Game machine

The gaming machine effectively manages game values through electromagnetic lending and acquisition using a game value number storage system and communication means, addressing the need for improved value management in electromagnetic gaming systems.

JP2025109895AInactive Publication Date: 2025-07-25SANYO BUSSAN KK
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Patent Information

Application Number
JP2025083418
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-05-19
Publication Date
2025-07-25
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines lack effective management of game values, particularly in electromagnetic systems where game values are lent, acquired, and used without physical interaction.

Method used

A gaming machine with a game value number storage means, a lending device communication means, and a counting switch for managing game values, allowing for electromagnetic lending and acquisition, and switching to a second counting mode when the stored value exceeds or falls below a predetermined number.

Benefits of technology

Enables suitable management of game values, ensuring accurate tracking and handling of game values through electromagnetic methods.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of managing a game value properly by handling the game value only by an electromagnetic method.SOLUTION: When the number of game values stored in game value number storage means (carried game value counter 153c) exceeds a prescribed number, the state is switched to a second counting mode (a second counting state flag is set in S241), and in the state of the second counting mode, when the number of the game values becomes lower than a prescribed number, the second counting mode is canceled (the second counting state flag is cleared in S300).SELECTED DRAWING: Figure 10
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] For example, in a pachinko gaming machine, there has been developed a gaming machine in which a player cannot touch a game ball and lending, recording, etc. of game values can be performed only by an electromagnetic method. Also, in a rotary gaming machine, there has been developed a gaming machine that can perform lending of game values, acquisition of game values by winning, and input of game values for use in the game only by an electromagnetic method without using physical game medals.

[0003] A game value lending machine (card unit) lends game values within the range of the remaining amount of the inserted card (magnetic card or IC card), and the lending of game values is performed by communication from the card unit to the gaming machine. Also, the input of game values is performed by subtracting from the number of held game values inside the gaming machine, and the acquisition of game values by winning is performed by adding to the number of held game values inside the gaming machine. And when ending the game, the number of held game values is transmitted from the gaming machine to the card unit by communication, and the number of held game values is stored in the inserted card (Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Here, in gaming machines such as the above examples, suitable management of game values is desired, and there is room for improvement in this regard.

[0006] The present invention has been made in view of the above-exemplified circumstances and the like, and an object thereof is to provide a gaming machine capable of performing suitable management of game values.

Means for Solving the Problems

[0007] To solve the above problems, the present invention includes a game value number storage means for storing the number of game values, a game value lending device communication means for communicating with a game value lending device, a counting switch, and an input port to which an operation signal of the counting switch is input. The number of game values transmitted from the game value lending device is received by the game value lending device communication means and added to the game value number storage means to be used as a lending of game values. The game value is used for the game by subtracting it from the game value number storage means. The acquisition of game values as a result of the game is achieved by adding it to the game value number storage means. The number of game values stored in the game value number storage means is transmitted to the game value lending device by the game value lending device communication means to count the game values. When the number of game values stored in the game value number storage means exceeds a predetermined number, the state is switched to a second counting mode in which the number of game values stored in the game value number storage means is transmitted to the game value lending device. In the state of the second counting mode, when the number of game values stored in the game value number storage means falls below a predetermined number, the second counting mode is canceled.

Effects of the Invention

[0008] According to the present invention, it becomes possible to provide a gaming machine capable of performing suitable management of game values. possible.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] Hereinafter, an embodiment of the present invention when applied to a rotary gaming machine, specifically a slot machine, which is a type of gaming machine, will be described in detail with reference to the drawings. FIG. 1 is a front view of a slot machine 10 and a card unit 230, FIG. 2 is a perspective view of the state where the front door 12 of the slot machine 10 is opened with the card unit 230 as it is, and FIG. 3 is a front view of the housing 11 with the front door 12 of the slot machine 10 removed with the card unit 230 as it is. In the present embodiment, the slot machine 10 is connected to and used with the card unit 230, and pays out game values within the range of the remaining balance amount (valuable value) stored in a card (such as a prepaid card or a membership card like a magnetic card or an IC card) inserted into the card unit 230. Incidentally, in the present embodiment, the game value has no physical entity like a game medal, and the lending of the game value, the acquisition of the game value by winning, and the input of the game value for use in the game are configured to be performed only by electromagnetic methods.

[0011] As shown in FIGS. 1 to 3, the slot machine 10 includes a housing 11 that forms its outer shell. As shown in FIGS. 2 and 3, the housing 11 is composed of a top plate 11a, a bottom plate 11b, a back plate 11c, a left side plate 11d, and a right side plate 11e formed in a wooden plate shape, and the adjacent plates 11a to 11e are fixed by fixing means such as adhesion, so that the front is open as a whole. It is formed in a box shape. In addition to being composed of wooden panels, the plates 11a to 11e may be composed of synthetic resin panels or metal panels, or may be formed in an integral box shape by synthetic resin materials or metal materials. The housing 11 configured as described above is attached by driving nails or the like to so-called island facilities when installed in a game hall.

[0012] On the front side of the housing 11, a front door 12 as a front opening / closing door is attached so as to be openable and closable. That is, as shown in FIG. 3, a pair of upper and lower support shafts 25a and 25b are provided on the left side plate 11d of the housing 11. The support shafts 25a and 25b have tapered shaft portions protruding upward. On the other hand, the front door 12 is provided with support fittings 26a and 26b having insertion holes into which the shaft portions of the respective support shafts 25a and 25b are inserted corresponding to the respective support shafts 25a and 25b. Then, after arranging the support fittings above the respective support shafts 25a and 25b and lowering the front door 12, the shaft portions of the support shafts 25a and 25b are inserted into the insertion holes of the support fittings 26a and 26b. As a result, the front door 12 is supported rotatably about an opening / closing axis extending in the vertical direction connecting the two support shafts 25a and 25b with respect to the housing 11, and is configured to be able to open or close the front open side of the housing 11 by the rotation.

[0013] The front door 12 is set in a locked state where it cannot be opened by a locking device provided on its back surface. Further, as shown in FIG. 1, a key cylinder 20 as an unlocking operation part is provided at the upper part on the right end side of the front door 12. The key cylinder 20 is integrated with the locking device and is configured such that the locked state is released by a predetermined key operation on the key cylinder 20. Therefore, an outline of the locking mechanism including the locking device will be described.

[0014] On the right end side of the front door 12, that is, on the opposite side of the opening / closing axis of the front door 12, a locking device is provided on its back surface. As shown in FIGS. 1 and 2, the locking device includes a base frame extending in the vertical direction and fixed to the front door 12, a key cylinder 20 provided so as to extend forward from the upper part of the base frame to the front of the front door 12, and a long interlocking rod 21 assembled to be movable in the vertical direction with respect to the base frame. And only the key cylinder 20 of the locking device is provided in a state of protruding forward of the front door 12. The position where the key cylinder 20 is provided is the upper part with a thin wall thickness among the front door 12. As a result, a general-purpose key cylinder 20 with a short overall length can be adopted.

[0015] The linkage rod 21 moves downward by operating the key inserted into the key cylinder 20 clockwise. The linkage rod 21 is provided with a pair of upper and lower hook fittings 22 having a hook shape. When the front door 12 is closed with respect to the housing 11, the hook fitting 22 is locked to the support fitting 23 (see FIG. 3) on the housing 11 side to be in a locked state. The hook fitting 22 is provided with a biasing member such as a coil spring that biases it toward the side maintaining the locked state. When the key is operated clockwise with respect to the key cylinder 20, the linkage rod 21 moves downward, and the hook fitting 22 moves against the biasing force of the biasing member, thereby releasing the locked state between the hook fitting 22 and the support fitting 23, and releasing the locked state of the front door 12 with respect to the housing 11.

[0016] As shown in FIG. 1, a game panel 30 for notifying the player of the game state is provided near the upper part of the central portion of the front door 12. The game panel 30 is formed with three vertically long display windows 31L, 31M, and 31R arranged side by side horizontally. The display windows 31L, 31M, and 31R are made of a transparent or translucent material, and the inside of the slot machine 10 can be viewed through each of the display windows 31L, 31M, and 31R. Each of the display windows 31L, 31M, and 31R may be combined into one common display window.

[0017] As shown in FIG. 2, the inside of the housing 11 is vertically divided into two parts by a partition plate 40, and a reel unit 41 constituting a display device is attached to the upper part of the partition plate 40. . The reel unit 41 includes a left reel 42L, a middle reel 42M, and a right reel 42R each formed in a cylindrical (annular) shape. Each of the reels 42L, 42M, and 42R only needs to be configured as at least an endless belt and is not limited to a cylindrical (annular) shape. Also, it may be configured as a rotating cylinder such as a belt or a drum.

[0018] Each reel 42L, 42M, 42R is rotatably supported such that its central axis becomes the rotation axis of the reel. The rotation axes of the respective reels 42L, 42M, 42R are arranged on the same axis extending in a substantially horizontal direction, and each reel 42L, 42M, 42R corresponds one-to-one with each display window 31L, 31M, 31R. Accordingly, a part of the surface of each reel 42L, 42M, 42R is visible through the corresponding display window 31L, 31M, 31R. Further, when the reels 42L, 42M, 42R rotate forward, the surface of the reels 42L, 42M, 42R is projected through each display window 31L, 31M, 31R as if it is moving downward from top to bottom.

[0019] Each of these reels 42L, 42M, 42R is connected to a stepping motor 61 (61L, 61M, 61R (see FIG. 4)), and each reel 42L, 42M, 42R can be rotationally driven individually, that is, independently, by driving each stepping motor 61L, 61M, 61R.

[0020] The stepping motor 61 is set to be rotated by applying, for example, a drive signal (also referred to as an excitation signal or excitation pulse; the same applies hereinafter) of 504 pulses. The rotational position of the stepping motor 61, that is, the rotational positions of the corresponding reels 42L, 42M, 42R are controlled by this excitation pulse.

[0021] On each belt of each reel 42L, 42M, 42R, a plurality of, specifically 21 symbols, are drawn in the longitudinal direction (circumferential direction) thereof. Accordingly, 24 pulses (= 504 pulses ÷ 21 symbols) are required to switch from one symbol to the next at a predetermined position. Then, based on the number of pulses from the time when the detection signal of the reel index sensor 55 (see FIG. 4), which will be described later, is output, it is possible to recognize which symbol is visible through the display windows 31L, 31M, 31R or to perform control to make an arbitrary symbol visible through the exposure windows 31L, 31M, 31R.

[0022] Of the symbols attached to each reel 42L, 42M, and 42R, the number of symbols that can be viewed in their entirety through the display windows 31L, 31M, and 31R is limited to a predetermined number mainly determined by the vertical length of the display windows 31L, 31M, and 31R. In this embodiment, there are three reels for each. Therefore, when all of the reels 42L, 42M, and 42R are stopped, nine symbols are in a state where they can be viewed by the player.

[0023] Note that each reel 42L, 42M, and 42R of the reel unit 41 is an example of a display device that variably displays identification information, and the display device may have other configurations. For example, it may be another mechanical reel configuration such as a type that rotates the belt in a circular motion instead of rotating it, and in place of or in addition to the mechanical reel configuration, an electrical display such as a liquid crystal display or a dot matrix display may be provided to variably display the identification information. In this case, a rich variety of display forms can be provided.

[0024] On the game panel 30, five combination lines in total are provided in parallel in the horizontal direction and two in a diagonal direction so as to connect the display windows 31L, 31M, and 31R. Of course, the maximum number of combination lines may be six or more, less than five, or the maximum number of combination lines may be changed according to predetermined conditions. Corresponding to each of these combination lines, valid line display portions 32, 33, and 34 are provided on the left side when viewed from the front of the display window groups 31L, 31M, and 31R. The first valid line display portion 32 is displayed and notified by lighting or the like when the central horizontal line (center line) of the combination lines is activated. The second valid line display portion 33 is displayed and notified by lighting or the like when the upper and lower horizontal lines (upper line and lower line) of the combination lines are activated. The third valid line display portion 34 is displayed and notified by lighting or the like when a pair of diagonal lines (lower right diagonal line and upper right diagonal line) of the combination lines are activated. When symbols stop in a predetermined combination on the activated combination line, that is, the valid line, a winning occurs, and a predetermined game value payout process, a transition process to a specific game, or the like is executed.

[0025] In this embodiment, a plurality of roles with different game values are prepared according to the combination of symbols. Specifically, a bonus role which is a combination in which the symbols set as bonus symbols are aligned on the valid line, a minor role which is a combination in which the symbols set as minor symbols are aligned on the valid line, a replay role which is a combination in which the symbols set as replay symbols are aligned on the valid line, and the like. When winning a bonus role (when the bonus symbols are aligned on the valid line), 15 game values are paid out. When winning a minor role (when the minor symbols are aligned on the valid line), 2 to 8 game values are paid out according to the type of the minor symbols. When winning a replay role (when the replay symbols are aligned on the valid line), the player is given the right to play again without betting (inputting the game value required to start the game). When not winning a bonus role, a minor role, or a replay role (when the same symbols are not aligned on the left, middle, and right on the valid line), it is a miss, and in this case, no game value is paid out at all.

[0026] As shown in FIG. 1, a start lever 71 is provided on the lower left side of the game panel 30 for starting the rotation of each of the reels 42L, 42M, and 42R all at once (not necessarily simultaneously). The start lever 71 constitutes a start operation means for starting the rotation of the reels 42L, 42M, and 42R, that is, starting the variable display of the symbols. The start lever 71 is a lever that is pressed by hand when the player starts a game, and automatically returns to its original position by a built-in spring after the hand is released. When this start lever 71 is operated while the game value is being input, the reels 42L, 42M, and 42R start rotating all at once or with a slight time interval.

[0027] On the right side of the start lever 71, as shown in FIG. 1, there are provided button-shaped stop switches 72, 73, 74 which are operated to individually stop the rotating reels 42L, 42M, 42R. Each of the stop switches 72, 73, 74 is disposed directly below the display windows 31L, 31M, 31R corresponding to the reels 42L, 42M, 42R to be stopped. The stop switches 72, 73, 74 constitute stop operation means which are operated to stop the variable display based on the rotation of the reels 42L, 42M, 42R. Each of the stop switches 72, 73, 74 becomes in a state where it can be stopped when a predetermined time has elapsed since the left reel 42L starts rotating, and during such a state, it is notified that the stop operation is possible by the lighting display of a lamp (not shown), and it is turned off when the rotation stops.

[0028] Below the display windows 31L, 31M, 31R of the game panel 30, there are provided a game value number display section 35 for displaying the number of held game values, a game number display section 36 for displaying, for example, the remaining number of games during a special game state such as a big bonus or a regular bonus, and an acquired game value display section 37 for displaying the number of acquired game values. These display sections 35 to 37 are constituted by 7-segment displays, but it is of course possible to replace them with a liquid crystal display or the like. In the present embodiment, since the payout of loan game values is performed by an electromagnetic method, when the game value lending is executed, the value displayed on the game value number display section 35 is updated according to the number of loan game values lent.

[0029] On the lower left side of the display windows 31L, 31M, 31R, as shown in FIG. 1, there is provided a button-shaped first game value input switch 77 for inputting three game values at a time. Further, to the left of the first game value input switch 77, there are provided a second game value input switch 78 and a third game value input switch 79 which are formed in a button shape smaller than the switch 77. The second game value input switch 78 is for inputting two game values at a time, and the third game value input switch 79 is for inputting one game value.

[0030] The input of game values is performed by an electromagnetic method using the first to third game value input switches 77 to 79. Specifically, when the third game value input switch 79 is pressed, it is regarded that one game value is input, and the numerical value displayed on the game value number display unit 35 is decreased by one, and the first valid line display unit 32 lights up and the center line becomes a valid line. When the second game value input switch 78 is pressed, it is regarded that two game values are input, and the numerical value displayed on the game value number display unit 35 is decreased by two, and the first valid line display unit 32 and the second valid line display unit 33 light up, and a total of three combination lines become valid lines. When the first game value input switch 77 is pressed, it is regarded that three game values are input, and the numerical value displayed on the game value number display unit 35 is decreased by three, and all the valid line display units 32 to 34 light up, and a total of five combination lines become valid lines.

[0031] In addition, when the number of held game values to be input when any one of the first to third game value input switches 77 to 79 is pressed is not sufficient, for example, when the first game value input switch 77 is pressed when the display on the game value number display unit 35 is 2, etc., the numerical value on the game value number display unit 35 is all decreased to 0, and two game values are input.

[0032] In addition, the first game value input switch 77 incorporates a lamp as a light emitting member (not shown) in order to prompt that the maximum number of game values that can be input per game (three) has not been reached. The lamp lights up when the switch operation of the first game value input switch 77 is valid to prompt the operation of the switch 77, but goes out when there is no held game value or when three game values have already been input. Here, instead of the above lighting, it may be made to blink to make it easier for the player to understand the prompt for game value input.

[0033] On the left side of the start lever 71, as shown in FIG. 1, a button-shaped counting switch 80 is provided. When the counting switch 80 is pressed, the number of held game values is transmitted to the connected card unit 230, and the card unit 230 stores the number of held game values as the counted game values in the inserted card. As a result, the number of held game values held by the slot machine 10 becomes zero.

[0034] When storing the counted game values in the magnetic card, the identification information of the lending amount (rate) per card set in the card unit 230 may also be stored. This is because there are cases where game value lending is performed at different rates within the game hall, and the number of held game values needs to be stored for each rate.

[0035] If the counted game values of the same rate have already been stored in the magnetic card, the newly received number of held game values may be added to the counted game values and stored as the new counted game values. This can save the storage area of the magnetic card. If there is room in the storage area of the magnetic card, it may be stored as a separate record.

[0036] The transfer of the number of held game values from the slot machine 10 to the card unit 230 takes time to the extent that the player can perceive it according to the number of held game values. The player counts when ending the game on the slot machine 10. If a large amount of game values are obtained as a result of the game, it will take time to count accordingly, and the player can feel a sense of fulfillment of having obtained such a large amount of game values. obtained, the counting will take time accordingly, and the player can feel a sense of fulfillment of having obtained such a large amount of game values.

[0037] If the counting switch 80 is pressed again during counting, the counting may be stopped and the game may be resumed. This is because the player's mind may change during counting. Also, the counting switch 80 may be configured in a toggle manner such that it turns on when pressed once, turns off when pressed again, and then toggles between on and off each time a pressing operation is performed, and counting may be performed while it is in the on state. Further, it may be a switch with a mechanical structure that holds the on state by sliding it after pressing it. There is no need to hold the pressed state by hand, and the operation is easy.

[0038] As shown in FIG. 1, a settlement switch 76 is provided below the lower right side of the display windows 31L, 31M, and 31R. When the settlement switch 76 is pressed, the inserted game value can be returned to the number of game values held. However, after the start lever 71 is operated, since the game has already started, the inserted game value cannot be returned to the number of game values held. If the game value is inserted and the start lever 71 has not been operated yet and the game has not started, if the counting switch 80 is pressed, it may be regarded as if the settlement switch 76 has been pressed, and after returning the inserted game value to the number of game values held, counting may be started. This is because when the player presses the counting switch 80, it means that transferring the game value held to the unit 230 including the inserted game value is in line with the player's intention.

[0039] Above the front door 12, there are an upper lamp 13 that lights up or blinks as the game progresses, a pair of left and right speakers 14 that produce various sound effects and notify the player of the game state as the game progresses, and an auxiliary display unit 15 that provides various information to the player. In this embodiment, the auxiliary display unit 15 is configured by a liquid crystal display with the intention of diversifying the display content and enhancing the display effects. However, other displays such as a dot matrix display may also be used. The auxiliary display unit 15 is for executing various display effects as the game progresses. Since the game by each of the reels 42L, 42M, 42R can be considered as that by the main display unit, it is referred to as the auxiliary display unit 15 in this embodiment. On the back of the auxiliary display unit 15, there are provided the upper lamp 13, the speakers 14, and a display control device 111 for driving the auxiliary display unit 15. Note that the shapes, positions, numbers, etc. of the upper lamp 13 and the speakers 14 are not particularly limited to those described above.

[0040] As shown in FIG. 1, below each of the stop switches 72, 73, 74, a lower plate 16 with the model name and characters related to the game displayed thereon is mounted. Also, on the lower left side of the lower plate 16, an ashtray 19 that can be reversed is provided.

[0041] As shown in FIG. 2, inside the housing 11, a power box 121 is provided at the lower left of the partition plate 40. The power box 121 is equipped with a power switch 122, a reset switch 123, a setting key insertion hole 124, and the like. The power switch 122 is a start switch for supplying power to each part including the main control board 131.

[0042] The reset switch 123 is a switch for resetting various states of the slot machine 10. This slot machine 10 has a backup function for various data, so that even in the event of a power failure, the state at the time of the power failure is maintained, and it can return to the state at the time of the power failure when resuming power after the power failure. Therefore, for example, when the power is turned off in the normal procedure as when the operation of the game hall ends, the state before the power-off is stored and retained, but when the power switch 122 is turned on while pressing the reset switch 123, the backup data is reset. Also, when the reset switch 123 is pressed while the power switch 122 is on, the error state is reset.

