Game machine
Patent Information
- Application Number
- JP2023001519
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-01-10
- Publication Date
- 2025-10-29
- Estimated Expiration
- 2043-01-10
AI Technical Summary
Existing gaming machines require players to make selections related to game control, but there is a need to improve convenience by enhancing retention and deletion of selection results and ensuring seamless transitions in control conditions.
A gaming machine with a main control section and a sub-control section that manages game progress and presentation of control conditions, allowing selection information to be retained and presented as initial conditions, with notification devices operating based on power states and door positions to enhance player convenience.
The solution provides improved convenience for players by ensuring consistent and intuitive control condition selection, reducing the likelihood of replacement and enhancing the gaming experience through immediate detection of power status and door states.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines (reel type gaming machines, slot machines) have been known in which a plurality of reels, each having a plurality of different patterns arranged on its outer periphery, are rotated and stopped in response to a player's operation to play a game. In this type of gaming machine, a certain gaming value is assigned to gaming media such as medals and pachinko balls, and a game is played to acquire such gaming value. In addition, in this type of gaming machine, an internal lottery is performed and the rotation of the plurality of reels is started in response to a player's operation to start the rotation, and a stop control is performed in which the rotating reels are stopped in a manner according to the result of the internal lottery in response to a player's operation to stop the reels. The result of the game is determined by the combination of symbols displayed on the pay line when the plurality of reels are stopped, and the payout of gaming value such as medals is performed in response to the result of the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-10502 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, there has been known a method for adding excitement to a game by presenting the player with selection options associated with the control of the effect, and controlling the execution of the effect based on the player's selection (see Patent Document 1). However, in specifications that allow the player to make selections associated with the control of such effects, there is a demand for improved convenience for the player through appropriate control over the retention and deletion of the selection results.
[0005] The present invention has been made in consideration of the above circumstances, and an object of the present invention is to provide a gaming machine which improves convenience for players. [Means for solving the problem]
[0006] (1) The present invention relates to a gaming machine having a main control unit that controls the progress of a game and a sub-control unit that controls a presentation device in accordance with the progress of a game, wherein the main control unit is capable of setting multiple types of control states including a specific control state, the sub-control unit presents multiple control conditions as selection candidates in the specific control state and controls the presentation device in accordance with the selected control condition, the selection information of the control conditions is capable of being retained until the next control condition is selected, and the control condition corresponding to the retained selection information is capable of being presented as the initially selected control condition when the next control condition is selected, and the selection information of the control conditions is initialized when the power of the gaming machine is turned on.
[0007] (2) The present invention relates to a gaming machine having a main control unit that controls the progress of a game and a sub-control unit that controls a presentation device in accordance with the progress of a game, wherein the main control unit is capable of setting multiple types of control states including a specific control state, the sub-control unit presents multiple control conditions as selection candidates in the specific control state and controls the presentation device in accordance with the selected control condition, is capable of retaining selection information for the control conditions until the next control condition is selected, and is capable of presenting a control condition corresponding to the retained selection information as an initially selected control condition when the next control condition is selected, and transitions to a standby state when no operation related to the progress of a game is performed within a specified time in a non-standby state, and when transitioning to the standby state, initializes the selection information for the control conditions.
[0008] In the gaming machines according to (1) and (2) described above, when selecting control conditions, the previously selected control conditions can be presented as the initially selected control conditions, and the selection information for the control conditions is initialized in a situation in which it can be assumed that a change in player has occurred. This improves convenience for players who wish to select the same control conditions as last time.
[0009] (3) The present invention relates to a gaming machine comprising a cabinet with a front door attached so as to be able to be opened and closed, and a main control unit and a sub-control unit built into the cabinet, in which the main control unit progresses the game and the sub-control unit executes presentations in accordance with the progress of the game, the gaming machine including a first alarm device controlled by the main control unit, and a second alarm device and a third alarm device controlled by the sub-control unit, in which the second alarm device does not change its operating mode depending on whether the front door is opened or closed, and the third alarm device has an operating mode for notifying the opening of the front door, and the sub-controller controls the second alarm device to start operating before the first alarm device and the third alarm device to start operating after the first alarm device when the gaming machine is powered on with the front door open.
[0010] (4) The present invention relates to a gaming machine comprising a cabinet with a front door attached so as to be able to be opened and closed, and a main control unit and a sub-control unit built into the cabinet, in which the main control unit progresses the game and the sub-control unit executes presentations in accordance with the progress of the game, the gaming machine including a first alarm device controlled by the main control unit, and a second alarm device and a third alarm device controlled by the sub-control unit, in which the second alarm device does not change its operating mode depending on whether the front door is opened or closed, and the third alarm device has an operating mode for notifying the opening of the front door, and the sub-controller controls the second alarm device to start operating before the first alarm device and the third alarm device to start operating approximately simultaneously with the first alarm device when the gaming machine is powered on with the front door open.
[0011] (5) The present invention relates to a gaming machine comprising a cabinet with a front door attached so as to be able to open and close, and a main control unit and a sub-control unit built into the cabinet, in which the main control unit progresses the game and the sub-control unit executes presentations in accordance with the progress of the game, the gaming machine including a first alarm device controlled by the main control unit, and a second alarm device and a third alarm device controlled by the sub-control unit, in which the second alarm device does not change its operating mode depending on whether the front door is opened or closed, and the third alarm device has an operating mode for notifying the opening of the front door, and the sub-controller controls the second alarm device to start operating before the first alarm device and the third alarm device to start operating after the second alarm device when the gaming machine is powered on with the front door open.
[0012] In the gaming machines according to (3) to (5) described above, the start of operation of the second alarm device allows the operator to quickly detect that electricity is flowing normally when the power is turned on, and the start of operation of the third alarm device allows the operator to detect the startup of the main control unit, thereby improving the convenience of the operator in checking the situation. [Brief description of the drawings]
[0013] [Figure 1] 1 is a perspective view showing the external configuration of an amusement machine according to an embodiment of the present invention; [Diagram 2] 1 is an oblique view showing the internal configuration of a cabinet of a gaming machine according to an embodiment of the present invention; [Diagram 3] 1 is a perspective view showing a configuration of a reel unit of a gaming machine according to an embodiment of the present invention; [Figure 4] 1 is a diagram illustrating the functional blocks of a gaming machine according to an embodiment of the present invention. FIG. [Diagram 5] 1 is a diagram illustrating the path of medals in an gaming machine according to an embodiment of the present invention. FIG. [Figure 6] A diagram showing the contents of a main error and the conditions for detecting the main error in the gaming machine according to an embodiment of the present invention. [Figure 7] 13 is a diagram for explaining the targets to be cleared in the release process corresponding to a main error of the gaming machine according to an embodiment of the present invention. FIG. [Figure 8] A diagram showing the contents of sub-errors and the conditions for detecting them in the gaming machine of an embodiment of the present invention. [Figure 9] 13A to 13C are diagrams showing how an error is notified in the gaming machine according to an embodiment of the present invention. [Figure 10] 13 is a diagram explaining what is to be cleared when recovering from an error on the sub-board side in the gaming machine of an embodiment of the present invention. FIG. [Figure 11] 11 is a flowchart showing an example of a main loop process for controlling the progress of a game in the gaming machine according to the embodiment of the present invention. [Figure 12] 13 is a flowchart showing an example of an error wait process that is called when a main error occurs in the gaming machine according to an embodiment of the present invention. [Figure 13] 13 is a flowchart showing an error release process for a main error in the gaming machine according to an embodiment of the present invention. [Figure 14] 13 is a flowchart showing processing upon receiving an error occurrence command in the gaming machine according to an embodiment of the present invention. [Figure 15] 10 is a flowchart showing a process for detecting a door release error in the gaming machine according to an embodiment of the present invention. [Figure 16] 10 is a flowchart showing a process for detecting a communication error in the gaming machine according to an embodiment of the present invention. [Figure 17] 10 is a flowchart showing processing related to setting an error notification target in the gaming machine according to an embodiment of the present invention. [Figure 18] 10 is a flowchart showing a process for notifying a main error in the gaming machine according to an embodiment of the present invention. [Figure 19] 10 is a flowchart showing a process for notifying a door opening error in an gaming machine according to an embodiment of the present invention. [Figure 20] 5 is a flowchart showing a process for notifying a communication error in the gaming machine according to the embodiment of the present invention. [Figure 21] 4 is a timing chart showing the operation of an alarm device when power is restored after a power outage in an gaming machine according to an embodiment of the present invention. [Figure 22] 4 is a timing chart showing the operation of an alarm device when power is restored after a power outage in an gaming machine according to an embodiment of the present invention. [Figure 23] 4 is a timing chart showing the operation of an alarm device when power is restored after a power outage in an gaming machine according to an embodiment of the present invention. [Figure 24] A figure showing an example of the execution of a notification mode selection presentation in a gaming machine according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0015] 1. Configuration Fig. 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention, and Fig. 2 is a perspective view showing the internal configuration (excluding the reel unit) of the gaming machine according to an embodiment of the present invention.
[0016] The gaming machine of this embodiment is a so-called slot machine or reel type gaming machine, which is a type of gaming machine in which games are played using medals as gaming media.
[0017] In the gaming machine of this embodiment, a reel unit consisting of a first reel R1 to a third reel R3 (multiple reels) is housed in a box-shaped housing consisting of a storage box BX and a front door FD.
[0018] FIG. 3 is a perspective view showing the appearance of a reel unit for a gaming machine in this embodiment.
[0019] In the reel unit of this embodiment, each of the first reel R1 to third reel R3 is fixed to a metal (or resin) base unit BU molded in an approximately U-shape via a metal (or resin) support unit SU that supports a stepping motor SM for driving each reel.
[0020] Each of the first reel R1 to the third reel R3 housed in the base unit BU is configured by winding a reel tape TP made of a strip-shaped resin film around the outer periphery of a resin reel body RD (reel drum) molded into an annular shape. The reel tape TP is wound around the reel body RD so that its front side forms the outer periphery of each reel and its back side forms the inner periphery of each reel, and the ends are fixed together with an adhesive or the like.
[0021] Each of the first reel R1 to third reel R3 is fixed to the drive shaft of a stepping motor SM at a position corresponding to the center of rotation of the reel body RD by bolting, etc. The stepping motor SM for each reel is also fixed to the support unit SU by bolting, etc.
[0022] In addition, the reel tape TP for each reel is divided into pattern arrangement areas of 21 frames at regular intervals, and on the surface of the reel tape TP, one of several types of patterns is arranged at each position corresponding to each frame.
[0023] The reel unit of this embodiment includes a backlight unit LU (illumination means) that illuminates the first reel R1 to the third reel R3 from the back side of the reel tape TP of each reel (the inner peripheral side of each reel). In the backlight unit LU for each reel, a light source such as an incandescent bulb or an LED bulb is disposed so as to illuminate each display position of three frames (upper, middle, and lower) that can be observed through the display window DW of the gaming machine. In this embodiment, three light sources are provided corresponding to the display positions of each reel: an upper backlight BL1 that illuminates the upper display position, a middle backlight BL2 that illuminates the middle display position, and a lower backlight BL3 that illuminates the lower display position.
[0024] In addition, a power supply unit EU, which has a built-in power supply device and various switches such as a power switch ES, a setting change key cylinder KS, and a setting change button SB, and a hopper unit HP as a medal payout device are stored in the lower part of the storage box BX. In this embodiment, the setting change button SB also functions as a switch for canceling errors, and the setting change button SB can be used not only to change the setting value but also to cancel errors. The hopper unit HP is equipped with a medal storage tank MT for storing medals to be used in games, a payout motor (not shown) made of a stepping motor, and a rotating disk (not shown) axially supported by the payout motor, and is configured so that the rotating disk is rotated by the payout motor to pay out medals one by one. In addition, when the amount of medals stored in the medal storage tank MT reaches a certain amount, the hopper unit HP sends out surplus medals to the cash box CB.
[0025] In the housing of the gaming machine of this embodiment, for example, a main board MAIN is attached above the reel unit storage space PS, and a sub-board SUB is attached to the side of the reel unit storage space PS, and these control boards (main board MAIN, sub-board SUB) are equipped with a CPU as a calculation means, and a ROM and RAM as storage means, so that the operation of the gaming machine can be controlled. Between the main board MAIN and the sub-board SUB, only one-way communication from the main board MAIN to the sub-board SUB is possible, and the communication connection is such that information cannot be transmitted from the sub-board SUB to the main board MAIN. In this embodiment, the power supply unit EU is provided with a setting change key cylinder KS and a setting change button SB, but the setting change key cylinder KS and the setting change button SB may be provided on the surface of the main board MAIN.
[0026] The first reel R1 to the third reel R3 shown in FIG. 1 are each divided into 21 regions (each region is called a "frame") at regular intervals on the outer periphery, and one of a number of different patterns is arranged on each frame. The first reel R1 to the third reel R3 are supported by a stepping motor SM (reel driving means), and are each driven to rotate around the axis of the stepping motor SM, and are provided so as to be able to stop in frame units (predetermined rotation angle units, predetermined rotation amount units) by controlling the number of pulses and pulse width of the driving pulse of the stepping motor SM. That is, in the gaming machine of this embodiment, the stepping motor SM drives the first reel R1 to the third reel R3 to rotate in response to the driving pulse supplied from the control board, and when a driving pulse of all phase excitation is supplied from the control board, the first reel R1 to the third reel R3 stop as the rotation of the stepping motor SM stops.
[0027] The front door FD can be opened and closed freely, and is provided with a display window DW that allows the first reel R1 to the third reel R3 to be observed in their rotating and stopped states. When the first reel R1 to the third reel R3 are stopped, three symbols (upper, middle, and lower symbols) that are consecutively arranged on the outer periphery of each of the first reel R1 to the third reel R3 among a plurality of symbols arranged at regular intervals on the outer periphery of each of the first reel R1 to the third reel R3 can be observed from the front of the gaming machine through the display window DW.
[0028] In the gaming machine of this embodiment, an upper, middle, and lower section are provided for each reel as display positions for observing the symbols through the display window DW, and an active line is set by a combination of the display positions of each reel. In the gaming machine of this embodiment, the number of medals required for one game, the so-called prescribed insertion number, is set to three, and when medals equivalent to the prescribed insertion number are inserted, an active line L1 formed by each of the middle sections of the first reel R1 to the third reel R3 is activated.
[0029] The game result is determined by the symbol combination that is stopped and displayed on the winning line in the display window DW, and if the symbol combination on the winning line corresponds to a predetermined winning combination, that winning combination is treated as a winning combination and medals are paid out from the hopper unit HP.
