Game machine
The game board system addresses display update challenges by integrating dynamic reel displays and interactive mechanisms, resulting in an enhanced gaming experience with improved operational efficiency.
Patent Information
- Application Number
- JP2023198610
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-22
- Publication Date
- 2025-06-03
- Estimated Expiration
- 2043-11-22
AI Technical Summary
Existing game boards, such as pachinko machines and slot machines, face challenges in effectively controlling and updating game displays, which can lead to suboptimal player experience and operational inefficiencies.
The game board incorporates a system with multiple reels displaying various symbols, betting operation mechanisms, starting and stopping operations for the reels, winning determination mechanisms, and game value awarding systems. This system allows for dynamic display updates and seamless player interactions, including the ability to execute betting operations and view game value updates concurrently with display updates.
The solution enables a more engaging and responsive gaming experience by ensuring smooth display updates and allowing uninterrupted betting operations, thereby enhancing player satisfaction and operational efficiency.
Smart Images

Figure 2025084594000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game board typified by a pachinko machine or a spinning reel game machine (slot machine).
Background Art
[0002] Conventionally, there are game boards that do not require actual medals for playing games (medal-less) (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the game board as described above, there is room for improvement in the control of display update.
[0005] An object of the present invention is to provide a game board characterized by display update.
Means for Solving the Problems
[0006] To solve the above problems, the game board of the present invention includes a plurality of reels having a plurality of types of symbols and driven to rotate, betting operation means capable of executing a betting operation for betting game values, starting operation means capable of executing a starting operation for instructing the start of rotation of the plurality of reels, a plurality of stop operation means capable of executing a stop operation for individually stopping the rotation of the plurality of reels, winning determination means for performing a winning determination based on the display states of the plurality of reels, game value awarding means capable of awarding a game value according to the winning determination, A gaming machine comprising display means, wherein the display means is capable of displaying a first display indicating a value related to a gaming value, the display means is means capable of displaying the first display obtained by adding the granted gaming value after displaying an update display indicating that the gaming value has been granted when the gaming value is granted by the gaming value granting means, and the bet operation can be executed even while the update display is being displayed. This is the gist of the invention.
Effect of the Invention
[0007] According to the present invention, a gaming machine characterized by display update can be provided.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] Hereinafter, a slot machine according to an embodiment of the gaming table of the present invention will be described with reference to the drawings.
[0010] 〈Basic Embodiment〉 Hereinafter, a slot machine according to an embodiment of the gaming table of the present invention will be described with reference to the drawings. In this embodiment, a so-called medal-less configuration is adopted in which information (virtual medal number) corresponding to the number of actual medals is used instead of actual medals. In the following description, this information will be referred to as the "number of medals".
[0011] In the slot machine described below, when a predetermined number of gaming medals are inserted and a plurality of reels each having a plurality of types of symbols are given a predetermined rotation start instruction operation, they start rotating. Based on the reception of the rotation start instruction operation, the winning or losing of internal winning of a plurality of types of winning combinations is determined by lottery. Each of the plurality of reels stops rotating individually when it receives a predetermined rotation stop instruction operation. If the conditions determined by the winning combination based on the lottery result and the symbol combination when the plurality of reels stop match the predetermined payout conditions, a process of paying out the number of gaming medals is executed and the game ends. If they do not match, the game ends without executing the process of paying out the number of gaming medals, and a series of games proceed on the gaming table.
[0012] First, the basic configuration of the slot machine 100 and the basic configuration of the lending machine 700 will be described with reference to FIG. 1. FIG. 1 is an external perspective view of the slot machine 100 and the lending machine 700 as seen from the front side (the player side).
[0013] The slot machine 100 shown in FIG. 1 corresponds to an example of the gaming table of the present invention, and includes a main body 101 and a front door 102 attached to the front side of the main body 101 and capable of opening and closing with respect to the main body 101. Inside the center of the main body 101 (not shown), three reels (left reel 110, middle reel 111, right reel 112) having a plurality of types of symbols arranged on their outer peripheral surfaces are housed and configured to be rotatable inside the slot machine 100. These reels 110 to 112 are rotationally driven by a driving device such as a stepping motor.
[0014] In this embodiment, a suitable number of each symbol is printed at equal intervals on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame member to form each reel 110 to 112. When viewed from the player, the symbols on the reels 110 to 112 are generally displayed in three rows vertically through the display window 113, and a total of nine symbols can be seen. The symbol displayed in the upper row of the left reel 110 is called the upper left reel symbol, the symbol displayed in the middle row of the left reel 110 is called the middle left reel symbol, the symbol displayed in the lower row of the left reel 110 is called the lower left reel symbol, the symbol displayed in the upper row of the middle reel 111 is called the upper middle reel symbol, the symbol displayed in the middle row of the left reel 111 is called the middle middle reel symbol, the symbol displayed in the lower row of the middle reel 111 is called the lower middle reel symbol, the symbol displayed in the upper row of the right reel 112 is called the upper right reel symbol, the symbol displayed in the middle row of the right reel 112 is called the middle right reel symbol, and the symbol displayed in the lower row of the right reel 112 is called the lower right reel symbol. Each symbol on each of the reels 110 to 112 is displayed in three rows vertically through the display window 113, for a total of nine symbols. By rotating each of the reels 110 to 112, the combination of symbols visible to the player will change. That is, each of the reels 110 to 112 functions as a display device that can variably display a plurality of types of symbol combinations. In addition to reels, an electronic image display device such as a liquid crystal display device can also be adopted as such a display device. Further, in the slot machine 100 shown in FIG. 1, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.
[0015] A backlight (not shown) is disposed on the back of each of the reels 110 to 112 to illuminate each symbol displayed in the display window 113. It is preferable that the backlight is shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The position of the symbol on the reel in the rotation direction is determined based on the detection result of the optical sensor, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line.
[0016] The winning line display lamp 120 is a lamp that indicates the winning line that is valid. The winning line is a line that is used to determine whether or not a symbol combination corresponding to a winning role is displayed. The winning lines that are valid are determined in advance by the number of medals bet as game media. There are five winning lines. For example, when one medal is bet, the middle horizontal winning line is valid. When two medals are bet, three lines are valid, which are the upper horizontal winning line and the lower horizontal winning line. When three medals are bet, five lines are valid, which are the lower right winning line and the upper right winning line. The number of winning lines is not limited to five. For example, when one medal is bet, the five lines of the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the lower right winning line, and the upper right winning line may be valid as winning lines. Hereinafter, the valid winning lines may be called valid lines.
[0017] The notification lamp 123 is a lamp that notifies the player that, for example, in the internal lottery described later, it has internally won a specific winning combination (for example, a bonus combination or a special combination), or that the state of this internal winning has been carried over. The game medal insertable lamp 124 is a lamp for notifying the player that the player can insert game medals. The replay lamp 122 is a lamp that notifies the player that when winning a replay combination, which is one of the winning combinations in the previous game, the current game can be replayed (i.e., no medal insertion is required). The reel panel lamp 128 is an effect lamp.
[0018] The bet buttons 130 or 132 are buttons for inserting a predetermined number of medals (referred to as credits) electronically stored in the slot machine 100. In the slot machine 100 shown in FIG. 1, each time the bet button 130 is pressed, one medal is inserted. When pressed once, one medal is inserted. When pressed continuously once more, an additional one medal (total of two medals) is inserted. When pressed continuously once more, an additional one medal (total of three medals) is inserted. When the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 130 may be referred to as the one-coin bet button, and the bet button 132 may be referred to as the MAX bet button. Note that the game medal insert lamp 129 lights up a number of lamps corresponding to the number of inserted medals, and when the specified number of medals is inserted, the game start lamp 121, which notifies that the game start operation is possible, lights up.
[0019] The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during the bonus game) numerically. The payout number display 127 is a display for displaying the number of medals paid out to the player as a result of winning a certain winning combination. Hereinafter, in the same meaning as being paid out to the player, it may be expressed as being granted to the player. The game information display 126 and the payout number display 127 are composed of 7-segment (SEG) displays.
[0020] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the bet button 130 or 132 is operated to operate the start lever 135, the reels 110 to 112 start to rotate. The operation on the start lever 135 is referred to as the start operation of the game.
[0021] The stop button unit 136 is provided with stop buttons 137 to 139 composed of a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by the operation of the start lever 135, and are associated with the respective reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, the operation on the stop buttons 137 to 139 is referred to as the stop operation, the first stop operation is called the first stop operation, the next stop operation is called the second stop operation, and the last stop operation is called the third stop operation. Also, the reels stopped corresponding to these stop operations are sequentially called the first stop reel, the second stop reel, and the third stop reel. Furthermore, the order of operating the stop buttons 137 to 139 to stop all the rotating reels 110 to 112 is called the operation order or the pressing order. Furthermore, the operation order in which the first stop operation is the stop operation of the left reel 110, the second stop operation is the stop operation of the middle reel 111, and the third stop operation is the stop operation of the right reel 112 is called the "forward pressing operation order" or simply "forward pressing", and the stop operation in which the first stop operation is the stop operation of the right reel 112, the second stop operation is the stop operation of the middle reel 111, and the third stop operation is the stop operation of the left reel 110 is called the "reverse pressing operation order" or simply "reverse pressing". Note that a light emitter may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitter can also be lit to notify the player.
[0022] The instruction monitor 125 is a display for displaying information regarding the operation order (pressing order) of the stop buttons 137 to 139. This instruction monitor 125 is also composed of a 7-segment (SEG) display. For example, when instructing to operate in the order of the left stop button 137, the middle stop button 138, and the right stop button 139, "1" is displayed on the instruction monitor 125. When instructing to operate in the order of the left stop button 137, the right stop button 139, and the middle stop button 138, "2" is displayed on the instruction monitor 125.
[0023] The settlement button 134 is a button for returning the inserted game medals (betting number) to the medal number control unit 350. The door keyhole 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted.
[0024] The game medal number display device 170 is a 5-digit 7-segment (SEG) display and is a device for displaying the number of game medals recorded by the medal number control unit 350 shown in FIG. 2.
[0025] The counting button 171 is an operating means for transmitting the information on the number of game medals recorded by the medal number control unit 350 shown in FIG. 2 to the lending machine 700.
[0026] Below the stop button unit 136, a title panel 162 for displaying the model name and attaching various certificates is provided.
[0027] The sound hole 145 is a hole for outputting the sound of the speaker 277 (see FIG. 2) provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right parts of the front door 102 are decorative lamps for enlivening the game. An effect device 160 is disposed above the front door 102, and a sound hole 143 for outputting the sound of the speaker 272 (see FIG. 2) to the outside is provided above the effect device 160. This effect device 160 includes a shutter (shielding device) 163 composed of two right shutters 163a and left shutters 163b that can be opened and closed in the horizontal direction, and an effect image display device 157 (liquid crystal display device) disposed on the back side of this shutter 163. When the right shutter 163a and the left shutter 163b open outward in the horizontal direction in front of the effect image display device 157, the display screen of the effect image display device 157 appears on the front (player side, front side) of the slot machine 100. Note that it may be any display device that can display various effect images and various game information, not necessarily a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device composed of a projector and a screen may also be used. Also, the display screen is rectangular, and the entire screen is configured to be visible to the player. In the case of this embodiment, the display screen is rectangular, but it may also be square. Further, by providing a decoration (not shown) at the periphery of the display screen, a part of the periphery of the display screen is hidden by the decoration, and the display screen can be made to look irregular. The display screen is a flat surface in the case of this embodiment, but it may be curved. Note that this effect image display device 157 corresponds to an example of an effect means.
[0028] The lending machine 700 shown in FIG. 1 may also be referred to as a card unit and corresponds to an example of the game medium management device of the present invention. This lending machine 700 is installed in a one-to-one relationship with the slot machine 100.
[0029] The lending machine 700 accepts cards. There are two types of cards referred to as "cards" here. One is a visitor card (also referred to as a general card) with a prepaid function, which is a gaming memory medium issued to general players who have not registered as members. The other is a member card, which is a gaming memory medium issued to member players who have registered as members at the casino. As the card, an IC card is used.
[0030] Valuable values are stored in the card. The valuable values stored in the card include the "number of medals in hand" and the "remaining balance of prepaid money", which is the "monetary balance".
[0031] The lending machine 700 that has accepted the card has a function of converting the "number of medals in hand" stored in the card into the "number of gaming medals (credit number)".
[0032] The "number of gaming medals (credit number)" is data that can be used for bet setting and can be converted into the "number of medals in hand". The "number of gaming medals" can be obtained by deducting the "monetary balance" or the "number of medals in hand" of the card. Also, the "number of gaming medals" includes the number of medals obtained by winning. This "number of gaming medals" is managed by the medal number control unit 350 shown in Figure 2 and is the number of electronically stored medals (the amount of electronic gaming value). By performing an input operation with the bet buttons 130 and 132, the "number of gaming medals" is subtracted.
[0033] The "number of medals in hand" is a value obtained by counting and converting the "number of gaming medals (credit number)". This "number of medals in hand" is stored in a manner that can be specified by the player's card. That is, by operating the counting button 171, the "number of gaming medals" can be converted into the "number of medals in hand" and stored in the card. Note that the "number of medals in hand" may be managed by a management device for managing the number of medals in hand installed at the casino.
[0034] On the front side of the lending machine 700, there are a bill insertion slot 701 for inserting bills upward and a card insertion slot 702 for inserting cards downward. The membership card or visitor card inserted into this card insertion slot 702 is received by the card reader / writer, and the information stored in the card is read. The bills inserted into the bill insertion slot 701 are identified as to their authenticity and bill type, and the face value amount of the bills is stored as the "cash balance" in the card inserted into the card insertion slot 702.
[0035] Below the bill insertion slot 701, an information display 703 is provided. This information display 703 is a display for providing operation guidance of the lending machine 700, the state of the slot machine 100, etc. by means of characters and images. Note that the surface may be configured as a touch panel so that various operations can be input by touching the various displayed items with a finger.
[0036] Below the information display 703, a cash balance display 705 and a medal count balance display 706 are arranged in two upper and lower stages. The "cash balance" stored in the card inserted into the card insertion slot 702 is displayed as an amount on the cash balance display 705. On the other hand, the "number of medals in hand" stored in the card inserted into the card insertion slot 702 is displayed as the number of medals on the medal count balance display 706.
[0037] At the vertical center of the lending machine 700, a lending button 707 and a card return button 708 are provided. The lending button 707 is an operating means for performing an operation to deduct the "cash balance" stored in the card inserted into the card insertion slot 702 and obtain the "number of game medals". Specifically, when there is a "cash balance" in the card inserted into the card insertion slot 702, the LED lamp built into the lending button 707 lights up in a manner indicating that lending is possible. By operating the lending button 707 in this state, the "number of game medals" is added according to the amount of money deducted. For example, the "number of game medals" equivalent to 1000 yen as a predetermined amount is added. Also, when the "cash balance" of the card is less than the predetermined amount (for example, less than 1000 yen), only the "number of game medals" converted at a predetermined rate from the current balance is added. Note that even if the "cash balance" of the card is less than the predetermined amount, it may be possible to supplement from the "number of medals held" stored in the card so that the "number of game medals" equivalent to the predetermined amount is added. The card return button 708 is an operating means that is operated when the player finishes the game, and is used to store and discharge the "number of medals held" determined at the end of the game to the card inserted into the card insertion slot 702. The "number of medals held" determined at the end of the game is the number of medals obtained by subtracting the number of medals converted from the "number of medals held" stored in the card inserted into the card insertion slot 702 to the "number of game medals" and then adding the number of game medals counted by the counting operation.
[0038] The data of each of the "cash balance", "number of medals held", and "number of game medals" described above will be converted in the order of "cash balance" and "number of medals held" → "number of game medals" → "number of medals held". In this way, it is converted into the "number of game medals" according to the "number of medals held" specified by the card. In the slot machine 100 of the present embodiment, since the bet number can be set using the "number of game medals", it does not cause confusion to players who are used to conventional slot machines that receive loans of physical medals, insert the physical medals to secure credits, and set the bet number using the credits. It is possible to provide a game using a new slot machine (managed gaming machine) that does not use physical medals.
[0039] Note that although this specification does not mention the "number of stored medals", the "number of stored medals" is the number of medals in possession deposited at the game arcade, rather than being stored in the card. At the game arcade, the number of medals in possession obtained by the player through the game may be managed as "points held" by the hall management terminal 800 shown in FIG. 5 or other management computers during the same day, and may be managed as the "number of stored medals" after the day following the acquisition. When both the "number of stored medals" and the "number of medals in possession" are stored, the deduction is preferentially made from the "number of medals in possession". Also, both the "number of medals in possession" and the "number of stored medals" may be stored in the upper server (the intermediate management terminal 810 or the management server 820 shown in FIG. 5) in association with the card number. In the case of a visitor card, although the "number of medals in possession" is directly stored in the visitor card, the "number of medals in possession" may also be stored in the upper server in association with the card number. When storing in association with the card number in this upper server, data capable of specifying the time stored in the upper server may be written into and discharged from the card (member card, visitor card). Also, the "cash balance" is directly written into and discharged from the card (member card, visitor card). The timing for storing the "number of medals in possession" in the card (member card, visitor card) or the upper server is, for example, the timing when the counting button 171 is operated and the counting process is performed. However, alternatively, it may be stored all at once when the card is returned. Furthermore, when the player finishes the game and returns the card from the lending machine 700, the "number of medals in possession" stored in the lending machine 700 is temporarily stored as stored medals in the hall management terminal 800, and when the same player inserts the card into the same or another lending machine 700 again on the same day as the day the player received the return of the card, only the "number of medals in possession" for that day temporarily stored as stored medals is stored again in that lending machine 700, and the "number of game medals" is added within the range of that "number of medals in possession" so that the player can play the game.
[0040] In addition, the lending machine 700 may be provided with an IR photosensitive unit that receives an infrared signal from a remote control held by a casino staff member, converts it into an electronic signal, and outputs the signal.
[0041] Furthermore, in the lending machine 700 shown in FIG. 1, the lending of "the number of game medals" was possible by operating the lending button 707 to debit the "remaining money balance" stored in the card. However, it may be possible to debit the "number of medals in hand" recorded in the card and convert it into the "number of game medals". Specifically, a medal-in-hand button is provided on the lending machine 700. When the "number of medals in hand" exists in the card inserted into the card insertion slot 702, the LED lamp built into the medal-in-hand button lights up in a manner indicating that it can be withdrawn. By operating the medal-in-hand button in this state, if there are a predetermined number of medals (for example, 50 or more) as the number of medals in hand, a predetermined number of "game medals" (for example, 50) are added. Also, the number of medals in hand obtained by the player in the game during the day is used as "points" and stored in the card, or managed by the hall management terminal 800 shown in FIG. 5 or other management computers. A replay button is provided on the lending machine 700. When there are "points", the LED lamp built into the replay button lights up in a manner indicating that it can be withdrawn. By operating the replay button in this state, a predetermined number of "game medals" (for example, 50) may be added.
[0042] Next, with reference to FIG. 2, the circuit configuration of the control unit of the slot machine 100 will be described in detail. Note that this figure shows a circuit block diagram of the control unit.
[0043] The control unit of the slot machine 100 is roughly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main effects according to a command signal (hereinafter simply referred to as "command") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the command transmitted by the first sub-control unit 400. Here, regarding the main control unit 300, when the data capacity becomes large, it becomes difficult to check the program, and there is also a problem of security degradation such as becoming a breeding ground for illegal modification. Therefore, restrictions are imposed on the data capacities of the ROM 306 and RAM 308 of the main control unit 300.
[0044] 《Main Control Unit》 First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a game control unit 302 that controls the progress of the game and a medal count control unit 350 that controls the number of game medals owned by the player. The game control unit 302 corresponds to an example of game control means, and the medal count control unit 350 corresponds to an example of game value count control means. The game control unit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used during the internal lottery of winning combinations, symbol arrangements and stop positions of the reels, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input / output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) (not shown). Note that other storage devices may be used for the ROM 306 and RAM 308, and the same applies to the medal count control unit 350, the first sub-control unit 400, and the second sub-control unit 500, which will be described later. The CPU 304 of this game control unit 302 operates by inputting a clock signal with a predetermined period output by a crystal oscillator (not shown) as a system clock. Further, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 executes monitoring of each sensor, etc. and transmission of drive pulses in response to this interrupt request. For example, when the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data of the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0045] The main control unit 300 uses a random number generation circuit (not shown), which is used as a hardware random number counter that varies a numerical value within the range of 0 to 65535 based on a clock signal input from a crystal oscillator (not shown), and a startup signal output circuit (not shown) that outputs a startup signal (reset signal) when the power is turned on. When the startup signal is input from this startup signal output circuit, the CPU 304 of the game control unit 302 starts game control (starts the main control unit main process described later).
[0046] Also, the CPU 304 of the game control unit 302 monitors the states of each bet button 130, 132, start lever 135, each stop button 137 to 139, and settlement button 134 at each interrupt time. For example, when it is detected that the bet buttons 130, 132 are turned on, a process of electronically inputting the medals electronically stored in the medal number control unit 350 as medals for the game is executed. When it is detected that the start lever 135 is turned on, a signal indicating this detection is output to the random number generation circuit. The random number generation circuit that receives this signal latches the value at that timing and stores it in a register that stores the random number value used for the lottery. When it is detected that the left stop button 137, middle stop button 138, or right stop button 139 is turned on, if the reels 110 to 112 corresponding to each stop button are in a stoppable state, stop control of the reels 110 to 112 is executed. When it is detected that the settlement button 134 is turned on, a process of returning the electronically input game medals to the medal number control unit 350 is executed.
[0047] Also, the CPU 304 of the game control unit 302 monitors the states of various sensors 318 (the optical sensor of the left reel 110, the optical sensor of the middle reel 111, the optical sensor of the right reel 112, etc.) every interrupt time. The optical sensor of the left reel 110, the optical sensor of the middle reel 111, and the optical sensor of the right reel 112 are installed at predetermined positions on the mounting bases of the respective reels 110 to 112, and become L level each time the light-shielding piece provided on the reel frame passes. The rotational position information indicating how much the reel has rotated from the reference position between the time it once becomes L level and the next time it becomes L level is calculated based on the value obtained by counting the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the above L-level signal, it determines that the reel has made one rotation and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.
[0048] The main control unit 300 includes drive circuits 322 for driving the motors 110m to 112m (see FIG. 3) provided on the reels 110 to 112, drive circuits 324 for driving display devices such as the instruction monitor 125, the game information display 126, and the payout number display 127, and drive circuits 326 for driving various lamps 336 (the winning line display lamp 120, the notification lamp 123, the game medal insertable lamp 124, the replay lamp 122, the game medal insert lamp 129, the game start lamp 121).
[0049] Furthermore, in the slot machine 100, set values with different degrees of advantage for the player are set. As set values, settings 1 to 6 are prepared. The higher the set value, the higher the degree of advantage for the player tends to be. Specifically, an internal winning probability is determined for each set value. A setting change button 175 that is operated when changing this set value is connected to the game control unit 302.
[0050] In addition, an information output circuit 328 is connected to the game control unit 302, and the main control unit 300 outputs game information (for example, information indicating the state of the game) of the slot machine 100 to an information input circuit 650 provided in an external hall computer 600 (see FIG. 5) or the like via this information output circuit 328.
[0051] The main control unit 300 also includes a voltage monitoring circuit (not shown) that monitors the voltage value of the power supply supplied from a power management unit (not shown) to the main control unit 300. When the voltage value of the power supply is less than a predetermined value (for example, 9V), this voltage monitoring circuit outputs a low voltage signal indicating that the voltage has dropped to each of the game control unit 302 and the medal number control unit 350.
[0052] The main control unit 300 also includes an output interface for transmitting commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. The information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication. The main control unit 300 is configured to be able to transmit signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to be able to transmit signals such as commands to the main control unit 300.
[0053] The medal count control unit 350, like the game control unit 302, is equipped with a CPU 354, a ROM 356, a RAM 358, an I / O 360 for controlling input and output of various devices, and a counter timer 362 for measuring time, number of times, etc. The CPU 304 and the CPU 354 are provided on the same board and are connected via a buffer IC. This allows the CPU 304 to use the ROM 306 and the RAM 308 without using the ROM 356 and the RAM 358, and allows the CPU 354 to use the ROM 356 and the RAM 358 without using the ROM 306 and the RAM 308. A WDT (watchdog timer) not shown in the figure is also installed. The CPU 354 of the medal count control unit 350 also operates by inputting a clock signal of a predetermined period output by a crystal oscillator not shown as a system clock. Furthermore, when the power is turned on, the CPU 354 transmits the frequency division data stored in a predetermined area of the ROM 356 to the counter timer 362, and the counter timer 362 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 354 for each interrupt time. The CPU 354 operates in response to this interrupt request. This medal count control unit 350 executes interrupt processing (a medal count control unit timer interrupt processing described later) every 0.745 ms. Also, communication with the lending machine 700 is repeated at 300 ms intervals.