[0043] The setting key insertion hole 124 is for the hall manager or the like to adjust the payout of game values. That is, by inserting a setting key into the setting key insertion hole 124 and operating it (rotating operation), the setting state (winning probability setting process) of the slot machine 10 can be changed from "setting 1" to "setting 6".

[0044] As shown in FIG. 3, above the reel unit 41, the main control board 131 is attached to the back plate 11c of the housing 11. The main control board 131 includes a main board including an MPU that controls mainly, a ROM that stores a game program, a RAM that temporarily stores necessary data according to the progress of the game, a port for communicating with various devices, a clock circuit used when counting time and achieving synchronization, etc. The main board is configured to be housed in a board box as a covering means made of a transparent resin material or the like. The board box includes a box base having a substantially rectangular parallelepiped shape and a box cover that covers the opening of the box base. The box base and the box cover are connected in a non-openable manner by a sealing unit as a sealing means, whereby the board box is sealed. Note that the box base and the box cover may be configured to be connected in a non-openable manner using a key member.

[0045] Also, inside the housing 11, a lending device connection terminal board 250 for game balls or the like is attached to the left side plate 11d. The lending device connection terminal board 250 for game balls or the like is a relay board for interconnecting the slot machine 10 and the card unit 230. The lending device connection terminal board 250 for game balls or the like is connected to the slot machine 10 by a cable 105 (see FIG. 5). Also, the lending device connection terminal board 250 for game balls or the like is connected to the card unit 230 by a cable 260 (see FIG. 5). By interconnecting the slot machine 10 and the card unit 230 via this lending device connection terminal board 250 for game balls or the like, it is possible to easily connect and disconnect each independently manufactured device.

[0046] At a position below the lending device connection terminal board 250 for game balls or the like and on the left side in the front view of the back plate 11c, a cable port 261 for leading out a cable 260, one end of which is connected to the lending device connection terminal board 250 for game balls or the like, is formed to penetrate the housing 11. The other end of the cable 260 led out from the cable port 261 is connected to the card unit 230 on the back side of the card unit 230. Since the card unit 230 is installed beside the left side of the slot machine 10, by providing the lending device connection terminal board 250 for game balls or the like on the left side plate 11d and the cable port 261 on the left side in the front view of the back plate 11c, it is made easy to route the cable 260.

[0047] Beside the left side of the slot machine 10 configured as described above, a vertically long rectangular card unit 230 in the front view is arranged in parallel. The card unit 230 is a device for reading and rewriting the remaining balance amount (magnetic information) recorded on a magnetic card, and is for lending game values with the remaining balance amount stored on the magnetic card and storing the counted number of game values (the number of carry-over game values transmitted from the slot machine 10) on the magnetic card.

[0048] At approximately the central portion in the vertical direction of the card unit 230, there are provided a card insertion slot 224 for inserting a magnetic card having a value equivalent to money, and a return button 200 for discharging the magnetic card inserted thereunder from the card insertion slot 224. Above this card insertion slot 224 and at the upper part of the card unit 230, a liquid crystal display panel 225 is provided.

[0049] The return button 200 is formed so as to be pressable toward the back of the card unit 230 (toward the back side of the paper in FIG. 1), and is normally biased toward the front side of the card unit 230 by a built-in spring. Further, the return button 200 incorporates a push-button type switch that is turned on when pressed and turned off when released from the pressed stress. When the return button 200 is pressed (switch turned on), the magnetic card being inserted into the card unit 230 is forcibly discharged from the card insertion slot 224 by an actuator (not shown). When turned on and released from the pressed stress, it is turned off. When the return button 200 is pressed (switch turned on), the magnetic card being inserted into the card unit 230 is forcibly discharged from the card insertion slot 224 by an actuator (not shown).

[0050] At the portion between the card insertion slot 224 and the liquid crystal display panel 225 and at the upper position of the card unit 230, a pair of left and right connecting base direction display lamps 226 formed in a substantially triangular shape are provided. This pair of connecting base direction display lamps 226 is for indicating the arrangement (parallel arrangement) direction of the slot machine 10 to which the card unit 230 is connected. Thus, for example, when the card unit 230 is connected to a slot machine 10 arranged in parallel on the right side, the left LED is lit, and when the card unit 230 is connected to a slot machine 10 (not shown) arranged in parallel on the left side, the right LED is lit. Below this connecting base direction display lamp 226, a card insertion in-progress lamp 227 is provided. This card insertion in-progress lamp 227 is lit when a magnetic card is inserted into the card insertion slot 224, and is turned off when no magnetic card is inserted into the card insertion slot 224.

[0051] Below the liquid crystal display panel 225, a degree indicator 205, a count game value indicator 206, and a game value lending button 210 are arranged.

[0052] The degree indicator 205 is composed of three 7-segment LEDs that display the remaining balance amount of the magnetic card read by the card unit 230. In this embodiment, since the lent game value is executed in units of 100 yen, the degree display LED 205 is configured to display the remaining balance amount above the hundreds place. In the front view of FIG. 1, the value of the hundreds place of the remaining balance amount is displayed on the rightmost 7-segment LED, the value of the thousands place is displayed on the middle 7-segment LED, and the value of the ten thousands place is displayed on the leftmost 7-segment LED. Note that in this embodiment, the degree display LED 205 is configured to display the amount of money, but instead of the amount of money, it may be configured to display the remaining number of times or the remaining number of game values corresponding to the remaining balance amount.

[0053] The game value lending button 210 is formed so as to be pushed into the back of the card unit 230 (into the back side of the paper surface in FIG. 1) and is biased to the front side of the card unit 230 by a built-in spring during normal times. In addition, the game value lending button 210 incorporates a push-button type switch that turns on when pressed and turns off when released from the pressed stress.

[0054] Game value lending can be executed when both the slot machine 10 and the card unit 230 are in a state where game value lending is possible. In the slot machine 10, the game value lending possible state is set when all of the following three conditions are satisfied. The first condition is that the game is not in an execution state in the slot machine 10 (when the game is in a non-execution state), that is, except during the rotation standby of the reels 42L, 42M, and 42R after the start lever 71 is operated, all the reels 42L, 42M, and 42R are stopped and there is no payout of game value, or even if there is a payout of game value, the payout has ended.

[0055] When the start lever 71 is operated with game values inserted, the reels 42L, 42M, and 42R start to rotate. However, if a predetermined time has not elapsed since the reels 42L, 42M, and 42R stopped in the previous game, the reels 42L, 42M, and 42R do not start to rotate immediately upon operation of the start lever 71 and enter a waiting state for rotation. In such a case, the reels 42L, 42M, and 42R are stopped and no game values are paid out, but the game is recognized as being in an execution state. If no game values are inserted, the reels 42L, 42M, and 42R do not rotate even when the start lever 71 is operated. Therefore, after the operation of the start lever 71 it does not enter the waiting state for the rotation of the reels 42L, 42M, and 42R later.

[0056] The second condition is that the game values are not max-bet. The number of game values required to start the game is at most 3. When 3 game values are inserted to start the game, it becomes max-bet. That is, when the number of inserted game values is 2 or less, the second condition is satisfied.

[0057] The third condition is that the number of held game values held inside the slot machine 10 does not exceed its maximum value by means of lending game values. There is an upper limit to the number of held game values, and an operation that causes an overflow leads to an error state. If there are held game values sufficient to continue the current game, there is no need to further increase the number of held game values by lending game values. Therefore, the number of held game values used as the third criterion may be set to be considerably less than the actual maximum number of held game values. When these three conditions are satisfied and the game value lending button 210 is pressed, game value lending is executed (see S282 in FIG. 13).

[0058] In addition, the game value lending button 210 incorporates a lamp as a light-emitting member (not shown). The lamp is lit when game value lending is possible, and is turned off when game value lending is not possible. In the present embodiment, the above three conditions are satisfied in the slot machine 10 (the game is in a non-execution state (except during the rotation standby of the reels 42L, 42M, and 42R after the start lever 71 is operated), all the reels 42L, 42M, and 42R are stopped, and there is no or the game value payout has ended), and further, the number of inserted game values is 2 or less, the number of held game values is below a predetermined number, and a magnetic card is inserted into the card unit 230 (the magnetic card has a remaining balance amount that can execute lent game values). As a necessary condition, the lamp is lit.

[0059] The counted game value display 206 is composed of five 7-segment LEDs that display the counted game values of the magnetic card read by the card unit 230. The counted game values are the number of held game values transmitted from the slot machine 10 to the card unit 230 when the count switch 80 is pressed, and are stored in the magnetic card by the received card unit 230. The player can exchange prizes corresponding to the counted game values stored in the magnetic card at the counter in the game hall. The game hall may, as part of its membership service, deposit the counted game values into the member's account instead of exchanging prizes.

[0060] When both the remaining balance amount and the counted game values are stored in the magnetic card, when the game value lending button 210 is pressed, instead of lending game values from the remaining balance amount, it may be configured to make a partial payout from the counted game values. Since the counted game values are originally the number of held game values transmitted from the slot machine 10, by transmitting the number of counted game values from the card unit 230 to the slot machine 10, it is also possible to use them again as held game values for the game in the slot machine 10.

[0061] When no magnetic card is inserted into the card insertion slot 224 of the liquid crystal display panel 225, it is displayed whether a magnetic card can be inserted into the card insertion slot 224. When a magnetic card has already been inserted into the card insertion slot 224, by pressing the game value lending button 210, an operation guide indicating that game value lending is possible is displayed.

[0062] Also, when the liquid crystal display panel 225 has a touch panel function, instead of the frequency display 205, the counted game value display 206, and the game value lending button 210, it may be possible to perform the remaining balance amount display stored in the magnetic card, the counted game value number display, and the lent game value operation only on the liquid crystal display panel 225.

[0063] When displaying the remaining balance amount on the liquid crystal display panel 225, not only the hundreds place and above may be displayed as the frequency, but all places may be displayed. In that case, it is possible to perform game value lending with a high degree of freedom considering the consumption tax. Also, at the player's option, instead of the amount, the number of game values corresponding to the remaining balance amount may be displayed. It becomes easier to grasp how much longer the game can be played.

[0064] When counted game values obtained on gaming machines with different rates are stored in the magnetic card, the counted game values are displayed for each rate. And it may be possible to select whether to lend game values from the remaining balance amount or pay out from the counted game values. In that case, the counted game values with a rate different from the rate of the gaming machine currently being played may be grayed out so that only the counted game values with the matching rate can be paid out. Alternatively, the counted game values with different rates may be converted into the number of game values based on the rate of the gaming machine currently being played and paid out within the range of the number of game values. Furthermore, the counted game values counted on a pachinko machine may be converted based on the rate and paid out.

[0065] When the magnetic card also serves as a service membership card, it may display the remaining balance of the gaming value deposited in the membership account and allow withdrawals therefrom. In this way, by receiving loan gaming values from the balance amount stored in the magnetic card, withdrawals from the counted gaming values stored in the magnetic card, withdrawals from the remaining balance of the membership account, etc., the game can be executed without handling cash during the game, and the inconvenience of handling cash can be eliminated.

[0066] Next, the electrical configuration of this slot machine 10 will be described based on the block diagram of FIG. 4. The main control board 131 is equipped with a microcomputer centered around the MPU 151 which is an arithmetic processing means. In addition to the power supply device 161 provided inside the power supply box 121, the MPU 151 is connected via an internal bus or the like to a clock circuit 154 that outputs a rectangular wave of a predetermined frequency, an input port 155, an output port 156, a serial port 157, and the like. Such a main control board 131 serves as the main board built into the slot machine 10.

[0067] On the input side of the main control board 131, there are connected various sensors such as a start detection sensor 71a for detecting the operation of the start lever 71, stop detection sensors 72a, 73a, 74a for individually detecting the operations of the respective stop switches 72, 73, 74, insertion detection sensors 77a, 78a, 79a for individually detecting the operations of the respective gaming value insertion switches 77, 78, 79, a count detection sensor 80a for detecting the operation of the count switch 80, reel index sensors 55 for individually detecting the rotational positions (origin positions) of the respective reels 42, a reset detection sensor 123a for detecting the operation of the reset switch 123, a held gaming value count clear detection sensor 127a for detecting the operation of the held gaming value count clear switch 127, and a setting key detection sensor 124a for detecting that a setting key has been inserted into the setting key insertion hole 124 and the setting key has been rotated. Signals from these various sensors are input to the MPU 151 via the input port 155.

[0068] On the input side of the main control board 131, a power failure monitoring circuit 161b provided in the power supply device 161 and a latch circuit 126 are connected via an input port 155. The power supply device 161 is equipped with a power supply unit 161a that supplies drive power to each electronic device of the slot machine 10 including the main control board 131, and the above-mentioned power failure monitoring circuit 161b, etc. Incidentally, the power failure monitoring circuit 161b may be provided on the main control board 131.

[0069] The power failure monitoring circuit 161b monitors the power-off state and is for generating a power failure signal not only during a power failure but also when the power is turned off by the power switch 122. Therefore, the power failure monitoring circuit 1 61b monitors the stabilized drive voltage of direct current 12 volts in this example output from the power supply unit 161a, and when this drive voltage drops to less than 10 volts, for example, it is configured to determine that the power is cut off and output a power failure signal. The power failure signal is supplied to the input port 155, and the MPU 151 executes the power failure processing described later by recognizing this power failure signal.

[0070] Even when the output voltage drops to less than 10 volts from the power supply unit 161a, it is configured to output a stabilized voltage of 5 volts used as the drive voltage in the control system such as the main control board 131, and as the time when this stabilized voltage is output, sufficient time is ensured to execute the power failure processing by the main control board 131.

[0071] The random number counter update circuit 125 includes a clock of a predetermined frequency and a 16-bit random number counter, and counts up the value of the random number counter by one count each time, for example, at the falling edge of the clock pulse output from the clock. The random number value of the random number counter is constantly updated within the range of "0 to 65535" at a high speed that cannot be followed by software control by the clock pulse. The updated random number value is constantly output to the latch circuit 126.

[0072] In addition to the input port 155 described above, the latch circuit 126 is connected to the random number counter update circuit 125 and the start lever 71. This latch circuit 126 is composed of a 16-bit memory circuit and is used to latch the signal (random number value) output from the random number counter update circuit 125 at the timing when the start lever 71 is operated. The random number value latched by the latch circuit 126 is output from the latch circuit 126 to the MPU 151.

[0073] Note that the random number counter update circuit 125 and the latch circuit 126 are mounted on the main control board 131. Also, the clock provided in the random number counter update circuit 125 operates at a frequency asynchronous with the frequency of the rectangular wave output from the clock circuit 154, and a clock that cannot obtain an interval of 1.49 msec is used. By updating the random number counter at an interval asynchronous with the 1.49 msec interval, which is the operation period of the main control board 131, even if an unauthorized board called a "hanging board" is attached to the slot machine 10 so as to operate in synchronization with the main control board 131 (MPU 151), the value (random number value) of the random number counter cannot be grasped by the "hanging board".

[0074] On the output side of the main control board 131, each valid line display units 32, 33, 34, the game value number display unit 35, the game number display unit 36, the acquired game value number display unit 37, each stepping motor 61 (61L, 61M, 61R) for rotating each reel 42L, 42M, 42R, the display control device 111, etc. are connected via the output port 156.

[0075] The display control device 111 is a control device for driving the upper lamp 13, the speaker 14, and the auxiliary display unit 15, and includes a substrate on which a CPU, a ROM, a RAM, etc. for driving these are mounted. Then, after receiving a signal from the main control board 131, the display control device 111 independently drives and controls the upper lamp 13, the speaker 14, and the auxiliary display unit 15. Therefore, the display control device 111 is a sub-board that executes auxiliary control in relation to the main control board 131, which is the main board that comprehensively manages the game. That is, by providing a sub-board for indirect game-related audio, lamps, and displays, the burden on the main board is reduced. Note that the display control device 111 may be configured to control the various display units 32 to 37.

[0076] Also, the main control board 131 and the card unit 230 are connected via a lending device connection terminal board 250 for game balls, etc. This main control board 131, card unit 230, and game balls, etc. The VL connection confirmation signal indicating that the lending device connection terminal board 250 is properly connected and the card unit 230 is normally activated is input to the MPU 151 via the input port 155, so the MPU 151 can know the connection state with the card unit 230. Furthermore, since the serial communication signal is connected via the serial port 157, serial information communication can be executed mutually with the card unit 230.

[0077] In the above-described MPU 151, in addition to the ROM 152 that stores various control programs and fixed-value data executed by the MPU 151, and the RAM 153 for securing a work area for temporarily storing various data when executing the control programs stored in the ROM 152, various processing circuits necessary in the slot machine 10, such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit, are built in although not shown in the figure. The ROM 152 and the RAM 153 constitute a main memory as a storage means, and the program for executing the processes shown in the various flowcharts of FIGS. 8 to 20 is stored in the above-described ROM 152 as a part of the control program.

[0078] The RAM 153 is configured to be able to hold (backup) data by being supplied with a backup voltage from a power supply device 161 provided in the power supply box 121 even after the power of the slot machine 10 is cut off. In the RAM 153, in addition to the memory and area for temporarily storing various data and the like, a backup area is provided.

[0079] The backup area is an area for storing the values of the stack pointer, each register, I / O, etc. at the time of power-off (including power-off by operating the power switch 122; the same applies hereinafter) in the event of a power failure such as a power outage. When the power is restored (including power-on by operating the power switch 122; the same applies hereinafter), the state of the slot machine 10 can be restored to the state before the power-off based on the information in the backup area. Writing to the backup area is executed at the time of power-off by the power-off processing (see FIG. 9), and the restoration of each value written to the backup area is executed in the main processing at the time of power-on (see FIG. 16). Since the power-off signal from the power-off monitoring circuit 161b is input to the input port 155, the MPU 151 can read this power-off signal via the input port 155 and recognize whether a power-off due to a power outage or the like has occurred. Monitoring of this power-off signal is performed in the timer interrupt processing (see FIG. 8) that is executed periodically. When it is recognized that a power outage or the like has occurred, the power-off flag generation processing is executed.

[0080] Also, the RAM 153 includes a win / loss random number memory 153a, a bet counter 153b, a holding game value counter 153c, and a transmission input counter 153d as a memory for temporarily storing various data and the like. The win / loss random number memory 153a is a memory that stores a random number value for determining the role corresponding to the started game. Whether the started game wins or loses a particular role is determined by the value stored in this win / loss random number memory 153a. In the win / loss random number memory 153a, the random number value latched by the latch circuit 126 when the start lever 71 is operated in a state where a game value is bet among the random number values output from the random number counter update circuit 125 is written (see S601 in FIG. 18). In the lottery process (S505, see FIG. 18) described later, the MPU 151 performs a role lottery by comparing the random number value stored in this win / loss random number memory 153a with a random number table selected based on various conditions, and determines the win / loss (whether to win or lose the role) corresponding to the random number value and, if it is a win for the role, the type of the role to be won.

[0081] The held game value counter 153c is a counter that stores the number of game values held by the slot machine 10. When there is a payout of loan game values from the remaining balance amount stored in the magnetic card, a payout from the counted game values stored in the magnetic card, a payout from the deposit balance of the member account, or a payout of game values due to winning, it increases by that amount. On the other hand, when the first to third game value input switches 77 to 79 are pressed and game values are input, the input number of game values is subtracted. Also, when the count switch 80 is pressed, the number of held game values stored in the held game value counter 153c is transmitted to the connected card unit 230. As a result, the number of held game values held by the slot machine 10 becomes zero. Instead of transmitting all the held game value numbers in one communication, it may be configured to transmit the held game value numbers in multiple communications. When the number of held game values is large, the time taken for counting increases accordingly. The player can feel the large number of game values obtained as a result of the game and be immersed in a sense of satisfaction. In that case, it may be configured to stop the counting by pressing the count switch 80 again. It can handle the case where the player changes their mind during counting and resumes the game. Also, the counting may be configured to be performed while the count switch 80 is pressed. This simplifies the operation of stopping the counting. The bet counter 153b is a counter that stores the number of game values input for one game. Since it is an input of game values, the held game value counter 153c is subtracted by the input number of game values. Specifically, when the third game value input switch 79 is pressed, assuming one game value is input, the value of the bet counter 153b is incremented by one, and the held game value counter 153c is decremented by one. When the second game value input switch 78 is pressed, assuming two game values are input, the value of the bet counter 153b is incremented by two, and the held game value counter 153c is decremented by two. When the first game value input switch 77 is pressed, assuming three game values are input, the value of the bet counter 153b is incremented by three, and the held game value counter 153c is decremented by three.