[0030] The front door FD is provided with a first main display DS1 (an example of a first notification device), a second main display DS2 (an example of a first notification device), and a sub-display DS3 (an example of a third notification device). The first main display DS1, the second main display DS2, and the sub-display DS3 are 7-segment displays, with the first main display DS1 displaying the number of medals paid out for each game and main error information, the second main display DS2 displaying the number of medal credits, and the sub-display DS3 displaying the total number of medals acquired (or the total number of medals paid out) in an advantageous state such as a bonus state and sub-error information.
[0031] The front door FD is provided with an outer perimeter lamp AL (an example of a third notification device), an upper panel lamp UPL (an example of a second notification device), a lower panel lamp DPL (an example of a third notification device), and a liquid crystal display LCD for performing game performance. The outer perimeter lamp AL, the upper panel lamp UPL, and the lower panel lamp DPL illuminate the front door FD and play a role of livening up the game by their lighting modes, notifying information that assists the game, notifying the status of the game machine, etc., and their exteriors are made of translucent resin or glass and are formed to be able to transmit light from the built-in LED unit. The liquid crystal display LCD displays various videos (or images) for assisting the game, livening up the game, and notifying the status of the game machine. In the game machine of this embodiment, a plurality of speakers SP (an example of a third notification device) for performing game performance are provided on the front door FD. The speakers SP output various sounds and background music for assisting the game, livening up the game, and notifying the status of the game machine.
[0032] In addition, various operating means are provided on the front door FD. The operating means include a 1 bet button (insertion operating means) B0A for inserting credited (stored) medals, a MAX bet button (insertion operating means) B0B, a start lever (game start operating means) SL for rotating the first reel R1 to the third reel R3 to start a game, and stop buttons (stop operating means) B1 to B3 for stopping each of the first reel R1 to the third reel R3 rotated by a stepping motor. In particular, in this embodiment, the MAX bet button B0B and the stop buttons B1 to B3 have a translucent resin exterior and are formed to transmit light from a built-in MAX bet lamp (an example of a second light source unit), and when the MAX bet lamp is turned on, it is possible to know that the insertion operation of the medals stored as credits is enabled and that the stop operation for the reels being rotated is enabled. In addition, in this embodiment, an effect button BE is provided which is used to allow the player to make a selection from among the selection candidates presented on the display screen of the liquid crystal display LCD in a predetermined effect executed along with the progress of the game.
[0033] The front door FD is provided with a door key cylinder DK, and the front door FD can be unlocked by inserting a door key into the door key cylinder DK. The front door FD can also be unlocked by rotating the door key inserted into the door key cylinder DK 90 degrees clockwise from its initial position.
[0034] In the gaming machine of this embodiment, when a player inserts a medal into the insertion slot MI or presses the bet button B0, the machine is set to a ready state in which the rotation control of the first reel R1 to the third reel R3 can be started. The medal inserted from the insertion slot MI passes through the medal selector SC shown in FIG. 2 and then enters the medal storage tank MT of the hopper unit HP via the medal chute MS. However, under certain conditions, such as after the start of a game, a medal blocker built into the medal selector SC is activated to block the flow path toward the medal chute MS, and the flow path of the medal is switched so that the inserted medal is returned from the payout outlet MO. Then, when a player presses the start lever SL, the control board starts rotating the first reel R1 to the third reel R3 by driving the stepping motor SM, and an internal lottery is performed using a random number value. On the condition that the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, pressing the stop buttons B1 to B3 is permitted (enabled).
[0035] Thereafter, when the player presses the stop buttons B1 to B3 at any timing, the stop switch (stop signal output means: for example, a photosensor, a conductivity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 turns on, changing the reel stop signal input to the main board MAIN from the OFF state to the ON state.
[0036] In addition, when the player releases any of the pressed stop buttons B1 to B3 at any timing, the stop switches corresponding to the stop buttons B1 to B3 are turned off, and the reel stop signal input to the main circuit board MAIN is changed from on to off.
[0037] The main circuit board MAIN stops the first reel R1 to the third reel R3 at a stop position according to the result of the internal lottery based on the change from an OFF state to an ON state of the reel stop signal, whose signal state changes depending on the timing of pressing and releasing the stop buttons B1 to B3.
[0038] A payout outlet MO and a medal tray MP are provided below the lower front door DD, and medals in a number according to the result of a game are paid out from the hopper unit HP through the payout outlet MO to the medal tray MP. When medals are paid out according to the result of a game, if credit (internal storage) of medals is permitted, medals equivalent to some or all of the payout number are credited up to the credit upper limit (50 in this embodiment), and the display value of the second main display DS2 is changed in accordance with the change in the number of medals credited.
[0039] FIG. 4 is a functional block diagram of the gaming machine of this embodiment.
[0040] The gaming machine of this embodiment is controlled by a main control unit 10 (main board MAIN) and a sub-control unit 20 (sub-board SUB). The main control unit 10 and the sub-control unit 20 are started by power supplied from a power supply unit EU by operating a power switch ES. The main control unit 10 receives input signals from a setting change switch 301, a door opening / closing switch 302, a throw-in detection sensor 401, a first medal passing sensor 402, a second medal passing sensor 403, a shoot sensor 305, a 1-bet switch 307, a MAX-bet switch 308, a start switch 309, a stop switch 311, an overflow sensor 313, and the like, and performs various calculations for setting the gaming machine, managing main errors, or progressing the game, and controls the operation of a reel unit 310, a hopper unit (payout device) HP, and the like based on the calculation results. Furthermore, the sub-controller 20 controls the operation of the display unit 501, speaker SP, lamp unit 503, etc., and manages sub-errors in response to input signals from the performance selection switch 504 and commands from the main controller 10. In the gaming machine of this embodiment, the functions of the main controller 10 and the sub-controller 20 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM, or RAM, or by software consisting of a given program pre-stored in the ROM, etc.
[0041] The main control unit 10 includes a setting change means 101, a game control means 102, a random number generation means 103, a main error detection means 104, a main error management means 105, a main memory means 106, and a main power interruption recovery means 107.
[0042] The setting change means 101 controls changing the setting value stored in the main storage means 106. In this embodiment, the game machine is switched between being started in the game mode and being started in the setting change mode depending on the state of the setting change key cylinder KS when the power is turned on. When the power switch ES is operated with the setting key inserted into the setting change key cylinder KS and the setting key turned 90 degrees clockwise from the initial position, power is supplied from the power supply unit EU, and the setting change means 101 starts the game machine in the setting change mode. In this embodiment, the setting value can be selected from six setting values from setting 1 to setting 6, and the probability of winning the internal lottery is changed so that the expected value of the ball payout rate increases from setting 1 to setting 6. In this embodiment, the setting values are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.
[0043] In addition, when the setting change button SB is pressed in the setting change mode to activate the setting change switch 301, the setting change means 101 changes the setting value in the order of setting 1 → setting 2 →... setting 6 → setting 1 →... each time it receives an input signal from the setting change switch 301, and when the start switch 230 is activated by pressing the start lever SL, it confirms the setting value and controls to store the confirmed setting value in the main storage means 106. In this embodiment, the setting mode can be switched to the game mode by returning the setting key inserted in the setting change key cylinder KS to its initial position. In this embodiment, the first main display DS1 is configured to display the selected setting value in the setting change mode.
[0044] In this embodiment, when the power is turned on with the setting change key cylinder KS in the initial position, the gaming machine is started in the game mode. In this embodiment, the gaming machine can be played in the game mode but cannot change the setting values, whereas in the setting change mode, the setting values can be changed but cannot be played.
[0045] In addition, in the setting change mode, the setting change means 101 performs an initialization process to initialize information stored in a read / write memory (RWM), which is a readable and writable storage area in the main storage means 106. Note that in the initialization process, not all information stored in the read / write memory is initialized, but some information, such as medal credit information, is retained without being initialized.
[0046] The game control means 102 is a means for controlling the progress of the game, and when a game is started by accepting insertion of a medal, it determines whether or not a winning combination has been achieved by an internal lottery, spins the first reel R1 to the third reel R3, and when a stop operation is performed on the stop buttons B1 to B3, it stops the reels being rotated according to the result of the internal lottery, judges whether or not a winning combination has been achieved based on the symbol combination displayed on the pay line, and performs a main loop process to progress the game by processing according to the judgment result. Details of this process will be described below.
[0047] First, the game control means 102 accepts insertion of medals for each game, and performs a process of validating a game start operation for the start lever SL (game start operation means) based on the insertion of medals equivalent to the specified insertion number (3 medals). In the gaming machine of this embodiment, the first pressing operation of the start lever SL, which is validated based on the insertion of medals equivalent to the specified insertion number, is accepted as a game start operation, which triggers the start of rotation of the first reel R1 to the third reel R3 and also triggers the execution of an internal lottery.
[0048] In the gaming machine of this embodiment, when a medal is inserted into the medal insertion slot MI, the insertion detection sensor 401 in the medal selector SC is activated, and the gaming control means 102 sets the inserted medal to an inserted state, up to a specified insertion number. In the gaming machine of this embodiment, a maximum of 50 medals can be stored (accumulated) in the main storage means 106 as credits, and when the bet button B0 is pressed in a state in which medals are stored as credits in the gaming machine, the bet switch 308 is activated, and the gaming control means 102 sets the medals stored in the main storage means 106 as credits to an inserted state, up to a specified insertion number. In the gaming machine of this embodiment, the second main display DS2 is configured to display the number of credits, and the gaming control means 102 changes the display content of the second main display DS2 according to an increase or decrease in the number of credits of medals stored in the main storage means 106.
[0049] In addition, the game control means 102 performs an internal lottery to determine whether a winning combination will be achieved based on a signal from the start switch 309, which is activated by a game start operation on the start lever SL (the first pressing operation on the activated start lever SL), and performs lottery table selection processing, random number determination processing, lottery flag setting processing, etc.
[0050] In the lottery table selection process, it is determined which internal lottery table is used to perform the internal lottery among the multiple types of internal lottery tables stored in the main storage means 106. In the gaming machine of this embodiment, in each internal lottery table, various roles such as replay, small role, and bonus, and miss (non-winning) are associated with each of multiple random number values (for example, 65536 random number values from 0 to 65535). In this embodiment, for six levels of setting values, an internal lottery table corresponding to the game state is prepared for each setting value, and the probability of obtaining some winning modes in the internal lottery differs depending on the setting value, and the correspondence between the role and the random number value is set so that the higher the setting value, the higher the expected value of the ball payout rate.
[0051] In the gaming machine of this embodiment, the game state can be set to a normal state, a bonus establishment state, and a bonus state, and in the lottery table selection process, one of multiple types of internal lottery tables is selected as the internal lottery table to be used in the internal lottery depending on the game state.
[0052] In the random number determination process, a random number value (random number for lottery) is obtained from the random number generating means 103 for each game based on a signal from the start switch 309, and the obtained random number value is used to determine whether or not it has won a winning combination by referring to the internal lottery table stored in the main memory means 106.
[0053] The random number generating means 103 described above is a means for generating random numbers for lottery. The random numbers can be generated by, for example, a 16-bit random number circuit that generates 65536 random numbers from 0 to 65535 without duplication in one period. In this embodiment, the "random number" includes not only values that are generated randomly in the mathematical sense, but also values that may be generated regularly but may function as random numbers because the timing of acquisition is irregular.
[0054] In the lottery flag setting process, based on the result of the random number determination process, the lottery flag corresponding to the winning combination is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state). In the gaming machine of this embodiment, when two or more types of combinations are won in a overlapping manner, the lottery flags corresponding to the two or more types of combinations that are won in a overlapping manner are set to a winning state. The setting information of the lottery flag is stored in the main storage means 106.
[0055] In addition, in the gaming machine of this embodiment, a lottery flag (carry-over flag) that can carry over a winning state to the next game or later until a prize is won, and a lottery flag (non-carry-over flag) that is reset to a non-winning state without carrying over a winning state to the next game or later regardless of whether a prize is won are prepared. The former carry-over flag corresponds to a bonus, and the latter non-carry-over flag corresponds to a small win and a replay. That is, in the lottery flag setting process, for example, when a bonus is won in an internal lottery, a process is performed to carry over the winning state of the bonus lottery flag until the bonus is won. At this time, the game control means 102 performs an internal lottery to determine whether or not the small win and the replay are won, even in a game in which the winning state of the bonus lottery flag is carried over. In this way, in the lottery flag setting process, when a small win or replay is won in a game in which the winning state of the bonus lottery flag is carried over, the lottery flag corresponding to two or more types of roles consisting of the lottery flag of the already won bonus and the lottery flag of the small win or replay won in the internal lottery is set to a winning state.
[0056] In addition, based on a signal from a start switch 309 that is operated when the player operates the start lever SL to start a game, the game control means 102 controls the stepping motor to start rotating the first reel R1 to the third reel R3, and enables a stop operation by pressing a stop button B1 to B3 (stop operation means) corresponding to the first reel R1 to the third reel R3 that is rotating steadily at a predetermined speed (approximately 80 rpm: a rotation speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3 that are rotated by the stepping motor to stop in a manner according to the setting state of the lottery flag (the result of the internal lottery).
[0057] When the stop operation for the stop buttons B1 to B3 is enabled and the stop switch 311 is activated by the player pressing one of the stop buttons B1 to B3, the game control means 102 performs control to stop each of the first reel R1 to the third reel R3 by stopping the supply of a drive pulse (motor drive signal) to the stepping motor of the reel unit 310 based on the signal from the stop switch 311.
[0058] That is, the game control means 102 determines the stop position of the reel corresponding to the pressed button among the first reel R1 to the third reel R3 every time the stop buttons B1 to B3 are pressed, and controls the reel to stop at the determined stop position. In the gaming machine of this embodiment, pressing the stop button B1 corresponds to an operation for stopping the first reel R1, pressing the stop button B2 corresponds to an operation for stopping the second reel R2, and pressing the stop button B3 corresponds to an operation for stopping the third reel R3. That is, in the gaming machine of this embodiment, when the pressing order of the stop buttons B1 to B3 is changed, the stopping order of the first reel R1 to the third reel R3 is changed.
[0059] In the gaming machine of this embodiment, the first reel R1 to the third reel R3 are stopped within 190 ms from the time when the stop button B1 to B3 is pressed. When the reels are stopped within 190 ms from the time when the stop button is pressed, the stop position of each reel is determined by the number of frames required from the time when the stop button is pressed until the reel stops within a range of 0 to 4 frames (predetermined pull-in range). The game control means 102 performs control to stop the reel corresponding to the stop button pressed so that the symbol corresponding to the symbol with the lottery flag set to a winning state is displayed at the display position on the pay line when the symbol corresponding to the symbol that won the internal lottery is located within a range of 0 to 4 frames from the display position on the pay line at the time when the stop button is pressed on the outer circumferential surface of the reel that is rotating corresponding to the stop button B1 to B3 that was pressed.
