch. Port input processing is performed on input ports 0 to 2 of the parallel input port.

[0335] The detection status (ON or OFF) of various switches is stored as input data in predetermined bits of the port input buffer. The detection status (ON or OFF) of the current port input processing is compared with the previous input data. If the current and previous input data are the same, the confirmed data is updated to reflect the detection status of the current input data. If the current and previous input data are different, the confirmed data from the previous input is maintained. Furthermore, comparing the current and previous confirmed data, if the confirmed data changes from OFF to ON, ON edge data indicating that the confirmed data has changed from OFF to ON is stored in predetermined bits of port input buffers 0 to 2. If the confirmed data changes from ON to OFF, OFF edge data indicating that the confirmed data has changed from ON to OFF is stored in predetermined bits of port input buffers 0 to 2. The input data, confirmed data, and edge data of various switches stored in the port input buffer can be referenced by the game program and non-game programs.

[0336] Furthermore, in the initial setup process, by performing port input processing twice consecutively, when port input processing is performed afterward, input status data related to the input status of various switches, such as detection signals, is created based on the input status of various switches after the initial setup process, i.e., the input status of various switches after power supply to unit S2 has been resumed. This prevents unintended input conditions from being identified. Alternatively, the port input processing may be configured to create final data based on input data obtained from three or more port input processes (for example, the input data from the current, previous, and the one before that). In such a configuration, by performing port input processing one fewer time consecutively in the initial setup process than is necessary to create final data, input status data can be created based on the input status of various switches after the initial setup process when port input processing is performed after the initial setup process.

[0337] After port input processing in steps Sa19 and Sa20, the system refers to a predetermined input port (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22). If the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a predetermined area of ​​RAM 161c (Sa23).

[0338] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after setting the status data in step Sa23, a recovery command indicating that the control state has returned to the state before the power outage is sent to the performance control unit 151 (Sa24). Then, in the command transmission process of the timer interrupt processing (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 is to be transmitted is set in a predetermined area of ​​RAM 161c (Sa25). Normally, in the command transmission process, a door command is transmitted when the detection state of the door open detection switch 25 changes, but if the door command transmission flag is set in a predetermined area of ​​RAM 161c, a door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of the door open detection switch 25 has changed or not.

[0339] Then, after setting the door command transmission flag in step Sa25, all registers are restored to their state before the power outage, as stored in RAM161c (Sa26), timer interrupts are enabled (Sa27), the initial setup process is completed, and the process transitions to timer interrupt processing (main), before returning to the main process that was running before the power supply to S unit 2 was cut off.

[0340] On the other hand, if it is determined in step Sa15 that there is an abnormality in RAM161c, a game machine installation information command is sent to the medal count control board 17 (Sa15b), and game RAM initialization processing is performed (Sa28), initializing the area from the RAM corruption initialization start address set in step Sa13 to the end of the game RAM area of ​​RAM161c. After that, similar to the processing in Sa10, the main control unit 161 executes the non-game RAM area initialization processing, which is a non-game program call processing (Sa30). That is, at the beginning of the processing, the main control unit 161 executes the process of switching the register bank used by CPU161a from the first register bank R1 to the second register bank R2, and the process of setting the value of the second Q register. Subsequently, after initializing the non-game RAM area, the main control unit 161 executes the process of switching the register bank used by CPU161a from the second register bank R2 to the first register bank R1. Next, the main control unit 161 sets the door command transmission flag (Sa32), enables timer interrupts (Sa33), prepares a RAM abnormality error number in a predetermined register to indicate that there is an abnormality in RAM 161c (Sa34), and then terminates the initial setup process and moves to error handling.

[0341] Error handling is the process of controlling the game to an error state that prevents the game from progressing. An error command that can identify an error number prepared in a predetermined register is sent to the performance control unit 151, and the error number is set as an error flag in a predetermined area of ​​RAM 161c that can be referenced by other processes (for example, the sensor monitoring process described later). The system is also controlled to display the error number on the game support display 12. After that, the system controls the error state until it is determined that the conditions for clearing the error state corresponding to the error number prepared in the predetermined register have been met. If a RAM abnormality error number is prepared in the predetermined register and the system transitions to an error state, the system transitions to a setting change state by turning on the power switch with the setting key switch 37 ON, and all game RAM areas are initialized, thereby reliably resolving the abnormality in the data of RAM 161c and clearing the error state. On the other hand, if the power switch is turned ON without turning on the setting key switch 37, an abnormality in RAM 161c will be detected again, and the system will return to an error state.

[0342] As described above, after power supply to S unit 2 is started, the main control board 16 executes the startup process of the main control unit 161 shown in Figure 62, and then performs a user program including an initial setup process. In the initial setup process, depending on the state of the main control board 16 when power supply to S unit 2 is started, it transitions to either timer interrupt processing (main), setting change processing, or error processing. When transitioning to one of these processes, it sends a command to the performance control unit 151 that specifies the type of process to transition to. If it transitions to timer interrupt processing (main), that is, if it returns to the control state before power supply to S unit 2 was stopped, it sends a return command to the performance control unit 151. If it starts setting change processing and transitions to the setting change state, it sends a setting command (start) to the performance control unit 151. If it starts error processing due to a RAM 161c abnormality and transitions to an error state, it sends an error command to the performance control unit 151.

[0343] Furthermore, after the main control board 16 transitions from initial setup processing to setting change processing, it goes through the setting change state and returns to a state where the game can proceed. When it returns to the state where the game can proceed, it sends a setting command (end) to the performance control unit 151 that identifies that the setting change state has ended, but does not send a return command. Also, after transitioning to error processing due to a malfunction in RAM 161c, as described above, it transitions to setting change processing and the error state is cleared, returning to a state where the game can proceed. Even when the error processing is completed and it returns to a state where the game can proceed, it does not send a return command to the performance control unit 151.

[0344] As described above, the main control board 16 of this embodiment starts up when power is supplied to the S machine 2 and initializes all output ports 0 to 9. After initializing output ports 0 to 9, the main control board 16 performs the initial setup process included in the game program. In the initial setup process, if it determines that there is an abnormality in RAM 161c, it calls the non-game RAM area initialization process included in the non-game program to initialize a predetermined area of ​​the non-game RAM area of ​​RAM 161c. In addition, the initial setup process also calls the RAM initialization process included in the game program to initialize a predetermined area of ​​the game RAM area of ​​RAM 161c. Thus, the game RAM area is initialized by the game program, and the non-game RAM area is initialized by the non-game program.

[0345] [Regarding safety device processing] In this embodiment, machine S2 is equipped with a safety mechanism that sets an upper limit on the total number of medals a player can acquire throughout the day, thereby restricting players from acquiring an excessive amount of medals. The number of medals acquired is the total number of medals awarded to the player throughout the day minus the number of medals used by the player. A positive sign for the number of medals acquired means that the player was awarded a large number of medals. Conversely, a negative sign for the number of medals acquired means that the player used a large number of medals.

[0346] The safety device processing performed by the main control unit 161 is a process that disables the game when the number of acquired medals reaches a limit. By executing the safety device processing, it is possible to prevent the number of acquired medals from increasing excessively. As a result, in this embodiment, machine S2 can prevent excessive medal payouts from the slot machine due to fraud. Furthermore, if the number of acquired medals by a particular player increases significantly throughout the day, it may lead to a situation that excessively stimulates gambling tendencies. Therefore, by setting an upper limit and setting a limit on the number of acquired medals throughout the day, it is possible to suppress a situation that excessively stimulates gambling tendencies in machine S2. The safety device processing will be explained in detail below with reference to the diagrams.

[0347] Figure 64 is a diagram showing variables related to safety device processing. Figure 64 shows the following variables related to safety device processing: number of winning medals, number of inserted medals, calculation replay flag, cumulative number awarded, cumulative number used, difference, remaining number of safety device activations, and stop flag. These variables are stored in a predetermined area within the non-game RAM area. A variable is a memory area for reading and writing data with a specific meaning.