[0082]

[0083] In addition, if the settlement switch 76 is pressed after game values are inserted and before the start lever is operated, the number of game values stored in the bet counter 153b is added to the carry-over game value counter 153c, and the bet counter 153b becomes 0.

[0084] The input counter 153d for transmission stores the number of game values inserted each time game values are inserted. When the stored number of game values is transmitted to the card unit 230, it is cleared to 0. Also, when the settlement switch 76 is pressed, the value of the bet counter 153b is subtracted from the input counter 153d for transmission, so it may become a negative value. The card unit 230 uses the value of the input counter 153d for transmission that is transmitted each time of insertion for error monitoring of the game values held by the slot machine 10.

[0085] FIG. 5 is a block circuit diagram showing the electrical configuration of the game ball lending device connection terminal board 250 and the connection states among the slot machine 10, the game ball lending device connection terminal board 250, and the card unit 230.

[0086] The game ball lending device connection terminal board 250 includes a first connector 251 to which the slot machine 10 is connected, a second connector 252 to which the card unit 230 is connected, and photocouplers 255 to 257 connected to the first connector 251 and the second connector 252. In this way, by connecting via the photocouplers 255 to 257, the slot machine 10 and the card unit 230 can exchange information while maintaining an insulated state.

[0087] The first connector 251 is a connector connected to the slot machine 10 via the cable 105, and includes an input terminal to which a 5-volt DC voltage is input from the slot machine 10 as a terminal connected to the power line. Also, the first connector 251 is provided with an input terminal to which a serial communication transmission signal is input from the slot machine 10. Further, the The first connector 251 is provided with output terminals for outputting signals such as a VL connection confirmation signal and a serial communication reception signal to the slot machine 10.

[0088] The second connector 252 is a connector connected to the card unit 230 via the cable 260, and is provided with an input terminal to which a 5-volt DC voltage (VL) is input from the card unit 230 as a terminal connected to the power line. Further, the second connector 252 is provided with output terminals for outputting signals such as a connection confirmation signal PSI and a serial communication reception signal to the card unit 230 respectively. Furthermore, the second connector 252 is provided with an input terminal to which a serial communication transmission signal is input from the card unit 230.

[0089] When power is supplied to the card unit 230, after an MPU (not shown) that controls the card unit executes initial settings, self-diagnostics, and other initialization processes, when it determines that it is ready to connect to the slot machine 10, the power circuit 237 is turned ON. Then, the power circuit 237 outputs power (VL) to the lending device connection terminal board 250 for game balls and the like. This power (VL) to the lending device connection terminal board 250 for game balls and the like is connected to the anode of the diode of the photocoupler 235b via a resistor within the card unit 230. And the cathode side of the photocoupler 235b is connected to the lending device connection terminal board 250 for game balls and the like as a connection confirmation signal (PSI), but within the lending device connection terminal board 250 for game balls and the like, the connection confirmation signal (PSI) is connected to the ground of the card unit 230. Therefore, when the power (VL) is turned ON and the card unit 230 and the lending device connection terminal board 250 for game balls and the like are normally connected, current flows through the diode of the photocoupler 235b and the transistor turns ON. Then, the output signal of the photocoupler 235b, which had been at H due to the pull-up resistor 235a, becomes L, and the MPU of the card unit 230 can confirm that the connection with the lending device connection terminal board 250 for game balls and the like is normal via the input port 235.

[0090] On the one hand, when the card unit 230 turns on the power supply (VL), the photocoupler 255 of the lending device connection terminal board 250 for game balls etc. turns on. The output side of the photocoupler 255 is output as a VL connection confirmation signal to the slot machine 10, and in the slot machine 10, it is pulled up by the resistor 155a and input to the input port 155. That is, if the VL connection confirmation signal is L, the MPU 151 of the slot machine 10 can determine that the card unit 230 is ready for operation.

[0091] In this way, the slot machine 10 confirms that the card unit 230 is connected and ready for operation, and the card unit 230 confirms that the lending device connection terminal board 250 for game balls etc. is properly connected.

[0092] On the other hand, the serial data transmitted from the serial port 157 of the slot machine 10 is transmitted to the serial port 238 of the card unit 230 via the photocoupler 256, and the serial data transmitted from the serial port 238 of the card unit 230 is transmitted to the serial port 157 of the slot machine 10 via the photocoupler 257.

[0093] The outline of the serial communication between the slot machine 10 and the card unit 230 will be described with reference to FIG. 6.

[0094] The data within one frame is composed of the telegram length, command, sequence number, data part, and checksum, and these data are transmitted all at once without being split. The telegram length indicates the length of the telegram in bytes. The command indicates the type of telegram, and there are four types of telegrams: (1) gaming machine information notification, (2) count notification, (3) lending notification, and (4) lending receipt result response. The sequence number is the sequential number of the telegram, and whether it is continuous or not can be used to detect the loss or transmission abnormality of the telegram. This can be done. The data part is the detailed information of each telegram. The checksum is the sum of the telegram data and is used to detect transmission abnormalities.

[0095] (1) The gaming machine information notification is transmitted from the slot machine 10 to the card unit 230 every 300 msec. (2) The counting notification is transmitted from the slot machine 10 to the card unit 230 100 msec after the (1) gaming machine information notification. Thereafter, if a (3) lending notification is transmitted from the card unit 230 to the slot machine 10 within 170 msec, a (4) lending receipt result response is transmitted from the slot machine 10 to the card unit 230.

[0096] (1) The gaming machine information notification is further subdivided into three types of telegrams according to the content of the data part: (1-1) gaming machine installation information, (1-2) gaming machine performance information, and (1-3) hall control / cheating monitoring information.

[0097] (1-1) The gaming machine installation information is information that can identify the gaming machine and is composed of a control MPU chip ID, a gaming machine manufacturer code, and a product code.

[0098] (1-2) The gaming machine performance information is data indicating the performance of the gaming machine in terms of paying out balls. Specifically, it is composed of the following data: total inserted number of coins (cumulative number of inserted coins since power-on), total paid-out number of balls (cumulative number of paid-out balls since power-on), MY (maximum difference in balls calculated after power-on), total paid-out number of balls by accessory (cumulative number of paid-out balls due to the operation of accessories since power-on), total paid-out number of balls by consecutive accessories (cumulative number of paid-out balls due to the operation of consecutive accessories since power-on), accessory ratio (ratio of the number of paid-out balls due to accessory operation among a predetermined number of games), consecutive accessory ratio (ratio of the number of paid-out balls due to consecutive accessory operation among a predetermined number of games), favorable interval ratio (ratio of the number of paid-out balls in the favorable interval among a predetermined number of games), ratio of paid-out balls with instruction input (ratio of the number of paid-out balls when the instruction function operates and due to accessory operation among a predetermined number of games), ratio of accessory and other states (ratio of the number of paid-out balls due to accessory and consecutive accessory operation among a predetermined number of games).

[0099] (1-3) The hall computer irregular monitoring information is the information output to the hall computer and the information used to monitor irregularities, and consists of the holding game value number (current game value number), the game value input number (the number of game value sheets input), the game value payout number (the number of game values paid out at the end of one game), the game machine state (the state of the main control such as RB, BB, AT, etc.), the error state (the error code generated in the game machine), the irregular detection information (the information detected for irregularities from a magnet sensor, vibration sensor, etc., or the information detected for the opening of the door or setting change), the game information (the input number of sheets at the time of game value input, the payout number of sheets: for game value error monitoring), etc.

[0100] (2) The count notification is a telegram sent from the slot machine 10 to the card unit 230 and is used when transmitting the game values held by the slot machine 10 to the card unit 230. It can take values from 0 to 255. When the count switch 80 is not pressed, 0 counted game value number is transmitted. When the count switch 80 is pressed, any counted game value number from 1 to 255 is transmitted. When the number of game values held by the slot machine 10 is more than 255, it is counted by multiple count notifications. After a count notification is sent, the next count notification is sent 300 msec later as described above. Therefore, when counting by multiple count notifications, the time taken for counting is the time obtained by multiplying the number of times by 300 msec. The time taken for counting should not be too short for the game value number obtained as a result of the game, as it will reduce the player's satisfaction, and should not be too long, as it will give the player a redundant impression. So, there is an appropriate counting time. The counted game value number transmitted by one count notification is set by the control program of the slot machine 10, and thus the time taken for counting can be adjusted. At that time, according to the number of game values to be counted, the counted game value number transmitted by one count notification may be changed.

[0101] (3) The lending notice is a telegram sent from the card unit 230 to the slot machine 10. After the card unit 230 receives the counting notice, it is sent from the slot machine 10 within a predetermined time. Therefore, if for some reason the slot machine 10 does not send the counting notice, the card unit 230 will not send the lending notice. When the player operates the card unit 230 to conduct lending game values from the remaining balance amount stored in the magnetic card, payouts from the counting game values stored in the magnetic card, payouts from the deposit balance of the membership account, and payouts of game values due to winning, the number of game values from 1 to 50 is set and sent in one lending notice. If there is no lending or the like, 0 is set and sent. Since it is usually impossible to conduct lending while counting, if there is one or more counting notices communicated before the lending notice, the lending notice is sent with 0.

[0102] (4) The lending receipt result response is a telegram sent from the slot machine 10 to the card unit 230, and it is a telegram that responds with the result of the slot machine 10 receiving the (3) lending notice. If the serial numbers of the telegrams are not consecutive, if the slot machine 10 is in an inoperable state, if the number of game values as a result of adding the number of lent game values exceeds a predetermined upper limit, etc., "abnormal" is responded.

[0103] Thus, a series of communications between the slot machine 10 and the card unit 230 starts with the (1) gaming machine information notice of the master slot machine 10. When the power supplies of the slot machine 10 and the card unit 230 are each turned on, if the card unit 230 starts up first, without starting communication from the card unit 230, the card unit 230 waits for the slot machine 10 to start up and send the (1) gaming machine information notice. If the card unit 230 starts up first, two notices, (1) the gaming machine information notice and (2) the counting notice, are sent, but since the (3) lending notice is not sent, the (4) lending receipt result response is not sent either. Until the card unit 230 starts up, only the two telegrams, (1) the gaming machine information notice and (2) the counting notice, are unidirectionally sent.

[0104] Note that, as described above, since the slot machine 10 detects that the power supply (VL) of the lending device connection terminal board 250 for game balls or the like has been turned on and knows that the card unit 230 has completed startup, it may start the above communication thereafter. Further, the confirmation that this power supply (VL) is on may be performed not only at the start of communication but also constantly after the start of communication. If so, when the card unit 230 has some trouble in operation for some reason, the communication can be stopped by turning off the power supply (VL).

[0105] When the power supply (VL) of the lending device connection terminal board 250 for game balls or the like is off, assuming that the card unit 230 is not properly connected, not only the communication may be stopped, but also the slot machine 10 may be set to an error state to disable various game operations including the input of game values. This is because if the card unit 230 is not connected, game values cannot be lent. In that case, the MPU 151 may instruct the display device 111 to display on the auxiliary display unit 15 that the card unit cannot be used, so that the player or the hall employee can know the state of the slot machine 10.

[0106] The card unit 230 may add a condition of whether or not gambling addiction is suspected from the situation of the player specified based on the member ID of the magnetic card as a condition for turning off the power supply (VL) of the lending device connection terminal board 250 for game balls or the like, or a condition for not turning it on. For example, it is the case where a predetermined threshold is exceeded by comprehensively considering the game amount, loss amount, game time, number of game times, etc. in the most recent predetermined period. Or, it is the case where the allowable game frequency is registered together with the member ID in response to a request from family members or close people who hope to improve gambling addiction. These determinations may be made within the card unit 230 or by a server connected to the card unit 230 via a network at a higher level.

[0107] When the operation of the gaming machine is restricted because of suspected gambling addiction, a cautionary note about gambling addiction or a message from family, friends, etc. obtained from the upper server may be displayed on the liquid crystal display panel 225 of the card unit 230.

[0108] FIG. 7 shows only the gaming machine information notification in (1), omitting the telegrams of (2) count notification, (3) lending notification, and (4) lending receipt result response. As described in FIG. 6, the omitted telegrams exist between the telegrams of the (1) gaming machine information notification. The (1) gaming machine information notification is subdivided into three types of telegrams: (1-1) gaming machine installation information, (1-2) gaming machine performance information, and (1-3) hall control / fraud monitoring information, as described above. As shown in FIG. 7, the (1-1) gaming machine installation information is notified at a 60-sec cycle, the (1-2) gaming machine performance information is notified at a 180-sec cycle, and the (1-3) hall control / fraud monitoring information is notified at a 300-msec cycle. When the notification conditions overlap, the (1-1) gaming machine installation information, (1-2) gaming machine performance information, and (1-3) hall control / fraud monitoring information are prioritized in that order.

[0109] Subsequently, in the slot machine 10, each control process executed by the MPU 151 in the main control board 131 will be described with reference to the flowcharts of FIGS. 8 to 20. The processing of such an MPU 151 is roughly classified into a main process that is started when the power is turned on and a timer interrupt process that is periodically started (at a cycle of 1.49 msec in this embodiment). For the sake of convenience in explanation, the timer interrupt process will be described first, and then the main process will be described.

[0110] FIG. 8 is a flowchart of the timer interrupt process that is periodically executed by the main control board 131. A timer interrupt occurs, for example, every 1.49 msec by the MPU 151 of the main control board 131.

[0111] First, in the register save process shown in S201, the values of all registers in the MPU 151 used in the normal process described later are saved to the backup area of the RAM 153 (S201). After that, it is checked whether a power failure signal is being received (S202), and the power failure process is executed only when a power failure signal is being received (S203). The power failure signal is a signal generated by the power failure monitoring circuit 161b of the power supply device 161 when the power supply is cut off due to the occurrence of a power failure or the like, and is output to the main control board 131.

[0112] Here, the power failure process (S203) will be described with reference to FIG. 9. Since this power failure process (S203) is particularly performed immediately after the register save process in the timer interrupt process, it can be executed without interrupting other interrupt processes. Therefore, for example, during the transmission process of various commands or during the process of reading the state (on / off) of the switch, this power failure process will not be executed by interrupting each process, and it is not necessary to create a power failure process program considering that it will be executed at such a timing. As a result, the processing program for the power failure process can be simplified and the program capacity can be reduced. Note that the same applies to the processing program for the power restoration process described later.

[0113] In the power failure process (S203), first, it is determined whether the command transmission has been completed (S221). If the transmission has not been completed (S221: No), the power failure process (S203) is terminated and the process returns to the timer interrupt process in FIG. 8 to complete the command transmission. By thus determining whether the command transmission has been completed at the initial stage of the power failure process and giving priority to the transmission process when the transmission is incomplete and executing the power failure process (S203) after the transmission process of the unit command is completed, it is not necessary to construct a power failure process program considering that the power failure process is executed during the command transmission. As a result, the power failure process program can be simplified and the ROM 152 can be made smaller in capacity.

[0114] If the transmission of the command is completed in the process of S221 (S221: Yes), the value of the stack pointer of the MPU 151 is stored in the backup area in the RAM 153 (S222). After that, the RAM determination value described later as a stop process is cleared, and the output state of the output port in the output port 156 is cleared, and all the actuators (not shown) are turned off (S223). Further, the RAM determination value is calculated and stored in the backup area (S224). Specifically, the RAM determination value is the two's complement of the checksum at the working area address of the RAM 153. By storing the RAM determination value in the backup area, the checksum of the RAM 153 becomes 0. In order not to accidentally rewrite the RAM 153, subsequent RAM access is prohibited (S225). After that, in preparation for the power supply being completely cut off and the process being unable to be executed, an infinite loop is entered.

[0115] In addition, considering the case where a power failure signal is erroneously received due to, for example, noise, etc., it is confirmed whether the power failure signal is being output until entering the infinite loop. If the power failure signal is not being output, it means that the power failure state has been recovered, so writing to the RAM 153 is permitted and the power failure flag is reset, and the process returns to the timer interrupt process in FIG. 8. If the output of the power failure signal continues, an infinite loop is entered as it is.

[0116] Note that the power supply unit 161a of the power supply device 161 is configured such that the output of the stabilized voltage (5 volts) used as the drive voltage of the control system is held for a time sufficient to execute the above-described power failure time process. In this embodiment, the drive voltage continues to be output for 30 msec.

[0117] Returning to FIG. 8, the timer interrupt process will be described. When the power failure signal is not received in the process of S202, or after the power failure time process (S203) is completed, various processes after S204 are performed.

[0118] In S204, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of malfunctions (S204). In S205, a stepping motor control process is performed to drive the stepping motors 61L to 61R, which are the respective reel drive motors, in order to rotate each of the reels 42L, 42M, and 42R (S205).

[0119] In S206, a sensor monitoring process is performed to monitor the states of various sensors (see FIG. 4) connected to the input port 155 (S206). The connection state with the card unit 230 is also processed here. That is, as described above, when the card unit 230 turns on the power (VL) of the game ball lending device connection terminal board 250, the photocoupler 255 of the game ball lending device connection terminal board 250 turns on, and the input of the input port 155 to which the pull-up resistor 155a is connected becomes the L level. Therefore, the connection state with the card unit 230 can be recognized by monitoring the input port 155. When a connection failure is recognized, a card unit connection error or a card unit not connected is set in the status flag. When a card unit connection error or a card unit not connected state is set in the status flag, in the game value input switch process (S209) described later, control may be performed so as not to perform the game value input process, or in the counting process (S277), the counted game value number may always be set to zero and counting notification communication may be performed. This is because when a counting notification is performed in a state where the card unit is not connected, the held game value counter of the slot machine 10 becomes zero, but there is no guarantee that the held game value will be transferred to the magnetic card of the card unit 230, which may cause damage to the player. When it can be recognized from the state of the power (VL) that the card unit 230 is normally connected, the state of the card unit connection error or the card unit not connected in the status flag is cleared, indicating that it is normal. Also, in such an abnormal connection state, in the command output process (S212) described later, display control is performed so that the player or the hall staff can know the state of the slot machine 10. You may instruct the device 111 to cause the auxiliary display unit 15 to display that the card unit is in a state where it cannot be used.

[0120] In S207, a timer subtraction process is performed to subtract the values of each counter and timer (S207).

[0121] In S208, processing related to the count switch is performed (S208).

[0122] Here, the count switch process (S208) will be described with reference to FIG. 10. Counting refers to the operation of transferring the number of playable game values from the slot machine 10 to the card unit 230, and the control of this counting operation is processed in the counting process (S277) during the unit communication process (S211). In this count switch process (S208), in the counting process (S277), a process of setting a count state flag for specifying whether to perform the counting operation is performed.

[0123] First, it is determined whether the VL connection confirmation signal is ON (S231). As described above, when the card unit 230 is operating normally, power (VL) is turned ON for the lending device connection terminal board 250 such as game balls. If this state cannot be confirmed (S231: NO), since the card unit 230 is not ready to receive the transfer of the number of playable game values from the slot machine 10, it returns without executing the count switch process.

[0124] If the VL connection confirmation signal is ON in S231 (S231: YES), it is determined whether the count switch 80 has been turned on (S232). If the count switch 80 has not been turned on (S232: NO), it is determined whether the playable game value counter is equal to or greater than the upper limit of the automatically counted playable game values (S240). Note that if it is desired to implement a specification where the counting operation is performed only while the count switch 80 is turned on, the count state flag is turned off here and then the process returns.

[0125] When the carry-over game value counter is equal to or greater than the upper limit of the automatically counted game value number in S240 (S240: YES), the second counting status flag is set (S241). When the second counting status flag is set, a counting notification will be sent to the card unit 230 in the counting process (S277) described later. Then, in the counting process (S277), after sending the carry-over game value to the card unit 230 until the carry-over game value counter becomes less than the lower limit of the automatically counted game value number, the second counting status flag is cleared (S300).

[0126] The second counting status flag is a flag for automatically performing counting so that the number of carry-over game values does not become too large even when the player does not operate the counting switch 80 in this way. The upper limit of the automatically counted game value number may be settable by the player, or only by the hall manager. Also, it may not be settable and may be a value specific to the gaming machine. The lower limit of the automatically counted game value number is preferably a certain number less than the upper limit so that automatic counting is not activated too frequently. For example, if the upper limit of the automatically counted game value number is 2,000 and the lower limit is 1,000, automatic counting starts when the number of carry-over game values exceeds 2,000, and ends when the number of carry-over game values reaches 1,000. For gaming machines that do not activate automatic counting, the processes of S240 and S241 are unnecessary.

[0127] Since the carry-over game value is electromagnetically stored in the carry-over game value counter, even if the number of game values is large, unlike actual medals, it does not receive physical constraints such as volume. However, a large number of game values, such as thousands of them, are not only unnecessary in the game, but also inconvenient because it takes a long time to count them all at once when the game ends. Also, considering the risk of loss due to accidents or electrical malfunctions, it is safer to keep only the necessary number of game values in the gaming machine and transfer the rest to the magnetic card.