[0060] In the gaming machine of this embodiment, the reel unit 310 is provided with a reel index 405 consisting of a photosensor, and the game control means 102 is capable of monitoring the current rotation state of the reel by determining the rotation angle (the number of rotation steps of the rotating shaft of the stepping motor) from the reference position of the reel (the frame detected by the reel index 405) based on the signal detected by the reel index 405 every time the reel rotates once. That is, the game control means 102 can obtain the position of the reel when the stop switch 311 is operated by determining the rotation angle from the reference position of the reel.
[0061] In this embodiment, multiple types of patterns are arranged on the outer peripheral surfaces of the first reel R1 to the third reel R3 that make up the reel unit 310, and when a pattern that is within four frames from the press detection position is drawn onto an active line, the patterns that are arranged at intervals of four frames or less on the outer peripheral surface of each reel can be displayed on the active line regardless of the press detection position, which is the position of the reel at the time the stop switch 311 is activated (the time the press of the stop button is detected).
[0062] In addition, the game control means 102 performs a process (logic calculation) of determining the stop position of the spinning reel based on priority, and a process (table reference process) of determining the stop position of the spinning reel by referring to a stop control table stored in the main memory means 106.
[0063] First, in the logic calculation, the priority is calculated for the 5 (or 2) candidate stop positions that exist within a range of 0 to 4 (or 0 to 1) frames from the pressing detection position according to the priority data determined for each role. Then, the candidate stop position with the highest priority among the priorities of each candidate stop position is determined as the actual stop position. However, in the logic calculation, the same priority may be calculated for multiple candidate stop positions depending on the result of the internal lottery or the pressing detection position, and when there are multiple candidates with the highest priority, the actual stop position is determined by a table reference process described later.
[0064] In particular, in the gaming machine of this embodiment, the priorities are set in the order of "replay > bonus" and then "minor role > bonus", and in the logic calculation, when the lottery flags for two or more types of roles are set to a winning state, a priority is determined according to the priority associated with each role, so that candidate stop positions including symbols that constitute the winning form of a role with a higher priority are given a higher priority than candidate stop positions including symbols that constitute the winning form of a role with a lower priority.
[0065] In the gaming machine of this embodiment, when multiple types of minor roles are won in an internal lottery, the priority of the candidate stop positions may be determined according to the number of pattern combinations that indicate winning forms that can be displayed on a winning line, or the number of medals paid out based on a predetermined payout for the minor roles. When the priority of the candidate stop positions is determined according to the number of pattern combinations that indicate winning forms that can be displayed on a winning line, the priority of each candidate stop position is determined so that the priority is higher for the stop positions with a greater number of pattern combinations that indicate winning forms that can be displayed on a winning line. When the priority of the candidate stop positions is determined according to the number of medals paid out, the priority of each candidate stop position is determined so that the priority is higher for the stop positions with a greater number of medals paid out based on the payout for the minor roles corresponding to the patterns displayed at the display positions on the winning lines (stop positions that can win minor roles with a greater payout). However, when determining the priority of candidate stop positions according to the number of medals paid out, if multiple minor roles with the same payout are won, the priority of candidate stop positions that can win each of the minor roles is treated as being the same, and when determining the priority of candidate stop positions according to the number of pattern combinations that indicate winning patterns that can be displayed on a winning line, the priority of candidate stop positions that have the same number of pattern combinations that indicate winning patterns that can be displayed on a winning line is treated as being the same.
[0066] In addition, in the logic calculation, so-called pull-in processing and kick-off processing are performed as processing for determining candidates for the reel stop positions. The pull-in processing is processing for determining the priority of candidates for the reel stop positions so that the combination with the lottery flag set to the winning state can win as much as possible. On the other hand, the kick-off processing is processing for determining the priority of candidates for the reel stop positions so that the combination with the lottery flag set to the non-winning state cannot win. In this way, the game control means 102 performs logic calculation to determine candidates for the reel stop positions so that the symbols of the combination with the lottery flag set to the winning state can be stopped in a winning form, while the symbols of the combination with the lottery flag set to the non-winning state cannot be stopped in a winning form.
[0067] In the table reference process, when multiple candidates for the highest priority stop position are obtained as a result of the logic operation, the stop control table stored in the main memory means 106 is referenced to determine which position should be the stop position.
[0068] In the stop control table, a correspondence relationship between the push detection position and the number of sliding symbols indicating the amount of rotation from the push detection position to the actual stop position is set according to the setting state of the lottery flag. Note that in the stop control table, a correspondence relationship between the push detection position and the actual stop position may be set according to the setting state of the lottery flag.
[0069] In this embodiment, as the winning patterns of the small prize in the normal state and the bonus establishment state, there are a plurality of types of specific winning patterns in which a specific small prize in which the number of medals paid out due to winning is greater than the number of medals inserted and a non-specific small prize in which the number of medals paid out due to winning is less than the number of medals inserted are overlappingly won, and a correct operation pattern that allows the specific small prize to be won is set for each of the specific winning patterns. In a game in which a specific winning pattern is obtained in the bonus establishment state, when a stop operation is performed according to a correct operation pattern, the stop position of the reel being rotated is determined so that the winning of a specific small prize is prioritized, and when a stop operation is performed according to a failed operation pattern that is an operation pattern that is not a correct operation pattern, the winning of a non-specific small prize is prioritized while avoiding the winning of a specific small prize. On the other hand, in a game in which a specific winning pattern is obtained in the normal state, all operation patterns become failed operation patterns, and the stop position of the reel being rotated is determined so that the winning of a non-specific small prize is prioritized while avoiding the winning of a specific small prize, regardless of the manner in which the stop operation is performed.
[0070] The game control means 102 also performs a winning judgment process to judge whether or not a winning combination has been achieved based on the stopping state of the first reel R1 to the third reel R3. Specifically, the game control means 102 refers to a winning judgment table stored in the main storage means 106 to judge whether or not the symbol combination displayed on the pay line at the time when all of the first reel R1 to the third reel R3 have stopped is in the form of a winning combination that has been determined in advance.
[0071] In the gaming machine of this embodiment, the game control means 102 executes a winning process when a winning combination is achieved based on the result of the winning determination process. As the winning process, for example, a medal payout control process is performed when a small combination is achieved, a replay process is performed when a replay is achieved, and a game state transition control process for transitioning the game state is performed when a bonus is achieved.
[0072] First, the game control means 102 performs a payout control process for the payout of medals according to the game result. Specifically, when a small winning combination is won, the number of medals to be paid out in the game is determined based on the payout amount determined in advance for each combination, and the hopper unit HP is controlled to pay out medals equivalent to the determined number of medals to be paid out.
[0073] The hopper unit HP is a device that performs an operation of paying out the number of medals instructed by the game control means 102. The hopper unit HP is provided with a payout sensor 406 that is activated each time a medal is paid out, and the game control means 102 is configured to be able to manage the number of medals actually paid out from the hopper unit HP based on an input signal from the payout sensor 406. In the gaming machine of this embodiment, when medals are paid out in each game, the number of medals paid out is displayed on the first main display DS1, and when medals are paid out due to the winning of a minor role, the game control means 102 performs control to display the number of medals paid out due to the winning of the minor role on the first main display DS1.
[0074] When credit storage (accumulation storage) of medals is permitted, instead of actually paying out medals using the hopper unit HP, a credit addition process is performed in which the payout number is added to the credit number (the number of medals stored as credits) stored in the main storage means 106, and medals are virtually paid out. When adding a part or all of the payout number of medals to the credit number, the game control means 102 performs control to change the display content of the second main display DS2 in accordance with the increase in the credit number.
[0075] Furthermore, when a replay wins, the game control means 102 performs a replay process (replay process) for setting the next game to the same preparation state as the previous game without requiring the player to insert medals owned by the player. That is, in the gaming machine of this embodiment, when a replay wins, an automatic insertion process is performed for automatically inserting the same number of medals as in the previous game without using medals (including credit medals) owned by the player, and the machine waits for the next game start operation on the start lever SL with the same pay lines as in the previous game set.
[0076] The game control means 102 also performs a game state transition control process for transitioning the game state between the normal state, the bonus established state, and the bonus state. In this embodiment, information indicating the game state in which the player is currently playing is stored in the main storage means 106. The game state transition condition may be one condition or multiple conditions. When multiple conditions are set, the game state can be transitioned to another game state based on the establishment of one of the multiple predetermined conditions or the establishment of all of the multiple predetermined conditions.
[0077] The normal state is a game state corresponding to the initial state among the multiple game states, and it is possible to transition from the normal state to the bonus establishment state. Specifically, if a bonus is won in the normal state, the state transitions to the bonus establishment state. In the normal state, an internal lottery is performed by referring to an internal lottery table in which small winning combinations, replays, and bonuses are set as the lottery objects among the multiple types of internal lottery tables stored in the main storage means 106.
[0078] The bonus establishment state is a game state to which the game shifts when a bonus is won in an internal lottery. In the bonus establishment state, among the multiple types of internal lottery tables stored in the main storage means 106, the win or loss of a minor role is determined with the same probability as in the normal state, and an internal lottery is performed by referring to an internal lottery table in which the bonus is excluded from the lottery object. Note that the replay is set as a lottery object even in the bonus establishment state, but the winning probability and winning mode of the replay may be different from or the same as in the normal state.
[0079] In addition, in the bonus established state, the lottery flag corresponding to the bonus is maintained in a winning state until the bonus is won, and the winning or losing of minor winning combinations and replays is determined, and when a symbol combination showing the winning form of the bonus is displayed on an active line, the game control means 102 transitions the game state from the bonus established state to the bonus state based on the winning of the bonus.
[0080] The bonus state is a game state to which the player is shifted when a symbol combination indicating a bonus winning form is displayed on an active line. In the bonus state, among the multiple types of internal lottery tables stored in the main storage means 106, the winning probability of a small role is set higher than in the normal state and the bonus establishment state, and an internal lottery is performed by referring to an internal lottery table in which replays are excluded from the lottery object. In other words, the bonus state is a game state that is more advantageous to the player than the normal state and the bonus establishment state in that small roles are won more frequently in the bonus state than in the normal state and the bonus establishment state.
[0081] In the bonus state, the game control means 102 judges whether the end condition is met based on the total number of medals paid out by the bonus game in the bonus state, and when the number of medals paid out exceeds a predetermined number of medals to be paid out until the end (for example, 250 medals), the game control means 102 ends the bonus state and returns the game state to the normal state. In this embodiment, the count information on the number of medals paid out in the bonus state is accumulated and stored in the main storage means 106.
[0082] The game control means 102 changes the presentation state between a plurality of presentation states including an initial presentation state, a normal presentation state, a CZ state, and an AT state, sets the presentation state to an AT state under a predetermined condition, and controls to end the AT state when the end condition of the AT state is met. In this embodiment, information indicating the presentation state in which the player is staying is stored in the main storage means 106. In this embodiment, when the player is staying in the AT state, the game control means 102 displays information corresponding to the correct operation mode (an example of instruction information) on the second main display DS2 consisting of a 7-segment display when a specific winning mode is won, thereby performing a correct operation notification to assist the winning of a specific minor role, and it is possible to play an assist time game in which it is easier to win medals than a game in which the player is staying in the initial presentation state or the normal presentation state. In this embodiment, the function of executing an assist time game in an advantageous zone is the instruction function, and the process that affects the execution of the assist time game is the process related to the instruction function.
[0083] Furthermore, the game control means 102 is capable of setting a normal zone (non-advantageous zone) and an advantageous zone, and in the normal zone, the presentation state is fixed to an initial presentation state, which is an initial state, and a lottery is conducted for transition to an advantageous zone, and by winning the lottery for transition to an advantageous zone, an advantageous zone is started, and the presentation state can be set to an AT state on the condition that the zone is an advantageous zone.
[0084] The game control means 102 performs a lottery for shifting to an advantageous zone in which whether or not the player has won the advantageous zone is determined according to the result of the internal lottery during each game in the normal zone. In this embodiment, the winning of the advantageous zone is determined by linking it to the winning pattern obtained in the normal state or the bonus establishment state, and the player wins the advantageous zone except for a very small number of winning patterns.
[0085] When the game control means 102 wins the advantageous zone in the normal zone, it performs advantageous zone transition processing based on the fact that the advantageous zone has been won, starts the advantageous zone from the next game of the game in which the advantageous zone has been won, and sets the presentation state to the normal presentation state or the AT state. In this embodiment, a fixed role is provided as a winning mode of a minor role in the normal state and the bonus formation state, and in the advantageous zone win triggered by a winning mode other than the fixed role, the presentation state is set to the normal presentation state in the advantageous zone transition processing, and in the advantageous zone win triggered by the fixed role, the presentation state is set to the AT state in the advantageous zone transition processing.
[0086] When in the normal presentation state in the advantageous zone, the game control means 102 performs a process of cumulatively adding CZ points according to the result of the internal lottery. The count information of the CZ points is stored in the main storage means 106, and when transitioning from the normal presentation state to another presentation state, the count information of the CZ points is initialized. When the CZ points reach the upper limit in the normal presentation state, a CZ lottery is executed to determine whether or not to transition to the CZ state. Then, the game control means 102 performs control to transition the presentation state from the normal presentation state to the CZ state based on the result of the CZ lottery being a CZ win. In the CZ state, the right to transition to the AT state can be obtained under more favorable conditions than in the normal presentation state, and the termination condition of the CZ state is established by playing a predetermined number of times, and the game control means 102 performs control to return the presentation state to the normal presentation state based on the establishment of the termination condition of the CZ state due to the number of times of play.
[0087] The game control means 102 performs an AT lottery (an example of processing related to the instruction function) when the game state is a bonus established state and the presentation state is a normal presentation state or a CZ state in the advantageous zone. In this embodiment, the AT lottery is performed regardless of which winning mode is obtained in the internal lottery, and the AT lottery is performed so that the AT winning result is obtained with a predetermined probability according to the winning mode. In this embodiment, the AT winning result is obtained with a higher probability in the CZ state than in the AT state. Then, the game control means 102 performs control to transition the presentation state from the normal presentation state or the CZ state to the AT state based on the result of the AT lottery being an AT winning.
[0088] The game control means 102 causes an assist time game to be played based on the fact that the presentation state is the AT state, and updates the count information of the number of AT games by an update amount equivalent to one game each time the assist time game is played. In this embodiment, the count information of the number of AT games is stored in the main storage means 106. In this embodiment, when any of a plurality of specific winning patterns is won in the AT state, the game control means 102 executes a correct operation notification to notify the correct operation pattern corresponding to the specific winning pattern that has been won. In this embodiment, when the game control means 102 executes a correct operation notification regarding the specific winning pattern, an operation instruction number corresponding to the correct hitting order corresponding to the specific winning pattern that has been won is displayed on the second main display DS2.