[0348] The "Number of Prize Medals" variable is a 1-byte variable that indicates the number of medals awarded to the player in a single game. For example, if the player wins a specific combination of symbols (e.g., a plum symbol) and 9 medals are paid out, the "Number of Prize Medals" variable will store data indicating 9 medals. Alternatively, if the player wins a specific combination of symbols (e.g., 1-coin symbols from 1 to 33) and 1 medal is paid out, the "Number of Prize Medals" variable will store data indicating 1 medal. The "Number of Prize Medals" is stored in area F, which is part of the non-game RAM area.

[0349] The "Number of Inserted Coins" variable is a 1-byte variable that indicates the number of coins used by the player in a single game. For example, if the MAXBET switch 6 is pressed and the maximum bet of 3 coins is placed, and the START switch 7 is pressed, the "Number of Inserted Coins" variable will store data indicating 3 coins. Also, for example, if the 1BET switch 20 is pressed only once and 1 coin is placed, and the START switch 7 is pressed, the "Number of Inserted Coins" variable will store data indicating 1 coin. The "Number of Inserted Coins" is stored in area F, which is part of the non-game RAM area.

[0350] In this embodiment, variables "number of winning medals" and "number of inserted medals" are added to the non-game RAM area for safety device processing. However, the main control unit 161 may refer to variables used for the progress of the game. Variables used for the progress of the game are, for example, variables stored in the game RAM area, and similar to "number of winning medals" and "number of inserted medals," variables that store the number of medals won and variables that store the number of medals set as the bet. In other words, when executing safety device processing, the main control unit 161 may refer to variables stored in the game RAM area.

[0351] The "calculation replay flag" is a variable with a size of 1 byte and is a flag related to the replay activation status. In other words, the calculation replay flag is a flag that indicates whether or not the replay activation status is active. The calculation replay flag is a variable stored in area F, which is included in the non-game RAM area.

[0352] The "cumulative number of medals awarded" is a variable with a size of 3 bytes and represents the total number of medals awarded throughout the day. The total number of medals awarded throughout the day is the total number of medals awarded to the player over the course of the day. In other words, it is the cumulative value of the number of medals awarded per game. The cumulative number of medals awarded is stored in area F, which is included in the non-game RAM area.

[0353] The "cumulative usage count" is a variable with a size of 3 bytes and indicates the total usage count for the day. The total usage count for the day is the total number of medals used by the player throughout the day. In other words, it is the cumulative value of the number of medals used per game. The cumulative usage count is stored in area F, which is included in the non-game RAM area.

[0354] The "difference" is a variable with a size of 3 bytes and represents the number of medals acquired as described above. As stated above, the number of medals acquired is the number obtained by subtracting the number of medals used by the player from the number of medals given to the player throughout the day; in other words, the difference stores the number obtained by subtracting the "cumulative number used" from the "cumulative number given". However, if the sign of the difference is negative, the main control unit 161 stores "0" in the difference. The difference is stored in area F, which is included in the non-game RAM area.

[0355] The "Safety Device Activation Remaining Count" is a variable with a size of 1 byte, and it indicates the number of remaining tokens up to the limit. The limit is the maximum number of tokens that can be acquired in a day, and it is a predetermined number. In this embodiment, the limit is 19,000 tokens, but it may be other numbers such as 20,000 or 15,000 tokens. For example, when the Safety Device Activation Remaining Count stores data indicating 100 tokens, it means that the difference is +18,900 tokens. The Safety Device Activation Remaining Count is stored in area F, which is included in the non-game RAM area.

[0356] The "stop flag" is a variable with a size of 1 byte that indicates whether or not the game has been disabled by a safety device. When the difference reaches the limit and the main control unit 161 disables the game, the stop flag stores information indicating ON, such as "1". On the other hand, when the difference is less than the limit and the game can proceed, the stop flag stores information indicating OFF, such as "0". Unlike other variables related to safety device processing, the stop flag is stored in area E, which is included in the non-game RAM area.

[0357] As explained in Figure 63, the initialization process for area F is performed in step SaF1 of the initial setup process. As explained in Figure 64, area F of the non-game RAM area stores variables related to the safety device process, excluding the stop flag. The safety device process is a process that limits the number of medals that can be acquired throughout the day, or in other words, it limits the number of medals that can be acquired from the start to the end of business hours at the amusement parlor. That is, the data stored in the "difference" variable, which is stored as the number of medals acquired, is initialized after each business day.

[0358] Figure 65 illustrates the region F initialization process performed by the main control board 16. The region F initialization process is included in the initial setup process shown in Figure 63. The region F initialization process is executed regardless of whether the setting key switch is ON or OFF, or whether there is an abnormality in the RAM. That is, when power is turned on to machine S 2, the main control unit 161 executes the region F initialization process. This allows the main control unit 161 to cumulatively count the number of game values ​​granted and used during games played throughout the day.

[0359] As explained in Figure 63, the initialization process for area F corresponds to the non-game program call process. Therefore, as shown in Figure 65, the main control unit 161 switches the register bank at the beginning of the initialization process for area F (step SQ1). That is, the main control unit 161 switches the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2. Next, the main control unit 161 sets the value of the second Q register (step SQ2). That is, the main control unit 161 sets "F3" to the second Q register. As a result, in machine S2, even if an unintended value is set in the second Q register of the second register bank R2, the value of the second Q register is set each time the non-game RAM area is called, thus ensuring that malfunctions are prevented.

[0360] Next, the main control unit 161 determines whether the stop flag is OFF or not (step Sh1). If the stop flag is OFF (YES in step Sh1), the main control unit 161 initializes the difference, cumulative allocation, cumulative usage, remaining safety device activation count, and calculation re-play flag (step Sh2). In other words, the main control unit 161 initializes (clears) the variables related to safety device processing stored in area F. The bits of each variable may be stored as "0" after initialization. After initialization, the main control unit 161 switches the register bank (step Sh3) and terminates the process. That is, the main control unit 161 returns the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1. The register bank switching process may be performed based on the CALLEX instruction described above. If the stop flag is ON instead of OFF (NO in step Sh1), the main control unit 161 returns the register bank (step Sh3) without performing the initialization process in Sh2 and terminates the process.

[0361] Thus, in this embodiment, the S machine 2 initializes the variables related to the safety device processing included in area F based on the power being turned on to the S machine 2. The difference, cumulative number of tokens granted, cumulative number of tokens used, and remaining number of safety device activations are all variables that determine whether or not to disable the game on the S machine 2. By initializing these variables when the S machine 2 is powered on, it becomes possible to limit the number of tokens acquired each business day. In other words, the number of game value tokens used and the number of game value tokens granted throughout the day are initialized when the power to the S machine 2 is turned on again. This allows the difference for the day to be stored appropriately.

[0362] The re-play flag used for calculation is also initialized (cleared) when the power to machine S2 is restored after a power outage. This prevents the number of medals used in games after power is restored from being incorrectly updated to 0.

[0363] Furthermore, when the main control unit 161 controls the state of machine S 2 to a state where gameplay is impossible, it retains the difference, cumulative number of tokens awarded, cumulative number of tokens used, remaining number of tokens for safety device activation, and the calculation re-play flag without initializing them. This allows the machine to be controlled to a state where gameplay is possible due to a malfunction, and then controlled to a state where gameplay is impossible again. In other words, even if the stop flag is unintentionally turned ON due to a malfunction, even though the difference has not reached the limit, if the power to machine S 2 is turned on, the difference, cumulative number of tokens awarded, cumulative number of tokens used, remaining number of tokens for safety device activation, and the calculation re-play flag are not initialized, so the main control unit 161 can continue to count the values ​​of the difference, cumulative number of tokens awarded, cumulative number of tokens used, and remaining number of tokens for safety device activation. Also, since the calculation re-play flag is not initialized, it is possible to prevent the number of tokens used from being mistakenly updated to 0 in the game after power is restored.

[0364] Next, the timing at which variables related to safety device processing are counted will be described in detail using a flowchart. Safety device processing is included in the main processing that is repeatedly executed by the main control unit 161 and is executed once per game.

[0365] Figure 66 is a diagram illustrating the control content of the main processing performed by the main control board 16. The main processing is executed repeatedly for each unit of gameplay (1 game). One cycle of the main processing corresponds to one unit of gameplay. The main processing is included in the game program and contains multiple processes. As explained above, in the main processing shown in Figure 66, the processing name of the process corresponding to the non-game program call processing is prefixed with the words "(non-game)".