[0128] When the counting switch 80 is turned on in S232 (S232: YES), it is determined whether the counting status flag is ON (S233). The counting status flag is a flag that specifies whether to perform the counting operation when it is ON and not to perform the counting operation when it is OFF. If the counting status flag is ON (S233: YES), since the counting operation is already in progress and no special processing is required even if the counting switch 80 is turned on, simply return. Note that when implementing a specification that allows the player to cancel the counting operation by pressing the counting switch 80 again, return after turning off the counting status flag here. In that case, the determination that the counting switch 80 is turned on (S232: YES) is the determination of the on-edge.

[0129] If the counting status flag is not ON in S233 (S233: NO), it is determined whether the current game is in replay (S234). In the replay game, the value of the bet counter 153b is not the number of bets as a result of inserting game values. So, if it is in replay (S234: YES), the process of including the value of the next bet counter 153b in the counted game values is skipped, and the process jumps to the process of determining the presence or absence of the number of held game values (S238).

[0130] If it is not in replay in S234 (S234: NO), it is determined whether the bet counter 153b is 0 (S235). If the bet counter 153b is not 0 (S235: NO), the value of the bet counter 153b is added to the held game value counter 153c (S236), and the bet counter 153b is cleared (S237). The state where the bet counter 153b is not 0 is the state before operating the start lever 71 after inserting game values. So, the processes of S236 and S237 are the processes of canceling the insertion of game values, that is, the same processes as when pressing the settlement switch 76. By pressing the counting switch 80, it is convenient because it can count including the inserted game values without pressing the settlement switch 76. Note that if the specification is that the settlement process is limited to the case where the settlement switch 76 is pressed, the processes of S234 to S237 are omitted.

[0131] When in the replay state in S234 (S234: YES), when the bet counter 153b is 0 in S235 (S235: YES), and after clearing the bet counter 153b in S237, it is determined whether the held game value counter 153c is 0 (S238). If the held game value counter 153c is 0 (S238: YES), since there is no held game value to count, it returns without counting. If the held game value counter 153c is not 0 (S238: NO), the counting state flag is turned ON, and after clearing the second counting state flag (S239), it returns. When the player presses the count switch 80 during automatic counting, it means that the player wants to count all without stopping the count at the lower limit of the automatically counted game value number, so the second counting state flag is cleared.

[0132] Returning to FIG. 8, the timer interrupt process will be described. After performing the count switch process of S208, the game value input switch process (S209) is performed.

[0133] Here, the game value input switch process (S209) will be described with reference to FIG. 11. This process is for the case where the first game value input switch 77 for inputting three game values at a time, the second game value input switch 78 for inputting two game values at a time, and the third game value input switch 79 for inputting one game value at a time are pressed. Instead of simply inputting the number of pressed game value input switches, it is determined how many game values are actually input considering the number of held game values and the number of bets.

[0134] First, it is determined whether the counting state flag is ON (S251). When the counting state flag is ON If so (S251: YES), the process of the game value input switch is not performed and the program returns. When the counting state flag is ON, since it is in the counting mode where the value of the held game value counter 153c is transferred to the card unit 230, the value of the held game value counter 153c will soon become 0. In that state, it is unnatural to input game values from the held game value counter 153c. Therefore, during the counting mode, game value input is disabled. However, if the counting speed is slow and it takes time to count all, it is not unnatural to allow the game to be played several times during the counting. In that case, the process of S251 is omitted, and in the counting switch process, when the counting switch 80 is pressed, it is regarded as if the settlement switch 76 is pressed, and the process of returning the value of the bet counter 153b to the held game value counter 153c (S234 - S237) is omitted.

[0135] Note that it does not matter whether the second counting state flag is ON or not. Since the automatic counting is in a state where the surplus of the held game value counter 153c is transferred to the card unit 230, after the counting, the value of the held game value counter 153c does not become 0, and there remains a sufficient number of held game values to continue the game, and the game will continue. Therefore, in the second counting state, game operations including game value input can be performed.

[0136] If the counting state flag is not ON (S251: NO), it is determined whether the held game value counter 153c is 0 (S252). If the held game value counter 153c is 0 (S252: YES), since there is no held game value to input, the process of the game value input switch is not performed and the program returns.

[0137] If the held game value counter 153c is not 0 in S252 (S252: NO), it is determined whether the bet counter 153b is the specified number (S253). The specified number is the maximum number of game values that can be input in the game. If the bet counter 153b is the specified number (S253: YES), since the game values have already been input to the maximum, the process of the game value input switch is not performed and the program returns.

[0138] If the bed counter 153b is not the specified number in S253 (S253: NO), it is determined whether any of the first to third game value input switches 77 to 79 is ON (S254). If none of the game value input switches is ON (S254: NO), the process returns without performing the process of the game value input switch.

[0139] In S254, if any of the game value input switches 77 to 79 is ON (S254: YES), the number of game values actually input is determined by the following process. First, the number of input game values corresponding to the ON game value input switches 77 to 79 is set in the work area of the input number (S255). For example, when the first game value input switch 77 is ON, 3 is set as the input number.

[0140] Next, it is determined whether the number of input game values is less than or equal to the value of the held game value counter 153c (S256). If the number of input game values is less than or equal to the value of the game value counter 153c (S256: YES), the number of input game values is left as it is. If the number of input game values is not less than or equal to the value of the game value counter 153c (S256: NO), since there will be no held game values if only the number of game values corresponding to the pressed game value input switch is input, the value of the held game value counter 153c is set as the number of input game values.

[0141] Next, it is determined whether the difference between the specified number and the value of the bet counter 153b is greater than or equal to the input number (S258). If the difference between the specified number and the value of the bet counter 153b is greater than or equal to the input number (S258: YES), the number of input game values is left as it is. If the difference between the specified number and the value of the bet counter 153b is not greater than or equal to the input number (S258: NO), if all the input numbers are input, the value of the bet counter 153b will exceed the specified number. Therefore, the difference between the specified number and the value of the bet counter 153b is set as the input number so as not to do so (S259).

[0142] Since the number of inserted tokens obtained through the above processing is the actual number of game value tokens to be inserted, subtract that value from the game value counter 153c, add it to the bet counter 153b and the transmission input counter 153d, update the valid line display units 32 to 34 (S260), and return to the game value input process S209.

[0143] Return to FIG. 8 and explain the timer interrupt process. After performing the game value input switch process of S209, perform the start lever process (S210).

[0144] Here, the start lever process (S210) will be described with reference to FIG. 12. This process is an interrupt process corresponding to the location (S504) waiting for the start of the game in the normal process (S407) that controls the progress of the game, and transmits the fact that the start lever 71 has been operated from the interrupt process to the normal process via the start flag.

[0145] First, determine whether the bet counter 153b is 0 (S261). If the bet counter 153b is 0 (S261: YES), it means there are no inserted game values, so return without performing any special processing.

[0146] If the bet counter 153b is not 0 in S261 (S261: NO), determine whether the start lever 71 is ON (S262). The movement of the start lever 71 can be recognized from the input port 155 via the start detection sensor 71a. Here, ON refers to the timing of the so-called edge when changing from the OFF state to the ON state. If the start lever 71 is not ON (S262: NO), since the start lever 71 has not been operated, go to the process of determining whether it is currently in replay (S266), which is the start of the process when the next settlement switch 76 is operated.

[0147] If the start lever 71 is ON in S262 (S262: YES), it means that the start lever 71 has been operated while the game value is bet, so a series of processes S263 to S265 for starting the game are performed. In S263, the start flag is set. In S264, in order to send it to the card unit 230, the value of the bet counter 153b is set in the field of the inserted number of game information in the game machine information notification. In S265, the values of the bet counter 153 and the replay flag are cleared and the process returns.

[0148] If the start lever 71 is not ON in S262 (S262: NO), it is determined whether it is currently in replay (S266). If it is currently in replay (S266: YES), since the bet amount in the replay game cannot be returned as the game value, the process regarding the settlement switch 76 that follows is not performed and the process returns.

[0149] If it is not currently in replay in S266 (S266: NO), it is determined whether the settlement switch 76 is ON (S267). The movement of the settlement switch 76 can be recognized from the input port 155 via the settlement detection sensor 76a. If the settlement switch 76 is not ON (S267: NO), it means that the settlement switch 76 has not been operated, so no special process is performed and the process returns.

[0150] If the settlement switch 76 is ON in S267 (S267: YES), although the game value has been bet, it is an operation to return the inserted game value without starting the game. Therefore, the value of the bet counter 153b is added to the carry game value counter 153c (S268). Then, in order to send it to the card unit 230, the value of the bet counter 153b is subtracted from the transmission input counter 153d (S269). This means returning the bet game value to the number of carry game values. After that, the bet counter 153b is cleared (S270) and the process returns.

[0151] Returning to FIG. 8, the timer interrupt process will be described. After performing the start lever process of S210, unit communication processing (S211) is performed.

[0152] Here, the unit communication processing (S211) will be described with reference to FIG. 13. This processing is the processing for controlling the serial communication between the slot machine 10 and the card unit 230 shown in FIG. 6.

[0153] First, the gaming machine information notification timer is updated (S271), and it is determined whether the gaming machine information notification timer is 0 (S272). Since the gaming machine information notification is transmitted at a cycle of 300 msec and the timer interrupt process is activated every 1.49 msec in this embodiment, the initial value of the timer is set to 202. In S271, the gaming machine information notification timer is decremented by 1. When it becomes 0 (S272: YES), the communication interval becomes 300.98 msec, satisfying the communication requirements.

[0154] If the gaming machine information notification timer is 0 in S272 (S272: YES), the aforementioned 202 is reset to the gaming machine information notification timer (S273), and the transmission of the gaming machine information notification is started (S274). As shown in FIG. 7, the gaming machine information notification is subdivided into (1-1) gaming machine installation information transmitted at a cycle of 60 sec, (1-2) gaming machine performance information transmitted at a cycle of 180 sec, and (1-3) hall controller fraud monitoring information transmitted at a cycle of 300 msec. Therefore, normally, (1-3) hall controller fraud monitoring information is transmitted, (1-1) gaming machine installation information is transmitted every 200 times, and (1-2) gaming machine performance information is transmitted every 600 times.

[0155] If the gaming machine information notification timer is not 0 in S272 (S272: NO), the determination of the counting notification timing (S275) is performed. In S273, 202 is reset to the gaming machine information notification timer, and then it is decremented by 1 every 1.49 msec. Since the timing that matches 134 is (202 - 134) × 1.49 msec = 101.32 msec, this timing is the counting notification timing (S275: YES). If it is not the counting notification timing (S275: NO), the process goes to the determination of whether the lending notification timer is 0 (S279). If it is the counting timing (S275: YES), the confirmation process of the VL connection confirmation signal is performed (S276). In S276, if the VL connection confirmation signal is ON, no special process is performed. However, if the VL connection confirmation signal is OFF, since the card unit 230 is not ready to receive the transfer of the number of portable gaming values from the slot machine 10, the counting status flag and the second counting status flag are cleared. Then, the counting process (S277) is performed.

[0156] Here, the counting process (S277) will be described with reference to FIG. 14. This process determines the number of counted gaming values in the counting state and starts sending the counting notification. However, when the number of portable gaming values is large, the counting cannot be completed with a single counting notification, so this is a process for performing the counting by multiple counting notifications.

[0157] First, it is determined whether it is the counting state (S291). In the above-described counting switch process (S208), when it is recognized that the counting switch 80 is turned on, the counting status flag is set. Also, even if the counting switch 80 is not turned on, if the portable gaming value counter is equal to or greater than the upper limit of the automatically counted gaming value number, the second counting status flag is set. The counting state is a state in which either the counting status flag or the second counting status flag is set. If it is not the counting state (S291: NO), 0 is set to the counted gaming value number (S299), and the sending of the counting notification is started (S301).

[0158] In the case of the counting state in S291 (S291: YES), it is determined whether the value of the held game value counter 153c is less than the unit counted game value number (S292). The unit counted game value number is the maximum value of the counted game value numbers transmitted from the slot machine 10 to the card unit 230 by one counting notification communication, and it may be a fixed value as a value unique to the slot machine 10, or a value corresponding to the number of held game values to be counted may be determined at the start of the counting process.

[0159] Since the time taken for counting the held game values is (number of held game values / unit counted game value number) × 300 msec (cycle of counting notification communication), if the unit counted game value number is a large value, the time taken for counting becomes shorter. Also, if the number of held game values is a large value, the time taken for counting becomes longer. On the other hand, since the slot machine 10 does not handle game medals as a physical entity, the time taken for counting the game values at the end of the game is a precious opportunity to experience the number of acquired held game values, so it is not just a matter of the counting time being short. Therefore, in order to maximize the satisfaction of the player, by adjusting the unit counted game value number, the time taken for counting can be adjusted to an optimal length. Also, since satisfaction is a sensory thing, the counting time that can provide satisfaction may not be proportional to the number of held game values. In such a case, by appropriately selecting the unit counted game value number according to the number of held game values, it is possible to give the player a sense of satisfaction in counting regardless of the number of held game values.

[0160] In the case where the value of the held game value counter 153c is less than the unit counted game value number in S292 (S292: YES), since the current number of held game values can be transmitted by one counting notification, the value of the held game value counter 153c is set as the counted game value number (S293), the held game value counter 153c is cleared (S294), and the process proceeds to the process of clearing the counting state flag (S300).

[0161] In S292, if the value of the held game value counter 153c is not less than the unit-count game value number (S292: NO), since the current held game value number cannot be transmitted by a single count notification, the value of the unit-count game value number is set to the count game value number (S295), and the unit-count game value number is subtracted from the held game value counter 153c (S296). As a result, the held game value counter 153c may happen to become 0, so it is determined whether the value of the held game value counter 153c is 0 (S297). In S297, if the value of the held game value counter 153c is 0 (S297: YES), since all the held game values have been counted, the counting state flag is cleared (S300) to return the counting state to the normal state, and the transmission of the count notification is started (S301).

[0162] In S297, if the value of the held game value counter 153c is not 0 (S297: NO), it is determined whether the held game value counter 153c is less than or equal to the automatic count game value number lower limit (S298). If the held game value counter becomes less than or equal to the automatic count game value number lower limit (S298: YES), the second counting state flag is cleared (S300). In this case, when the counting switch 80 is turned on to enter the counting state, since it is not necessary to stop counting at the automatic count game value number lower limit, the counting state flag is not cleared.

[0163] In S298, if the value of the held game value counter 153c is not less than or equal to the automatic count game value number lower limit (S298: NO), since the counting state still continues, the second counting state flag is not cleared, and the transmission of the count notification is started (S301).

[0164] Returning to FIG. 13, the unit communication process will be described. After performing the counting process of S277 a lending notification timer setting process (S278) is performed. The initial value of the lending notification timer is 0, and after the counting process of S277, a value corresponding to 170 msec is set (S278).

[0165] It is determined whether the lending notification timer is 0 in S279 (S279). If the lending notification timer is 0 (S279: YES), the process related to the lending notification is skipped and the routine returns. Since the lending notification communication is serial communication transmitted from the card unit 230 to the slot machine 10, if the card unit 230 is in an unconnected state or has not yet been activated, the slot machine 10 will not receive the lending notification communication. Even in such a case, in order not to wait indefinitely for the lending notification communication, it is set to receive the lending notification communication only for 170 msec after the counting notification. Since the lending notification timer is not 0 for 170 msec after the counting process in S277, if the lending notification timer is not 0 (S279: NO), the process related to the lending notification communication is performed.

[0166] The lending notification timer is updated in S280 (S280). It is determined whether a lending notification has been received in S281 (S281). If a lending notification has not been received in S281 (S281: NO), the process related to the lending notification is skipped and the routine returns.

[0167] If a lending notification has been received in S281 (S281: YES), the lending process (S282) is performed.

[0168] Here, the lending process (S282) will be described with reference to FIG. 15. This process is a process of updating the value of the held game value counter 153c in response to the lending notification of the game value received from the card unit 230 and transmitting a response to the card unit 230.

[0169] First, it is determined whether the number of lent-out pieces in the received lending notification is 0 (S311). If the number of lent-out pieces is 0 (S311: YES), the update of the held game value counter 153c is not performed, and the process proceeds to the process (S314) of setting "normal" in the received result of the number of lent-out pieces.

[0170] If the number of lent items is not zero in S311 (S311: NO), it is determined whether the value of the held game value counter 153c is greater than or equal to the number of game values not requiring lending (S312). When receiving a loan of game values, if adding it to the held game value counter 153c causes an overflow of the held game value counter 153c, it is natural that the loan cannot be received. However, if there are sufficient held game values to continue the game in the first place, there is no reason to receive more loans. Therefore, even if the value is much smaller than the maximum value that the held game value counter 153c can take, a value sufficient to continue the game is defined as the number of game values not requiring lending. If the held game value counter 153c exceeds that value, the loan is rejected. Therefore, when the value of the held game value counter 153c is greater than or equal to the number of game values not requiring lending (S312: YES), the held game value counter 153c is not updated, and "abnormal" is set in the loan receipt result (S315). In this way, even if a loan notification is sent from the card unit 230, if it is determined that the loan is unnecessary, the loan notification is rejected.

[0171] If the value of the held game value counter 153c is not greater than or equal to the number of game values not requiring lending in S312 (S312: NO), the number of lent items is added to the held game value counter 153c (S313), and "normal" is set in the loan receipt result (S314).

[0172] After setting "normal" or "abnormal" in the loan receipt result, it is sent as a loan receipt result response (S316) and returned.

[0173] Returning to FIG. 13, the unit communication process will be described. After performing the lending process of S282 the lending notification timer is cleared (S283) and returned.

[0174] Returning to FIG. 8, the timer interrupt process will be described. After performing the unit communication process of S211, a command output process (S212) for transmitting a command or the like to the display control device 111 is performed. In S213, segment data for displaying numbers, symbols, etc. corresponding to the game value number display unit 35, the game number display unit 36, and the acquired number display unit 37 is determined, and a port output process for outputting the segment data to each of the display units 35 to 37 via the output port 155 is performed (S213). In S214, the values of the respective registers saved in the backup area in S201 are restored to the corresponding registers in the MPU 151 (S214). Thereafter, an interrupt permission process for permitting the next timer interrupt is performed, and this series of timer interrupt processes is terminated.

[0175] FIG. 16 is a flowchart showing the main process in the main control board 131 executed after power-on. The main process is executed when the power is turned on by recovery from a power failure or an ON operation of the power switch 122.

[0176] First, as an initialization process, the value of the stack pointer is set in the MPU 151, an interrupt mode for permitting interrupt processing is set, and thereafter, various settings for the register group in the MPU 151, I / O devices, etc. are performed (S401).

[0177] When these initialization processes (S401) are completed, next it is determined whether or not a setting key is inserted into the setting key insertion hole 124 (S402). If the setting key is inserted (S402: YES), next it is determined whether or not the reset switch 123 is turned on (S403). If the reset switch 123 is turned on (S403: YES), since the reset switch 123 is turned on when the power switch 122 is turned on, all the data stored in the RAM 153 is cleared as an all-clear process (S405). If the reset switch 123 is not turned on (S403: NO), a part of the data stored in the RAM 153 is cleared as a partial-clear process (S404). That is, when the setting value of the slot machine 10 is changed without performing an operation for initializing the RAM 153, the partial-clear process (S404) is executed, and when an operation for initializing the RAM 153 is performed, the all-clear process (S405) is executed.

[0178] In the partial-clear process (S404), each area of the RAM 153 is cleared to 0, excluding the area where data indicating whether it is in the BB state is stored in the RAM 153, the area where data indicating the total number of game values granted in the BB state is stored, the area where data indicating whether it is in the AT state is stored, the area where data for specifying the end condition of the AT state is stored, and the area where data indicating the type of lottery mode described later is stored. In this case, the area where the winning combination is stored is cleared to 0. In the all-clear process (S405), all areas of the RAM 153 are cleared to 0, including the areas that are not the execution targets of clearing to 0 in the partial-clear process. As a result, even if the partial-clear process (S404) is executed, the BB state, the AT state, and the lottery mode are maintained in the state before the power-off, and when the all-clear process (S405) is executed, the normal game state is entered regardless of the state before the power-off.

[0179] Note that the present invention is not limited to the above configuration. When a partial clear process is executed when the power is turned off in the BB state, the configuration may be such that it is not in the BB state. When a partial clear process is executed when the power is turned off in the AT state, the configuration may be such that it is not in the AT state. Further, even if a partial clear process is executed, the area storing the data indicating that the BB role has been elected may not be cleared to zero.

[0180] After executing the process of the partial clear process (S404) or the full clear process (S405), a setting change process (S406) is performed. In the setting change process, after determining which of the six preset setting states ("Setting 1" to "Setting 6") has been selected, an internal process corresponding to the selected setting state is executed. After performing the setting change process (S405), a normal process (S407) described later is executed.