[0054] The CPU 354 of the medal count control unit 350 also has a start-up signal output circuit (not shown) that outputs a start-up signal (reset signal) when power is turned on, and when a start-up signal is input from this start-up signal output circuit, the CPU 354 of the medal count control unit 350 also starts medal count control (starts the medal count control unit main processing described below).
[0055] A game medal count display device 170 configured with a 5-digit 7-segment (SEG) display, a count button 171, and a game medal count clear button 172 are connected to the basic circuit of the medal count control unit 350.
[0056] In addition, a lending machine 700 is also connected to the basic circuit of the medal count control unit 350 via a lending machine connection terminal board 790. The medal count control unit 350 communicates bidirectionally with the lending machine 700.
[0057] The medal count control unit 350 transmits various commands to the game control unit 302. Also, the game control unit 302 transmits various commands to the medal count control unit 350. That is, the communication between the medal count control unit 350 and the game control unit 302 is also bidirectional communication.
[0058] In addition, the medal count control unit 350 stores the "number of game medals" in a predetermined area of the RAM 358. Specifically, the "number of game medals" is stored in a credit counter. The medal count control unit 350 updates the "number of game medals" stored in the predetermined area of the RAM 358 by addition processing or subtraction processing. Examples of the addition processing include processing based on a payout command transmitted from the game control unit 302, processing based on a settlement command transmitted from the game control unit 302, and processing based on a lending notification transmitted from the lending machine 700. On the other hand, examples of the subtraction processing include counting processing based on the operation of the counting button 171 and processing based on an insertion command transmitted from the game control unit 302.
[0059] Note that the game medal count clear button 172 shown in FIG. 2 is provided at a position where the player cannot operate it (for example, a position where it can only be operated by opening the front door 102), and it is an operation means for clearing the "game medal count" stored in a predetermined area of the RAM 358. For example, if the player is absent with "2" remaining in the game medal count, it becomes difficult to determine whether the player who left "2" intends to continue the game, and another player may not be able to start the game. However, if the store clerk can clear the game medal count by operating, another player can be welcomed earlier. Note that when the game medal count clear button 172 is operated, it is not necessarily to always clear the "game medal count". For example, it may be set to clear when the game medal count is 2 or less, and if there are 3 or more, counting may be performed in the same way as when the counting button 171 is operated. If there is a failure in the counting button 171 and it becomes impossible to recognize that the counting button 171 has been operated, it may become impossible to convert the "game medal count" to the "held medal count", which may disadvantage the player. However, if counting is also possible by the operation of the store clerk, the player can be disadvantaged. Furthermore, since there is no need to newly provide a counting button for the store clerk, the cost does not increase. Note that it is not necessary to distinguish between clearing and counting based on the game medal count, and clearing and counting may be distinguished by the operation method of the game medal count clear button 172. For example, it clears when short-pressed and counts when long-pressed. One of clearing and counting can be easily selected regardless of the game medal count. Also, it clears when only the game medal count clear button 172 is operated, and counts when the game medal count clear button 172 and other buttons are operated simultaneously. The possibility of making an operation error is low, and one of clearing and counting can be easily selected.
[0060] 《Sub-control unit》 Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives the control commands transmitted by the main control unit 300 (game control unit 302) via the input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on this control command. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 414 as the system clock. The ROM 406 stores a control program and data for controlling the entire first sub-control unit 400, data for controlling the lighting pattern of the backlight and various displays, and the like.
[0061] The CPU 404 transmits the data for frequency division stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received data for frequency division and transmits an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0062] Also, a sound source IC 418 is provided in the first sub-control unit 400, and speakers 272 and 277 are provided to the sound source IC 418 via the output interface. The sound source IC 418 controls the sound output from the amplifier and the speakers 272 and 277 in response to commands from the CPU 404. An S-ROM (sound ROM) storing sound data is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272 and 277. Note that these speakers 272 and 277 correspond to an example of the effect means.
[0063] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel lamp, bed button lamp, reel backlight, etc.) are connected to the drive circuit 422 via an input / output interface. Note that the various lamps 420 correspond to an example of the effect means.
[0064] In addition, the first sub-control unit 400 is provided with a drive circuit 424 for driving the motor of the shutter 163, and the shutter 163 is provided to the drive circuit 424 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided to the shutter 163 in response to a command from the CPU 404.
[0065] In addition, the first sub-control unit 400 is provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.
[0066] In addition, the CPU 404 transmits and receives signals to and from the second sub-control unit 500 via an output interface. The second sub-control unit 500 performs various controls of the effect device 160 including the display control of the effect image display device 157. Note that the second sub-control unit 500 may be configured by a plurality of control units, such as a control unit that controls the display of the effect image display device 157 and a control unit that controls various effect driving devices (for example, a control unit that controls the motor drive of the shutter 163).
[0067] The second sub-control unit 500 receives the control commands transmitted by the first sub-control unit 400 via the input interface, and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, the number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 514 as the system clock. The ROM 506 stores a control program and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0068] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 every this interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0069] Also, the second sub-control unit 500 is provided with a VDP 516 (Video Display Processor). The ROM 506 and the VRAM 518 are connected to the VDP 516 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the effect image display device 157.
[0070] Subsequently, connection examples of each substrate such as the power control board, the main control unit board, and the first sub-control unit board, and each unit such as the reel unit and the effect movable body unit will be described.
[0071] FIG. 3 is a diagram showing a connection example of each substrate and each unit.
[0072] This Figure 3 shows a power control board 252B, a main control unit board 300B, a first sub-control unit board 400B, a reel unit 109, and a performance movable body unit 160U. The performance movable body unit 160U is a unit that moves a shutter 163 incorporated in the performance device 160 shown in FIG. 1. The shutter 163 corresponds to an example of a movable body.
[0073] A plurality of connectors PC1 to PC4, MC2 to MC6, and SC1 to SC4 are shown on each of the power control board 252B, the main control unit board 300B, and the first sub-control unit board 400B. Also, one or more connectors RC1 to RC3 and DC1 are shown on each of the reel unit 109 and the performance movable body unit 160U.
[0074] In the island equipment provided in the pachinko parlor, the 100V AC power supply is stepped down to 24V, and a 24V AC current is supplied to the pachinko machine 100 through a power cord 265 connected to the connector PC1. The 24V AC current is converted into a 24V DC voltage, a 12V DC voltage, and a 5V DC voltage on the power control board 252B. Although it may be converted into other DC voltages, in this description, the 24V DC voltage and the 5V DC voltage will be described.
[0075] The power control board 252B shown in FIG. 3 shows a 24V power supply line and a 5V power supply line, and also shows a power control 24V monitor LED 24PL and a power control 24V capacitor 24PC connected to the 24V power supply line, and a power control 5V monitor LED 5PL and a power control 5V capacitor 5PC connected to the 5V power supply line. The power control 24V monitor LED 24PL is a power monitoring LED lamp that lights or blinks while a 24V DC current is flowing, and the power control 5V monitor LED 5PL is a power monitoring LED lamp that lights or blinks while a 5V DC current is flowing. Also, a power switch 244 is shown.
[0076] The 24V power line and the 5V power line are connected to the connector PC2 of the power control board 252B. The connector PC2 of this power control board and the connector MC5 of the main control board 300B are connected by a harness PM. Through this harness PM, a 24V DC current and a 5V DC current are supplied to the main control board 300B.
[0077] Also, a 24V power line is connected to the connector PC3 of the power control board 252B. The connector PC3 of this power control board and the connector SC1 of the first sub-control board 400B are connected by a harness PS1. Through this harness PS1, a 24V DC current is supplied to the first sub-control board 400B. Also, a 5V power line is connected to the connector PC4 of the power control board 252B. The connector PC4 of this power control board and the connector SC2 of the first sub-control board 400B are connected by a harness PS2. Through this harness PS2, a 5V DC current is supplied to the first sub-control board 400B.
[0078] Note that, similar to the first sub-control board 400B, 24V and 5V may be supplied to the main control board 300B by separate harnesses. Also, similar to the main control board 300B, 24V and 5V may be supplied to the first sub-control board 400B by a common harness.
[0079] The main control unit board 300B shown in FIG. 3 also shows a 24V power supply line and a 5V power supply line. A 24V direct current is supplied through the harness PM to the 24V power supply line of the main control unit board 300B, and a 5V direct current is also supplied through the harness PM to the 5V power supply line of the main control unit board 300B. Also, on the main control unit board 300B shown in FIG. 3, there are also shown the main control 24V monitor LED 24ML and the main control 24V capacitor 24MC connected to the 24V power supply line, and the main control 5V monitor LED 5ML connected to the 5V power supply line. The main control 24V monitor LED 24ML is a power supply monitoring LED lamp that lights or blinks while a 24V direct current is flowing, and the main control 5V monitor LED 5ML is a power supply monitoring LED lamp that lights or blinks while a 5V direct current is flowing. Note that no capacitor is provided on the 5V power supply line.
[0080] Also, a reel motor drive IC 322i is mounted on the main control board 300B. The reel motor drive IC 322i is an integrated circuit that constitutes the drive circuit 322 shown in FIG. 2. A 24V direct current and a 5V direct current are each supplied to the reel motor drive IC 322i. Although not shown, the main control board 300B constitutes the game control unit 302 and the medal number control unit 350 shown in FIG. 2, and integrated circuits that constitute other drive circuits 324, 326, etc. are also mounted.
[0081] Also, the connector MC2 to which the reel motor drive IC 322i on the main control board 300B is connected and the connector RC1 of the reel unit 109 are connected by a harness MR1. Similarly, the connector MC3 to which the reel motor drive IC 322i is connected and the connector RC2 of the reel unit 109 are connected by a harness MR2. Similarly, the connector MC4 to which the reel motor drive IC 322i is connected and the connector RC3 of the reel unit 109 are connected by a harness MR3. In the reel unit 109, a 24V DC current and a 5V DC current that were supplied to the reel motor drive IC 322i are respectively supplied through these harnesses MR1 to MR3, enabling each motor 110m to 112m provided for each reel to be driven. Also, a control signal (command) for controlling each motor 110m to 112m is sent from the main control board 300B through each of these harnesses MR1 to MR3. Although a harness is connected for each motor, the connectors RC1 to RC3 on the reel unit 109 side may be made into one connector, the connectors MC2 to MC4 on the main control board 300B side may also be made into one connector, and they may be connected by a single common harness. However, even a single common harness is a collection of the three harnesses MR1 to MR3.
[0082] Furthermore, the connector MC6 of the main control board 300B and the connector SC4 of the first sub-control board 400B are connected by a harness MS. This harness MS is a harness for control signals (for sending commands) and is not used for current supply.
[0083] The first sub-control board 400B shown in FIG. 3 also shows a 24V power line and a 5V power line. A 24V DC current supplied through the harness PS1 flows through the 24V power line of the first sub-control board 400B, and a 5V DC current supplied through the harness PS2 flows through the 5V power line of the first sub-control board 400B. Also, on the first sub-control board 400B shown in FIG. 3, there are also shown a sub-control 24V monitor LED 24SL and a sub-control 24V capacitor 24SC connected to the 24V power line, and a sub-control 5V monitor LED 5SL connected to the 5V power line. The sub-control 24V monitor LED 24SL is a power supply monitoring LED lamp that lights or blinks while a 24V DC current is flowing, and the sub-control 5V monitor LED 5SL is a power supply monitoring LED lamp that lights or blinks while a 5V DC current is flowing. Note that no capacitor is provided on the 5V power line of the first sub-control board 400B either.
[0084] Also, a movable body motor drive IC 424i is mounted on the first sub-control board 400B. This movable body motor drive IC 424i is an integrated circuit that constitutes the drive circuit 424 shown in FIG. 2. A 24V DC current and a 5V DC current are respectively supplied to the movable body motor drive IC 424i. Although not shown here, the first sub-control board 400B constitutes the basic circuit 402 shown in FIG. 2, and integrated circuits that constitute other drive circuits 424, 426, etc. are also mounted.
[0085] The connector SC3 to which the movable body motor drive IC 424i on the first sub-control board 400B is connected and the connector DC1 of the effect movable body unit 160U are connected by a harness SD. A 24V DC current and a 5V DC current that were respectively supplied to the movable body motor drive IC 424i are supplied to the effect movable body unit 160U through this harness SD, enabling the motor 163m provided in the effect movable body unit 160U to be driven. Also, a control signal (command) for controlling the motor 163m is sent from the first sub-control board 400B through this harness SD.
[0086] Note that the slot machine 100 shown in FIG. 1 also includes a second sub-control unit 500 as shown in FIG. 2. Although not shown in FIG. 3, the second sub-control board is also supplied with a 24V DC current and a 5V DC current respectively through a harness (not shown) from the power control board 252B. Further, the second sub-control board is connected to the first sub-control board 400B by a harness for control signals (command transmission). Furthermore, the second sub-control board is also connected to an effect device (effect image display device 157) in the same manner as the first sub-control board 400B.
[0087] As described above, the main control board 300B and the reel unit 109 are electrically connected by harnesses MR1 to MR3. Also, the first sub-control board 400B and the effect movable body unit 160U are electrically connected by a harness SD.
[0088] Here, based on the above configuration, the operation when the front door 102 of the slot machine 100 in the power-off state is opened and the left reel 110 is manually rotated will be described. The power-off state may be a state where the power switch 244 is off, or a state where the power switch 244 is on but the power cord 265 is not connected to the outlet, or a state where power is not supplied from the island equipment (the same applies hereinafter). If power is not supplied from the island equipment, even if the power cord 265 is connected to the outlet and the power switch 244 is on, it is in the power-off state. Even in such a power-off state, each of the reels 110 to 112 can be manually rotated in both the forward and reverse directions.
[0089] Any of the monitor LEDs shown in FIG. 3 (power control 24V monitor LED 24PL, power control 5V monitor LED 5PL, main control 24V monitor LED 24ML, main control 5V monitor LED 5ML, sub-control 24V monitor LED 24SL, sub-control 5V monitor LED 5SL) that light up in the energized state are turned off in the power-off state.
[0090] However, when the left reel 110 is rotated manually, a current (induced current) due to the back electromotive force is generated in the motor 110m (see FIG. 3) that rotates the left reel 110. Continuing the explanation with reference to FIG. 3, the induced current generated in the motor 110m flows into the main control board 300B through the harness MR1 and is supplied to the 24V power supply line and the 5V power supply line respectively from the reel drive IC 322i. A main control 24V adjustment resistor 24MR is provided between the main control 24V monitor LED 24ML and the ground, and a main control 5V adjustment resistor 5MR is provided between the main control 5V monitor LED 5ML and the ground. The main control 24V monitor LED 24ML lights up due to the induced current because the resistance value is adjusted by the main control 24V adjustment resistor 24MR, and the main control 5V monitor LED 5ML lights up due to the induced current because the resistance value is adjusted by the main control 5V adjustment resistor 5MR. Also, even when the manual rotation is stopped, since the main control 24V capacitor 24MC is provided in the 24V power supply line, the main control 24V monitor LED 24ML continues to light for a while. On the other hand, since no capacitor is provided in the 5V power supply line, the main control 5V monitor LED 5ML immediately turns off when the manual rotation is stopped. That is, when the manual rotation is stopped, the main control 5V monitor LED 5ML turns off earlier than the main control 24V monitor LED 24ML. Note that a capacitor with a capacitance lower than that of the main control 24V capacitor 24MC may also be provided in the 5V power supply line.
[0091] The induced current flowing into the main control board 300B then flows into the power control board 252B through the harness PM and is supplied to the 24V power line and the 5V power line respectively from the connector PC2. A power control 24V adjustment resistor 24PR is provided between the power control 24V monitor LED 24PL and the ground, and a power control 5V adjustment resistor 5PR is provided between the power control 5V monitor LED 5PL and the ground. The power control 24V monitor LED 24PL lights up due to the induced current because its resistance value is adjusted by the power control 24V adjustment resistor 24PR, and the power control 5V monitor LED 5PL lights up due to the induced current because its resistance value is adjusted by the power control 5V adjustment resistor 5PR. Here, the LEDs of multiple boards such as the LEDs (24ML, 5ML) of the main control board 300B and the LEDs (24PL, 5PL) of the power control board 252B emit light. Also, even if the manual rotation is stopped, since a power control 24V capacitor 24PC is provided in the 24V power line, the power control 24V monitor LED 24PL continues to light for a while. Further, since a power control 5V capacitor 5PC is provided in the 5V power line, the power control 5V monitor LED 5PL also continues to light for a while.
[0092] The induced current flowing into the power control board 252B further flows into the first sub-control board 400B through the harness PS1 and is supplied to the 24V power line from the connector SC1. A sub-control 24V adjustment resistor 24SR is provided between the sub-control 24V monitor LED 24SL and the ground. A sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and the ground. The sub-control 24V monitor LED 24SL lights up due to the induced current because its resistance value is adjusted by the sub-control 24V adjustment resistor 24SR. Also, the induced current flowing into the power control board 252B flows into the first sub-control board 400B through the harness PS2 and is supplied to the 5V power line from the connector SC2. A sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and the ground. The sub-control 5V monitor LED 5SL lights up due to the induced current because its resistance value is adjusted by the sub-control 5V adjustment resistor 5SR. Here, the LEDs of multiple boards such as the LEDs (24ML, 5ML) of the main control board 300B, the LEDs (24PL, 5PL) of the power control board 252B, and the LEDs (24SL, 5SL) of the first sub-control board 400B are emitting light. Even if the manual rotation is stopped, since the sub-control 24V capacitor 24SC is provided in the 24V power line, the sub-control 24V monitor LED 24SL continues to light for a while. On the other hand, since no capacitor is provided in the 5V power line, the sub-control 5V monitor LED 5SL turns off immediately when the manual rotation is stopped.
[0093] The above explanation describes the phenomena that occur when each harness MR1, PM, PS1, and PS2 is properly connected to the connector and there is no disconnection. On the other hand, if the harness MR1 is disconnected or not properly connected to the connector RC1 or / and connector MC2 (disconnected or insufficiently inserted), no matter how much the left reel 110 is manually rotated, none of the monitor LEDs shown in Figure 3 will light up, and the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will remain off. As a result, if none of the monitor LEDs shown in Figure 3 or the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML light up when the left reel 110 is manually rotated, it can be suspected that there is an abnormality in the harness MR1 or a poor connection with the connectors RC1 and MC2.
[0094] Also, if the harness PM is disconnected or not properly connected to the connector MC5 or / and connector PC2, when the left reel 110 is manually rotated, the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will light up, but the sub-control 24V monitor LED 24SL, the sub-control 5V monitor LED 5SL, the power control 24V monitor LED 24PL, and the power control 5V monitor LED 5PL will not light up. As a result, if the left reel 110 is manually rotated and the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML are lit, but the sub-control 24V monitor LED 24SL, the sub-control 5V monitor LED 5SL, the power control 24V monitor LED 24PL, and the power control 5V monitor LED 5PL are not lit, it can be suspected that there is an abnormality in the harness PM or a poor connection with the connectors MC5 and PC2.
[0095] Also, even when the main control board 300B is not connected to the power control board 252B during cleaning, maintenance, or the manufacturing stage, the LEDs (24ML, 5ML) on the main control board 300B can be lit by manually rotating the left reel 110.
[0096] Also, if the harness PS1 is disconnected or not properly connected to the connector PC3 and / or the connector SC1, when the left reel 110 is manually rotated, only the sub-control 24V monitor LED 24SL among the monitor LEDs shown in FIG. 3 will not light up. As a result, if only the sub-control 24V monitor LED 24SL among the monitor LEDs shown in FIG. 3 does not light up even when the left reel 110 is manually rotated, abnormalities in the harness PS1 or poor connections with the connectors PC3 and SC1 can be suspected. Further, if the harness PS2 is disconnected or not properly connected to the connector PC4 and / or the connector SC2, when the left reel 110 is manually rotated, only the sub-control 5V monitor LED 5SL among the monitor LEDs shown in FIG. 3 will not light up. As a result, if only the sub-control 5V monitor LED 5SL among the monitor LEDs shown in FIG. 3 does not light up even when the left reel 110 is manually rotated, abnormalities in the harness PS2 or poor connections with the connectors PC4 and SC2 can be suspected.
[0097] Here, the case of manually rotating the left reel 110 in the power-off state was described, but the same applies when manually rotating the middle reel 111 or the right reel 112 in the power-off state. Also, as the number of reels manually rotated increases, the monitor LEDs will emit light more brightly. For example, when the left reel 110, the middle reel 111, and the right reel 112 are manually rotated simultaneously, the monitor LEDs will emit light more brightly than when only the left reel 110 is manually rotated.
[0098] Also, even for LEDs used for purposes other than monitor LEDs such as the main control 24V monitor LED 24ML, the main control 5V monitor LED 5ML, the sub-control 24V monitor LED 24SL, the sub-control 5V monitor LED 5SL, the power control 24V monitor LED 24PL, and the power control 5V monitor LED 5PL (for example, error monitoring LEDs that emit light when an error occurs, signal monitoring LEDs, etc.), if they are provided on the 24V power line or the 5V power line together with a trimming resistor, they will emit light if there is no electrical connection failure when the left reel 110 is rotated manually in the power-off state. Therefore, even for LEDs used for purposes other than monitor LEDs, it is possible to confirm electrical connection failures.
[0099] Also, even in the power-off state, the shutter 163 shown in FIG. 1 can be opened and closed manually.
[0100] When the shutter 163 is opened and closed manually, a current (induced current) due to the back electromotive force is generated by the motor 163m (see FIG. 3) that opens and closes the shutter 163. Continuing the explanation with reference to FIG. 3, the induced current generated by the motor 163m flows into the first sub-control board 400B through the harness SD and is supplied to the 24V power line and the 5V power line respectively from the movable body motor drive IC 424i. The sub-control 24V monitor LED 24SL lights up due to the induced current because its resistance value is adjusted by the sub-control 24V trimming resistor 24SR, and the sub-control 5V monitor LED 5SL also lights up due to the induced current because its resistance value is adjusted by the sub-control 5V trimming resistor 5SR.
[0101] The induced current flowing into the first sub-control board 400B then flows into the power control board 252B through the harness PS1 and is supplied from the connector PC3 to the 24V power line. The power control 24V monitor LED 24PL lights up due to the induced current because its resistance value is adjusted by the power control 24V adjustment resistor 24PR. Also, the induced current flowing into the first sub-control board 400B flows into the power control board 252B through the harness PS2 as well and is supplied from the connector PC4 to the 5V power line. The power control 5V monitor LED 5PL also lights up due to the induced current because its resistance value is adjusted by the power control 5V adjustment resistor 5PR. Here, LEDs of a plurality of boards such as the LEDs (24SL, 5SL) of the first sub-control board 400B and the LEDs (24PL, 5PL) of the power control board 252B are emitting light.
[0102] The induced current flowing into the power control board 252B further flows into the main control board 300B through the harness PM and is supplied to the 24V power line and the 5V power line respectively from the connector MC5. The power control 24V monitor LED 24PL lights up due to the induced current because its resistance value is adjusted by the power control 24V adjustment resistor 24PR, and the power control 5V monitor LED 5PL lights up due to the induced current because its resistance value is adjusted by the power control 5V adjustment resistor 5PR. Here, LEDs of a plurality of boards such as the LEDs (24PL, 5PL) of the power control board 252B, the LEDs (24SL, 5SL) of the first sub-control board 400B, and the LEDs (24ML, 5ML) of the main control board 300B are emitting light.
[0103] The above description explains the phenomena that occur when each harness SD, PS1, PS2, and PM is properly connected to the connector and there is no disconnection. On the other hand, if the harness SD is disconnected or not properly connected to the connector DC1 and / or connector SC3, no matter how the shutter 163 is manually opened and closed, none of the monitor LEDs shown in Figure 3 will light up, and the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL will remain off. As a result, if none of the monitor LEDs shown in Figure 3 or the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL light up when the shutter 163 is manually opened and closed, it can be suspected that there is an abnormality in the harness SD or a poor connection with the connectors DC1 and SC3.
[0104] Also, if the harness PS1 is disconnected or not properly connected to the connector SC1 and / or connector PC3, when the shutter 163 is manually opened and closed, the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL will light up, but the power control 24V monitor LED 24PL and the main control 24V monitor LED 24ML will not light up. As a result, if the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL are lit but the power control 24V monitor LED 24PL and the main control 24V monitor LED 24ML are not lit when the shutter 163 is manually opened and closed, it can be suspected that there is an abnormality in the harness PS1 or a poor connection with the connectors SC1 and PC3. Furthermore, if the harness PS2 is disconnected or not properly connected to the connector SC2 and / or connector PC4, when the shutter 163 is manually opened and closed, the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL will light up, but the power control 5V monitor LED 5PL and the main control 5V monitor LED 5ML will not light up. As a result, if the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL are lit but the power control 5V monitor LED 5PL and the main control 5V monitor LED 5ML are not lit when the shutter 163 is manually opened and closed, it can be suspected that there is an abnormality in the harness PS2 or a poor connection with the connectors SC2 and PC4.