[0366] As shown in Figure 66, the main control board 16 first performs RT information output processing included in the non-game program (Sb2). Figure 67 is a diagram illustrating the control content of the RT information output processing performed by the main control board 16. As described above, in the non-game program call processing, the first actions performed are register bank switching (SQ4, SQ6) and setting the value of the second Q register (SQ2). Steps SQ4, SQ5, and SQ6 in Figure 67 are the same as the processing in steps SQ1, SQ2, and SQ3 in Figure 65, so the explanation will not be repeated.

[0367] The main control unit 161 sets the stack pointer in the non-game RAM area (step Si2) and obtains the RT status (step Si3). Specifically, it refers to information regarding the game state (RT status) of machine S 2 that is set in a predetermined area of ​​the game RAM area, and sets the system to output the information regarding the game state (for example, the RT status) as an external output signal from the output port.

[0368] In other words, step Si3 also performs external output signal processing, which involves reading the number of the external output signal to be output into a register and outputting the external output signal to external devices such as call lamps and hall computers. The external output signal includes, for example, a signal indicating whether or not the machine is controlled in a favorable period. This allows external devices such as hall computers to be notified whether or not the machine is controlled in a favorable period. Furthermore, in the main processing, the external output signal processing is executed before the safety device-related processing (Sb50) described later.

[0369] Next, the main control unit 161 initializes the stop flag (step Si4). After that, it switches the register bank to the first register bank R1, and the RT information output processing ends. Then, the main control unit 161 executes a multiple interrupt waiting process (Sbw1). The multiple interrupt waiting process is executed to ensure the output time of the information output by the RT information output processing. After that, the main control unit 161 performs a game start waiting process, which will be explained later (Sb5), and performs the processing from the end of control of the previous game to the start of the next game. In the game start waiting process, the number of bets is set according to the bet setting operation, and when the operation of the start switch 7 is detected with the specified number of bets set, the process of starting the next game is performed.

[0370] Then, an internal lottery process is performed to determine whether or not to allow a prize to be awarded (internal lottery) (Sb6). In the internal lottery process, an internal lottery is performed to determine whether or not to allow a prize to be awarded (i.e., whether or not to allow the display result to be derived) based on the pre-set settings (1-6) on machine S2 and the random values ​​for internal lottery obtained at the same time as the start of the game by detecting the start switch 7.

[0371] After the AT lottery and other processes are executed, the following are performed sequentially: performance control processing (Sb12), test signal output processing (Sb13), control state command group transmission processing (Sb14), and freeze control execution processing (Sb16). The test signal output processing corresponds to the non-game program call processing. In the performance control processing, the performance flags that the main control board 16 refers to when performing performance control are set. In the test signal output processing, a test signal is transmitted so that the control state of machine S 2 can be checked by a test device installed outside the game machine. In the control state command group transmission processing, a control state command group including multiple commands that can identify various control states at the start of a game is transmitted to the performance control unit 151. In the freeze control execution processing, regarding freeze control that delays the progress of the game until a predetermined termination condition is met, it is checked whether there is a request to perform said freeze control, and if there is a request, the type of freeze control and the timing of performing said freeze control are set in a predetermined area of ​​RAM 161c.

[0372] The system performs a freeze execution process (Sb16) to execute the freeze control based on the type of freeze control and the timing of its execution set in RAM161c. In the freeze execution process, if it is set in step Sb13 to perform freeze control at the start of the game, the system executes the freeze control and delays the game control for a predetermined period. Furthermore, if the type of freeze control is set to include a performance using reels 2L, 2C, and 2R (hereinafter referred to as reel performance), the system sets an acceleration pattern for the performance (for example, an acceleration pattern that rotates the reels in a different direction than the rotation of the reels in the game, an acceleration pattern that starts rotating the reels in the same direction as the rotation of the game at a slower speed than the rotation of the reels in the game, an acceleration pattern that vibrates the reels, etc.) as an excitation pattern to excite the reel motors 32L, 32C, and 32R, and controls the system to perform the reel performance during the freeze control period. After that, the main control unit 161 performs a multiple interrupt waiting process (Sbw2). The process of waiting for multiple interrupts is executed to ensure the output time of the information output during the test signal output process.

[0373] After performing the freeze control execution process in step Sb16, the system refers to a game time management timer set in a predetermined area of ​​RAM161c to measure the elapsed time from the start of reel rotation in the previous game (Sb18), and determines whether the prescribed time for one game (4.1 seconds in this embodiment) has elapsed from the start of reel rotation in the previous game based on the game time management timer (Sb19). Then, if it is determined that the prescribed time for one game has not elapsed, the system waits until the prescribed time for one game has elapsed based on the game time management timer. After the prescribed time for one game has elapsed based on the game time management timer, the system sets a predetermined value (in this embodiment, a value corresponding to 4.1 seconds) to the game time management timer and starts measuring the elapsed time from the start of reel rotation (Sb20). The system controls the wait LED 19 to the OFF state (off state) (Sb21) and performs a reel rotation start command transmission process to send a reel rotation start command to the performance control unit 151 that specifies that the rotation control of reels 2L, 2C, and 2R should be started (Sb22). On the other hand, if it is determined in step Sb19 that the prescribed time for one game has elapsed, the system immediately performs the processes in steps Sb20 to Sb22. Furthermore, after a predetermined value is set in step Sb20, the timer for managing the duration of a single game is decremented at predetermined intervals until it becomes 0 when the prescribed duration of a single game (4.1 seconds in this embodiment) has elapsed from the start of reel rotation during gameplay. This allows for the determination of whether the prescribed duration of a single game has elapsed based on whether the timer for managing the duration of a single game is 0 or not.

[0374] After sending the reel rotation start command in step Sb22, a normal acceleration pattern that controls the rotation of the reels at a predetermined speed for gameplay is set in a predetermined area of ​​RAM161c as the excitation pattern for exciting the reel motors 32L, 32C, and 32R (Sb23), and the reel start process is performed to start the rotation of the reels by exciting the reel motors 32L, 32C, and 32R based on the excitation pattern set in RAM161c (Sb24).

[0375] Then, navigation notification processing is performed (Sb25). During navigation notification processing, AT control is performed, and if a notification target role has been won in the internal lottery, the system is controlled to display a navigation number on the game support display 12 that allows the player to identify a stop pattern advantageous to the player according to the notification target role. On the other hand, if AT control is not performed, the system is controlled not to display the navigation number on the game support display 12.

[0376] The system performs a reel stop initial setup process (Sb26) to set various information necessary for reel stop control according to the RT state and the results of the internal lottery. Then, it performs a freeze control process (Sb27), and if it is set to perform freeze control at that timing, it performs the set type of freeze control.

[0377] After performing the freeze control process in step Sb27, the reel stop control process is performed to control the stopping of the reels (Sb28). In the reel stop control process, it is determined whether the reels under rotation control are rotating at a predetermined constant speed. If there are any reels that are not rotating at a constant speed, a reel error is detected, and an excitation pattern is set to accelerate the corresponding reel to a constant speed, thereby controlling all reels under rotation control to rotate at a constant speed. On the other hand, if all reels under rotation control are rotating at a constant speed, the acceptance of stop operations for the reels under rotation control is enabled, and the system waits until a stop operation is performed using a stop switch. When a valid stop operation is detected for a reel for which a stop operation has been enabled (ON edge data is detected for a stop switch for which a stop operation is enabled), the system performs reel stop control to stop the reel at a predetermined stop position based on the information set in the reel stop initial setup process. This reel stop control is repeated for all reels under rotation control until the rotation of all reels is stopped, thereby terminating the reel stop process.

[0378] After the reel stop process is completed, a freeze control process is performed (Sb29). If it is set to perform a freeze control at that time, the set type of freeze control is performed.

[0379] Subsequently, an RT state check process (Sb30) and a prize entry determination process (Sb31) are performed. In the RT state check process, it is determined whether or not a combination of RT transition symbols that leads to a transition to the RT state is stopped on the reels. If a combination of RT transition symbols is stopped, the current RT state set in a predetermined area of ​​RAM161c is updated to the RT state corresponding to the RT transition symbol combination. In the prize entry determination process, it is determined whether or not an unauthorized prize has been awarded based on the internal lottery result and the combination of symbols stopped on reels 2L, 2C, and 2R.