[0181] If the setting key is not inserted in S402 (S402: NO), the process proceeds to the power restoration process shown after S408. The power restoration process is executed. The power restoration process is a process for returning the state of the slot machine 10 to the state before the power was turned off.

[0182] In the power restoration process, first, it is determined whether the set value is normal (S408). Specifically, if the set value is any one of "Setting 1" to "Setting 6", it is determined to be normal, and if it is "0" or 7 or more, it is determined to be abnormal. If the set value is normal (S408: YES), it is confirmed whether "1" is set in the power failure flag (S409). The power failure flag is set to "1" when the power failure process is executed normally when the supply of operating power is stopped. If "1" is set in the power failure flag (S409: YES), it is confirmed whether the RAM determination value is normal (S410). Specifically, the value of the checksum of RAM153 is examined, and it is confirmed whether the value is normal, that is, whether the checksum value considering the RAM determination value is 0. If the checksum value considering the RAM determination value is 0 (S410: YES), it is determined that the data in RAM153 is normal.

[0183] If it is determined that the RAM determination value is normal (S410: YES), since all of S408 to S410 are affirmative determinations, it means that the power failure process at the previous power interruption was executed normally. In that case, the value of the stack pointer stored in the backup area is written to the stack pointer of MPU151, and the state of the stack is restored to the state before the power was cut off (S411). Then, the power failure flag is cleared (S412), a power restoration command notifying the execution of the power restoration process is transmitted to the display control device 111 (S413), and the address returns to the address before the power cut off (S414).

[0184] On the other hand, if a negative determination is made in any of S408 to S410, the operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (Figure 8) is prohibited (S415), all output ports of MPU151 are cleared to 0 to turn off all actuators connected to the output ports (S416), and an error notification process for notifying the occurrence of an error to the hall administrator or the like is executed (S417). Then, it becomes an infinite loop. The operation prohibition process is released by executing the all clear process (S405).

[0185] Next, the normal process (S407) which performs main control relating to the game will be described with reference to the flowchart of FIG.

[0186] In the normal process (S407), first, a display clear process is executed (S501). In the display clear process, if the auxiliary display unit 15 is controlled to display a predetermined display in the previous game, the predetermined display is erased. As a result, the auxiliary display unit 15 is turned off and does not display anything.

[0187] Next, it is determined whether the result of the previous game was a replay win or not (S502). If it was a replay win (S502: YES), the current game can be played without inserting game value. Specifically, the previous insertion number is set in the bet counter 153b (S503), and the process waits for the start flag to be turned ON (S504).

[0188] If the result of the previous game was not a replay win (S502: NO), game value is inserted and the process waits for the start flag to be turned ON (S504).

[0189] As mentioned above, the input of game value when the game value input switch is pressed, the cancellation of the input game value when the settlement switch is pressed, the end of the game when the counting switch is pressed, and the detection of the operation of the start lever are performed by the timer interrupt process. In the normal process that controls the progress of the game, it is only necessary to wait for the start flag to be turned ON (S504).

[0190] When the start lever 71 is operated and the start flag is turned ON (S504: YES), a lottery process is executed to determine the winning combination and winning result for the game that is executed in response to the operation of the start lever 71 (S505).

[0191] Here, the lottery process (S505) will be described with reference to FIG. 18. The lottery process is a process of lottery for the success or failure and the winning combination of the game to be executed. First, the random number value latched by the latch circuit 126 at this timing is written into the win / loss random number memory 153a (S601). This capture of the random number value may be performed at a location where the start flag is turned on in the timer interrupt process. Then, based on the current setting state of the slot machine 10, the number of game values bet, the level of the small winning combination probability, etc., a random number table for win / loss determination is selected (S602). Here, the setting state of the slot machine 10 is any one of "Setting 1" to "Setting 6" set using the setting key. When it is "Setting 1", the random number table with the lowest winning probability of the combination is selected, and when it is "Setting 6", the random number table with the highest winning probability of the combination is selected. Also, the number of game values bet is any one of 1 to 3, and a random number table is selected such that the winning probability of the combination increases as the number of bets increases. For example, the winning probability of the combination when 3 bets are placed is higher than three times the winning probability of the combination when 1 bet is placed. Further, there are two levels for the small winning combination probability. When the current payout rate is below a predetermined expected value, a random number table with a high small winning combination probability is selected, and when it is above the predetermined expected value, a random number table with a low small winning combination probability is selected.

[0192] In S603, the lottery for the combination is performed by comparing the value stored in the win / loss random number memory 153a, that is, the random number value of the random number counter update circuit 125 latched by the latch circuit 126 upon the operation of the start lever 71, with the randomly selected number table in this way (S603). Then, it is determined whether or not any combination has been won (S604). If none of the combinations have been won (a miss) (S604: NO), this process is terminated as it is. If any combination has been won (S604: YES), the winning flag corresponding to that combination is set (S605), and the valid lines for aligning the symbols are determined. After the process of S605, a slip table for reel stop control is determined, and this is stored in the slip table storage area of the RAM 153 (S606), and this lottery process (S505) is terminated.

[0193] Here, the slippage table is a table that determines how much to slide the reels so that the symbol on a predetermined valid line at the timing when the stop switches 72 to 74 are pressed and the symbol to be stopped on that valid line are different, so that the symbol to be stopped stops on the predetermined valid line. In the reel control process (S506), by using such a slippage table to control the stop positions of the reels 42L, 42M, and 42R, the states of the stopped reels 42L, 42M, and 42R can be matched with the lottery results.

[0194] Returning to FIG. 17, the normal process will be described. After performing the lottery process of S505, a reel control process for controlling the rotation and stop of each of the reels 42L, 42M, and 42R is executed (S506).

[0195] Here, the reel control process (S506) will be described with reference to FIG. 19. The reel control process first performs a rotation start process for starting the rotation of each of the reels 42L, 42M, and 42R (S701). In the rotation start process, it is confirmed whether or not a predetermined wait time (for example, 4.1 seconds) has elapsed since the rotation of the reels 42L, 42M, and 42R corresponding to the result of the lottery process (FIG. 18) in the previous game started. If the wait time has not elapsed, it waits until the wait time elapses. When the wait time has elapsed, the wait time for the next game is reset, and rotation start information is set in the motor control storage area provided in the work area for specific control described later in the RAM 153. By performing such a process, the acceleration process of the stepping motor is started in the stepping motor control process (S205) in the timer interrupt process (FIG. 8), and each of the reels 42L, 42M, and 42R starts to rotate. Thereafter, it waits until each of the reels 42L, 42M, and 42R rotates at a predetermined rotation speed and the rotation start process ends. Further, when the rotation speed of each of the reels 42L, 42M, and 42R becomes a constant speed, the MPU 151 can notify the player or the like that a stop command can be generated by lighting up the lamps (not shown) of each of the stop switches 72 to 74.

[0196] Thereafter, it is determined whether any of the stop switches 72 to 74 has been operated (S702). If it is determined that any of the stop switches 72 to 74 has been operated (S702: YES), it is determined whether the stop switch corresponding to the rotating reel has been operated (S703). If the stop switch corresponding to the rotating reel has been operated (S703: YES), the stop control process shown in S704 to S709 is performed to stop the rotating reel.

[0197] In the stop control process, the symbol number of the reaching symbol that has reached the base point position (the lower stage in this embodiment) at the timing when the stop switches 72 to 74 are operated is confirmed (S704). Specifically, the symbol number of the reaching symbol that has reached the base point position is confirmed based on the number of excitation pulses output since the detection signal of the reel index sensor was input. Thereafter, the slip number of the reel to be stopped this time is calculated (S705).

[0198] In this slot machine 10, as stop modes for stopping each of the reels 42L, 42M, and 42R, when the stop switches 72 to 74 are operated, there are five stop modes: a stop mode in which the reaching symbol that has reached the base point position is stopped as it is, a stop mode in which the corresponding reel is slipped by one symbol and then stopped, a stop mode in which the reel is slipped by two symbols and then stopped, a stop mode in which the reel is slipped by three symbols and then stopped, and a stop mode in which the reel is slipped by four symbols and then stopped. Therefore, in S705, a value of any one of "0" to "4" is calculated as the slip number.

[0199] After that, the calculated slipping number is added to the symbol number of the winning symbol, and the symbol number of the stop symbol to be actually stopped at the base point position is determined (S706). Then, it is determined whether or not the symbol number of the reaching symbol of the reel to be stopped this time is equal to the symbol number of the stop symbol (S707). If they are equal (S707: YES), a reel stop process for stopping the rotation of the reel is performed (S708). After that, it is determined whether or not all the reels 42L, 42M, 42R have stopped (S709). If all the reels 42L, 42M, 42R have not stopped (S709: NO), the process returns to S702.

[0200] If it is determined that all the reels 42L, 42M, 42R have stopped (S709: YES), after executing the winning determination process (S710), in order to display the winning result command, a winning result display command to the display control device 111 is set (S711), and then the process returns.

[0201] Here, the winning determination process (S710) will be described with reference to FIG. 20. In the winning determination process, first, it is grasped which symbol each of the reels 42L, 42M, 42R has stopped at, that is, the stop symbol is grasped (S801). Then, for each symbol stopped and displayed on each of the reels 42L, 42M, 42R, logical operation processing of the symbol combination (S802) is performed using the 2-byte data set for each type of symbol. After that, it is determined whether or not a winning has occurred based on whether or not the derived 2-byte data corresponds to any of the winning data (S803). If a winning has occurred (S803: YES), it is determined whether or not the winning data corresponds to the winning combination selected by the lottery process (FIG. 18) at the start of this game (S804). If it corresponds to the winning combination (S804: YES), a winning corresponding process is executed (S805), and then the process returns. In the winning corresponding process (S805), if the winning is a small winning, the number of game values to be paid out is set in the payout target counter so that the game value can be granted in the next game value payout process (S507). On the other hand, if the winning is a replay winning, a flag setting process is executed so that the automatic insertion process (S503) is executed in the above-mentioned normal process (FIG. 17).

[0202] On the other hand, when not corresponding to the elected member (S804: NO), it is determined that it is an illegal winning different from the result of the lottery process by the lottery process, and an abnormality notification command to the display control device 111 is set (S806). Then, after executing the operation prohibition process (S807), the progress of the game is stopped by entering an infinite loop. In the operation prohibition process (S807), the next timer interrupt process is prohibited, and all output ports of the MPU 151 are cleared to 0, so that all actuators connected to the output ports are turned off. This operation prohibition state is released by executing the all clear process (S405).

[0203] Returning to FIG. 17, the normal process will be described. After performing the reel control process of S506, a game value payout process is executed (S507) in which the number of game values set in the payout target counter of the winning result is displayed on the acquired number display unit 37 or added to the held game value counter 153c. Then, a corresponding process (S508) at the end of the game, which controls the transition of the game states such as RB, BB, AT, ART, and RT, is executed. And it returns to the display clear process (S501) for the next game.

[0204] As described above, according to the first embodiment, since it is detected that the counting switch is operated by the timer interrupt process executed at regular time intervals and the state is switched to the counting mode, it is possible to provide a gaming machine in which a player can operate the counting switch without being affected by the progress status of the game controlled in the normal process.

[0205] In addition, since the counting operation can be intuitively understood and only the counting switch needs to be released when interrupting the counting, it is possible to provide a gaming machine with a simple counting operation.

[0206] Furthermore, in the case of a gaming machine that requires a long time for the counting operation, it is not necessary to keep pressing the counting switch during counting, and moreover, only the counting switch needs to be pressed again when it is desired to interrupt the counting, so that it is possible to provide a gaming machine with a simple counting operation.

[0207] In addition, by means of the second counting state flag, even when a player does not operate the counting switch 80, a gaming machine can be provided that automatically performs counting so that the number of carry-over gaming values does not become excessively large. Since the carry-over gaming values are electromagnetically stored in the carry-over gaming value counter, unlike actual medals, even if the number is large, they are not subject to physical constraints such as volume. However, a large number of gaming values, such as several thousand, are not only unnecessary in the game, but also inconvenient because if an attempt is made to count them all at once at the end of the game, it takes a long time to count. Also, considering the risk of loss due to accidents or electrical malfunctions, it is more reassuring to keep only the necessary number in the gaming machine and transfer the rest to a magnetic card.

[0208] Furthermore, even during the automatic counting operation, without waiting for the end of the automatic counting, it is possible to shift to the counting state simply by pressing the counting switch, so a gaming machine with an easy counting operation can be provided.

[0209] Also, the time taken for counting the carry-over gaming values is (number of carry-over gaming values / number of unit-count gaming values) × 300 msec (cycle of counting notification communication). So, if the number of unit-count gaming values is a large value, the time taken for counting becomes shorter. Also, if the number of carry-over gaming values is a large value, the time taken for counting becomes longer. On the other hand, since the slot machine 10 does not handle actual gaming medals as entities, the time taken for counting the gaming values at the end of the game is also a precious opportunity to experience the number of acquired gaming values, so it is not simply the case that the shorter the counting time, the better. Therefore, in order to maximize the player's satisfaction, the time taken for counting can be adjusted to an optimal length by adjusting the number of unit-count gaming values. Also, since satisfaction is a subjective feeling, the counting time that can provide satisfaction may not be proportional to the number of carry-over gaming values. In such a case, by appropriately selecting the number of unit-count gaming values according to the number of carry-over gaming values, it is possible to give the player a sense of satisfaction in counting regardless of the number of carry-over gaming values.

[0210] Furthermore, since the number of game values to be transmitted in the communication related to counting is determined according to the number of game values to be counted, it is possible to provide a gaming machine that adjusts the counting processing time so that there is no sense of discomfort whether the number of game values to be counted is large or small. The number of game values to be counted ranges widely from several tens of sheets to more than ten thousand sheets. Therefore, if a fixed number of game values is transmitted in the communication related to counting, when the number of game values to be counted is small, the counting process ends immediately, and when the number of game values to be counted is large, the player has to wait for a long time until the counting process ends.

[0211] Furthermore, since the number of game values to be transmitted in one communication related to counting can be increased as the number of communications related to counting increases, it is possible to provide a gaming machine that adjusts the counting processing time so that there is no sense of discomfort whether the number of game values to be counted is large or small. Also, the time that is usually just waiting for the counting process can be made more interesting by a counting process with a sense of acceleration.

[0212] Furthermore, even if the number of game values is the same, the impression received by the player is different between the case of a gaming machine with a high lending rate and the case of a gaming machine with a low lending rate. For example, by measuring the number of game values of a high-rate gaming machine slowly and measuring the number of game values of a low-rate gaming machine earlier, it is possible to provide a gaming machine with a counting processing speed that matches that impression.

[0213] Furthermore, since the player can adjust the counting processing speed by pressing the counting switch, it is possible to provide a gaming machine that performs a counting process that matches the player's intention.

[0214] In addition, when there is already enough carry-over game value to continue the game, a gaming machine that rejects further lending can be provided. Since the carry-over game value is electromagnetically stored in the carry-over game value counter, even if the number is large, unlike actual medals, it is not subject to physical constraints such as volume. However, a large amount of game value such as thousands of pieces is not only unnecessary in the game, but also inconvenient because it takes a long time to count all at once when the game ends. Also, considering the risk of loss due to accidents or electrical malfunctions, it is safer to keep only the necessary number in the gaming machine and transfer the rest to a magnetic card.

[0215] In addition, connect the game value lending device to the network, and based on the player's ID number (member ID of the magnetic card), combine one or more of the game amount, loss amount, game time, and number of games of the player transmitted from the upper server of the network during a predetermined period, and calculate the value in a predetermined If the value calculated by the method does not exceed a predetermined value, accept the lending operation of the game value. In this way, it is possible to suppress excessive gaming by players in a so-called addictive state and provide a gaming machine that can be enjoyed moderately. Also, even for players who meet the predetermined conditions, instead of completely prohibiting the game, a flexible response such as allowing the game if the game time, game amount, number of games, etc. are within a predetermined range within a day may be adopted.

[0216] Furthermore, if the upper server makes the determination of whether to lend the game value, that is, the determination of whether to allow the player to play the game, when changing the determination conditions, it is only necessary to change the stored content of the upper server, and it is possible to flexibly respond to the addictive determination conditions that are likely to change according to the social situation and the like.

[0217] Furthermore, based on the player's ID number, the criteria for determining whether to lend game value to the player may be made such that the player can register with a higher-level server connected to the network. By doing so, the player's own opinion can be taken into account in the criteria for determining whether to allow the player to play the game, so that the elimination of the addictive state can be effectively promoted.

[0218] Next, with reference to FIGS. 21 to 32, a second embodiment will be described. In the first embodiment, the main control board 131 was configured to control the slot machine 10. In addition to this, in the second embodiment, the held game value number display control board 132 is configured to control the slot machine 10 in cooperation with the main control board 131. The held game value number display control board 132 shares the function of recording and displaying the total number of game values that a player can use for the game by an electromagnetic method. Note that since other parts are the same as those in the first embodiment described above, the same reference numerals are given to the same parts as in the first embodiment and the description thereof is omitted.

[0219] FIG. 21 is a block diagram showing the electrical configuration of the slot machine 10 in the second embodiment. The MPU 151 mounted on the main control board 131 and the MPU 141 mounted on the held game value number display control board 132 can transmit and receive information to and from each other via a serial port or a parallel port. The game ball lending device connection terminal board 250 for connecting to the card unit 230 was connected to the main control board 131 in the first embodiment, but is connected to the held game value number display control board 132 in the second embodiment. The VL connection confirmation signal is received by the held game value number display control board 132 and the state is notified to the main control board 131 by communication. Further, the total number of game values that a player can use for the game is recorded in the held game value counter 143c provided in the RAM 143 of the MPU 141 mounted on the held game value number display control board 132, and the value is displayed on the held game value number display unit 35.

[0220] The input counter 153d for transmission stores the number of inserted game values each time a game value is inserted, and is a counter that stores the number of inserted game values when transmitting the inserted number of game values to the game value number display control board 132. After transmitting the stored number of game values to the game value number display control board 132, it is cleared to 0. Also, when the settlement switch 76 is pressed, the value of the bet counter 153b is subtracted from the input counter 153d for transmission, so it may become a negative value. The game value number display control board 132 uses the value of the input counter 153d for transmission, which is transmitted each time, to update the remaining game value counter 143c, which is the number of game values held by the slot machine 10, and also transmits it to the card unit 230.

[0221] Although the card unit 230 is connected via the game ball lending device connection terminal board 250 to the remaining game value number display control board 132, there is a difference. Regarding the content of the serial communication between the slot machine 10 and the card unit 230, it is the same as the content described in FIGS. 6 and 7.

[0222] In FIG. 21, the main control board 131 and the remaining game value number display control board 132 are described as independent control boards, but these may be configured on the same control board as functional blocks. If so, the harness and connector for connecting the main control board 131 and the remaining game value number display control board 132 become unnecessary, which not only has a cost advantage but also makes it easy to suppress the influence of external noise on the signal transmission and reception, and stable operation can be expected.

[0223] FIG. 22 shows an overview of the communication in the second embodiment. The communication among the main control board 131, the remaining game value number display control board 132, and the card unit 230 in the slot machine 10 will be described with reference to this figure.

[0224] The serial communication between the portable game value number display control board 132 and the card unit 230 is the same as the serial communication between the slot machine 10 and the card unit 230 described in FIG. 6 in terms of all content and timing, so the description thereof will be omitted.

[0225] The communication between the main control board 131 and the portable game value number display control board 132 may be parallel communication or serial communication. From the portable game value number display control board 132, (5) the portable game value number notification is transmitted, and from the main control board 131, (6) the gaming machine information notification is transmitted. Although not shown, each communication includes a reception notification regarding the previous communication from the other party, so the result of the previous transmission can be known, and measures such as retransmission can be taken as necessary.

[0226] As described in FIG. 6, in the serial communication between the portable game value number display control board 132 and the card unit 230, the portable game value number display control board 132 functions as a master and determines the communication timing with a period of 300 ms. The communication between the main control board 131 and the portable game value number display control board 132 can also be synchronized with the communication with the card unit 230 by the portable game value number display control board 132 functioning as a master and the main control board 131 functioning as a slave, and the preparation of transmission data and the like can be surely executed.

[0227] The (5) held game value number notification transmitted from the held game value number display control board 132 transmits the value of the held game value counter 143c on the held game value number display control board 132. The held game value number display control board 132 manages the held game value counter 143c in the latest state by adding or subtracting the game value input number, game value payout number received from the main control board 131, and the lending notification received from the card unit 230 to / from the held game value counter 143c. The main control board 131 holds the (5) held game value number notification received from the held game value number display control board 132 in the held game value counter 153c and refers to it as the number of game values that can be input when a game value is input. In addition, values of the VL connection state indicating the state of the card unit 230, the counting state flag, and the second counting state flag are transmitted from the held game value number display control board 132.

