Slot machine
By integrating a main control board to manage commands and reduce the workload on the sub-control board, the slot machine addresses the increased control load issue, allowing for efficient execution of diverse effects.
Patent Information
- Application Number
- JP2024013271
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-31
- Publication Date
- 2025-08-13
AI Technical Summary
Existing slot machines face increased control load on the sub-control board due to the implementation of various effects, necessitating additional components like real-time clocks, which further burden the sub-control board.
The slot machine design includes a main control board that communicates with a sub-control board, a presentation control board, a display board, and a reading mechanism, allowing the main control board to manage commands and reduce the sub-control board's workload through coordinated processes for lottery, information generation, and presentation execution.
This configuration effectively reduces the control load on the sub-control board, enabling the slot machine to execute diverse effects while maintaining efficient operation.
Smart Images

Figure 2025118135000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a slot machine. [Background technology]
[0002] Conventionally, slot machines, which are a type of gaming machine, bet medals and operate the start lever, and after a winning combination is drawn, the reels begin to spin. Next, by operating the stop button, the spinning of the reels stops, and if a winning combination is achieved, medals are paid out to the player.
[0003] There is known a slot machine equipped with a main control board that controls gameplay and a sub-control board that controls presentation (see, for example, Patent Document 1). In such a slot machine, the sub-control board controls the game effect lamps, LCD display, speakers, and fluorescent lights, while the main control board controls the credit display that notifies information that affects the progress of the game. This reduces the control burden on the main control board, while providing a slot machine that can provide the player with the information necessary for game progress, regardless of whether or not another control board malfunctions, as long as the main control board is operating normally.
[0004] Recently, slot machines have become known that can substantially synchronize the timing of effects on each slot machine (see, for example, Patent Document 2). Such slot machines are equipped with a real-time clock on the sub-control board, and the effect start time is determined based on a reference clock and the effect start time interval, and stored in memory. After the slot machine is powered on, it starts a pre-prepared effect process at the effect start time stored in memory. This allows multiple slot machines installed in an arcade to produce effects with a sense of unity. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-119639 [Patent Document 2] Patent No. 5625206 Summary of the Invention [Problem to be solved by the invention]
[0006] However, while the slot machine disclosed in Patent Document 1 is capable of reducing the control load on the main control board, there is room for improvement in that the control load on the sub-control board increases.
[0007] In particular, in recent years, slot machines capable of executing a variety of effects have been manufactured and sold in order to differentiate themselves from other companies' machines. To manufacture a slot machine capable of executing a variety of effects, it is necessary to install a new element (a real-time clock in Patent Document 2) like the slot machine disclosed in Patent Document 2. This increases the control load on the sub-control board, leaving room for improvement.
[0008] The present invention has been made in consideration of the above circumstances, and has an object to provide a slot machine that can reduce the control load on the sub-control board. [Means for solving the problem]
[0009] In order to solve such problems, the slot machine of the present invention is a slot machine equipped with a main control means capable of executing control related to games, a sub-control means capable of communicating with the main control means, a presentation control means capable of executing control related to presentations, a display means capable of displaying read information, and a reading means capable of reading the read information displayed on the display means, wherein the main control means is capable of sending commands to the sub-control means, and the sub-control means is capable of executing a lottery process in response to receiving the command from the main control means, a generation process in which the read information is generated in response to the command received from the main control means and the result of the lottery process, and a display process in which the read information generated by the generation process is displayed on the display means, and the presentation control means is capable of executing a presentation determination process in which a presentation is determined in response to the read information read by the reading means, and a presentation execution process in which the presentation determined by the presentation determination process is executed.
[0010] Furthermore, the slot machine of the present invention is a slot machine equipped with a main control means capable of executing control related to games, a medal count control means capable of executing control related to gaming value, a sub-control means capable of communicating with the main control means, a presentation control means capable of executing control related to presentation, a display means capable of displaying read information, and a reading means capable of reading the read information displayed on the display means, wherein the main control means is capable of sending commands to the medal count control means, and the medal count control means is capable of sending the commands received from the main control means to the sub-control means, and the sub-control means is capable of executing a lottery process that conducts a lottery in response to receiving the command from the medal count control means, a generation process that generates the read information in response to the command received from the medal count control means and the result of the lottery process, and a display process that displays the read information generated by the generation process on the display means, and the presentation control means is capable of executing a presentation determination process that determines a presentation in response to the read information read by the reading means, and a presentation execution process that executes the presentation determined by the presentation determination process.
[0011] Furthermore, the slot machine of the present invention comprises a main control means capable of executing control related to games, a medal count control means capable of executing control related to gaming value, a sub-control means capable of communicating with the main control means, a presentation control means capable of executing control related to presentation, a display means capable of displaying read information, and a reading means capable of reading the read information displayed on the display means, wherein the main control means is capable of sending commands to the sub-control means, and the medal count control means is capable of sending commands to the sub-control means that are different from the commands sent by the main control means, and the sub-control means is capable of executing a lottery process that draws a lottery in response to receiving a command, a generation process that generates the read information in response to the received command and the result of the lottery process, and a display process that displays the read information generated by the generation process on the display means, and the presentation control means is capable of executing a presentation determination process that determines a presentation in response to the read information read by the reading means, and a presentation execution process that executes the presentation determined by the presentation determination process.
[0012] Furthermore, the slot machine of the present invention comprises an image display means capable of displaying an image related to the effect, a lighting means capable of lighting in a light emitting pattern related to the effect, and a sound output means capable of outputting a sound related to the effect, and the effect control means controls at least one of the image display means, the lighting means, and the sound output means by the effect execution process in accordance with the effect determined by the effect determination process. [Effects of the Invention]
[0013] According to the present invention, it is possible to provide a slot machine that can reduce the control load on the sub-control board. [Brief explanation of the drawings]
[0014] [Figure 1] FIG. 2 is a front view of the slot machine and the card unit. [Figure 2]FIG. 2 is a front view of the box portion of the slot machine. [Figure 3] FIG. 2 is a rear view of the door portion of the slot machine. [Figure 4] XX cross-sectional view of the slot machine. [Figure 5] FIG. 1 is a block diagram of a slot machine and a card unit. [Figure 6] 1 is a diagram illustrating the arrangement of symbols on the left reel, center reel, and right reel. [Figure 7] FIG. 10 is a diagram illustrating a combination of symbols. [Figure 8] FIG. 10 is a diagram illustrating the transition of game states. [Figure 9] FIG. 10 is a diagram explaining the number of places allocated to winning combinations. [Figure 10] This is a diagram explaining the relationship between winning combinations, the order in which the stop buttons are operated, and the combinations of symbols. [Figure 11] FIG. 10 is a diagram illustrating mode transitions. [Figure 12] FIG. 10 is a diagram illustrating a power-on process. [Figure 13] FIG. 10 is a diagram illustrating a main process. [Figure 14] FIG. 10 is a diagram illustrating the game start acceptance process. [Figure 15] FIG. 10 is a diagram illustrating an interrupt process. [Figure 16] FIG. 10 is a diagram illustrating a counting process. [Figure 17] FIG. 10 is a diagram illustrating a lending process. [Figure 18] FIG. 10 is a diagram illustrating a lending command receiving process. [Figure 19] FIG. 10 is a diagram illustrating a replay command receiving process. [Figure 20] FIG. 10 is a diagram illustrating the main processing of the sub-control board. [Figure 21] FIG. 10 is a diagram illustrating the main processing of the performance control board. [Figure 22] FIG. 10 is a diagram illustrating the interrupt processing of the performance control board. [Figure 23]A diagram explaining the types of commands sent from the main control board to the medal count control board. [Figure 24] A diagram explaining the gaming machine installation information command sent from the main control board to the medal count control board. [Figure 25] A diagram explaining the gaming machine characteristics of the gaming machine installation information command sent from the main control board to the medal count control board. [Figure 26] This is a diagram explaining the reel information command sent from the main control board to the medal count control board. [Figure 27] This is a diagram explaining the reel operation information of the reel information command sent from the main control board to the medal count control board. [Figure 28] A diagram explaining the advantageous zone information command sent from the main control board to the medal count control board. [Figure 29] A diagram explaining the advantageous zone information of the advantageous zone information command sent from the main control board to the medal count control board. [Figure 30] 10 is a diagram illustrating a medal count command sent from the main control board to the medal count control board. FIG. [Figure 31] A diagram explaining the medal count settlement command sent from the main control board to the medal count control board. [Figure 32] A diagram explaining the game start command sent from the main control board to the medal count control board. [Figure 33] A diagram explaining the game end command sent from the main control board to the medal count control board. [Figure 34] A diagram explaining the payout command sent from the main control board to the medal count control board. [Figure 35] A diagram explaining the jackpot command sent from the main control board to the medal count control board. [Figure 36] A diagram explaining information regarding hall computer signals transmitted from the main control board to the medal count control board. [Figure 37]FIG. 10 is a diagram illustrating a gaming machine fraud command (first) transmitted from the main control board to the medal count control board. [Figure 38] 10 is a diagram illustrating the setting information of the gaming machine incorrect command (first) transmitted from the main control board to the medal count control board. FIG. [Figure 39] FIG. 10 is a diagram illustrating a gaming machine fraud command (second) transmitted from the main control board to the medal count control board. [Figure 40] 10 is a diagram illustrating the door opening information of the gaming machine unauthorized command (second) transmitted from the main control board to the medal count control board. FIG. [Figure 41] FIG. 10 is a diagram illustrating a gaming machine incorrect command (third) transmitted from the main control board to the medal count control board. [Figure 42] A diagram explaining the main control status command sent from the main control board to the medal count control board. [Figure 43] A diagram explaining the main control board error command sent from the main control board to the medal count control board. [Figure 44] A diagram explaining the error number sent from the main control board to the medal count control board. [Figure 45] A diagram explaining the types of commands sent from the medal count control board to the main control board. [Figure 46] A diagram explaining the response command transmitted from the medal count control board to the main control board. [Figure 47] A diagram explaining the medal count side information command transmitted from the medal count control board to the main control board. [Figure 48] FIG. 10 is a diagram illustrating a telegram between the slot machine and the card unit. [Figure 49] 10A and 10B are diagrams illustrating gaming machine information notifications communicated between a slot machine and a card unit. [Figure 50] A figure explaining the type of gaming machine numbered "4" from the information included in the gaming machine information notification output by the slot machine. [Figure 51]10 is a diagram illustrating gaming machine information included in a telegram when gaming machine performance information is set in a gaming machine information notification. FIG. [Figure 52] 10 is a diagram illustrating gaming machine information included in a telegram when gaming machine installation information is set, among gaming machine information notifications. FIG. [Figure 53] This is a diagram explaining the gaming machine information included in the telegram when hall control fraud monitoring information is set among the gaming machine information notifications. [Figure 54] FIG. 10 is a diagram illustrating a basic communication sequence between the slot machine and the card unit. [Figure 55] FIG. 10 is a diagram illustrating a sequence when the slot machine is started up before the card unit. [Figure 56] FIG. 10 is a diagram illustrating a sequence when the card unit is started up before the slot machine. [Figure 57] 10A and 10B are diagrams illustrating a counting notification sequence between a slot machine and a card unit. [Figure 58] 10A and 10B are diagrams illustrating a lending notification sequence between a slot machine and a card unit. [Figure 59] FIG. 10 is a diagram illustrating a recovery sequence when a dedicated interface between a slot machine and a card unit is disconnected. [Figure 60] 10 is a diagram illustrating a sequence when a communication abnormality occurs between the slot machine and the card unit during counting. FIG. [Figure 61] FIG. 10 is a diagram illustrating a sequence when a communication error occurs between a slot machine and a card unit during lending. [Figure 62] FIG. 10 is a diagram illustrating the effect table before updating. [Figure 63] FIG. 10 is a diagram illustrating the updated effect table. [Figure 64] FIG. 10 is a diagram illustrating a simple chart for executing a performance. [Figure 65] FIG. 10 is a diagram illustrating a simple chart for updating effect data. [Figure 66] FIG. 10 is a diagram illustrating a simplified chart when update data is received during a game. [Figure 67] FIG. 10 is a diagram illustrating a simplified chart for when a game is played while the performance data is being updated. [Figure 68] FIG. 10 is a diagram illustrating the animation until the performance data is updated. [Figure 69] FIG. 10 is a diagram illustrating an animation that appears when update data is received during a game. [Figure 70] FIG. 10 is a diagram illustrating an animation that occurs when update data is received during an error. [Figure 71] FIG. 10 is a diagram illustrating an animation that occurs when a game is played while the performance data is being updated. [Figure 72] FIG. 10 is a diagram illustrating the animation effect executed in normal mode. [Figure 73] FIG. 10 is a diagram illustrating the animation effect executed in the pseudo bonus mode. [Figure 74] A diagram explaining the animation effects executed in AT mode. [Figure 75] 10A and 10B are diagrams illustrating the animation of the effects executed in CZ mode. [Figure 76] FIG. 10 is a diagram illustrating a specific effect. [Figure 77] FIG. 10 is a diagram illustrating a simplified chart of specific errors. [Figure 78] 10A and 10B are diagrams illustrating animations when notifying a specific error. [Figure 79] FIG. 10 is a diagram illustrating a simplified chart in the second embodiment. [Figure 80] FIG. 10 is a diagram illustrating a simplified chart in the third embodiment. [Figure 81] FIG. 10 is a diagram illustrating a simplified chart (part 1) in the fourth embodiment. [Figure 82] FIG. 13 is a diagram illustrating a simplified chart (part 2) in the fourth embodiment. [Figure 83] FIG. 13 is a diagram illustrating a simplified chart (part 3) in the fourth embodiment. [Figure 84]FIG. 11 is a rear view of the door portion of the slot machine according to the fifth embodiment. [Figure 85] FIG. 13 is a block diagram of a slot machine and a card unit according to a fifth embodiment. [Figure 86] FIG. 13 is a diagram illustrating a simplified chart of a specific error in the fifth embodiment. [Figure 87] FIG. 13 is a block diagram of a slot machine and a card unit according to a sixth embodiment. [Figure 88] FIG. 13 is a block diagram of a slot machine and a card unit according to a seventh embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0015] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A slot machine according to the present invention will be described below with reference to the following examples.
[0016] [Configuration of slot machine 1 and card unit CU] FIG. 1 is a front view of the slot machine 1 and the card unit CU.
[0017] A plurality of gaming islands are installed in a gaming parlor, and each island is equipped with a slot machine 1. A card unit CU is installed at a predetermined side position of the slot machine 1 corresponding to the slot machine 1. The slot machine 1 comprises a box portion 1A and a door portion 1B attached to the front of the box portion 1A so as to be able to open and close.
[0018] The slot machine 1 in this embodiment is not provided with a medal insertion slot for inserting medals or a medal payout outlet from which medals are paid out. In addition, the slot machine 1 in this embodiment is not provided with a medal selector for detecting the passage of medals or a hopper for storing medals.
[0019] For this reason, the slot machine 1 in this embodiment uses electromagnetically stored information (hereinafter referred to as "game value") when playing games, without using medals. When starting a game, game value is bet instead of medals, and if a win is achieved, game value is awarded instead of medals being paid out. For the sake of convenience in the following explanation, game value may be simply referred to as "medals."
[0020] A start lever 2, a bet button 3, a max bet button 4, a left stop button 5, a center stop button 6, a right stop button 7, and a settlement button 8 are arranged on a base provided in the center of the slot machine 1.
[0021] The start lever 2 is a lever that accepts a player's operation to start a game. When the start lever 2 is operated after medals (game value) have been bet, the left reel 15, center reel 16, and right reel 17 start to rotate.
[0022] The bet button 3 is a button that accepts a bet operation by a player. When the bet button 3 is operated, one medal (game value) is bet from the medals (game value) stored in the slot machine 1.
[0023] The MAX BET button 4 is a button that accepts a MAX BET operation by the player. When the MAX BET button 4 is operated, 3 medals (game value), which is the maximum number that can be bet in one game, is bet from the medals (game value) stored in the slot machine 1.
[0024] The left stop button 5, center stop button 6, and right stop button 7 are arranged side by side and are buttons that accept stop operations to stop the left reel 15, center reel 16, and right reel 17 while they are spinning. The left stop button 5, center stop button 6, and right stop button 7 are provided corresponding to the left reel 15, center reel 16, and right reel 17, respectively, and when the left stop button 5 is operated, the left reel 15 stops while it is spinning. When the center stop button 6 is operated, the center reel 16 stops while it is spinning. When the right stop button 7 is operated, the right reel 17 stops while it is spinning.
[0025] The settlement button 8 is a button that accepts a settlement operation to settle the betted medals (game value). When the settlement button 8 is operated when the betted medals (game value) are 1, 1 medal (game value) is settled, and when the settlement button 8 is operated when the betted medals (game value) are 3, 3 medals (game value) are settled.
[0026] A bet lamp 9, a payout number indicator 10, and an instruction information indicator 11 are arranged on the base of the slot machine 1.
[0027] The bet lamps 9 are lamps that indicate the value of the bet medals (game value). The bet lamps 9 include a first bet lamp 9A that lights up when the bet medals (game value) are 1, a second bet lamp 9B that lights up when the bet medals (game value) are 2, and a third bet lamp 9C that lights up when the bet medals (game value) are 3.
[0028] Specifically, when the number of medals bet (game value) is 1, only the first bet lamp 9A lights up. When the number of medals bet (game value) is 2, the first bet lamp 9A and the second bet lamp 9B light up. When the number of medals bet (game value) is 3, the first bet lamp 9A, the second bet lamp 9B, and the third bet lamp 9C all light up. When the number of medals bet (game value) is 0, the first bet lamp 9A, the second bet lamp 9B, and the third bet lamp 9C all turn off.
[0029] The payout number indicator 10 is an indicator that notifies the number (value) of medals (awarded gaming value) that will be paid out upon winning, and is configured with a two-digit seven-segment LED.
[0030] The instruction information display 11 is a display that notifies information about the operation of the left stop button 5, the middle stop button 6, and the right stop button 7 (for example, the order of operation), and is composed of a two-digit seven-segment LED.
[0031] A left reel 15, a center reel 16, and a right reel 17 are arranged horizontally inside the slot machine 1. Of the symbols arranged on the left reel 15, the center reel 16, and the right reel 17, three consecutive symbols can be seen through the window 1C.
[0032] The image display device 18 is capable of displaying various images. The image display device 18 is capable of displaying effect images related to effects, error images notifying of errors, and demo images notifying that a game is not being played.
[0033] The performance LEDs 19 are capable of emitting light in a variety of light emission patterns. The performance LEDs 19 are capable of emitting light according to the performance being executed. The performance LEDs 19 include a left performance LED 19A arranged on the left side of the door section 1B and a right performance LED 19B arranged on the right side of the door section 1B.
[0034] The speakers 20 are capable of emitting a variety of sounds. The speakers 20 are capable of emitting effects sounds related to effects (e.g., background music), error sounds that notify of errors, etc. The speakers 20 include an upper left speaker 20A, an upper right speaker 20B, a lower left speaker 20C, and a lower right speaker 20D.
[0035] On the base of the slot machine 1, an effect button 22, a volume adjustment button 23, and a light intensity adjustment button 24 are arranged.
[0036] The effect button 22 is a button that accepts operation by the player when an effect is being executed, etc. When the effect button 22 is operated when it is possible to select the effect to be executed, the effect to be executed is selected. When the effect button 22 is operated when a first effect image is displayed on the image display device 18, a second effect image is displayed on the image display device 18. When the effect button 22 is operated while not playing, a menu image is displayed on the image display device 18.
[0037] The volume adjustment button 23 is a button that accepts an operation to adjust the volume (soft volume value) of the sound output from the speaker 20. When the volume adjustment button 23 is operated, the volume is incremented by 1, and when the volume adjustment button 23 is operated when the volume is at the maximum value, the volume is updated to the minimum value.
[0038] Although not shown, a volume knob is provided inside the slot machine 1 for accepting an operation to adjust the volume (hard volume value) of the sound output from the speaker 20. That is, the volume of the sound output from the speaker 20 is adjusted by the volume adjustment button 23 and the volume knob.
[0039] The volume adjustment button 23 may include a volume down button that accepts an operation to decrease the volume and a volume up button that accepts an operation to increase the volume, and the volume may be adjusted using the volume down button and the volume up button.
[0040] The light intensity adjustment button 24 is a button that accepts an operation to adjust the light intensity of the image display device 18 and the performance LED 19. When the light intensity adjustment button 24 is operated, the light intensity is incremented by 1, and when the light intensity adjustment button 24 is operated when the light intensity is at its maximum value, the light intensity is updated to its minimum value.
[0041] The light intensity adjustment button 24 may be provided with a light intensity decrease button that accepts an operation to decrease the light intensity and a light intensity increase button that accepts an operation to increase the light intensity, and the light intensity may be adjusted using the light intensity decrease button and the light intensity increase button.
[0042] A counting button 26, a medal number display 27, and a counting notification LED 28 are arranged on the base of the slot machine 1.
[0043] The count button 26 is a button that accepts an operation to count the value of the player's medals (game value) stored in the slot machine 1. The value of the medals (game value) counted by operating the count button 26 is stored in a card (e.g., a membership card, a visitor card).
[0044] The medal count display 27 is a display that displays the value of the player's medals (game value) stored in the slot machine 1. The medal count display 27 is configured with a 5-digit 7-segment LED.