[0380] Then, after the prize determination process in step Sa31, an input / dispensing error check process is performed (Sb32), and data processing for the payout ratio monitor, which corresponds to the non-game program call process, is performed (Sb36).

[0381] In the data processing for the payout ratio monitor, first, the register bank used by the calling game program is switched and the value of the 2Q register is set, similar to the RT information output processing described above. The state count processing included in the non-game program is performed to update the data on the number of medals paid out during predetermined periods (for example, the period from the current game to 6000 games ago, the period from the current game to 175000 games ago, or a section controlled to be advantageous to the player (advantageous section)).

[0382] Subsequently, the replay LED is controlled to the OFF state (off state) (Sb39), the replay flag indicating that a replay is in progress is cleared (Sb40), the navigation number display on the game assistance display 12 is cleared (Sb41), an end command is sent to the medal count control board 17 (Sb42a), freeze control processing is performed (Sb43), and if it is set to perform freeze control at that timing, the set type of freeze control is performed.

[0383] Then, a special feature information command is sent to the medal count control board 17 (Sb43a), and a favorable section command is sent (Sb43b). After that, a game end setting process is performed (Sb44), determining whether the symbol combination for the re-play bonus has stopped on reels 2L, 2C, and 2R. If the symbol combination for the re-play bonus has stopped, the system performs processes such as setting the number of bets to play the next game (in this embodiment, the re-play medal counter set in a predetermined area of ​​RAM 161c is set to 3 as the number of medals for the re-play), setting a re-play flag in a predetermined area of ​​RAM 161c, and controlling the replay LED to the ON state (lit state). In the game end setting process, it is determined whether the number of favorable section medals (net increase in medals during the favorable section) has reached 2400 (limiter condition). At this time, if the number of favorable section medals has reached 2400, the main control unit 161 ends the favorable section and controls the system to the normal section.

[0384] Then, a payout pulse command is sent to the medal count control board 17 (Sb44a), and a jackpot command is sent (Sb44b). After that, a payout control process is performed to control the payout at the end of the game (Sb45), the starting address of the RAM 161c area to be initialized at the end of the game is set (Sb46), and a RAM initialization process is performed (Sb47) to initialize the area from the starting address to the end of RAM 161c.

[0385] Then, after clearing the winning flag, which is set in a predetermined area of ​​RAM161c and indicates the result of the internal lottery in the game (Sb48), a game end command transmission process is performed to send a game end command to the performance control unit 151 that can identify that a game has ended (Sb49).

[0386] Then, the main control unit 161 executes safety device-related processing as the final processing of the main process (Sb50). Figure 68 is a diagram illustrating the control content of the safety device-related processing performed by the main control board 16. The safety device-related processing corresponds to the non-game program call processing. Therefore, the main control unit 161 executes register bank switching processing in steps SQ7 and SQ9, and sets the value of the second Q register in step SQ8. Steps SQ7, SQ8, and SQ9 are the same processing as steps SQ1, SQ2, and SQ3 described above, so the explanation will not be repeated.

[0387] The main control unit 161 executes the safety device processing after executing the processing in step SQ8 (Sk1). Figure 69 is a diagram illustrating the control content of the safety device processing performed by the main control board 16. The main control unit 161 sets the "number of inserted medals" stored in the non-game RAM area, as explained in Figure 64, to 0 (Sg1). The main control unit 161 determines whether the "re-play flag for calculation," stored in the non-game RAM area, as explained in Figure 64, is ON or OFF (Sg2). If the "re-play flag for calculation" is not ON (NO in Sg2), the main control unit 161 obtains the number of inserted medals (Sg3). Specifically, the main control unit 161 refers to the number of medals set as the bet amount stored in the game RAM area. The main control unit 161 updates the "number of inserted medals," a variable in the non-game RAM area, with the number of medals set as the bet amount referenced from the game RAM area. For example, if the number of tokens bet is set to 3, the "Number of tokens inserted" will be set to 3.

[0388] If the "Calculation Replay Flag" is ON (YES in Sg2), the main control unit 161 does not update the value of the inserted medals. When the "Calculation Replay Flag" is ON, the game was played because a replay occurred, so the main control unit 161 assumes the bet is 0 and keeps the inserted medals at "0". Next, the main control unit 161 adds the inserted medals to the cumulative usage count (Sg4). If the inserted medals are set to 3, the main control unit 161 adds 3 to the cumulative usage count included in the non-game RAM area. When the "Calculation Replay Flag" is ON, the inserted medals remain 0, so no value is added to the cumulative usage count. Note that in the example in Figure 69, the configuration described is one in which the process of step Sg4 is executed regardless of whether the "Calculation Replay Flag" is ON or OFF, but the main control unit 161 may also execute the process of step Sg4 only when the "Calculation Replay Flag" is OFF. In this case, the main control unit 161 does not need to perform the process of setting the number of inserted medals shown in step Sg1 to "0" in advance.

[0389] In this way, in machine S2, the cumulative number of medals used by the player can be stored by repeatedly adding the set number of bets to the variable cumulative usage count for each unit of play (1 game). In other words, the main control unit 161 cumulatively counts the number of medals used in games played throughout the day.

[0390] Next, the main control unit 161 obtains the number of winning medals (Sg5). Specifically, the main control unit 161 obtains the number of winning medals determined in the main process's winning determination process (Sb31) by referring to the game RAM area (Sg6). The main control unit 161 updates the "number of winning medals" variable in the non-game RAM area with the number of winning medals referenced from the game RAM area. For example, if the winning determination process determines that a plum role has been won when a push-order role is achieved, the number of winning medals will be set to 9, representing 9 medals. In other words, the main control unit 161 cumulatively counts the number of medals awarded during games played throughout the day.

[0391] Next, the main control unit 161 turns OFF the calculation replay flag stored in the non-game RAM area (Sg7). In this way, the calculation replay flag is initialized (cleared) when the number of medals to be used in a new game based on the occurrence of a replay is updated to 0. In other words, the initialization process of the calculation replay flag (Sg7) is performed within the safety device process, similar to the addition process of the cumulative number of medals used (Sg4). This prevents inconsistencies from occurring between the number of medals used in a new game and the cumulative number of medals used throughout the day, even in the event of a power outage.

[0392] Furthermore, as shown in Figure 69, the main control unit 161 sets the number of medals awarded in a game in which a replay occurs to 0, and sets the number of medals used in the next game executed as a result of the replay to 0. This allows the main control unit 161 to manage data without carrying over information from the previous game.

[0393] Next, the main control unit 161 obtains the most significant bit of the cumulative allocation number (Sg10). As mentioned above, the cumulative allocation number is a variable with a 3-byte area. The main control unit 161 obtains the most significant bit of the 3-byte area included in the cumulative allocation number. The main control unit 161 obtains the most significant bit of the cumulative usage number (Sg11). As mentioned above, the cumulative usage number is a variable with a 3-byte area. The main control unit 161 obtains the most significant bit of the area of ​​the least significant byte of the 3 bytes included in the cumulative usage number.

[0394] The main control unit 161 determines whether the most significant bits obtained in steps Sg10 and Sg11 are both "1" (step Sg12). If both most significant bits are "1" (YES in step Sg12), the main control unit 161 performs a subtraction operation on the most significant bits of the cumulative number of medals awarded and the cumulative number of medals used (step Sg13). If the most significant bit is "1", it means that the cumulative number of medals awarded and the cumulative number of medals used have 128 or more medals stored in them. In other words, the main control unit 161 updates the most significant bit of both the cumulative number of medals awarded and the cumulative number of medals used from "1" to "0". In other words, the same number (the number indicated by the most significant bit) is subtracted from both the cumulative number of medals awarded and the cumulative number of medals used. This makes it possible to perform a subtraction operation on the cumulative number of medals awarded and the cumulative number of medals used without changing the difference between them, and simplifies the subtraction operation that is performed later.