[0089] When the game control means 102 determines that the condition for terminating the AT state is met based on the count information of the number of AT games stored in the main memory means 106, it performs control to return the presentation state to the normal presentation state.
[0090] In this embodiment, the game control means 102 updates the count information of the difference in number in the advantageous zone based on the number of medals inserted and the number of medals paid out, and when it determines that the end condition of the advantageous zone is met based on the count information of the difference in number, it performs control to end the advantageous zone. The count information of the difference in number is stored in the main storage means 106, and as long as the end condition of the advantageous zone is not met in the advantageous zone, the count information of the difference in number is updated even if a transition in the game state or presentation state occurs.
[0091] The game control means 102 also performs an initialization process to initialize predetermined information stored in the main storage means 106 based on the end of the favorable zone. In particular, in this embodiment, among various information stored in the main storage means 106, information on the presentation state, count information on CZ points, count information on the number of AT games, and information on the difference in number of coins in the favorable zone are initialized by the initialization process associated with the end of the favorable zone. Therefore, when the initialization process associated with the end of the favorable zone is performed, unlike the case where the initialization process is performed when the setting is changed, information on the lottery flag of the internal lottery and information on the game state are retained without being initialized by the initialization process associated with the end of the favorable zone. Then, when the initialization process associated with the end of the favorable zone is performed, the presentation state is initialized to the initial presentation state, and the count information on CZ points, count information on the number of AT games, and information on the difference in number of coins in the favorable zone are initialized to initial values (for example, 0) to return to the normal zone.
[0092] In this embodiment, an initialization process is executed at the end of the favorable zone to return to the normal zone, so if a termination condition based on the count information of the difference in the number of coins is met while remaining in the AT state, the initialization process at the end of the favorable zone will forcibly terminate the AT state.
[0093] The main error detection means 104 detects a main error by monitoring the signal states of the insertion detection sensor 401, the first medal passing sensor 402, the second medal passing sensor 403, the chute sensor 305, the payout sensor 406, and the overflow sensor 313, determining whether the error detection conditions are met, and identifying the main error that has occurred based on whether the error detection conditions are met. Note that in this embodiment, even after detecting any of the main errors (a situation in which the machine is waiting for a release operation by error wait processing described later), the main error detection means 104 continues to periodically detect each main error by timer interrupt processing.
[0094] The types of main errors and the error detection conditions for each main error will be described below with reference to FIGS.
[0095] FIG. 5 is a diagram illustrating the flow path of a medal inserted through the insertion slot.
[0096] First, when the insertion of medals is accepted, when a medal is inserted through the medal slot MI, it passes through the medal selector SC where it is identified and the number of medals is counted, and then it is sent to the hopper unit HP via the medal chute MS.
[0097] On the other hand, when a game is being played or when the maximum number of medal credits has been reached, the medal blocker 404 is activated to block the flow path from the medal selector SC to the medal chute MS, and the medals are returned from the medal selector SC to the payout outlet MO.
[0098] In addition, when the number of medals stored in the hopper unit HP exceeds a predetermined amount, the medals sent to the hopper unit HP in excess of the predetermined amount are sent to the cash box CB.
[0099] In this embodiment, the main error detection means 104 detects backflow errors, empty errors, dispensing jam errors, dispensing abnormal errors, over errors, retention errors, and insertion abnormal errors based on the signal states of various sensors, as shown in Figure 6.
[0100] (1) Backflow Error A backflow error is a main error caused by medals flowing backward in the flow path, and is detected when the signal states (on / off states) of the first medal passing sensor 402 or the second medal passing sensor 403 do not change in the correct order while medals are being accepted. Each time there is a change in the signal state of the first medal passing sensor 402 or the second medal passing sensor 403, the main error detection means 104 checks the states of the two sensors, and if the changes do not occur in the correct order, it assumes that a backflow error has occurred and sets a backflow error detection flag in the main storage means 106.
[0101] (2) Empty Error An empty error is a main error caused by the hopper unit HP running out of medals, and is detected when the signal state of the payout sensor 406 remains in the OFF state (a state in which the medals to be paid out are not detected) for a certain period (approximately 2100 ms) or more while medals are being paid out. When a signal instructing the hopper unit HP to pay out medals is turned ON, the main error detection means 104 measures time using an empty error detection timer provided in the main storage means 106, and if the signal state of the payout sensor 406 remains in the OFF state for a certain period or more according to the timing information of the empty error detection timer, it determines that an empty error has occurred and sets an empty error detection flag in the main storage means 106.
[0102] (3) Dispensing jam error A payout jam error is a main error caused by medals that should be paid out being jammed in the hopper unit HP and not being discharged, and is detected when the signal state of the payout sensor 406 continues to be in the ON state (a state in which the medals to be paid out are detected) for a certain period (approximately 172 ms) or more while medals are being paid out. When a signal instructing the hopper unit HP to pay out medals is turned on, the main error detection means 104 measures time using a payout jam error detection timer provided in the main storage means 106, and when the signal state of the payout sensor 406 remains in the ON state for a certain period or more according to the timing information of the payout jam error detection timer, it is determined that a payout jam error has occurred and sets a payout jam error detection flag in the main storage means 106.
[0103] (4) Abnormal dispensing error A payout abnormality error is a main error caused by the payment of medals in a situation where medals should not be paid out, and is detected when the signal state of payout sensor 406 continues in the ON state for a certain period (approximately 6 ms) or more in a situation where medals are not being paid out. When a signal instructing the hopper unit HP to pay out medals is in the OFF state, main error detection means 104 measures time using a payout abnormality error detection timer provided in main storage means 106, and when the timing information of the payout abnormality error detection timer indicates that the signal state of payout sensor 406 has remained in the ON state for a certain period or more, it determines that a payout abnormality error has occurred and sets a payout abnormality error detection flag in main storage means 106.
[0104] (5) Over error An over error is a main error caused when the surplus medals stored in the cash box CB exceed a predetermined amount, and is detected when the signal state of the overflow sensor 313 continues in the on state (signal state indicating that the surplus medals exceed a predetermined amount) for a certain period (approximately 0.1 ms) or more. When the signal state of the overflow sensor 313 is in the on state, the main error detection means 104 measures time using an over error detection timer provided in the main storage means 106, and when the signal state of the overflow sensor 313 remains in the on state for a certain period or more according to the timing information of the over error detection timer, it determines that an over error has occurred and sets an over error detection flag in the main storage means 106.
[0105] (6) Retention Error A retention error is a main error caused by a medal being stuck in the medal selector SC, and is detected when the signal state of the first medal passing sensor 402 or the second medal passing sensor 403 continues in the on state (signal state indicating that the presence of a medal is detected) for a certain period (approximately 131 ms) or more. When the signal state of at least one of the first medal passing sensor 402 and the second medal passing sensor 403 is in the on state, the main error detection means 104 measures time using a retention error detection timer provided in the main storage means 106, and when the timing information of the retention error detection timer indicates that the signal state of the first medal passing sensor 402 or the second medal passing sensor 403 has remained in the on state for a certain period or more, it determines that a retention error has occurred and sets a retention error detection flag in the main storage means 106.
[0106] (7) Abnormal input error Abnormal medal insertion errors are main errors caused by medals being stuck near the medal insertion port MI (Type 1), by medal blocker 404 being activated to block the flow path to the medal chute MS, causing the medal to pass through a flow path different from the normal flow path (in this case the flow path that returns to the payout outlet MO) even though the flow path of the medal has been switched (Type 2), or by a certain or greater difference between the number of medals that pass through the medal selector SC and the number of medals that pass through the medal chute MS (Type 3).
[0107] The first type of abnormal insertion error is detected when the insertion detection sensor 401 in the medal selector SC continues to be in the on state (signal state detecting the presence of a medal) for a certain period (approximately 532 ms) or more. When the signal state of the insertion detection sensor 401 is in the on state, the main error detection means 104 measures time using a first abnormal insertion error detection timer provided in the main storage means 106, and when the signal state of the insertion detection sensor 401 remains in the on state for a certain period or more according to the timing information of the first abnormal insertion error detection timer, it determines that an abnormal insertion error has occurred and sets an abnormal insertion error detection flag in the main storage means 106.
[0108] The second type of abnormal insertion error is detected when the second medal passage sensor 403 detects a medal passing through the medal selector SC and flowing toward the medal chute MS after the medal blocker 404 is activated. When the medal blocker 404 is activated and the signal state of the second medal passage sensor 403 is in the on state, the main error detection means 104 assumes that an abnormal insertion error has occurred and sets an abnormal insertion error detection flag in the main storage means 106. However, in the gaming machine of this embodiment, a non-monitoring period (about 270 ms) is provided for determining the occurrence of the second type of abnormal insertion error, and the main error detection means 104 measures time using a non-monitoring timer for abnormal insertion provided in the main storage means 106 based on the activation of the medal blocker 404, and when the non-monitoring period has elapsed, checks the signal state of the second medal passage sensor 403 to determine the occurrence of an abnormal insertion error.
[0109] The third type of abnormal insertion error is detected when, during a certain period (approximately 1490 ms) after an inserted medal has passed through first medal passing sensor 402 and second medal passing sensor 403 in the correct order, the difference between the number of medals detected to have passed through first medal passing sensor 402 and second medal passing sensor 403 in the correct order and the number of times the signal state of chute sensor 305 has turned on (a signal state detecting the presence of a medal) is not within a specified range (for example, -8 to 7), or when, during a certain period (approximately 1490 ms) after an inserted medal has passed through first medal passing sensor 402 and second medal passing sensor 403 in the correct order, the difference between the number of medals detected to have passed through first medal passing sensor 402 and second medal passing sensor 403 in the correct order and the number of times the signal state of chute sensor 305 has turned on (a signal state detecting the presence of a medal) is a specified number (for example, 5) or more. When the signal states of the first medal passing sensor 402 and the second medal passing sensor 403 are off and the signal state of the chute sensor 305 is on, the main error detection means 104 keeps time using a second abnormal insertion error detection timer provided in the main memory means 106, and monitors the difference between the number of medals detected by a chute counter provided in the main memory means 106 to have passed through the first medal passing sensor 402 and the second medal passing sensor 403 in the correct order and the number of times the signal state of the chute sensor 305 has turned on, and if this difference satisfies the above condition, it determines that an abnormal insertion error has occurred and sets a abnormal insertion error detection flag in the main memory means 106.
[0110] When any error detection flag is set in the main storage means 106, the main error management means 105 performs an error wait process to wait for a predetermined release operation to be performed, and in this error wait process, the main error detected by the main error detection means 104 is notified by the first main display DS1, and a release process is performed to clear the error detection flag, etc., based on the predetermined release operation being performed. Note that in this embodiment, while the error wait process is being performed by the main error management means 105, the main loop process in the game control means 102 is interrupted, and the main loop process is resumed after the release process for the main error that has occurred is completed.
[0111] Specifically, when a main error is detected by the main error detection means 104 and an error detection flag corresponding to the detected main error is set in the main memory means 106, the main error management means 105 sets an error code corresponding to the type of the error detection flag in the error wait processing, and causes the first main display DS1 to display the set error code.
[0112] In the gaming machine of this embodiment, as shown in Fig. 6, error codes E1 to E6 and E9 are assigned corresponding to various main errors, and when the backflow error detection flag is set, "E1" is displayed on the first main display DS1, when the empty error detection flag is set, "E2" is displayed on the first main display DS2, when the payout jam error detection flag is set, "E3" is displayed on the first main display DS1, when the payout abnormality error detection flag is set, "E4" is displayed on the first main display DS1, when the over error detection flag is set, "E5" is displayed on the first main display DS1, when the retention error detection flag is set, "E6" is displayed on the first main display 306, and when the insertion abnormality error detection flag is set, "E9" is displayed on the first main display DS1. If multiple types of error detection flags are set in the main storage means 106, the error code corresponding to the error detection flag detected earliest among them is displayed on the first main display DS1. However, it is also possible to set priorities for the error codes in advance, and display the error code with the highest priority on the first main display DS1.
[0113] Furthermore, in the error wait process, the main error management means 105 accepts pressing of the setting change button SB as a release operation, and when a signal is input from the setting change switch 301 by this release operation, it determines that a release operation has been performed, and performs a release process to clear (erase) error-related information such as the detection flag and timer timing information stored in the main storage means 107, as shown in Fig. 7. Note that in the error wait process, after an error code is displayed on the first main display 306, a timer wait process is performed using an error wait timer provided in the main storage means 106, and a release operation is accepted after the period during which the timer wait process is being performed (approximately 108 ms) has elapsed.
[0114] In this embodiment, when a specified error is detected by the main error detection means 104, the main error management means 105 performs a release process corresponding to the detected main error based on the fact that a release operation has been performed, and also performs a release process corresponding to other main errors associated with the main error that has occurred, regardless of whether or not other main errors that are predetermined as errors related to the detected main error have occurred.
[0115] First, when a backflow error is detected by the main error detection means 104, the main error management means 105 performs a cancellation process corresponding to the backflow error based on the fact that a cancellation operation has been performed, and also performs a cancellation process corresponding to the input abnormality error and the retention error.
[0116] In addition, when a retention error is detected by the main error detection means 104, the main error management means 105 performs a release process corresponding to the retention error based on the fact that a release operation has been performed, and also performs a release process corresponding to an input abnormality error.
[0117] In this manner, in this embodiment, when a main error is detected, the detected main error is notified through the first main display 306, and the cancellation of the main error that has occurred can be prompted, and when a cancellation operation is performed in the error wait process that is called by the occurrence of a main error, a cancellation process corresponding to the main error is performed. In particular, in this embodiment, main errors are continuously detected even in a situation where the execution of the cancellation process corresponding to the detected error is waiting in the error wait process, so there is a possibility that another main error will be detected accompanying the work of removing the cause of the occurring main error. However, when a cancellation operation is performed by a staff member of the game arcade or the like, the cancellation process corresponding to the main error that was initially detected is performed, and the cancellation process for other main errors that are predetermined as errors related to the detected main error is also performed regardless of whether other main errors have occurred, so that it is possible to reduce the effort required for canceling an error.
[0118] In this embodiment, information is transmitted from the main control unit 10 to the sub-control unit 20 by sending commands via serial communication, and the information contained in the commands transmitted from the main control unit 10 to the sub-control unit 20 includes setting values, game status, number of medals inserted and paid out, results of internal lottery, signal status of various switches, contents of reel stop control, results of winning determination, and information related to main errors that have occurred.