[0105] Also, even when the first sub-control board 400B is not connected to the power control board 252B during cleaning, maintenance, or the manufacturing stage, the LEDs (24SL, 5SL) on the first sub-control board 400B can be lit by manually opening and closing the shutter 163.
[0106] Also, if the harness PM is disconnected or not properly connected to the connector PC2 and / or the connector MC5, when the shutter 163 is manually opened and closed, only the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML among the monitor LEDs shown in FIG. 3 do not light up. As a result, if only the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML among the monitor LEDs shown in FIG. 3 do not light up even when the shutter 163 is manually opened and closed, it can be suspected that there is an abnormality in the harness PM or a poor connection with the connectors PC2 and MC5.
[0107] FIG. 4 is a diagram showing an example in which a relay board is provided between the main control board 300B shown in FIG. 3 and the reel unit 109 also shown in FIG. 3. Hereinafter, the description will focus on the differences from the connection example described with reference to FIG. 3, and overlapping descriptions may be omitted.
[0108] In this FIG. 4, the connector MC5 and the connector MC6 provided on the main control unit board 300B are not shown. A reel relay board 902B is shown between the main control unit board 300B and the reel unit 109 shown in FIG. 4.
[0109] The relay board 902B for the reel is provided with a connector RRM1 to which a harness MR11 connected to the connector MC2 of the main control board 300B is connected, and a connector RRR1 to which a harness MR12 connected to the connector RC1 of the reel unit 109 is connected. Also provided are a connector RRM2 to which a harness MR21 connected to the connector MC3 of the main control board 300B is connected, and a connector RRR2 to which a harness MR22 connected to the connector RC2 of the reel unit 109 is connected. Further provided are a connector RRM3 to which a harness MR31 connected to the connector MC4 of the main control board 300B is connected, and a connector RRR3 to which a harness MR32 connected to the connector RC3 of the reel unit 109 is connected.
[0110] Even in the connection example shown in FIG. 4, when the reels 110 to 112 are manually rotated in the power-off state, if normal, monitor LEDs such as the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will light up. However, if a plurality of harnesses MR11, MR12, MR21, MR22, MR21, MR32 between the main control unit board 300B and the reel unit 109 are disconnected or not properly connected, monitor LEDs such as the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will not light up.
[0111] In the connection example shown in FIG. 4, by providing the relay board 902B for the reel, the number of harnesses and the number of connectors have increased compared to the connection example shown in FIG. 3, so the possibility of an electrical connection failure has increased. However, by generating an induced current through manual operation in the power-off state, it is possible to easily confirm an electrical connection failure from the lighting state of the monitor LEDs.
[0112] Note that the relay board 902B for the reel may also be provided with a 24V monitor LED and an adjustment resistor on the 24V power line, and a 5V monitor LED and an adjustment resistor on the 5V power line. By generating an induced current through manual operation in the power-off state and causing these monitor LEDs to light up if normal, it is possible to confirm an electrical connection failure.
[0113] In the description here, the movable bodies described as examples are the left reel 110, the middle reel 111, the right reel 112, and the shutter 163. However, the movable bodies are not limited to these, and any motor-driven movable body may be used.
[0114] Furthermore, instead of the LED lamp that is lit by the induced current in the power-off state, light-emitting means such as a 7-segment (SEG) display may be used. For example, it may be a 7-segment display that displays set values (for example, settings 1 to 6) with different degrees of advantage for the player. As the light-emitting means, it is required to be visible. Note that these light-emitting means do not move even when the motor is driven. This is because the light-emitting means is provided on a fixed substrate and not provided on a movable body that moves when the motor is driven.
[0115] In the above description, adjustment resistors (24MR, 5MR, 24PR, 5PR, 24SR, 5SR) are used to cause the monitor LED to emit light by the induced current in the power-off state. However, any means capable of adjusting the impedance may be used, and it is not limited to adjustment resistors. However, if a large amount of induced current flows even in the energized state, adverse effects will occur. Therefore, it is necessary to adjust the impedance not only considering making the induced current flow easily in the power-off state but also considering the situation during energization.
[0116] Note that the configuration described above is light-emitting means, a game table including a movable body unit having a movable body operable by driving a motor, the motor is electrically connected to the light-emitting means via a harness, the light-emitting means may emit light when the movable body is manually operated in the power-off state to drive the motor and current flows due to the back electromotive force generated by the motor, the light-emitting means does not move even when the motor is driven, which corresponds to an example of a game table characterized by this.
[0117] FIG. 5 is a configuration diagram of a gaming system including the slot machine 100 and the lending machine 700 shown in FIG. 1.
[0118] As shown in FIG. 5, the gaming system S includes the slot machine 100 shown in FIG. 1, the lending machine 700 also shown in FIG. 1, a hall computer 600, a hall management terminal 800, an intermediate management terminal 810, and a management server 820. Note that the lending machine 700, the hall computer 600, and the hall management terminal 800 are collectively referred to as an external processing device. One of the features of this external processing device is that it is provided with storage means.
[0119] The hall management terminal 800 is a computer separate from the hall computer 600, is installed for each gaming hall (hall) H1, H2,... and is connected to the lending machine 700. Since the lending machine 700 is connected to the slot machine 100, the hall management terminal 800 is connected to the slot machine 100 via the lending machine 700. Information regarding the number of medals (counting information and lending information) and information such as the operating state of the slot machine 100, which are exchanged between the lending machine 700 and the slot machine 100, are input to the hall management terminal 800. The hall management terminal 800 records and manages these inputted information.
[0120] The management server 820 is provided to comprehensively manage the gaming system 1, stores information for identifying the slot machine 100 and information for identifying the lending machine 700 (gaming machine installation information), for example, as information regarding the slot machine 100 and the lending machine 700, and manages this information. Further, the management server 820 is connected to the hall management terminals 800 of many stores via the intermediate management terminal 810, and also manages information obtained by communicating with the hall management terminal 800, that is, information regarding the number of medals and information such as the operating state of the slot machine 100.
[0121] 《Communication Sequence and Communication Content》 Commands are transmitted and received between the game control unit 302 and the medal count control unit 350. The game control unit 302 transmits game control commands (game control state commands, game control priority commands) to the medal count control unit 350 every 2.98 ms. On the other hand, the medal count control unit 350 transmits medal count control commands (medal count control state commands, response commands) to the game control unit 302 every 5.96 ms. Note that in the game control unit 302, the game control priority command is transmitted prior to the game control state command. Also, in the medal count control unit 350, the response command corresponding to the game control priority command is transmitted prior to the medal count control state command.
[0122] In the communication between the game control unit 302 and the medal count control unit 350, and in the communication between the medal count control unit 350 and the lending machine 700, game machine status information, game machine performance information, and game machine installation information are transmitted and received.
[0123] Figure 6 is a table summarizing the game machine status information, game machine performance information, and game machine installation information.
[0124] The game machine status information shown in Fig. 6(a) is roughly divided into three types of status information: advantageous status information, setting status information, and front door status information. The advantageous status information is composed of information indicating whether it is a bonus activation state equivalent to RB (RB information), information indicating whether it is a bonus activation state equivalent to BB (BB information), and information indicating whether it is a bonus activation state equivalent to AT (assist time) (AT information). The setting status information is composed of information indicating whether it is in a setting change state (setting change in progress information) by operating the setting button 175 shown in Fig. 2, and information indicating whether it is in a setting confirmation state (setting confirmation in progress information). The front door status information becomes information indicating whether the front door 102 is in an open state (door open information). Note that the AT state is a game state in which auxiliary functions for the player to obtain advantageous results, such as notification of the stop operation order of the stop buttons 137 to 139 and notification of the symbol to be stopped on purpose, are in operation.
[0125] The gaming machine performance information shown in FIG. 6(b) includes total inserted medal count information, total paid-out medal count information, MY counter value information, total paid-out medal count information for accessories, total paid-out medal count information for consecutive accessories, game count information, and odds monitor information. The total inserted medal count information represents the number of medals inserted cumulatively since the power was turned on. Note that the number of medals for replay games is not included. The total paid-out medal count information represents the number of medals paid out cumulatively since the power was turned on. Note that the number of medals for replay games is not included. The MY counter value information represents the maximum value of the MY counter calculated after the power was turned on. In the slot machine 100, there is a state where notification of the stop operation order for the internally selected combination is executed, and the MY counter is a counter that counts the net increase in the number of medals since this state was entered. The total paid-out medal count information for accessories represents the number of medals paid out due to the operation of accessories cumulatively since the power was turned on. The total paid-out medal count information for consecutive accessories represents the number of medals paid out due to the operation of the RB cumulatively since the power was turned on. The game count information represents the number of games played cumulatively since the power was turned on. The odds monitor information represents information showing various ratios (accessory ratio, consecutive accessory ratio, favorable interval ratio, designated accessory ratio, accessory status ratio, etc.) for evaluating the degree of the gaming machine's probability of winning.
[0126] The gaming machine installation information shown in FIG. 6(c) includes two types of information: game control unit information and medal count control unit information. The game control unit information is composed of the ID number information of the IC chip of the game control unit 302, the manufacturer code of that IC chip, and the product code of that IC chip. The medal count control unit information is composed of the ID number information of the IC chip of the medal count control unit 350, the manufacturer code of that IC chip, and the product code of that IC chip.
[0127] FIG. 7 is a diagram showing the communication sequence when a game control state command is transmitted from the game control unit 302 to the medal count control unit 350.
[0128] FIG. 7 shows, from left to right, the first sub-control unit 400, the game control unit 302, the medal count control unit 350, and the lending machine 700.
[0129] First, before explaining the game control state command, the communication between the slot machine 100 and the lending machine 700 will be explained. A medal number control unit 350 is connected to the lending machine 700, and the communication between the slot machine 100 and the lending machine 700 is carried out between the medal number control unit 350 and the lending machine 700. The communication between the medal number control unit 350 and the lending machine 700 is performed at a cycle of 300 ms.
[0130] As shown in FIG. 7, a game machine information notification and a count notification are transmitted from the medal number control unit 350 to the lending machine 700. Also, a lending notification is transmitted from the lending machine 700 to the medal number control unit 350, and upon receiving this lending notification, the medal number control unit 350 returns a lending reception result response notification to the lending machine 700.
[0131] FIG. 8 is a diagram showing details of the communication performed between the medal number control unit 350 and the lending machine 700.
[0132] FIG. 8(a) is a diagram showing the data configuration of the telegram exchanged in the communication between the medal number control unit 350 and the lending machine 700. This telegram is composed of five types: telegram length, command, sequence number, data section, and checksum. The telegram length stores the length of the entire telegram. The command stores a command code for identifying the types of game machine information notification, count notification, lending notification, and lending reception result response notification. The sequence number stores the sequence number in the game machine information notification, the count sequence number in the count notification, and the lending sequence number in the lending notification and lending reception result response notification. The range of each type of sequence number is 0 to 255. When the power is turned on, the sequence number becomes 0, and when it reaches 255, it returns to 1 and then repeats from 1 to 255. Various data are stored in the data section, and the checksum stores the lower 1 byte of the total obtained by adding the data from the telegram length to the data section.
[0133] FIG. 8(b) is a diagram showing the specific content of the data section of the gaming machine information notification. In the data section of the gaming machine information notification, codes representing types such as pachinko machines, rotary drum machines, and arrangement ball machines are stored. In the case of this embodiment, a code representing a rotary drum machine is stored. The gaming machine information type includes hall computer-illegal monitoring information in addition to the gaming machine performance information and gaming machine installation information described with reference to FIG. 6. The gaming machine information type stores a code for identifying which of these three types of information it is.
[0134] FIG. 9(a) is a diagram showing details of the hall computer-illegal monitoring information.
[0135] The gaming medal number information is information representing the current number of gaming medals stored in the RAM 358 of the medal number control unit 350.
[0136] The inserted medal number information is information on the change in the number of inserted medals (-3 to 3 medals) that has changed after the previous gaming machine information notification, based on the number of inserted medals and the number of returned medals when the change button 134 (see FIG. 1) is operated and there are returned medals. That is, it is information based on the information on the number of inserted medals and the number of change medals included in the game control priority commands (insert command, change command) sent from the game control unit 302 to the medal number control unit 350.
[0137] The paid-out medal number information is information representing the number of paid-out medals. This paid-out medal number information is information based on the information on the number of medal payouts included in the game control priority command (payout command) sent from the game control unit 302 to the medal number control unit 350.
[0138] The advantageous state information is the advantageous state information shown in FIG. 6(a) described above. In addition, information representing the state of the gaming machine may be included.
[0139] The gaming machine error state information is information represented by an error code.
[0140] Figure 9(b) is a list of error codes. Regarding the various errors shown in Figure 9(b), they are also handled by the medal count control state command, various processing commands transmitted from the game control unit 302 to the first sub-control unit 400, and the game control priority command (error occurrence command), which will be described later.
[0141] Hereinafter, only the errors that particularly require explanation will be described. The medal count control disconnection is an error that occurs when the game control unit 302 detects a disconnection of the medal count control unit 350, and the game control disconnection is the opposite, which is an error that occurs when the medal count control unit 350 detects a disconnection of the game control unit 302. The abnormal game order is an error such that the order of game progress in the game control unit 302 is abnormal. The abnormal game control command sequence number is an error such that the sequence number of the command from the game control unit 302 is a value other than the value obtained by adding 1 to the previous value. The abnormal payout number is an error that occurs when the payout number included in the game control state command is outside the range of 0 or more and 15 or less payout numbers. That is, in the slot machine 100 of the present embodiment, the maximum number of payout coins in one payout is 15. The discrepancy in the settlement number is an error that occurs when the settlement number included in the game control priority command (settlement command) is a settlement number greater than or equal to the inserted number. The chip ID number mismatch is an error that occurs when the IC chip number information among the game control unit information shown in Figure 6(c) is different from the previous information. The medal count control RAM error is an error indicating a defect in the RAM 358 of the medal count control unit 350. The lending machine communication abnormality is an error such that, as will be described in detail later, the lending notice is not received despite the VL signal from the lending machine 700 being in the on state. In any case when the various errors shown in Figure 9(b) occur, all the 7-segment displays of the instruction monitor 125 shown in Figure 1 will be in the fully lit state, and an error notification sound will be output from the speaker 272. Also, an error code for display will be displayed on the effect image display device 157.
[0142] The gaming machine illegal information includes, in addition to the setting state information and front door information shown in Fig. 6(a) described with reference to Fig. 6, information when an illegal act is detected, information indicating that the number of gaming medals has been cleared, a security signal indicating that illegal act detection is in progress, and the like.
[0143] The information on the number of gaming information becomes the information on the current bet number and the paid-out number. These two pieces of information are distinguished by type information. The current bet number becomes the value of the current bet number included in the start lever reception command (gaming control state command) when the operation of the start lever 135 is received and the start lever reception command is transmitted from the game control unit 302 to the medal number control unit 350. Also, the paid-out number becomes the value of the number of paid-out medals included in the payout command when the payout command (gaming control state command) is transmitted from the game control unit 302 to the medal number control unit 350.
[0144] Returning to the explanation using Fig. 8(b), the gaming machine information notification transmitted from the medal number control unit 350 to the lending machine 700 at a cycle of 300 ms stores the gaming machine information of the code specified by the gaming machine information type. That is, when the value of the gaming machine information type is 0, the gaming machine performance information is stored; when the value of the gaming machine information type is 1, the gaming machine installation information is stored; and when the value of the gaming machine information type is 2, the hall console - illegal monitoring information is stored. The gaming machine performance information, the gaming machine installation information, and the hall console - illegal monitoring information have different notification intervals. The gaming machine performance information is notified once at the longest first time (for example, 180 seconds), the gaming machine installation information is notified once at the second time (for example, 60 seconds), and the hall console - illegal monitoring information is notified every shortest third time (for example, 300 ms of the notification cycle). When the notification timings of these three pieces of information overlap, the notification of the gaming machine installation information is given the highest priority, and then the notification of the gaming machine performance information is given priority. And the hall console - illegal monitoring information, which has the lowest priority, has the most frequent notifications.
[0145] FIG. 8(c) is a diagram showing the specific content of the data part of the count notification transmitted from the medal number control unit 350 to the lending machine 700 at a cycle of 300 ms. As shown in FIG. 7, the count notification is notified within a range of 90 ms or more and 100 ms or less from the start of the notification of the gaming machine information notification. This is managed by a count notification interval timer in which 90 ms is set in step S3303 shown in FIG. 32 described later. Also, although details will be described later, when the count button 171 shown in FIG. 1 is briefly pressed once, the counted number increases by one, and when the count button 171 is briefly pressed a plurality of times until a cycle of 300 ms arrives, the number of medals corresponding to the number of times of the short press becomes the counted number. On the other hand, when a cycle of 300 ms arrives while the count button 171 is being long-pressed for 500 ms or more, the counted number becomes 50. That is, the counted number can be set in units of one or 50 at a time. However, when the counted number exceeds the value of the number of gaming medals stored in the RAM 358, this value of the number of gaming medals is set as the counted number. The counted medal number information is information representing the counted number determined by the operation of the count button 171 until a cycle of 300 ms arrives. The cumulative counted medal number is information representing the counted medal number accumulated since the power-on.
[0146] FIG. 8(d) is a diagram showing the specific content of the data part of the lending notice transmitted from the lending machine 700 to the medal number control unit 350 at a cycle of 300 ms. As shown in FIG. 7, the lending machine 700 notifies the medal number control unit 350 of the lending notice within 170 ms from the start of receiving the counting notice. The medal number control unit 350 monitors whether the lending notice is notified within 170 ms by a lending notice interval timer set to 170 ms in step S3502 shown in FIG. 34 described later. When the lending button 707 of the lending machine 700 shown in FIG. 1 is operated, if the "cash balance" of the card is equal to or more than a predetermined amount (for example, 1000 yen), the number of medal pieces corresponding to the predetermined amount (for example, 50 pieces) becomes the number of lent medals. On the other hand, when the "cash balance" of the card is less than the predetermined amount, the number of medal pieces converted from the current balance at a predetermined rate becomes the number of lent medals. The lent medal number information is information representing the number of lent medal pieces in response to the operation of the lending button 707 in this way. Note that the predetermined amount and the number of medal pieces corresponding to the predetermined amount can be set in advance by the lending machine 700.
[0147] FIG. 8(e) is a diagram showing the specific content of the data part of the lending reception result response returned from the medal number control unit 350 to the lending machine 700. Although details will be described later, the medal number control unit 350 determines whether the number of lent medal pieces notified by the lending notice is 50 or less, whether the number of game medal pieces stored in the RAM 358 is less than the lending threshold (for example, 15000 pieces), whether the counting process is being performed, etc., and determines the lending medal number reception result as either normal or abnormal. In the lending reception result response, this reception result is transmitted to the lending machine 700.
[0148] Subsequently, the game control unit 302 shown in FIG. 7 will be described with respect to the game control state command transmitted to the medal number control unit 350 every 2.98 ms.
[0149] FIG. 10 is a table showing the game control state command.
[0150] The game control state command is a 16-bit command. The most significant bit of the upper byte is used as a strobe signal, the remaining upper 7 bits represent the command type, and the content is represented by the lower byte. Note that FIG. 10 also shows the command offset used during transmission.
[0151] The game control unit 302 transmits a command representing advantageous state information (RB information, BB information, AT information). After 2.98 ms elapses, it transmits a command representing setting state information (information during setting change, information during setting confirmation). After 2.98 ms elapses, it transmits a command representing front door state information (door open information). Thus, the transmission of the game machine state information is completed.
[0152] Then, after 2.98 ms elapses, the information representing the total inserted number of coins in 3 bytes (total inserted number of coins information) is transmitted in 3 portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with a command type whose upper byte is 13H, after 2.98 ms elapses, the second byte is transmitted with a command type whose upper byte is 14H, and after 2.98 ms elapses, the third byte is transmitted with a command type whose upper byte is 15H.
[0153] Subsequently, after 2.98 ms elapses, the information representing the total paid-out number of coins in 3 bytes (total paid-out number of coins information) is transmitted in 3 portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with a command type whose upper byte is 16H, after 2.98 ms elapses, the second byte is transmitted with a command type whose upper byte is 17H, and after 2.98 ms elapses, the third byte is transmitted with a command type whose upper byte is 18H.
[0154] Next, after 2.98 ms elapses, the information representing the MY counter value in 3 bytes (MY counter value information) is transmitted in 3 portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with a command type whose upper byte is 19H, after 2.98 ms elapses, the second byte is transmitted with a command type whose upper byte is 1AH, and after 2.98 ms elapses, the third byte is transmitted with a command type whose upper byte is 1BH.
[0155] Furthermore, when 2.98 ms has elapsed, information representing the total number of payout objects in 3 bytes (total payout object number information) is transmitted in three portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with a command type of upper byte 1CH, when 2.98 ms has elapsed, the second byte is transmitted with a command type of upper byte 1DH, and when 2.98 ms has elapsed, the third byte is transmitted with a command type of upper byte 1EH.
[0156] Then, when 2.98 ms has elapsed, information representing the total number of consecutive payout objects in 3 bytes (total consecutive payout object number information) is transmitted in three portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with a command type of upper byte 1FH, when 2.98 ms has elapsed, the second byte is transmitted with a command type of upper byte 20H, and when 2.98 ms has elapsed, the third byte is transmitted with a command type of upper byte 21H.
[0157] Subsequently, when 2.98 ms has elapsed, information representing the number of games in 2 bytes (number of games information) is transmitted in two portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with a command type of upper byte 22H, and when 2.98 ms has elapsed, the second byte is transmitted with a command type of upper byte 23H.
[0158] Next, when 2.98 ms has elapsed, the role ratio monitor information is transmitted over 5 commands at intervals of 2.98 ms. That is, information representing the object ratio is transmitted with a command type of upper byte 24H, information representing the consecutive object ratio is transmitted with a command type of upper byte 25H, information representing the advantageous section ratio is transmitted with a command type of upper byte 26H, information representing the designated object ratio is transmitted with a command type of upper byte 27H, and information representing the object state ratio is transmitted with a command type of upper byte 28H. Thus, the transmission of the gaming machine performance information is completed.
[0159] Furthermore, after 2.98 ms has elapsed, the game control unit information is transmitted over 15 commands at intervals of 2.98 ms. That is, the information representing the IC chip ID number of the game control unit 302 in 4 bytes is transmitted in 4 separate 1-byte portions at intervals of 2.98 ms. Next, the information representing the IC chip manufacturer code of the game control unit 302 in 3 bytes is transmitted in 3 separate 1-byte portions at intervals of 2.98 ms. Subsequently, the information representing the IC chip product code of the game control unit 302 in 8 bytes is transmitted in 8 separate 1-byte portions at intervals of 2.98 ms. This completes the transmission of the gaming machine installation information.
[0160] Finally, the checksum value is transmitted. When the transmission of the checksum value is complete, the transmission returns to the advantageous state information, and thereafter, the game control state commands shown in FIG. 10 are repeatedly transmitted one by one at intervals of 2.98 ms. Note that if there is a game control priority command, the transmission of the game control state commands is interrupted until this command is transmitted.
[0161] Subsequently, the medal number control unit 350 shown in FIG. 7 will be described with respect to the medal number control state commands transmitted to the game control unit 302 every 5.96 ms.
[0162] FIG. 11 is a table showing the medal number control state commands.
[0163] The medal number control state commands are also 16-bit commands. The most significant bit of the upper byte is used as a strobe signal, the remaining upper 7 bits represent the command type, and the content is represented by the lower byte. Note that FIG. 11 also shows the command offset used during transmission.
[0164] The medal number control unit 350 transmits VL signal information indicating whether the VL signal from the lending machine 700 is in the on state. This VL signal information corresponds to basic information and may include other information.
[0165] Next, when 5.96 ms has elapsed, the information representing the "number of game medals" stored in the RAM 358, which is represented by two bytes, is divided into upper and lower bytes, one byte each, and transmitted at intervals of 5.96 ms. That is, the lower byte is transmitted with the command type of 02H for the upper byte, and when 5.96 ms has elapsed, the upper byte is transmitted with the command type of 03H for the upper byte.
[0166] Then, when 5.96 ms has elapsed, the information representing the counted number (counted number information) is transmitted, and when 5.96 ms has elapsed, the information representing the lent number (lent number information) is transmitted.
[0167] Finally, the error code described with reference to FIG. 9(b) is transmitted. When the transmission of the error code is completed, the transmission returns to the VL signal information, and thereafter, the medal number control state commands shown in FIG. 11 are repeatedly transmitted in order at intervals of 5.96 ms. Note that when there is a response command for the game control priority command, the transmission of the medal number control state command is interrupted until this command is transmitted.
[0168] Next, the security command transmitted from the game control unit 302 shown in FIG. 7 to the first sub-control unit 400 at a cycle of 100 ms will be described.
[0169] The security command includes VL signal information indicating whether the VL signal is in the on state, door open information indicating whether the front door 102 is in the open state, information representing the "number of game medals" stored in the RAM 358, information representing the counted number, and information representing the lent number, etc. Note that the information representing the "number of game medals", the information representing the counted number, and the information representing the lent number are the information transmitted from the medal number control unit 350 by the medal number control state command.