[0395] The main control unit 161 subtracts the cumulative number of used coins from the cumulative number of coins given to obtain the difference (Sg14). That is, it updates the difference variable, which is stored in the non-game RAM area, to the number indicated by the result of subtracting the cumulative number of used coins from the cumulative number of coins given. For example, if the cumulative number of coins given is 300 and the cumulative number of used coins is 200, the main control unit 161 stores data indicating +100 coins in the difference variable. Or, if the cumulative number of coins given is 200 and the cumulative number of used coins is 300, the main control unit 161 stores data indicating -100 coins in the difference variable.

[0396] The main control unit 161 determines whether the sign of the difference is negative (Sg15). That is, the main control unit 161 determines whether the number of medals indicated by the difference is less than 0. If the sign of the difference is negative (YES in Sg15), the main control unit 161 updates the difference to "0" (Sg16). That is, the main control unit 161 initializes the difference. As described above, the safety device processing is performed to set an upper limit on the number of medals a player can acquire throughout the day and to restrict players from acquiring an excessive number of medals. If the sign of the difference is negative, the player has not acquired any medals, so there is no need to store the data as a difference. Therefore, in this embodiment, the main control unit 161 updates the difference to "0" if the sign of the difference is negative.

[0397] Thus, in machine S2, which executes a safety device process to control the state of machine S2 to a state where gameplay cannot proceed when the difference between the cumulative number of medals used and the cumulative number of medals given reaches the daily limit, if the cumulative number of medals given is less than or equal to the cumulative number of medals used, the difference is calculated and stored as 0. This eliminates the need to store the difference when the cumulative number of medals given is less than or equal to the cumulative number of medals used, thereby suppressing an increase in the amount of memory used.

[0398] The main control unit 161 subtracts the difference from the limit to obtain the remaining number of safety device activations (Sg17). As described above, the limit in this embodiment is +19,000 sheets. For example, if the difference is +18,600 sheets, in step Sg17, the main control unit 161 obtains +400 sheets by subtracting +18,600 sheets from +19,000 sheets. Also, if the difference is +18,900 sheets, in step Sg17, the main control unit 161 obtains +100 sheets by subtracting +18,900 sheets from +19,000 sheets.

[0399] The main control unit 161 determines whether the remaining number of safety device activations exceeds 127 (step Sg18). That is, the main control unit 161 determines whether the remaining number of safety device activations contains data indicating a number of medals exceeding +127. More specifically, the main control unit 161 determines whether the 8th bit of the area for the remaining number of safety device activations in the non-game RAM area is "1". That is, the main control unit 161 uses the value of the 8th bit of the remaining number of safety device activations as the determination value to determine whether the remaining number of safety device activations exceeds 127. This simplifies the determination process because it is possible to determine when the difference is approaching the limit using the value of the 8th bit of the remaining number of safety device activations in the non-game RAM area. The main control unit 161 may also use a number other than the 8th bit of the remaining number of safety device activations as the determination value. For example, if the remaining number of safety device activations is converted from binary to hexadecimal, the main control unit 161 may determine whether the remaining number of safety device activations exceeds 127 from the converted hexadecimal number. At this time, a predetermined bit representing the remaining number of hexadecimal safety device activations becomes the determination value.

[0400] If the remaining number of safety device activations exceeds 127 (YES in step Sg18), the main control unit 161 updates the remaining number of safety device activations to 127. That is, it updates the remaining number of safety device activations to data indicating 127 medals. If the remaining number of safety device activations does not exceed 127 (NO in step Sg18), the main control unit 161 does not update the remaining number of safety device activations. This is because when transmitting the remaining number of safety device activations from the main control unit 161 to the performance control unit 151, the usable area becomes 7 bits. Figure 70 shows the commands transmitted from the main control board 16 to the performance control board 15.

[0401] A two-byte command, as shown in Figure 70, is transmitted from the main control board 16 to the performance control board 15. The main control unit 161 includes the remaining number of safety device activations in the two-byte command shown in Figure 70 and transmits it to the performance control unit 151. Of the two-byte command shown in Figure 70, the first byte, shown at the top of Figure 70, is a command indicating the type of information. For example, the first byte, shown at the top of Figure 70, stores data indicating the type of information of the transmitted command, such as whether it is a command related to internal lottery or a command indicating the remaining number of safety device activations in safety device processing.

[0402] On the other hand, of the two-byte commands shown in Figure 70, the second-byte command shown at the bottom of Figure 70 is a command that indicates the information content. The first-byte command shown at the bottom of Figure 70 stores data indicating the result of the internal lottery and the remaining number of safety device activations. In both the first-byte and second-byte commands, the eighth bit (first bit) stores information that allows the command itself to distinguish between the first-byte command and the second-byte command. To explain in more detail, the performance control unit 151 receives a two-byte command from the main control unit 161. The performance control unit 151 refers to the eighth bit (first bit) of one of the received two-byte commands, and if "0" is stored, it determines that the referenced command is a first-byte command indicating the information type. On the other hand, the performance control unit 151 refers to the eighth bit (first bit) of the other of the received two-byte commands, and if "1" is stored, it determines that the referenced command is a first-byte command indicating the information content.

[0403] In other words, the upper limit of the data area that stores the content of information such as the remaining number of safety device activations is the total of 7 bits, from the 1st to the 7th bit of the command in the 2nd byte. The maximum number that can be stored in the 7-bit area is 127. Thus, if the remaining number of safety device activations exceeds 127, it cannot be stored in the 7-bit area, so the main control unit 161 updates the remaining number of safety device activations to 127 in step Sg18 shown in Figure 69.

[0404] Thus, when the remaining number of safety device activations, which is the difference between the stored difference number and the limit number, is less than 127, the main control unit 161 sends a command that can identify the difference between the difference number and the limit number to the performance control unit 151. As a result, when the difference between the difference number and the limit number becomes less than 127, a command that can identify the difference between the difference number and the limit number is sent from the main control unit 161 to the performance control unit 151, thereby suppressing the increase in data capacity caused by communication.

[0405] Furthermore, the main control unit 161 sends the command shown in Figure 70 to the performance control unit 151, setting the remaining safety device activation count to 127, until the difference between the difference number and the limit number becomes less than 127. In this way, when the difference between the difference number and the limit number is 127 or greater, the performance control unit 151 can be made to recognize that the difference number has not reached the limit by uniformly sending a command indicating that the remaining safety device activation count is 127. In other words, when the performance control unit 151 receives a command indicating that the remaining safety device activation count is 127, it can recognize that the difference number is 127 or greater.

[0406] The main control unit 161 determines whether the difference is greater than or equal to the limit (19,000 sheets) (Sg20). If the difference is greater than or equal to the limit (YES in Sg20), the main control unit 161 turns on the stop flag (Sg21) and terminates the process. If the difference is less than the limit (NO in Sg20), the main control unit 161 terminates the process without turning on the stop flag.

[0407] In this way, during safety device processing, the main control unit 161 updates the values ​​of each variable shown in Figure 64, which is included in the non-game RAM area, each time a unit game is executed. This allows the main control unit 161 to properly store the latest difference each time a unit game is played.

[0408] The process in step Sg20, which determines whether the difference is greater than or equal to the limit, is performed for each unit game. In other words, in this embodiment, the main control unit 161 performs the process in step Sg20 regardless of the number of bets and the number of winnings set in the unit game. This allows the main control unit 161 to reliably determine whether the difference is greater than or equal to the limit for each unit game.

[0409] Furthermore, if the difference does not change before and after a unit game is played, the main control unit 161 does not need to execute the process in step Sg20. An example of a situation where the difference does not change before and after a unit game is when 3 medals are set as the bet and 3 medals are paid out upon winning. In this case, 3 is added to both the number of medals awarded and the number of medals used, and the difference does not change before and after the unit game. That is, if the number of medals awarded and the number of medals used in a unit game are the same, the main control unit 161 does not need to execute the process in step Sg20. Also, if a replay win occurs, the main control unit 161 does not need to execute the process in step Sg20 in the game in which the replay win occurred. The main control unit 161 will then execute the process in step Sg20 again starting from the next game played due to the replay win.

[0410] Returning to Figure 68, the main control unit 161 transmits a command including the remaining number of safety device activations to the performance control board 15 (Sk2). That is, as explained in Figure 70, the main control unit 161 stores the remaining number of safety device activations in the area of ​​bits 1 to 7 of the command indicating the information content (second byte) of the two-byte command, and transmits it to the performance control board 15. As a result, the performance control unit 151 on the performance control board 15 can obtain the remaining number of safety device activations from the main control unit 161 each time a unit game is executed.