[0119] In particular, in this embodiment, when a main error occurs, the main control unit 10 transmits to the sub-control unit 20 an error occurrence command corresponding to the error type for which the error detection flag is set or an error release command indicating that a release operation has been performed on the setting change button SB, and when the signal state of the door opening / closing switch 302 has changed, a door open command is transmitted to the sub-control unit 20 based on the change in the signal state from an off state (a signal state indicating that the front door FD is closed) to an on state (a signal state indicating that the front door FD is open), and a door close command is transmitted to the sub-control unit 20 based on the change in the signal state from an on state to an off state. In this embodiment, even if the front door FD is open, this is not treated as a main error in itself, and the main loop process can be continued unless another main error occurs. In addition, in this embodiment, control is also performed to periodically transmit a disconnection monitoring command from the main control unit 10 to the sub-control unit 20 at predetermined intervals (for example, every 15 ms).
[0120] The main power interruption recovery means 107 performs a process (main power interruption recovery process) for recovering the main control unit 10 in response to power-on. In this embodiment, the main power interruption recovery means 107 has a function of backing up the state of the main control unit 10 in the main storage means 106 when the power is turned from on to off (hereinafter referred to as power interruption), and the main power interruption recovery means 107 checks the data backed up in the main storage means 106 when the power is turned on (when the power is turned from off to on) and judges whether it is normal or abnormal. If it is judged that the backed up data is normal, it performs a main power interruption recovery process for recovering various devices controlled by the main control unit 10 to the state immediately before the power interruption. In this embodiment, as the main power interruption recovery process, for example, a process is performed to recover the display contents of the first main display DS1 and the second main display DS2 to the state immediately before the power interruption.
[0121] Next, a description will be given of the sub-controller 20. The sub-controller 20 includes a performance control means 201, a sub-error detection means 202, a sub-error management means 203, a sub-storage means 204, and a sub-power interruption recovery means 205.
[0122] The performance control means 201 controls performances using the display unit 501 (e.g., liquid crystal display LCD), the speaker SP, and the lamp unit 503 (e.g., outer perimeter lamp AL, etc.) based on the performance data stored in the sub-storage means 202. For example, in response to the insertion of a medal, the operation of the 1 BET button B0A, the MAX BET button B0B, the start lever SL, the stop buttons B1 to B3, or the occurrence of a game event such as a change in the game state, the performance control means 201 controls the execution of performances to liven up the game or to assist the game, depending on the progress of the game, by lighting or blinking lamps or LEDs, changing the display content of the liquid crystal display LCD, or outputting sounds from the speaker SP.
[0123] When the presentation state is the AT state, the presentation control means 201 controls the liquid crystal display LCD and the speaker SP to execute a winning assistance presentation that notifies the player of a correct operation mode when a specific winning mode is won and assists in the winning of a specific minor role.
[0124] In addition, when playing in the CZ state or the AT state, the presentation control means 201 controls the execution of a remaining number display presentation that displays the remaining number of times to be played until the CZ state or the AT state ends on the liquid crystal display LCD. In the remaining number display presentation, when the count information of the number of times played in the CZ state or the count information of the number of AT games is updated by playing, the display content is changed so that the remaining number of times to be played also decreases to reflect the update of the count information.
[0125] Also, when playing in the normal presentation state, the presentation control means 201 controls the execution of a CZ point display presentation that displays the accumulated status of CZ points on the liquid crystal display LCD. In the CZ point display presentation, when the CZ points change as a result of playing the game, the display content is changed so that the displayed value of the CZ points increases to reflect the change in the CZ points.
[0126] In addition, when transitioning to the CZ state, the presentation control means 201 controls the liquid crystal display LCD to execute a notification mode selection presentation that allows the selection of the notification mode of the AT win in the CZ state. In this embodiment, at the start of the first play in the CZ state, the AT win notification mode can be selected from four types: the first notification mode (symbol notification), the second notification mode (complete notification), the third notification mode (continuous performance notification), and the fourth notification mode (post notification).
[0127] The first notification mode is a notification mode that suggests that a specific symbol combination (for example, a seven-match symbol combination) may be displayed when the first reel R1 to the third reel R3 stop if a predetermined winning pattern is obtained in the internal lottery, and allows the player to know that the AT has been won when the specific symbol combination is displayed. The second notification mode is a notification mode that definitely notifies the player that the AT has been won in a game in which the AT has been won in the CZ state. The third notification mode is a notification mode that notifies the player that the AT has been won based on the result of a continuous performance executed over multiple games in the CZ state. The fourth notification mode is a notification mode that notifies the player whether the AT has been won in the CZ state in the final game in the CZ state.
[0128] In this embodiment, on the display screen of the notification mode selection performance, images of each character, character A corresponding to the first notification mode, character B corresponding to the second notification mode, character C corresponding to the third notification mode, and character D corresponding to the fourth notification mode, are displayed on the liquid crystal display LCD, and the selected character is displayed emphasized compared to non-selected characters. In the notification mode selection performance, the selected character is changed in response to an input signal from performance selection switch 504 which is operated every time performance button BE is pressed, and the selected character is changed so that characters A to D are circulated in a predetermined order, such as character A → character B → character C → character D → character A →...
[0129] More specifically, a notification control variable is assigned to each of the first to fourth notification modes, with "0" assigned to the first notification mode, "1" assigned to the second notification mode, "2" assigned to the third notification mode, and "3" assigned to the fourth notification mode. When the performance button BE is pressed during the execution of the notification mode selection performance, the performance control means 201 changes the notification control variable stored in the sub-storage means 206 in a cyclical order of "0" → "1" → "2" → "3" → "0" → "1" → ... each time it detects an input signal from the performance selection switch 504. In this embodiment, in response to the change in the notification control variable stored in the sub-storage means 206, the character corresponding to the current notification control variable is displayed in an emphasized manner on the display screen of the liquid crystal display LCD. For example, when the notification control number stored in the sub-storage means 206 is "1", it is determined that the notification mode is the second notification mode, and the character B corresponding to the second notification mode is displayed in an emphasized manner more than the characters A, C, and D.
[0130] In this embodiment, the notification mode is determined by the game start operation on the start lever SL in the first play in the CZ state, and the presentation control means 201 executes control regarding the notification of the AT win in the CZ state in the notification mode corresponding to the character selected at the time the game start operation is performed. Specifically, when the game start operation is performed on the start lever SL in the first play in the CZ state, a command notifying that the game start operation has been performed is transmitted from the main control unit 10 to the sub-control unit 20, and the presentation control means 201 controls the execution of the presentation in the CZ state according to the notification control variable stored in the sub-storage means 206 at the time the command notifying that the game start operation has been performed is received. For example, if the notification control variable is "2" at the time the command notifying that the game start operation has been performed is received, the AT win in the CZ state is notified in the third notification mode.
[0131] The presentation control means 201 maintains the notification control variables stored in the sub-storage means 206 under a predetermined condition, and performs control to initialize the notification control variables when the initialization condition is satisfied. Specifically, the notification control variables stored in the sub-storage means 206 are initialized when the game machine is restored from a power outage state by power-on or the like, when the game machine is started in a setting change mode, or when the game machine is shifted to a standby state. In this embodiment, the notification control variables from "0" to "3" have an initial value of "0", and when the notification control variables are initialized, the notification control variables are set to "0". In this manner, in this embodiment, the notification control variables are held in the sub-storage means 206 unless the above-mentioned initialization condition is satisfied, so that when the notification mode selection presentation is executed in the first game in the CZ state, the selection result of the previous notification mode is reflected on the display screen of the liquid crystal display LCD based on the notification control variables held in the sub-storage means 206. For example, if character B was selected during the previous notification mode selection performance and the execution control of the CZ state performance was performed in accordance with the second notification mode, if the notification control variable is maintained until the transition to a new CZ state, a display screen showing the situation in which character B was initially selected will be generated and output to the liquid crystal display LCD in the notification mode selection performance for the first play of the newly started CZ state.
[0132] In this embodiment, even if the power is restored from a power failure state, if the presentation state is the CZ state, the notification control variable is not initialized, and the notification control variable immediately before the power failure is controlled to be held. In this embodiment, the presentation control means 201 can set a non-standby state and a standby state, and when an operation related to the progress of the game (such as an insert operation, a game start operation, or a stop operation) is not performed within a predetermined time (for example, within 60 seconds) in the non-standby state, the presentation control means 201 controls to transition to the standby state, and when an operation related to the progress of the game is performed in the standby state, the presentation control means 201 stops the timing of the timer that manages the transition to the standby state in the non-standby state and does not allow the transition to the standby state. Even if the timer that manages the transition to the standby state is timed in the CZ state, even if the transition condition to the standby state is satisfied, the timer may be treated as invalid and control may be performed to maintain the non-standby state.
[0133] In this embodiment, the MAX BET lamp 604 built into the MAX BET button B0B notifies whether or not the insertion operation can be accepted, and is controlled so that the MAX BET lamp 604 is turned on when the insertion of medals is accepted in the main loop processing of the main control unit 10, and is turned off when the insertion of medals is not accepted. In this embodiment, the backlight unit LU illuminates the symbol display position of each reel with the backlight unit LU at least when the reels are rotating in the main loop processing of the main control unit 10, thereby ensuring the visibility of the symbols arranged on each reel, and the backlight unit LU is controlled so as to be turned off or blink at predetermined times such as when the reels stop or when a winning combination is achieved.
[0134] The content of the effects executed in the game is determined in response to a command sent from the main control unit 10 in response to the game state, the effect state, the result of the internal lottery, etc., by using the effect selection table stored in the sub-storage means 204. In this embodiment, image data stored in the ROM area of the sub-storage means 204 is read into an image buffer provided in the sub-storage means 204, and an image based on the image data read into the image buffer is output to the liquid crystal display LCD, and sound data stored in the ROM area of the sub-storage means 204 is read into a sound buffer provided in the sub-storage means 204, and a sound based on the sound data read into the sound buffer is output from the speaker SP.
[0135] The sub-error detection means 202 detects a sub-error by determining whether an error detection condition is met based on the door open command and the disconnection monitoring command sent from the main control unit 10, and identifying the sub-error that has occurred based on whether the error detection condition is met. Note that in this embodiment, even after detecting any of the sub-errors (a state in which an error release command from the main control unit 10, which will be described later, is waiting to be received), the sub-error detection means 202 continues to periodically detect each sub-error by timer interrupt processing.
[0136] In this embodiment, the sub-error detection means 202 detects door opening / closing errors and communication errors, as shown in FIG.
[0137] (1) Door open error The door open error is a sub-error caused by the front door FD being open, and is detected when a certain period (about 48 ms) has elapsed since receiving a door open command indicating that the signal state of the door open / close switch 302, which is activated when the front door FD is opened, has changed to an on state (a signal state indicating that the front door FD is open). In a situation where the door open command has been received, the sub-error detection means 202 measures time using a door open error detection timer provided in the sub-storage means 204, and when the certain period has elapsed according to the time measurement information of the door open error detection timer, it is deemed that a door open error has occurred and a door open error detection flag is set in the sub-storage means 204.
[0138] (2) Communication error A communication error is a sub-error caused by a communication failure due to a disconnection of the communication cable between the main board MAIN and the sub board SUB, and is detected when a certain period (e.g., 20 ms) has passed since receipt of a disconnection monitoring command periodically transmitted from the main control unit 10. Upon receipt of the disconnection monitoring command, the sub-error detection means 202 resets a communication error detection timer provided in the sub-storage means 204 and starts timing, and when the timing information of the communication error detection timer indicates that a certain period has passed, it sets a communication error detection flag in the sub-storage means 204.
[0139] Furthermore, when the sub-error detection means 202 receives an error occurrence command sent from the main control unit 10, it sets in the sub-storage means 204 an error detection flag corresponding to the main error specified by the error occurrence command.
[0140] When an error detection flag is set in the sub-storage means 204, the sub-error management means 203 performs an error notification process for determining an error to be notified and controlling the performance device in a performance mode corresponding to the error, and waits for an error release command or a door close command to be sent from the main control unit 10. In this error notification process, the error to be notified is notified, and a recovery process is performed for clearing the error detection flag etc. set in the sub-storage means 204 based on the establishment of a recovery condition, and restoring the state of the performance device to the original state. Note that in this embodiment, since no information is sent from the sub-control unit 20 to the main control unit 10, the occurrence of a sub-error does not affect the progress of the main loop process in the game control means 102, and the game control means 102 can continue the main loop process even in a situation where a sub-error has occurred if a main error has not occurred.
[0141] In this embodiment, when an error detection flag corresponding to a sub-error is set in the sub-storage means 204, the sub-error management means 203 sets an error code corresponding to the type of error detection flag and displays the set error code on the sub-display DS3.
[0142] Specifically, as shown in Fig. 8, error codes E8 and EF are assigned to various sub-errors, and when the door open error detection flag is set, "E8" is displayed on the sub-display DS3, and when the communication error detection flag is set, "EF" is displayed on the sub-display DS3. Note that when both the door open error detection flag and the communication error detection flag are set in the sub-storage means 204, the error code corresponding to the communication error detection flag with the higher priority is displayed on the sub-display DS3.
[0143] In addition, while error wait processing is being executed, the sub-error management means 203 determines which errors to notify for various errors corresponding to the error detection flags set in the sub-storage means 204 in the following priority order: door open error < main error < communication error, and notifies the error with the highest priority order via the outer perimeter lamp AL, speaker SP, etc.
[0144] Specifically, when a door opening error occurs but no main error or communication error occurs, the door opening error is determined as the error to be notified; when an error occurrence command corresponding to the main error is received, the main error identified by the error occurrence command received first is determined as the error to be notified; when an error occurrence command corresponding to the main error is received and a door opening error detection flag is set in the sub-storage means 204, the main error identified by the received error occurrence command is determined as the error to be notified in priority to the door opening error; and when a communication error detection flag is set in the sub-storage means 204, the communication error is determined as the error to be notified in priority to other errors.
[0145] In this embodiment, as shown in FIG. 9, four notification patterns are set according to the error type.
[0146] For example, if the error to be notified is a backflow error, a dispensing error, or an abnormal deposit error, a main error notification process is executed in which the outer perimeter lamp AL and the lower panel lamp DPL are turned on, the MAX bed lamp 604 and the backlight unit LU are turned off, and a warning sound A is sounded while a message A stating "Please call an attendant" is output by the speaker SP.
[0147] Also, for example, if the error to be notified is an empty error, a dispensing jam error, an over error, or a backlog error, the outer perimeter lamp AL and the lower panel lamp DPL are flashed, the MAX bed lamp 604 and the backlight unit LU are turned off, and a main error notification process is executed in which a warning sound B is sounded while a message A saying "Please call an attendant" is output by the speaker SP, and the content of the error is displayed on the liquid crystal display LCD.