[0045] The counting notification LED 28 is provided to notify whether it is possible / impossible to accept operation of the counting button 26. The counting notification LED 28 lights up when it is possible to accept operation of the counting button 26, and turns off when it is not possible to accept operation of the counting button 26.
[0046] The card unit CU is provided with a lending button 33, a card return button 34, a replay button 35, a bill insertion slot 36, a card insertion slot 37, and a lending indicator 38.
[0047] The loan button 33 is a button that accepts a player's operation to loan medals (game value). When the loan button 33 is operated, medals (game value) are loaned according to the balance recorded on the card inserted into the card insertion slot 37.
[0048] The card return button 34 is a button that accepts a card return operation by the player. When the card return button 34 is operated, the value of the medals (game value) at the end of the game is stored, and then the card is ejected from the card insertion slot 37. The value of the medals (game value) at the end of the game is calculated by subtracting the value of the lent medals (game value) from the value of the medals (game value) stored when the card was inserted into the card insertion slot 37, and adding the value of the medals (game value) counted when the count button 26 was operated.
[0049] The replay button 35 is a button that accepts a replay operation by the player. When the replay button 35 is operated, a replay can be performed using part of the value of the medals (game value) that are linked to and stored in association with the card inserted into the card insertion slot 37.
[0050] The bill insertion slot 36 is an insertion slot into which bills necessary to receive a loan of medals (game value) are inserted. If the bill inserted into the bill insertion slot 36 is a normal bill, it is possible to lend medals (game value). If the bill inserted into the bill insertion slot 36 is not a normal bill, it is not possible to lend medals (game value), and the inserted bill is returned.
[0051] Cards required for lending medals (game value) or for replaying are inserted into the card insertion slot 37. If the card inserted into the card insertion slot 37 is a normal card, it is possible to lend medals (game value) or replay. If the card inserted into the card insertion slot 37 is not a normal card, it is not possible to lend medals (game value) or replay, and the inserted card is returned.
[0052] The lending display 38 can display various information such as the card balance and medal (game value) value stored in the card inserted into the card insertion slot 37. The lending display 38 has a transparent touch panel on its surface, and various operation information can be input by touching the various display items displayed on the lending display 38.
[0053] [Front view of box 1A of slot machine 1] Next, FIG. 2 is a front view of the box portion 1A of the slot machine 1. As shown in FIG.
[0054] The setting key insertion section 13 is a keyhole into which a setting key is inserted to change the setting value. When a setting key is inserted into the setting key insertion section 13 and rotated a predetermined angle, a detection signal is output from the setting key switch 13A to the main control board 50. The setting value indicates the degree of advantage to the player, and is also an important value for the gaming establishment from the perspective of controlling the profits of the gaming establishment.
[0055] The reset button 14 is a button that is operated when clearing the storage area of the main RAM 53. The reset button 14 is also a button that is operated when changing a setting value.
[0056] The left reel 15, center reel 16, and right reel 17 are rotated by the corresponding left reel motor 15A, center reel motor 16A, and right reel motor 17A, respectively. As a result, the symbols depicted on the left reel 15, center reel 16, and right reel 17 are displayed in a variably manner in the window 1C. When the left reel 15, center reel 16, and right reel 17 stop rotating, three consecutive symbols depicted on each reel are derived and displayed, and when the left reel 15, center reel 16, and right reel 17 all stop rotating, a total of nine symbols are derived and displayed.
[0057] The medal count clear button 25 is a button that is operated when clearing the player's medals (game value) stored in the slot machine 1. When the medal count clear button 25 is operated when the slot machine 1 is turned on, the player's medals (game value) stored in the slot machine 1 are cleared.
[0058] The role ratio monitor 29 is a monitor on which role ratio information is displayed. The role ratio information is a numerical value that indicates the performance of the slot machine 1. The numerical values that indicate the performance of the slot machine 1 include the instructed role payout ratio to the total cumulative payout number, the consecutive role payout ratio for 6000 games, the role payout ratio for 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number.
[0059] The power button 32 is a button that receives power-on for the slot machine 1. When the power button 32 is operated, a DC voltage is generated according to the power supplied from an external source, and is supplied to the main control board 50, the sub-control board 60, and the medal count control board 70.
[0060] The main control board 50 is housed in a main control board case (not shown) and is a board that mainly controls games.
[0061] The reel board 54 is connected to the left reel motor 15A, center reel motor 16A, and right reel motor 17A, and controls the left reel 15, center reel 16, and right reel 17 by controlling the acceleration, constant speed, deceleration, and stopping of the left reel motor 15A, center reel motor 16A, and right reel motor 17A.
[0062] The interlocking LCD 64 is installed inside the box portion 1A and is a display device that displays information (e.g., a two-dimensional code) generated in response to a command (signal) received from the main control board 50. The two-dimensional code displayed by the interlocking LCD 64 is read by the interlocking camera 104. The interlocking LCD 64 may be any display device as long as it has a configuration that allows it to display information generated in response to a command (signal) received from the main control board 50. The position and orientation at which the interlocking LCD 64 is installed may be any position and orientation as long as the interlocking camera 104 can read the information displayed on the interlocking LCD 64 (e.g., the interlocking LCD 64 may be installed on the door portion 1B side instead of the box portion 1A side).
[0063] The medal count control board 70 is housed in a medal count control board case (not shown), and is a board that mainly controls the gaming value possessed by the player.
[0064] The power supply board 80 is a board that generates and supplies drive power to the various electrical components that make up the slot machine 1. The power supply board 80 is supplied with AC 100V power from an external source, and generates DC voltage from this AC 100V power supply that is necessary to drive the various electrical components that make up the slot machine 1, and supplies this to the main control board 50, the sub-control board 60, and the medal count control board 70.
[0065] Interlocking camera 104 is installed inside box 1A and is a camera that reads the two-dimensional code displayed on interlocking LCD 64. Note that interlocking camera 104 may be any camera that is capable of reading the information displayed on interlocking LCD 64. Furthermore, the position and orientation at which interlocking camera 104 is installed may be any position and orientation as long as it is capable of reading the two-dimensional code displayed on interlocking LCD 64 (for example, interlocking camera 104 may be installed on the door portion 1B side instead of the box portion 1A side).
[0066] [Rear view of door 1B of slot machine 1] Next, FIG. 3 is a rear view of the door portion 1B of the slot machine 1. As shown in FIG.
[0067] The relay board 55 is a board connected to the various switches connected thereto. When a detection signal is input from the various switches, the relay board 55 outputs the detection signal to the main control board 50 and the medal count control board 70.
[0068] The relay board 55 is connected to the bet lamp 9, payout number display 10, and instruction information display 11. The relay board 55 controls the bet lamp 9, payout number display 10, and instruction information display 11 based on signals input from the main control board 50.
[0069] The relay board 55 is connected to the door opening detection sensor 12. When a detection signal is input from the door opening detection sensor 12, the relay board 55 outputs a detection signal to the main control board 50 and the medal count control board 70.
[0070] The sub-control board 60 is housed in a sub-control board case (not shown) and is a board that controls the generation of information (in this embodiment, a two-dimensional code) in response to commands (signals) received from the main control board 50.
[0071] [Cross-section of slot machine 1] Next, FIG. 4 is a cross-sectional view of the slot machine 1 taken along the line XX.
[0072] 4, the interlocking LCD 64 and the interlocking camera 104 are installed (housed) inside the slot machine 1. Therefore, it is impossible to touch the interlocking LCD 64 or the interlocking camera 104 without opening the door portion 1B, so there is no risk of the interlocking camera 104 being blocked by a player or a store employee when reading the two-dimensional code displayed on the interlocking LCD 64. This allows the two-dimensional code displayed on the interlocking LCD 64 to be read properly.
[0073] Since the interlocking LCD 64 and the interlocking camera 104 are installed (housed) inside the slot machine 1, there is a risk of heat building up inside the slot machine 1, so it is desirable to provide a heat dissipation hole in the box part 1A. If the heat dissipation hole is provided on the front side of the slot machine 1, there is a risk that a cheater may insert a cheating tool into the heat dissipation hole, so it is desirable to provide the heat dissipation hole on the back side of the box part 1A.
[0074] [Block diagram of slot machine 1 and card unit CU] Next, FIG. 5 is a block diagram of the slot machine 1 and the card unit CU.
[0075] The slot machine 1 is provided with a main control board 50, a sub-control board 60, a medal count control board 70, and a power supply board 80.
[0076] The main control board 50 is equipped with a main control unit 50A consisting of a main CPU 51 as the control center, a main ROM 52 that stores programs and control data for the main CPU 51 to operate, and a main RAM 53 that functions as a work area for the main CPU 51, and is connected to a setting key switch 13A, a reset switch 14A, a reel board 54, a relay board 55, a sub-control board 60, a medal count control board 70, and a power supply board 80.
[0077] The setting key switch 13A is a switch that detects the operation of a key inserted into the setting key insertion portion 13. When the setting key switch 13A detects the operation of a key inserted into the setting key insertion portion 13, it outputs a detection signal to the main control board 50.
[0078] The reset switch 14A is a switch that detects the operation of the reset button 14. The reset switch 14A outputs a detection signal to the main control board 50 when it detects the operation of the reset button 14.
[0079] A left reel motor 15A, a center reel motor 16A, and a right reel motor 17A are connected to the reel board 54. The left reel motor 15A controls the drive of the left reel 15. The center reel motor 16A controls the drive of the center reel 16. The right reel motor 17A controls the drive of the right reel 17.
[0080] The relay board 55 is connected to a start switch 2A, a bet switch 3A, a max bet switch 4A, a left stop switch 5A, a middle stop switch 6A, a right stop switch 7A, a settlement switch 8A, a bet lamp 9, a payout number display 10, an instruction information display 11, and a door opening detection sensor 12.
[0081] The start switch 2A is a switch that detects the operation of the start lever 2. When the start switch 2A detects the operation of the start lever 2, it outputs a detection signal to the relay board 55. When the detection signal is input from the start switch 2A, the relay board 55 outputs a detection signal to the main control board 50.
[0082] The bet switch 3A is a switch that detects the operation of the bet button 3. When the bet switch 3A detects the operation of the bet button 3, it outputs a detection signal to the relay board 55. When the detection signal is input from the bet switch 3A, the relay board 55 outputs the detection signal to the main control board 50.
[0083] The max bet switch 4A is a switch that detects the operation of the max bet button 4. When the max bet switch 4A detects the operation of the max bet button 4, it outputs a detection signal to the relay board 55. When the detection signal is input from the max bet switch 4A, the relay board 55 outputs a detection signal to the main control board 50.
[0084] The left stop switch 5A is a switch that detects the operation of the left stop button 5. When the left stop switch 5A detects the operation of the left stop button 5, it outputs a detection signal to the relay board 55. When the detection signal is input from the left stop switch 5A, the relay board 55 outputs a detection signal to the main control board 50.
[0085] The middle stop switch 6A is a switch that detects the operation of the middle stop button 6. When the middle stop switch 6A detects the operation of the middle stop button 6, it outputs a detection signal to the relay board 55. When the detection signal is input from the middle stop switch 6A, the relay board 55 outputs a detection signal to the main control board 50.
[0086] The right stop switch 7A is a switch that detects the operation of the right stop button 7. When the right stop switch 7A detects the operation of the right stop button 7, it outputs a detection signal to the relay board 55. When the detection signal is input from the right stop switch 7A, the relay board 55 outputs a detection signal to the main control board 50.
[0087] The settlement switch 8A is a switch that detects the operation of the settlement button 8. When the settlement switch 8A detects the operation of the settlement button 8, it outputs a detection signal to the relay board 55. When the detection signal is input from the settlement switch 8A, the relay board 55 outputs a detection signal to the main control board 50.
[0088] The door opening detection sensor 12 is a sensor that detects the opening of the door section 1B. When the door opening detection sensor 12 detects the opening of the door section 1B, it outputs a detection signal to the relay board 55 and the medal count control board 70. When the detection signal is input from the door opening detection sensor 12, the relay board 55 outputs a detection signal to the main control board 50.
[0089] The sub-control board 60 is equipped with a sub-control unit 60A consisting of a sub-CPU 61 as the control center, a sub-ROM 62 that stores programs and control data for the sub-CPU 61 to operate, and a sub-RAM 63 that functions as a work area for the sub-CPU 61, and is connected to an interlocking LCD 64.
[0090] The reel LEDs 21 are provided in the left reel 15, the center reel 16, and the right reel 17, and are capable of illuminating the symbols drawn on the left reel 15, the center reel 16, and the right reel 17 from behind. This makes the symbols drawn on the left reel 15, the center reel 16, and the right reel 17 easier to see.
[0091] The effect switch 22A is a switch that detects the operation of the effect button 22. When the effect switch 22A detects the operation of the effect button 22, it outputs a detection signal to the sub-control board 60. When a detection signal is input from the effect switch 22A when the effect to be executed can be selected, the sub-control board 60 performs a process to select the effect to be executed. When a detection signal is input from the effect switch 22A while a first effect image is being displayed on the image display device 18, the sub-control board 60 performs a process to switch the first effect image displayed on the image display device 18 to a second effect image. When a detection signal is input from the effect switch 22A while a game is not being played, the sub-control board 60 performs a process to display a menu image on the image display device 18.
[0092] The volume adjustment switch 23A is a switch that detects operation of the volume adjustment button 23. When the volume adjustment switch 23A detects operation of the volume adjustment button 23, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the volume adjustment switch 23A, the sub-control board 60 performs a process of adjusting the volume of the sound output from the speaker 20 (specifically, the soft volume value).
[0093] The light intensity adjustment switch 24A is a switch that detects operation of the light intensity adjustment button 24. When the light intensity adjustment switch 24A detects operation of the light intensity adjustment button 24, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the light intensity adjustment switch 24A, the sub-control board 60 performs processing to adjust the light intensity of the image display device 18 and the performance LED 19.
[0094] The medal count control board 70 is equipped with a medal count control unit 70A consisting of a medal count CPU 71 as the control center, a medal count ROM 72 that stores programs and control data for the medal count CPU 71 to operate, and a medal count RAM 73 that functions as a work area for the medal count CPU 71, and is connected to a door opening detection sensor 12, a medal count clear switch 25A, a counting switch 26A, a medal count display 27, a counting notification LED 28, a role ratio monitor 29, a backup memory 30, and a connection terminal board 31.
[0095] The medal count clear switch 25A is a switch that detects operation of the medal count clear button 25. When the medal count clear switch 25A detects operation of the medal count clear button 25, it outputs a detection signal to the medal count control board 70. When a detection signal is input from the medal count clear switch 25A, the medal count control board 70 performs processing to clear the player's medals (game value) stored in the medal count RAM 73.
[0096] The counting switch 26A is a switch that detects operation of the counting button 26. When the counting switch 26A detects operation of the counting button 26, it outputs a detection signal to the medal count control board 70. When the detection signal is input from the counting switch 26A, the medal count control board 70 performs processing to count the medals (game value) of the player that are stored in the medal count RAM 73.
[0097] The backup memory 30 stores the role ratio information displayed on the role ratio monitor 29. The medal count control board 70 updates the value of the storage area of the backup memory 30 by performing a process of storing the role ratio information in the backup memory 30 in response to a command received from the main control board 50.
[0098] The connection terminal board 31 is a board for relaying communication between the slot machine 1 and the card unit CU. The slot machine 1 and the card unit CU are connected for communication via an asynchronous serial communication port.
[0099] The power supply board 80 generates a driving power supply and supplies this driving power supply to the main control board 50, the sub-control board 60, and the medal count control board 70. The power supply board 80 is connected to a power switch 32A.
[0100] The power switch 32A is a switch that detects the operation of the power button 32. The power switch 32A outputs a detection signal to the power supply board 80 when it detects the operation of the power button 32.
[0101] The performance control board 100 is equipped with a performance control unit 100A, which is composed of a performance CPU 101 as a control center, a performance ROM 102 that stores programs and control data for the performance CPU 101 to operate, and a performance RAM 103 that functions as a work area for the performance CPU 101. To this, an image display device 18, performance LEDs 19, a speaker 20, a reel LED 21, a performance switch 22A, a volume adjustment switch 23A, a light intensity adjustment switch 24A, and a linked camera 104 are connected. The performance control board 100 is also capable of communicating with an external server 105. The performance control board 100 is provided independently of the main control board 50, the sub-control board 60, and the medal count control board 70. This allows for cost reductions when replacing a machine by simply replacing the parts that are subject to type testing (e.g., left reel 15, center reel 16, right reel 17, and main control board 50) and using the parts of the performance control board 100 as is.
[0102] The card unit CU is provided with a unit control board 90.
[0103] The unit control board 90 is equipped with a unit control unit 90A consisting of a unit CPU 91 as the control center, a unit ROM 92 that stores programs and control data for the unit CPU 91 to operate, and a unit RAM 93 that functions as a work area for the unit CPU 91, and is connected to a loan switch 33A, a card return switch 34A, a replay switch 35A, a banknote identification sensor 36A, a card identification sensor 37A, and a loan indicator 38.
[0104] The lending switch 33A is a switch that detects the operation of the lending button 33. When the lending switch 33A detects the operation of the lending button 33, it outputs a detection signal to the unit control board 90. When the detection signal is input from the lending switch 33A, the unit control board 90 performs a process of lending medals (game value) to the player.
[0105] The card return switch 34A is a switch that detects operation of the card return button 34. When the card return switch 34A detects operation of the card return button 34, it outputs a detection signal to the unit control board 90. When the unit control board 90 receives the detection signal from the card return switch 34A, it performs a process to return the card to the player.
[0106] The replay switch 35A is a switch that detects operation of the replay button 35. When the replay switch 35A detects operation of the replay button 35, it outputs a detection signal to the unit control board 90. When the detection signal is input from the replay switch 35A, the unit control board 90 performs a replay process in which medals (game value) are loaned to the player.
[0107] The bill identification sensor 36A is a sensor that identifies bills inserted into the bill insertion slot 36. The bill identification sensor 36A identifies the inserted bill and outputs the identification result to the unit control board 90. In response to this, the unit control board 90 performs processing according to the inserted bill.
[0108] The card identification sensor 37A is a sensor that identifies a card inserted into the card insertion slot 37. The card identification sensor 37A identifies the inserted card and outputs the identification result to the unit control board 90. In response to this, the unit control board 90 performs processing according to the inserted card.
[0109] [Left reel 15, center reel 16, right reel 17 symbol arrangement] Next, FIG. 6 is a diagram for explaining the arrangement of symbols on the left reel 15, the center reel 16, and the right reel 17.
[0110] A plurality of identifiable symbols are arranged in a predetermined order on the left reel 15, the center reel 16, and the right reel 17. In this embodiment, a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, a watermelon symbol 42, a black watermelon symbol 43, a bell symbol 44, a black bell symbol 45, a cherry symbol 46, a replay symbol 47, and a blank symbol 48 are arranged on the left reel 15, the center reel 16, and the right reel 17.
[0111] [Pattern Combination] Next, FIG. 7 is a diagram for explaining the combination of symbols.
[0112] The slot machine 1 awards a player a win according to the combination of symbols displayed along the pay line when the left reel 15, center reel 16, and right reel 17 stop spinning. The pay line is a line connecting the bottom of the left reel 15, the middle of the center reel 16, and the top of the right reel 17. Other lines, or multiple lines, may be used as the pay line.
[0113] In this embodiment, the following pattern combinations are specified: downward-right bell, upward-right bell, lower bell, upper bell, middle bell, spread, upward-right replay, middle replay, lower replay, lower watermelon, upward-right watermelon, downward-right watermelon, small mound watermelon, weak chance pattern, strong chance pattern, weak cherry, strong cherry, and BIG.
[0114] [bell falling to the right] A downward-right bell win is achieved when a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the center reel 16, and a replay symbol 47 is displayed on the top row of the right reel 17. A downward-right bell win is achieved when a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the center reel 16, and a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, or a blank symbol 48 is displayed on the top row of the right reel 17. When a downward-right bell win is achieved, 15 medals (game value) are awarded.
[0115] [Right-sloping bell] A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the middle reel 16, and a bell symbol 44 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a black bell symbol 45 appears on the middle row of the middle reel 16, and a bell symbol 44 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the middle reel 16, and a black bell symbol 45 appears on the top row of the right reel 17. A right-up bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a black bell symbol 45 ... If a right-upward bell wins, 15 medals (game value) will be awarded.
[0116] [Lower Bell] A lower bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 appears on the middle row of the center reel 16, and one of the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. A lower bell win is achieved when a bell symbol 44 appears on the bottom row of the left reel 15, a replay symbol 47 appears on the middle row of the center reel 16, and one of the black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. When a lower bell win is achieved, 15 medals (game value) are awarded.
[0117] [Upper bell] An upper bell win is achieved when a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the middle reel 16, and a bell symbol 44 is displayed on the top row of the right reel 17. An upper bell win is achieved when a bell symbol 44 or a replay symbol 47 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the middle reel 16, and a black bell symbol 45 is displayed on the top row of the right reel 17. When an upper bell win is achieved, three medals (game value) are awarded.