[0411] The main control unit 161 determines whether the stop flag is ON or OFF (Sk3). That is, the main control unit 161 determines whether the stop flag has been updated to ON in the safety device processing Sg21. If the stop flag is not ON (NO in Sk3), the main control unit 161 returns the register bank to the first register bank R1 (SQ9) and terminates the safety device-related processing. If the stop flag is ON (YES in Sk3), the RWM abnormality release flag is turned OFF (Sk4). The RWM abnormality release flag is a flag used to determine whether or not to allow a RAM clear when a RAM clear process is executed. If the RWM abnormality release flag is OFF, the main control unit 161 cannot clear the RAM even if a RAM clear process is executed. Therefore, by turning OFF the RWM abnormality release flag when the stop flag is ON and restricting the RAM clear process, the stop flag, which was ON in Sg21, is prevented from being updated to OFF due to a malfunction or error.

[0412] Next, the main control unit 161 sets the stop error number (Sk5) and then executes error processing (Sk6). By executing the error processing, the main control unit 161 controls the state of machine S2 to a state where gameplay is impossible. In other words, referring to the main processing in Figure 66, the process of disabling gameplay due to the difference reaching the limit is performed in the safety device-related processing (step Sb50).

[0413] As shown in Figure 66, the safety device-related processing (step Sb50) is the final processing step of all other processes, such as the external output signal processing (step Sbw3) that notifies external devices such as the hall computer whether or not the game is controlled to be in a favorable section, and the game end setting processing (step Sb44) that determines whether or not the number of favorable section coins (net increase in coins during the favorable section) has reached 2400 coins (limiter condition).

[0414] Thus, because the safety device-related processing (Sb50), which can disable the game when the difference reaches a limit, is performed at the end of the main processing, the game end setting processing is performed before the game is controlled to a state where it cannot proceed. Therefore, if the limiter condition is met, the game can be controlled to a normal section and then to a state where it cannot proceed.

[0415] Furthermore, since external output signal processing is performed in step Sb2 before controlling the game to a state where it cannot proceed, the system can notify external devices whether or not the game is controlled to be in a favorable section before controlling the game to a state where it cannot proceed. In this way, even when the main control unit 161 disables the game because the difference reaches a limit, it can disable the game after appropriately processing information related to the favorable section. This prevents inconsistencies in information related to the favorable section from occurring after the game is disabled.

[0416] As described above, a safety device process was explained as a process that disables gameplay when the total number of medals acquired by the player throughout the day reaches a limit. Furthermore, in this embodiment, it was explained that the determination of whether or not the number of medals in the advantageous section (net increase in medals during the advantageous section) has reached 2400 (limiter condition) is made in the game end setting process. Note that the determination of the limiter condition in the advantageous section may also be performed in the flowcharts shown in Figures 68 and 69, which were explained in the safety device process.

[0417] At this time, the RAM 161c of the main control unit 161 may also store a variable called "advantageous section difference" as a value representing the difference between the number of units used and the number of units granted during the advantageous section. The main control unit 161 starts counting the "advantageous section difference" when the advantageous section begins, resets the "advantageous section difference" to its initial value (0) when the advantageous section ends, and does not perform counting during the normal section. As a result, the main control unit 161 can count the difference during the advantageous section. In other words, the safety device processing and the limiter condition determination processing can be executed as similar processes.

[0418] Figure 71 is a flowchart showing the control details of the error processing performed by the main control unit 161. As shown in Figure 71, in error processing, first, the error number (error number) set before the error processing is executed is stored (Sf1). If the error processing is called in step Sk6 of the safety device-related processing, the stop error number is set as the error number. The error number includes numbers indicating other errors other than the stop error number. For example, if the error processing is called from the insert / dispatch error check processing, the error number E4 or E5 is set in a predetermined area of ​​RAM 161c.

[0419] The main control unit 161 executes an error start command transmission process to send an error command that can identify the error number (Sf2). The main control unit 161 acquires the error cause corresponding to the error number (Sf3) and performs an error number display process to control the game auxiliary display unit 12 to display the error number (Sf3). After that, it controls the error state until it is determined that the conditions for clearing the error state corresponding to the error number prepared in a predetermined register have been met (Sf5).

[0420] If a stop error number is set because the difference reaches the limit, and the system transitions to an error state, the system waits until the setting key switch is ON and power is turned on to machine S2 as a condition for clearing the error state. In other words, machine S2 will be unable to proceed with gameplay until the setting change process is executed. As another example, if an error number (E5) is prepared in the register and the system transitions to an error state, the system waits until the detection state of the inserted medal sensors 31a~31c is OFF and the reset / setting switch 38 or reset switch 23 is ON as a condition for clearing the error state.

[0421] If the conditions for clearing the error state are met (YES in Sf5), the process proceeds to Sf6, where an interrupt wait is performed. Then, input buffers 1 and 2 are acquired (Sf7), and based on the acquired input buffers 1 and 2, it is determined whether the payout sensor, coin insertion sensor, and full sensor are functioning correctly (Sf8). If it is determined in Sf8 that they are functioning correctly, the process proceeds to Sf9. On the other hand, if it is determined in Sf8 that they are not functioning correctly, the process returns to Sf6, and steps Sf6 to Sf8 are repeated until it is determined in Sf8 that they are functioning correctly.

[0422] In step Sf9, the ON edge state of input buffer 0 is obtained, and the system waits until the reset / setting switch 38 or reset switch 23 is in the ON edge state (until an operation is performed) (NO in Sf10). When the reset / setting switch 38 or reset switch 23 is in the ON edge state (YES in Sf9), the system proceeds to Sf11.

[0423] In step Sf11, the payout count display data is stored, the error number is cleared (Sf12), and the error clear command transmission process (Sf13) is executed. In the error clear command transmission process, an error clear command is sent to clear the error state. In step Sf14, the system waits for one interrupt and then terminates the error processing.

[0424] In this way, when the setting change process is performed, the main control unit 161 controls the state of machine S 2 from a state where gameplay is impossible to a state where gameplay is possible. The setting change process is a process in which information related to the control of the advantageous section, AT, and BB is initialized, and it is a process that cannot be executed unless the setting key switch is turned ON by a store employee. As a result, the main control unit 161 can prevent excessive medal distribution.

[0425] Thus, when error processing is executed based on the difference reaching the limit, the setting change process is performed, which terminates the error processing shown in Figure 71 and the safety device-related processing shown in Figure 68. Furthermore, based on the completion of the safety device-related processing, the main control unit 161 terminates step Sb50 of the main processing shown in Figure 66.

[0426] As a result, the main control unit 161 returns to step Sb2 and repeats the steps from Sb2 again. Once the main processing cycle is complete, the processing related to the control of one unit of game is finished, and the main processing is repeatedly executed for each unit of game.

[0427] As described above, the main processing performed by the main control board 16 in this embodiment is included in the game program and is configured to call processes included in the non-game program, such as RT information output processing, winning information output processing, and payout ratio monitor data processing. When calling a process included in the non-game program, each time a process in the corresponding non-game program is called, the calling game program stores and saves the value of the flag register among the registers provided by the main control board 16 in the game stack area, and the called non-game program stores and saves the value of the stack pointer SP used by the game program in the non-game RAM area, as well as stores and saves the values ​​of all registers provided by the main control board 16 in the non-game stack area. Then, it performs processing according to the called non-game program (for example, the process of initializing the non-game RAM area in the non-game RAM area initialization process, the state counting process in the payout ratio monitor data processing described later, the sensor monitoring process, test signal output process, payout ratio monitor display data selection process described later in the non-game related processing described later, etc.).

[0428] Furthermore, after processing a non-game program, the main control board 16 performs the following operations: on the non-game program side, it reads the values ​​of all registers that were saved in the non-game stack area at the start of the non-game program back into the corresponding registers to restore the registers to their state at the start of the non-game program; it sets the value of the stack pointer SP that was stored in the non-game RAM area at the start of the non-game program back into the stack pointer SP to restore the stack pointer SP to its state at the start of the non-game program; and on the calling game program side, it reads the value of the flag register that was stored in the game stack area before the non-game program was called back into the corresponding flag register to restore the registers to their state before the non-game program was called.