[0228] The (6) gaming machine information notification transmitted from the main control board 131 contains various data. The control MPU chip ID, gaming machine manufacturer code, and product code are always the same values unique to the slot machine 10. The held game value number display control board 132 uses this data as the data of the control MPU chip ID, gaming machine manufacturer code, and product code, which is the gaming machine installation information in (1-1) in FIG. 6.

[0229] The number of game values input is transmitted when the start lever 71 is operated. Also, the number of game values paid out is transmitted when all reels stop and one game ends. Since both are data transmitted only once, if a reception error is detected by the reception notification after transmitting non-zero data, it will be resent. The held game value number display control board 132 reflects these, the number of game values input and the number of game values paid out, in the held game value counter 143c.

[0230] The gaming machine state (RB, BB, AT, ···), error state, and fraud detection transmit the current state.

[0231] The held game value number display control board 132 creates transmission data for the held game value number, game value input number, game value payout number, game machine state (RB, BB, AT, ···), error state, fraud detection, etc. of the (1-3) hole control - fraud monitoring information in FIG. 6 based on each data received from the main control board 131, namely the game value input number, game value payout number, game machine state (RB, BB, AT, ···), error state, fraud detection data, and the value of the held game value counter 143c.

[0232] Also, the held game value number display control board 132 totals the total input number of coins, total payout number of coins, and MY (maximum difference balls) based on the same data, and uses them as the data of the (1-2) game machine performance information in FIG. 6.

[0233] Subsequently, in the slot machine 10 in the second embodiment, each control process executed by the MPU 151 in the main control board 131 will be described with reference to the flowcharts in FIGS. 23 to 25.

[0234] FIG. 23 is a flowchart of the timer interrupt process regularly executed by the main control board 131. Compared with the timer interrupt process in the first embodiment described in FIG. 8, the processing contents of the count switch process (S2208) and the held game value number display control board communication process (S2211) are different, and the other processing contents are the same.

[0235] FIG. 24 is a flowchart of the count switch process (S2208) executed in the timer interrupt process of FIG. 23. The differences will be described compared with the count switch process (S208) in the first embodiment described in FIG. 10.

[0236] First, it is determined whether the VL connection confirmation signal is ON (S2231). As described above, since the lending device connection terminal board 250 such as a game ball is connected to the carried game value number display control board 132, the VL connection confirmation signal for confirming whether the card unit 230 is operating normally is input to the carried game value number display control board 132, and the result is transmitted to the main control board 131. Therefore, the determination of whether the VL connection confirmation signal is ON is made based on the state of the VL connection confirmation signal received from the carried game value number display control board 132. If the VL connection confirmation signal is not ON (S2231: NO), the process returns without executing the counting switch process.

[0237] The process of subtracting the value of the bet counter 153b from the transmission input counter 153d (S2236) is a part that performs the same process as when the settlement switch 76 is pressed when the counting switch 80 is pressed in the state before the start lever 71 is operated after the game value is inserted. The transmission input counter 153d is an area for storing the number of game values inserted for transmission to the carried game value number display control board 132 each time a game value is inserted, and is cleared to 0 after transmission. For example, in the state before the start lever 71 is operated after inserting 3 game values, since it has already been transmitted to the carried game value number display control board 132, the transmission input counter 153d is 0. Subtracting the value of 3, which is the value of the bet counter 153b, from this makes the value of the transmission input counter 153d -3, a negative number. The carried game value number display control board 132 that receives this value interprets that 3 game values have been returned to the carried game value number as the inserted game values, and adds 3 to the carried game value counter 143c. In addition, if the specification is that the settlement process is limited to the case where the settlement switch 76 is pressed, the processes of S234, S235, S2236, and S237 are omitted. The carried game value number display control board 132 interprets that 3 game values have been returned to the carried game value number as the inserted game values, and adds 3 to the carried game value counter 143c. In addition, if the specification is that the settlement process is limited to the case where the settlement switch 76 is pressed, the processes of S234, S235, S2236, and S237 are omitted.

[0238] S240 and S241 are processes for setting a second count status flag for automatically performing counting so that the number of held game value counts does not become excessive even when the player does not operate the count switch 80. This process does not require player operation and is executed by the main control board 131 based on the value of the held game value counter 153c, but may also be executed by the held game value count display control board 132 based on the value of the held game value counter 143c. There is an advantage that the load on the main control board 131 is reduced and more resources such as memory and CPU time can be used for game control.

[0239] Figure 25 is a flowchart of the held game value count display control board communication process (S2211) executed in the timer interrupt process of Figure 23. As described in Figure 22, communication between the main control board 131 and the held game value count display control board 132 functions with the held game value count display control board 132 as the master and the main control board 131 as the slave. Therefore, the held game value count display control board communication process (S2211) has an operation of transmitting data from the main control board 131 upon completion of receiving communication from the held game value count display control board 132.

[0240] First, it is determined whether reception is complete (S2901). If reception is complete (S2901: YES), the number of held game values of the received data is set to the held game value counter 153c, and the VL connection state is set (S2902).

[0241] Next, set the gaming machine information notification in the transmission buffer (S2903). Specifically, it is each data of the " (6) Gaming machine information notification" shown in FIG. 22, namely, the control MPU chip ID, the gaming machine manufacturer code, the product code, the number of game value inputs, the number of game value payouts, the gaming machine state (RB, BB, AT, ···), the error state, fraud detection, and gaming information (for updating the number of held game values: the number of input coins, the number of payout coins). Set the value of the transmission input counter 153d as the number of input coins for updating the held game value counter 143c. Set the number of payout coins determined in S507 as the number of payout coins for updating the held game value counter 143c. Also, set the counting state flag and the second counting state flag determined in the counting switch process S2208 in the transmission buffer respectively. Then, start the transmission (S2904) and return.

[0242] If the reception is not completed in S2901 (S2901: NO), determine whether the transmission is completed (S2905). If the transmission is completed (S2905: YES), start the reception (S2906) and return.

[0243] If the transmission is not completed in S2905 (S2905: NO), determine whether it is in communication, that is, whether it is in the process of transmission or reception (S2907). Since the main control board 131 operates as a slave, a state that is not any of receiving, reception completed, transmitting, and transmission completed cannot occur. If this state occurs as a result of some malfunction, it will be impossible to get out of this state. Therefore, if it is not in communication (S2907: NO), reset the communication circuit, perform the process of starting the reception (S2908), and return.

[0244] Regarding each process in the first embodiment described below, it is the same in the second embodiment, so the description is omitted. The power failure process (S203) described in FIG. 9, the game value input switch process (S209) described in FIG. 11, the start lever process (S210) described in FIG. 12, the main process described in FIG. 16, the description in FIG. 17 The normal process (S407) described above, the lottery process (S505) described in FIG. 18, the reel control process (S506) described in FIG. 19, and the winning determination process (S710) described in FIG. 20.

[0245] Subsequently, in the slot machine 10 according to the second embodiment, each control process executed by the MPU 141 in the holding game value number display control board 132 will be described with reference to the flowcharts of FIGS. 26 to 32.

[0246] FIG. 26 is a flowchart showing the main process in the holding game value number display control board 132 executed after power-on. The main process is executed when power is turned on by recovery from a power failure or an ON operation of the power switch 122.

[0247] First, as an initialization process, the value of the stack pointer is set in the MPU 141, and an interrupt mode that permits interrupt processing is set. Thereafter, various settings for the register group in the MPU 141, I / O devices, etc. are performed (S7001).

[0248] When these initialization processes (S7001) are completed, next, it is determined whether the holding game value number clear switch 127 is ON (S7002). If the holding game value number clear switch 127 is ON (S7002: YES), the holding game value counter 143c is cleared (S7003).

[0249] When the held game value count clear switch 127 is not ON (S7002: NO), the process of clearing the held game value counter 143c (S7003) is skipped, and it is checked whether the RAM determination value is normal (S7004). Specifically, the value of the checksum of the RAM 143 is examined, and it is checked whether the value is normal, that is, whether the checksum value considering the RAM determination value is 0. When the checksum value considering the RAM determination value is 0 (S7004: YES), it is determined that the data of the RAM 143 is normal. In that case, the value of the stack pointer stored in the backup area is written to the stack pointer of the MPU 141, and the state of the stack is restored to the state before the power is cut off (S7005). Then, the power failure flag is cleared (S7006), the timer interrupt is started (S7007), and the address before the power cut off is returned to (S7008).

[0250] When the RAM determination value is not normal (S7004: NO), it means that the power is turned on for the first time or the power failure process at the previous power cut was not executed normally. In that case, to ensure normal operation, the RAM 143 is cleared (SS7009). Then, the timer interrupt is started (S7010), and it waits for the interrupt process to be started by an infinite loop.

[0251] FIG. 27 is a flowchart of the timer interrupt process periodically executed by the held game value number display control board 132. In the present embodiment, it will be described as being started at a 2 msec cycle.

[0252] First, in the register save process shown in S7021, the values of all the registers in the MPU 141 are saved to the backup area of the RAM 143 (S7021). After that, it is checked whether a power failure signal is being received (S7022), and the power failure process is executed only when a power failure signal is being received (S7023). The power failure signal is a signal generated by the power failure monitoring circuit 161b of the power supply device 161 when the power is cut off due to the occurrence of a power failure or the like, and is output to the main control board 131 and the held game value number display control board 132.

[0253] Here, the power failure process (S7023) will be described with reference to FIG. 28. In the power failure process (S 7023), first, it is determined whether the command transmission has been completed (S7031). If the transmission has not been completed (S7031: No), the power failure process (S7023) is terminated and the process returns to the timer interrupt process in FIG. 27 to complete the command transmission. In this way, it is determined whether the command transmission is completed at the initial stage of the power failure process. When the transmission is incomplete, the transmission process is prioritized, and the power failure process (S7023) is executed after the transmission process of the unit command is completed.

[0254] If the command transmission is completed in the process of S7031 (S7031: Yes) , the value of the stack pointer of the MPU141 is saved in the backup area in the RAM143 (S7032). Then, the RAM determination value described later as the stop process is cleared, and the output state of the output port in the output port 146 is cleared, and all actuators (not shown) are turned off (S7033). Further, the RAM determination value is calculated and saved in the backup area (S7034). Specifically, the RAM determination value is the two's complement of the checksum at the working area address of the RAM143. By saving the RAM determination value in the backup area, the checksum of the RAM143 becomes 0. To prevent the RAM143 from being accidentally rewritten, subsequent RAM access is prohibited (S7035). After that, in preparation for the power supply being completely cut off and the process being unable to be executed, an infinite loop is entered.

[0255] Note that, for example, considering the case where a power failure signal is erroneously received due to noise or the like, it is confirmed whether the power failure signal is being output until entering the infinite loop. If the power failure signal is not being output, it means that the power failure state has been restored. Therefore, writing to the RAM143 is permitted, the power failure flag is reset, and the process returns to the timer interrupt process in FIG. 27. If the output of the power failure signal continues, an infinite loop is entered as it is.

[0256] Note that the power supply unit 161a of the power supply device 161 is configured to hold the output of the stabilized voltage (5 volts) used as the drive voltage of the control system for a time sufficient to execute the above-described power failure processing. In this embodiment, the drive voltage continues to be output for 30 msec.

[0257] Returning to FIG. 27, the timer interrupt process will be described. If the power failure signal is not received in the process of S7022, or after the power failure process (S7023) ends, various processes after S7024 are performed.

[0258] In S7024, a watchdog timer clear process for initializing the value of the watchdog timer for monitoring the occurrence of malfunction is performed (S7024). In S7025, a timer subtraction process for subtracting the values of each counter and timer is performed (S7025).

[0259] In S7028, unit communication processing (S7028) is performed. Here, the unit communication processing (S7028) will be described with reference to FIG. 29. This process is a process for controlling the serial communication between the slot machine 10 and the card unit 230 shown in FIG. 6.

[0260] First, the gaming machine information notification timer is updated (S7041), and it is determined whether the gaming machine information notification timer is 0 (S7042). Since the gaming machine information notification is transmitted at a cycle of 300 msec and the timer interrupt process is activated every 2 msec in this embodiment, the initial value of the timer is set to 150, the gaming machine information notification timer is decremented by 1 in S7041, and when it becomes 0 (S7042: YES), the communication interval becomes 300 msec, satisfying the communication requirements.

[0261] Note that the gaming machine information notification timer is used in the main control board communication processing (S7029) described later. It is also referred to and used for determining the communication timing with the main control board. By using different determination values for the same timer, it is convenient to avoid the simultaneous operation of unit communication processing and main control board communication processing within the same interrupt.

[0262] When the game machine information notification timer is 0 in S7042 (S7042: YES), the above-mentioned 150 is reset to the game machine information notification timer (S7043), and the transmission of game machine information notification is started (S7044). As shown in FIG. 7, the game machine information notification is subdivided into (1-1) game machine installation information transmitted at a 60-sec cycle, (1-2) game machine performance information transmitted at a 180-sec cycle, and (1-3) hall control / fraud monitoring information transmitted at a 300-msec cycle. Therefore, normally, (1-3) hall control / fraud monitoring information is transmitted, (1-1) game machine installation information is transmitted every 200 times, and (1-2) game machine performance information is transmitted every 600 times.

[0263] When the game machine information notification timer is not 0 in S7042 (S7042: NO), the determination of the count notification timing (S7045) is performed. In S7043, 150 is reset to the game machine information notification timer, and then it is decremented by 1 every 2 msec. Since the timing when it matches 100 is (150 - 100) × 2 msec = 100 msec, this timing is the count notification timing (S7045: YES). When it is not the count notification timing (S7045: NO), it goes to the determination of whether the lending notification timer is 0 (S7049). When it is the count timing (S7045: YES), the confirmation process of the VL connection confirmation signal is performed (S7046). In S7046, when the VL connection confirmation signal is ON, no special process is performed, but when the VL connection confirmation signal is OFF, since the card unit 230 is not ready to receive the transfer of the number of held game values from the slot machine 10, the count status flag and the automatic count status flag are cleared. Then, the counting process (S7047) is performed.

[0264] Here, the counting process (S7047) will be described with reference to FIG. 30. In this process, in the case of the counting state, the number of counted game values is determined and the transmission of the counting notification is started. However, when the number of held game values is large, the counting cannot be completed with a single counting notification. Therefore, this is a process for performing counting through multiple counting notifications.

[0265] First, it is determined whether it is in the counting state (S7061). In the main control board communication process S7029 described later, the determination is made based on the values of the counting state flag and the second counting state flag transmitted from the main control board. The counting state is a state in which either the counting state flag or the second counting state flag is set. If it is not in the counting state (S7061: NO), 0 is set for the number of counted game values (S7069), and the transmission of the counting notification is started (S7071).

[0266] If it is in the counting state in S7061 (S7061: YES), it is determined whether the value of the held game value counter 143c is less than the unit counted game value number (S7062). The unit counted game value number is the maximum number of counted game values transmitted from the slot machine 10 to the card unit 230 by one counting notification communication. It may be a fixed value as a value unique to the slot machine 10, or a value corresponding to the number of held game values to be counted may be determined at the start of the counting process.

[0267] The time required for counting the held game values is (number of held game values / unit counted game value number) × 300 msec (cycle of counting notification communication). Therefore, if the unit counted game value number is a large value, the time required for counting will be short. Also, if the number of held game values is a large value, the time required for counting will be long. On the other hand, since the slot machine 10 does not handle actual game medals, the time required for counting the game values at the end of the game is also a precious opportunity to feel the number of acquired held game values. Therefore, it is not simply the case that the shorter the counting time, the better. Therefore, in order to maximize the satisfaction of the player, the unit counted game value number is adjusted accordingly. By doing so, the time required for counting can be adjusted to an optimal length. Also, since satisfaction is a sensory thing, the counting time that can give satisfaction may not be proportional to the number of possessed play values. In such a case, by appropriately selecting the unit counting play value number according to the number of possessed play values, it is possible to give the player a sense of satisfaction in counting regardless of the number of possessed play values.

[0268] If the value of the possessed play value counter 143c is less than the unit counted play value number in S7062 (S7062: YES), the current possessed play value number can be transmitted with one count notification, so the value of the possessed play value counter 143c is set as the counted play value number (S7063), the possessed play value counter 143c is cleared (S7064), and the process proceeds to clear the counting status flag (S7070).

[0269] If the value of the possessed play value counter 143c is not less than the unit count play value number in S7062 (S7062: NO), the current possessed play value number cannot be transmitted by one count notification, so the value of the unit count play value number is set to the count play value number (S7065), and the unit count play value number is subtracted from the possessed play value counter 143c (S7066). As a result, the possessed play value counter 143c may become exactly 0, so it is determined whether the value of the possessed play value counter 143c is 0 or not (S7067). If the value of the possessed play value counter 143c is 0 in S7067 (S7067: YES), this means that all possessed play values have been counted, so the count status flag is cleared to return the count status to the normal status (S7070), and the transmission of the count notification is started (S7071).

[0270] When the value of the carry-over game value counter 143c is not 0 in S7067 (S7067: NO), it is determined whether the carry-over game value counter 143c is less than or equal to the lower limit of the automatically counted game value number (S7068). When the carry-over game value counter 143c becomes less than or equal to the lower limit of the automatically counted game value number (S7068: YES), the second counting state flag is cleared (S7070). In this case, when the counting switch 80 is turned on and enters the counting state, since it is not necessary to stop counting at the lower limit of the automatically counted game value number, the counting state flag is not cleared.

[0271] When the value of the carry-over game value counter 143c is not less than or equal to the lower limit of the automatically counted game value number in S7068 (S7068: NO), since the counting state still continues, the second counting state flag is not cleared and the counting notification transmission is started (S7071).

[0272] Returning to FIG. 29, the unit communication process will be described. After performing the counting process of S7047, the lending notification timer setting process (S7048) is performed. The initial value of the lending notification timer is 0, and after the counting process of S7047, a value corresponding to 170 msec is set (S7048).

[0273] In S7049, it is determined whether the lending notification timer is 0 (S7049). When the lending notification timer is 0 (S7049: YES), the process related to the lending notification is skipped and the program returns. Since the lending notification communication is serial communication transmitted from the card unit 230 to the slot machine 10, if the card unit 230 is in an unconnected state or has not been started yet, the slot machine 10 will not receive the lending notification communication. Even in such a case, in order not to wait indefinitely for the lending notification communication, it is set to receive the lending notification communication only within 170 msec after the counting notification. Since the lending notification timer is not 0 within 170 msec after the counting process (S7047), when the lending notification timer is not 0 (S7049: NO), the process related to the lending notification communication is performed.

[0274] The lending notification timer is updated in S7050 (S7050). It is determined whether a lending notification has been received in S7051 (S7051). If no lending notification has been received in S7051 (S7051: NO), the process related to the lending notification is skipped and the routine returns. If not (S7051: NO), the process related to the lending notification is skipped and the routine returns.

[0275] If a lending notification has been received in S7051 (S7051: YES), a lending process (S7052) is performed.

[0276] Here, the lending process (S7052) will be described with reference to FIG. 31. This process is a process of updating the value of the held game value counter 143c in response to a lending notification of game values received from the card unit 230 and transmitting a response to the card unit 230.

[0277] First, it is determined whether the number of lent-out sheets of the received lending notification is 0 (S7081). If the number of lent-out sheets is 0 (S7081: YES), the held game value counter 143c is not updated, and the process proceeds to a process (S7084) of setting "normal" in the lending number reception result.

[0278] If the number of lent-out sheets is not 0 in S7081 (S7081: NO), it is determined whether the value of the held game value counter 143c is greater than or equal to the number of non-lendable game values (S7082). When receiving a loan of game values, if adding it to the held game value counter 143c causes an overflow of the held game value counter 143c, it is natural that the loan cannot be received. However, if there are sufficient held game values to continue the game in the first place, there is no reason to receive more loans. Therefore, even if the value of the held game value counter 143c is much smaller than the maximum value it can take, a value sufficient to continue the game is defined as the number of non-lendable game values, and if the held game value counter 143c exceeds that value, the loan is rejected. Therefore, if the value of the held game value counter 143c is greater than or equal to the number of non-lendable game values (S7082: YES), the held game value counter 143c is not updated, and "abnormal" is set in the lending number reception result (S7085).

[0279] In S7082, when the value of the carry-over game value counter 143c is not greater than or equal to the number of non-lendable game values (S7082: NO), the number of lent-out cards is added to the carry-over game value counter 143c (S7083), and "normal" is set in the lent-out card number reception result (S7084). In this way, even if a lending notification is sent from the card unit 230, if it is determined that the lending is unnecessary, the lending notification is rejected.

[0280] After setting "normal" or "abnormal" in the lent-out card number reception result, it is transmitted as a lent-out reception result response (S7086) and returned.

[0281] Returning to FIG. 29, the unit communication process will be described. After performing the lending process of S7052, the lending notification timer is cleared (S7053) and returned.

[0282] Returning to FIG. 27, the timer interrupt process will be described. After performing the unit communication process of S7028, the main control board communication process (S7029) is performed.