[0170] In addition, various processing commands are also sent from the game control unit 302 to the first sub-control unit 400. Examples of the various processing commands include, for example, a normal return command at the time of power restoration, a setting change start command related to setting value change, a setting change end command including the changed setting value, an error occurrence command and an error release command, a bet command including the number of inserted coins, a settlement button command indicating that the settlement button has been pressed, a production information command including production information, a start lever reception command indicating that the operation of the start button 135 has been received, first to third press commands accompanying the reception of the operations of the stop buttons 137 to 139, a game information command including game information, a payout start command indicating the start of payout, and the like. Note that the errors in the error occurrence command and the error release command include, in addition to the errors represented by the error codes described with reference to FIG. 9(b), an error almost reaching the upper limit of the display number of game medals, a door opening error in which the front door 102 is opened, a lending machine abnormality error in which the VL signal has turned off, and the like.
[0171] FIG. 12 is a diagram showing a communication sequence when a game control priority command is sent from the game control unit 302 to the medal number control unit 350.
[0172] The game control priority command is a command that is transmitted with higher priority than the game control state command. If there is a request for retransmission from the medal control unit 350 after the game control unit 302 transmits the game control priority command, the game control unit 302 transmits the game control priority command to the medal control unit 350 again.
[0173] FIG. 13(a) is a diagram showing details of the game control priority command.
[0174] There are two types of game control priority commands: one for which a response command is returned from the medal count control unit 350 when transmitted to the medal count control unit 350, and one for which transmission of the medal count control state command continues without the return of this response command. The former game control priority command is referred to as game control priority command 1, and the latter game control priority command is referred to as game control priority command 2. FIG. 12 shows the communication sequence when game control priority command 1 is transmitted.
[0175] Game control priority command 1 includes a payout command, an input command, and a settlement command. The payout command transmits the payout number of medals (0 to 15 medals) with a command type having a high byte of 04H, then transmits the command serial number with a command type having a high byte of 05H, and finally transmits the checksum with a command type having a high byte of 06H. That is, when transmitting the payout command, three commands are transmitted continuously.
[0176] The input command transmits the input number of medals (0 to 3 medals) with a command type having a high byte of 07H, then transmits the command serial number with a command type having a high byte of 08H, and finally transmits the checksum with a command type having a high byte of 09H. That is, when transmitting the input command, three commands are also transmitted continuously.
[0177] The settlement command transmits the settlement number of medals (0 to 3 medals) with a command type having a high byte of 0AH, then transmits the command serial number with a command type having a high byte of 0BH, and finally transmits the checksum with a command type having a high byte of 0CH. That is, when transmitting the settlement command, three commands are also transmitted continuously.
[0178] The medal count control unit 350 shown in FIG. 12 transmits a response command when it receives game control priority command 1.
[0179] FIG. 13(b) is a diagram showing the details of the response command returned from the medal count control unit 350 to the game control unit 302.
[0180] The response command can be sent in response to a payout command (payout response), an input command (input response), or a settlement command (settlement response). The response command has the value of 00H in the upper byte which is the value of the command type. In the payout response, the response command includes one of normal, abnormal, and a re-request of the payout command. Here, normal corresponds to the completion of payout, and abnormal corresponds to the case where the number of game medals exceeds the payout threshold (e.g., 16,383 medals) due to the payout.
[0181] In the input response, the response command includes one of normal, abnormal, and a re-request of the input command. Here, normal corresponds to the completion of input, and abnormal corresponds to the input failure or invalid input.
[0182] In the settlement response, the response command includes one of normal, abnormal, and a re-request of the settlement command. Here, normal corresponds to the completion of settlement, and abnormal corresponds to the case where the number of game medals exceeds the settlement threshold (e.g., 16,383 medals) due to the settlement. Note that the settlement threshold is the same value as the above-mentioned payout threshold.
[0183] FIG. 14 is a diagram showing a communication sequence when the game control priority command 2 is sent from the game control unit 302 to the medal number control unit 350.
[0184] As shown in FIG. 13(a), the game control priority command 2 includes an error occurrence command, a RAM clear command, and a start lever operation command. The error occurrence command is a command with a command type whose upper byte is 01H and includes the occurrence of various errors shown in FIG. 9(b).
[0185] The RAM clear command is a command with a command type whose upper byte is 02H and includes the normality of the RAM 308 determined by the game control unit 302 or the defect of the RAM 308 determined by the game control unit 302.
[0186] The start lever reception command is a command type with the upper byte being 03H. When the operation of the start lever 135 is received and the bet number is determined, the command includes information representing the determined bet number (current bet number: 1 to 3).
[0187] 《Symbol Arrangement》 On each of the reels 110 to 112, a plurality of types of symbols are arranged by a predetermined number of symbols. The slot machine 100 in the present embodiment is configured to stop the corresponding reels 110 to 112 within the maximum draw-in range from the stopped position in order to improve the interest of the game.
[0188] 《Types of Winning Combinations》 The winning combinations of the slot machine 100 include special combinations, replay combinations, and minor combinations. Note that the types of winning combinations are not limited to these combinations and can be arbitrarily adopted.
[0189] 《Types of Internal Winning Combinations》 In the game, the internal winning combination is determined by a lottery at the start of the game, and it is possible to win a combination corresponding to this internal winning combination in the game. Note that depending on the combination, the result of the internal lottery may be carried over to the next game.
[0190] 《Types of Game States》 The slot machine 100 is provided with various states with different degrees of advantage. By transitioning between these states, the degree of advantage is changed to improve the interest of the game.
[0191] 《Outline of Processing》 Hereinafter, the processing of the game control unit 302, the medal number control unit 350, the first sub-control unit 400, and the second sub-control unit 500 will be described with reference to the drawings. Note that in the present embodiment, a so-called medal-less configuration is adopted in which information (virtual medal number) corresponding to the number of actual medals is used instead of using actual medals. However, in the following description, this information will be referred to as "medal number".
[0192] 《Main Processing of Game Control Unit》 First, with reference to FIG. 15, the main game control process executed by the CPU 304 of the game control unit 302 will be described. Note that this figure is a flowchart showing the flow of the main game control process.
[0193] As described above, the game control unit 302 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when the power is turned on. The CPU 304 of the game control unit 302 that receives this start signal starts reset by a reset interrupt and executes the main game control process shown in FIG. 15 according to the control program stored in advance in the ROM 306.
[0194] When the power is turned on, first, various initial settings are performed in step S101. In this initial setting, the setting of the stack initial value to the stack pointer (SP) of the CPU 304, the setting of interrupt prohibition, the initial setting of the I / O 310, the initial setting of various variables (including the MY counter described later) stored in the RAM 308, the operation permission and initial value setting to the WDT 314, etc. are performed. Note that when the setting is changed, the content of the RAM 308 is initialized. Also, when it is determined that there is an abnormality in the backup data of the RAM 308 in the return process, the content of the RAM 308 is initialized. When this initialization is performed, a RAM clear command including information on whether the initialization has ended normally is transmitted to the medal number control unit 350.
[0195] In step S102, medal insertion / start lever reception processing is executed. The details of this processing will be described later with reference to FIG. 17.
[0196] In step S103, valid winning lines are determined.
[0197] In step S104, the winning combination lottery table stored in the ROM 306 is read out according to the current game state, and an internal lottery (lottery of combinations) is performed using this and the random number value obtained from the random number value generation circuit 316 to determine the internal winning combination. As a result of the internal lottery, if the internal winning is any winning combination (including the activated combination), the flag of that winning combination is turned on.
[0198] In step S105, based on the result of the internal lottery, reel stop data corresponding to the stop operation is prepared. This reel stop data is stored in the ROM 306 of the game control unit 302.
[0199]
[0198] In step S106, the rotation of reels 110 to 112 is started on the condition that the game interval timer (subtracted in the timer update process described later) is 0, and an initial value is set for the game interval timer. Also, when starting the rotation of reels 110 to 112, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when reels 110 to 112 reach a predetermined rotation speed and the optical sensors provided on each reel are detected to grasp the symbol positions of each reel, the stop operation for stop buttons 137 to 139 is enabled. Note that the above game interval counter ensures the minimum time required for one game (4.1 s in this embodiment) and suppresses the probability of winning.
[0200] In step S107, the reel stop control process is executed. In this process, after the stop operation is enabled, when any of the stop buttons 137 to 139 is pressed, the corresponding reels 110 to 112 of the pressed stop buttons 137 to 139 are stopped. Specifically, every time a stop operation is performed, the stop table of the reel stop data is referred to, and the corresponding reels 110 to 112 of the stop operation are stopped according to the number of drawing commands set in the stop table. Also, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparations are made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and for each stop of reels 110 to 112, preparations are made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all reels 110 to 112 stop, the process proceeds to step S108.
[0201] In step S108, a winning determination process is performed. Here, when a symbol combination corresponding to any winning combination is displayed on the activated winning line, it is determined that the player has won the corresponding winning combination. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.
[0202] In step S109, a medal awarding process is executed. The details of this process will be described later with reference to FIG. 22.
[0203] In step S110, a game state control process is performed. Here, based on the result of the game, the status related to the game state is updated.
[0204] Thus, one game ends. Thereafter, the game progresses by returning to step S102 and repeating the above-described processes.
[0205] Next, with reference to FIG. 16, the details of the medal insertion / start lever reception process (step S102) in the main game control process of FIG. 15 will be described. This figure is a flowchart of the medal insertion / start lever reception process (step S102) in FIG. 15.
[0206] First, in step S1001 which is executed first, it is determined whether there is any error status. If there is no such error status, the process proceeds to step S1003, and if there is any error status, the process proceeds to step S1002.
[0207] In step S1002, an error notification process corresponding to the error status is executed, and the process returns to step S1001 again.
[0208] In step S1003, a one-time interrupt time waiting process is executed, and the process proceeds to step S1004.
[0209] In step S1004, interrupt processing is prohibited, and the process proceeds to step S1005.
[0210] In step S1005, it is determined whether an operation of a setting key is received. If an operation of the setting key is received, the process proceeds to step S1006, and if no operation of the setting key is received, the process proceeds to step S1007.
[0211] In step S1006, a process of confirming the reception of the operation of the setting key is executed, and the process returns to step S1001 again.
[0212] In step S1007, it is determined whether the VL signal is on. This VL signal is a signal that is always transmitted from the lending machine 700 to the medal number control unit 350 in an on state. The game control unit 302 grasps the state of the VL signal based on the information transmitted from the medal number control unit 350. If this VL signal is on, the process proceeds to step S1008, and if the VL signal is off, the process returns to step S1001 again.
[0213] In step S1008, it is determined whether an operation of the start lever 135 is received. If an operation of the start lever 135 is received, the process proceeds to step S1009, and if no operation of the start lever 135 is received, the process proceeds to step S1011.
[0214] In step S1009, it is determined whether the replay flag is on. This replay flag is a flag that is set to on when a winning occurs in a replay winning combination and a replay is awarded. If the replay flag is off, the process proceeds to step S1010, and if the replay flag is on, this medal insertion / start lever reception process ends.
[0215] In step S1010, the current bet number (current bet count) is compared with the number required to start the game (startable number of medals). If the current bet count is less than the startable number of medals, the process proceeds to step S1011, and if the current bet count is equal to or greater than the startable number of medals, the process proceeds to step S1012.
[0216] In step S1011, the medal insertion in - process is executed, and the process proceeds to step S1001 again. The details of the medal insertion in - process will be described later with reference to FIG. 17.
[0217] In step S1012, among the transmission contents (2 bytes) to the medal number control unit 350, 03H is set in the upper byte, and the process proceeds to step S1013. The value set here is used to indicate that the transmitted command is the start lever reception command.
[0218] In step S1013, among the transmission contents (2 bytes) to the medal number control unit 350, the current bet number is set in the lower byte, and the process proceeds to step S1014.
[0219] In step S1014, the priority command transmission process to the medal number control unit is executed. The details of this process will be described later with reference to FIG. 21.
[0220] In step S1015, the start lever reception command is transmitted to the first sub - control unit 400, and this medal insertion / start lever reception process ends.
[0221] Next, with reference to FIG. 17, the details of the medal insertion in - process (step S1011) in the medal insertion / start lever reception process of FIG. 16 will be described. This figure is a flowchart of the medal insertion in - process (step S1011) in FIG. 16.
[0222] First, in step S1101 which is executed first, it is determined whether the operation of the settlement button 134 has been received. If the operation of the settlement button 134 has been received, the process proceeds to step S1102; if the operation of the settlement button 134 has not been received, the process proceeds to step S1103.
[0223] In step S1102, the settlement button process is executed, and this medal insertion in - process ends. The details of the settlement button process will be described later with reference to FIG. 18.
[0224] In step S1103, it is determined whether an operation of any of the bet buttons 130, 132 has been received. If an operation of the bet buttons 130, 132 has been received, the process proceeds to step S1104. If an operation of the bet buttons 130, 132 has not been received, this medal insertion process is terminated.
[0225] In step S1104, it is determined whether the replay flag is on. This replay flag is a flag that is set to on when a winning occurs in a replay winning combination and a replay is awarded. If the replay flag is off, the process proceeds to step S1105. If the replay flag is on, the process proceeds to step S1114.
[0226] In step S1105, 0 is set as the required number of medals, and the process proceeds to step S1106. Note that this required number of medals is a value used to set the number of medals to be exchanged with the medal number control unit 350.
[0227] In step S1106, the current bet count and the maximum bet count (3 in this embodiment) are compared. If the current bet count is not the same as the maximum bet count, the process proceeds to step S1107. If the current bet count is equal to the maximum bet count, the process proceeds to step S1110.
[0228] In step S1107, the value obtained by subtracting the current bet count from the maximum bet count is set as the required number of medals, and the process proceeds to step S1108.
[0229] In step S1108, it is determined whether the bet button 130, 132 for which an operation has been determined to be received is the single bet button 130. If the bet button 130, 132 for which an operation has been determined to be received is the single bet button 130, the process proceeds to step S1109. Otherwise, the process proceeds to step S1110.
[0230] In step S1109, 1 is set as the required number of medals, and the process proceeds to step S1110.
[0231] In steps S1105 to S1109 described above, if the current bet number is the maximum bet number, the required number of medals is 0. Also, when the MAX bet button 132 is operated while the current bet number is less than the maximum bet number, if the current bet number is 0 with respect to the maximum bet number of 3, the required number of medals is 3; if the current bet number is 1, the required number of medals is 2; if the current bet number is 2, the required number of medals is 1. Also, when the 1-medal bet button 130 is operated while the current bet number is less than the maximum bet number, the required number of medals is 1.
[0232] In step S1110, among the transmission contents (2 bytes) to the medal number control unit 350, 07H is set in the upper byte, and the process proceeds to step S1111. Note that the value set here is used to indicate that the transmitted command is an input command.
[0233] In step S1111, the variable information transmission process to the medal number control unit is executed, and the process proceeds to step S1112. The details of the variable information transmission process to the medal number control unit will be described later with reference to FIG. 19.
[0234] In step S1112, it waits for the response result for the command transmitted in step S1111, and determines whether this result is "normal". If the response result is "normal", the process proceeds to step S1113; if the response result is not "normal", the process proceeds to step S1114.
[0235] In step S1113, the required number of medals is added to the current bet number, and the process proceeds to step S1114.
[0236] In step S1114, the bet button reception command is transmitted to the first sub-control unit, and this medal input in-process is terminated.
[0237] Next, with reference to FIG. 18, the details of the settlement button process (step S1102) in the medal input in-process of FIG. 17 will be described. This figure is a flowchart of the settlement button process (step S1102) in FIG. 17.
[0238] First, in step S1201 which is executed first, a payment button reception command is sent to the first sub-control unit, and the process proceeds to step S1202.
[0239] In step S1202, it is determined whether the replay flag is on. This replay flag is a flag that is set to on when a winning occurs in a replay winning combination and a replay is granted. If the replay flag is off, the process proceeds to step S1203, and if the replay flag is on, this payment button process ends.
[0240] In step S1203, the required number of medals and the current bet are set, and the process proceeds to step S1204.
[0241] In step S1204, among the transmission contents (2 bytes) to the medal number control unit 350, 0AH is set in the upper byte, and the process proceeds to step S1205. Note that the value set here is used to indicate that the transmitted command is a payment command.
[0242] In step S1205, a variable information transmission process to the medal number control unit is executed, and the process proceeds to step S1206. The details of the variable information transmission process to the medal number control unit will be described later with reference to FIG. 19.
[0243] In step S1206, it is determined whether the response result for the command transmitted in step S1205 is "normal". If the response result is "normal", the process proceeds to step S1207, and if the response result is not "normal", this payment button process ends.
[0244] In step S1207, 0 is set in the current bet, and this payment button process ends.
[0245] Next, with reference to FIG. 19, the details of the variable information transmission process to the medal number control unit (step S1111) in the medal insertion process of FIG. 17, the variable information transmission process to the medal number control unit (step S1205) in the settlement button process of FIG. 18, and the variable information transmission process to the medal number control unit (step S1605) in the medal awarding process of FIG. 22 will be described. This figure is a flowchart of the variable information transmission process to the medal number control unit (steps S1111, S1205, S1605) in FIGS. 17, 18, and 22.
[0246] First, in step S1301 which is executed first, an initial value (4 in this embodiment) is set for the value of the remaining number of transmissions, and the process proceeds to step S1302.
[0247] In step S1302, information indicating that the response result is "abnormal" is set, and the process proceeds to step S1303. Note that this response result is overwritten by the response result from the medal number control unit 350, but if it is not overwritten (no response), it indicates "abnormal".
[0248] In step S1303, it is determined whether there is any error status. If there is any error status, this variable information transmission process to the medal number control unit ends, and if there is no error status, the process proceeds to step S1304.
[0249] In step S1304, an initial value (a value corresponding to 100 ms in this embodiment) is set for the value of the response waiting timer, and the process proceeds to step S1305.
[0250] In step S1305, the value of the remaining number of transmissions is decremented by 1, and the process proceeds to step S1306.
[0251] In step S1306, if the value of the remaining number of transmissions is not 0, the process proceeds to step S1307, and if the value of the remaining number of transmissions is 0, this variable information transmission process to the medal number control unit ends.
[0252] In step S1307, a triple command transmission process is executed, and the process proceeds to step S1308. The details of this triple command transmission process will be described later with reference to FIG. 20.
[0253] In step S1308, if the value of the response waiting timer is not 0, the process proceeds to step S1309; if the value of the response waiting timer is 0, the process proceeds back to step S1303.
[0254] In step S1309, if a response from the medal count control unit 350 has been received, the process proceeds to step S1310; if no response has been received, the process proceeds back to step S1308.
[0255] In step S1310, if the reception result of the response from the medal count control unit 350 is "re-request", the process proceeds back to step S1303; if the reception result is other than that, the process proceeds to step S1311.
[0256] In step S1311, the reception result of the response from the medal count control unit 350 is stored as the response result, and the process proceeds to step S1312.
[0257] In step S1312, the command serial number is incremented by 1, and this variable information transmission process to the medal count control unit is terminated.
[0258] Next, with reference to FIG. 20, the details of the triple command transmission process (step S1307) in the variable information transmission process to the medal count control unit in FIG. 19 will be described. This figure is a flowchart of the triple command transmission process (step S1307) in FIG. 19. Here, the triple command is a group of commands that are transmitted continuously three times. In this embodiment, the insert command, settlement command, and payout command shown in FIG. 13(a) each become a triple command.
[0259] First, in step S1401 which is executed first, the value of the checksum is set (initialized) to 0, and the process proceeds to step S1402.
[0260] In step S1402, the required number of medals is set in the lower byte of the transmission content (2 bytes) to the medal number control unit 350, and the process proceeds to step S1403.
[0261] In step S1403, the priority command transmission process to the medal number control unit is executed. The details of this process will be described later with reference to FIG. 21.
[0262] In step S1404, the value of the checksum is updated using the transmission content (lower byte).
[0263] In step S1405, the value of the upper byte of the transmission content (2 bytes) to the medal number control unit 350 is incremented by 1, and the process proceeds to step S1406.
[0264] In step S1406, the command serial number is set in the lower byte of the transmission content (2 bytes) to the medal number control unit 350, and the process proceeds to step S1407.
[0265] In step S1407, the priority command transmission process to the medal number control unit is executed. The details of this process will be described later with reference to FIG. 21.
[0266] In step S1408, the value of the checksum is updated using the transmission content (lower byte).
[0267] In step S1409, the value of the upper byte of the transmission content (2 bytes) to the medal number control unit 350 is incremented by 1, and the process proceeds to step S1410.
[0268] In step S1410, the checksum is set in the lower byte of the transmission content (2 bytes) to the medal number control unit 350, and the process proceeds to step S1411.
[0269] In step S1411, the priority command transmission process to the medal number control unit is executed. The details of this process will be described later with reference to FIG. 21.
[0270] Next, with reference to FIG. 21, the details of the priority command transmission process (step S1014) to the medal number control unit in the medal insertion / start lever reception process of FIG. 16 and the priority command transmission process (steps S1403, S1406, step S1409) to the medal number control unit in the triple command transmission process of FIG. 20 will be described. This figure is a flowchart of the priority command transmission process (steps S1014, S1403, S1406, step S1409) to the medal number control unit in FIGS. 16 and 20.
[0271] First, in step S1501 that is executed first, it is determined whether the transmission buffer for the medal number control unit is empty. If this transmission buffer is empty, the process proceeds to step S1502. If the transmission buffer is not empty, this step S1501 is repeated.
[0272] In step S1502, the transmission content (2 bytes) is set in the transmission buffer for the medal number control unit, and this priority command transmission process to the medal number control unit is terminated.
[0273] Next, with reference to FIG. 22, the details of the medal awarding process (step S109) in the game control unit main process of FIG. 15 will be described. This figure is a flowchart of the medal awarding process (step S109) in FIG. 15.
[0274] First, in step S1601 that is executed first, it is determined whether there is any error status. If there is no error status, the process proceeds to step S1602. If there is any error status, the process proceeds to step S1603.
[0275] In step S1602, the value of the payout number is set as the required number, and the process proceeds to step S1604.
[0276] In step S1603, the error notification process corresponding to the error status is executed, and the process returns to step S1601 again.
[0277] In step S1604, among the transmission contents (2 bytes) to the medal number control unit 350, 04H is set in the upper byte, and the process proceeds to step S1605. Note that the value set here is used to indicate that the transmitted command is a payout command.
[0278] In step S1605, the variable information transmission process to the medal number control unit (FIG. 19) is executed, and the process proceeds to step S1606.
[0279] In step S1606, it is determined whether the response result for the command transmitted in step S1605 is "normal". If the response result is "normal", the process proceeds to step S1607; if the response result is not "normal", the process proceeds to step S1608.
[0280] In step S1607, the payout command is transmitted to the first sub-control unit, and this medal awarding process is terminated.
[0281] In step S1608, if there is no error request, a command indicating that the number of game medals is in an overflow state (addition by payout is not possible) is transmitted to the first sub-control unit, and the process proceeds to step S1601.
[0282] 《Game Control Unit Timer Interrupt Process》 Next, with reference to FIG. 23, the game control unit timer interrupt process executed by the CPU 304 of the game control unit 302 will be described. Note that this figure is a flowchart showing the flow of the game control unit timer interrupt process.
[0283] The game control unit 302 includes a counter timer 312 that generates a timer interrupt signal at a predetermined period (once every 1.49 ms in this embodiment), and the game control unit timer interrupt process is started at a predetermined period triggered by this timer interrupt signal.
[0284] In step S201, timer interrupt start processing is performed. In this timer interrupt start processing, processes such as temporarily saving the values of each register of the CPU 304 in the stack area are performed.
[0285] In step S202, the WDT 314 is restarted periodically (in this embodiment, once every 1.49 ms, which is the period of the game control unit timer interrupt) so that the count value of the WDT 314 does not exceed the initial setting value (600 ms in this embodiment) and no WDT interrupt occurs (so as not to detect an abnormality in the process).
[0286] During power failure, the save process according to step S214 described later is executed and a WDT interrupt occurs, and when power is restored, it returns to the state when this save process was executed. However, for example, when power is restored early, communication may resume before the lending machine 700 side grasps the power failure of the slot machine 100, and as a result, a communication error may occur. In consideration of such a situation, in this embodiment, once a power failure occurs, communication is not resumed until the lending machine 700 side determines that a power failure has occurred. The initial value of the count value of the WDT 314 described above is an example for realizing this configuration.
[0287] In step S203, error monitoring processing is executed. Here, processing corresponding to various errors such as an abnormality in the communication state with the medal number control unit 350 and an abnormality in the open / closed state of the door is performed. When there is any error status, an error occurrence command including the information of this error status is transmitted to the medal number control unit 350.
[0288] In step S204, input port state update processing is performed. In this input port state update processing, detection signals of the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, the presence or absence of the detection signals is monitored, and they are stored in the signal state storage areas provided in the RAM 308 partitioned for each of the various sensors 318. The state of the optical sensor is confirmed by this processing.