[0429] Furthermore, when the main control board 16 performs various processes according to a non-game program, it calls the non-game program from the game program using the CALLEX instruction mentioned above, performs various processes according to the non-game program, and returns to the calling game program once the processes corresponding to the non-game program are completed.

[0430] [Counting of the difference in the performance control unit 151] As described above, the main control unit 161 updates variables related to safety device processing for each unit game. The performance control unit 151 also maintains variables similar to those maintained in the main control unit 161, and these variables are updated for each unit game. In other words, in machine S2 of this embodiment, variables related to safety device processing are maintained in both the main control unit 161 and the performance control unit 151.

[0431] Figure 72 is a diagram illustrating command communication between the main control board 16 and the performance control board 15. As shown in Figure 72, when the start switch 7 is operated (start operation), the main control unit 161 transmits the game start command shown in Figure 11 to the performance control unit 151. Also, as shown in Figure 72, when the stop switch is stopped for the third time (when all reels are stopped), the main control unit 161 transmits the game end command shown in Figure 12 to the performance control unit 151.

[0432] As shown in Figure 11, the command at the start of the game includes command No. 12, "Insert Coins," and this command stores information indicating that coins have been bet. The command at the end of the game includes the command "Winning Number," and this command stores information regarding winnings.

[0433] Figure 73 illustrates the control process for adding the cumulative usage count on the performance control side, which is performed by the performance control unit 151. The performance control unit 151 determines whether or not it has received a game start command (Sm1). If it has not received a game start command (NO in Sm1), the performance control unit 151 terminates processing without performing the addition of the cumulative usage count on the performance control side. If it has received a game start command (YES in Sm1), the performance control unit 151 refers to the command "insert medal" included in the game start command and obtains the number of medals used in the game in which the start switch 7 was pressed (Sm2). After that, the performance control unit 151 adds it to the cumulative usage count on the performance control side (Sm3). The cumulative usage count on the performance control side is a variable contained in the RAM 151c of the performance control unit 151 and is a variable corresponding to the cumulative usage count of the main control unit 161. Thus, since the performance control unit 151 adds to the usage count each time it receives a command at the start of a game, the cumulative usage count on the performance control unit 151 side and the cumulative usage count on the main control unit 161 side will be the same at the end of a unit of game, unless there are any irregularities or malfunctions.

[0434] Next, the cumulative number of tokens awarded by the performance control unit 151 will be explained. Figure 74 is a diagram illustrating the control content of the addition process of the cumulative number of tokens awarded on the performance control side performed by the performance control unit 151. The performance control unit 151 determines whether or not it has received a game end command (Sn1). If it has not received a game end command (NO in Sn1), the performance control unit 151 terminates processing without performing the addition process of the cumulative number of tokens awarded on the performance control side. If it has received a game end command (YES in Sn1), the performance control unit 151 refers to the command "insert tokens" included in the game end command and obtains the number of tokens used in the game in which the start switch 7 was pressed (Sn2). After that, the performance control unit 151 adds it to the cumulative number of tokens awarded on the performance control side (Sn3). The cumulative number of tokens awarded on the performance control side is a variable included in the RAM 151c of the performance control unit 151 and is a variable corresponding to the cumulative number of tokens awarded by the main control unit 161. Thus, since the performance control unit 151 adds to the number of points awarded each time it receives a game end command, the cumulative number of points awarded on the performance control unit 151 side and the cumulative number of points awarded on the main control unit 161 side will be the same at the end of each game, unless there is any fraud or malfunction.

[0435] In this way, the performance control unit 151, like the main control unit 161, counts the cumulative number of medals used and the cumulative number of medals given for each unit game. That is, for each unit game, the main control unit 161 sends a game start command that can specify the number of medals used in that unit game, and a game end command that can specify the number of medals given in that unit game, to the performance control unit 151. The performance control unit cumulatively counts the number of medals used in games played throughout the day, and cumulatively counts the number of medals given in games played throughout the day. As a result, the performance control unit 151 can also calculate the cumulative number of medals given and the cumulative number of medals used for the day.

[0436] Figure 75 is a diagram illustrating the control content of the notification process performed by the performance control unit 151 before the activation of the safety device. As explained above, the main control unit 161 controls the state of machine S 2 to a state where gameplay is impossible when the difference reaches the limit. In machine S 2 in this embodiment, the player is notified in advance that gameplay may become impossible before the difference reaches the limit.

[0437] The notification process before the activation of the safety device, as shown in Figure 75, is performed by the performance control unit 151. In this embodiment, the performance control unit 151 executes the notification process before the activation of the safety device when it receives a game end command, but it may also be executed at other times during the duration of a single game. That is, the notification process before the activation of the safety device, as shown in Figure 75, is executed once per single game.

[0438] The performance control unit 151 subtracts the cumulative number of units used by the performance control unit from the cumulative number of units granted by the performance control unit to obtain the difference on the performance control unit (Sp1). The difference on the performance control unit may be stored in the RAM 151c of the performance control unit 151, or it may be temporarily stored in a register while the notification process before the safety device is activated is performed. The performance control unit 151 determines whether the difference on the performance control unit obtained in step Sp1 is less than a specific number (Sp2). The specific number is, for example, 300 units, but it may be any other number.

[0439] If the difference on the performance control side is not less than a specific number (NO in Sp2), the performance control unit 151 terminates processing. If the difference on the performance control side is less than a specific number (YES in Sp2), the performance control unit 151 determines whether or not a specific state is in place (Sp3). A specific state is a state that is advantageous to the player where the rate of increase in the number of medals is greater than 1, for example, the AT state. The ending state may also be included in the specific state. The performance control unit 151 determines whether or not a specific state is in place using information contained in the game start command or game end command.

[0440] If the game is not in a specific state (Sp3 is NO), the performance control unit 151 terminates processing. If the game is in a specific state (Sp3 is YES), the performance control unit 151 notifies the player that the game will become unplayable due to the addition of the remaining number of medals. For example, if the difference is "100", the performance control unit 151 displays the message "The game will become unplayable due to the addition of the remaining 100 medals" on the LCD display 51. Alternatively, the performance control unit 151 emits a warning sound through speakers 53 and 54 to indicate that the game will become unplayable. This prevents the game from suddenly becoming unplayable without any prior notification to the player, thus reducing the enjoyment of the game in machine S2. Furthermore, if the medal increase rate is controlled to a specific state where it exceeds 1, the performance control unit 151 notifies the player before the safety device is activated. As a result, the performance control unit 151 can notify the difference when the rate of increase in medals exceeds 1, that is, when the difference is decreasing.

[0441] Next, the performance control unit 151 determines whether the remaining number of safety device activations is less than 127 (Sp5). That is, the performance control unit 151 determines whether the remaining number of safety device activations included in the command sent from the main control unit 161 to the performance control unit 151 in step Sk2 of Figure 68 is less than 127. If the remaining number of safety device activations is not less than 127 (NO in Sp5), the performance control unit 151 terminates processing.

[0442] If the remaining number of safety device activations is less than 127 (YES in Sp5), the performance control unit 151 determines whether there is a mismatch between the difference on the performance control side and the remaining number of safety device activations (Sp6). That is, the performance control unit 151 determines whether the difference counted on the performance control unit 151 side matches the difference calculated on the main control unit 161 side. More specifically, the performance control unit 151 subtracts the difference on the performance control unit side from the limit (19,000 sheets) and determines whether the result of this subtraction is the same number as the remaining number of safety device activations transmitted from the main control unit 161. If the numbers are the same, the performance control unit 151 determines that there is no mismatch; if the numbers are not the same, the performance control unit 151 determines that there is a mismatch.

[0443] If it is determined that there is no inconsistency (NO in Sp6), the performance control unit 151 terminates processing. If it is determined that there is an inconsistency (YES in Sp6), the performance control unit 151 notifies that an abnormality has occurred (Sp7). Specifically, the performance control unit 151 sends a command to the main control unit 161 indicating that an abnormality has occurred in which the difference is inconsistent. The performance control unit 151 also displays information on the liquid crystal display 51 indicating that an abnormality has occurred in which the difference is inconsistent.