[0118] [Middle bell] A middle bell win is achieved when one of the black bonus symbol 39, BAR symbol 41, watermelon symbol 42, or blank symbol 48 is displayed on the bottom row of the left reel 15, a bell symbol 44 is displayed on the middle row of the middle reel 16, and a black bell symbol 45 is displayed on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbol 39, BAR symbol 41, watermelon symbol 42, or blank symbol 48 is displayed on the bottom row of the left reel 15, a black bell symbol 45 is displayed on the middle row of the middle reel 16, and a black bell symbol 45 is displayed on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbols 39, BAR symbol 41, watermelon symbol 42, or blank symbol 48 appears on the bottom row of the left reel 15, a black bell symbol 45 appears on the middle row of the center reel 16, and a black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. A middle bell win is achieved when one of the black bonus symbols 39, BAR symbol 41, watermelon symbol 42, or blank symbol 48 appears on the bottom row of the left reel 15, a bell symbol 44 appears on the middle row of the center reel 16, and a black bonus symbol 39, white bonus symbol 40, BAR symbol 41, or blank symbol 48 appears on the top row of the right reel 17. When a middle bell win is achieved, three medals (game value) are awarded.
[0119] [Bare eyes] A variety win is achieved when a watermelon symbol 42 is displayed on the bottom row of the left reel 15, a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the middle row of the center reel 16, and a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the top row of the right reel 17. A variety win is achieved when a black bonus symbol 39, a bar symbol 41, a watermelon symbol 42, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the top row of the right reel 17. When either the black bonus symbol 39, BAR symbol 41, watermelon symbol 42, or blank symbol 48 is displayed on the bottom row of the left reel 15, the watermelon symbol 42 or cherry symbol 46 is displayed on the middle row of the center reel 16, and the replay symbol 47 is displayed on the top row of the right reel 17, a variance win is achieved. When a variance win is achieved, one medal (game value) is awarded.
[0120] [Right-up replay] When the replay symbol 47 is displayed on the bottom row of the left reel 15, the replay symbol 47 is displayed on the middle row of the center reel 16, and the replay symbol 47 is displayed on the top row of the right reel 17, a right-up replay win is achieved. When a right-up replay win is achieved, it becomes possible to play without betting medals (game value).
[0121] [Middle replay] A middle replay win is achieved when a watermelon symbol 42 or a black bell symbol 45 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the middle reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17. When a middle replay win is achieved, the game becomes possible without betting medals (game value).
[0122] [Bottom replay] A lower replay win is achieved when a replay symbol 47 is displayed in the lower row of the left reel 15, a bell symbol 44 is displayed in the middle row of the center reel 16, and a bell symbol 44 is displayed in the upper row of the right reel 17. When a lower replay win is achieved, the game becomes possible without betting medals (game value).
[0123] [Bottom watermelon] When the watermelon symbol 42 appears on the bottom row of the left reel 15, the black bonus symbol 39, the white bonus symbol 40, the BAR symbol 41, or the blank symbol 48 appears on the middle row of the center reel 16, and the black bell symbol 45 appears on the top row of the right reel 17, a bottom watermelon win is achieved. When a bottom watermelon win is achieved, the game becomes possible without betting medals (game value).
[0124] [Right-sloping watermelon] When a watermelon symbol 42 or a black watermelon symbol 43 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 and a cherry symbol 46 are displayed on the middle row of the center reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17, a right-upward watermelon win is achieved. When a right-upward watermelon win is achieved, the game becomes possible without betting medals (game value).
[0125] [Watermelon falling to the right] When a black watermelon symbol 43 appears on the bottom row of the left reel 15, a watermelon symbol 42 and a cherry symbol 46 appear on the middle row of the center reel 16, and a black bell symbol 45 appears on the top row of the right reel 17, a right-sloping watermelon win is achieved. When a right-sloping watermelon win is achieved, the player can play without betting medals (game value).
[0126] [Oyama Watermelon] When the watermelon symbol 42 appears on the bottom row of the left reel 15, the watermelon symbol 42 appears on the middle row of the center reel 16, and the black bell symbol 45 appears on the top row of the right reel 17, a small watermelon win is achieved. When a small watermelon win is achieved, the player can play without betting medals (game value).
[0127] [Weak chance] A weak chance win is achieved when a replay symbol 47 is displayed on the bottom row of the left reel 15, a replay symbol 47 is displayed on the middle row of the middle reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17. A weak chance win is achieved when a replay symbol 47 is displayed on the bottom row of the left reel 15, a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, or a blank symbol 48 is displayed on the middle row of the middle reel 16, and a replay symbol 47 is displayed on the top row of the right reel 17. A weak chance win is achieved when a replay symbol 47 is displayed on the bottom row of the left reel 15, a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, or a blank symbol 48 is displayed on the middle row of the middle reel 16, and a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, or a blank symbol 48 is displayed on the top row of the right reel 17. When a weak chance win is achieved, the player can play the game without betting medals (game value).
[0128] [Strong chance] A strong chance win is achieved when a watermelon symbol 42 appears on the bottom row of the left reel 15, a watermelon symbol 42 appears on the middle row of the middle reel 16, and one of a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 appears on the top row of the right reel 17. A strong chance win is achieved when a watermelon symbol 42 appears on the bottom row of the left reel 15, a watermelon symbol 42 appears on the middle row of the middle reel 16, and a bell symbol 44 appears on the top row of the right reel 17. A strong chance win is achieved when a watermelon symbol 42 appears on the bottom row of the left reel 15, a watermelon symbol 42 appears on the middle row of the middle reel 16, and a black bell symbol 45 appears on the top row of the right reel 17. When a strong chance win is achieved, play becomes possible without betting medals (game value).
[0129] [Weak Cherry] A weak cherry win is achieved when either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and a bell symbol 44 is displayed on the top row of the right reel 17. When a weak cherry win is achieved, it becomes possible to play without betting medals (game value).
[0130] [Strong Cherry] A strong cherry win is achieved when either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the top row of the right reel 17. When a strong cherry win is achieved, it becomes possible to play without betting medals (game value).
[0131] [BIG] A BIG win is achieved when a black bonus symbol 39 is displayed on the bottom row of the left reel 15, a black bonus symbol 39 is displayed on the middle row of the center reel 16, and a black bonus symbol 39 is displayed on the top row of the right reel 17. When a BIG win is achieved, the game transitions to a role-playing state.
[0132] [Game state transition] Next, FIG. 8 is a diagram illustrating the transition of the gaming state.
[0133] The main control unit 50A can control the gaming state to one of the following states: general gaming state, RT gaming state, and accessory operating state. The general gaming state is a state in which winning information for special combinations (e.g., "BB" described later) is not stored, and is a gaming state controlled in the state when the slot machine 1 is shipped from the factory or in a state in which the setting values have been changed and the main RAM 53 has been initialized. The general gaming state continues until a special combination is won, and when the special combination is won, the gaming state shifts to the RT gaming state. Furthermore, when a BIG win is achieved in the general gaming state, the gaming state shifts from the general gaming state to the accessory operating state.
[0134] The RT gaming state is a gaming state in which the probability of replay activation is higher than in the normal gaming state. Here, when a special role and a small role are simultaneously won, the main control unit 50A controls the combination of symbols corresponding to the small role to be given priority in winning. Also, when a special role and a replay are simultaneously won, the main control unit 50A controls the combination of symbols corresponding to the replay to be given priority in winning. Note that in the RT gaming state, either a small role or a replay is always guaranteed to be won, so once the game transitions to the RT gaming state, the BIG will not be awarded.
[0135] The accessory operating state is a gaming state to which the player transitions when a BIG win occurs in the normal gaming state. The accessory operating state continues until a predetermined number of medals (game value) are paid out (awarded), and once the predetermined number of medals (game value) are paid out (awarded), the player transitions from the accessory operating state to the normal gaming state.
[0136] [Number of places allocated to the winning role] Next, FIG. 9 is a diagram for explaining the number of symbols assigned to the winning combination.
[0137] The number of symbols assigned to the winning combination is determined according to the winning combination in the normal game mode, the RT game mode, and the device operation mode.
[0138] In the normal game mode, the number of places that can be placed is specified for BB+ base role, right-up replay, middle replay, bottom replay, weak cherry, strong cherry, watermelon, weak chance role, strong chance role, left-center-right bell, left-right center bell, center left-right bell, center right-left bell, right-left center bell, and right-center-left bell, but the number of places that can be placed is not specified for base role, left-center combined role, center-right combined role, and left-right combined role.
[0139] In RT game mode, the number of places that can be placed is specified for right-up replay, middle replay, bottom replay, weak cherry, strong cherry, watermelon, weak chance role, strong chance role, left-center-right bell, left-right center bell, center left-right bell, center right-left bell, right-left center bell, right-center-left bell, and base role, but the number of places that can be placed is not specified for BB+ base role, left-center combined role, center-right combined role, and left-right combined role.
[0140] When the reels are activated, the number of combinations that can be placed is specified for left-center combination, center-right combination, and left-right combination, but the number of combinations that can be placed is not specified for BB+ base combination, right-up replay, middle replay, bottom replay, weak cherry, strong cherry, watermelon, weak chance combination, strong chance combination, left-center-right bell, left-right middle bell, center left-right bell, center right-left bell, right-left-center bell, right-center-left bell, and base combination.
[0141] The winning probability of a replay (probability of replay being activated) can be calculated as follows: winning probability of a right-up replay + winning probability of a middle replay + winning probability of a bottom replay + winning probability of a weak cherry + winning probability of a strong cherry + winning probability of a watermelon + winning probability of a weak chance role + winning probability of a strong chance role.
[0142] The probability of replay being activated in normal game mode is the probability of winning a right-up replay + the probability of winning a middle replay + the probability of winning a bottom replay + the probability of winning a weak cherry + the probability of winning a strong cherry + the probability of winning a watermelon + the probability of winning a weak chance role + the probability of winning a strong chance role = 11,734 / 65,536.
[0143] The probability of replay being activated in RT game mode is the winning probability of a right-up replay + winning probability of a middle replay + winning probability of a bottom replay + winning probability of a weak cherry + winning probability of a strong cherry + winning probability of a watermelon + winning probability of a weak chance role + winning probability of a strong chance role = 17,734 / 65,536.
[0144] Therefore, it can be said that the probability of replay activation in the RT gaming state is higher than the probability of replay activation in the normal gaming state.
[0145] The probability of winning a small role can be calculated as follows: probability of winning left, middle, right bell + probability of winning left, right, middle bell + probability of winning middle left, right bell + probability of winning middle right, left bell + probability of winning right, left, middle bell + probability of winning right, middle, left bell + probability of winning base role.
[0146] The probability of winning a small role in normal game mode is: probability of winning left, middle, right bell + probability of winning left, right, middle bell + probability of winning middle left, right bell + probability of winning middle right, left bell + probability of winning right, left, middle bell + probability of winning right, middle, left bell + probability of winning base role = 30,000 / 65,536.
[0147] The probability of winning a bonus in normal game mode is 17,802 / 65,536. From this, the probability of losing in normal game mode is the total number of random numbers (denominator value 65,536) - probability of replay being activated in normal game mode (11,734 / 65,536) - probability of winning a small prize (30,000 / 65,536) - probability of winning a bonus (17,802 / 65,536) = 6,000 / 65,536.
[0148] The probability of winning a small role in RT game mode is the probability of winning a left, middle, right bell (5,000 / 65,536) + the probability of winning a left, right, middle bell (5,000 / 65,536) + the probability of winning a middle left and right bell (5,000 / 65,536) + the probability of winning a middle right and left bell (5,000 / 65,536) + the probability of winning a right, left, middle bell (5,000 / 65,536) + the probability of winning a right, middle, left bell (5,000 / 65,536) + the probability of winning a base role (17,802 / 65,536) = 47,802 / 65,536.
[0149] From these facts, the probability of losing in RT gaming mode is the total number of random numbers (denominator value 65,536) - probability of replay activation in RT gaming mode (17,734 / 65,536) - probability of winning a small prize (47,802 / 65,536) = 0 / 65,536. In other words, in RT gaming mode, one of the small prizes or one of the replays will always win.
[0150] Although not shown, the number of symbols assigned to a winning combination is determined according to a set value. Specifically, the higher the set value, the more advantageous the number of symbols is for the player.
[0151] [Relationship between winning combinations, stop button operation order, and symbol combinations] Next, FIG. 10 is a diagram explaining the relationship between winning combinations, the order of operation of the stop buttons, and the combinations of symbols.
[0152] When the BB+ base role is won, regardless of the order in which the left stop button 5, the middle stop button 6, and the right stop button 7 are operated, the barrage will be won.
[0153] If the right-up replay wins, the right-up replay will win regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed. If the middle replay wins, the middle replay will win regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed. If the bottom replay wins, the bottom replay will win regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed.
[0154] If a weak cherry is won, the weak cherry will be won regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated. If a strong cherry is won, the strong cherry will be won regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated.
[0155] When a watermelon is won, regardless of the order in which the left stop button 5, the middle stop button 6, and the right stop button 7 are operated, the winning watermelon will be either a lower watermelon, a watermelon rising to the right, a watermelon falling to the right, or a small mound watermelon.
[0156] When a weak chance role is won, a weak chance role will be won regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed. When a strong chance role is won, a strong chance role will be won regardless of the order in which the left stop button 5, middle stop button 6, and right stop button 7 are pressed.
[0157] When the left, middle, or right bell wins, the winning combination of symbols will differ depending on the order in which the left stop button 5, middle stop button 6, and right stop button 7 are operated. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in this order (hereinafter referred to as "left → middle → right"), the downward-right bell will win, and 15 medals (game value) will be awarded. If the left stop button 5, right stop button 7, and middle stop button 6 are operated in this order (hereinafter referred to as "left → right → middle"), the upper bell will win, and 3 medals (game value) will be awarded. If the buttons are operated in any other order, there is a possibility of winning a random combination, and if a random combination wins, 1 medal (game value) will be awarded.
[0158] If the left or right middle bell wins, and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of left → right → middle, a downward right bell will win, and 15 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of left → middle → right, a top row bell will win, and 3 medals (game value) will be awarded. If the buttons are operated in any other order, there is a possibility of winning a random combination, and if a random combination wins, 1 medal (game value) will be awarded.
[0159] If the middle left and right bells are won and the middle stop button 6, left stop button 5, and right stop button 7 are operated in this order (hereinafter referred to as "middle → left → right"), a right-up bell will be won and 15 medals (game value) will be awarded. If the middle stop button 6, right stop button 7, and left stop button 5 are operated in this order (hereinafter referred to as "middle → right → left"), a middle bell will be won and 3 medals (game value) will be awarded. If the buttons are operated in any other order, there is a possibility that a random combination will be won, and if a random combination is won, 1 medal (game value) will be awarded.
[0160] If the middle right left bell wins and the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of middle → right → left, a right-rising bell will win and 15 medals (game value) will be awarded. If the left stop button 5, middle stop button 6, and right stop button 7 are operated in the order of middle → left → right, a middle bell will win and 3 medals (game value) will be awarded. If the buttons are operated in any other order, there is a possibility that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.
[0161] If the right, left, or middle bell wins, and the right stop button 7, left stop button 5, and middle stop button 6 are operated in this order (hereinafter referred to as "right → left → middle"), the bottom bell will win, and 15 medals (game value) will be awarded. If the right stop button 7, middle stop button 6, and left stop button 5 are operated in this order (hereinafter referred to as "right → middle → left"), the middle bell will win, and 3 medals (game value) will be awarded. If the buttons are operated in any other order, there is a possibility that a random combination will win, and if a random combination wins, 1 medal (game value) will be awarded.
[0162] If the right-center-left bell wins and the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of right → center → left, the bottom bell wins and 15 medals (game value) are awarded. If the left stop button 5, center stop button 6, and right stop button 7 are operated in the order of right → left → center, the middle bell wins and 3 medals (game value) are awarded. If the buttons are operated in any other order, there is a possibility that a random combination will win, and if a random combination wins, 1 medal (game value) is awarded.
[0163] When the base role is won, the barakeme wins regardless of the order in which the left stop button 5, the center stop button 6, and the right stop button 7 are operated.
[0164] If a left-center combination wins and the left stop button 5 or the center stop button 6 is operated first, a variance will win, but if the right stop button 7 is operated first, no winning will occur and no winning will be achieved. If a center-right combination wins and the center stop button 6 or the right stop button 7 is operated first, no winning will occur and no winning will be achieved. If a left-right combination wins and the left stop button 5 or the right stop button 7 is operated first, no winning will occur and no winning will be achieved.
[0165] [Mode transition] Next, FIG. 11 is a diagram illustrating mode transitions.
[0166] The slot machine 1 has four modes: a normal mode, a CZ mode, a pseudo bonus mode, and an AT mode.
[0167] Normal mode is a disadvantageous mode compared to CZ mode, pseudo bonus mode, and AT mode. In normal mode, a CZ mode transition lottery is held to determine whether to transition to CZ mode, and if the CZ mode transition lottery is won, the game will transition from normal mode to CZ mode. In normal mode, a pseudo bonus mode transition lottery is held to determine whether to transition to pseudo bonus mode, and if the pseudo bonus mode transition lottery is won, the game will transition from normal mode to pseudo bonus mode. In normal mode, an AT mode transition lottery is held to determine whether to transition to AT mode, and if the AT mode transition lottery is won, the game will transition from normal mode to AT mode.
[0168] Compared to normal mode, CZ mode is a mode in which it is easier to transition to pseudo bonus mode. In CZ mode, a pseudo bonus mode transition lottery is held to determine whether to transition to pseudo bonus mode, and if the pseudo bonus mode transition lottery is won, the game transitions from CZ mode to pseudo bonus mode. CZ mode begins when the CZ mode start conditions (e.g., winning the CZ mode transition lottery) are met, and ends when the CZ mode end conditions (e.g., the counter value for the number of games for CZ mode reaches 0) are met. When the CZ mode end conditions are met, the game transitions from CZ mode to normal mode.
[0169] The pseudo bonus mode is a mode in which, when a push order bell (left-center-right bell, left-center bell, center-left-center bell, center-right-left bell, right-left-center bell, right-center-left bell) is won, the operation order of the left stop button 5, center stop button 6, and right stop button 7 is announced by the instruction information display 11, image display device 18, speaker 20, etc. The pseudo bonus mode starts when the start condition of the pseudo bonus mode is met (for example, after it is decided to transition to the pseudo bonus mode, the white bonus symbols 40 are temporarily stopped in a straight line in the pseudo game), and ends when the end condition of the pseudo bonus mode is met (for example, the counter value of the number of games for the pseudo bonus mode reaches 0).
[0170] In the pseudo bonus mode in this embodiment, an AT mode transition lottery is held to transition to the AT mode, and if the AT mode transition lottery is won when the pseudo bonus mode termination conditions are met, the mode transitions from the pseudo bonus mode to the AT mode. Also, if the AT mode transition lottery is not won when the pseudo bonus mode termination conditions are met, the mode transitions from the pseudo bonus mode to the normal mode.
[0171] The AT mode is a mode in which, when a push order bell (left-center-right bell, left-center-right bell, center-left-center bell, center-left-center bell, center-right-left bell, right-left-center bell, right-center-left bell) is won, the operation order of the left stop button 5, center stop button 6, and right stop button 7 is announced by the instruction information display 11, image display device 18, speaker 20, etc. The AT mode starts when the AT mode start conditions (e.g., winning the AT mode transition lottery in normal mode, winning the AT mode transition lottery at the end of pseudo bonus mode) are met, and ends when the AT mode end conditions (e.g., the counter value for the number of games for AT mode reaches 0) are met. Furthermore, when the AT mode end conditions are met, the game transitions from AT mode to normal mode. In the AT mode, an AT mode extension lottery is held to extend the period during which the player can stay in the AT mode.
[0172] [Power-on process for main control board 50] Next, FIG. 12 is a diagram illustrating the power-on process of the main control board 50.
[0173] In the power-on process, first, the main control unit 50A determines whether the power switch 32A is turned on (step A1), and if the power switch 32A is off, waits until the power switch 32A is turned on.
[0174] When it is determined that the power switch 32A is turned on, the parity of a predetermined area in the main RAM 53 is calculated (step A2). It is then determined whether the parity of the predetermined area in the main RAM 53 is normal (step A3). If the parity of the predetermined area in the main RAM 53 is normal, diagnostic data that was set in the predetermined area in the main RAM 53 when the power was turned off is obtained, and it is diagnosed whether the contents stored in the main RAM 53 have been destroyed based on this diagnostic data (step A4).
[0175] If the main control unit 50A determines that the parity of the main RAM 53 is not normal, or if the main control unit 50A determines that the parity of the main RAM 53 is normal and diagnoses the main RAM 53, it determines whether there is an abnormality in the main RAM 53 (step A5). If it determines that there is an abnormality in the main RAM 53, a predetermined area of the main RAM 53 is initialized (step A6).
[0176] If it is determined that there is no abnormality in the main RAM 53, or after a predetermined area of the main RAM 53 has been initialized, it is determined whether the setting key switch 13A is on (step A7), and if it is determined that the setting key switch 13A is on, a gaming machine installation information command to be sent to the medal count control board 70 is set (step A8), and a setting change process that can change the setting value is performed. The gaming machine installation information command will be described using Figure 24.
[0177] If it is determined that the setting key switch 13A is off, it is determined whether or not there is an abnormality in the main RAM 53 (step A9), and if it is determined that there is an abnormality in the main RAM 53, a gaming machine installation information command to be sent to the medal count control board 70 is set (step A10). After that, a port input process (step A11) is performed in which detection signals from various switches are input, and then a power failure recovery command to be sent to the sub-control board 60 is set (step A12), and the door open command sending flag in the main RAM 53 is turned on (step A13). After the door open command sending flag is turned on, the process returns to the process before the power failure.