[0289] In step S205, various game processes are executed, and processing according to the interrupt status is executed.
[0290] In step S206, medal number control command reception processing is executed. Details of this processing will be described later with reference to FIG. 25.
[0291] In step S207, game control command transmission processing is executed. Details of this processing will be described later with reference to FIG. 26.
[0292] In step S208, effect command transmission processing is performed, and various commands prepared for transmission in the main processing or timer interrupt processing of the game control unit 302 are transmitted to the first sub-control unit 400. In this embodiment, the output schedule information to be transmitted to the first sub-control unit 400 is configured with 16 bits. Bit 15 is strobe information (when on, indicating that data is being set), bits 11 to 14 are command types (for example, basic command, bet command, start lever reception command, internal winning command, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press commands associated with the reception of operations of stop buttons 137 to 139, first to third stop commands associated with the stop of reels 110 to 112, winning command, payout number command and payout completion command associated with medal payout processing, game state update command, etc.), and bits 0 to 10 are command data (predetermined information corresponding to the command type).
[0293] In the first sub-control unit 400, depending on the command type included in the received output schedule information, it becomes possible to determine effect control according to changes in game control in the game control unit 302, and based on the information of the command data included in the output schedule information, the effect control content can be determined.
[0294] In step S209, device monitoring processing is performed. In this device monitoring processing, first, the signal states of various sensors 318 stored in the signal state storage area in step S204 are read out, the presence or absence of errors related to medal insertion abnormalities and medal payout abnormalities is monitored, and when an error is detected, error processing (not shown) is executed. Further, according to the current gaming state, settings of various lamps 336 and various 7-segment (SEG) displays are performed.
[0295] In step S210, security command transmission processing is executed. Specifically, a security command is transmitted to the first sub-control unit 400 every 100 ms. This security command includes VL signal information indicating whether the VL signal is in an on state, door opening information indicating whether the front door 102 is in an open state, information indicating the "number of gaming medals" stored in the RAM 308, information indicating the counted number of medals, and information indicating the lent number of medals, etc.
[0296] In step S211, timer update processing is performed. For example, processing for updating various timers in their respective time units, such as subtracting the game interval timer, is executed.
[0297] In step S212, it is monitored whether the low voltage signal is on. When the low voltage signal is received (when power-off is detected), the process proceeds to step S214, and when the low voltage signal is not received (when power-off is not detected), the process proceeds to step S213.
[0298] In step S213, timer interrupt end processing is performed. In this timer interrupt end processing, processing such as setting the values of the respective registers temporarily saved in step S201 back to the original respective registers is performed. Then, the process returns to the main game control unit processing shown in FIG. 15.
[0299] On the other hand, in step S214, information (return data) that needs to be saved, such as specific variables and stack pointers for returning to the state at the time of power cut-off during power restoration, is saved in a predetermined area of the RAM 308. A checksum value for a predetermined area including at least the used area of the RAM 308 is derived and stored in the RAM 308, and the power status is set to "normal".
[0300] Next, with reference to FIG. 24, the details of the disconnection determination process, which is one of the error monitoring processes (step S203) in the game control unit timer interrupt process of FIG. 23, will be described. This figure is a flowchart of the disconnection determination process, which is one of the error monitoring processes (step S203) in FIG. 23.
[0301] First, in step S2001 which is executed first, if the value of the disconnection determination timer is not 0, the process proceeds to step S2002, and if the value of the disconnection determination timer is 0, the process proceeds to step S2003.
[0302] In step S2002, if the strobe signal transmitted from the medal number control unit 350 is on, the process proceeds to step S2004, and if the strobe signal is off, the process proceeds to step S2005.
[0303] In step S2003, the initial value (a value corresponding to 20 ms in this embodiment) is set to the value of the disconnection determination timer, and the process proceeds to step S2005.
[0304] In step S2004, the initial value (a value corresponding to 20 ms in this embodiment) is set to the value of the disconnection determination timer, and the process proceeds to step S2005.
[0305] In step S2005, if the value of the disconnection determination timer is 1, the process proceeds to step S2006, and if the value of the disconnection determination timer is not 1, this disconnection determination process ends.
[0306] In step S2006, it is determined whether there is any error status. If there is no error status, the process proceeds to step S2007. If there is any error status, this disconnection determination process ends.
[0307] In step S2007, information indicating a disconnection error with the medal number control unit 350 is set as the error status, and this disconnection determination process ends.
[0308] Next, with reference to FIG. 25, the details of the medal number control command reception process (step S206) in the game control unit timer interrupt process of FIG. 23 will be described. This figure is a flowchart of the medal number control command reception process (step S206) in FIG. 23.
[0309] First, in step S2101 which is executed first, if the strobe signal transmitted from the medal number control unit 350 is on, the process proceeds to step S2102. If the strobe signal is off, this medal number control command reception process ends.
[0310] In step S2102, the information in the RAM 308 is updated based on the command received from the medal number control unit 350. These commands include six types of medal number control status commands (FIG. 11) and response commands (FIG. 13(b)). The type of the command can be identified by the upper byte. That is, the type of the command is identified by referring to the upper byte of the received command, and the content of the RAM 308 is updated based on its content.
[0311] In step S2103, it is determined whether there is any error status. If there is no error status, the process proceeds to step S2104. If there is any error status, this medal number control command reception process ends.
[0312] In step S2104, if the received command is a command including an error code (the error code in the medal number control unit 350), the error code is set in the error status. Note that if there is no error in the medal number control unit 350, an error code indicating normality is set in the error status. However, in this case, there will be a state where there is no error status at all.
[0313] Next, with reference to FIG. 26, the details of the game control command transmission process (step S207) in the game control unit timer interrupt process of FIG. 23 will be described. This figure is a flowchart of the game control command transmission process (step S207) in FIG. 23.
[0314] First, in step S2201 that is executed first, it is determined whether the transmission buffer for the medal number control unit 350 is empty. If this transmission buffer is empty, the process proceeds to step S2202. If this transmission buffer is not empty, the process proceeds to step S2207.
[0315] In step S2202, the command offset (see FIG. 10) is repeatedly incremented by 1 within the range from 1 to 41 (the next number after 41 is 1). In the present embodiment, as described with reference to FIG. 10, a configuration is adopted in which 41 types of commands are repeatedly transmitted in order from the game control unit 302 to the medal number control unit 350. The command offset is used to sequentially switch the types of commands to be transmitted.
[0316] In step S2203, the command corresponding to the command offset and the information targeted by this command are read out to generate the transmission content, and this transmission content is set in the transmission buffer for the medal number control unit 350.
[0317] In step S2204, it is determined whether the command offset is 41. Among the 41 types of commands transmitted from the game control means to the medal number control unit 350, the last command (the command transmitted 41st) is a checksum generated based on the transmission contents of the commands up to that point. That is, for command offsets from 1 to 40, the checksum is updated (step S2205). When the command offset reaches 41, the checksum updated up to that point is transmitted to the medal number control unit 350 (steps S2203, S2207), and the value of the checksum is initialized for generating a new checksum (step S2206). After the above processing, it proceeds to step S2207.
[0318] In step S2207, the contents of the transmission buffer addressed to the medal number control unit 350 are output to the medal number control unit 350 (the output port of the I / O is updated). Note that the information output here is received on the medal number control unit 350 side when the strobe signal is set to on in step S2209 described later.
[0319] In step S2208, it is determined whether the strobe signal for the medal number control unit 350 is off. If the strobe signal for the medal number control unit 350 is off, it proceeds to step S2209. If the strobe signal for the medal number control unit 350 is on, it proceeds to step S2210.
[0320] In step S2209, the strobe signal for the medal number control unit 350 is set to on, and this game control state command transmission process is terminated.
[0321] In step S2210, the contents of the transmission buffer addressed to the medal number control unit 350 are cleared, and it proceeds to step S2211.
[0322] In step S2211, the strobe signal for the medal number control unit 350 is set to off, and this game control state command transmission process is terminated.
[0323] "Main Process of Medal Count Control Unit" Next, with reference to FIG. 27, the main process of the medal count control unit executed by the CPU 354 of the medal count control unit 350 will be described. Note that this figure is a flowchart showing the flow of the main process of the medal count control unit.
[0324] As described above, the medal count control unit 350 is provided with a start signal output circuit (reset signal output circuit) that outputs a start signal (reset signal) when the power is turned on. The CPU 354 of the medal count control unit 350 that receives this start signal starts reset by a reset interrupt and executes the main process of the medal count control unit shown in FIG. 27 according to the control program stored in advance in the ROM 356.
[0325] When the power is turned on, first, the power-on process is performed in step S301. Here, the initialization and restart of the WDT are executed until the power supply voltage becomes a predetermined voltage (9V) or more. When the power supply voltage reaches the predetermined voltage, access to the RAM 358 is permitted and the interrupt period is set. Further, the setting of the communication circuit and the like are also performed.
[0326] In step S302, the RAM abnormality determination process is executed, and the process proceeds to step S303. Note that the details of this RAM abnormality determination process will be described later with reference to FIG. 28.
[0327] In step S303, the preparation process is executed, and the process proceeds to step S304. Note that the details of this preparation process will be described later with reference to FIG. 31.
[0328] In step S304, the transmission process of the game machine information notification is executed, and the process proceeds to step S305. Note that the details of this process will be described later with reference to FIG. 32.
[0329] In step S305, the transmission process of the count notification is executed, and the process proceeds to step S306. Note that the details of this process will be described later with reference to FIG. 34.
[0330] In step S306, a reception confirmation process for the lending notice is executed, and the process proceeds to step S307. The details of this process will be described later with reference to FIG. 35.
[0331] In step S307, if the lending notice reception flag is on, the process proceeds to step S308, and if the flag is off, the process proceeds back to step S304.
[0332] In step S308, a transmission process for the lending reception result response is executed, and the process proceeds back to step S304. The details of this process will be described later with reference to FIG. 36.
[0333] Next, with reference to FIG. 28, the details of the RAM abnormality determination process (step S302) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the RAM abnormality determination process (step S302) in FIG. 27.
[0334] First, in step S3001 which is executed first, if the power status is "normal", the process proceeds to step S3002, and if the power status is other than "normal", the process proceeds to step S3005.
[0335] In step S3002, a checksum value is derived based on the data in RAM 358, and the process proceeds to step S3003.
[0336] In step S3003, the checksum value derived in step S3002 is compared with the checksum value derived at the time of power-off. If these values are the same, it is determined that the checksum value is normal and the process proceeds to step S3004. If these values are different, it is determined that the checksum value is not normal and the process proceeds to step S3005.
[0337] In step S3004, the normal RAM clear process is executed, and the process proceeds to step S3008. In the present embodiment, there are four types of RAM clear processes, and as shown in FIG. 29, the normal RAM clear process has the least amount of data to be cleared. In addition to the area for storing information during the game, the RAM 358 also has an area for storing hardware information such as chip ID, an area for storing information related to the state of the gaming machine such as the ratio of advantageous intervals, and a buffer for temporarily storing information received from the game control unit 302. However, in the normal RAM clear process, mainly the area for storing information during the game is cleared.
[0338] In step S3005, the all-RAM clear process is executed, and the process proceeds to step S3006. The all-RAM clear process clears the most data among the four types of RAM clear processes, and as shown in FIG. 29, the entire area is cleared.
[0339] In step S3006, information indicating "RAM failure" is stored as RAM failure information, and the process proceeds to step S3007.
[0340] In step S3007, the game control unit chip ID acquisition flag is set to on, and the process proceeds to step S3008.
[0341] In step S3008, if the game medal count clear button 172 is being operated, the process proceeds to step S3009; otherwise, the process proceeds to step S3011.
[0342] In step S3009, the game medal count is set to 0, and the process proceeds to step S3010.
[0343] In step S3010, information indicating "detection occurred" is set as game medal count clear detection information, and the process proceeds to step S3011.
[0344] In step S3011, the power-on flag is set to on.
[0345] In step S3012, the execution of interrupt processing is permitted.
[0346] In step S3013, this determination process is repeatedly executed until the detection of the strobe signal on from the game control unit 302. When the strobe signal on is detected, the process proceeds to step S3014.
[0347] In step S3014, the execution of the interrupt process is prohibited.
[0348] In step S3015, the power-on flag is set to off.
[0349] In step S3016, it is determined whether the game control unit RAM clear command among the game control priority commands shown in FIG. 13(a) has been received. If this command has been received, the process proceeds to step S3017. If not, the process proceeds to step S3020.
[0350] In step S3017, if the information included in the game control unit RAM clear command indicates "normal" for clearing, the process proceeds to step S3018. If it does not indicate "normal", the process proceeds to step S3019.
[0351] In step S3018, the limited (2) RAM clear process is executed. In this process, as shown in FIG. 29, the area excluding chip information, winning ratio monitor information, etc. is cleared.
[0352] In step S3019, the limited (1) RAM clear process is executed. In this process, as shown in FIG. 29, the area excluding chip information, etc. is cleared.
[0353] In step S3020, if the information indicating "RAM failure" is stored as the RAM failure information, the process proceeds to step S3021. If the information indicating "RAM failure" is not stored as the RAM failure information, this RAM abnormality determination process ends.
[0354] In step S3021, the information indicating "RAM failure" (error code E8) is set as the error request set value.
[0355] In step S3022, an error request setting process is executed. The details of this error request setting process will be described later with reference to FIG. 30.
[0356] Next, with reference to FIG. 30, the details of the error request setting process (step S3022) in the RAM abnormality determination process and the like in FIG. 28 will be described. This figure is a flowchart of the error request setting process (step S3022) in FIG. 28 and the like.
[0357] First, in step S3101 that is first executed, if no error code is set for the error request, the process proceeds to step S3102. If some error code has already been set, this error request setting process ends.
[0358] In step S3102, the value (error code) of the error request setting value is set as the error request.
[0359] In step S3103, if the error request is "E9" shown in FIG. 9(b), the process proceeds to step S3104. Otherwise, the process proceeds to step S3105.
[0360] In step S3104, the lending machine communication abnormality error setting flag is set to on, and the process proceeds to step S3105.
[0361] In step S3105, if the error request is "E7" shown in FIG. 9(b), the process proceeds to step S3106. Otherwise, this error request setting process ends.
[0362] In step S3106, the game control unit chip ID acquisition flag is set to on, and this error request setting process ends.
[0363] Next, with reference to FIG. 31, the details of the preparation process (step S303) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the preparation process (step S303) in FIG. 27.
[0364] First, in step S3201 which is executed first, the value of the lending machine communication error counter is set to the initial value (5 in this embodiment).
[0365] In step S3202, the chip information (ID, manufacturer code, product code) of the medal number control unit 350 is updated. Note that this information is stored in the ROM of the medal control unit.
[0366] In step S3203, interrupt processing is permitted.
[0367] In step S3204, this process is repeatedly executed while the game control unit chip ID acquisition flag is on, and when the game control unit chip ID acquisition flag is set to off, the process proceeds to step S3205.
[0368] In step S3205, the initial value (a value corresponding to 60.196 seconds in this embodiment) is set for the game machine installation information transmission interval timer.
[0369] In step S3206, the initial value (a value corresponding to 180.588 seconds in this embodiment) is set for the game machine performance information transmission interval timer.
[0370] Next, with reference to FIG. 32, the details of the game machine information notification transmission process (step S304) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the game machine information notification transmission process (step S304) in FIG. 27.
[0371] First, in step S3301 which is executed first, this process is repeatedly executed until the value of the game machine information notification interval timer becomes 0, and when the value of the timer becomes 0, the process proceeds to step S3320.
[0372] In step S3302, an initial value (a value corresponding to 300.98 ms in this embodiment) is set for the gaming machine information notification interval timer.
[0373] In step S3303, a value corresponding to 90 ms is set for the value of the counting notification interval timer.
[0374] In step S3304, the value of the number of gaming medals is set as the number of gaming medals for counting determination.
[0375] In step S3305, the gaming machine information type acquisition process is executed. The details of this process will be described later with reference to FIG. 33.
[0376] In step S3306, preparations for transmitting various gaming machine information are made according to the gaming machine information type. Specifically, when the value of the gaming machine information type is 0, preparations for transmitting gaming machine performance information are made; when the value of the gaming machine information type is 1, preparations for transmitting gaming machine installation information are made; and when the value of the gaming machine information type is 2, preparations for transmitting hall control / fraud monitoring information are made.
[0377] In step S3307, if the value of the gaming machine information type is 2, the process proceeds to step S3308; if the value of the gaming machine information type is other than 2, the process proceeds to step S3311.
[0378] In step S3308, the value of the number of inserted medals is set to 0.
[0379] In step S3309, the value of the number of paid-out medals is set to 0.
[0380] In step S3310, the value of the number of gaming information is set to 0.
[0381] From step S3311 to step S3317, various types of gaming machine information (message length, command type, gaming machine information serial number, gaming machine type, gaming machine information type, gaming machine information, checksum) corresponding to the gaming machine information type prepared for transmission in step S3306 are sequentially transmitted (see FIGS. 8(a) and 8(b)). Note that the checksum is a value updated based on the content transmitted so far.
[0382] In step S3318, the gaming machine information serial number is updated by 1 within the range of 1 to 255. Note that the value of the gaming machine information serial number is 0 only when the power is turned on.
[0383] Next, with reference to FIG. 33, the details of the gaming machine information type acquisition process (step S3305) in the gaming machine information notification transmission process of FIG. 32 will be described. This figure is a flowchart of the gaming machine information type acquisition process (step S3305) in FIG. 32.
[0384] First, in step S3401 which is executed first, if the value of the gaming machine installation information transmission interval timer is 0, the process proceeds to step S3402, and if the value of the timer is not 0, the process proceeds to step S3404.
[0385] In step S3402, an initial value (a value corresponding to 60.196 seconds in this embodiment) is set for the gaming machine installation information transmission interval timer.
[0386] In step S3403, 1 is set for the gaming machine information type, and the gaming machine information type acquisition process ends.
[0387] In step S3404, 2 is set for the gaming machine information type, and the process proceeds to step S3405.
[0388] In step S3405, if the value of the gaming machine performance information transmission interval timer is 0, the process proceeds to step S3406, and if the value of the timer is not 0, the gaming machine information type acquisition process ends.
[0389] In step S3406, an initial value (a value corresponding to 180.588 seconds in this embodiment) is set for the gaming machine performance information transmission interval timer.
[0390] In step S3407, 0 is set for the gaming machine information type, and the gaming machine information type acquisition process ends.
[0391] Next, with reference to FIG. 34, the details of the count notification transmission process (step S305) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the count notification transmission process (step S305) in FIG. 27.
[0392] First, in step S3501 which is executed first, this process is repeatedly executed until the value of the count notification interval timer becomes 0, and when the value of the timer becomes 0, the process proceeds to step S3502.
[0393] In step S3502, an initial value (a value corresponding to 170 ms in this embodiment) is set for the lending notification interval timer.
[0394] From step S3503 to step S3505, the telegram length, command type, and count serial number are sequentially transmitted to the lending machine 700.
[0395] In step S3506, the value of the counted number is set to 0.
[0396] In step S3507, if the VL signal is on, the process proceeds to step S3508, and if the signal is off, the process proceeds to step S3513. This VL signal is a signal that is always transmitted from the lending machine 700 to the medal number control unit 350 in an on state if normal.
[0397] In step S3508, if the planned count number is not 0, the process proceeds to step S3509, and if the planned count number is 0, the process proceeds to step S3513.
[0398] In step S3509, the input prohibition flag is set to on.
[0399] In step S3510, if the planned count number is greater than or equal to the count determination game medal number, the process proceeds to step S3511; if the planned count number is less than the count determination game medal number, the process proceeds to step S3512.
[0400] In step S3511, the value of the count determination game medal number is set to the counted number.
[0401] In step S3512, the value of the planned count number is set to the counted number.
[0402] In step S3513, the counted number is transmitted to the lending machine 700.
[0403] In step S3514, the value of the counted number is subtracted from the number of game medals.
[0404] In step S3515, the planned count number is set to 0.
[0405] In step S3516, the input prohibition flag is set to off.
[0406] In step S3517, the value of the counted number is added to the cumulative counted medal number.
[0407] In step S3518, the cumulative counted medal number is transmitted to the lending machine 700.
[0408] In step S3519, a checksum is transmitted to the lending machine 700. Note that the value of the checksum transmitted here is a value updated based on the data transmitted to the lending machine 700 in this count notification transmission process.
[0409] In step S3520, the count serial number is updated by 1 within the range of 1 to 255. Note that the value of the count serial number is 0 only when the power is turned on.
[0410] Next, with reference to FIG. 35, the details of the lending notice reception confirmation process (step S306) in the medal count control unit main process of FIG. 27 will be described. This figure is a flowchart of the lending notice reception confirmation process (step S306) in FIG. 27.
[0411] First, in step S3601 which is executed first, if the lending notice reception flag is off, the process proceeds to step S3602, and if the flag is on, this lending notice reception confirmation process ends.
[0412] In step S3602, if the value of the lending notice interval timer is 0, the process proceeds to step S3603, and if the value is not 0, the process returns to step S3601.
[0413] In step S3603, if the VL signal is on, the process proceeds to step S3604, and if the signal is off, this lending notice reception confirmation process ends. This VL signal is a signal that is always transmitted from the lending machine 700 to the medal count control unit 350 in an on state.
[0414] In step S3604, the value of the lending machine communication error counter is decremented by 1, and this lending notice reception confirmation process ends.
[0415] Next, with reference to FIG. 36, the details of the lending reception result response transmission process (step S308) in the medal count control unit main process of FIG. 27 will be described. This figure is a flowchart of the lending reception result response transmission process (step S308) in FIG. 27.
[0416] First, in step S3701 which is executed first, an initial value (5 in this embodiment) is set for the lending machine communication error counter.
[0417] In step S3702, the lending machine communication error setting flag is set to off.
[0418] In step S3703, if the lending number reception result is "normal", the process proceeds to step S3704, and if it is other than "normal", the process proceeds to step S3707.
[0419] In step S3704, the value of the lending number is set to the normal lending number sequence number.
[0420] In step S3705, the value of the lending number is set to the confirmation lending number sequence number. The confirmation lending number sequence number is a value used for comparison with the next lending number sequence number (step S4104 in FIG. 39), and this step S3705 is provided in preparation for this comparison.
[0421] In step S3706, the confirmation lending number sequence number is updated one by one within the range of 1 to 255. Note that the value of the confirmation lending number sequence number is 0 only when the power is turned on.
[0422] From step S3707 to step S3711, the telegram length, command type, normal lending number sequence number, lending number reception result, and checksum are sequentially transmitted to the lending machine 700. Note that the checksum is a value updated based on the previous transmission content.
[0423] In step S3712, if the lending number reception result is "normal", the process proceeds to step S3712; otherwise, this lending reception result response transmission process ends.
[0424] In step S3713, standby processing is executed until the transmission from step S3707 to step S3711 is completed.
[0425] In step S3714, the lending number is added to the number of gaming medals, and the lending reception result response transmission process ends.
[0426] 《Medal Number Control Unit Timer Interrupt Processing》 Next, with reference to FIG. 37, the medal number control unit timer interrupt processing executed by the CPU of the medal number control unit 350 will be described. Note that this figure is a flowchart showing the flow of the medal number control unit timer interrupt processing.
[0427] The medal number control unit 350 includes a counter timer that generates a timer interrupt signal at a predetermined period (once every 0.745 ms in this embodiment), and starts medal number control unit timer interrupt processing at a predetermined period triggered by this timer interrupt signal.
[0428] In step S401, timer interrupt start processing is performed. In this timer interrupt start processing, processes such as temporarily saving the values of each register of the CPU in the stack area are performed.
[0429] In step S402, the WDT is restarted periodically (once every 0.745 ms, which is the period of medal number control unit timer interrupt in this embodiment) so that the count value of the WDT does not exceed the initial setting value and no WDT interrupt occurs (so as not to detect an abnormality in the processing).
[0430] In step S403, input port status update processing (port reading) is performed. In this input port status update processing, the input content for the I / O input port is stored in the signal status storage area in the RAM 358.
[0431] In step S404, lending notification reception processing is executed. The details of this processing will be described later with reference to FIG. 38.
[0432] In step S405, the planned count number update processing is executed. The details of this processing will be described later with reference to FIG. 40.
[0433] In step S406, game control unit command reception processing is executed. The details of this processing will be described later with reference to FIG. 41.
[0434] In step S407, error monitoring processing is executed. The details of this processing will be described later with reference to FIG. 52.
[0435] In step S408, medal number control command transmission processing to the game control unit is executed. The details of this processing will be described later with reference to FIG. 53.
[0436] In step S409, display processing is executed. Details of this processing will be described later with reference to FIG. 54.
[0437] In step S410, timer update processing is performed to update various timers in their respective time units.
[0438] In step S411, it is monitored whether the low voltage signal is on. When the low voltage signal is received (when power-off is detected), the process proceeds to step S413, and when the low voltage signal is not received (when power-off is not detected), the process proceeds to step S412.