[0148] For example, if the error to be notified is a door open error, the outer periphery lamp AL and the lower panel lamp DPL are blinked, the backlight unit LU is turned off, and a warning sound B is sounded while a message B "The door is open" is output by the speaker SP, and the error content is displayed on the liquid crystal display LCD. If a door open error occurs but a main error does not occur, the main control unit 10 can proceed with the main loop process, so the MAX bed lamp 604 is controlled to be turned on depending on the progress of the main loop process. In this embodiment, if the door open error is the object to be notified, the recovery process is not performed until a predetermined period (about 2 seconds) has elapsed since the door close command was received, so the error notification process continues even after the front door FD is closed.
[0149] Also, for example, if the error to be notified is a communication error, the peripheral lamp AL and the lower panel lamp DPL are blinked, the backlight unit LU is turned off, and a warning sound B is sounded while a message A saying "Please call an attendant" is output by the speaker SP, and the content of the error is displayed on the liquid crystal display LCD. Note that if a communication error occurs but no main error occurs, the main control unit 10 is able to proceed with the main loop process, so the MAX bed lamp 604 is controlled to light depending on the progress of the main loop process.
[0150] In addition, when the sub-error management means 203 receives an error release command from the main control unit 10 while a main error notification process is being executed due to receiving an error occurrence command from the main control unit 10, it clears (erases) main error related information such as detection flags stored in the sub-storage means 204, as shown in Figure 10, and performs recovery processing to restore the state of the performance device to its original state.
[0151] In addition, in the error wait processing executed when a door open error occurs, the sub-error management means 203 clears (deletes) the detection flag related to the door open error and the timer timing information, etc., with the elapse of a predetermined period (e.g., 2 seconds) since receiving a door close command from the main control unit 10 as the recovery condition, and performs recovery processing to restore the state of the performance device to its original state.
[0152] In this embodiment, the communication error can be recovered from only by initializing the sub-storage means 204 when the power is restored, and the error management means 203 continues the communication error notification process and maintains the state of notifying the communication error until the power supply to the gaming machine is cut off. However, if the disconnection situation is not resolved even if the communication error is temporarily released by the power restoration, the sub-error detection means 202 will detect the communication error again due to poor reception of the disconnection monitoring command from the main control unit 10.
[0153] The sub-power interruption recovery means 205 performs processing (sub-power interruption recovery processing) for recovering the sub-controller 20 in response to power-on. In this embodiment, the sub-power interruption recovery means 205 has a function of backing up the state of the sub-controller 20 in the sub-storage means 204 when the power is turned from on to off (hereinafter referred to as power interruption), and the sub-power interruption recovery means 205 checks the data backed up in the sub-storage means 204 when the power is turned on (when the power is turned from off to on) and judges whether the data is normal or abnormal. If it is judged that the backed up data is normal, it performs sub-power interruption recovery processing for recovering various devices controlled by the sub-controller 20 to the state immediately before the power was interrupted.
[0154] In this embodiment, due to the relationship between the start-up voltages of the main control unit 10 and the sub-control unit 20, the sub-control unit 20 starts up at an earlier stage than the main control unit 10. In other words, when the gaming machine is powered on, the sub-control unit 20 starts up before the main control unit 10, creating a situation in which it waits to receive a command from the main control unit 10.
[0155] The sub power interruption recovery means 205 controls the upper panel lamp UPL to start operating before the main display (first main display DS1 and second main display DS2) and the outer periphery lamp AL and the lower panel lamp DPL to start operating after the main display (first main display DS1 and second main display DS2) when the power of the gaming machine is turned on with the front door FD open. That is, in this embodiment, when the power of the gaming machine is turned on with the front door FD open, the outer periphery lamp AL and the lower panel lamp DPL start operating after the upper panel lamp UPL, and the outer periphery lamp AL and the lower lamp panel DPL operate in an operating mode that notifies that the front door FD is open. The operating mode of the upper panel lamp UPL does not change depending on whether the front door FD is opened or closed, and when the sub-control unit 20 is started by turning on the power of the gaming machine and the LED unit built in the upper panel lamp UPL is energized, the upper panel lamp UPL maintains its lit state regardless of whether the front door FD is opened or closed.
[0156] The functional block configuration of this embodiment can also be applied to a computer system (including a game system). In these systems, the function of the game control means 100 of this embodiment can be realized by downloading a program that causes a computer to function as the game control means 100 of this embodiment from an information storage medium such as a CD or DVD or a Web server on the Internet via a network. In the above computer system, the 1 bet switch 307, the MAX bet switch 308, the start switch 309, the stop switch 311, etc. can be realized by virtually allocating their functions to operation means such as a keyboard, a pointing device (such as a mouse), a touch panel, or a controller. In the above computer system, the reel unit 310, the hopper unit HP, etc. are not essential components, and these units can virtually realize their functions by controlling the images displayed and output on the display.
[0157] 2. Method of the Present Invention Various control methods employed in the gaming machine of this embodiment will be specifically described below with reference to the flowcharts shown in FIGS.
[0158] FIG. 11 is a flowchart showing a main loop process for controlling the progress of a game in the gaming machine of this embodiment.
[0159] First, a deposit acceptance process is performed to accept the insertion of medals required for playing a game (step S100). In the deposit acceptance process, the player inserts medals into the medal insertion slot MI, and the inserted medals are set to an inserted state. When the player presses the 1 bet button B0A or the MAX bet button B0B, the bet switch 308 is activated, and the medals credited in advance to the gaming machine are set to an inserted state. In addition, if a replay is won in the previous game, the gaming machine automatically sets the same number of medals as in the previous game to an inserted state without requiring the medals in the player's possession. Then, when the specified number of medals (e.g., 3 medals) set as the game start condition is inserted (Y in step S101), the machine waits for the start lever SL to be pressed (step S102). Note that the sub-control unit 20 performs the deposit acceptance process, and turns on the MAX bet lamp 604 while the insertion of medals is being accepted, and turns off the MAX bet lamp 604 when the specified number of medals is inserted. In addition, if the reel backlight unit LU has been turned off due to the game performance in the previous game, the sub-control unit 20 will relight the reel backlight unit LU that has been turned off in response to the insertion of a medal or the operation of inserting the 1 bet button B0A or the MAX bet button B0B.
[0160] When the player presses the start lever SL and the start switch 230 is actuated (Y in step S102), an internal lottery is performed (step S103), and a drive pulse is supplied to the stepping motor that drives the first reel R1 to the third reel R3, and the rotation drive of each reel is started (step S104). In the internal lottery, the random number acquired with the actuation of the start switch 309 is compared with an internal lottery table that is selected according to the game state to determine whether the winning combination is a win or not, and the flag of the winning combination (winning combination) is set to a winning state.
[0161] When the rotation speed of each reel reaches a predetermined speed (Y in step S105), operation of the stop buttons B1 to B3 is enabled (step S106), and reel stop control is performed to stop the spinning reel in response to pressing of the stop button (steps S107 to S109).
[0162] Specifically, when a player presses a stop button (Y in step S107), the operation of the pressed stop button is disabled, the stopping position of the spinning reel corresponding to the pressed stop button is determined, and the reel is stopped by supplying a full-phase excitation drive pulse to the stepping motor that drives the spinning reel corresponding to the pressed stop button (step 108).
[0163] Then, when all the reels have stopped (Y in step S109), a winning determination process is performed based on the stopped state of each reel (step S110). In this embodiment, whether or not the winning combination has won a prize is determined based on whether or not a symbol combination indicating a winning form of the prize is displayed on the pay line L1. Then, if it is determined that the prize has won a prize as a result of the winning determination process (Y in step S10), a winning process according to the winning prize is performed, and the series of processes ends (step S111).
[0164] FIG. 12 is a flowchart showing the error wait process in the main control unit 10 that is called when the occurrence of a main error is detected.
[0165] First, when an error detection flag is set in the main memory means 106 (Y in step S200), the state of the first main display 306 is saved to a save buffer provided in the main memory means 106 (step S201), and then an error code corresponding to the type of error detection flag is set (step S202), and the set error code is displayed on the first main display DS1 to notify the occurrence of an error and the content of the error that has occurred (step S203).
[0166] When an error notification is issued, an error wait timer is set in the main memory means 106 (step S204), and timer wait processing is performed until the error wait timer times out after measuring a predetermined period (approximately 107 ms) (step S205), after which the acceptance of a release operation begins (step S206).
[0167] In this embodiment, when the setting change button SB is pressed and the signal state of the setting change switch 301 becomes ON, it is determined that a release operation has been performed (Y in step S206), and an error release process is performed (step S207). Then, when the error release process is completed, the state of the first main display DS1 is returned to the original state, and the series of processes is terminated (step S208).
[0168] FIG. 13 is a flowchart showing the release process called in the error wait process in the main control unit 10 when any of the main errors, such as a backflow error, a dispensing abnormality error, a retention error, or a feeding abnormality error, occurs.
[0169] First, if the error code set in step S202 of the error wait processing is "E1" (backflow error) or "E6" (stagnation error) (Y in step S300 or Y in step S301), the following is performed: an insertion abnormality error release process (step S304) that clears the first insertion abnormality error detection timer, the second insertion abnormality error detection timer, the chute counter, the insertion abnormality non-monitoring timer, and the insertion abnormality error detection flag, a retention error release process (step S306) that clears the retention error detection timer and the retention error detection flag, and a backflow error release process (step S307) that clears the backflow error detection flag, and then the error detection results including the error code are cleared (step S308).
[0170] In this manner, in this embodiment, when a backflow error is detected, a release process corresponding to the backflow error is performed based on the fact that a release operation has been performed during error wait processing, and release processes corresponding to the abnormal insertion error and the retention error are also performed. Therefore, according to this embodiment, even if an abnormal insertion error or retention error is detected in conjunction with the work of removing the cause of a backflow error occurring in the medal flow path, the release process for the abnormal insertion error and the retention error is also performed in conjunction with the release process for the backflow error, so that it is possible to avoid the trouble of releasing the errors.
[0171] In addition, in this embodiment, when a retention error is detected, a release process corresponding to the retention error is performed based on the fact that a release operation has been performed during error wait processing, and a release process corresponding to the insertion abnormality error is also performed. Therefore, according to this embodiment, even if an insertion abnormality error is detected in association with the work of removing the cause of a retention error occurring near the insertion port MI, the release process for the insertion abnormality error is also performed in association with the release process for the retention error, so that it is possible to avoid the trouble of releasing the error.
[0172] Furthermore, if the error code is "E4" (dispensing abnormality error) (Y in step S302), a dispensing abnormality error cancellation process (step S305) is performed to clear the dispensing abnormality error detection timer and the dispensing abnormality error detection flag, a retention error cancellation process (step S306) is performed to clear the retention error detection timer and the retention error detection flag, and a backflow error cancellation process (step S307) is performed to clear the backflow error detection flag, and then the error detection results including the error code are cleared (step S308).
[0173] Furthermore, if the error code is "E9" (insertion abnormality error) (N in step S303), an insertion abnormality error release process (step S304) is performed to clear the first insertion abnormality error detection timer, the second insertion abnormality error detection timer, the chute counter, the insertion abnormality non-monitoring timer, and the insertion abnormality error detection flag, a retention error release process (step S306) is performed to clear the retention error detection timer and the retention error detection flag, and a backflow error release process (step S307) is performed to clear the backflow error detection flag, and then the error detection results including the error code are cleared (step S308).
[0174] In this embodiment, when any of the first, second, or third type of abnormal insertion error is detected, a common release process is performed to deal with all of them based on the fact that a release operation was performed during error wait processing. In this way, the first type of abnormal insertion error occurring near the insertion slot MI and the second and third types of abnormal insertion errors occurring in the medal flow path are treated as one error group, considering them to be mutually related errors, and in a situation where the occurrence of any of the errors is detected, a release process is performed including errors that may occur in conjunction with the line that removes the cause, so that it is possible to reduce the effort required for error release.
[0175] Furthermore, if the error code is not "E1," "E4," "E6," or "E9" (Y in step S303), a retention error release process (step S306) is performed to clear the retention error detection timer and the retention error detection flag, and a backflow error release process (step S307) is performed to clear the backflow error detection flag, and then the error detection result including the error code is cleared (step S308).
[0176] In this embodiment, the empty error (error code E2), dispensing jam error (error code E3), and over error (error code E5) are individually released. However, when a release process is performed for a dispensing abnormality error, a release process may also be performed for a dispensing jam error, and when a release process is performed for a dispensing jam error, a release process may also be performed for a dispensing abnormality error. For errors that monitor the same sensor when an error is detected, the same sensor may be monitored and when one release process is performed for the other error, the errors may be regarded as related errors.
[0177] FIG. 14 is a flowchart showing the process of error detection in the sub-controller 20 in relation to the occurrence of a main error.
[0178] When an error occurrence command transmitted from main control unit 10 is received (Y in step S400), an error detection flag corresponding to the error type of the main error included in the error occurrence command is set (step S401).
[0179] FIG. 15 is a flowchart showing the process for detecting an error in the sub-controller 20 in relation to a door opening error.
[0180] When a door open command sent from the main control unit 10 is received (Y in step S500), the door open error detection timer starts timing (step S501), and when the timing information of the door open error detection timer times out (Y in step S502), it is determined that a door open error has occurred and a door open error detection flag is set (step S503).
[0181] FIG. 16 is a flowchart showing the process of error detection in the sub-controller 20 in relation to a communication error.
[0182] In the sub-controller 20, a communication error detection timer measures the reception interval of the disconnection monitoring command periodically transmitted from the main controller 10, and when the communication error detection timer is not counting up (N in step S600), if the disconnection monitoring command is received from the main controller 10 (Y in step S601), the time counting information of the communication error detection timer is reset and the time counting is restarted (step S602). Then, when the communication error detection timer times up (Y in step S600), it is determined that a communication error has occurred and a communication error detection flag is set (step S603).
[0183] 17 is a flowchart showing the process of determining which errors are to be notified in the sub-controller 20. In this embodiment, the occurrence of errors is periodically checked in the order of communication error, main error, and door open error, and the errors to be notified are determined in the following priority order: communication error > main error > door open error.
[0184] Specifically, first, it is checked whether a communication error has occurred based on whether a communication error detection flag is set in the secondary storage means 204 (step S700), and if it is determined that a communication error has occurred (N in step S700), the communication error is set as a notification target (step S703).