[0178] If it is determined that there is no abnormality in the main RAM 53, a gaming machine installation information command to be transmitted to the medal count control board 70 is set (step A14), the game area of the main RAM 53 is initialized (step A15), and the non-game area of the main RAM 53 is initialized (step A16). Then, after the door open command transmission flag of the main RAM 53 is turned on (step A17), error processing is executed.
[0179] [Main processing of the main control board 50] Next, FIG. 13 is a diagram for explaining the main processing of the main control board 50.
[0180] In the main processing, first, the main control unit 50A performs a game start acceptance process (step B1). The game start acceptance process will be explained using FIG. 14. Then, the main control unit 50A performs a role determination process (step B2). In the role determination process, the winning role is determined using the number of coins placed that is assigned to the winning role (see FIG. 9). At this time, if the BB wins, it is stored in a predetermined storage area of the main RAM 53. In addition, a role determination command to be sent to the medal count control board 70 is set according to the role determination result.
[0181] Then, the main control unit 50A sets a game start command to be sent to the medal count control board 70 (step B3), and then sets a jackpot command to be sent to the medal count control board 70 (step B4). The game start command will be described using Figure 32. The jackpot command will be described using Figure 35.
[0182] Thereafter, the main control unit 50A performs processing for each start mode when the start lever 2 is operated (step B5). In the processing for each start mode, when the normal mode is selected, a lottery for transitioning to CZ mode, a lottery for transitioning to pseudo bonus mode, and a lottery for transitioning to AT mode are performed, when the CZ mode is selected, a lottery for transitioning to pseudo bonus mode is performed, and when the AT mode is selected, an AT mode extension lottery is performed.
[0183] Thereafter, the main control unit 50A performs a freeze process (step B6). In the freeze process, it is confirmed whether or not to execute a freeze effect, which will delay the progress of the game until a predetermined termination condition is met, and if the freeze effect is to be executed, the freeze effect is executed. Furthermore, if the pseudo bonus mode transition lottery determines that the game will transition to the pseudo bonus, a process for executing a pseudo game is executed. When the pseudo game is executed, the white bonus symbols 40 are aligned in a straight line and temporarily stopped.
[0184] Thereafter, the main control unit 50A sets a control status command to be sent to the sub-control board 60 (step B7). Then, it is determined whether the wait time has elapsed (step B8), and if it is determined that the wait time has not elapsed, the process waits until the wait time has elapsed.
[0185] If it is determined that the wait time has elapsed, a wait timer is set (step B9) and timing of the wait time begins. Then, a reel rotation start command to be sent to the sub-control board 60 is set (step B10), and reel rotation start processing is performed (step B11). In the reel rotation start processing, the left reel motor 15A, center reel motor 16A, and right reel motor 17A are excited based on the excitation pattern stored in the main ROM 52.
[0186] Thereafter, the main control unit 50A performs a push order notification process (step B12). In the push order notification process, it is determined whether the current mode is the AT mode, and if the current mode is the AT mode and the result of the determination by the role determination process is any of the left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-left-center bell, and right-center-left bell, the operation order of the left stop button 5, center stop button 6, and right stop button 7 required to win the right-downward bell, right-upward bell, and bottom bell is displayed on the instruction information display 11.
[0187] Thereafter, the main control unit 50A determines whether any one of the left stop button 5, center stop button 6, and right stop button 7 has been operated (step B13). If it is determined that any one of the left stop button 5, center stop button 6, and right stop button 7 has not been operated, the main control unit 50A waits until any one of the left stop button 5, center stop button 6, and right stop button 7 is operated.
[0188] When any of the left stop button 5, center stop button 6, and right stop button 7 is operated, a reel stop process is performed to stop the corresponding left reel 15, center reel 16, or right reel 17 (step B14). In the reel stop process, excitation control is performed on the left reel motor 15A, center reel motor 16A, and right reel motor 17A, thereby stopping the rotation of the corresponding left reel 15, center reel 16, or right reel 17. In addition, a stop command to be sent to the medal count control board 70 is set in response to the operation of the stop button.
[0189] After that, the main control unit 50A determines whether the left reel 15, center reel 16, and right reel 17 have all stopped (step B15). If it is determined that the left reel 15, center reel 16, and right reel 17 have not all stopped, the same processing (processing from step B13 to step B15) is performed until the left reel 15, center reel 16, and right reel 17 have all stopped.
[0190] If it is determined that the left reel 15, center reel 16, and right reel 17 have all stopped, a win determination process is carried out (step B16). In the win determination process, the combination of symbols that have stopped along the pay line is compared with the combination of symbols described with reference to Figure 7 to determine whether a win has been achieved.
[0191] Thereafter, the main control unit 50A performs a game state management process (step B17). In the game state management process, if the current game state is the general game state, it is determined whether the BB has been won and the BIG has not been won. If the BB has been won and the BIG has not been won, the game state transitions from the general game state to the RT game state. If the BB has been won and the BIG has been won, the game state transitions from the general game state to the accessory operation state. If the current game state is the accessory operation state, it is determined whether a predetermined condition has been met. If it is determined that the predetermined condition has been met, the game state transitions from the accessory operation state to the general game state.
[0192] Thereafter, the main control unit 50A successively performs a role ratio monitor process (step B18) and an instruction information display clear process (step B19). In the role ratio monitor process, the data of the instruction-included role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number are updated. In the instruction information display clear process, the instruction information displayed on the instruction information display 11 is hidden.
[0193] Thereafter, the main control unit 50A sets a game end command to be transmitted to the medal count control board 70 (step B20). The game end command will be described later with reference to FIG.
[0194] Thereafter, the main control unit 50A performs a freeze process (step B21). In the freeze process, it is confirmed whether or not to execute a freeze effect that will delay the progress of the game until a predetermined termination condition is met, and if the freeze effect is to be executed, the freeze effect is executed.
[0195] Thereafter, the main control unit 50A sets a role information command to be sent to the medal count control board 70 (step B22), and then sets an advantageous zone information command to be sent to the medal count control board 70 (step B23). The role information command will be explained using Figure 26. The advantageous zone information command will be explained using Figure 28.
[0196] Thereafter, the main control unit 50A sets a payout command to be sent to the medal count control board 70 (step B24), and then sets a jackpot command to be sent to the medal count control board 70 (step B25). The payout command will be described using Figure 34. The jackpot command will be described using Figure 35.
[0197] Thereafter, the main control unit 50A performs end-of-game mode-specific processing (step B26), followed by end-of-game RAM initialization processing (step B27). In the end-of-game mode-specific processing, the mode to be used in the next game is set according to the current mode. In the end-of-game RAM initialization processing, the memory areas of the main RAM 53 that are to be initialized when the game ends are cleared.
[0198] Finally, a game end command is set to be sent to the sub-control board 60 (step B28). The game end command is a command that can specify that one game has ended.
[0199] [Game start acceptance process] Next, FIG. 14 is a diagram illustrating the game start acceptance process performed in step B1.
[0200] In the game start acceptance process, first, the main control unit 50A performs a bet number display process (step C1). In the bet number display process, the bet lamp 9 notifies the current bet number.
[0201] Thereafter, it is determined whether or not replay has been activated (step C2). If it is determined that replay has been activated, the number of bets placed when replay was activated is set as the number of bets for the current game (step C3). If it is determined that replay has not been activated, it is determined whether or not the bet switch 3A is on (step C4).
[0202] If the bet switch 3A is on, 1 is added to the number of bets (step C5). If the bet switch 3A is off, it is determined whether the max bet switch 4A is on (step C6). If the max bet switch 4A is on, 3 is set to the number of bets (step C7).
[0203] After the bet switch 3A is determined to be on and 1 is added to the bet number, or after the max bet switch 4A is determined to be on and 3 is set to the bet number, a medal count update process is performed (step C8), and a medal count insertion command to be sent to the medal count control board 70 is set (step C9). In the medal count update process, the value of the gaming value possessed by the player is updated.
[0204] If it is determined that the bet switch 3A is off and that the max bet switch 4A is off, it is determined whether the settlement switch 8A is on (step C10). If it is determined that the settlement switch 8A is on, it is determined whether a replay has been activated (step C11), and it is determined whether the number of bets is 1 or more (step C12). If it is determined that the number of bets is 1 or more, a medal count settlement command to be sent to the medal count control board 70 is set (step C13).
[0205] After the medal count adjustment command to be sent to the medal count control board 70 has been set, or if it is determined that the adjustment switch 8A is not on, if it is determined that replay has not been activated, or if it is determined that the number of bets is 1 or more, it is determined whether the start switch 2A is on (step C14). If the start switch 2A is on, a random number used in the role determination process is extracted (step C15), and the number of bets is stored (step C16).
[0206] [Interrupt processing] Next, FIG. 15 is a diagram for explaining interrupt processing.
[0207] Interrupt processing is processing that interrupts the main processing at a predetermined cycle (e.g., approximately 1 millisecond). In interrupt processing, first, interrupt initialization processing is performed by the main control unit 50A (step D1). In interrupt initialization processing, processing such as saving registers and prohibiting interrupts is performed.
[0208] Thereafter, the main control unit 50A determines whether a power outage has been detected (step D2). If it is determined that a power outage has been detected, power-off processing is performed (step D3). The power-off processing includes processing to save registers and processing to save stack pointers and interrupt states.
[0209] If it is determined that a power outage has not been detected, the interrupt counter value is updated by subtracting 1 (step D4), and a timer measurement process is performed (step D5). In the timer measurement process, the timer value corresponding to the period during which the freeze effect is executed and the timer value of the wait timer are updated.
[0210] Thereafter, the main control unit 50A reads the input ports (step D6). In this process, the signal levels of various signals input to the input ports are read, stored, and determined.
[0211] Thereafter, the main control unit 50A performs a reel control process (step D7), and determines whether the reel control process has been completed for all reels (step D8). In the reel control process, the left reel motor 15A, the center reel motor 16A, and the right reel motor 17A are excited via the reel board 54.
[0212] If it is determined that the reel control process has been completed for all reels, port output is performed (step D9). In this process, signals to be output to the bet lamp 9, payout number indicator 10, and instruction information indicator 11 are set via the relay board 55.
[0213] Thereafter, the main control unit 50A successively performs a command transmission process (step D10), an LED display process (D11), and an error management process (step D12). In the command transmission process, the various set commands are transmitted to the medal count control board 70. In the LED display process, the displays of the bet lamp 9, payout number indicator 10, and instruction information indicator 11 are controlled. In the error management process, it is determined whether an error has occurred, and if it is determined that an error has occurred, a process is performed to transmit error information to the sub-control board 60 and the medal count control board 70.
[0214] Thereafter, the main control unit 50A successively performs a random number value update process (step D13), a command transfer process (step D14), and an interrupt return process (step D15). In the random number value update process, the random number value used when various lotteries are performed is updated. In the command transfer process, the command received from the medal count control board 70 is transferred to the sub-control board 60. In the interrupt return process, processes such as restoring registers and allowing interrupts are performed.
[0215] [Counting processing] Next, FIG. 16 is a diagram illustrating the counting process.
[0216] The counting process is a process performed by the medal count control unit 70A when counting the gaming value possessed by the player, which is stored in the medal count RAM 73. First, the medal count control unit 70A determines whether the counting switch 26A is turned on (step E1). If it is determined that the counting switch 26A is not turned on, the counting process ends.
[0217] If it is determined that the counting switch 26A has been turned on, it is determined whether the operation time of the counting button 26 is 500 milliseconds or more (step E2). If the operation time of the counting button 26 is not 500 milliseconds or more, it is determined that the operation is a short press, and the number of medals (game value) is counted by 1 (step E3), and a short press counting command is sent to the main control board 50 and the unit control board 90 (step E4). When the short press counting command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in accordance with the short press counting command (for example, by emitting a short press counting sound from the speaker 20).
[0218] If the operation time of the count button 26 is 500 milliseconds or more, it is determined that the count button 26 has been pressed for a long time, and it is then determined whether the number of medals is one unit (e.g., 100) or more (step E5). If it is determined that the number of medals is one unit or more, the number of medals for one unit is counted (step E6), and a long press count command is sent to the main control board 50 and the unit control board 90 (step E7). When the long press count command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the long press count command (e.g., by emitting a long press count sound from the speaker 20).
[0219] Thereafter, it is determined whether the number of medals is one unit or more (step E8), and if it is determined that the number of medals is one unit or more, the number of medals for one unit is counted again, and a long press count command is sent to the unit control board 90. If it is determined that the number of medals is not one unit or more, the remaining number of medals is counted (step E9), and a fraction count command is sent to the main control board 50 and the unit control board 90 (step E10). When the fraction count command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the fraction count command (for example, by emitting a fraction count sound from the speaker 20).
[0220] Thereafter, a counting completion command is transmitted to the main control board 50 and the unit control board 90 (step E11). When the counting completion command is transmitted to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the counting completion command (for example, by emitting a counting completion sound from the speaker 20).
[0221] [Loan Processing] Next, FIG. 17 is a diagram illustrating the lending process.
[0222] The lending process is a process performed by the unit control unit 90A when lending gaming value to a player. First, the unit control unit 90A determines whether the lending switch 33A is turned on (step F1). If it is determined that the lending switch 33A is turned on, one unit of cash (e.g., 1,000 yen) is subtracted (step F2), and a lending command is sent to the medal count control board 70 (step F3). When the lending command is sent to the medal count control board 70, it is transferred to the main control board 50, and then transferred from the main control board 50 to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the lending command (e.g., by emitting a lending sound from the speaker 20).
[0223] If it is determined that the lending switch 33A is not on, the unit control unit 90A determines whether the replay switch 35A is on (step F4). If it is determined that the replay switch 35A is not on, the lending process is terminated.
[0224] If it is determined that the replay switch 35A has been turned on, the number of medals is decremented by one unit (e.g., 50) (step F5), and a replay command is sent to the medal count control board 70 via the connection terminal board 31 (step F6).
[0225] Although 50 is used as the number of medals per unit, other values can also be used. Specifically, a consumption tax deduction value (e.g., 46, 47, 48, etc., set by the gaming establishment) obtained by subtracting a value equivalent to the consumption tax can be applied to the number of medals per unit. Also, a low loan deduction value for low loans (e.g., 100, 200, etc., set by the gaming establishment) can be applied to the number of medals per unit. Also, a low loan consumption tax deduction value (e.g., 92, 94, 96, 184, 188, 192, etc., set by the gaming establishment) obtained by subtracting a value equivalent to the consumption tax from this low loan deduction value can be applied to the number of medals per unit.
[0226] [Lending command reception process] Next, FIG. 18 is a diagram illustrating the lending command reception process.
[0227] The lending command reception process is a process performed by the medal count control unit 70A when gaming value is lent to a player. First, it is determined whether a lending command has been received from the card unit CU (step G1). If it is determined that a lending command has not been received, the lending command reception process ends.
[0228] If it is determined that the lending command has been received, the number of medals in one unit (for example, 50) is added (step G2), and a lending completion command is sent to the unit control board 90 (step G3).
[0229] [Replay command reception process] Next, FIG. 19 is a diagram illustrating the replay command reception process.
[0230] The replay command reception process is a process performed by the medal count control unit 70A when a replay is executed. First, it is determined whether a replay command has been received from the card unit CU (step H1). If it is determined that a replay command has not been received, the replay command reception process ends.
[0231] If it is determined that a replay command has been received, the number of medals is added by one unit (step H2), and a replay completion command is sent to the unit control board 90 via the connection terminal board 31 (step H3).
[0232] [Main processing of the sub-control board 60] Next, FIG. 20 is a diagram for explaining the main processing of the sub-control board 60.
[0233] The main processing of the sub-control board 60 is processing performed by the sub-control unit 60A. The sub-control unit 60A first determines whether or not a command has been received from the medal count control board 70 (step I1). If a command has been received from the medal count control board 70, it generates a two-dimensional code according to the received command (step I2) and displays the generated two-dimensional code on the interlocking LCD 64 (step I3). Here, the commands received by the sub-control board 60 include commands that have been transferred from the main control board 50 to the medal count control board 70, and commands that are sent directly from the medal count control board 70.
[0234] [Main processing of the performance control board 100] Next, FIG. 21 is a diagram illustrating the main processing of the performance control board 100.
[0235] The main processing of the performance control board 100 is processing performed by the performance control unit 100A. The performance control unit 100A first reads the two-dimensional code displayed on the interlocking LCD 64 via the interlocking camera 104 (step J1), and determines whether reading of the two-dimensional code displayed on the interlocking LCD 64 has been completed (step J2). Then, once reading of the two-dimensional code is completed, the information of the read two-dimensional code is analyzed, and the performance is determined according to the analysis results (step J3). Specifically, if the analyzed command is a command that requires acquisition of a random number value for performance, the random number value for performance is acquired before the performance is determined. On the other hand, if the analyzed command is a command that does not require acquisition of a random number value for performance, the performance is determined without acquiring the random number value for performance.
[0236] Next, based on the determined effect, the image display device 18 is controlled (step J4), the LED for effect 19 is controlled (step J5), and the speaker 20 is controlled (step J6). This allows the determined effect to be executed, and an error, a counting notification, and a lending notification to be made.
[0237] [Performance control board 100 interrupt processing] Next, FIG. 22 is a diagram illustrating the interrupt processing of the performance control board 100.
[0238] The interrupt processing of the performance control board 100 is processing performed by the performance control section 100A, and is processing that interrupts the main processing of the performance control board 100 at predetermined intervals (for example, approximately 1 millisecond). In the interrupt processing, first, it is determined whether the performance button 22 has been operated (step K1). If it is determined that the performance button 22 has been operated, the processing that occurs when the performance button 22 is operated is executed (step K2). Specifically, processing such as displaying a menu image and switching the first performance image to a second performance image and displaying it is performed.
[0239] Next, the performance control unit 100A determines whether the volume adjustment button 23 has been operated (step K3). If it is determined that the volume adjustment button 23 has been operated, the process that occurs when the volume adjustment button 23 is operated is executed (step K4). Specifically, the process of adding 1 to the volume value is executed. Note that if the volume adjustment button 23 is operated when the volume value is at the maximum value, the process of updating the volume value to the minimum value is executed.
[0240] Next, the performance control unit 100A determines whether the light intensity adjustment button 24 has been operated (step K5). If it is determined that the light intensity adjustment button 24 has been operated, the process that would be performed when the light intensity adjustment button 24 is operated is executed (step K6). Specifically, the process of adding 1 to the value of the light intensity is executed. Note that if the light intensity adjustment button 24 is operated when the light intensity value is at its maximum value, the process of updating the light intensity value to its minimum value is executed.
[0241] Next, the effect control unit 100A determines whether update data has been received from the external server 105 (step K7). If update data has been received from the external server 105, a process is performed to temporarily store the update data in the effect RAM 103 (step K8). Then, the effect RAM 103 is referenced to determine whether the update data has been temporarily stored (step K9), and if the update data has been temporarily stored in the effect RAM 103, it is determined whether it is the right time to update the effect data (step K10). The right time to update the effect data applies when the game is not being played (when the left reel 15, center reel 16, and right reel 17 are stopped). The performance data refers to the performance table described later using Figures 62 and 63, image data displayed on the image display device 18, light emission pattern data for the performance LED 19, and audio data output from the speaker 20, while the updated data refers to the updated performance table described later using Figure 63, image data displayed on the image display device 18, light emission pattern data for the performance LED 19, and audio data output from the speaker 20.
[0242] Next, if update data is temporarily stored in the performance RAM 103 and it is time to update, the performance data is updated (step K11). Specifically, the performance table stored in the performance ROM 102 is updated to the performance table temporarily stored in the performance RAM 103. At this time, the image display device 18, the performance LED 19, and the speaker 20 notify the user that the performance data is being updated.
[0243] Next, it is determined whether the update is complete (step K12), and if the update is not complete, the same process is repeated until the update is complete. If the update of the performance data is complete, the update data temporarily stored in the performance RAM 103 is deleted (step K13), and update completion processing is performed (step K14). At this time, a performance is executed using the image display device 18, performance LED 19, and speaker 20 to notify that the update of the performance data has been completed.
[0244] [Types of commands sent from the main control board 50 to the medal count control board 70] Next, FIG. 23 is a diagram for explaining the types of commands transmitted from the main control board 50 to the medal count control board 70.
[0245] In this embodiment, the gaming machine installation information command, role information command, advantageous zone information command, medal number insertion command, medal number settlement command, game start command, game end command, payout command, jackpot command, gaming machine fraud command (1), gaming machine fraud command (2), gaming machine fraud command (3), main control status command, main control board error command, and gaming machine performance information command (spare) shown in the command name column are transmitted from the main control board 50 to the medal number control board 70.
[0246] The command number column shows the command number that is preset for each command, the command name column shows the name of the command sent from the main control board 50 to the medal count control board 70, and the message length column shows the message length (byte length) of each command. The unidirectional / bidirectional column shows whether the medal count control board 70 responds to the main control board 50 after the main control board 50 sends the command to it. For commands that are specified as unidirectional, after the main control board 50 sends the command to the medal count control board 70, the medal count control board 70 does not respond to the command to the main control board 50. For commands that are specified as bidirectional, after the main control board 50 sends the command to the medal count control board 70, the medal count control board 70 responds to the command to the main control board 50. The remarks column lists the data sent by each command, etc.
[0247] [Machine installation information command] Next, FIG. 24 is a diagram for explaining the gaming machine installation information command transmitted from the main control board 50 to the medal count control board 70.
[0248] The first byte of the gaming machine installation information command stores the message length of the gaming machine installation information command, which is a fixed value of 22 (h).