[0439] In step S412, timer interrupt end processing is performed. In this timer interrupt end processing, processing such as setting the values of the respective registers temporarily saved in step S401 to the original respective registers is performed. Then, the process returns to the medal number control unit main processing shown in FIG. 27.
[0440] On the other hand, in step S413, information (recovery data) such as specific variables and stack pointers that need to be saved for returning to the state at the time of power-off at the time of power recovery is saved in a predetermined area of the RAM 358, a checksum value for a predetermined area including at least the used area of the RAM 358 is derived and stored in the RAM 358, and the power status is set to "normal". Although the same processing (step S214 in FIG. 23) is also executed when the game control unit 302 detects power-off, if the processing here ends before the processing on the game control unit 302 side ends, commands from the game control unit 302 cannot be received. In the present embodiment, a circuit configuration is adopted such that the processing here ends after the processing on the game control unit 302 side ends so that such a problem does not occur.
[0441] Next, with reference to FIG. 38, the details of the lending notification reception processing (step S404) in the medal number control unit timer interrupt processing of FIG. 37 will be described. This figure is a flowchart of the lending notification reception processing (step S404) in FIG. 37.
[0442] First, in step S4001 which is executed first, the lending notice reception flag is set to off.
[0443] In step S4002, if a lending notice from the lending machine 700 is received, the process proceeds to step S4003; if not, this lending notice reception process ends.
[0444] In step S4003, based on the received lending notice, the information in the RAM 358 is updated. That is, the data included in the lending notice is stored in the RAM 358.
[0445] In step S4004, a lending quantity determination process is executed. The details of this process will be described later with reference to FIG. 39.
[0446] In step S4005, as the lending quantity reception result, the determination result of step S4004 is set.
[0447] In step S4006, the lending notice reception flag is set to on, and this lending notice reception process ends.
[0448] Next, with reference to FIG. 39, the details of the lending quantity determination process (step S4004) in the lending notice reception process of FIG. 38 will be described. This figure is a flowchart of the lending quantity determination process (step S4004) in FIG. 38.
[0449] First, in step S4101 which is executed first, the determination result is set to "abnormal".
[0450] In step S4102, a checksum is calculated from the data of the received lending notice.
[0451] In step S4103, the value of the checksum included in the received lending notice is compared with the value calculated in step S4102. If both are equal, it is determined to be normal and the process proceeds to step S4104. If they are different, this lending number determination process ends.
[0452] In step S4104, the value of the lending serial number included in the received lending notice is compared with the value of the confirmation lending serial number stored in the RAM 358. If both are equal, the process proceeds to step S4105. If they are different, this lending number determination process ends. If the previous lending notice was received normally, the confirmation lending serial number here is the value set in steps S3705 and S3706 of FIG. 36 (the updated lending serial number of the previous reception).
[0453] In step S4105, if each piece of information such as the telegram length and command type of the received lending notice is information corresponding to the lending notice, it is determined to be normal and the process proceeds to step S4106. Otherwise, this lending number determination process ends.
[0454] In step S4106, if the value of the lending number included in the received lending notice is 0, the process proceeds to step S4111. If the value is not 0, the process proceeds to step S4107.
[0455] In step S4107, if the value of the number of game medals is less than 15000, the process proceeds to step S4108. If the value is 15000 or more, this lending number determination process ends.
[0456] In step S4108, it is determined whether the value of the game machine information type of the previously transmitted game machine information notice was 2, that is, whether it was a game machine information notice regarding hall control / illegal monitoring information. If the value of the game machine information type is 2, the process proceeds to step S4109. If the value is not 2, this lending number determination process ends.
[0457] In step S4109, if the value of the counted number in the previously transmitted count notice is 0, the process proceeds to step S4110. If the value is not 0, this lending number determination process ends.
[0458] In step S4110, if the value of the number of lent medals included in the received lending notice is 50 or less, the process proceeds to step S4111; if the value is greater than 50, this lending number determination process ends.
[0459] In step S4111, the determination result is set to "normal", and this lending number determination process ends.
[0460] Next, with reference to FIG. 40, the details of the planned count number update process (step S405) in the medal number control unit timer interrupt process of FIG. 37 will be described. This figure is a flowchart of the planned count number update process (step S405) in FIG. 37.
[0461] First, in step S4201 which is executed first, if the power-on flag is on, the process proceeds to step S4202; if the flag is off, this planned count number update process ends.
[0462] In step S4202, if the VL signal is on, the process proceeds to step S4203; if the signal is off, the process proceeds to step S4213. Note that this VL signal is a signal that is always transmitted from the lending machine 700 to the medal number control unit 350 in an on state if it is normal.
[0463] In step S4203, if the counting button 171 is being operated, the process proceeds to step S4204; if the button is not being operated, the process proceeds to step S4210.
[0464] In step S4204, if the long-press counting flag is off, the process proceeds to step S4205; if the flag is on, the process proceeds to step S4208.
[0465] In step S4205, if the value of the long-press counting timer is 0, the process proceeds to step S4206; if the value is not 0, the process proceeds to step S4207.
[0466] In step S4206, the value of the counting long-press timer is set to the initial value (a value corresponding to 500 ms in this embodiment), and the process proceeds to step S4207.
[0467] In step S4207, if the value of the counting long-press timer is 1, the process proceeds to step S4208; otherwise, the process proceeds to step S4210.
[0468] In step S4208, the counting long-press flag is set to on.
[0469] In step S4209, the value of the planned counting number is set to 50, and this process of updating the planned counting number ends.
[0470] In step S4210, if the counting button 171 was operated (released) immediately before, the process proceeds to step S4211; otherwise, this process of updating the planned counting number ends.
[0471] In step S4211, if the counting long-press flag is off, the process proceeds to step S4212; if the flag is on, the process proceeds to step S4213.
[0472] In step S4212, 1 is added to the value of the planned counting number, and this process of updating the planned counting number ends.
[0473] In step S4213, the counting long-press flag is set to off.
[0474] In step S4214, the value of the counting long-press timer is set to 0.
[0475] In step S4215, the value of the planned counting number is cleared (set to 0), and this process of updating the planned counting number ends.
[0476] Next, with reference to FIG. 41, the details of the game control unit command reception process (step S406) in the medal number control unit timer interrupt process of FIG. 37 will be described. This figure is a flowchart of the game control unit command reception process (step S406) in FIG. 37.
[0477] First, in step S4301 that is executed first, if it is detected that the strobe signal from the game control unit 302 switches from off to on, the process proceeds to step S4302, and in other cases, this game control unit command reception process ends.
[0478] In step S4302, an initial value (a value corresponding to 190 ms in this embodiment) is set for the game control command disconnection timer.
[0479] In step S4303, if the received command is a game control state command, the process proceeds to step S4304, and if the received command is not a game control state command (it is a game control priority command), the process proceeds to step S4305.
[0480] In step S4304, the game control state command reception process is executed. The details of this process will be described later with reference to FIG. 42.
[0481] In step S4305, the game control priority command reception process is executed. The details of this process will be described later with reference to FIG. 43.
[0482] Next, with reference to FIG. 42, the details of the game control state command reception process (step S4304) in the game control unit command reception process of FIG. 41 will be described. This figure is a flowchart of the game control state command reception process (step S4304) in FIG. 41.
[0483] First, in step S4401 which is executed first, if the received command is a command for transmitting a checksum, the process proceeds to step S4404; otherwise, if it is a different command, the process proceeds to step S4402. In this embodiment, a configuration is adopted in which the game control means repeatedly transmits 41 types of commands to the medal number control unit 350, and the last command is a command for transmitting a checksum calculated from the contents of the previous 40 types of commands. That is, for the 1st to 40th commands, the process proceeds to step S4402, and for the 41st command, the process proceeds to step S4404.
[0484] In step S4402, the content of the command reception buffer is updated according to the content of the received command.
[0485] In step S4403, the checksum is updated based on the content of the received command, and this game control state command reception process is terminated.
[0486] In step S4404, the value of the checksum updated by the content of the 1st to 40th commands in step S4403 is compared with the value of the checksum included in the command received from the game control unit 302. If both are equal, it is determined to be normal, and the process proceeds to step S4405. If they are different, this game control state command reception process is terminated.
[0487] In step S4405, the value of the checksum updated in step S4403 is cleared.
[0488] In step S4406, among the contents of the command reception buffer, the value of the game machine state information buffer (the value of the game machine state information shown in Fig. 6(a)) is set in the RAM 358.
[0489] In step S4407, if the game control unit chip ID acquisition flag is off, the process proceeds to step S4408; if the flag is on, the process proceeds to step S4410.
[0490] In step S4408, among the contents of the command reception buffer, the acquisition chip ID is acquired based on the information in the gaming machine installation information buffer.
[0491] In step S4409, if the chip ID stored in RAM358 matches the acquired chip ID obtained in step S4408, the process proceeds to step S4410; otherwise, the process proceeds to step S4414.
[0492] In step S4410, among the contents of the command reception buffer, the value of the gaming machine installation information buffer (the value of the gaming machine installation information shown in FIG. 6(c)) is set in RAM358.
[0493] In step S4411, among the contents of the command reception buffer, the value of the winning ratio monitor information buffer is set in RAM358.
[0494] In step S4412, among the contents of the command reception buffer, the value of the gaming machine performance information buffer is set in RAM358. By steps S4411 and S4412, the value of the gaming machine performance information shown in FIG. 6(b) will be set in RAM358.
[0495] In step S4413, the gaming control unit chip ID acquisition flag is set to off, and this gaming control state command reception process ends.
[0496] In step S4414, information indicating "chip ID number mismatch" (error code E7) is set as the error request set value.
[0497] In step S4415, the error request setting process in FIG. 30 is executed, and this gaming control state command reception process ends.
[0498] Next, with reference to FIGS. 43 and 44, the details of the game control priority command reception process (step S4305) in the game control unit command reception process of FIG. 41 will be described. These figures are flowcharts of the game control priority command reception process (step S4305) in FIG. 41.
[0499] First, in step S4501 which is executed first, if a triple command is received, the process proceeds to step S4502, and if it is a command other than the triple command, the process proceeds to step S4514 in FIG. 44. As described above, the triple command is a group of commands transmitted continuously three times. In this embodiment, each of the input command, settlement command, and payout command shown in FIG. 13(a) is a triple command. That is, among the game control priority commands, when the above triple command is received, the process proceeds to step S4502, and when an error occurrence command, RAM clear command, or start lever reception command other than these commands is received, the process proceeds to step S4514 in FIG. 44.
[0500] In step S4502, if the last command of the triple command is received, the process proceeds to step S4504, and otherwise, the process proceeds to step S4503. In this embodiment, the last command of the triple command is a checksum, and the value of this checksum is calculated based on the content of the commands excluding the last command. That is, for the commands excluding the last command, the process proceeds to step S4503 and their content is stored in the reception buffer, and when the last command is received, the process proceeds to step S4504.
[0501] In step S4504, information indicating "re - request" is set in the response command.
[0502] In step S4505, a checksum is calculated based on the content of the reception buffer updated in step S4503.
[0503] In step S4506, the value of the checksum calculated in step S4505 is compared with the value of the checksum included in the last command of the triple command. If both are equal, it is determined to be normal and the process proceeds to step S4507. If they are different, this game control priority command reception process ends.
[0504] In step S4507, if the game control command sequence number update flag described later is on, the process proceeds to step S4508. If the flag is off, the process proceeds to step S4510.
[0505] In step S4508, the value of the sequence number of the triple command stored in the reception buffer is set to the value of the game control command sequence number.
[0506] In step S4509, the game control command sequence number update flag is set to off.
[0507] Note that steps S4507 to S4509 are provided for initializing the command sequence number for determination.
[0508] In step S4510, if the value of the sequence number of the triple command stored in the reception buffer is equal to the value of the game control command sequence number (the game control command sequence number (command sequence number for determination) updated in the previous S4511), the process proceeds to step S4511. If they are different, the process proceeds to step S4512.
[0509] In step S4511, 1 is added to the game control command sequence number, and the process proceeds to step S4514 in FIG. 44.
[0510] In step S4512, information indicating "abnormality of game control command sequence number" (error code E3) is set as the error request setting value.
[0511] In step S4513, the error request setting process in FIG. 30 is executed, and this game control priority command reception process ends.
[0512] In step S4514 of FIG. 44, if the received command is a RAM clear command, the process proceeds to step S4515; otherwise, it proceeds to step S4516.
[0513] In step S4515, the reception of the RAM clear command is executed. In this embodiment, nothing is executed here.
[0514] In step S4516, if the received command is an input command, the process proceeds to step S4517; otherwise, it proceeds to step S4518.
[0515] In step S4517, the input command reception process is executed. The details of this process will be described later with reference to FIG. 45.
[0516] In step S4518, if the received command is a settlement command, the process proceeds to step S4519; otherwise, it proceeds to step S4520.
[0517] In step S4519, the settlement command reception process is executed. The details of this process will be described later with reference to FIG. 46.
[0518] In step S4520, if the received command is a start lever reception command, the process proceeds to step S4521; otherwise, it proceeds to step S4522.
[0519] In step S4521, the start lever reception command reception process is executed. The details of this process will be described later with reference to FIG. 47.
[0520] In step S4522, if the received command is a payout command, the process proceeds to step S4523; otherwise, it proceeds to step S4524.
[0521] In step S4523, the payout command reception process is executed. The details of this process will be described later with reference to FIG. 49.
[0522] In step S4523, an error occurrence command reception process is executed. Details of this process will be described later with reference to FIG. 51.
[0523] Next, with reference to FIG. 45, details of the inserted command reception process (step S4517) in the game control priority command reception process of FIGS. 43 and 44 will be described. This figure is a flowchart of the inserted command reception process (step S4517) in FIG. 44.
[0524] First, in step S4601 which is executed first, information indicating "re-request" is set in the response command.
[0525] In step S4602, if the insert prohibition flag is off, the process proceeds to step S4603, and if the flag is on, this inserted command reception process ends.
[0526] In step S4603, information indicating "abnormality" is set in the response command.
[0527] In step S4604, if the value of the number of game medals is greater than or equal to the value included in the received command (the value included in the first command among the triple commands), the process proceeds to step S4605, and otherwise, this inserted command reception process ends.
[0528] In step S4605, the value included in the received command (the value included in the first command among the triple commands) is added to the value of the inserted medal number.
[0529] In step S4606, the value included in the received command (the value included in the first command among the triple commands) is added to the value of the current bet number.
[0530] In step S4607, the value included in the received command (the value included in the first command among the triple commands) is subtracted from the value of the number of game medals.
[0531] In step S4608, information indicating "normal" is set in the response command, and this input command reception process ends.
[0532] Next, with reference to FIG. 46, the details of the settlement command reception process (step S4519) in the game control priority command reception processes of FIGS. 43 and 44 will be described. This figure is a flowchart of the settlement command reception process (step S4519) in FIG. 44.
[0533] First, in step S4701 which is executed first, the value included in the received command (the value included in the first command among the triple commands) is subtracted from the current bet number value.
[0534] In step S4702, if the value of the current bet number is 0, the process proceeds to step S4703; if the value is not 0, the process proceeds to step S4706.
[0535] In step S4703, the value included in the received command (the value included in the first command among the triple commands) is subtracted from the value of the inserted medal number.
[0536] In step S4704, the value included in the received command (the value included in the first command among the triple commands) is added to the value of the game medal number.
[0537] In step S4705, information indicating "normal" is set in the response command, and this settlement command reception process ends.
[0538] In step S4706, information indicating "mismatch in settlement number" (error code E6) is set as the error request setting value.
[0539] In step S4707, the error request setting process in FIG. 30 is executed, and this settlement command reception process ends.
[0540] Next, with reference to FIG. 47, the details of the start lever reception command reception process (step S4521) in the game control priority command reception process of FIGS. 43 and 44 will be described. This figure is a flowchart of the start lever reception command reception process (step S4521) in FIG. 44.
[0541] First, in step S4801 that is executed first, the payout command acquisition flag is set to on.
[0542] In step S4802, if the game interval abnormal timer is 0, the process proceeds to step S4803; if the timer is not 0, the process proceeds to step S4807.
[0543] In step S4803, the initial value (in this embodiment, a value corresponding to 4.1 s) is set to the value of the game interval abnormal timer.
[0544] In step S4804, 11H (see FIG. 9(a)) is set to the type information setting value. In the subsequent step S4805, the value of the received command (the current bet number in the game control unit 302) is set to the count information setting value. The information set here will be included in the game machine information and transmitted to the lending machine 700 later.
[0545] In step S4806, the game information setting process is executed, and this start lever reception command reception process ends. The details of the game information setting process will be described later with reference to FIG. 48.
[0546] In step S4807, information indicating "game interval abnormal" (error code E5) is set as the error request setting value.
[0547] In step S4808, the error request setting process of FIG. 30 is executed, and this start lever reception command reception process ends.
[0548] Next, with reference to FIG. 48, the details of the game information setting process (step S4806) in the start lever reception command reception process of FIG. 47 and the game information setting process (step S4A19) in the payout command reception process of FIG. 49 will be described. This figure is a flowchart of the game information setting processes (steps S4806 and S4A19) in FIGS. 47 and 49.
[0549] First, in step S4901 which is executed first, the number of game information is incremented by 1.
[0550] In step S4902, if the number of game information is 1, the process proceeds to step S4903, and if the number of game information is not 1 (it is 2), the process proceeds to step S4905.
[0551] In step S4903, as type information 1, the value of the type information setting value (the value set in step S4804 of FIG. 47 or step S4A14 of FIG. 49) is set.
[0552] In step S4904, as count information 1, the value of the count information setting value is set, and this game information setting process ends. Here, if the value set in step S4804 of FIG. 47 is set as type information 1, the value set in step S4805 is set, and if the value set in step S4A14 of FIG. 49 is set as type information 1, the value set in step S4A16 or step S4A18 is set.
[0553] In step S4905, as type information 2, the value of the type information setting value (the value set in step S4804 of FIG. 47) is set.
[0554] In step S4906, as count information 2, the value of the count information setting value (the value set in step S4805 of FIG. 47) is set, and this game information setting process ends.
[0555] Note that the type information 2 and the count information 2 are provided to transmit information about both of them when the game starts promptly (within the transmission cycle to the lending machine 700) after the payout. That is, when payout information (such as step S4A14 in FIG. 49) is set in the type information 1 and the count information 1, the information on the current number of bets (such as step S4804 in FIG. 47) may be set in the type information 2 and the count information 2. Note that from the start of the game to the payout, there are reel rotations and stops, and during that time, even if there is type information or count information, it will be transmitted (cleared) to the lending machine 700. Therefore, the payout information is not set in the type information 2 and the count information 2.
[0556] Next, with reference to FIG. 49, the details of the payout command reception process (step S4523) in the game control priority command reception process of FIGS. 43 and 44 will be described. This figure is a flowchart of the payout command reception process (step S4523) in FIG. 44.
[0557] First, in step S4A01 which is executed first, the game medal count clear detection information is cleared.
[0558] In step S4A02, if the payout command acquisition flag is on, the process proceeds to step S4A03, and if the flag is off, the process proceeds to step S4A09.
[0559] In step S4A03, if winning in the replay, the process proceeds to step S4A04, and if not winning in the replay, the process proceeds to step S4A05.
[0560] In step S4A04, 0 is set in the game medal count addition value.
[0561] In step S4A05, information indicating "abnormal payout number" (error code E4) is set as the error request setting value.
[0562] In step S4A06, if the value of the received command (the value included in the first command among the triple commands) is 15 or less, the process proceeds to step S4A07; if the value is greater than 15, the process proceeds to step S4A10.
[0563] In step S4A07, the value of the number of medals paid out is set to the value included in the received command (the value included in the first command among the triple commands).
[0564] In step S4A08, the value of the added number of game medals is set to the value included in the received command (the value included in the first command among the triple commands).
[0565] In step S4A09, information indicating "abnormal game order" (error code E2) is set as the error request setting value.
[0566] In step S4A10, the error request setting process in FIG. 30 is executed, and this payout command reception process is terminated.
[0567] In step S4A11, a process for confirming an overflow of the number of game medals is executed. The details of this process will be described later with reference to FIG. 50.
[0568] In step S4A12, if the information of the response command indicates "normal", the process proceeds to step S4A13; otherwise, this payout command reception process is terminated.
[0569] In step S4A13, the payout command acquisition flag is set to off.
[0570] In step S4A14, 21H (see FIG. 9(a)) is set as the type information setting value.
[0571] In step S4A15, if a winning occurs in the replay combination, the process proceeds to step S4A18; otherwise, the process proceeds to step S4A16.
[0572] In step S4A16, the value of the received command (the value included in the first command among the triple commands) is set as the count information setting value. Note that the first command among the payout commands here includes the number of payout medals in the game control unit 302, and this number of payout medals will be set as the count information setting value. The information set here is included in the gaming machine information together with the type information setting value and transmitted to the lending machine 700.
[0573] In step S4A17, the current bet count is set to 0.
[0574] In step S4A18, the value of the current bet count is set to the count information setting value. The information set here is included in the gaming machine information together with the type information setting value and transmitted to the lending machine 700.
[0575] In step S4A19, the game information setting process in FIG. 48 is executed, and this payout command reception process is terminated.
[0576] Next, with reference to FIG. 50, the details of the game medal number overflow confirmation process (step S4A11) in the payout command reception process in FIG. 49 will be described. This figure is a flowchart of the game medal number overflow confirmation process (step S4A11) in FIG. 49.
[0577] First, in step S4B01 which is executed first, information indicating "abnormal" is set in the response command.
[0578] In step S4B02, the total value of the number of game medals and the game medal number addition value is set as the addition result.
[0579] In step S4B03, if the value of the addition result is 16383 or less, the process proceeds to step S4B04. If the value of the addition result is greater than 16383, this game medal number overflow confirmation process is terminated.
[0580] In step S4B04, the value of the addition result is set as the number of game medals.
[0581] In step S4B05, information indicating "normal" is set in the response command, and this game medal count overflow confirmation process ends.
[0582] Next, with reference to FIG. 51, the details of the error-occurring command reception process (step S4524) in the game control priority command reception process of FIGS. 43 and 44 will be described. This figure is a flowchart of the error-occurring command reception process (step S4524) in FIG. 44.
[0583] First, in step S4C01 which is executed first, the error request is cleared. When an error-occurring command is received from the game control unit 302, the error on the medal count control unit 350 side is cleared by the processing here, so the error of the game control unit 302 is preferentially processed.
[0584] In step S4C02, if information indicating "game control disconnection" (error code E1) is set in the received command, the process proceeds to step S4C08; otherwise, the process proceeds to step S4C03.
[0585] In step S4C03, if information indicating "abnormal game order" (error code E2) is set in the received command, the process proceeds to step S4C08; otherwise, the process proceeds to step S4C04.
[0586] In step S4C04, if information indicating "abnormal game control command serial number" (error code E3) is set in the received command, the process proceeds to step S4C08; otherwise, the process proceeds to step S4C05.
[0587] In step S4C05, if information indicating "medal count control RAM error" (error code E8) is set in the received command, the process proceeds to step S4C08; otherwise, the process proceeds to step S4C06.
[0588] In step S4C06, if information indicating "medal count control disconnection" (error code E0) is set in the received command, the process proceeds to step S4C08; otherwise, it proceeds to step S4C07.
[0589] In step S4C07, if information indicating "game control RAM failure" (error code rE) is set in the received command, the process proceeds to step S4C08; otherwise, this error occurrence command reception process ends.
[0590] In step S4C08, the game control command sequence update flag is set to on, and this error occurrence command reception process ends. By setting this flag to on, the command sequence for determination is initialized (step S4508 in FIG. 43).
[0591] Next, with reference to FIG. 52, the details of the error monitoring process (step S407) in the medal count control unit timer interrupt process in FIG. 37 will be described. This figure is a flowchart of the error monitoring process (step S407) in FIG. 37.
[0592] First, in step S4D01 which is executed first, if the value of the game control command disconnection timer is 1, the process proceeds to step S4D02; if the value is not 1, the process proceeds to step S4D04.
[0593] In step S4D02, information indicating "game control disconnection" (error code E1) is set as the error request setting value.
[0594] In step S4D03, the error request setting process in FIG. 30 is executed, and the process proceeds to step S4D04.
[0595] In step S4D04, if the value of the lending machine communication error counter is 1, the process proceeds to step S4D05; if the value is not 1, this error monitoring process ends.
[0596] In step S4D05, if the lending machine communication error setting flag is off, the process proceeds to step S4D06; if the flag is on, this error monitoring process ends.
[0597] In step S4D06, information indicating "lending machine communication error" (error code E9) is set as the error request setting value.
[0598] In step S4D07, the error request setting process in FIG. 30 is executed, and this error monitoring process ends.
[0599] Next, with reference to FIG. 53, the details of the medal count control command transmission process (step S408) to the game control unit in the medal count control unit timer interrupt process in FIG. 37 will be described. This figure is a flowchart of the medal count control command transmission process (step S408) to the game control unit in FIG. 37.