[0283] Here, the main control board communication process (S7029) will be described with reference to FIG. 32. This process is a process for controlling the communication between the main control board 131 and the carry-over game value number display control board 132 in the slot machine 10 shown in FIG. 22.

[0284] First, it is determined whether the gaming machine information notification timer has reached the communication timing (S7091). As described above, the gaming machine information notification timer is updated in the unit communication process (S7026), and is a timer used to determine the communication timing, taking values from 0 to 150. Since the gaming machine information notification is sent when it is 0 and the count notification is sent when it is 100, for example, when it is 130 in the middle, a carry-over game value number notification is sent to the main control board 132. In this way, it is possible to synchronize the communication with the card unit 230 as a whole and the communication timing without overlapping the unit communication process (S7026) and the processing timing.

[0285] When the gaming machine information notification timer is at the communication timing (S7091: YES), the carry gaming value number notification data is set in the transmission buffer (S7092). Specifically, they are the values of the carry gaming value counter 143c, the VL connection state, the counting state flag, and the second counting state flag. Since the counting state flag and the second counting state flag may be cleared as a result of executing the counting process (S7047) as described above, this is to convey the result to the main control board 131. After that, the transmission of the carry gaming value number notification is started (S7093), and the process returns.

[0286] When the gaming machine information notification timer is not at the communication timing (S7091: NO), it is determined whether the transmission has been completed (S7094). When the transmission has been completed (S7094: YES), the reception is started (S7095), and the process returns.

[0287] If transmission is not complete (S7094: NO), it is determined whether reception is complete (S7096). If reception is complete (S7096: YES), based on the received data, the value of the held game value counter 143c and the like are updated (S7097). Specifically, since the game information (for updating the number of held game values: the number of inserted coins) in the received data is the value of the transmission input counter 153d which is the number of inserted game values, this is subtracted from the held game value counter 143c. As a special case, when the settlement switch 76 is pressed, a negative value is transmitted as the value of the transmission input counter 153d, but by subtracting the negative value, the value of the held game value counter 143c increases. This is because settlement is an act of returning the inserted game values to the held game values. Also, the game information (for updating the number of held game values: the number of paid-out coins) is the number of game values obtained as a result of the game, so this is added to the held game value counter 143c. Further, the received data includes a counting status flag set when the counting switch 80 is pressed and a second counting status flag that automatically enters the counting state based on the number of held game values, so the counting status is adjusted according to these flags. Then, return.

[0288] If reception is not complete (S7096: NO), it is determined whether the game machine information notification timer is within the reception available time (S7098). As described with reference to FIG. 22, since the held game value number display control board 132 functions as a master in communication with the main control board 131, after transmitting (5) the notification of the number of held game values, it waits for (6) the game machine information notification transmitted from the main control board 131. However, there may be a case where communication is not possible, such as during the initialization process immediately after the main control board 131 is powered on. Therefore, to prevent interference with the next transmission of (5) the notification of the number of held game values, the period of waiting for the reception of (6) the game machine information notification is limited. For example, in S7091 described above, if the game machine information notification timer = 130 and it is determined that the game machine information notification timer ≥ 30 is within the reception available time in S7098, then the reception of (6) the game machine information notification from the main control board 131 is waited for only for a period of (130 - 30) × 2 ms = 200 ms. If it is within the time (S7098: YES), do nothing and return.

[0289] If the game machine information notification timer is not within the receivable time (S7098: NO), the communication circuit in the reception state is reset (S7099), and the process returns.

[0290] Returning to FIG. 27, the timer interrupt process will be described. After performing the unit communication process of S7029, the values of the respective registers saved in the backup area in S7021 are restored to the corresponding registers in the MPU141 (S7030). Thereafter, an interrupt permission process for permitting the next timer interrupt is performed, and this series of timer interrupt processes is terminated.

[0291] As described above, according to the second embodiment, the portable game value number display control board 132 communicates with the card unit 230 instead of the main control board 131, and performs management processes of the portable game value number such as lending process and counting process of the game value. Therefore, the load on the main control board 131 is significantly reduced, and accordingly, the processing capacity can be directed to the progress control of the game. Therefore, it is possible to provide a more interesting game machine with added interest.

[0292] Further, in the process of the game value number control board (portable game value number display control board 132), it is possible to prevent the processing timings of the main control board communication process (S7029) and the unit communication process (S7028) from overlapping, and to avoid the failure of the periodic interrupt process due to the extension of the interrupt process time at a specific timing.

[0293] Furthermore, the process related to the counting mode when the counting switch is operated will be processed by the game value number control board, and thus the margin in the ROM, RAM, etc. of the main control board that controls the progress of the game can be used for game control, so that an interesting game machine can be provided.

[0294] Furthermore, when determining whether the number of game values corresponding to the game value input switch operated by the player can be input, if the number of game values to be input is transmitted to the game value number control board equipped with the game value number storage means to determine whether the input is possible, due to the time lag caused by the round-trip communication time, it takes time from when the game value input switch is operated until the operation is received, resulting in poor operability. However, since the number of game values received in advance is used for determining whether the game value can be input, there is no need to wait for communication after operating the game value input switch, the response to the operation becomes better, and a gaming machine that is easy to operate can be provided.

[0295] Next, with reference to FIGS. 33 to 36, a third embodiment will be described. In the second embodiment, the counting detection sensor 80a that detects the operation of the counting switch 80 is connected to the input port 155 of the main control board 131. In the third embodiment, the difference is that it is connected to the input port 145 of the remaining game value number display control board 132. Since the other parts are the same as those in the above-described first embodiment and second embodiment, the same reference numerals are given to the same parts and the description thereof is omitted.

[0296] FIG. 33 is a block diagram showing the electrical configuration of the slot machine 10 in the third embodiment. The counting detection sensor 80a that detects the operation of the counting switch 80 is connected to the input port 145 of the remaining game value number display control board 132. The other configuration is the same as the electrical configuration of the slot machine 10 in the second embodiment of FIG. 21.

[0297] The communication among the main control board 131, the remaining game value number display control board 132, and the card unit 230 in the slot machine 10 is the same as that in the second embodiment described in FIG. 22.

[0298] FIG. 34 is a flowchart of the timer interrupt process that is periodically executed by the main control board 131. With the process when the count switch 80 is pressed being transferred to the held game value number display control board 132, compared with the timer interrupt process in the second embodiment described in FIG. 23, the count switch process (S2208) has been deleted. The other processing contents are the same.

[0299] Next, regarding each process in the first embodiment listed below, since it is the same in the third embodiment, the description is omitted. The power failure process (S203) described in FIG. 9, the game value input switch process (S209) described in FIG. 11, the start lever process (S210) described in FIG. 12, the main process described in FIG. 16, the normal process (S407) described in FIG. 17, the lottery process (S505) described in FIG. 18, the reel control process (S506) described in FIG. 19, the winning determination process (S710) described in FIG. 20.

[0300] Also, regarding the held game value number display control board communication process (S2211) in the second embodiment described in FIG. 25, since it is the same in the third embodiment, the description is omitted.

[0301] Subsequently, in the slot machine 10 in the third embodiment, each control process executed by the MPU 141 in the held game value number display control board 132 will be described with reference to the flowcharts in FIGS. 35 to 36.

[0302] FIG. 35 is a flowchart of the timer interrupt process that is periodically executed by the held game value number display control board 132. Compared with the timer interrupt process in the second embodiment described in FIG. 27, the count switch process (S7026) has been added. The other processing contents are the same.

[0303] FIG. 36 is a flowchart of the count switch process (S7026) executed in the timer interrupt process of FIG. 35.

[0304] First, it is determined whether the VL connection confirmation signal is ON (S7111). As described above, while the card unit 230 is operating normally, power supply (VL) is turned ON for the lending device connection terminal board 250 such as game balls. If this state cannot be confirmed (S7111: NO), since the card unit 230 is not ready to receive the transfer of the number of held game values from the slot machine 10, it returns without executing the count switch process.

[0305] If the VL connection confirmation signal is ON in S7111 (S7111: YES), it is determined whether the count switch 80 is turned on (S7112). If the count switch 80 is not turned on (S7112: NO), it is determined whether the held game value counter is equal to or greater than the upper limit of the automatically counted number of game values (S7116). Note that if it is desired to implement a specification where the counting operation is performed only while the count switch 80 is turned on, the count status flag is turned OFF here and then it returns.

[0306] If the held game value counter is equal to or greater than the upper limit of the automatically counted number of game values in S7116 (S7116: YES), the second count status flag is set (S7117). When the second count status flag is set, in the count process (S7047), a count notification is sent to the card unit 230. Then, in the count process (S7047), after sending the held game values to the card unit 230 until the held game value counter becomes less than the lower limit of the automatically counted number of game values, the second count status flag is cleared (S7070). For a gaming machine that does not activate automatic counting, the processes of S7116 and S7117 are unnecessary.

[0307] When the counting switch 80 is turned on in S7112 (S7112: YES), it is determined whether the counting status flag is ON (S7113). The counting status flag is a flag that specifies whether to perform the counting operation when it is ON and not to perform the counting operation when it is OFF. When the counting status flag is ON (S7113: YES), since the counting operation is already in progress and no special processing is required even if the counting switch 80 is turned on, simply return. Note that when implementing a specification that allows the player to cancel the counting operation by pressing the counting switch 80 again, return after turning off the counting status flag here. In that case, the determination that the counting switch 80 is turned on (S7112: YE S) is the determination of the rising edge.

[0308] When the counting status flag is not ON in S7113 (S7113: NO), it is determined whether the held game value counter 143c is 0 (S7114). When the held game value counter 143c is 0 (S7114: YES), since there is no held game value to count, return without counting. When the held game value counter 143c is not 0 (S7114: NO), after turning on the counting status flag (S7115), return.

[0309] Regarding each process in the following-described second embodiment, the same applies in the third embodiment, so the description is omitted. The main process described in FIG. 26, the power failure process (S7023) described in FIG. 28, the unit communication process (S7026) described in FIG. 29, the counting process (S7047) described in FIG. 30, the lending process (S7052) described in FIG. 31, and the main control board communication process (S7029) described in FIG. 32.

[0310] Thus, according to the third embodiment, since the game value number display control board 132 performs the process when the counting switch 80 is pressed, a margin is created in the processing ability of the main control board 131 as compared with the case where the main control board 131 performs the process related to the counting switch. Since the main control board 131 controls the progress of the game, an interesting gaming machine with added interest can be provided.

[0311] Next, with reference to FIGS. 37 to 40, a fourth embodiment will be described. In the first to third embodiments, the MPU 151 reads the VL connection confirmation signal via the input port 155, or the MPU 141 reads it via the input port 145, to confirm that the card unit 230 is normally connected and the operation preparation is complete, and controls the slot machine 10. For example, in the counting switch process (S208) in the first embodiment shown in FIG. 10, it is a process (S231) of determining whether the VL connection confirmation signal is ON. In the fourth embodiment, by controlling whether the VL connection confirmation signal hard-operates the counting switch 80 or the like, the same control can be performed without the MPU reading the VL connection confirmation signal.

[0312] FIG. 37 is a block diagram showing the electrical configuration of the slot machine 10 in the fourth embodiment. The VL connection confirmation signal output from the lending device connection terminal board 250 for game balls or the like is connected to the enable terminal of the input port 158. The input port 158 is an input port having a function of controlling whether to output the signal input to the port to the MPU 151 according to the level of the signal input to the enable terminal.

[0313] The signals from the game value input switches 77 to 79 and the signal from the counting switch 80 are input to the input port 158. Since these signals are not transmitted to the MPU 151 when the VL connection confirmation signal is disabled, the counting switch 80 and the game value input switches 77 to 79 cannot be operated when the card unit 230 is not properly connected. That is, when the card unit 230 is not properly connected, counting and game value input cannot be performed.

[0314] On the other hand, since the start lever 71, the stop switches 72 to 74, and the settlement switch 76 are connected to the input port 155, the start of reel rotation, the stop of the reel, and the cancellation of the inserted game value can be operated regardless of the connection state of the card unit 230.

[0315] Thus, when the card unit 230 is not properly connected, what operations are restricted depends on the specifications of the gaming machine, and it can be realized by selecting the input signals related to the operations of the game input to the input port 158. That is, when all operations related to the game are prohibited, the input signals of the start lever 71, the stop switches 72 to 74, the settlement switch 76, the game value input switches 77 to 79, and the counting switch 80 are input to the input port 158. When only the counting operation is prohibited, only the input signal of the counting switch 80 needs to be connected to the input port 158.

[0316] FIG. 38 is a block diagram showing the electrical configuration in the case where the main control board 131 and the portable game value number display control board 132 cooperate to control the slot machine 10 in the fourth embodiment. The VL connection confirmation signal output from the lending device connection terminal board 250 for game balls or the like is connected to the enable terminal of the input port 148. The function of the enable terminal of the input port 148 is the same as that of the aforementioned input port 158.

[0317] ​A signal from the counting switch 80 is input to the input port 148. That is, when the card unit 230 is not properly connected, the counting operation cannot be performed.

[0318] FIG. 39 is a block diagram showing the electrical configuration in the case where the input ports 148 and 158 having control functions by enable terminals are provided on both the main control board 131 and the portable game value number display control board 132. The VL connection confirmation signal output from the lending device connection terminal board 250 for game balls or the like is input to the portable game value number display control board 132 and is connected to the enable terminal of the input port 148 there. Then, it is directly output to the main control board 131 and is connected to the enable terminal of the input port 158.

[0319] A signal from the counting switch 80 is input to the input port 148. Also, the game value input switches 77 to 79 are connected to the input port 158. That is, even if the processing related to the counting switch 80 and the processing related to the game value input switches 77 to 79 are distributed over two control boards, when the card unit 230 is not properly connected, any operation can be restricted by the VL connection confirmation signal.

[0320] Since counting is the operation of transferring the number of carry-over game values from the slot machine 10 to the card unit 230, it is reasonable that the counting switch 80 does not function when the card unit 230 is not properly connected. In such a state, by preventing the start lever 71, stop switches 72 to 74, game value input switches 77 to 79, and settlement switch 76 from accepting operations, it is possible to prevent the game state and the number of carry-over game values from changing inadvertently. Also, since it gives an unnatural impression that operations cannot be performed during the game, if the operations of the game value input switches 77 to 79 are suppressed and the operations of the start lever 71 and stop switches 72 to 74 are allowed, new game value input becomes impossible at the end of the game when all reels have stopped, and the progress of the game can be stopped. Furthermore, even if counting operations and borrowing of game values cannot be performed, if there are carry-over game values, it is possible to play the game, so in such a case, only the operation of the counting switch 80 should be suppressed.

[0321] Figure 40 is a block circuit diagram showing the electrical configuration when the game ball lending device connection terminal board 250 is connected to the main control board 131 having the input port 158 with the control function by the enable terminal. The operation of the game ball lending device connection terminal board 250 when the card unit 230 turns on the power (VL) is as described above. The same applies when the game ball lending device connection terminal board 250 is connected to the carry-over game value number display control board 132 having the input port 148 with the control function by the enable terminal.

[0322] When the card unit 230 turns on the power (VL), the photocoupler 255 of the game ball lending device connection terminal board 250 turns on. The output side of the photocoupler 255 is the slot machine 1 It is output as a VL connection confirmation signal to 0, pulled up by a resistor 155b in the slot machine 10, and input to the enable terminal of the input port 158. That is, when the card unit 230 is ready for operation, the VL connection confirmation signal becomes L, and the input port 158 becomes enabled, so that the input signal from the count switch 80 is transmitted to the MPU 151.

[0323] FIG. 41 is a block circuit diagram showing the electrical configuration when a lending device connection terminal board 250 such as a game ball is connected to a main control board 131 provided with an input port 155 that does not have a control function by an enable terminal.

[0324] A pull-up resistor 155a and a count switch 80 are connected to the input terminal of the input port 155. When the count switch 80 is not operated, the count switch 80 is in an open state, so that a high level is input to the input terminal of the input port 155 due to the effect of the pull-up resistor 155a. On the other hand, when the count switch 80 is operated, the count switch 80 is in a short state, so that the VL connection confirmation signal is connected here. Since the VL connection confirmation signal is connected to the output transistor of the photocoupler 255, if the card unit 230 is normally connected and is operating normally, the output transistor of the photocoupler 255 is ON and becomes a low level. If the connection to the card unit 230 is not normal or it is not ready for operation, this transistor is OFF, and even if the count switch 80 is operated and connected to the pull-up resistor 155a, the signal remains at a high level. That is, when the VL connection confirmation signal is normal, the MPU 151 can read the operation state of the count switch 80, but when the VL connection confirmation signal is not normal, the operation state of the count switch 80 cannot be read from the MPU 151.

[0325] Thus, according to the fourth embodiment, since the control process can be executed without reading the VL connection confirmation signal by a program, a margin can be created in the processing capacity. By redirecting that margin to the process of controlling the progress of the game, it is possible to provide a more interesting gaming machine with added appeal.

[0326] <Regarding the group of inventions extracted from the above embodiments> Hereinafter, the features of the group of inventions extracted from the above-described embodiments will be described while showing effects and the like as necessary. In the following, for ease of understanding, the corresponding configurations in the above embodiments are appropriately shown in parentheses or the like, but the invention is not limited to the specific configurations shown by such parentheses or the like.

[0327] <Group of Feature A> Feature A1. Gaming value number storage means (portable gaming value counter 153c) for storing the number of gaming values, Gaming value lending device communication means (gaming ball etc. lending device connection terminal board 250) for communicating with the gaming value lending device (card unit 230), Counting switch (counting switch 80), Input port (input port 155) to which the operation signal of the counting switch is input, comprising receiving the number of gaming values transmitted from the gaming machine value lending device ((3) lending notification shown in FIG. 6) by the gaming value lending device communication means, and adding it to the gaming value number storage means (processing of adding to the portable gaming value counter 153c in S313 shown in FIG. 15) to perform lending of gaming values, subtracting from the gaming value number storage means (processing of subtracting from the portable gaming value counter 153c in S260 shown in FIG. 11) to use the gaming value for the game, adding to the gaming value number storage means (gaming value payout process of displaying the number of gaming values set in the payout target counter on the acquired number display unit 37 or adding it to the portable gaming value counter 153c in S507 shown in FIG. 17) to obtain the gaming value as the result of the game, A gaming machine that counts the number of game values by transmitting the number of game values stored in the game value number storage means to a game value lending device by means of the game value lending device communication means (counting process S277 shown in Fig. 14). Normal processing for controlling the progress of the game (normal processing S407 shown in Fig. 17), and timer interrupt processing executed at regular time intervals (timer interrupt processing shown in Fig. 8). The gaming machine is characterized in that in the timer interrupt processing, when it is detected based on an operation signal input to the input port that the counting switch has been pressed, the state is switched to a counting mode in which the number of game values stored in the game value number storage means is transmitted to the game value lending device (counting switch processing S208 shown in Fig. 10).

[0328] According to Feature A1, since it is detected that the counting switch has been operated in the timer interrupt processing executed at regular time intervals and the state is switched to the counting mode, a gaming machine is provided in which a player can operate the counting switch without being affected by the progress of the game controlled by the normal processing, that is, a gaming machine capable of performing suitable management of game values.

[0329] According to Feature A2, the period during which the counting switch is pressed is set as the counting mode (when YES in S232 shown in Fig. 10, always execute S239 to set the counting state flag), and when the pressing of the counting switch is released, the counting mode is cancelled (when NO in S232 shown in Fig. 10, although not shown, clear the counting state flag). The gaming machine according to Feature A1 is characterized in that the gaming machine according to Feature A1.

[0330] According to Feature A2, since the counting operation can be intuitively understood and it is only necessary to release the counting switch to interrupt the counting, a gaming machine with a simple counting operation can be provided.

[0331] Feature A3. When detecting the pressing of the counting switch, if the state is not the counting mode (in the case of NO in S233 shown in FIG. 10), the state is switched to the counting mode (the counting state flag is set in S239), and if the state is the counting mode, the counting mode is released (in the case of YES in S233, although not shown, the counting state flag is cleared). The gaming machine according to Feature A1 is characterized by this.

[0332] According to Feature A3, in the case of a gaming machine that requires a long time for the counting operation, it is not necessary to continuously press the counting switch during counting, and moreover, when it is desired to interrupt the counting, it is only necessary to press the counting switch again. Therefore, a gaming machine with a simple counting operation can be provided.