[0249] The second byte of the gaming machine installation information command stores a serial number, which is a fixed value of 0(h).
[0250] The third byte of the gaming machine installation information command stores a command number, which is a fixed value of 0(h).
[0251] The fourth byte of the gaming machine installation information command stores gaming machine characteristics. The gaming machine characteristics will be explained using Figure 25. The fifth byte of the gaming machine installation information command stores the gaming machine type. The gaming machine type is stored with a fixed value of 82(h). The sixth byte of the gaming machine installation information command stores an identification code. The identification code is stored with a fixed value of 21(h).
[0252] The unique ID of the main chip ID is stored in the 7th to 10th bytes of the gaming machine installation information command. The medal count control board 70 determines the initial value and additional value of the serial number according to the value of the main chip ID.
[0253] The 11th to 13th bytes of the gaming machine installation information command store the manufacturer code of the manufacturer that manufactured the slot machine 1, and the 14th to 21st bytes of the gaming machine installation information command store the product code. The 22nd byte of the gaming machine installation information command stores a checksum to determine whether or not there is an error in the information sent from the 1st to 21st bytes of the gaming machine installation information command.
[0254] [Machine characteristics] Next, FIG. 25 is a diagram for explaining the gaming machine characteristics of the gaming machine installation information command transmitted from the main control board 50 to the medal count control board 70.
[0255] The 0th bit of the gaming machine characteristics stored in the 4th byte of the gaming machine installation information command indicates whether a first-class special feature is installed, the 1st bit indicates whether a feature continuous operation device related to the first-class special feature is installed, the 2nd bit indicates whether a second-class special feature is installed, and the 3rd bit indicates whether a feature continuous operation device related to the second-class special feature is installed.
[0256] The fourth bit of the gaming machine characteristics indicates whether a normal device is installed, the fifth bit of the gaming machine characteristics indicates whether an instruction function is installed, and the sixth bit of the gaming machine characteristics stores the instruction type. If the sixth bit of the gaming machine characteristics is on, the instruction type is 7P type, and if the sixth bit of the gaming machine characteristics is off, the instruction type is 7U type. The seventh bit of the gaming machine characteristics is unused, and if the gaming machine is normal, the seventh bit of the gaming machine characteristics is off. If there is an abnormality, the seventh bit of the gaming machine characteristics is on.
[0257] [Feature Information Command] Next, FIG. 26 is a diagram for explaining the bonus information command transmitted from the main control board 50 to the medal count control board 70.
[0258] The role information command is a command that the medal count control board 70 uses to update gaming machine performance information and role ratio monitor information, and is sent from the main control board 50 to the medal count control board 70 after the game end command is sent.
[0259] The reel information command consists of 5 bytes of data, and the first byte of the reel information command stores the message length of the reel information command. The message length of the reel information command is stored as a fixed value of 5 (h).
[0260] The second byte of the reel information command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the reel information command stores a value indicating the command number. The command number of the reel information command is stored as a fixed value of 1 (h).
[0261] The fourth byte of the reel information command stores reel operation information. The reel operation information will be explained using Figure 27. The fifth byte of the reel information command stores a checksum to determine whether or not an error has occurred in the information sent in the first through fourth bytes.
[0262] [Feature operation information] Next, FIG. 27 is a diagram for explaining the bonus device operation information transmitted from the main control board 50 to the medal count control board 70.
[0263] The reel operation information is information about the currently operating reel, and is stored in the fourth byte of the reel information command. The 0th bit of the reel operation information stores information indicating whether the first type special reel is in operation, the 1st bit of the reel operation information stores information indicating whether the reel continuous operation device related to the first type special reel is in operation, and the 2nd bit of the reel operation information stores information indicating whether the second type special reel is in operation.
[0264] The third bit of the reel operation information stores information indicating whether the reel continuous operation device for the second-class special reel is in operation, and the fourth bit of the reel operation information stores information indicating whether the normal reel is in operation. Bits 5 to 7 of the reel operation information are unused, and if the reel operation information is normal, bits 5 to 7 of the reel operation information are all off. On the other hand, if there is an abnormality, at least one of bits 5 to 7 of the reel operation information will be on.
[0265] [Advantageous Zone Information Command] Next, Figure 28 is a diagram explaining the advantageous zone information command sent from the main control board 50 to the medal count control board 70.
[0266] The advantageous zone information command is a command used by the medal count control board 70 to update gaming machine performance information and role ratio monitor information, and is sent from the main control board 50 to the medal count control board 70 after the role information command is sent.
[0267] The advantageous zone information command consists of 5 bytes of data, and the first byte of the advantageous zone information command stores the message length of the advantageous zone information command. The message length of the advantageous zone information command is stored as a fixed value of 5 (h).
[0268] The second byte of the advantageous zone information command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the advantageous zone information command stores a value indicating the command number. The command number of the advantageous zone information command is stored as a fixed value of 2(h).
[0269] The fourth byte of the advantageous zone information command stores advantageous zone information. The advantageous zone information will be explained using Figure 29. The fifth byte of the advantageous zone information command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0270] [Information on advantageous zones] Next, FIG. 29 is a diagram explaining advantageous zone information transmitted from the main control board 50 to the medal count control board 70.
[0271] The advantageous zone information is information about the advantageous zone, and is stored in the fourth byte of the advantageous zone information command. The zeroth bit of the advantageous zone information stores information about the advantageous zone, and stores information indicating whether the game played before the advantageous zone end command was sent was in an advantageous zone or a non-advantageous zone. The first bit of the advantageous zone information stores information indicating whether instruction information was present in the game played before the advantageous zone end command was sent. The fourth bit of the advantageous zone information stores information indicating whether a replay was won in the game played before the advantageous zone end command was sent.
[0272] Bits 2 to 3 and bits 5 to 7 of the advantageous zone information are unused. When the information is normal, bits 2 to 3 and bits 5 to 7 of the advantageous zone information are all off. On the other hand, when the information is abnormal, at least one of bits 2 to 3 and bits 5 to 7 of the advantageous zone information is on.
[0273] [Medal count input command] Next, FIG. 30 is a diagram for explaining the medal count insertion command transmitted from the main control board 50 to the medal count control board 70. As shown in FIG.
[0274] The medal count input command consists of 5 bytes of data, and the first byte of the medal count input command stores the message length of the medal count input command. The message length of the medal count input command is stored as a fixed value of 5 (h).
[0275] The second byte of the medal count input command stores a serial number. The serial number is a value between 1 and 255. The third byte of the medal count input command stores a value indicating the command number. The command number of the medal count input command is a fixed value of 3(h).
[0276] The fourth byte of the medal count insertion command stores the number of medals inserted. The number of medals inserted is the value of the gaming value bet, and is set to be one of 1 to 3. When replay is activated, the medal count insertion command is sent indicating that the number of medals inserted is 0, or the medal count insertion command is not sent at all. The fifth byte of the medal count insertion command stores a checksum to determine whether or not there was an error in the information sent in bytes 1 to 4.
[0277] [Medal Count Adjustment Command] Next, FIG. 31 is a diagram for explaining the medal count adjustment command transmitted from the main control board 50 to the medal count control board 70. As shown in FIG.
[0278] The medal count adjustment command is made up of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the adjustment switch 8A is turned on. After the medal count adjustment command is sent from the main control board 50 to the medal count control board 70, a response command is sent from the medal count control board 70 to the main control board 50.
[0279] The message length of the medal count adjustment command is stored in the first byte of the medal count adjustment command. The message length of the medal count adjustment command is stored as a fixed value of 5 (h).
[0280] The second byte of the medal count settlement command stores a serial number. The serial number is a value between 1 and 255. The third byte of the medal count settlement command stores a value indicating the command number. The command number of the medal count settlement command is stored as a fixed value of 4(h).
[0281] The fourth byte of the medal count settlement command stores the number of medals to be settled. The number of medals to be settled is the gaming value returned to the player when the settlement button 8 is operated, and is stored as one of 1 to 3. The fifth byte of the medal count settlement command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0282] [Game start command] Next, FIG. 32 is a diagram for explaining a game start command transmitted from the main control board 50 to the medal count control board 70.
[0283] The game start command is made up of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the start lever 2 is operated and the start switch 2A is turned on. After the game start command is sent from the main control board 50 to the medal count control board 70, a response command is sent from the medal count control board 70 to the main control board 50.
[0284] The first byte of the game start command stores the message length of the game start command. The message length of the game start command is set to a fixed value of 5 (h).
[0285] The second byte of the game start command stores a serial number. The serial number is a value between 1 and 255. The third byte of the game start command stores a value indicating the command number. The command number of the game start command is a fixed value of 5(h).
[0286] The fourth byte of the game start command stores the number of input pulses to be sent to the hall computer installed in the gaming parlor. The number of input pulses sent to the hall computer is set to be either 1 or 3. When the replay function is activated, only the specified number of input pulses is sent. The fifth byte of the game start command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.
[0287] [Game end command] Next, FIG. 33 is a diagram for explaining a game end command transmitted from the main control board 50 to the medal count control board 70.
[0288] The game end command consists of 5 bytes of data, and is sent from the main control board 50 to the medal count control board 70 when the left reel 15, center reel 16, and right reel 17 all come to a halt.
[0289] The first byte of the game end command stores the message length of the game end command. The message length of the game end command is set to a fixed value of 5 (h).
[0290] The second byte of the game end command stores a serial number. The serial number is a value between 1 and 255. The third byte of the game end command stores a value indicating the command number. The command number of the game end command is a fixed value of 6(h).
[0291] The fourth byte of the game end command stores the number of medals paid out. The number of medals paid out is set to be between 0 and 15. When replay is activated or no prize is won, the number of medals paid out is set to 0. The fifth byte of the game end command stores a checksum to determine whether or not there was an error in the information sent in bytes 1 through 4.
[0292] [Pull command] Next, FIG. 34 is a diagram for explaining a payout command transmitted from the main control board 50 to the medal count control board 70.
[0293] The payout command is made up of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 when the left reel 15, center reel 16, and right reel 17 all stop.
[0294] The first byte of the withdrawal command contains the message length of the withdrawal command. The message length of the withdrawal command is set to a fixed value of 5 (h).
[0295] The second byte of the payout command stores a serial number. The serial number is a value between 1 and 255. The third byte of the payout command stores a value indicating the command number. The fixed value 7(h) is stored as the command number for the payout command.
[0296] The fourth byte of the payout command stores the number of payout pulses sent to the hall computer. The number of input pulses sent to the hall computer is stored as a value between 0 and 15. When replay is activated, only the specified number of inputs is sent. The fifth byte of the payout command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.
[0297] [Jackpot Command] Next, FIG. 35 is a diagram for explaining the big win command transmitted from the main control board 50 to the medal count control board 70.
[0298] The jackpot command consists of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 at the start and end of the jackpot.
[0299] The first byte of the jackpot command contains the message length of the jackpot command. The message length of the jackpot command is set to a fixed value of 5 (h).
[0300] The second byte of the jackpot command stores a serial number. The serial number can be any value between 1 and 255. The third byte of the jackpot command stores a value indicating the command number. The command number of the jackpot command is a fixed value of 8(h).
[0301] The fourth byte of the jackpot command stores information about the hall computer signal (hereinafter referred to as the "HC signal"). Information about the HC signal will be explained using Figure 36. The fifth byte of the jackpot command stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0302] [Information about HC signals] Next, FIG. 36 is a diagram for explaining information regarding the HC signal transmitted from the main control board 50 to the medal count control board 70.
[0303] The information about the HC signal is sent to the hall computer and is stored in the fourth byte of the jackpot command. The 0th bit of the information about the HC signal stores information indicating that the RB has been won, the 1st bit of the information about the HC signal stores information indicating that the BB has been won, and the 2nd bit of the information about the HC signal stores information indicating that the AT has been won.
[0304] Additionally, the third bit of the information regarding the HC signal stores information indicating that a CZ has been won, and the fourth bit of the information regarding the HC signal stores information indicating that a pseudo bonus has been won. Note that the fifth to seventh bits of the information regarding the HC signal are unused, and if normal, all of the fifth to seventh bits of the information regarding the HC signal will be off. If abnormal, at least one of the fifth to seventh bits of the information regarding the HC signal will be on.
[0305] [Illegal gaming machine commands (part 1)] Next, FIG. 37 is a diagram illustrating the gaming machine incorrect command (first) transmitted from the main control board 50 to the medal count control board 70.
[0306] The gaming machine fraud command (1) consists of 5 bytes of data and is sent from the main control board 50 to the medal count control board 70 when the setting value change starts and ends, and when the confirmation display of the setting value starts and ends.
[0307] The first byte of the gaming machine fraud command (1) stores the message length of the gaming machine fraud command (1). The message length of the gaming machine fraud command (1) is set to a fixed value of 5 (h).
[0308] The second byte of the gaming machine fraud command (1) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (1) stores a value indicating the command number. The command number of the gaming machine fraud command (1) is stored as a fixed value of 9 (h).
[0309] The fourth byte of the gaming machine fraud command (1) stores setting information. The setting information will be explained using Figure 38. The fifth byte of the gaming machine fraud command (1) stores a checksum for determining whether or not an error has occurred in the information sent from the first byte to the fourth byte.
[0310] [Settings information] Next, FIG. 38 is a diagram for explaining the setting information transmitted from the main control board 50 to the medal count control board 70.
[0311] The setting information is stored in the fourth byte of the gaming machine fraud command (first). Bit 0 of the setting information stores information indicating whether the setting is being changed, bit 1 of the setting information stores information indicating whether the setting confirmation display is being displayed, and bits 2 to 4 of the setting information store information indicating whether fraud defined by the manufacturer has been detected. Bits 5 to 7 of the setting information information are unused, and if the setting is normal, all of bits 5 to 7 of the setting information information are off. If the setting is abnormal, at least one of bits 5 to 7 of the setting information information is on.
[0312] [Illegal gaming machine commands (part 2)] Next, FIG. 39 is a diagram illustrating the gaming machine incorrect command (second) transmitted from the main control board 50 to the medal count control board 70.
[0313] The first byte of the gaming machine fraud command (2) stores the message length of the gaming machine fraud command (2). The message length of the gaming machine fraud command (2) is set to a fixed value of 5 (h).
[0314] The second byte of the gaming machine fraud command (2) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (2) stores a value indicating the command number. The command number of the gaming machine fraud command (2) stores a fixed value of 10 (h).
[0315] Door open information is stored in the fourth byte of the gaming machine fraud command (second). The door open information will be explained using Figure 40, but since the door open detection sensor 12 is connected to the medal count control board 70, there is no need to send door open information from the main control board 50 to the medal count control board 70. Therefore, the door open information in the fourth byte of the gaming machine fraud command (second) is a fixed value of 0. A checksum is stored in the fifth byte of the gaming machine fraud command (second) to determine whether or not an error has occurred in the information sent in the first through fourth bytes.
[0316] [Door Opening Information] Next, FIG. 40 is a diagram for explaining the door opening information transmitted from the main control board 50 to the medal count control board 70.
[0317] The door open information is stored in the fourth byte of the gaming machine fraud command (second). The zeroth bit of the door open information stores the setting door information. In this embodiment, there is no setting door that blocks the setting key insertion unit 13, but if there is a setting door, information indicating whether the setting door is open is stored.
[0318] The first bit of the door open information stores door section information. In this embodiment, when the door section 1B is open, the door section open detection sensor 12 transmits a detection signal to the main control board 50 and the medal count control board 70, but when the door section open detection sensor 12 outputs a detection signal only to the main control board 50 and the detection signal is transmitted from the main control board 50 to the medal count control board 70, door section information indicating whether the door section 1B is open or not is stored.
[0319] Bits 2 to 7 of the door open information are unused, and if normal, bits 2 to 7 of the information relating to the setting information will all be off. On the other hand, if abnormal, at least one of bits 2 to 7 of the information relating to the setting information will be on. In this embodiment, since the medal count control board 70 detects the opening and closing of the door section 1B, bits 0 to 7 of the door open information will all be 0.
[0320] [Illegal gaming machine commands (part 3)] Next, FIG. 41 is a diagram illustrating the gaming machine incorrect command (third) transmitted from the main control board 50 to the medal count control board 70.
[0321] The first byte of the gaming machine fraud command (third) stores the message length of the gaming machine fraud command (third). The message length of the gaming machine fraud command (third) is set to a fixed value of 5 (h).
[0322] The second byte of the gaming machine fraud command (3) stores a serial number. The serial number stores a value between 1 and 255. The third byte of the gaming machine fraud command (3) stores a value indicating the command number. The command number of the gaming machine fraud command (3) stores a fixed value of 11 (h).
[0323] The fourth byte of the gaming machine fraud command (third) stores extended information. A fixed value of 0(h) is stored for the extended information. The fifth byte of the gaming machine fraud command (third) stores a checksum to determine whether or not an error has occurred in the information sent in the first through fourth bytes.
[0324] [Main control status command] Next, FIG. 42 is a diagram for explaining the main control state command transmitted from the main control board 50 to the medal count control board 70.
[0325] The main control status command is made up of 5 bytes of data and is a command that indicates the status of the main control board 50. The main control status command is sent from the main control board 50 to the medal count control board 70.
[0326] The first byte of the main control status command stores the message length of the main control status command. The message length of the main control status command is set to a fixed value of 5 (h).
[0327] The second byte of the main control status command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the main control status command stores a value indicating the command number. The command number of the main control status command is stored as a fixed value of 12(h).
[0328] The fourth byte of the main control status command stores the game status signal. The game status signal is a fixed value of 0 (h). The fifth byte of the main control status command stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.
[0329] [Main control board error command] Next, FIG. 43 is a diagram for explaining a main control board error command sent from the main control board 50 to the medal count control board 70.
[0330] The main control board error command is made up of 5 bytes of data and is a command that indicates the type of error in the main control board 50. The main control board error command is sent from the main control board 50 to the medal count control board 70.
[0331] The first byte of the main control board error command contains the message length of the main control board error command. The message length of the main control board error command is set to a fixed value of 5 (h).
[0332] The second byte of the main control board error command stores a serial number. The serial number stores a value between 1 and 255. The third byte of the main control board error command stores a value indicating the command number. The command number of the main control board error command is stored as a fixed value of 13(h).
[0333] The fourth byte of the main control board error command stores an error number corresponding to the error that occurred on the main control board 50. The error number will be explained using Figure 44. The fifth byte of the main control board error command stores a checksum to determine whether or not an error occurred in the information sent in the first through fourth bytes.
[0334] [Error Number] Next, FIG. 44 is a diagram for explaining the error number transmitted from the main control board 50 to the medal count control board 70.
[0335] The error number is a number that indicates the type of error that has occurred on the main control board 50, and is stored in the fourth byte of the main control board error command. Bit 0 of the error number stores the error number (E1) corresponding to a power recovery error. A power recovery error occurs when power cannot be restored normally, and the system recovers from the power recovery error when a setting change process is performed. Bit 1 of the error number stores the error number (E2) corresponding to a RAM error. A RAM error occurs when reading and writing to the main RAM 53 cannot be performed normally, and the system recovers from the RAM error when a setting change process is performed.
[0336] The second bit of the error number stores an error number (E3) corresponding to a random number acquisition error. A random number acquisition error occurs when a random number cannot be acquired normally, and the random number acquisition error is resolved when a setting change process is performed. The third bit of the error number stores an error number (E4) corresponding to a reel error. A reel error occurs when a reel index cannot be detected, and the reel error is resolved when the reset switch 14A is turned on.
[0337] The fourth bit of the error number stores an error number (E5) corresponding to a backup error. A backup error occurs when the test values before power is cut off and after power is turned on do not match, and the backup error is recovered when a setting change process is performed. The fifth bit of the error number stores an error number (E6) corresponding to a communication abnormality error. A communication abnormality error occurs when a communication abnormality is detected between the main control board 50 and the medal count control board 70, and the communication abnormality error is recovered when the reset switch 14A is turned on.
[0338] [Types of commands sent from medal count control board 70 to main control board 50] Next, FIG. 45 is a diagram for explaining the types of commands transmitted from the medal count control board 70 to the main control board 50.
[0339] In this embodiment, the response command and medal count information command shown in the command name column are transmitted from the medal count control board 70 to the main control board 50.
[0340] The command name column shows the name of the type of command sent from the medal count control board 70 to the main control board 50, the number column shows the command number that is preset for each command, and the message length column shows the message length (byte length) of each command. Additionally, the single / two-way column indicates whether the main control board 50 responds to the medal count control board 70 after a command is sent from the medal count control board 70 to the main control board 50. The remarks column lists the data sent by each command, etc.
[0341] [Response command] Next, FIG. 46 is a diagram for explaining a response command transmitted from the medal count control board 70 to the main control board 50.
[0342] The response command is made up of 4 bytes of data, and is a command for responding to a command received from the main control board 50. The response command is transmitted from the medal count control board 70 to the main control board 50.
[0343] The first byte of the response command contains the message length of the response command, which is a fixed value of 4 (h).
[0344] The second byte of the response command contains the command number. The command number in the response command contains the command number of the received command to which the response is made. When sending a response command in response to a medal count insertion command, 3(h) is stored as the command number.
[0345] The third byte of the response command stores the reception result. The 0th bit of the reception result stores information indicating whether the received command is normal, and the 1st bit of the reception result stores information indicating that the serial numbers do not match. If the serial number of the command to be responded to does not match the serial number calculated by the medal count control board 70, the 1st bit of the reception result is turned on.