[0600] First, in step S4E01 which is executed first, the information of the VL signal is updated.
[0601] In step S4E02, if the power-on flag described above is off, the process proceeds to step S4E03; if the flag is on, this medal count control command transmission process to the game control unit ends.
[0602] In step S4E03, if the value of the strobe counter is 0, the process proceeds to step S4E04; if the value is not 0, the process proceeds to step S4E09.
[0603] In step S4E04, if no response command to be transmitted to the game control unit 302 (a response command set in any of the input command reception process in FIG. 45, the settlement command reception process in FIG. 46, or the payout command reception process in FIG. 49) is set, the process proceeds to step S4E05; if any response command is set, the process proceeds to step S4E07.
[0604] In step S4E05, the command offset is repeatedly incremented by 1 within the range from 1 to 6 (the next number after 6 is 1). In this embodiment, the medal number control unit 350 repeatedly transmits the medal number control state commands (six types of commands) described with reference to FIG. 11 to the game control unit 302 in order. The command offset is used to sequentially switch the types of commands to be transmitted.
[0605] In step S4E06, the command corresponding to the command offset and the information targeted by this command are read out to generate the transmission content, and this transmission content is set in the transmission buffer addressed to the game control unit 302. When transmitting the information on the number of game medals, this value is divided into the upper byte and the lower byte and transmitted using two of the six types of commands. In this case, the value used is the value of the number of game medals obtained when transmitting the previous command among the two commands.
[0606] In step S4E07, the response command set in any of the coin input command reception process of FIG. 45, the settlement command reception process of FIG. 46, or the payout command reception process of FIG. 49 is set in the transmission buffer addressed to the game control unit 302.
[0607] In step S4E08, the response command set in any of the coin input command reception process of FIG. 45, the settlement command reception process of FIG. 46, or the payout command reception process of FIG. 49 is cleared.
[0608] In step S4E09, if the value of the strobe counter is 3 or less, the process proceeds to step S4E10, and if the value is greater than 3, the process proceeds to step S4E11.
[0609] In step S4E10, the strobe signal addressed to the game control unit 302 is set to on.
[0610] In step S4E11, the content of the transmission buffer addressed to the game control unit 302 is cleared.
[0611] In step S4E12, the strobe signal addressed to the game control unit 302 is set to off, and the process proceeds to step S4E13.
[0612] In step S4E13, the value of the strobe counter is incremented by 1. This value is repeatedly updated within the range of 0 to 7 (the next value after 7 is 0).
[0613] In step S4E14, the content of the transmission buffer addressed to the game control unit 302 is output to the game control unit 302, and this medal number control command transmission process addressed to the game control unit is terminated. Note that the information output here is received on the game control unit 302 side when the strobe signal addressed to the game control unit 302 is set to on.
[0614] Next, with reference to FIG. 54, the details of the display unit display process (step S409) in the medal number control unit timer interrupt process of FIG. 37 will be described. This figure is a flowchart of the display unit display process (step S409) in FIG. 37.
[0615] First, in step S4F01 which is executed first, if the value of the game medal number is different from the value of the display game medal number, the process proceeds to step S4F02, and if both values are the same, the process proceeds to step S4F07.
[0616] In step S4F02, if the value of the discrete timer is 0, the process proceeds to step S4F03, and if the value is not 0, the process proceeds to step S4F07.
[0617] In step S4F03, if the value of the game medal number is greater than the value of the display game medal number, the process proceeds to step S4F04, and if the value of the game medal number is less than the value of the display game medal number, the process proceeds to step S4F05.
[0618] In step S4F04, the value of the display game medal number is incremented by 1.
[0619] In step S4F05, the value of the display game medal number is decremented by 1.
[0620] In step S4F06, a value corresponding to 4 ms is set for the value of the discrete timer.
[0621] In step S4F07, the number of display game medals is displayed, and this display processing ends.
[0622] <<Modification Example 1>> Here, a modification example of the process related to medal insertion (hereinafter referred to as modification example 1) will be described with reference to FIGS. 55 to 57. FIG. 55 is a modification example of the medal insertion process in FIG. 17, FIG. 56 is a modification example of the triple command transmission process in FIG. 20, and FIG. 57 is a modification example of the inserted command reception process in FIG. 45.
[0623] First, in the modification example shown in FIG. 55, among the processes shown in FIG. 17, step S1121 is provided between step S1107 and step S1108, and step S1122 is provided between step S1109 and step S1110. Also, steps S1112 and S1113 in FIG. 17 are deleted and step S1123 is provided. Hereinafter, these processes will be described.
[0624] In step S1121, the input number limit flag is set to on.
[0625] In step S1122, the input number limit flag is set to off.
[0626] In step S1123, the value of the response content is added to the current bet number value.
[0627] In the modification example shown in FIG. 56, step S1402 in the process shown in FIG. 20 is deleted and step S1421 is provided. Hereinafter, this process will be described.
[0628] In step S1421, among the transmission contents (2 bytes) to the medal number control unit 350, information on the required number of medals and the input number limit flag is set in the lower byte.
[0629] In the modification example shown in FIG. 57, among the processes shown in FIG. 45, step S4603 is deleted. Also, steps S4621, S4622, and S4623 are newly provided at the end of the No route in the determination of step S4604. Further, step S4608 is deleted and step S4624 is provided. Hereinafter, these processes will be described.
[0630] In step S4621, referring to the information of the input number limit flag included in the received command (the first command among the triple commands), if the flag is off, the process proceeds to step S4622, and if the flag is on, the process proceeds to step S4623.
[0631] In step S4622, for the received command value that stores the value of the required number of sheets included in the received command (the first command among the triple commands), the value is set to the value of the number of game medals, and the process proceeds to step S4605.
[0632] In step S4623, for the received command value that stores the value of the required number of sheets included in the received command (the first command among the triple commands), the value is set to 0, and the process proceeds to step S4624.
[0633] In step S4624, the received command value is set in the response command, and this input command reception process is terminated.
[0634] <<Modification Example 2>> Here, a modification example of the planned count number update process (hereinafter, modification example 2) will be described with reference to FIG. 58. FIG. 58 is a modification example of the planned count number update process of FIG. 40.
[0635] First, in the modification example shown in FIG. 58, among the processes shown in FIG. 40, step S4204 is deleted. Also, step S4206 is deleted and step S4221 is provided. Further, step S4209 is deleted and step S4222 is provided. Hereinafter, these processes will be described.
[0636] In step S4221, a long-press timer value corresponding to the pressing time of the counting button 171 is set.
[0637] In step S4222, a planned counting number corresponding to the pressing time of the counting button 171 is set.
[0638] <<Modification Example 3>> Here, a modification example of the planned counting number update process (hereinafter referred to as modification example 3) will be described with reference to FIG. 59. FIG. 59 is a modification example of the planned counting number update process shown in FIG. 40.
[0639] First, in the modification example shown in FIG. 59, steps S4231 and S4232 are provided before step S4207 among the processes shown in FIG. 40. Also, steps S4233 and S4234 are newly provided at the end of the route where the determination in step S4207 is No, and further, steps S4235 and S4236 are provided before step S4210. Also, step S4237 is provided after step S4215. Hereinafter, these processes will be described.
[0640] In step S4231, if the value of the automatic counting timer is 0, the process proceeds to step S4232; if the value is not 0, the process proceeds to step S4207.
[0641] In step S4232, a value corresponding to 2.0 seconds is set for the value of the automatic counting timer, and the process proceeds to step S4207.
[0642] In step S4233, if the value of the automatic counting timer is 1, the process proceeds to step S4234; if the value is not 1, the process proceeds to step S4235.
[0643] In step S4234, the automatic counting flag is set to on, and the process proceeds to step S4208.
[0644] In step S4235, if the automatic counting flag is off, the process proceeds to step S4210; if the flag is on, the process proceeds to step S4236.
[0645] In step S4236, if the value of the number of gaming medals is 0, the process proceeds to step S4213; if the value is not 0, the process proceeds to step S4208.
[0646] In step S4237, the automatic counting flag is set to off, and this counting planned number update process ends.
[0647] 《Processing of the First Sub-Control Unit 400》 Next, with reference to FIG. 60, the processing of the first sub-control unit 400 will be described. Note that FIG. 60(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. FIG. 60(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. FIG. 60(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0648] First, in step S501, various initial settings are performed. When the power is turned on, the initialization process is first executed in step S501. In this initialization process, initial settings of input / output ports, initialization processing of storage areas in the RAM 408, etc. are performed. In this process, an area for storing internal winning information, which is information representing the result of internal winning, and an area for storing RT update information, which is information representing the gaming state, are respectively provided in the RAM 408.
[0649] In step S503, it is determined whether the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the processing of step S505.
[0650] In step S505, 0 is assigned to the timer variable.
[0651] In step S507, command processing, which is processing corresponding to each command received from the game control unit 302, is executed. The details of this command processing will be described later with reference to FIG. 60(d).
[0652] In step S509, effect control processing is performed. Here, preparation for the effect is carried out according to the effect reservation information in the effect reservation area provided in the RAM 408. This preparation includes, for example, processing such as reading effect data from the ROM 406, and when updating of the effect data is necessary, includes performing update processing of the effect data.
[0653] In step S511, sound control processing is performed based on the processing result of step S509. For example, when there is an instruction to the sound source IC 418 in the effect data read in step S509, this instruction is output to the sound source IC 418.
[0654] In step S513, lamp control processing is performed based on the processing result of step S509. For example, when there is an instruction to the various lamps 420 in the effect data read in step S509, this instruction is output to the drive circuit 422.
[0655] In step S515, shutter control processing is performed based on the processing result of step S509. For example, when there is a shutter control instruction in the effect data read in step S509, shutter control corresponding to this instruction is performed.
[0656] In step S517, information output processing for performing setting to transmit a control command to the second sub-control unit 500 based on the processing result of step S509 is performed. For example, when there is a control command to be transmitted to the second sub-control unit 500 in the effect data read in step S509, setting to output this control command is performed, and the process returns to step S503.
[0657] Next, with reference to FIG. 60(b), the command reception interrupt processing of the first sub-control unit 400 will be described. This command reception interrupt processing is a process executed when the first sub-control unit 400 detects a strobe signal output by the game control unit 302. In step S521 of the command reception interrupt processing, the command output by the game control unit 302 is stored as an unprocessed command in the command storage area provided in the RAM 408.
[0658] Next, with reference to FIG. 60(c), the first sub-control unit timer interrupt process executed by the CPU 404 of the first sub-control unit 400 will be described. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt process is executed at a predetermined period.
[0659] In step S531, 1 is added to the value in the timer variable storage area of the RAM 408 described in step S503 in the first sub-control unit main process shown in FIG. 60(a), and the result is stored in the original timer variable storage area. Therefore, in step S503, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10).
[0660] In step S533, transmission of device data to the second sub-control unit 500 set in step S515, update processing of the effect random number value, and the like are performed.
[0661] Next, with reference to FIG. 60(d), the details of the command process (step S507) in the first sub-control unit main process of FIG. 60(a) will be described. This figure is a flowchart of the command process (step S507) in FIG. 60(a).
[0662] First, in step S541 which is executed first, it is determined whether there is an unprocessed command. If this condition is satisfied, the process proceeds to step S543; otherwise, this command process ends.
[0663] In step S543, the command process corresponding to each command received from the game control unit 302 is executed.
[0664] 《Processing of the Second Sub-Control Unit 500》 Next, the processing of the second sub-control unit 500 will be described with reference to FIG. 61. Note that FIG. 61(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. FIG. 61(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. FIG. 61(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. FIG. 61(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0665] First, in step S601 of FIG. 61(a), various initial settings are performed. When the power is turned on, first, the initialization process is executed in step S601. In this initialization process, initial settings of input / output ports, initialization processing of the storage area in the RAM 508, and the like are performed.
[0666] In step S603, it is determined whether the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the process of step S605.
[0667] In step S605, 0 is assigned to the timer variable.
[0668] In step S607, command processing is performed. In the command processing, the CPU 504 of the second sub-control unit 500 determines whether a command has been received from the CPU 404 of the first sub-control unit 400.
[0669] In step S609, effect control processing is performed. Specifically, when there is a new command in step S607, the process corresponding to this command is performed. For example, a process of reading out effect data for performing image control related to the background image from the ROM 506 is executed. Also, processes such as reading out other effect data from the ROM 506 are performed, and when the update of the effect data is necessary, the update process of the effect data is included.
[0670] In step S611, image control processing is performed based on the processing result of step S609. For example, if there is an image control instruction in the production data read in step S609, image control corresponding to this instruction is performed. For example, image control regarding the display image (notification image, background image) is executed. This image control processing will be described later with reference to FIG. 61(d). When this image control processing is completed, the process returns to step S603.
[0671] Next, with reference to FIG. 61(b), the command reception interrupt processing of the second sub-control unit 500 will be described. This command reception interrupt processing is a process executed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400. In step S615 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in the command storage area provided in the RAM 508 as an unprocessed command.
[0672] Next, with reference to FIG. 61(c), the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500 will be described. The second sub-control unit 500 is provided with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt processing is executed at a predetermined period.
[0673] In step S617, 1 is added to the value of the timer variable storage area of the RAM 508 described in step S603 in the second sub-control unit main processing shown in FIG. 61(a), and the result is stored in the original timer variable storage area. Therefore, in step S603, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10).
[0674] In step S619, update processing of the production random number value and the like is performed.
[0675] Next, with reference to FIG. 61(d), the image control processing in step S611 in the main processing of the second sub-control unit 500 will be described. This figure is a diagram showing a flowchart of the flow of the image control processing.
[0676] In step S621, a transfer instruction for image data is issued. Here, the CPU 504 first swaps the designations of the drawing areas in the display areas A and B of the VRAM 518. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the effect image display device 157. Next, the CPU 504 sets, in the attribute register of the VDP 516, the ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 518), etc. based on the position information table and the like, and then sets an instruction to start transferring image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0677] In step S623, it is determined whether a transfer end interrupt signal from the VDP 516 has been input. If the transfer end interrupt signal has been input, the process proceeds to step S625; otherwise, it waits for the transfer end interrupt signal to be input.
[0678] In step S625, parameter settings are performed based on the effect scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 about the information of the image data constituting the display image (coordinate axes of the VRAM 518, image size, VRAM coordinates (arrangement coordinates), image overlay and transparency, etc.) in order to form a display image in the display area A or B of the VRAM 518 based on the image data transferred to the VRAM 518 in step S621. The VDP 516 performs parameter settings according to the attributes based on the instruction stored in the attribute register.
[0679] In step S627, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer according to the instruction of the CPU 504.
[0680] In step S629, it is determined whether an end-of-generation interrupt signal from the VDP516 based on the end of image drawing has been input. If the end-of-generation interrupt signal has been input, the process proceeds to step S631. Otherwise, it waits for the end-of-generation interrupt signal to be input.
[0681] In step S631, the scene display counter that is set in a predetermined area of the RAM508 and counts which scene's image has been generated is incremented (+1), and the process ends.
[0682] 《Operation Explanation》 The operation of the slot machine 100 described above will be explained below.
[0683] 〔Operation at Power-On〕 In the medal number control unit 350, the content of the RAM is backed up when the power is off. When it is determined that there is no abnormality in the RAM when the power is turned on, after going through the normal RAM clear process, it returns to the state at the time of power-off (Yes determination in step S3003 of FIG. 28). Note that for the first power-on, it is in the initial state.
[0684] On the other hand, when it is determined that there is an abnormality in the RAM when the power is turned on, a full RAM clear is executed (No determination in step S3003 of FIG. 28). Furthermore, by storing information indicating "RAM failure" in the RAM failure information, information indicating "RAM failure" (error code E8) is set in the error request (Yes determination in steps S3006 and S3020 of FIG. 28, step S3102 of FIG. 30). This error information is transmitted to the game control unit 302 (FIG. 53), and an error notification based on this information is executed (step S1002 of FIGS. 25 and 16). Note that in the game control unit 302, the content of the RAM is not cleared even when an error from the medal number control unit 350 is received. Furthermore, in the medal number control unit 350, by setting the game control unit chip ID acquisition flag to on, various information is updated (initialized) when receiving the game control unit status command (Yes determination in step S3007 of FIG. 28, step S4407 of FIG. 42).
[0685] Also, when the game control unit 302 transmits a RAM clear command at the time of power-on (step S101 in FIG. 15). The medal count control unit 350 that has received this RAM clear command adopts a configuration in which it clears the RAM in response to the RAM clear command from the game control unit 302 (Yes determination in step S3016 in FIG. 28). At this time, in the medal count control unit 350, after once permitting the interrupt process, when receiving a command from the game control unit 302, the interrupt process is prohibited and subsequent processes are performed, so that the reception of the RAM clear command and the processes in the case of reception can be surely executed (steps S3012 to S3014 in FIG. 28). Also, by setting the power-on flag to OFF during interrupt permission, the counting process by operating the counting button 171 is configured not to be executed (steps S3011 and S3015 in FIG. 28).
[0686] In addition, in the medal count control unit 350, the number of game medals can be initialized by operating the game medal number clear button 172 at the time of power-on (Yes determination in step S3008 in FIG. 28). At this time, information indicating "detection" is set in the game medal number clear detection information, and while this information is set, the information related to this clear is included in the game machine information notification and transmitted to the lending machine 700 (FIG. 32). Note that the game medal number clear detection information is cleared when the payout command is received from the game control unit 302 (step S4A01 in FIG. 49).
[0687] 〔Transmission of game control state command (periodically transmitted from the game control unit 302 to the medal count control unit 350)〕 In the slot machine 100, game control state commands (see FIG. 10) consisting of 41 types are transmitted to the medal number control unit 350. Specifically, in the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the game control unit timer interrupt process of the game control unit 302, the game control state commands are sequentially set one by one in the transmission buffer addressed to the medal number control unit (judgment of Yes in step S2201 in FIG. 26). However, if the game control priority command has been previously set in the transmission buffer addressed to the medal number control unit 350, the game control state command is not set in the transmission buffer (judgment of No in step S2201 in FIG. 26).
[0688] After the game control state command and the game control priority command are set in the transmission buffer addressed to the medal number control unit 350, the content of this transmission buffer is output, and the strobe signal is set to on (judgment of Yes in step S2208 in FIG. 26). By setting this strobe signal to on, the medal number control unit 350 side will receive the command. Note that the strobe signal is set to off in the next interrupt process, and the content of the transmission buffer is also cleared (judgment of No in step S2208 in FIG. 26), but the output from the I / O port is maintained as it is. Thereby, the reception of the command on the medal number control unit 350 side can be made more stable. And when the content of the transmission buffer is cleared, the content of the transmission buffer is updated for a new command transmission in the next interrupt process (judgment of Yes in step S2201 in FIG. 26). That is, in the game control unit 302, one command is transmitted during the execution of two interrupt processes, and the transmission state and the transmission stop state are switched every time an interrupt process occurs. Note that the transmission state continues for 1.49 ms (however, the output of the command itself continues for 2.98 ms), while in the game control unit 302, there are two reception timings (two interrupt processes of 0.745 ms), so it is possible to prevent the omission of the command.
[0689] [[Game control priority command transmission (interrupt transmission from the game control unit 302 to the medal number control unit 350)]] In the game control unit 302, a game control state command is sent to the medal count control unit 350 in the timer interrupt process. However, according to the game situation in the main process of the game control unit, a game control priority command is preferentially sent to the medal count control unit 350. More specifically, when the transmission buffer becomes empty in the process of the game control command transmission process (Figure 26), before the game control command transmission process in the next timer interrupt process is executed (the next game control state command is set in the transmission buffer), a game control priority command is set in the transmission buffer in the main process of the game control unit, so that this game control priority command is sent to the medal count control unit 350 preferentially over the game control state command. The game control priority commands include an input command associated with the input operation of game medals, a settlement command associated with the settlement operation of the game medals set in the current bet amount, a start lever reception command associated with the reception of the start lever operation, a payout command associated with the payout of game medals, an error occurrence command associated with the occurrence of an error, and a RAM clear command associated with the RAM clear (Figure 13(a)).
[0690] Among the game control priority commands, the input command, the settlement command, and the payout command are each composed of three commands. Among these, the first command is a command including information on the number of target game medals, the second command is a command including the communication number (command serial number) of the game control priority command, and the third command is a command including a checksum based on the contents of the previous two commands. Since these commands are continuously transmitted without being interrupted by other commands, they are sometimes referred to as triple commands. Also, the values of the upper bytes of the triple commands are consecutive values.
[0691] In addition, when the response command from the medal count control unit 350 has not been received, or when the response command from the medal count control unit 350 contains information indicating "re-request", the command is retransmitted (a No determination in step S1308 of FIG. 19, a No determination in step S1310). However, when the upper limit of this retransmission is exceeded, information indicating "abnormality" is set as the response result from the medal count control unit 350 (a No determination in steps S1302 and S1306).
[0692] Also, when the response command from the medal count control unit 350 contains information other than "re-request", this information is set as the response result from the medal control unit, and the command sequence number is incremented by 1 (steps S1311 and S1312 in FIG. 19).
[0693] [Operation of the game control unit 302 by the insertion operation (transmission of the insertion command, etc.)] When an operation of inserting a game medal is performed, the number of game medals required by this operation (required number of medals) is determined (steps S1105 to S1109 in FIG. 17). In this embodiment, insertion operations using two types of bet buttons, a 1-bet button and a MAX-bet button, are possible. When the MAX-bet button is operated, the number of game medals required to set the maximum bet count is set as the required number of medals (step S1107 in FIG. 17). When the 1-bet button is operated, 1 is set as the required number of medals (step S1109 in FIG. 17). However, when the current bet count is the maximum bet count, 0 is set as the required number of medals by the insertion operation (a No determination in step S1106 of FIG. 17).
[0694] Subsequently, a command (the first of the commands constituting the input command) composed of the data of the upper byte indicating that it is an input command and the data of the lower byte indicating the value of the required number of sheets is set in the transmission buffer addressed to the medal number control unit 350 (steps S1110 and S1111 in FIG. 17, steps S1402 and S1403 in FIG. 20, FIG. 21). When the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the game control unit timer interrupt process is executed in this state, the game control state command is not set in the transmission buffer, and the command previously set in the transmission buffer is transmitted to the medal number control unit 350 (judgment of No in step S2201 in FIG. 26).
[0695] After that, when the transmission buffer is cleared in the game control command transmission process of the next game control unit timer interrupt process (judgment of No in step S2208 in FIG. 26), the checksum is updated, and further, the value of the upper byte data is incremented by 1 and updated to the value indicating the second command, and a command (the second of the commands constituting the input command) composed of the data of the lower byte indicating the command serial number is set in the transmission buffer addressed to the medal number control unit 350 (steps S1404 to S1407 in FIG. 20, FIG. 21). Then, in the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the next game control unit timer interrupt process, the command in the transmission buffer is transmitted to the medal number control unit 350, and when the transmission buffer is cleared in the game control command transmission process of the next game control unit timer interrupt process (judgment of No in step S2208 in FIG. 26), the checksum is updated, and further, the value of the upper byte data is incremented by 1 and updated to the value indicating the third command, and a command (the third of the commands constituting the input command) composed of the data of the lower byte indicating the checksum is set in the transmission buffer addressed to the medal number control unit 350 (steps S1408 to S1411 in FIG. 20, FIG. 21). Then, in the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the next game control unit timer interrupt process, the command in the transmission buffer is transmitted to the medal number control unit 350.
[0696] The input command is sent to the medal number control unit 350 in the above process. If the response command for this command contains information indicating "normal", the required number of medals is added to the current bet number (Yes determination in step S1112 of FIG. 17).
[0697] In addition, when winning a prize in a replay game and a replay game is awarded (when the replay flag is on), the above process for the input command is not executed (No determination in step S1104 of FIG. 17).
[0698] Also, during the period from when the input command is sent until the response command from the medal number control unit 350 is received, even if the bet button is operated, the input command is not sent (step S1112 of FIG. 17 waits until the response command is received).
[0699] Also, when the bet button is operated, a command is sent to the first sub-control unit 400 regardless of whether the response command for the input command is received or the content of the response command from the medal number control unit 350 (step S1114 of FIG. 17). In the first sub-control unit 400 that receives this command, an effect corresponding to the operation of the bet button can be executed.
[0700] 〔Operation of the game control unit 302 by the settlement operation (transmission of settlement command, etc.)〕 When an input operation is performed, the current bet number is added accordingly. By operating the settlement button 134 (settlement operation), the game medals set in the current bet number can be settled.
[0701] When a settlement operation is performed, the value of the current bet number is set as the number of game medals required in the settlement operation (required number of medals) (No in step S1101 of FIG. 17, step S1203 of FIG. 18).
[0702] Subsequently, a command (the first of the commands constituting the settlement command) composed of the data of the upper byte indicating that it is a settlement command and the data of the lower byte indicating the value of the required number of sheets is set in the transmission buffer addressed to the medal number control unit 350 (steps S1204 and S1205 in FIG. 18, steps S1402 and S1403 in FIG. 20, FIG. 21). When the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the game control unit timer interrupt process is executed in this state, the game control state command is not set in the transmission buffer, and the command previously set in the transmission buffer is transmitted to the medal number control unit 350 (judgment of No in step S2201 in FIG. 26).