[0185] Next, if no communication error has occurred (Y in step S700), a check is made to see if a main error has occurred based on whether an error detection flag corresponding to any of the main errors has been set in the secondary storage means 204 (step S701). If it is determined that any of the main errors has occurred (N in step S701), the main error corresponding to the error detection flag set in the secondary storage means 204 is set as the target for notification (step S704).
[0186] Finally, if a main error has not occurred (Y in step S701), a check is made as to whether or not a door opening error has occurred based on whether or not a door opening error detection flag has been set in the secondary storage means 204 (step S702), and if it is determined that a door opening error has occurred (N in step S702), the door opening error is set as an object to be notified (step S704).
[0187] FIG. 18 is a flowchart showing the error notification process in the sub-controller 20 when a main error is to be notified.
[0188] First, the status of all rendering devices is saved in a save buffer provided in the secondary storage means 204 (step S800), and then a main error notification process is executed according to the error type of the main error to be notified (steps S801 to S803).
[0189] For example, if the error type of the main error to be notified is any of the backflow error (E1), abnormal payout error (E4), or abnormal insertion error (E9) (E1, E4, E9 in step S801), the outer perimeter lamp AL and lower panel lamp DPL are turned on, the MAX bet lamp and backlight unit LU are turned off, and a main error notification process is executed in a presentation mode in which a warning sound A and a message A are output from the speaker SP (step S802).
[0190] Also, for example, if the error type of the main error to be notified is any of the empty error (E2), payout jam error (E3), over error (E5), or backlog error (E6) (E2, E3, E5, E6 in step S801), the outer perimeter lamp AL and lower panel lamp DPL are flashed, the MAX bet lamp and backlight unit LU are turned off, a warning sound B and a message A are output from the speaker SP, and the main error notification process is executed in a presentation mode in which the error content is displayed on the liquid crystal display LCD (step S803).
[0191] Then, while the main error notification process is being executed, the process waits for an error reset command from the main control unit 10 (step S804), and when the error reset command is received (Y in step S804), a recovery process is performed (step S805). In the recovery process, information such as an error detection flag related to the main error set in the sub-storage means 204 is cleared, and the state of each performance device is restored to its original state based on the information saved in the save buffer, and the series of processes is terminated.
[0192] FIG. 19 is a flowchart showing the error notification process in the sub-controller 20, in which a door open error is to be notified.
[0193] First, the state of the performance devices other than the MAX BED lamp is saved in a save buffer provided in the sub-storage means 204 (step S900), an error code (E8) corresponding to the door open error to be notified is set and the error code (E8) is displayed on the sub-display DS3 (step S901), and then the outer perimeter lamp AL and the lower panel lamp DPL are blinked, the backlight unit LU is turned off, a warning sound B and a message B are output from the speaker SP, and the door open error notification process is executed in a performance mode in which the error content is displayed on the liquid crystal display LCD (step S902). Note that since the MAX BED lamp is an exempt device from the door open error notification process, the lighting control of the MAX BED lamp is performed in response to a control command sent from the main control unit 10 as the main loop process progresses.
[0194] In the situation where the door open error notification process is being executed, the process waits for a door close command from the main control unit 10 (step S903), and when the door close command is received (Y in step S903), a recovery wait timer is set in the sub-storage means 204 (step S904), and timer wait process is performed until the recovery wait timer times a predetermined period (about 2 seconds) and times out (step S905), and then recovery process is performed (step S906). In the recovery process, information related to the door open error, such as the door open error detection flag and door open error detection timer set in the sub-storage means 204, is cleared, and the state of each performance device is restored to its original state based on the information saved in the save buffer, and the series of processes is terminated.
[0195] FIG. 20 is a flowchart showing the error notification process in the sub-controller 20 when a communication error is to be notified.
[0196] First, the status of the performance devices other than the MAX BETS lamp is saved in a save buffer provided in the sub-storage means 204 (step S1000), an error code (EF) corresponding to the communication error to be notified is set and the error code (EF) is displayed on the sub-display DS3 (step S1001), and then the peripheral lamp AL and the lower panel lamp DPL are blinked, the backlight unit LE is turned off, a warning sound B and a message A are output from the speaker SP, and the communication error notification process is executed in a performance mode in which the error content is displayed on the liquid crystal display LCD (step S1002). Note that since the MAX BETS lamp is an exempt device from the communication error notification process, the lighting control of the MAX BETS lamp is performed in response to a control command sent from the main control unit 10 as the main loop process progresses.
[0197] In this embodiment, a communication error can only be resolved by restoring power, so once a communication error occurs, the state of the presentation device will not return to normal and the state in which a communication error is indicated will continue until the power to the gaming machine is turned off.
[0198] In the gaming machine of the present embodiment, various sensors are provided, and the state of the signal from the sensor determines whether an error condition is satisfied, and the occurrence of an error is detected based on the satisfaction of the error condition, and the function of notifying the occurrence of the error is provided. When the occurrence of an error is thus notified, the gaming machine is in a state where it continuously notifies the occurrence of the error until the error is released, and when the cause of the error is removed by an operator such as a store clerk who operates the gaming facility and a predetermined release operation is performed, a release process corresponding to the generated error is performed and the gaming machine returns to a normal state. Conventionally, a door open error, which is an error caused by a front door that is freely opened and closed on the housing of a gaming machine being open, is treated as an important error item because the state in which the front door is open allows access to various control units built into the housing.
[0199] The front door FD not only serves as a protective measure to prevent players from easily accessing the various control units, but also has an alarm device attached to it that notifies players of various information related to the game. The alarm device attached to the front door FD is also used to notify the occurrence of the errors mentioned above, and is a means for operators to check the situation, so there is a demand for improving the convenience of operators in checking the situation.
[0200] Therefore, in this embodiment, there are upper panel lamps UPL, lower panel lamps DPL, outer perimeter lamps AL, sub-display DS3, and speaker SP, which are controlled by the sub-control unit 20, and the upper panel lamp UPL does not change its operating mode depending on whether the front door FD is opened or closed, while the lower panel lamps DPL, outer perimeter lamp AL, sub-display DS3, and speaker SP have an operating mode that notifies the opening of the front door FD.When the sub-control unit 20 turns on the gaming machine with the front door FD open, it adopts a method of controlling the upper panel lamp UPL to start operating before the main displays (first main display DS1 and second main display DS2) controlled by the main control unit 10, and the lower panel lamps DPL, outer perimeter lamp AL, sub-display DS3, and speaker SP to start operating after the upper panel lamp UPL.
[0201] 21 is a timing chart showing a first embodiment to which the method of the present embodiment is applied. In the first embodiment, the lower panel lamp DPL, the peripheral lamp AL, the sub-display DS3, and the speaker SP start operating after the main display devices (the first main display device DS1 and the second main display device DS2).
[0202] In the gaming machine of this embodiment, when the power is turned on, the front door FD needs to be opened. The state in which the front door FD is open is called the front door open state. When the power of the gaming machine is turned on in the front door open state, the sub-controller 20 starts up before the main controller 10, and waits for the main controller 10 to complete startup in a state in which it can receive commands from the main controller 10.
[0203] Of the sub-display DS3, upper panel lamp UPL, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP controlled by the sub-control unit 20, the upper panel lamp UPL, which is not related to error notification, lights up and begins normal operation at timing T1 immediately after the sub-control unit 20 is started up (for example, approximately 0.5 seconds after power is turned on).
[0204] Subsequently, if the main control unit 10 starts normally and no main error occurs, the main display units (first main display unit DS1 and second main display unit DS2) return to the state they were in immediately before power failure and start normal operation at timing T2 (e.g., about 1.5 seconds after power is turned on) immediately after the main control unit 10 starts. When the main control unit 10 completes starting up, it sends a door open command to the sub-control unit 20, and the sub-control unit 20, having received the door open command, detects a door open error, and at timing T3 (e.g., about 1.8 seconds after power is turned on), the sub-display unit DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP start an error notification operation to notify the opening of the front door FD.
[0205] Thereafter, when the front door FD is closed, a door close command is sent from the main control unit 10, and the sub-control unit 20, which receives the door close command, does not immediately perform recovery processing but maintains the error notification operation of the sub-display DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP for a short time, and at timing T4 when the recovery processing by the sub-control unit 20 is completed (for example, approximately 2 seconds after the door is closed), the sub-display DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP return to the state they were in immediately before power was cut off and begin normal operation.
[0206] In the first embodiment, it is preferable that the difference between the timing T2 and the timing T3 is sufficiently shorter than the difference between the timing T1 and the timing T2. In this way, the normal start-up of the main control unit 10 can be quickly detected by the start of operation of the sub display DS3, the lower panel lamp DPL, the peripheral lamp AL, and the speaker SP.
[0207] 22 is a timing chart showing a second embodiment to which the method of the present embodiment is applied. In the second embodiment, the lower panel lamp DPL, the peripheral lamp AL, the sub-display DS3, and the speaker SP start operating substantially simultaneously with the main display devices (the first main display device DS1 and the second main display device DS2).
[0208] In the second embodiment, as in the first embodiment, when the gaming machine is turned on with the front door open, the sub-control unit 20 starts up before the main control unit 10 and waits for the main control unit 10 to complete startup while being ready to receive commands from the main control unit 10.
[0209] Of the sub-display DS3, upper panel lamp UPL, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP controlled by the sub-control unit 20, the upper panel lamp UPL, which is not related to error notification, lights up and begins normal operation at timing T1 immediately after the sub-control unit 20 is started up (for example, approximately 0.5 seconds after power is turned on).
[0210] Next, if the main control unit 10 starts normally and no main error occurs, at timing T2 after the main control unit 10 starts (e.g., about 1.5 seconds after power-on), the main display units (first main display unit DS1 and second main display unit DS2) return to the state they were in immediately before power was cut off and start normal operation. When the main control unit 10 completes starting up, the main control unit 10 sends a door open command to the sub-control unit 20, and the sub-control unit 20, having received the door open command, detects a door open error, and at timing T2 (e.g., about 1.5 seconds after power-on) approximately simultaneously with the main display units (first main display unit DS1 and second main display unit DS2), the sub-display unit DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP start an error notification operation to notify the opening of the front door FD.
[0211] Thereafter, when the front door FD is closed, a door close command is sent from the main control unit 10, and the sub-control unit 20, which receives the door close command, does not immediately perform recovery processing but maintains the error notification operation of the sub-display DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP for a short time, and at timing T3 when the recovery processing by the sub-control unit 20 is completed (for example, approximately 2 seconds after the door is closed), the sub-display DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP return to the state they were in immediately before power was cut off and begin normal operation.
[0212] In the second embodiment, there may be a very short time lag between the start of operation of the main display (first main display DS1 and second main display DS2) and the start of operation of the sub-display DS3, the lower lamp panel DPL, the peripheral lamp AL, and the speaker SP. Also, it is not necessary for all of the sub-display DS3, the lower panel lamp DPL, the peripheral lamp AL, and the speaker SP to start operation at approximately the same time as the main display (first main display DS1 and second main display DS2). It is sufficient that the device that starts operation earliest among the sub-display DS3, the lower panel lamp DPL, the peripheral lamp AL, and the speaker SP starts operation at approximately the same time as the main display (first main display DS1 and second main display DS2).
[0213] 23 is a timing chart showing a third embodiment to which the method of the present embodiment is applied. In the third embodiment, the lower panel lamp DPL, the peripheral lamp AL, the sub-display DS3, and the speaker SP start operating before the main display devices (the first main display device DS1 and the second main display device DS2).
[0214] The third embodiment can be realized, for example, by configuring the main control unit 10 to send a door open command to the sub-control unit 20 prior to the recovery process of the main display (first main display unit DS1 and second main display unit DS2). Also, for example, the input signal of the door opening / closing switch 302 can be directly input to the sub-control unit 20, so that the sub-control unit 20 can detect a door open error without waiting for a door open command from the main control unit 10, thereby realizing the third embodiment.
[0215] In the third embodiment, as in the first and second embodiments, when the power to the gaming machine is turned on with the front door open, the sub-control unit 20 starts up before the main control unit 10 and waits for the main control unit 10 to complete startup while being ready to receive commands from the main control unit 10.
[0216] Of the sub-display DS3, upper panel lamp UPL, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP controlled by the sub-control unit 20, the upper panel lamp UPL, which is not related to error notification, lights up and begins normal operation at timing T1 immediately after the sub-control unit 20 is started up (for example, approximately 0.5 seconds after power is turned on).
[0217] Next, if the main control unit 10 starts normally and no main error occurs, when the start-up of the main control unit 10 is completed, the main control unit 10 transmits a door open command to the sub-control unit 20, and the sub-control unit 20 that receives the door open command detects a door open error, and at timing T3 (e.g., about 1.2 seconds after power-on), the sub-display DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP start an error notification operation to notify the opening of the front door FD. Meanwhile, at timing T3 after the start-up of the main control unit 10 (e.g., about 1.5 seconds after power-on), the main displays (first main display DS1 and second main display DS2) return to the state they were in immediately before the power failure and start normal operation.
[0218] Thereafter, when the front door FD is closed, a door close command is sent from the main control unit 10, and the sub-control unit 20, which receives the door close command, does not immediately perform recovery processing but maintains the error notification operation of the sub-display DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP for a short time, and at timing T4 when the recovery processing by the sub-control unit 20 is completed (for example, approximately 2 seconds after the door is closed), the sub-display DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP return to the state they were in immediately before power was cut off and begin normal operation.
[0219] In the third embodiment, it is not necessary for all of the sub-display DS3, lower panel lamp DPL, peripheral lamp AL, and speaker SP to start operating before the main display (first main display DS1 and second main display DS2). Some of the devices among the sub-display DS3, lower panel lamp DPL, peripheral lamp AL, and speaker SP may start operating before the main display (first main display DS1 and second main display DS2), and the remaining devices may start operating approximately simultaneously with the main display (first main display DS1 and second main display DS2) or after the main display (first main display DS1 and second main display DS2).
[0220] In this embodiment, the upper panel lamp UPL, which can operate in a normal operating mode regardless of whether the front door FD is open or closed, starts operating earlier than the other devices when the sub-controller 20 is started, and the sub-display DS3, the outer perimeter lamp AL, the lower panel lamp DPL, and the speaker SP, which operate in an error notification mode, wait to receive a command from the main controller 10 and then start an error notification operation in a mode in which they notify of a door open error when the sub-controller 20 receives a door open command.
[0221] Therefore, according to the method of this embodiment, when the power supply to the gaming machine is turned on with the front door FD open, the start of operation of the upper panel lamp UPL allows the operator to quickly detect that the power supply is normal, and the start of operation of the sub-display DS3, the outer perimeter lamp AL, the lower panel lamp DPL, and the speaker SP allows the operator to detect the start of the main control unit 10, improving the convenience of the operator to check the situation. In particular, in this embodiment, although it may be difficult to visually detect the start of operation of the sub-display DS3, the outer perimeter lamp AL, and the lower panel lamp DPL depending on the installation environment of the gaming machine and the work environment, the error notification operation by sound output from the speaker SP provides an environment in which the operator working on the back side of the front door FD can easily detect the error notification operation.