[0346] The second bit of the reception result stores information indicating that the number of gaming medals is insufficient. If a medal count insertion command is received and a request to subtract gaming value is made, but the gaming value possessed by the player is insufficient, the second bit of the reception result will be ON. The third bit of the reception result stores information regarding a gaming medal count overflow error. If the medal count control board 70 receives a medal count settlement command and the gaming value possessed by the player is at the upper limit, the third bit will be ON. The fourth byte of the response command stores a checksum to determine whether or not there was an error in the information transmitted in the first through third bytes.
[0347] [Medal count information command] Next, FIG. 47 is a diagram for explaining the medal count side information command transmitted from the medal count control board 70 to the main control board 50.
[0348] The medal count information command is made up of 4 bytes of data and is transmitted from the medal count control board 70 to the main control board 50 at predetermined intervals.
[0349] The first byte of the medal count information command stores the message length of the medal count information command. The message length of the medal count information command is set to a fixed value of 4 (h).
[0350] The second byte of the medal count side information command stores the command number. The fixed value 81(h) is stored as the command number in the medal count side information command. The third byte of the medal count side information command stores the system status of the medal count control board 70. The fourth byte of the medal count side information command stores a checksum to determine whether or not there was an error in the information sent in the first through third bytes.
[0351] [Message between slot machine 1 and card unit CU] Next, FIG. 48 is a diagram for explaining messages communicated between the slot machine 1 and the card unit CU.
[0352] The message communicated between the slot machine 1 and the card unit CU is composed of a message length, a command, a serial number, a data section, and a checksum.
[0353] The message length number "1" consists of a 1-byte data length, and stores the length of the message from the message length to the checksum. The message length ranges from 05(h) to 39(h).
[0354] The command number "2" consists of one byte of data length and is used for gaming machine information notification, counting notification, loan notification, or loan receipt result response. For gaming machine information notification, 01(h) is set, for counting notification, 02(h) is set, for loan notification, F3(h) is set, and for loan receipt result response, 03(h) is set.
[0355] The serial number "3" is a 1-byte data length. The serial number here is a collective term for the serial number included in the gaming machine information notification, the count serial number included in the count notification, and the lending serial number included in the lending notification and lending receipt result response. The serial number ranges from 00(h) to FF(h).
[0356] The data section of number "4" is composed of a data length of 1 byte to 53 bytes, and stores the data of the message. The data section contains data for gaming machine information notification, counting notification, loan notification, and loan receipt result response. The data section will be explained using Figure 46, and contains the gaming machine type, gaming machine information type, and gaming machine information. The data length of the data section varies depending on the notification content.
[0357] The checksum number "5" is data for determining whether or not an error occurred in the information sent from number "1" to number "4."
[0358] [Gaming Machine Information Notification Communicated Between the Slot Machine 1 and the Card Unit CU] Next, FIG. 49 is a diagram for explaining gaming machine information notification communicated between the slot machine 1 and the card unit CU.
[0359] The gaming machine information notification communicated between the slot machine 1 and the card unit CU is composed of a message length, a command, a serial number, a gaming machine type, a gaming machine information type, gaming machine information, and a checksum.
[0360] The message length of number "1" consists of one byte of data length, and stores the length of the message from the message length to the checksum. The message length ranges from 18(h) to 57(h).
[0361] The command numbered "2" has a data length of 1 byte, and in the case of gaming machine information notification, a fixed value of 01(h) is stored.
[0362] The serial number "3" is composed of one byte of data length, and the range of serial numbers is from 00(h) to FF(h).
[0363] The gaming machine type numbered "4" is one byte long and stores the management medium, group classification, and gaming machine type. The gaming machine types will be explained using FIG.
[0364] The gaming machine information type number "5" is composed of 1 byte of data length and stores information to identify gaming machine performance information, gaming machine installation information, or hall control fraud monitoring information. When notifying gaming machine performance information, 00(h) is stored, when notifying gaming machine installation information, 01(h) is stored, and when notifying hall control fraud monitoring information, 02(h) is stored.
[0365] The gaming machine information numbered "6" stores data on gaming machine performance information, gaming machine installation information, and hall control fraud monitoring information. The gaming machine performance information is 51 bytes long and stores the total number of inserted coins, total number of awarded coins, MY, etc. The gaming machine installation information is 40 bytes long and stores the manufacturer code of the main control board 50 and medal count control board 70, the product code of the main control board 50 and medal count control board 70, and the chip ID number of the main control board 50 and medal count control board 70. The hall control fraud monitoring information is 12 to 16 bytes long and stores the IN, OUT, BB, RB, AT, door open signal, security signal, etc.
[0366] The checksum number "7" is one byte long and is used to determine whether or not an error has occurred in the information sent from No. 1 to No. 6.
[0367] [Type of gaming machine] Next, FIG. 50 is a diagram illustrating the type of gaming machine numbered "4" among the information included in the gaming machine information notification output by the slot machine 1. In FIG.
[0368] The type of gaming machine is composed of one byte of data length, and stores the management medium, group classification, and gaming machine type.
[0369] The lowest 4 bits of the gaming machine type store the gaming machine type. Specifically, by using bits 0 to 3, a value between 0 and 15 can be stored. If the gaming machine type is a pachinko gaming machine, the value of the lowest 4 bits will be 1, and if the gaming machine type is a slot machine, the value of the lowest 4 bits will be 2. If the gaming machine type is an arrange ball gaming machine, the value of the lowest 4 bits will be 3, and if the gaming machine type is a jankyu gaming machine, the value of the lowest 4 bits will be 4. Furthermore, since 0 is unused, the value of the lowest 4 bits will never be 0. Furthermore, since 5 to 15 are reserved, the value of the lowest 4 bits will never be one of 5 to 15 unless the reserved numbers are used.
[0370] The group classification is stored in bits 4 to 6 of the gaming machine type. Specifically, values from 0 to 7 can be stored using bits 4 to 6. If the group classification is Group A, the value of bits 4 to 6 will be 0, and if the group classification is Group B, the value of bits 4 to 6 will be 1. Note that bits 2 to 7 are reserved, so unless the reserved bits are used, the values of bits 4 to 6 will never be 2 to 7.
[0371] The seventh bit of the gaming machine type stores the management medium. Specifically, if it is an old gaming ball, the seventh bit is 0. On the other hand, if it is an old gaming medal, the seventh bit is 1.
[0372] If the gaming machine type is a pachinko gaming machine, the group classification is group A, and the management medium is an old gaming ball, the gaming machine type will be "00000001B". If the gaming machine type is a slot machine, the group classification is group A, and the management medium is an old gaming medal, the gaming machine type will be "10000010B". If the gaming machine type is a slot machine, the group classification is group B, and the management medium is an old gaming medal, the gaming machine type will be "10010010B".
[0373] [Machine information included in the message when gaming machine performance information is set] Next, FIG. 51 is a diagram for explaining gaming machine information included in a telegram when gaming machine performance information is set in the gaming machine information notification.
[0374] When gaming machine performance information is set using gaming machine information notification number "6", the slot machine 1 notifies the card unit CU of the total number of inserts, total number of awards, MY, total number of awarded devices, total number of consecutive awarded devices, device ratio, consecutive device ratio, advantageous zone ratio, device ratio with instructions, device etc. state ratio, number of plays, reserve, reservation (1st), and reservation (2nd).
[0375] The total number of inputs is the value of the cumulative number of gaming values accumulated since the power was turned on, and if the power is turned on after a power outage, 0 will be output as the value of the total number of inputs. For example, if the cumulative number of gaming values is 200 after 100 games, the total number of inputs will be 200, and 200 will be output as the information on the total number of inputs. Note that if a replay is determined to be the winning combination and the replay wins, the number of input gaming values bet on the next game will not be included in the total number of inputs.
[0376] The total awarded number is information on the number of awarded gaming values accumulated since the power was turned on, and if the power is turned on after a power outage, 0 is output as information on the total awarded number. For example, if the cumulative number of awarded gaming values is 200 in 100 games, the total awarded number will be 200, and 200 is output as information on the total awarded number. If the power is turned on after a power outage, 0 is output as information on the total awarded number. Note that if a replay is determined to be a winning combination and the replay wins, the number of awarded gaming values for the next game is not included in the total awarded number.
[0377] MY is information about the maximum difference that can be calculated from the number of gaming values awarded and the number of gaming values inserted since the power was turned on. If the power is turned on after a power outage, 0 is output as the MY information. Specifically, MY is the maximum difference, which is the increase in the gaming value (total number acquired minus total number inserted) from the reference point where the gaming value at the time of the game result was the smallest decrease. For example, in a 1,000-game series, the 100th game is the game in which the player suffered the greatest loss, and the gaming value lost at that time was -200. From this point, a favorable game begins, and the 800th game is the game in which the player gained the most, and the gaming value acquired by the player at that time was 800. Then, 1000, the difference between -200 and 800, is MY, and 1000 is output as MY. If the power is turned on after a power outage, 0 is output as the MY information.
[0378] The total number of granted devices is information on the cumulative number of granted gaming values that have been granted by the operation of device devices (single bonus (SB), regular bonus (RB), challenge bonus (CB)) since the power was turned on, and if the power is turned on after a power outage, 0 is output as information on the total number of granted devices. For example, if the cumulative number of gaming values obtained by the operation of device devices is 100 after 100 games, the total number of granted devices will be 100, and 100 is output as information on the total number of granted devices. If the power is turned on after a power outage, 0 is output as information on the total number of granted devices.
[0379] The total number of consecutive awarded games is information on the cumulative number of awarded game values due to the operation of the first-class special game device (RB) since the power was turned on. If the power is turned on after a power outage, 0 is output as information on the total number of awarded game values. For example, if the cumulative number of game values obtained by the operation of the first-class special game device in 100 games is 100, the total number of awarded game values will be 100, and 100 will be output as information on the total number of awarded game values. If the power is turned on after a power outage, 0 will be output as information on the total number of awarded game values. The number of awarded game media awarded due to the operation of the first-class special game device by the game device continuous operation device related to the first-class special game device is also accumulated.
[0380] The reel ratio is a ratio where the cumulative number of awards is the denominator and the cumulative number of awards when reels (RB, CB, SB) are activated is the numerator. For example, if the cumulative number of plays is equal to or greater than a predetermined number (e.g., 17,500 plays), the cumulative number of awards is 20,000, and the cumulative number of awards when reels are activated is 10,000, 50 is output as the reel ratio information. Note that the cumulative total does not have to be the cumulative total for all plays. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 65,535), or if the cumulative number of awards added to the current play exceeds the upper limit, the cumulative number of awards and the cumulative number of awards when reels are activated are not updated in subsequent plays. In other words, the reel ratio is configured to remain unchanged. In addition, when the cumulative number of games played is less than a predetermined number (for example, 17,500 games), FF(h) is output as the bonus ratio information.
[0381] The consecutive feature ratio is a ratio where the cumulative number of awards is the denominator and the cumulative number of awards when consecutive features are activated (RB) is the numerator. For example, if the cumulative number of plays is equal to or greater than a predetermined number (e.g., 17,500 plays), the cumulative number of awards is 20,000, and the cumulative number of awards when consecutive features are activated is 10,000, 50 is output as the feature ratio information. Note that the cumulative total does not have to be the cumulative total for all plays. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 65,535), or if the cumulative number of awards added to the current play exceeds the upper limit, the cumulative number of awards and the cumulative number of awards when consecutive features are activated are not updated in subsequent plays. In other words, the feature ratio is configured to remain unchanged. In addition, when the cumulative number of times of play is less than a predetermined number (for example, 17,500 times), FF(h) is output as the continuous feature ratio information.
[0382] The favorable zone ratio is a ratio between the cumulative number of plays as the denominator and the cumulative number of favorable zone plays as the numerator. For example, if the cumulative number of plays is 20,000 and the cumulative number of favorable zone plays is 18,000, 90 is output as the favorable zone ratio information. Note that the cumulative total does not have to be the cumulative total of all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 65,535), the cumulative number of plays and the number of favorable zone plays are not updated. In other words, the favorable zone ratio is configured to remain unchanged. The cumulative total does not have to be the cumulative total of all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 65,535), or if adding the number of plays of the current play to the cumulative number of plays exceeds the upper limit, the cumulative number of plays and the cumulative number of favorable zone plays are not updated in subsequent plays. In other words, the advantageous zone ratio is configured not to change. When the cumulative number of games is less than a predetermined number (e.g., 17,500 games), the advantageous zone ratio is configured to be output as FF(H). Also, even in slot machines 1 that do not have advantageous zones, the advantageous zone ratio is configured to be output as FF(h).
[0383] The instruction-included feature ratio is a ratio where the cumulative number of bonuses is the denominator and the sum of the cumulative bonuses granted when the feature (RB, CB, SB) is activated and the cumulative bonuses granted when the instruction function is activated (notification of the operation order of the stop buttons) is the numerator. The "total" here may be a value derived by calculation based on the bonuses granted when the feature is activated and the bonuses granted by the instruction function, or it may be a single memory area where bonuses granted when the feature is activated or when the instruction function is activated are added together. For example, if the number of bonuses is 175,000 or more, the cumulative bonuses are 200,000, and the sum of the cumulative bonuses granted when the feature is activated and the cumulative bonuses granted by the instruction function is 100,000, 50 is output as the bonus ratio information. The cumulative total does not have to be the total for all games. For example, if the cumulative number of awards reaches a predetermined upper limit (e.g., 1,677,215), or if the cumulative number of plays plus the current number of plays exceeds the upper limit, the cumulative number of awards and the sum of the cumulative number of awards when the special feature is activated and the cumulative number of awards by instruction are not updated in subsequent plays. In other words, the advantageous zone ratio is not changed. Note that if the cumulative number of plays is less than a predetermined number (e.g., 175,000), FF(h) is output as the special feature ratio information. Also, FF(h) is output even in slot machines 1 that do not have special features or instruction functions.
[0384] The reel status ratio is a ratio between the cumulative number of plays as the denominator and the cumulative specific number of plays, which is the number of plays in which the reel (RB, CB, SB) is activated or the number of plays in which the reel continuous operating device (the reel continuous differential device for a first-class special reel, or the reel continuous differential device for a second-class special reel) is activated. For example, if the cumulative number of plays is 20,000 and the cumulative specific number of plays is 5,000, 25 is output as the reel status ratio information. Note that the cumulative total does not have to be the total for all plays. For example, if the cumulative number of plays reaches a predetermined upper limit (e.g., 1,677,215), the cumulative number of plays and the specific number of plays are not updated in subsequent plays. In other words, the reel status ratio is configured to remain unchanged. When the cumulative number of games is less than a predetermined number (e.g., 175,000 games), the slot machine 1 is configured to output FF(h) as the ratio of the status of the reels, etc. Also, even in slot machines 1 that are not equipped with reels or reel continuous operation devices, the slot machine 1 is configured to output FF(h).
[0385] The number of games played is the cumulative number of games played since the power of the slot machine 1 was turned on. The number of games played is cleared when the power of the slot machine 1 is turned on from an OFF state.
[0386] Reserves are items that are prepared in advance for possible future use, and when only the information mentioned above, total number of inputs, total number of awarded items, MY, total number of awarded devices, total number of consecutive awarded devices, device ratio, consecutive device ratio, advantageous zone ratio, device ratio with instructions, device etc. state ratio, and number of games played is output, 00(h) is output.
[0387] The reservation (first) is not used only by the main body of the slot machine 1. For example, after being sent from the slot machine 1 to the card unit CU, it is used when outputting from the card unit CU to an external party (e.g., a gaming machine information center) such as group A or group B using the 3-byte area reserved as a reservation in the card unit CU. An example of its use is adding the maximum MY calculated by the card unit CU to the number of games played from the total number of inserted coins described above, and outputting the result to an external party (e.g., a gaming machine information center).
[0388] The reservation (second) is not used only by the main body of the slot machine 1. For example, after being sent from the slot machine 1 to the card unit CU, it is used when outputting from the card unit CU to an external party (e.g., a gaming machine information center) such as group A or group B using the 2-byte area reserved as a reservation in the card unit CU. An example of its use is adding the number of games calculated by the card unit CU to the total number of inserted coins described above, and outputting the result to an external party (e.g., a gaming machine information center).
[0389] [Machine information included in the message when gaming machine installation information is set] Next, FIG. 52 is a diagram illustrating gaming machine information included in a telegram when gaming machine installation information is set, among gaming machine information notifications.
[0390] When gaming machine installation information is set using gaming machine information notification number "6", the slot machine 1 notifies the card unit CU of the main control chip ID number, main control chip manufacturer code, main control chip product code, medal count control chip ID number, medal count control chip manufacturer code, and medal count control chip product code.
[0391] The main control chip ID number is information including a chip individual number for identifying a main control chip that integrates the main CPU 51, main ROM 52, and main RAM 53 provided on the main control board 50, and is different information for each chip even if it is the same model. For example, if the chip individual number is 12,345,678(h) and the main control chip is made by company A, the main control chip ID number 1,234,567,821(h) (the last 21(h) indicates that it is a main control chip with model number X made by company A) can be output to the card unit CU. Also, if the chip individual number is 23,456,789(h) and the main control chip is made by company B, the main control chip ID number 2,345,678,941(h) (the last 41(h) indicates that it is a main control chip with model number Y made by company B) can be output to the card unit CU.
[0392] The main control chip manufacturer code is information that indicates the gaming machine manufacturer stored in the built-in memory of the main control chip.
[0393] The main control chip product code is information that indicates the model name of the slot machine 1 stored in the built-in memory of the main control chip.
[0394] The main control chip ID number, main control chip manufacturer code, and main control chip product code are transmitted from the main control board 50 to the medal count control board 70 during the power-on process when the slot machine 1 is powered on. The medal count RAM 73 provided on the medal count control board 70 is configured to store the main control chip ID number, main control chip manufacturer code, and main control chip product code, respectively.
[0395] The medal count control chip ID number is information including a chip individual number for identifying a medal count control chip that integrates the medal count CPU 71, medal count ROM 72, and medal count RAM 73 provided on the medal count control board 70, and is different information for each medal count control chip even if it is the same model. For example, if the chip individual number is 98,765,432(h) and the medal count control chip was purchased from company A, the medal count control chip ID number can be output to the card unit CU as 9,876,543,221(h) (the lower byte 21(h) indicates that it is a medal count control chip with model number X purchased from company A). For example, if the chip individual number is 87,654,321(h) and the medal count control chip was purchased from company B, the medal count control chip ID number can be output to the card unit CU as 8,765,432,141(h) (the lower byte 41(h) indicates that it is a medal count control chip with model number Y purchased from company B).
[0396] In the case of a slot machine 1 that does not have a medal count control board 70 mounted thereon, 0(h) can be output to the card unit CU as the medal count control chip ID number.
[0397] The medal count control chip manufacturer code is information indicating the gaming machine manufacturer stored in the built-in memory of the medal count control chip. In the case of a slot machine 1 that does not have a medal count control board 70, 0(h) can be output to the card unit CU as the medal count control chip manufacturer code.
[0398] The medal count control chip product code is information stored in the built-in memory of the medal count control chip that indicates the model name of the slot machine 1. In the case of a slot machine 1 that does not have a medal count control board 70, 0(h) can be output to the card unit CU as the medal count control chip product code.
[0399] [Machine information included in the message when hall control fraud monitoring information is set] Next, FIG. 53 is a diagram for explaining gaming machine information included in a telegram when hall control fraud monitoring information is set among gaming machine information notifications.
[0400] The total number of medals is the current number of gaming values stored in the medal count control board 70, and can increase or decrease depending on the gaming value insertion process and winning process. The current total number of medals is displayed on the medal count display 27 provided in the slot machine 1. Information on the total number of medals is sent to the card unit CU. For example, if 2,000 is stored as the total number of medals, 0x0007D0(h) can be output to the card unit CU. The upper limit of the total number of medals that can be stored in the medal count control board 70 is 16,383.
[0401] The number of bets indicates the number of gaming values bet. For example, if 3 is bet, 03(h) can be output to the card unit CU. Also, if the settlement button 8 is operated before the game starts (before the start lever 2 is operated) after 3 bets, FD(h) can be output to the card unit CU. In other words, information from -3(FD(h)) to +3(03(h)) can be output to the card unit CU.
[0402] The number of awarded games indicates the number of game values awarded according to the combination of symbols that stop on the pay line after the left reel 15, center reel 16, and right reel 17 have all stopped. For example, if 8 game values are awarded, information 08(h) can be output, and if 15 game values are awarded, information 0F(h) can be output to the card unit CU.
[0403] The main control state (1) indicates a state related to the game state. Specifically, each bit of the 1-byte data is assigned a game state. For example, when the value of the 0th bit of the main control state (1) is 1, information indicating that RB (a state in which a first-class special feature is activated) is activated can be output to the card unit CU. Also, when the value of the 1st bit of the main control state (1) is 1, information indicating that BB (a feature continuous activation device related to a first-class special feature) is activated can be output to the card unit CU. Also, when the value of the 2nd bit of the main control state (1) is 1, information indicating that AT is activated can be output to the card unit CU.
[0404] The third to sixth bits of the main control status (1) correspond to the gaming machine status signals (1) to (4). The gaming machine status signals (1) to (4) can be used for different purposes or not used at all depending on the type of slot machine 1. For example, the gaming machine status signal (1) can be output every time the gaming value awarded in the AT reaches 100. The seventh bit of the main control status (1) is unused. Therefore, a 0 can be output regardless of the type of slot machine 1.