[0444] [Regarding the waiting process for game start] Figure 76 illustrates the control process performed by the main control board 16 during the game start waiting process. The game start waiting process is included in the game program and is a subroutine called within the main processing section of the game program.

[0445] As shown in Figure 76, in the game start waiting process, first, the bet amount display process is performed (Sc1), and the 1-3BETLED14-16 are controlled to the ON state (lit) according to the number of medals set as the bet. Then, the process proceeds to step Sc5. The value of the re-play medal counter set in a predetermined area of ​​RAM161c is read into a predetermined register (Sc5). The re-play medal counter has a value set according to the result of the previous game by the game end setting process in the previous main process. If a re-play bonus was won in the previous game and a re-play was granted, a value equivalent to the prescribed number of bets required to play the game (for example, 3) is set, while if a re-play was not granted in the previous game, 0 is set.

[0446] Subsequently, the re-play medal counter in RAM161c is cleared (Sc6), and it is determined whether the value of the re-play medal counter read in step Sc5 is greater than 0, that is, whether a re-play has been granted (Sc7). If a re-play has been granted, the bet amount setting process is performed (Sc8). In the bet amount setting process, the value of the re-play medal counter is set to the bet amount, and the 1-3BETLED14-16 are set to the ON state (lit state) to indicate that a predetermined number of bets (3 in this embodiment) has been set. In addition, an input number command that can identify the number of medals used to set the bet amount is sent to the performance control unit 151.

[0447] If, in step Sc7, it is determined that the value of the re-play medal counter is 0, meaning that a re-play has not been granted, and after the bet amount setting process has been performed due to a re-play being granted in step Sc8, an interrupt wait process is performed (Sc10). By performing the interrupt wait process, the timer interrupt process (main) is executed, updating the detection status of various switches, the lighting status of LEDs, and various timers. With these various switch detection statuses updated, subsequent processing can be carried out.

[0448] In step Sc10, an interrupt wait process is performed once, and after a timer interrupt has occurred once, the various switches are enabled to accept operation, and when an enabled switch is operated, an operation input acceptance process is performed to accept the operation by that switch (Sc14).

[0449] In the operation input acceptance process, if the number of credits set in the predetermined area of ​​RAM171c is 1 or more, the acceptance of operations by the 1BET switch 20 and MAXBET switch 6 is enabled. Also, if the number of bets set in the predetermined area of ​​RAM171c is the specified number, the acceptance of operations by the start switch 7 is enabled. In addition, the acceptance of operations by the bet count clear switch 21 and setting key switch 37 is enabled.

[0450] Furthermore, in the operation input reception process, if operation of the start switch 7 is enabled and operation of the start switch 7 is detected, a start flag indicating that the start switch 7 has been operated is set in a predetermined register. Also, if operation of the setting key switch 37 is enabled and operation of the setting key switch 37 is detected, a setting value display process is performed to display the setting value on the setting value indicator 24. Also, if operation of the 1BET switch 20 and the MAXBET switch 6 is enabled and operation of the 1BET switch 20 or the MAXBET switch 6 is detected, the number of medals up to a predetermined number, within the limits possible based on the credits, is set as the bet, and the number of medals set as the bet is deducted from the credits. After performing the processing according to the switches for which operation was detected, the operation input reception process is terminated.

[0451] After the operation input acceptance process in step Sc14, it is determined whether a valid operation by the start switch 7 has been detected based on the start flag (Sc15). If the start flag is not set in the predetermined register and it is determined that no valid operation by the start switch 7 has been detected, the process proceeds to step Sc16, where LED display processing is performed to control the illumination state of the start-enabled LED.

[0452] In the LED display processing, when the operation by the start switch 7 is enabled by the operation input acceptance processing of step Sc14, and no operation of any switches other than the reset switch is detected, the start enabled LED is controlled to the ON state (lit). When the operation by the start switch 7 is enabled and an operation of any switch other than the reset switch is detected, or when the operation by the start switch 7 is not enabled, the start enabled LED is controlled to the OFF state (off). The state of the illuminated start enabled LED indicates whether the operation by the start switch 7 is enabled or disabled.

[0453] In step Sc15, if a start flag is set in a predetermined register and it is determined that a valid operation by the start switch 7 has been detected, a random value for internal lottery is obtained from the random number circuit and set in a predetermined area of ​​RAM 161c (Sc17). Then, bet setting status data that can identify the set bet amount is set in a predetermined area of ​​RAM 161c (Sc18), the start enabled LED is set to the OFF state (off state) (Sc19), the medal insertion permission flag is cleared from the predetermined area of ​​RAM 161c (Sc20), and the display of the number of payouts on the game assistance display 12 is controlled to be cleared (Sc21), ending the game start waiting process and returning to the main process. Then, in the main process, an internal lottery is performed using the random value obtained in step Sc17, and when the operation of the start switch 7 is detected, the rotation of reels 2L, 2C, and 2R begins, and a game is started.

[0454] Figure 77 is a diagram illustrating the control content of the betting amount setting operation acceptance process performed by the main control board 16. In the operation input acceptance process shown in Figure 77, the main control board 16 executes the betting amount setting operation acceptance process shown in Figure 77 when an operation by the 1BET switch 20 or the MAXBET switch 6 is detected after the operation by the 1BET switch 20 and the MAXBET switch 6 has become valid.

[0455] The main control board 16 obtains the bet number, which is set between 0 and 3, in the BET counter of the RAM 161c (Sd1). Based on the obtained bet number and whether the detected switch operation is the 1BET switch 20 or the MAXBET switch 6, the main control board 16 calculates the number of tokens to be inserted (Sd2). For example, if the bet number is 0 and an operation by the MAXBET switch 6 is detected, the number of tokens inserted will be 3. If the bet number is between 0 and 2 and an operation by the 1BET switch 20 is detected, the number of tokens inserted will be 1.

[0456] The main control board 16 sends a betting command, including the calculated number of tokens to be inserted, to the token count control board 17 (Sd3). The token count control board 17 sends a response command to the betting command. Upon receiving the response command, the main control board 16 executes the bet setting process (Sd4). That is, the main control board 16 adds the bet amount stored in the BET counter of RAM 161c.

[0457] Figure 78 is a diagram illustrating the control content of the settlement operation acceptance process performed by the main control board 16. In the operation input acceptance process shown in Figure 78, the main control board 16 executes the settlement operation acceptance process when an operation by the bet clear switch 21 is detected after the operation by the bet clear switch 21 has become valid.

[0458] The main control board 16 determines whether or not the re-game is in operation (Se1). If the re-game is in operation, the main control board 16 terminates processing. If the re-game is not in operation, the main control board 16 determines whether or not the number of bets is set to 1 or more (Se2). If the number of bets is not set to 1 or more, the main control board 16 terminates processing. If the number of bets is set to 1 or more, the main control board 16 obtains the number of bets from 1 to 3 set in the BET counter of RAM 161c (Se3).

[0459] The main control board 16 sends a settlement command to the medal count control board 17 that includes the acquired number of bets as the number of medals to be settled (Se4). The medal count control board 17 sends a response command to the said insertion command. Upon receiving the said response command, the main control board...

Claims

[Claim 1] A gaming machine capable of playing a game, A game control means for controlling the progress of a game is provided, The game control means includes: Executing a startup process based on the supply of power to the game control means; After the start-up process is executed, a user program for controlling the game progress is executed; using a first bank of registers when executing instructions according to a first program of the user programs; a second bank of registers is used when executing instructions according to a second program called from a first program among the user programs; A special read instruction can be executed that can specify an address from which data is read, with the value of a specific register as the upper address and a value specified for each instruction as the lower address; When the special read instruction is executed in the first program, the value of a first specific register included in the first bank is set as a high-order address; When the special read instruction is executed in the second program, the value of the second specific register included in the second bank is set as the upper address; The user program includes an initial setting process and a game control process that is executed after the initial setting process and controls a game, In the startup process, a value is set in the first specified register and a value is set in the second specified register; In the initial setting process, a value is set in the first specified register and a value is set in the second specified register; a value set in the first specific register in the startup process and a value set in the first specific register in the initial setting process are the same value; A gaming machine in which the value set in the second specific register during the startup process is the same as the value set in the second specific register during the initial setting process.