[0222] In addition, in this embodiment, there is a notification mode selection display in the CZ state (an example of a specific control state) that allows the player to select the notification mode (an example of a control condition) for winning the AT, and the result of the notification mode selection can be retained until the next transition to the CZ state, making it possible to execute the notification mode selection display in the next CZ state by reflecting the result of the previous notification mode selection, and a method is adopted in which information related to the selection of the notification mode is initialized when a specified initialization condition is met.
[0223] Specifically, in the notification mode selection performance, characters corresponding to the notification mode selection candidates are displayed on a liquid crystal display LCD (one example of a performance device), and the notification mode is selected by using the performance button BE. In this embodiment, the notification modes are managed by notification control variables stored in the sub-storage means 206, and FIG. 24(A) shows the correspondence between the notification control variables, the notification modes, and the characters. In this embodiment, there are four types of notification modes, the first notification mode to the fourth notification mode, each of which is assigned a unique notification control variable and character, and the notification control variables stored in the sub-storage means 206 can be changed based on the operation of the performance button BE during the execution of the notification mode selection performance.
[0224] FIG. 24(B) shows an example of the execution of the notification mode selection performance, and in the first play in the CZ state, a display screen showing four characters and information on the notification mode corresponding to each character is output to the liquid crystal display LCD. For the initially selected notification mode, the notification control variable stored in the sub-storage means 206 is referenced at the time of transition to the CZ state. For example, if the notification control variable stored in the sub-storage means 206 is "0", a display screen is output in which character A is highlighted compared to characters B, C, and D. When an operation on the performance button BE (an input signal from the performance selection switch 504) is detected during the execution of the notification mode selection performance, the notification control variable stored in the sub-storage means 206 changes so as to circulate in a predetermined order ("0" → "1" → "2" → "3" → "0" →...). In the notification mode selection performance, the four characters are arranged up, down, left, and right, and the selected character (the character corresponding to the notification control variable stored in the sub-storage means 206) is controlled to be arranged in the lower display position among the up, down, left, and right. When the notification control variable stored in the sub-storage means 206 changes in response to an operation on the performance button BE, the position of the four characters is changed counterclockwise in conjunction with the change in the notification control variable, and the display content changes so that the character positioned in the lower display position among the top, bottom, left, and right is highlighted.
[0225] In this embodiment, in the first play in the CZ state, the notification mode regarding the AT win in the CZ state is determined by the game start operation on the start lever SL. Specifically, the AT win is notified based on the notification mode corresponding to the notification control variable stored in the sub-storage means 206 at the time of the game start operation. In this embodiment, the notification control variable stored in the sub-storage means 206 is held unless a predetermined initialization condition is satisfied, and the notification control variable stored in the sub-storage means 206 is not allowed to fluctuate except during the execution of the notification mode selection performance. Therefore, if the initialization condition of the notification control variable is not satisfied until the transition to the next CZ state, the initially selected character is determined according to the notification control variable stored in the sub-storage means 206 at the transition point of the next CZ state, and the notification mode selection performance is executed.
[0226] In this embodiment, when the game machine recovers from a power outage by powering on the game machine, when the game machine is started in setting change mode, or when the game machine transitions to a standby state, the initialization condition is met and the notification control variable stored in the sub-storage means 206 is initialized to the initial value "0".
[0227] When the game machine is restored from a power failure state by turning on the power or the like, the notification control variables stored in the sub-storage means 206 are initialized in the power failure restoration process at the time of starting the sub-control unit 20, and when the game machine is started in the setting change mode, the notification control variables stored in the sub-storage means 206 are initialized in the initialization process in the setting change mode, and when the game machine is transitioned to a standby state, the notification control variables stored in the sub-storage means 206 are initialized in the restoration process when the standby state ends and the game machine returns to a non-standby state. However, in the CZ state, even when the game machine is restored from a power failure state, the notification control variables are not initialized, and the notification control variables immediately before the power failure are retained. In this way, it is possible to avoid the inconvenience of changing the notification mode to a different notification mode from the one selected by the player in the first game in the CZ state. In addition, since the transition to the standby state is not permitted in the CZ state, it is possible to prevent the occurrence of a change in the notification mode that is not intended by the player. In this embodiment, the transition to the standby state is not permitted even in the AT state. Therefore, when the state transitions from the CZ state to the AT state, even if the player is away from the gaming machine for a period of time during the AT state, the information on the notification mode selected by the player can be retained. In addition, in this embodiment, when the game machine returns from a power outage while remaining in the AT state, the notification control variable is initialized, but the notification control variable may be set not to be initialized when the game machine returns from a power outage even in the AT state.
[0228] In the embodiment described above, when selecting a notification mode, the notification mode selected last time can be presented as the initially selected notification mode, and the notification control variable, which serves as selection information for the notification mode, is initialized in a situation where it can be assumed that a change in player has occurred, thereby improving convenience for players who wish to select the same notification mode as last time.
[0229] In this embodiment, the notification mode is selected by the player, but the method of winning the AT in the CZ state (one example of a control condition) may be selected by the player. For example, the player may be allowed to select the method of winning the AT he / she desires from a first method of winning the AT by drawing a lottery for each game in the CZ state, a second method of winning the AT by drawing a lottery only in the first game in the CZ state, and a third method of accumulating points according to the results of an internal lottery in the CZ state and winning the AT when a predetermined number of points are reached.
[0230] In this embodiment, the character is selected in the notification mode selection performance by a button input method, but the liquid crystal display LCD may be a touch panel and a character displayed on the screen may be selected by touch input. In the notification mode selection performance, the game start operation of the start lever SL is a condition for confirming the selection, but the selection time may be managed by a timer and the selection may be confirmed when the timer is up, or an operation means for inputting to confirm the selection may be prepared separately from an operation means for inputting to select a character.
[0231] Regarding the specifications that do not allow transition to the standby state in the CZ state, the update of the timer that manages the transition to the standby state may be stopped in the CZ state, or the sub-control unit 20 may not allow transition to the standby state even if the condition for transitioning to the standby state is met based on the timer count information.
[0232] Furthermore, in this embodiment, the sub-board SUB (sub-controller 20) monitors for door opening errors that occur when the front door FD is opened, and even when a door opening error occurs, the main board MAIN (main controller 10) is able to continue the main loop processing that progresses the game, making it possible to check the operation of the gaming machine with the front door open, thereby improving the efficiency of maintenance work on the gaming machine.
[0233] In particular, in this embodiment, the outer perimeter lamp AL that illuminates the front door FD and the MAX bet lamp built into the MAX bet button B0B that indicates whether or not a medal can be inserted are used as lamp units that are controlled by the sub-board SUB (sub-control unit 20). In a situation in which a door opening error occurs, the outer perimeter lamp AL notifies the occurrence of a door opening error, while the lighting of the MAX bet lamp is controlled according to the progress of the main loop processing. Therefore, an operation check to see whether the insertion operation into the MAX bet button B0B can be normally accepted can be carried out seamlessly in the same operating environment as normal play, and the interface environment during maintenance work on the gaming machine can be improved.
[0234] In addition, in a gaming machine such as that of this embodiment, since it is prohibited to mount a main storage means 106 with a large memory capacity, strict management of memory usage is required in designing the gaming machine. And, by transferring management of door opening errors to the sub-board SUB side, which has a higher degree of freedom in memory capacity than the main board MAIN, rather than managing them on the main board MAIN side as in this embodiment, not only can the efficiency of maintenance work be improved, but the memory usage of the main board MAIN can also be reduced.
[0235] In this embodiment, an explanation has been given of a case where an error notification process is performed in which the backlight unit LU is turned off when a sub-error (door opening error, communication error) occurs. However, in the door opening error notification process and the communication error notification process, the backlight unit LU may be treated as an excluded device in the notification process, like the MAX bed lamp, and lighting control may be performed according to the progress of the main loop processing.
[0236] This makes it easier to check the behavior of the first reel R1 to the third reel R3 in an operating environment similar to that of normal play even with the front door FD open, improving the interface environment when performing maintenance work with the front door FD open.
[0237] From the standpoint of ensuring the visibility of the patterns arranged on each reel, when a sub-error occurs in the backlight unit LU, it is made the target device for the error notification process. However, instead of turning off the backlight unit LU during the error notification process as in the above embodiment, it is also possible to leave it lit.
[0238] In particular, in the door opening error notification process, if the backlight unit LU is to remain lit, the lighting control is configured to perform an effect mode in which the backlight unit LU is turned off when the reels stop and the backlight unit LU blinks when a winning combination is achieved depending on the progress of the main loop processing, but when the front door FD is closed, the lighting control is performed in an effect mode in accordance with the progress of the main loop processing.However, when the front door FD is opened, a door opening error occurs, and the door opening error notification process is being performed, the backlight unit LU is left lit, but the lighting control is not performed in an effect mode in accordance with the progress of the main loop processing even if the effect generation conditions such as the reels stopping or the winning combination are met in the main loop processing.
[0239] In this embodiment, the sub-controller 20 detects a door open error by determining that a predetermined period of time has elapsed since receiving a door open command from the main controller 10, but it may be configured to determine that a door open error has occurred immediately upon receiving a door open command. Also, the main controller 10 may measure time based on the signal state of the door open switch 302 changing to an on state, and transmit a door open command to the sub-controller 20 upon the elapse of a predetermined period of time, and the sub-controller 20 may determine that a door open error has occurred upon receiving the door open command.
[0240] In this embodiment, the error notification process displays the error content on the liquid crystal display LCD regardless of whether a main error or a sub-error occurs. However, when a door open error, which is one of the sub-errors, occurs, the liquid crystal display LCD may be excluded from the error notification process, and the display content may be controlled according to the progress of the main loop process.
[0241] In the present embodiment, a gaming machine is configured to insert a gaming medium such as a medal when playing a game, and to pay out the gaming medium when a winning combination is obtained. However, a game may be played by consuming or granting a gaming value as electronic information without using a gaming medium. For example, a gaming machine or an external unit connected to the gaming machine may be configured to store information on the gaming value owned by the player, and the consumption of the gaming value by subtracting the number of gaming values may be replaced by the insertion of a gaming medium, and the granting of the gaming value by adding the number of gaming values may be replaced by the payout of the gaming medium. In other words, the invention of the above embodiment is not limited to a slot machine that uses a medal (game value) as a tangible object to play a game, but may also be applied to a smart slot machine (also called a "smart slot machine" or a "medalless gaming machine") that is a gaming machine that uses an electronic medal (game value) as electronic information as a gaming medium to play a game without using a medal as a tangible object. [Explanation of symbols]
[0242] BX storage box, UD upper front door, DD lower front door, DW display window, L1 active line, DS1 1st main indicator, DS2 2nd main indicator, DS3 sub display, LCD liquid crystal display, AL outer perimeter lamp, UPL Upper Panel Lamp, DPL Lower Panel Lamp, R1 1st reel, R2 2nd reel, R3 3rd reel, SM Stepping motor, SU Support unit, BU Base unit, RD reel body, TP reel tape, LU backlight unit, B0A 1 bet button, B0B MAX bet button, BE performance button, SL start lever, B1~B3 stop buttons, MI slot, MO outlet, MP medal tray, DK Door key cylinder, SC Medal selector, MS Medal chute, MAIN Main board, SUB Sub board, HP Hopper Unit, MT Medal Storage Tank, CB Cash Box, EU power supply unit, ES power switch, KS setting change key cylinder, SB setting change button, PS reel unit storage space, SP speaker, 10 Main control unit, 101 setting change means, 102 game control means, 103 random number generation means, 104 main error detection means, 105 main error management means, 106 main memory means, 20 Sub-control section, 201 performance control means, 202 sub-error detection means, 203 sub-error management means, 204 Secondary storage means, 301 setting change switch, 302 door open / close switch, 303 door sensor, 401: Insertion detection sensor; 402: First medal passing sensor; 403 second medal passage sensor, 404 medal blocker, 305 Shoot sensor, 307 1 bet switch, 308 MAX bet switch, 309 Start switch, 310 Reel unit, 405 Reel index, 311 stop switch, 406 dispensing sensor, 313 overflow sensor, 501 display unit, 503 lamp unit, 504 Performance selection switch, 604 MAX bed lamp
Claims
1. A gaming machine comprising a cabinet with a front door attached so as to be able to open and close, and a main control unit and a sub-control unit built into the cabinet, in which the main control unit causes a game to progress, and the sub-control unit executes a performance in accordance with the progress of the game, a first notification device controlled by the main control unit, and a second notification device and a third notification device controlled by the sub-control unit, The second alarm device may continue to issue an alarm even when the front door is changed from an open state to a closed state, The third notification device may be configured to notify the opening of the front door, The sub-control unit When the power to the gaming machine is turned on with the front door open, the gaming machine is controlled so that the second alarm device starts an alarm before the first alarm device, and the third alarm device starts an alarm after the first alarm device.
2. A gaming machine comprising a cabinet with a front door attached so as to be able to open and close, and a main control unit and a sub-control unit built into the cabinet, in which the main control unit causes a game to progress, and the sub-control unit executes a performance in accordance with the progress of the game, a first notification device controlled by the main control unit, and a second notification device and a third notification device controlled by the sub-control unit, The second alarm device may continue to issue an alarm even when the front door is changed from an open state to a closed state, The third notification device may be configured to notify the opening of the front door, The sub-control unit When the power to the gaming machine is turned on with the front door open, the gaming machine is controlled so that the second alarm device starts an alarm before the first alarm device, and the third alarm device starts an alarm at approximately the same time as the first alarm device.
3. A gaming machine comprising a cabinet with a front door attached so as to be able to open and close, and a main control unit and a sub-control unit built into the cabinet, in which the main control unit causes a game to progress, and the sub-control unit executes a performance in accordance with the progress of the game, a first notification device controlled by the main control unit, and a second notification device and a third notification device controlled by the sub-control unit, The second alarm device may continue to issue an alarm even when the front door is changed from an open state to a closed state, The third notification device may be configured to notify the opening of the front door, The sub-control unit When the power supply of the gaming machine is turned on with the front door open, the second notification device is controlled to start notification before the first notification device, and the third notification device is controlled to start notification after the second notification device, A gaming machine in which the time from when the power of the gaming machine is turned on to when the second alarm device starts to notify is shorter than the time from when the second alarm device starts to notify to when the first alarm device or the third alarm device starts to notify.