[0405] The main control state (2) indicates a state related to the gaming state, similar to the main control state (1). Bits 0 to 2 of the main control state (2) correspond to the gaming machine state signals (5) to (7). The gaming machine state signals (5) to (7) can be used for different purposes or not used at all depending on the type of slot machine 1. For example, the gaming machine state signal (5) can be output when a transition to a specific gaming state occurs. Bits 3 to 7 of the main control state (2) are unused. Therefore, 0 can be output regardless of the type of slot machine 1.
[0406] The gaming machine error state indicates an error state composed of information including an error code indicating an error occurring in the slot machine 1. Bits 0 to 5 of the gaming machine error state indicate the error code. Bit 6 of the gaming machine error state indicates whether the error that has occurred is an error in the main control board 50 or an error in the medal count control board 70. Bit 7 of the gaming machine error state indicates whether the card unit CU will only issue (notify) an error, or whether the card unit CU will issue (notify) an error and also notify the hall computer of the error code via the card unit CU.
[0407] Gaming machine fraud (first) indicates information regarding the detection of fraud in the main control board 50 and the state of the main control board 50. The gaming machine fraud (first) signal is treated as an HC signal. In other words, each gaming machine fraud (first) signal output from the slot machine 1 is output to the hall computer via the card unit CU.
[0408] A setting change signal is assigned to bit 0 of gaming machine fraud (1). The setting change signal has a value of 1 in bit 0 of gaming machine fraud (1) from when the setting is being changed until one game has ended after the setting change. In situations other than when the setting is being changed until one game has ended after the setting change, the value of bit 0 of gaming machine fraud (1) is 0.
[0409] A setting confirmation signal is assigned to the first bit of gaming machine fraud (1). When the setting confirmation signal is in progress (in setting confirmation mode), the value of the first bit of gaming machine fraud (1) becomes 1, and when the setting confirmation signal is not in progress, the value of the first bit of gaming machine fraud (1) becomes 0.
[0410] The second bit of the gaming machine fraud (1) is assigned to the fraud detection signal (1). For example, if the detection of the first fraud is assigned to the fraud detection signal (1), when the first fraud is detected, the value of the second bit of the gaming machine fraud (1) becomes 1, and when the first fraud is not detected, the value of the second bit of the gaming machine fraud (1) becomes 0.
[0411] The third bit of the gaming machine fraud (first) is assigned to the fraud detection signal (second). For example, if the detection of the second fraud is assigned to the fraud detection signal (second), when the second fraud is detected, the value of the third bit of the gaming machine fraud (first) becomes 1, and when the second fraud is not detected, the value of the third bit of the gaming machine fraud (first) becomes 0.
[0412] The fourth bit of the gaming machine fraud (first) is assigned to the fraud detection signal (third). For example, if the detection of the third fraud is assigned to the fraud detection signal (third), when the third fraud is detected, the value of the fourth bit of the gaming machine fraud (first) becomes 1, and when the third fraud is not detected, the value of the fourth bit of the gaming machine fraud (first) becomes 0.
[0413] A security signal is assigned to the fifth bit of the gaming machine fraud (1). Specifically, when a fraud detection signal is being output, when a setting change signal is being output, or when a setting confirmation signal is being output, the value of the fifth bit of the gaming machine fraud (1) is 1, and in other situations the value of the fifth bit of the gaming machine fraud (1) is 0.
[0414] The sixth to seventh bits of the gaming machine fraud (first) are unused. Therefore, the values of the sixth to seventh bits of the gaming machine fraud (first) are 0.
[0415] Gaming machine fraud (second) indicates information regarding the detection of fraud related to the main control board 50 or the medal count control board 70, and the status related to the main control board 50 or the medal count control board 70. The gaming machine fraud (second) signal is treated as a signal for the hall computer. In other words, each gaming machine fraud (second) signal output from the slot machine 1 is output to the hall computer via the card unit CU.
[0416] A setting door open signal is assigned to the 0th bit of the gaming machine fraud (2). The setting door open signal is a signal that indicates whether or not the setting door that closes the setting key insertion unit 13 for changing the setting is open. When the setting door is open, the value of the 0th bit of the gaming machine fraud (2) is 1. On the other hand, when the setting door is closed, the value of the 0th bit of the gaming machine fraud (2) is 0. Note that in a slot machine 1 that does not have a setting door or a slot machine 1 that does not have a function for detecting the opening of the setting door, the value of the 0th bit of the gaming machine fraud (2) is 0.
[0417] A door open signal is assigned to the first bit of the gaming machine fraud (2). The door open signal is a signal that indicates whether the door section 1B of the slot machine 1 is open or not. When the door section 1B of the slot machine 1 is open, the value of the first bit of the gaming machine fraud (2) is 1. On the other hand, when the door section 1B of the slot machine 1 is closed, the value of the first bit of the gaming machine fraud (2) is 0.
[0418] The third bit of the gaming machine fraud (second) is assigned to medal count clear switch detection. Medal count clearing refers to clearing the gaming value stored in the medal count control board 70 when the medal count clear button 25 provided on the medal count control board 70 is operated when the slot machine 1 is powered on. For example, if the gaming value bet is 3 and the gaming value stored in the medal count control board 70 is 1,000, clearing the medal count will set the gaming value bet to 3 and the gaming value stored in the medal count control board 70 to 0. In other words, operating the medal count clear button 25 does not clear the gaming value bet. If medal count clearing is performed, the value of the third bit of the gaming machine fraud (second) becomes 1. If medal count clearing is not performed, the value of the third bit of the gaming machine fraud (second) becomes 0.
[0419] The second bit and the fourth to seventh bits of the gaming machine fraud (2) are all unused. Therefore, the values of the second bit and the fourth to seventh bits of the gaming machine fraud (2) are all 0.
[0420] Gaming machine fraud (third) indicates information regarding the detection of fraud relating to the spare main control board 50 or medal count control board 70, and the status of the main control board 50 or medal count control board 70. In other words, the values of bits 0 to 7 of gaming machine fraud (third) are all 0.
[0421] [Basic communication sequence between slot machine 1 and card unit CU] Next, FIG. 54 is a diagram for explaining the basic communication sequence between the slot machine 1 and the card unit CU.
[0422] The slot machine 1 sends a gaming machine information notification, a count notification, and a loan receipt result response to the card unit CU. The card unit CU sends a loan notification to the slot machine 1.
[0423] The slot machine 1 notifies the card unit CU of gaming machine information. At this time, the serial number of the gaming machine information notification is "serial number=n".
[0424] Next, 100 milliseconds after the gaming machine information notification, the slot machine 1 sends a counting notification to the card unit CU. At this time, the counting serial number in the counting notification is "counting serial number=m."
[0425] Next, within 170 milliseconds after the count notification, the card unit CU sends a lending notification to the slot machine 1. At this time, the lending serial number in the lending notification is "lending serial number=k".
[0426] Next, the slot machine 1 responds with a loan receipt result within 10 milliseconds after receiving the loan notification. At this time, the loan serial number in the loan receipt result response is "loan serial number = k."
[0427] Next, the slot machine 1 sends a gaming machine information notification when 20 milliseconds or more have passed since the loan acceptance result response. At this time, the serial number of the gaming machine information notification is "serial number = n+1."
[0428] The time from when the slot machine 1 notifies the card unit CU of gaming machine information of "serial number=n" until the next gaming machine information notification (serial number=n+1) is sent is 300 milliseconds.
[0429] [Sequence when slot machine 1 starts up before card unit CU] Next, FIG. 55 is a diagram for explaining the sequence when the slot machine 1 is started up before the card unit CU.
[0430] When the power supply of the slot machine 1 and the card unit CU is OFF, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are OFF.
[0431] Next, when the power of the slot machine 1 and the card unit CU is turned ON, the slot machine 1 and the card unit CU start up. At this time, since the startup of the slot machine 1 and the card unit CU is not complete, the VL signal of the slot machine 1 and the VL signal and PSI signal of the card unit CU are OFF.
[0432] Next, when the startup of the slot machine 1 is completed, it sends a gaming machine information notification (serial number = 0) to the card unit CU, and then sends a counting notification (counting serial number = 0). At this time, since the startup of the card unit CU has not yet been completed, the slot machine 1 does not send a gaming machine information notification of "serial number = 0" or a counting notification of "counting serial number = 0" to the card unit CU. Therefore, the card unit CU does not send a loan notification to the slot machine 1, and the slot machine 1 does not send a loan receipt result response to the card unit CU.
[0433] The serial number and counting serial number are updated regardless of whether the slot machine 1 and the card unit CU are connected or not. Therefore, at the timing when the next gaming machine information notification or counting notification is made (the timing when the notification is made 300 milliseconds after the first gaming machine information notification after the slot machine 1 has finished starting up), the serial number will be "serial number = 01" and the counting serial number will be "counting serial number = 01". In other words, regardless of whether the slot machine 1 is connected to the card unit CU or not, the slot machine 1 notifies the message and also updates the serial number and counting serial number.
[0434] Next, when the startup of the card unit CU is completed, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are turned ON. As a result, the slot machine 1 enables the operation of the bet button 3, the max bet button 4, and the counting button 26. In addition, the card unit CU is notified of gaming machine information and counting information from the slot machine 1.
[0435] In this way, the slot machine 1 is configured to provide gaming machine information notification and counting notification regardless of whether the card unit CU is running or not. Therefore, the card unit CU manages the gaming machine information notification serial number and counting notification serial number notified from the slot machine 1 after the startup of the card unit CU is complete. In this way, the slot machine 1 can provide gaming machine information notification and counting notification without determining the status of the card unit CU, which eliminates the need to perform processing to determine the status of the card unit CU, thereby reducing the program capacity of the medal count ROM 72.
[0436] [Sequence when card unit CU starts up before slot machine 1] Next, FIG. 56 is a diagram for explaining a sequence when the card unit CU is started up before the slot machine 1. In FIG.
[0437] If the card unit CU completes its startup before the slot machine 1 does, it will wait until the startup of the slot machine 1 is complete. Specifically, when the power supply of the card unit CU is turned on and the startup of the card unit CU is complete, the VL signal and PSI signal of the card unit CU are turned on. Then, the card unit CU will wait with the VL signal and PSI signal on until the startup of the slot machine 1 is complete.
[0438] Next, the power supply of the slot machine 1 is turned ON, and when the startup of the slot machine 1 is completed, the VL signal of the slot machine 1, the VL signal of the card unit CU, and the PSI signal are turned ON. Then, the slot machine 1 issues a gaming machine information notification (serial number = 0) and a counting notification (counting serial number = 0) to the card unit CU. Here, since the startup of the card unit CU has already been completed, the gaming machine information notification (serial number = 0) and the counting notification (counting serial number = 0) are notified, and the serial number for the gaming machine information notification and the counting serial number for the counting notification are managed. In this way, the slot machine 1 can issue a gaming machine information notification and a counting notification without determining the status of the card unit CU, which eliminates the need to perform processing to determine the status of the card unit CU, thereby reducing the program capacity of the medal count ROM 72.
[0439] [Counting notification sequence between slot machine 1 and card unit CU] Next, FIG. 57 is a diagram illustrating a count notification sequence between the slot machine 1 and the card unit CU.
[0440] Before accepting the operation of the counting button 26, the total number of medals (the value of the gaming value possessed by the player) managed by the medal count control board 70 is "300", and the number of medals that can be loaned by the unit control board 90 is "20".
[0441] When the slot machine 1 and the card unit CU have been started up and communication between the slot machine 1 and the card unit CU is possible, and the counting button 26 is operated, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n, total number of medals = 300).
[0442] Next, 100 milliseconds after the gaming machine information notification (serial number = n, total number of medals = 300) is sent, the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 100, cumulative count = 100) to the card unit CU. As a result, the slot machine 1 subtracts the counted medals from the total number of medals before sending the counting notification to the card unit CU. As a result, the total number of medals becomes 200 from 300.
[0443] Next, when the card unit CU receives a counting notification from the slot machine 1, it updates the number of loanable medals from 20 to 120 and sends a loan notification (loan serial number = k, loan medals = 0) to the slot machine 1. Then, when the slot machine 1 receives a loan notification from the card unit CU, it checks the consistency between the information indicated in the loan notification and the information indicated in the previous loan notification, and sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.
[0444] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 200) to the card unit CU, and sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200). As a result, the slot machine 1 subtracts the counted medals from the total number of medals before sending the counting notification. As a result, the total number of medals becomes 100 from 200.
[0445] Next, when the card unit CU receives a counting notification from the slot machine 1, it updates the number of loanable medals from 120 to 220 and sends a loan notification (loan serial number = k+1, loan medals = 0) to the slot machine 1. When the card unit CU sends a loan notification, the slot machine 1 checks the consistency between the information indicated in the loan notification and the information indicated in the previous loan notification, and sends a loan receipt result response (loan serial number = k+1, loan medal receipt result = normal) to the card unit CU.
[0446] Next, when the slot machine 1 sends a gaming machine information notification to the card unit CU, if the operation of the counting button 26 is not accepted (the hand that pressed the counting button 26 is released), the slot machine 1 sends a gaming machine information notification (serial number = n+2, total medal count = 100) to the card unit CU. Next, 100 milliseconds after the gaming machine information notification (serial number = n+2, total medal count = 100) is sent, the slot machine 1 sends a counting notification (counting serial number = m+2, counted medals = 0, cumulative count = 100) to the card unit CU.
[0447] Next, the card unit CU sends a loan notification (loan serial number = k+2, loan medal = 0) to the slot machine 1. Then, the slot machine 1 sends a loan receipt result response (loan serial number = k+2, loan medal receipt result = normal) to the card unit CU.
[0448] Next, the slot machine 1 notifies the card unit CU of gaming machine information (serial number=n+3, total number of medals=0).
[0449] In this way, from the time when the operation of the counting button 26 is accepted until the operation of the counting button 26 is no longer accepted (while the counting button 26 is being pressed and held), the slot machine 1 sends a counting notification to the card unit CU every 300 milliseconds. This makes it possible to notify a certain amount of counted medals simply by pressing and holding the counting button 26, so the player does not need to operate the counting button 26 continuously, and the burden of the counting operation can be reduced.
[0450] [Lending notification sequence between slot machine 1 and card unit CU] Next, FIG. 58 is a diagram for explaining a lending notification sequence between the slot machine 1 and the card unit CU.
[0451] As a situation before accepting the operation of the lend button 33, it is assumed that the total number of medals managed by the medal count control board 70 is 10, and the number of medals available for lending managed by the unit control board 90 is 100.
[0452] The slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 10) to the card unit CU. Then, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 10), the slot machine 1 sends a count notification (count serial number = m, count medals = 0, cumulative count = 0) to the card unit CU.
[0453] Next, the card unit CU sends a loan notification (loan serial number = k, loan medals = 50) to the slot machine 1 within 170 milliseconds after the slot machine 1 sends a count notification (count serial number = m, count medals = 0, cumulative count = 0). From the time the slot machine 1 sends the loan notification (loan serial number = k, loan medals = 50) until it sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal), the total number of medals will be 60.
[0454] Next, the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) within 10 milliseconds after the loan notification (loan serial number = k, loan medal = 50) is sent. At this time, the card unit CU updates the number of loanable medals from 100 to 50.
[0455] Next, if the operation of the lending button 33 provided on the card unit CU is continuously accepted, the slot machine 1 then notifies the card unit CU of gaming machine information (serial number=n+1, total number of medals=60).
[0456] [Restoration sequence between slot machine 1 and card unit CU] Next, FIG. 59 is a diagram for explaining a recovery sequence when the dedicated interface between the slot machine 1 and the card unit CU is disconnected.
[0457] First, the slot machine 1 notifies the card unit CU of gaming machine information (serial number=n, total number of medals=100) and counting information (counting serial number=m, counted medals=0, cumulative counting=0).
[0458] Next, the card unit CU sends a loan notification (loan serial number = k, loan medal = 0) to the slot machine 1. Next, after the slot machine 1 receives the loan notification (loan serial number = k, loan medal = 0) from the card unit CU, it sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.
[0459] Next, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n+1, total number of medals = 100). After this, let's assume that the dedicated interface is disconnected. Here, when the dedicated interface is disconnected, the VL signal of the slot machine 1 turns OFF, and the VL signal and PSI signal of the card unit CU also turn OFF.
[0460] Next, the slot machine 1 sends a counting notification to the card unit CU (counting serial number = m+1, counting medal = 0, counting accumulation = 0), but since the dedicated interface is disconnected, no counting notification is sent to the card unit CU.
[0461] In addition, the slot machine 1 notifies the card unit CU of gaming machine information (serial number = n+2, total number of medals = 100), but since the dedicated interface is disconnected, the gaming machine information is not notified to the card unit CU.
[0462] Next, let us assume that the disconnection of the dedicated interface is restored. When the disconnection of the dedicated interface is restored, the VL signal of the slot machine 1 turns ON, and the VL signal of the card unit CU and the PSI signal also turn ON.
[0463] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+3, total number of medals = 100) to the card unit CU. Next, the slot machine 1 sends a count notification (count serial number = m+2, count medals = 0, cumulative count = 0) to the card unit CU.
[0464] Next, the card unit CU sends a lending notification (lending serial number=0, lending medal=0) to the slot machine 1. Next, the slot machine 1 sends a lending receipt result response (lending serial number=k, lending medal receipt result=abnormal) to the card unit CU.
[0465] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+4, total number of medals = 100) to the card unit CU. Next, the slot machine 1 sends a count notification (count serial number = m+4, count medals = 0, cumulative count = 0) to the card unit CU.
[0466] Next, the card unit CU sends a loan notification (loan serial number = k+1, loan medal = 0) to the slot machine 1. Next, the slot machine 1 sends a loan receipt result response (loan serial number = k+1, loan medal receipt result = normal) to the card unit CU.
[0467] [Sequence when communication error occurs during counting] Next, FIG. 60 is a diagram for explaining a sequence when a communication abnormality occurs between the slot machine 1 and the card unit CU during counting.
[0468] The following describes a case where the slot machine 1 fails to notify the card unit CU of the count due to a communication error when the slot machine 1 notifies the card unit CU of the count. Also, assume that the total number of medals managed by the medal count control board 70 is 200, and the unit control board 90 has 20 medals available for lending before accepting the operation of the count button 26.
[0469] When the slot machine 1 and the card unit CU have finished starting up and are able to communicate with each other, and the counting button 26 is operated, the slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 200) to the card unit CU. This updates the total number of medals from 200 to 100. Next, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 200), the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 100, cumulative count = 100) to the card unit CU.
[0470] Next, when the slot machine 1 sends a counting notification to the card unit CU (counting serial number = m, counted medals = 100, cumulative count = 100), the card unit CU updates the number of lendable medals from 20 to 120. Next, the card unit CU sends a lending notification to the slot machine 1 (lending serial number = k, lending medals = 0).
[0471] Next, the card unit CU sends a loan notification (loan serial number = k, loan medal = 0) to the slot machine 1, and then the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) to the card unit CU.
[0472] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 100) to the card unit CU. As a result, the number of lendable medals is updated from 120 to 220. Next, 100 milliseconds after the slot machine 1 sends the gaming machine information notification (serial number = n+1, total number of medals = 100), the slot machine 1 sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200) to the card unit CU. Then, if the slot machine 1 sends a counting notification (counting serial number = m+1, counted medals = 100, cumulative count = 200) but does not send a counting notification to the card unit CU, the card unit CU does not send a lending notification to the slot machine 1.
[0473] Then, if 300 milliseconds have passed since the slot machine 1 notified it of gaming machine information (serial number = n+1, total number of medals = 100) and no counting notification has been received, the card unit CU turns off the VL signal of the slot machine 1 and the VL and PSI signals of the card unit CU. The card unit CU determines that an error has occurred in communication with the slot machine 1, and performs the same operation as the recovery sequence.
[0474] Furthermore, even after a communication error with the card unit CU occurs and the VL signal of the slot machine 1 and the VL and PSI signals of the card unit CU are turned OFF, the slot machine 1 repeatedly sends gaming machine information notification and counting notification to the card unit CU. Specifically, the slot machine 1 updates the serial number of the gaming machine information notification and the counting serial number of the counting notification before notifying the card unit CU.
[0475] [Sequence when communication error occurs during rental] Next, FIG. 61 is a diagram for explaining a sequence when a communication error occurs between the slot machine 1 and the card unit CU during lending.
[0476] A case will be described where the card unit CU sends a lending notification to the slot machine 1. In this explanation, the situation before accepting the operation of the lending button 33 is that the total number of medals managed by the medal count control board 70 is 10, and the number of medals available for lending managed by the card unit CU is 100.
[0477] When the slot machine 1 and the card unit CU have completed startup and are able to communicate with each other, and the operation of the lending button 33 is accepted, the slot machine 1 sends a gaming machine information notification (serial number = n, total number of medals = 10) to the card unit CU. Then, 100 milliseconds after sending the gaming machine information notification (serial number = n, total number of medals = 10), the slot machine 1 sends a counting notification (counting serial number = m, counted medals = 0, accumulated count = 0) to the card unit CU.
[0478] Next, the card unit CU sends a lending notification (lending serial number=k, lending medals=50) to the slot machine 1 within 170 milliseconds after the counting notification from the slot machine 1 is sent.
[0479] Next, the slot machine 1 sends a loan receipt result response (loan serial number = k, loan medal receipt result = normal) within 10 milliseconds after the card unit CU sends a loan notification (loan serial number = k, loan medal receipt result = normal). At this time, the number of loanable medals is updated from 100 to 50. At this time, the slot machine 1 updates the total number of medals from 10 to 60 between the time the card unit CU sends the loan notification and the time the slot machine 1 sends the loan receipt result response.