[0333] <Group of Feature B> Feature B1. Gaming value number storage means (held gaming value counter 153c) for storing the number of gaming values, Gaming value lending device communication means (lending device connection terminal board 250 for game balls, etc.) for communicating with the gaming value lending device (card unit 230), Counting switch (counting switch 80), Input port (input port 155) to which the operation signal of the counting switch is input, and comprising The number of gaming values transmitted from the gaming value lending device ((3) lending notification shown in FIG. 6) is received by the gaming value lending device communication means and added to the gaming value number storage means (processing of adding to the held gaming value counter 153c in S313 shown in FIG. 15), thereby lending out gaming values, subtracted from the gaming value number storage means (processing of subtracting from the held gaming value counter 153c in S260 shown in FIG. 11), thereby using the gaming values for the game, added to the gaming value number storage means (gaming value payout process of setting the number of gaming values set in the payout target counter in S507 shown in FIG. 17, displaying it on the acquired number display unit 37, or adding it to the held gaming value counter 153c), thereby obtaining gaming values as the result of the game, A gaming machine that counts the number of game values stored in the game value number storage means by transmitting the number of game values stored in the game value number storage means to a game value lending device through the game value lending device communication means (counting process S277 shown in FIG. 14). When the number of game values stored in the game value number storage means exceeds a predetermined number (YES in S240 shown in FIG. 10), the state is switched to a second counting mode in which the number of game values stored in the game value number storage means is transmitted to the game value lending device (set the second counting state flag in S241). In a state where it is in the second counting mode, when the number of game values stored in the game value number storage means falls below a predetermined number (YES in S298 shown in FIG. 14), the second counting mode is cancelled (clear the second counting state flag in S300). A gaming machine characterized by this.

[0334] According to Feature B1, even when the player does not operate the counting switch 80, a gaming machine that automatically counts so that the number of portable game values does not become too large can be provided by the second counting state flag. Since the number of portable game values is stored electromagnetically in the portable game value counter, even if the number is large, unlike actual medals, it is not subject to physical restrictions such as volume. However, a large number of game values, such as thousands of pieces, are not only unnecessary in the game, but also, if counted all at once at the end of the game, it takes a long time to count, which is inconvenient. Also, considering the risk of loss due to accidents or electrical malfunctions, it is safer to keep only the necessary number in the gaming machine and transfer the rest to a magnetic card. In this way, it becomes possible to provide a gaming machine that can perform suitable management of game values.

[0335] When it is detected that the counting switch has been pressed and the state is in the second counting mode (NO in S233 shown in FIG. 10), the second counting mode is cancelled and switched to the first counting mode (clear the second counting state flag in S239 and set the counting state flag). The gaming machine according to Feature B1, characterized by this.

[0336] According to Feature B2, even during the automatic counting operation, without waiting for the end of the automatic counting, it is possible to shift to the counting state just by pressing the counting switch, so that a gaming machine with a simple counting operation can be provided.

[0337] <Feature C group> A gaming value number storage means (held gaming value counter 153c) for storing the number of gaming values, A gaming value lending device communication means (game ball lending device connection terminal board 250) for communicating with the gaming value lending device (card unit 230), is provided, The number of gaming values transmitted from the gaming value lending device (the lending notice (3) shown in FIG. 6) is received by the gaming value lending device communication means and added to the gaming value number storage means (the process of adding to the held gaming value counter 153c in S313 shown in FIG. 15), thereby lending out gaming values, subtracting from the gaming value number storage means (the process of subtracting from the held gaming value counter 153c in S260 shown in FIG. 11) to use the gaming values for gaming, adding to the gaming value number storage means (the gaming value payout process of displaying the number of gaming values set in the payout target counter on the acquired number display unit 37 and adding it to the held gaming value counter 153c in S507 shown in FIG. 17) to obtain the gaming values as the result of the game, A gaming machine that counts gaming values by transmitting the number of gaming values stored in the gaming value number storage means to the gaming value lending device by the gaming value lending device communication means (the counting process S277 shown in FIG. 14), In the transmission related to the counting, change the number of game values transmitted in one communication according to a predetermined condition (in S295 described in FIG. 14, set the unit counting game value number to the counting game value number. The unit counting game value number is the maximum value of the counting game value number transmitted from the slot machine 10 to the card unit 230 by one counting notification communication, and may be a fixed value as a value unique to the slot machine 10, or at the start of the counting process, a value corresponding to the number of held game values to be counted may be determined.). The gaming machine is characterized by this.

[0338] According to Feature C1, since the time required for the counting process can be adjusted, it becomes possible to provide a gaming machine that can perform suitable management of game values.

[0339] The time required for counting the held game values is (number of held game values / unit counting game value number) × 300 msec (cycle of counting notification communication). So, if the unit counting game value number is a large value, the time required for counting becomes short. Also, if the number of held game values is a large value, the time required for counting becomes long. On the other hand, since the slot machine 10 does not handle game medals as physical entities, the time required for counting the game values at the end of the game is also a precious opportunity to feel the number of acquired held game values, so it is not the case that the counting time should simply be short. Therefore, in order to maximize the satisfaction of the player, by adjusting the unit counting game value number, the time required for counting can be adjusted to an optimal length. Also, since satisfaction is a sensory thing, the counting time that can provide satisfaction may not be proportional to the number of held game values. In such a case, by appropriately selecting the unit counting game value number according to the number of held game values, it is possible to give the player a sense of satisfaction in counting regardless of the number of held game values.

[0340] Feature C2. The gaming machine according to Feature C1, characterized in that the game values transmitted in one communication related to counting are determined according to the number of game values (value of the held game value counter 153c) at the start of counting. described above.

[0341] According to feature C2, since the game values to be transmitted in one communication related to counting are determined according to the number of game values to be counted, it is possible to provide a gaming machine that adjusts the counting processing time so that there is no sense of discomfort whether the number of game values to be counted is large or small. The number of game values to be counted ranges widely from several tens to more than ten thousand. Therefore, if a fixed number of game values are transmitted in one communication related to counting, when the number of game values to be counted is small, the counting process will end immediately, and when the number of game values to be counted is large, the player will have to wait for a long time until the counting process ends.

[0342] Feature C3. The gaming machine according to feature C1, characterized in that the number of game values to be transmitted in one communication related to counting is determined according to the number of communications related to counting after the start of counting. The gaming machine according to claim 1, characterized in that the number of game values to be transmitted in one communication related to counting is determined according to the number of communications related to counting after the start of counting.

[0343] According to feature C3, since the number of game values to be transmitted in one communication related to counting can be increased as the number of communications related to counting increases, it is possible to provide a gaming machine that adjusts the counting processing time so that there is no sense of discomfort whether the number of game values to be counted is large or small. Also, the time that is usually just waiting for the counting process can be made more interesting by a counting process with a sense of acceleration. According to feature C3, since the number of game values to be transmitted in one communication related to counting can be increased as the number of communications related to counting increases, it is possible to provide a gaming machine that adjusts the counting processing time so that there is no sense of discomfort whether the number of game values to be counted is large or small. Also, the time that is usually just waiting for the counting process can be made more interesting by a counting process with a sense of acceleration.

[0344] Feature C4. The gaming machine according to feature C1, characterized in that the number of game values to be transmitted in one communication related to counting is determined according to the lending rate of the game values. The gaming machine according to claim 1, characterized in that the number of game values to be transmitted in one communication related to counting is determined according to the lending rate of the game values.

[0345] According to feature C4, even if the number of game values is the same, the impressions received by the player are different between the case of a gaming machine with a high lending rate and the case of a gaming machine with a low lending rate. For example, by measuring the game values of a high-rate gaming machine slowly and the game values of a low-rate gaming machine early, it is possible to provide a gaming machine with a counting processing speed that matches that impression.

[0346] Feature C5. During the counting mode, each time the pressing of the counting switch is detected, the number of game values transmitted in the communication related to one count is changed. The gaming machine according to Feature C1.

[0347] According to Feature C5, since the player can adjust the counting processing speed by pressing the counting switch, a gaming machine can be provided that performs counting processing in accordance with the player's intention.

[0348] <Group of Feature D> Feature D1. Game value number storage means (held game value counter 153c) for storing the number of game values, Game value lending device communication means (game ball etc. lending device connection terminal board 250) for communicating with the game value lending device (card unit 230), Comprising The number of game values transmitted from the game value lending device (the (3) lending notification described in FIG. 6) is received by the game value lending device communication means and added to the game value number storage means (the process of adding to the held game value counter 153c in S313 described in FIG. 15), thereby lending game values. Subtracting from the game value number storage means (the process of subtracting from the held game value counter 153c in S260 described in FIG. 11) to use game values for the game. Adding to the game value number storage means (in S507 described in FIG. 17, the process of displaying the number of game values set in the payout target counter on the acquired number display section 37 and adding to the held game value counter 153c) to obtain game values as the result of the game. A gaming machine that counts game values by transmitting the number of game values stored in the game value number storage means to the game value lending device by the game value lending device communication means (the counting process S277 described in FIG. 14). When communication regarding lending of game values is transmitted from the game value lending device, if the number of game values stored in the game value number storage means is equal to or more than a predetermined number (YES in S312 shown in FIG. 15), a response rejecting the lending of game values is transmitted to the game value lending device (processing of setting "abnormal" in the lending number reception result in S315). The gaming machine is characterized by this.

[0349] According to Feature D1, when there are already sufficient hold game values to continue the game, it is possible to provide a gaming machine that rejects further lending. Since the number of hold game values is stored electromagnetically in the hold game value counter, even if the number is large, unlike actual medals, it does not receive physical constraints such as volume. However, a large number of game values such as several thousand are not only unnecessary in the game, but also, if counted all at once at the end of the game, it would take a long time to count, which is inconvenient. Also, considering the risk of loss due to accidents or electrical malfunctions, it is safer to keep only the necessary number in the gaming machine and transfer the rest to a magnetic card. In this way, it becomes possible to provide a gaming machine that can perform suitable management of game values.

[0350] <Feature E group> Feature E1. A main control board (main control board 131) that controls the progress of the game, A game value number control board (hold game value number display control board 132) that controls the number of game values, and the game value number control board includes game value number storage means (hold game value counter 143c) that stores the number of game values, game value lending device communication means (game ball etc. lending device connection terminal board 250) that communicates with the game value lending device (card unit 230), main control board communication means that communicates with the main control board, and The number of game values transmitted from the game value lending device (the lending notice (3) described in FIG. 22) is received by the game value lending device communication means and added to the game value number storage means (the process of adding to the carry game value counter 143c in S7083 described in FIG. 31), thereby lending game values. Subtracting from the game value number storage means (the game information (for updating the carry game value number: inserted number of coins) of the game machine information notice (6) described in FIG. 22, the process of subtracting from the carry game value counter 143c in S7097 described in FIG. 32), thereby using the game values for the game. Adding to the game value number storage means (the game information (for updating the carry game value number: paid-out number of coins) of the game machine information notice (6) described in FIG. 22, the process of adding to the carry game value counter 143c in S7097 described in FIG. 32), thereby obtaining game values as the result of the game. A gaming machine that counts game values by transmitting the number of game values stored in the game value number storage means to the game value lending device by the game value lending device communication means (the counting process S7047 described in FIG. 30). The communication between the game value number control board and the game value lending device is periodic communication in which the game value number control board controls the timing as the master and repeats a series of communications at regular time intervals (the communication between the carry game value number display control board 132 and the card unit 230 described in FIG. 22). The communication between the game value number control board and the main control board is also periodic communication in which the game value number control board controls the timing as the master and repeats a series of communications at the same time interval as the communication with the game value lending device (the communication between the main control board 131 and the carry game value number display control board 132 described in FIG. 22. In the main control board communication process S7029 in the process of the carry game value number display control board described in FIG. 32, in S7091 that determines the communication timing, it is updated by the unit communication process (S7026) and refers to the same game machine information notice timer as the timer used to determine the communication timing).) A gaming machine characterized by this.

[0351] According to feature E1, in the processing of the game value number control board (the portable game value number display control board 132), the processing timings of the main control board communication processing (S7029) and the unit communication processing (S7026) can be made not to overlap, and it is possible to avoid the failure of the periodic interrupt processing due to the extension of the interrupt processing time at a specific timing. In this way, it becomes possible to provide a gaming machine that can perform suitable management of game values.

[0352] Feature E2. A count switch (count switch 80), and an input port (input port 145) to which an operation signal of the count switch is input, and when the game value number control board (the portable game value number display control board 132) detects that the count switch has been pressed based on the operation signal input to the input port, the game value number storage means (the portable game value counter 143c) switches the state to a counting mode in which the number of game values stored therein is transmitted to the game value lending device. The gaming machine according to feature E1, characterized in that

[0353] According to feature E2, the processing related to the counting mode when the count switch is operated is to be processed by the game value number control board, and thus the margin that can be provided in the ROM, RAM, etc. of the main control board that controls the progress of the game can be used for game control, so that a gaming machine rich in interest can be provided.

[0354] Feature E3. A game value input switch (game value input switches 77 to 79), and an input port (input port 155) to which an operation signal of the game value input switch is input, and the main control board (main control board 131) receives the number of game values transmitted from the game value number control board (the portable game value number display control board 132) ((5) Portable game value number notification described in FIG. 22 Remember the value of [[ID=]], and when it is detected that the game value input switch has been pressed based on the operation signal input to the input port, determine whether the game value can be input based on the number of game values stored (in the game value input switch process S209 described in FIG. 11, determine whether the value of the carry game value counter is greater than the input number of sheets at S256). The gaming machine according to features E1 to E2, characterized by this.

[0355] According to feature E3, when determining whether the player can input the number of game values corresponding to the game value input switch operated by the player, when sending the game value to be input to the game value number control board equipped with the game value storage means to determine whether the input is possible, due to the time lag caused by the round-trip communication time, it takes time from operating the game value input switch until the operation is received, and the operability deteriorates. However, since the previously received game values are used for determining whether the game value can be input, there is no need to wait for communication after operating the game value input switch, the reaction to the operation is improved, and a gaming machine that is easy to operate can be provided.

[0356] <Group of features F> Feature F1. Game value number storage means (carry game value counter 153c) for storing the number of game values, Game value lending device communication means (game ball lending device connection terminal board 250) for communicating with the game value lending device (card unit 230), Counting switch (counting switch 80), Input port (input port 158 or input port 148) to which the operation signal of the counting switch is input, Comprising, Receive the number of game values transmitted from the gaming machine value lending device ((3) lending notice described in FIG. 6) by the communication means, and add it to the game value number storage means (the process of adding to the carry game value counter 153c at S313 described in FIG. 15), thereby lending the game value. The game value is used for the game by subtracting it from the game value number storage means (the process of subtracting from the carry game value counter 153c in S260 shown in FIG. 11). The game value is obtained as a result of the game by adding it to the game value number storage means (the game value payout process of displaying the game value number set in the payout target counter on the acquired number display unit 37 and adding it to the carry game value counter 153c in S507 shown in FIG. 17). A gaming machine that counts game values by transmitting the number of game values stored in the game value number storage means to a game value lending device by the communication means (the counting process S277 shown in FIG. 14). A connection confirmation signal (VL connection confirmation shown in FIG. 40) indicating the connection state of the game value lending device is output from the game value lending device communication means. The connection confirmation signal is connected to the enable terminal of the input port, and the input signal of the input port can be blocked according to the connection signal. The gaming machine is characterized by this.

[0357] According to Feature F1, since the control process can be executed without reading the VL connection confirmation signal by a program, a margin in processing ability can be obtained. By directing this margin to the process of controlling the progress of the game, a more interesting gaming machine with added interest can be provided.

[0358] The gaming machine according to Feature F1, characterized in that any one or more input signals of a counting switch (counting switch 80), a game value input switch (game value input switches 77 to 79), a settlement switch (settlement switch 76), a start lever (start lever 71), and a stop switch (stop switches 72 to 74) are connected as input signals of the input port.

[0359] According to feature F2, when the game machine value lending device (card unit 230) is not properly connected, by preventing the acceptance of operations related to the start lever, stop switch, game value input switch, and settlement switch, it is possible to prevent the game state and the number of held game values from changing inadvertently. Also, since it would give an unnatural impression for the operation to become impossible during the game, if the operation of the game value input switch is suppressed and the operations of the start lever and stop switch are permitted, new game value input becomes impossible at the end of a game where all reels have stopped, and the progress of the game can be halted. Further, even if the counting operation and the acceptance of lending game values are not possible, if there are held game values, it is possible to play the game, so in such a case, only the operation of the counting switch should be suppressed. In this way, it becomes possible to provide a game machine capable of performing suitable management of game values.

[0360] Feature F3. A main control board (main control board 131) that controls the progress of the game, A game value number control board (held game value number display control board 132) that controls game values, and the game value number control board is connected to a game value lending device communication means (game ball etc. lending device connection terminal board 250), a connection confirmation signal (VL connection confirmation described in FIG. 40) input from the game value lending device communication means to the game value number control board is output from the game value number control board to the main control board, an input port (input port 148) mounted on the game value control board, Among an input port (input port 158) mounted on the main control board, The game machine according to features F1 to F2, characterized in that the connection confirmation signal is connected to the enable terminal of at least one input port.

[0361] According to feature F3, even if the processing related to operation input is distributed among two control boards, when the card unit 230 is not properly connected, any operation can be restricted by the VL connection confirmation signal.

[0362] <Feature G group> Feature G1. Game value storage means (held game value counter 153c) for storing game values, Communication means (game ball lending device connection terminal board 250) for communicating with the game value lending device (card unit 230), Comprising Receiving the game value (loan notice (3) shown in FIG. 6) transmitted from the game value lending device by the communication means and adding it to the game value storage means (processing of adding to the held game value counter 153c in S313 shown in FIG. 15) to effect the lending of game values, Subtracting from the game value storage means (processing of subtracting from the held game value counter 153c in S260 shown in FIG. 11) to use the game value for the game, Adding to the game value storage means (game value payout processing of displaying the number of game values set in the payout target counter on the acquired number display unit 37 and adding to the held game value counter 153c in S507 shown in FIG. 17) to effect the acquisition of game values as the result of the game, A gaming machine that effects the counting of game values by transmitting the game values stored in the game value storage means to the game value lending device by the communication means (counting process S277 shown in FIG. 14), wherein the game value lending device is connected to a network and accepts a game value lending operation only when a value calculated by combining one or more of the game amount, loss amount, game time, and number of game plays of the player in a predetermined period transmitted from a higher-level server of the network based on the player's ID number (member ID of the magnetic card) does not exceed a predetermined value (transmitting the loan notice (3) shown in FIG. 6 or turning on the power (VL) of the game ball lending device connection terminal board 250).

[0363] According to feature G1, it is possible to suppress a player in a state called so-called diving from playing the game, and it is possible to provide a gaming machine that can be enjoyed moderately. Also, even for a player who satisfies the predetermined conditions, instead of completely prohibiting the game, a flexible response such as allowing the game if the game time, game amount, number of game times, etc. are within a predetermined range during the day may be adopted.

[0364] The gaming machine according to feature G1, wherein a determination as to whether or not to lend a game value to the player is made by a host server connected to a network based on the player's ID number.

[0365] According to feature G2, since the determination as to whether or not to lend a game value, that is, the determination as to whether or not to allow the player to play the game, is made by the host server, when changing the determination conditions, it is only necessary to change the stored content of the host server, and it is possible to flexibly respond to the determination conditions of addiction that are likely to change depending on the social situation and the like.

[0366] The gaming machine according to features G1 to G2, wherein a determination criterion as to whether or not to lend a game value to the player can be registered by the player in a host server connected to a network based on the player's ID number.

[0367] According to feature G3, since the opinion of the player himself / herself can be taken into account in the determination as to whether or not to lend a game value, that is, the determination conditions as to whether or not to allow the player to play the game, it is possible to effectively promote the elimination of the addictive state. of the addictive state can be effectively promoted.

Explanation of Signs

[0368] 10 Slot machine (gaming machine) 71 Start lever 77 - 79 Game value input switch 80 Counting switch 131 Main control board 132 Handheld game value number display control board 153b Bet counter (input number storage means) 153c Handheld game value counter 210 Ball lending button (lending instruction means) 230 Card unit (game value lending device) 250 Game ball etc. lending device connection terminal board S208 Counting switch processing S211 Unit communication processing

Claims

1. Game value number storage means for storing the number of game values, Game value lending device communication means for communicating with a game value lending device, A counting switch, An input port to which an operation signal of the counting switch is input, Comprising: The number of game values transmitted from the game value lending device is received by the game value lending device communication means and added to the game value number storage means to effect lending of game values, Subtracting from the game value number storage means to use game values for games, Adding to the game value number storage means to obtain game values as the result of a game, A gaming machine that counts game values by transmitting the number of game values stored in the game value number storage means to a game value lending device by means of the game value lending device communication means, When the number of game values stored in the game value number storage means exceeds a predetermined number, the state is switched to a second counting mode in which the number of game values stored in the game value number storage means is transmitted to the game value lending device, A gaming machine characterized in that, in a state of the second counting mode, when the number of game values stored in the game value number storage means falls below a predetermined number, the second counting mode is cancelled.

2. When it is detected that the counting switch has been pressed, when the state is the second counting mode, the second counting mode is cancelled and switched to the first counting mode, the gaming machine according to claim 1.

Citation Information

Patent Citations

  • Game machine

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  • Slot machine

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