[0703] Subsequently, the second and third commands among the commands constituting the settlement command are transmitted. Since this process is the same as the input command, the description is omitted.
[0704] The settlement command is transmitted to the medal number control unit 350 in the above flow. If the response command to this command contains information indicating "normal", the value of the current bet number is set to 0 (judgment of Yes in step S1206 in FIG. 18).
[0705] In the above example, after receiving the response command, the value of the current bet number becomes 0 (when receiving a response command indicating "normal", the value of the current bet number is subtracted), and in the state before receiving the response command, the value of the current bet number is not subtracted. On the other hand, in the medal number control unit 350 that has received the settlement command, since the number of game medals is added, at this time, the number of game medals owned by the player is temporarily increased. If a response command indicating "normal" is not received, the value of the current bet number becomes an error without being subtracted (a No determination is made in step S1206 of FIG. 18). However, if this error is avoided by some means, since the value of the current bet number is not subtracted, as a result, the number of medals increases by the amount by which the number of game medals is added in the medal number control unit 350, and the player will obtain game medals illegally through the settlement operation. Therefore, it is also possible to set the value of the current bet number to 0 before and after sending the settlement command and not wait for a response command for the settlement command (not using the response command). Note that in this configuration where the response command is not used, there is a risk of not being able to detect an error in the communication state. However, since an error in the communication state can be detected by using a response command for the input command, the communication quality can be prevented from deteriorating. Note that a command index is managed between the game control unit 302 and the medal number control unit 350, and when the number of mismatches reaches a predetermined number (e.g., 5 times), it may be regarded as an error. According to this configuration, it is possible to prevent operations based on illegal information from being performed.
[0706] Note that in the medal number control unit 350, when receiving a settlement command including information on the number of medal pieces exceeding the number of medals inserted, it may be possible not to accept the settlement and regard it as an error. According to this configuration, it is possible to prevent illegally obtaining game medals.
[0707] Note that in the medal number control unit 350, when receiving a settlement command including information on the number of medal pieces exceeding 16, it may be possible not to accept the settlement and regard it as an error. According to this configuration, it is possible to prevent illegally obtaining game medals.
[0708] In addition, when the medal number control unit 350 receives a settlement command including information on the number of medals exceeding 16,384, it may not accept the settlement and regard it as an error. According to this configuration, it is possible to prevent the illegal acquisition of game medals.
[0709] In addition, when winning a prize in the replay winning combination and a replay is awarded (when the replay flag is on), the above-mentioned settlement command process is not executed (a No determination is made in step S1202 of FIG. 18).
[0710] Also, when the settlement button 134 is operated, a command is transmitted to the first sub-control unit 400 regardless of whether a settlement command is transmitted or the content of the response command from the medal number control unit 350 (step S1201 of FIG. 18). The first sub-control unit 400 that receives this command can execute an effect corresponding to the operation of the settlement button 134.
[0711] 〔Operation of the game control unit 302 by operating the start lever (transmission of the start lever reception command, etc.)〕 When the start lever is operated in a state where the current bet number value is equal to or greater than the startable number, a command (start lever reception command) composed of the upper byte data indicating that it is a start lever reception command and the lower byte data indicating the current bet number value is set in the transmission buffer addressed to the medal number control unit 350 (steps S1012 to S1014 of FIG. 16). Further, a start lever reception command is transmitted to the first sub-control unit 400 (step S1014 of FIG. 16). The first sub-control unit 400 that receives this command can execute an effect corresponding to the operation of the start lever.
[0712] 〔Operation of the game control unit 302 by paying out (transmission of the payout command, etc.)〕 When winning a prize in a winning combination with a payout at the end of the game, the value of the payout number of medals is set to the number of game medals required for the payout (required number of medals) (step S1602 in FIG. 22). Subsequently, a command (the first one among the commands constituting the payout command) consisting of the data of the upper byte indicating that it is a payout command and the data of the lower byte indicating the value of the required number of medals is set in the transmission buffer addressed to the medal number control unit 350 (steps S1604 and S1605 in FIG. 22, steps S1402 and S1403 in FIG. 20, FIG. 21). When the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the game control unit timer interrupt process is executed in this state, the game control state command is not set in the transmission buffer, and the command previously set in the transmission buffer is transmitted to the medal number control unit 350 (judgment of No in step S2201 in FIG. 26).
[0713] Subsequently, the second and third commands among the commands constituting the payout command are transmitted, but since this process is the same as the input command, the description is omitted.
[0714] The payout command is transmitted to the medal number control unit 350 in the above flow. If the response command to this command contains information indicating "normal", a command is transmitted to the first sub-control unit 400 (step S1607 in FIG. 22). The first sub-control unit 400 that has received this command can execute an effect corresponding to the payout.
[0715] On the other hand, when the response command is "abnormal" and nothing is set for the error request, the number of game medals has overflowed and it is in a state where it cannot accept a payout. Therefore, a command indicating this state is sent to the first sub-control unit 400 (step S1608 in FIG. 22). In the first sub-control unit 400 that has received this command, an effect corresponding to the overflow can be executed. If the overflow state does not disappear, the payout command is repeatedly resent, and the game cannot proceed. In this case, the overflow state can be resolved by operating the count button 171. If the overflow state is resolved, an effect corresponding to the payout is executed, and the game can proceed. That is, when the game cannot proceed due to an overflow, the player can handle it by himself / herself without calling a store clerk.
[0716] 〔Operation when receiving medal number control command〕 When the game control unit 302 receives a command from the medal number control unit 350 (detected by switching the strobe signal, step S2101 in FIG. 25), it identifies the type of this command (game control state command (FIG. 11) or response command (FIG. 13(b))), and the content of the RAM 308 is updated according to the type of the command (step S2102 in FIG. 25). Note that the response commands for the insert command, settlement command, and payout command refer to the content updated here. Also, if the command received here is a command including an error code, this error code is set as the error status of the game control unit 302 on the condition that the error status in the game control unit 302 is not set (step S2104 in FIG. 25).
[0717] 〔Medal number control command transmission (from medal number control unit 350 to game control unit 302)〕 In the slot machine 100, a medal number control state command consisting of six types (see FIG. 11) is transmitted to the game control unit 302. Specifically, the medal number control state command is sequentially set one by one in the transmission buffer addressed to the game control unit by the medal number control command transmission process addressed to the game control unit in the medal number control unit timer interrupt process of the medal number control unit 350 (step S408 in FIG. 37, FIG. 53). However, if a response command has been previously set in the transmission buffer addressed to the game control unit 302, the medal number control state command is not set in the transmission buffer (judgment of No in step S4E04 in FIG. 53).
[0718] The medal number control state command and the response command set in the transmission buffer addressed to the game control unit 302 are then output to the game control unit 302 (step S4E14 in FIG. 53). In this state, when the strobe signal is set to on (step S4E10 in FIG. 53), the game control unit 302 will receive the command. In managing the on / off of the strobe signal, a strobe counter that is incremented by 1 for each interrupt in the range of 0 to 7 is used. The strobe counter is set to on when it is between 0 and 3, and set to off when it is between 4 and 7 (step S4E09, step S4E13 in FIG. 53). The transmission buffer is updated when the strobe counter is 0 (step S4E03 in FIG. 53). That is, in the medal number control unit 350, one command is transmitted while eight interrupt processes are executed, and the transmission state and the transmission stop state are switched every four interrupt processes. The transmission state continues for 2.98 ms (0.745 ms × 4 times), while the game control unit 302 has two reception timings (the 1.49 ms interrupt process occurs twice), so it is possible to prevent the command from being missed.
[0719] 〔Operation at the time of receiving a game control state command〕 When the medal number control unit 350 receives a command from the game control unit 302 (detected by switching the strobe signal, step S4301 in FIG. 41), if this command is a game control state command, it executes the game control state command reception process (step S4304 in FIG. 41, FIG. 42).
[0720] Forty-one types of commands (FIG. 10) are sequentially transmitted as the game control state commands. Among these, for the 1st to 40th commands, they are temporarily stored in the buffer and the checksum is updated (judgment of No in step S4401 in FIG. 42). Then, when the 41st command (checksum) is received, if the content is normal, the checksum is cleared, and the RAM is updated based on the information temporarily stored in the buffer (steps S4406, S4410 - S4413 in FIG. 42). However, when updating the game machine installation information buffer, the role ratio monitor information buffer, and the game machine performance information buffer, it is executed when the chip ID stored in the RAM matches the chip ID in the game machine installation information buffer (Yes in step S4409 in FIG. 42). If the IDs do not match, error code E7 is set as an error request (judgment of No in step S4409 in FIG. 42). Also, when all RAM clear is executed in the medal number control unit 350, since the chip ID stored in the RAM has been cleared, in this case, as an exception, the update process is executed without performing the above chip ID check (game control unit chip ID acquisition flag on in FIG. 28, judgment of No in step S4407 in FIG. 42).
[0721] [Operation when receiving game control priority command] When the medal number control unit 350 receives a command from the game control unit 302 (detected by switching the strobe signal, step S4301 in FIG. 41), if this command is a game control priority command, it executes the game control priority command reception process (step S4305 in FIG. 41, FIGS. 43 and 44).
[0722] First, when the game control priority command is not a triple command (RAM clear command, start lever reception command, error occurrence command), the processes corresponding to the respective commands are executed (Fig. 44).
[0723] On the other hand, when the game control priority command is a triple command (insert command, settlement command, payout command), the first and second commands are temporarily stored in the buffer (step S4503 in Fig. 43). In the case of the third command, the value of the checksum included in this command is compared with the checksum calculated from the content previously stored in the buffer. If there is an abnormality, information indicating "re-request" is transmitted as a response command (steps S4504 to S4606 in Fig. 43).
[0724] Next, if the game control command sequence update flag is on, the game control command sequence is updated to the value of the command sequence stored in the reception buffer, and the game control command sequence update flag is set to off (Yes determination in step S4507 of Fig. 43). Note that the game control command sequence update flag is a flag set to on to prevent a situation where an error in the command sequence occurs separately after the error is resolved (Fig. 51).
[0725] Next, it is determined whether the game control command sequence matches the command sequence stored in the reception buffer (step S4510 in Fig. 43). In both the game control unit 302 and the medal number control unit 350, the command sequence is incremented by 1 (step S1312 in Fig. 19, step S4511 in Fig. 43). Therefore, if there is no abnormality, these values will match. Note that if these values do not match, error code E3 is set in the error request (No determination in step S4510 of Fig. 43).
[0726] After the above processes, the processes corresponding to the respective commands are executed (Fig. 44).
[0727] 〔Operation at the time of receiving an insert command〕 When the received game control priority command is an input command, the input command reception process is executed (step S4517 in FIG. 44, FIG. 45). In this process, if the value included in the input command (hereinafter referred to as the input required number of medals) is within the number of game medals, the input required number of medals is added to the number of input medals, the input required number of medals is added to the current bet number, and after the input required number of medals is subtracted from the number of game medals, information indicating "normal" is set in the response command (Yes determination in step S4604 of FIG. 45). When the input required number of medals is greater than the number of game medals, information indicating "abnormal" is set in the response command (No determination in steps S4603 and S4604 of FIG. 45). The value of the number of input medals is the value used in the game machine information transmitted to the lending machine 700 and is initialized to 0 every time the game machine information is transmitted (step S3308 in FIG. 32).
[0728] During the execution of the counting notification transmission process, the input prohibition flag is set to on (step S3509 in FIG. 34). When this flag is on, information indicating "re-request" is set in the response command (No determination in steps S4601 and S4602 of FIG. 45).
[0729] 〔Operation when receiving a settlement command〕 When the received game control priority command is a settlement command, the settlement command reception process is executed (step S4519 in FIG. 44, FIG. 46). In this process, the value included in the settlement command (hereinafter referred to as the settlement required number of medals) is subtracted from the current bet number (step S4701 in FIG. 46). If the value of the current bet number becomes 0, the settlement required number of medals is subtracted from the number of input medals, the settlement required number of medals is added to the number of game medals, and after that, information indicating "normal" is set in the response command (Yes determination in step S4702 of FIG. 46). The value of the number of input medals is the value used in the game machine information transmitted to the lending machine 700 and is initialized to 0 every time the game machine information is transmitted (step S3308 in FIG. 32). When the current bet number is not 0, error code E6 is set as an error request (No determination in step S4702 of FIG. 46).
[0730] 〔Operation when receiving start lever reception command〕 When the received game control priority command is a start lever reception command, the payout command acquisition flag is set to on (step S4801 in FIG. 47). If this flag is not set to on, an error will occur in the subsequent payout command reception process, and fraud prevention may be detected. Next, if the value of the game interval abnormality timer is 0 (Yes determination in step S4802 of FIG. 47), the initial value is set for the game interval abnormality timer (step S4803 in FIG. 47), and further, the process of setting game information is executed (steps S4804 to S4806 in FIG. 47). Here, 11H is set as the type information setting value, and this value indicates the reception of the start lever. Also, the current bet count is set as the count information setting value. That is, in these processes, the information on the number of game medals used by the reception of the start lever is stored as game information. Note that the game information is information used for the game machine information transmitted to the lending machine 700, and the number of this information is initialized every time the game machine information is transmitted (step S3310 in FIG. 32). If the game interval abnormality timer is not 0, error code E5 is set as an error request (No determination in step S4802 of FIG. 47). This game interval abnormality timer is the same timer as the game interval counter in the game control unit 302 (step S106 in FIG. 15), but by using this timer also in the medal number control unit 350 separately from the game control unit 302, fraud is prevented.
[0731] 〔Operation when receiving payout command〕 When the received game control priority command is a payout command, first, the game medal number clear detection information is cleared. This information is information set by operating the game medal number clear button 172 at power-on, but until it is cleared upon receiving this payout command, this information is configured to be transmitted to the lending machine 700.
[0732] Next, if the payout command acquisition flag is not on, error code E2 is set as an error request (a No determination is made in step S4A02 of FIG. 49). Since this flag is set to on when the start lever reception command is received, if this flag is off, it means that the payout command is received without receiving the start lever reception command, so it is used for fraud prevention.
[0733] Next, if a prize is won in the replay game, 0 is set for the game medal number addition value (step S4A04 in FIG. 49). In cases other than a replay game win, if the value included in the payout command (hereinafter referred to as the payout number) is 15 or less, the values of the payout number are set for the payout medal number and the game medal number addition value, respectively (steps S4A07 and S4A08 in FIG. 49). Note that the value of the payout medal number is the value used for the gaming machine information transmitted to the lending machine 700 and is initialized to 0 every time the gaming machine information is transmitted (step S3309 in FIG. 32). Note that if the payout number is greater than 15, error code E4 is set as an error request (a No determination is made in steps S4A05 and S4A06 of FIG. 49).
[0734] Subsequently, a game medal count overflow confirmation process is executed (step S4A11 in FIG. 49, FIG. 50). Here, if the value obtained by summing the game medal count and the game medal count addition value is 16383 or less, which is the upper limit value of the game medals for payout, this sum value is set as the game medal count, and information indicating "normal" is set in the response command (Yes determination in step S4B03 in FIG. 50). On the other hand, when the above sum value is greater than the upper limit value of the game medal count, the game medal count is maintained as it is, and information indicating "abnormal" is set in the response command (No determination in step S4B03 in FIG. 50). Regarding the determination of the game medal count here, as will be described later (refer to [Lending Notice (Regular Transmission from Lender 700 to Medal Count Control Unit 350)]), in the actual operation, if the game medal count exceeds the actual threshold value, an increase by payout is not possible (response command "abnormal"), and if it does not exceed the actual threshold value, an increase by payout is possible (response command "normal"). It is sufficient that there is a value that serves as the actual threshold value, and any processing may be used for the determination process and the determination value (16383 in this embodiment). For example, the actual threshold value does not necessarily have to be the same as the determination value in terms of processing.
[0735] If information indicating "abnormal" is set in the response command in the game medal count overflow confirmation process, the payout command reception process ends, and this response command is transmitted to the game control unit 302.
[0736] On the other hand, if information indicating "normal" is set in the response command, the payout command acquisition flag is set to off (step S4A13 in FIG. 49). Furthermore, a process of setting game information is executed (steps S4A14 to S4A19 in FIG. 49). Here, 21H is set as the type information setting value, and this value indicates that a payout has occurred. Also, the payout number (or the current bet number in the case of a replay win) is set as the count information setting value. That is, in these processes, information on the game medals obtained by payout is stored as game information. Note that the game information is information used for the game machine information transmitted to the lender 700, and the number of this information is initialized each time the game machine information is transmitted (step S3310 in FIG. 32).
[0737] 〔Game Machine Information Notification (Regular Transmission from Medal Count Control Unit 350 to Lender 700)〕 In the medal count control unit 350, a game machine information notification is transmitted during the main process of the medal count control unit (step S304 in FIG. 27, FIG. 32). This game machine information notification is configured to be executed at intervals of approximately 300 ms by a game machine information notification interval timer (steps S3301 and S3302 in FIG. 32). Also, 90 ms is set for a count notification interval timer for adjusting the time until a count notification executed after the transmission of this game machine information notification (step S3303 in FIG. 32).
[0738] Next, the value of the current number of game medals is set to the number of game medals for count determination. In the slot machine 100, since the number of game medals may change when performing a counting process (transfer of the number of game medals from the medal count control unit 350 to the lender 700), a value for the counting process is temporarily set to the number of game medals for count determination (step S3304 in FIG. 32).
[0739] Next, the gaming machine information type is acquired (step S3305 in FIG. 32, FIG. 33). The gaming machine information notification includes gaming machine information, and any one of the following three types of gaming machine information is selected: gaming machine installation information, gaming machine performance information, and hall computer fraud monitoring information (FIG. 8(b)). Specifically, when the gaming machine information type is 0, the gaming machine performance information is selected; when it is 1, the gaming machine installation information is selected; and when it is 2, the hall computer fraud monitoring information is selected. Here, using the gaming machine installation information transmission interval timer and the gaming machine performance information transmission interval timer, any one of 0, 1, and 2 is set as the gaming machine information type (FIG. 33). In the present embodiment, 1 is set as the gaming machine information type at approximately 60-second intervals, 0 is set at approximately 180-second intervals, and 2 is set in other cases. That is, in the gaming machine information notification with a cycle of approximately 300 ms, mainly the hall computer fraud monitoring information is included in the gaming machine information, the gaming machine installation information is included in the gaming machine information at approximately 60-second intervals, and the gaming machine performance information is included in the gaming machine information at approximately 180-second intervals. The data (FIG. 8(a)(b)) targeted for the gaming machine information notification, including the gaming machine information corresponding to these gaming machine information types, is set in the transmission buffer for the lending machine (step S3306 in FIG. 32) and sequentially transmitted (steps S3311 to S3317 in FIG. 32). Note that the gaming machine information serial number is updated during this transmission (step S3318 in FIG. 32).
[0740] Note that in the hall computer fraud monitoring information corresponding to the case where the gaming machine information type is 2, gaming information corresponding to the number of inserted medals, the number of paid-out medals, and the number of gaming information is included. However, after these information are set in the transmission buffer for the lending machine, they are initialized in preparation for the next transmission (determination of Yes in step S3307 in FIG. 32).
[0741] [Counting Notification (Regular Transmission from Medal Counting Control Unit 350 to Lending Machine 700)] In the medal counting control unit 350, a counting notification is transmitted in the main process of the medal counting control unit (step S305 in FIG. 27, FIG. 34). The transmission process of this counting notification is configured to be executed 90 ms or later from the start of the transmission process of the gaming machine information notification (step S3303 in FIG. 32, step S3501 in FIG. 34).
[0742] In the counting notification transmission process, the data to be subject to counting notification (Figs. 8(a) and (c)) is set in the transmission buffer for the lending machine and sequentially transmitted (Steps S3503 to S3505, S3513, S3518, and S3519 in Fig. 34). Note that the counting serial number is updated during this transmission (Step S3520 in Fig. 34).
[0743] This counting notification includes information on the counted number of medals. However, when the planned counted number is 0, 0 is transmitted as the counted number (determined as No in Step S3508 and Step S3513 in Fig. 34). In this case, the number of gaming medals does not change (Step S3514 in Fig. 34). On the other hand, when a value other than 0 is set for the planned counted number, the counted number is set based on this value (Steps S3511 and S3512 in Fig. 34), and further, the number of gaming medals is subtracted (Step S3514 in Fig. 34). Note that the setting of the counted number and the subtraction of the number of gaming medals are executed in a state where the insertion operation is prohibited (Steps S3509 and S3516 in Fig. 34). Note that the planned counted number is set in the counted number update process of the medal number control unit timer interrupt process (Step S405 in Fig. 37, Fig. 40).
[0744] 〔Setting of the planned counted number (medal number control unit 350)〕 In the medal number control unit 350, the counted number update process is executed in the medal number control unit timer interrupt process (Step S405 in Fig. 37, Fig. 40). Based on the planned counted number set in this process, the counted number is determined, and a counting notification including this information is transmitted to the lending machine 700.
[0745] First, the case where the state of the count button 171 being pressed is less than 500 ms will be described. In this case, an initial value is set for the long-press timer for counting (step S4206 in FIG. 40). However, since the count button 171 is released before the value of the timer becomes 1 (500 ms has elapsed since the press), the long-press flag for counting is not set to on (the determination in step S4207 in FIG. 40 is not Yes). When the count button 171 is released in this state, 1 is added to the planned count number (the determination in step S4210 in FIG. 40 is Yes, step S4212).
[0746] Next, the case where the state of the count button 171 being pressed is 500 ms or more will be described. In this case, an initial value is set for the long-press timer for counting (step S4206 in FIG. 40). When the value of the timer becomes 1 (500 ms has elapsed since the press), the long-press flag for counting is set to on and the planned count number is set to 50 (the determination in step S4207 in FIG. 40 is Yes). Thereafter, while the count button 171 is continuously pressed with the long-press flag for counting being on, the process of setting the planned count number to 50 is repeated, and the count number based on this planned count number is set each time the count notification transmission process is performed. On the other hand, when the count button 171 is released with the long-press flag for counting being on, the long-press flag for counting is set to off, the long-press timer for counting is set to 0, and the value of the planned count number is cleared (the determination in step S4210 in FIG. 40 is Yes, the determination in step S4211 is No).
[0747] [Lending Notification (Regularly Sent from the Lending Machine 700 to the Medal Number Control Unit 350)] When the medal number control unit 350 receives a lending notice from the lending machine 700, the content of the RAM is updated based on the content of this lending notice (step S4003 in FIG. 38). Then, it is determined whether the checksum calculated from the lending notice matches the checksum included in the lending notice (steps S4102 and S4103 in FIG. 39). Next, it is determined whether the lending serial number for confirmation in the medal number control unit 350 matches the lending serial number included in the lending notice (step S4104 in FIG. 39). The lending serial number for confirmation holds a value obtained by adding 1 to the lending serial number included in the previously received lending notice (step S3706 in FIG. 36), and they are configured to match if the communication is normal. Furthermore, it is determined whether the telegram length and the data of the command are normal. If an abnormality is determined in these determinations, the determination result is set to the state of "abnormality".
[0748] Following the above determination, if the number of lent medals included in the lending notice is 0, the determination result is set to "normal" (Yes determination in step S4106 in FIG. 39). On the other hand, if the number of lent medals is not 0, further determinations are executed (No determination in step S4106 in FIG. 39).
[0749] First, if the number of gaming medals is 15,000 or more, the determination result will be set to "abnormal" (a No determination in step S4107 of FIG. 39)....
Claims
1. A gaming table provided with a plurality of reels which are provided with a plurality of types of symbols and are rotationally driven, betting operation means capable of executing a betting operation for betting game values, starting operation means capable of executing a starting operation for instructing the start of rotation of the plurality of reels, a plurality of stop operation means capable of executing a stop operation for individually stopping the rotation of the plurality of reels, winning determination means for performing a winning determination based on the display states of the plurality of reels, game value awarding means capable of awarding game values according to the winning determination, and display means, wherein the display means is capable of displaying a first display indicating a value related to a game value, the display means is means capable of displaying the first display obtained by adding the awarded game value after displaying an update display indicating that a game value has been awarded when the game value awarding means awards a game value, and the betting operation can be executed even while the update display is being displayed, characterized in that it is a gaming table.
2. The gaming table according to Claim 1, wherein the starting operation can be executed even while the update display is being displayed, and the display means is means capable of displaying the first display obtained by adding the game value obtained by subtracting the amount bet by the betting operation from the awarded game value after the display of the update display ends when the betting operation and the starting operation are executed while the update display is being displayed, characterized in that it is a gaming table.
3. The gaming table according to Claim 2, wherein the first display is a display indicating the game value obtained in a specific section, characterized in that it is a gaming table.
4. The gaming table according to Claim 3, wherein the first display is a display displayed in the lower half area of the display area of the display means, characterized in that it is a gaming table.
Citation Information
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