[0480] Next, the slot machine 1 sends a loan receipt result response to the card unit CU, but if the card unit CU is unable to receive the loan receipt result response, the card unit CU determines that the loan is incomplete and stores a value indicating that the loan is incomplete in a specified memory area of the unit RAM 93.
[0481] Next, the slot machine 1 sends a gaming machine information notification (serial number = n+1, total number of medals = 60) to the card unit CU, and sends a counting notification (counting serial number = m+1, counted medals = 0, cumulative count = 0). If the card unit CU determines that the lending was incomplete when it sent the previous lending notification to the slot machine 1, it sends a lending notification (lending serial number = k, lending medals = 50) within 170 milliseconds after sending the counting notification (counting serial number = m+1, counted medals = 0, cumulative count = 0). This lending notification contains the same information as the previous lending notification.
[0482] If the loan notification sent to slot machine 1 is normal, it will be a loan notification (loan serial number = k+1), but since the loan notification sent this time was (loan serial number = k), slot machine 1 sends a loan receipt result response to the card unit CU (loan serial number = k, loan point receipt result response = abnormal).
[0483] Next, when the slot machine 1 responds with the loan receipt result, the card unit CU determines that a normal loan notification has been sent to the slot machine 1, since the loan serial number "k" in the loan receipt result response matches the loan serial number "k" in the loan notification sent to the slot machine 1, and stores a value indicating that the loan has been completed in the loan information storage area of the unit RAM 93.
[0484] [Performance table before update] Next, FIG. 62 is a diagram illustrating the effect table before updating.
[0485] The effect table before the update is stored in effect ROM 102 and is referred to when determining the effect. Here, Fig. 62 shows the effect table before the update (normal mode), the effect table before the update (pseudo bonus mode), the effect table before the update (AT mode), the effect table before the update (CZ mode), the effect table before the update (error), and the effect table before the update (demo).
[0486] As shown in Figure 62(a), the effect table (normal mode) before the update is a table for determining the effects to be executed while staying in normal mode. The effect table (normal mode) before the update shows effects NA-1 to NA-5, and effects NA-6 and after are omitted.
[0487] Here, taking effect NA-1 as an example, the first N indicates normal mode. The next A indicates the update serial number. The last 1 is the serial number of the effect. Also, once effect NA-1 is determined, effects NA-1-0 to NA-1-4 will be executed.
[0488] Specifically, when the start lever 2 is operated (i.e., when the two-dimensional code corresponding to the role determination command is read), effect NA-1-0 is executed, at the first stop (i.e., when the two-dimensional code corresponding to the stop command is read once in one game), effect NA-1-1 is executed, at the second stop (i.e., when the two-dimensional code corresponding to the stop command is read twice in one game), effect NA-1-3 is executed at the third stop (i.e., when the two-dimensional code corresponding to the stop command is read three times in one game), and effect NA-1-4 is executed when a prize is won (i.e., when the two-dimensional code corresponding to the payout command is read).
[0489] As shown in Figure 62(b), the effect table (pseudo bonus mode) before the update is a table for determining the effects to be executed while in the pseudo bonus mode. The effect table (pseudo bonus mode) before the update shows effects BA-1 to BA-5, and does not show effects BA-6 and onwards.
[0490] Here, taking effect BA-1 as an example, the first B indicates that it is a pseudo-bonus mode. The next A indicates the update serial number. The last 1 is the serial number of the effect. Also, once effect BA-1 is determined, effects BA-1-0 to BA-1-4 will be executed.
[0491] Specifically, when the start lever 2 is operated, effect BA-1-0 is executed, effect BA-1-1 is executed at the first stop, effect BA-1-2 is executed at the second stop, effect BA-1-3 is executed at the third stop, and effect BA-1-4 is executed when a prize is won.
[0492] As shown in Figure 62(c), the effect table (AT mode) before the update is a table for determining the effects to be executed when staying in AT mode. The effect table (AT mode) before the update shows effects AA-1 to AA-5, and does not show effects AA-6 and onwards.
[0493] Here, taking effect AA-1 as an example, the first A indicates that it is AT mode. The next A indicates the update serial number. The last 1 is the serial number of the effect. Also, once effect AA-1 is determined, effects AA-1-0 to AA-1-4 will be executed.
[0494] Specifically, when the start lever 2 is operated, effect AA-1-0 is executed, effect AA-1-1 is executed at the first stop, effect AA-1-2 is executed at the second stop, effect AA-1-3 is executed at the third stop, and effect AA-1-4 is executed when a prize is won.
[0495] As shown in Figure 62(d), the effect table (CZ mode) before the update is a table for determining the effects to be executed while staying in CZ mode. The effect table (CZ mode) before the update shows effects CA-1 to CA-5, and effects CA-6 and beyond are not shown.
[0496] Here, taking effect CA-1 as an example, the first C indicates that it is CZ mode. The next A indicates the update serial number. The last 1 is the serial number of the effect. Also, once effect CA-1 is decided, effects CA-1-0 to CA-1-4 will be executed.
[0497] Specifically, when the start lever 2 is operated, effect CA-1-0 is executed, effect CA-1-1 is executed at the first stop, effect CA-1-2 is executed at the second stop, effect CA-1-3 is executed at the third stop, and effect CA-1-4 is executed when a prize is won.
[0498] As shown in Figure 62(e), the effect table (error) before the update is a table for determining the effect to be executed when an error occurs. The effect table (error) before the update shows effects EA-1 to EA-6, and effects EA-7 and after are omitted.
[0499] Here, taking performance EA-1 as an example, the first E indicates an error. The next A indicates the update serial number. The last 1 is the performance serial number.
[0500] Specifically, when a first error (e.g., power recovery error) occurs, effect EA-1 is executed, when a second error (e.g., RAM error) occurs, effect EA-2 is executed, when a third error (e.g., random number acquisition error) occurs, effect EA-3 is executed, when a fourth error (e.g., reel error) occurs, effect EA-4 is executed, when a fifth error (e.g., backup error) occurs, effect EA-5 is executed, and when a sixth error (e.g., communication abnormality error) occurs, effect EA-6 is executed.
[0501] As shown in Figure 62(f), the effect table (demo) before the update is a table for determining the effect to be executed when not playing. The effect table (demo) before the update shows effect DA-1.
[0502] Here, to explain the effect DA-1, the first D indicates that it is a demo. The next A indicates the update serial number. The last 1 is the serial number of the effect. Specifically, when the game is not being played, the effect DA-1 will be executed.
[0503] [Updated performance table] Next, FIG. 63 is a diagram illustrating the updated effect table.
[0504] The updated effect table is stored in effect ROM 102 after the effect data is updated, and is referenced when determining the effect. Here, Fig. 63 shows the updated effect table (normal mode), the updated effect table (pseudo bonus mode), the updated effect table (AT mode), the updated effect table (CZ mode), the updated effect table (error), and the updated effect table (demo).
[0505] As shown in Figure 63(a), the updated effect table (normal mode) is a table for determining the effects to be executed while in normal mode. The updated effect table (normal mode) shows effects NB-1 to NB-5, and does not show effects NB-6 and beyond.
[0506] Here, taking effect NB-1 as an example, the first N indicates normal mode. The next B indicates the update serial number. That is, when the effect table before update (normal mode) shown in Figure 62(a) is updated once, the update serial number changes from A to B, and when another update is performed, the update serial number changes from B to C. Also, when effect NB-1 is determined, effects NB-1-0 to NB-1-4 will be executed.
[0507] Specifically, when the start lever 2 is operated, effect NB-1-0 is executed, effect NB-1-1 is executed at the first stop, effect NB-1-2 is executed at the second stop, effect NB-1-3 is executed at the third stop, and effect NB-1-4 is executed when a prize is won.
[0508] As shown in Figure 63(b), the updated effect table (pseudo bonus mode) is a table for determining the effects to be executed while in pseudo bonus mode. The updated effect table (pseudo bonus mode) shows effects BB-1 to BB-5, and does not show effects BB-6 and beyond.
[0509] Here, taking effect BB-1 as an example, the first B indicates that it is a pseudo bonus mode. The next B indicates the update serial number. The last 1 is the serial number of the effect. In other words, when the effect table (pseudo bonus mode) before the update shown in Figure 62(b) is updated once, the update serial number changes from A to B, and when another update is performed, the update serial number changes from B to C. Also, when effect BB-1 is determined, effects BB-1-0 to BB-1-4 will be executed.
[0510] Specifically, when the start lever 2 is operated, effect BB-1-0 is executed, effect BB-1-1 is executed at the first stop, effect BB-1-2 is executed at the second stop, effect BB-1-3 is executed at the third stop, and effect BB-1-4 is executed when a prize is won.
[0511] As shown in Figure 63(c), the updated effect table (AT mode) is a table for determining the effects to be executed while in AT mode. The updated effect table (AT mode) shows effects AB-1 to AB-5, and does not show effects AB-6 and beyond.
[0512] Here, taking effect AB-1 as an example, the first A indicates that it is AT mode. The next B indicates the update serial number. The last 1 is the serial number of the effect. In other words, when the effect table (AT mode) before the update shown in Figure 62(c) is updated once, the update serial number changes from A to B, and when another update is made, the update serial number changes from B to C. Also, when effect AB-1 is determined, effects AB-1-0 to AB-1-4 will be executed.
[0513] Specifically, when the start lever 2 is operated, effect AB-1-0 is executed, effect AB-1-1 is executed at the first stop, effect AB-1-2 is executed at the second stop, effect AB-1-3 is executed at the third stop, and effect AB-1-4 is executed when a prize is won.
[0514] As shown in Figure 63(d), the updated effect table (CZ mode) is a table for determining the effects to be executed while in CZ mode. The updated effect table (CZ mode) shows effects CB-1 to CB-5, and does not show effects CB-6 and beyond.
[0515] Here, taking effect CB-1 as an example, the first C indicates that it is CZ mode. The next B indicates the update serial number. The last 1 is the effect serial number. In other words, when the effect table (CZ mode) before the update shown in Figure 62 (d) is updated once, the update serial number changes from A to B, and when another update is performed, the update serial number changes from B to C. Also, when effect CB-1 is determined, effects CB-1-0 to CB-1-4 will be executed.
[0516] Specifically, when the start lever 2 is operated, effect CB-1-0 is executed, effect CB-1-1 is executed at the first stop, effect CB-1-2 is executed at the second stop, effect CB-1-3 is executed at the third stop, and effect CB-1-4 is executed when a prize is won.
[0517] As shown in Figure 63(e), the updated effect table (error) is a table for determining the effect to be executed when an error occurs. The updated effect table (error) shows effects EB-1 to EB-6, and does not show effects EB-7 and onward.
[0518] Here, taking effect EB-1 as an example, the first E indicates an error. The next B indicates the update serial number. The last 1 is the serial number of the effect. In other words, when the effect table (error) before the update shown in Figure 62(e) is updated once, the update serial number changes from A to B, and when another update is performed, the update serial number changes from B to C.
[0519] Specifically, when a first error occurs, effect EB-1 is executed, when a second error occurs, effect EB-2 is executed, when a third error occurs, effect EB-3 is executed, when a fourth error occurs, effect EB-4 is executed, when a fifth error occurs, effect EB-5 is executed, and when a sixth error occurs, effect EB-6 is executed.
[0520] As shown in Figure 63(f), the updated effect table (demo) is a table for determining the effects to be executed during non-play. The updated effect table (demo) shows effect DB-1.
[0521] Now, to explain effect DB-1, the first D indicates that it is a demo. The next B indicates the update serial number. The last 1 is the effect serial number. When the game is not being played, effect DB-1 will be executed. In other words, when there is one update from the pre-update effect table (demo) shown in Figure 62 (f), the update serial number changes from A to B, and when another update is performed, the update serial number changes from B to C.
[0522] When comparing the effect table before the update with the effect table after the update, the next update serial number after the first one is different between A and B. For example, when effect NA-1 is determined, the effect executed will be different from when effect NB-1 is determined. Note that when the update serial number is updated after being updated from A to Z, the number of digits in the update serial number increases to AA.
[0523] [Simple chart for executing the performance] Next, FIG. 64 is a diagram illustrating a simple chart for executing the effect.
[0524] First, the main control board 50 transmits a command to the medal count control board 70. The command referred to here may be any command transmitted from the main control board 50 to the medal count control board 70, such as a game start command set in step B3 or a jackpot command set in step B4.
[0525] Next, the medal count control board 70 transmits the command received from the main control board 50 to the sub-control board 60. In other words, the medal count control board 70 transfers the command received from the main control board 50 to the sub-control board 60 as is.
[0526] Next, when the sub-control board 60 receives a command from the medal count control board 70, it generates a two-dimensional code according to the received command (step I2) and displays this generated two-dimensional code on the interlocking LCD 64 (step I3). The period during which the two-dimensional code is displayed on the interlocking LCD 64 is from when the command is received from the medal count control board 70, a two-dimensional code corresponding to this command is generated and displayed, until the next command is received from the medal count control board 70, and a two-dimensional code corresponding to this next command is generated and displayed.
[0527] Next, the performance control board 100 uses the interlocking camera 104 to read the two-dimensional code displayed on the interlocking LCD 64 (step J1), and when reading of the two-dimensional code is completed, determines the performance based on the read two-dimensional code (step J3). Then, based on the determined performance, the image display device 18 is controlled (step J4), the performance LED 19 is controlled (step J5), and the speaker 20 is controlled (step J6).
[0528] Here, a specific example of the performance executed by the performance control board 100 will be explained.
[0529] First, a case where the main control board 50 transmits a gaming machine installation information command to the medal count control board 70 will be described.
[0530] When the main control board 50 transmits a gaming machine installation information command to the medal count control board 70, the medal count control board 70 transmits the gaming machine installation information command to the card unit CU. In addition, the medal count control board 70 transmits the gaming machine installation information command to the sub-control board 60. When the sub-control board 60 receives the gaming machine installation information command from the medal count control board 70, it generates a two-dimensional code according to the received gaming machine installation information command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the gaming machine installation information command (for example, an effect that notifies gaming machine installation information) and executes the determined effect.
[0531] Next, we will explain the case where the main control board 50 transmits a bonus information command to the medal count control board 70.
[0532] When the main control board 50 transmits a reel information command to the medal count control board 70, the medal count control board 70 transmits the reel information command to the card unit CU. In addition, the medal count control board 70 transmits the reel information command to the sub-control board 60. When the sub-control board 60 receives the reel information command from the medal count control board 70, it generates a two-dimensional code according to the received reel information command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the performance control board 100 determines a performance according to the reel information command (for example, a performance that notifies the reel information) and executes the determined performance.
[0533] Next, we will explain what happens when the main control board 50 sends a favorable zone information command to the medal count control board 70.
[0534] When the main control board 50 transmits an advantageous zone information command to the medal count control board 70, the medal count control board 70 transmits the advantageous zone information command to the card unit CU. In addition, the medal count control board 70 transmits an advantageous zone information command to the sub-control board 60. When the sub-control board 60 receives the advantageous zone information command from the medal count control board 70, it generates a two-dimensional code according to the received advantageous zone information command and displays the generated two-dimensional code on the linkage LCD 64. When the linkage camera 104 reads the two-dimensional code displayed on the linkage LCD 64, the effect control board 100 determines an effect according to the advantageous zone information command (for example, an effect to be executed when transitioning from an advantageous zone to a non-advantageous zone), and executes the determined effect.
[0535] Next, a case where the main control board 50 transmits a medal count insertion command to the medal count control board 70 will be described.
[0536] When the main control board 50 transmits a medal count insertion command to the medal count control board 70, the medal count control board 70 transmits the medal count insertion command to the card unit CU. The medal count control board 70 also transmits the medal count insertion command to the sub-control board 60. When the sub-control board 60 receives the medal count insertion command from the medal count control board 70, it generates a two-dimensional code according to the received medal count insertion command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the medal count insertion command (for example, an effect that notifies the player of the medals bet (the number of inserted medals)) and executes the determined effect.
[0537] Next, a case where the main control board 50 transmits a medal count adjustment command to the medal count control board 70 will be described.
[0538] When the main control board 50 transmits a medal count adjustment command to the medal count control board 70, the medal count control board 70 transmits the medal count adjustment command to the card unit CU. The medal count control board 70 also transmits the medal count adjustment command to the sub-control board 60. When the sub-control board 60 receives the medal count adjustment command from the medal count control board 70, it generates a two-dimensional code according to the received medal count adjustment command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the medal count adjustment command (for example, an effect that notifies the player of the adjusted medals (adjusted medal count)) and executes the determined effect.
[0539] Next, a case where the main control board 50 transmits a game start command to the medal count control board 70 will be described.
[0540] When the main control board 50 transmits a game start command to the medal count control board 70, the medal count control board 70 transmits the game start command to the card unit CU. The medal count control board 70 also transmits a game start command to the sub-control board 60. When the sub-control board 60 receives the game start command from the medal count control board 70, it generates a two-dimensional code according to the received game start command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the game start command (e.g., an effect to be executed at the start of play) and executes the determined effect.
[0541] Next, a case where the main control board 50 transmits a game end command to the medal count control board 70 will be described.
[0542] When the main control board 50 transmits a game end command to the medal count control board 70, the medal count control board 70 transmits the game end command to the card unit CU. The medal count control board 70 also transmits the game end command to the sub-control board 60. When the sub-control board 60 receives the game end command from the medal count control board 70, it generates a two-dimensional code according to the received game end command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the game end command (e.g., an effect to be executed when the game ends) and executes the determined effect.
[0543] Next, a case where the main control board 50 transmits a payout command to the medal count control board 70 will be described.
[0544] When the main control board 50 transmits a payout command to the medal count control board 70, the medal count control board 70 transmits the payout command to the card unit CU. In addition, the medal count control board 70 transmits a payout command to the sub-control board 60. When the sub-control board 60 receives a payout command from the medal count control board 70, it generates a two-dimensional code according to the received payout command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the payout command (for example, an effect executed when game value is awarded) and executes the determined effect.
[0545] Next, a case where the main control board 50 transmits a jackpot command to the medal count control board 70 will be explained.
[0546] When the main control board 50 transmits a jackpot command to the medal count control board 70, the medal count control board 70 transmits the jackpot command to the card unit CU. In addition, the medal count control board 70 transmits the jackpot command to the sub-control board 60. When the sub-control board 60 receives a jackpot command from the medal count control board 70, it generates a two-dimensional code according to the received jackpot command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the jackpot command (for example, an effect to be executed when BB is won), and executes the determined effect.
[0547] Next, a case where the main control board 50 transmits a gaming machine incorrect command (first command) to the medal count control board 70 will be described.
[0548] When the main control board 50 transmits a gaming machine unauthorized command (first) to the medal count control board 70, the medal count control board 70 transmits the gaming machine unauthorized command (first) to the card unit CU. In addition, the medal count control board 70 transmits the gaming machine unauthorized command (first) to the sub-control board 60. When the sub-control board 60 receives the gaming machine unauthorized command (first) from the medal count control board 70, it generates a two-dimensional code according to the received gaming machine unauthorized command (first) and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect (e.g., an effect related to a setting value) according to the gaming machine unauthorized command (first) and executes the determined effect.
[0549] Next, a case where the main control board 50 transmits the gaming machine incorrect command (second) to the medal count control board 70 will be described.
[0550] When the main control board 50 transmits a gaming machine unauthorized command (second) to the medal count control board 70, the medal count control board 70 transmits the gaming machine unauthorized command (second) to the card unit CU. In addition, the medal count control board 70 transmits the gaming machine unauthorized command (second) to the sub-control board 60. When the sub-control board 60 receives the gaming machine unauthorized command (second) from the medal count control board 70, it generates a two-dimensional code according to the received gaming machine unauthorized command (second) and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect (e.g., an effect to be executed when the door section 1B is opened) according to the gaming machine unauthorized command (second) and executes the determined effect.
[0551] Next, a case where the main control board 50 transmits a gaming machine incorrect command (third) to the medal count control board 70 will be described.
[0552] When the main control board 50 transmits the gaming machine unauthorized command (third) to the medal count control board 70, the medal count control board 70 transmits the gaming machine unauthorized command (third) to the card unit CU. In addition, the medal count control board 70 transmits the gaming machine unauthorized command (third) to the sub-control board 60. When the sub-control board 60 receives the gaming machine unauthorized command (third) from the medal count control board 70, it generates a two-dimensional code according to the received gaming machine unauthorized command (third) and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect (e.g., an effect related to extended information) according to the gaming machine unauthorized command (third) and executes the determined effect.
[0553] Next, a case where the main control board 50 transmits a main control state command to the medal count control board 70 will be described.
[0554] When the main control board 50 transmits a main control status command to the medal count control board 70, the medal count control board 70 transmits the main control status command to the card unit CU. In addition, the medal count control board 70 transmits the main control status command to the sub-control board 60. When the sub-control board 60 receives the main control status command from the medal count control board 70, it generates a two-dimensional code according to the received main control status command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the main control status command (for example, an effect related to a game status signal) and executes the determined effect.
[0555] Next, we will explain what happens when the main control board 50 sends a main control board error command to the medal count control board 70.
[0556] When the main control board 50 sends a main control board error command to the medal count control board 70, the medal count control board 70 sends a main control board error command to the card unit CU. In addition, the medal count control board 70 sends a main control board error command to the sub-control board 60. When the sub-control board 60 receives the main control board error command from the medal count control board 70, it generates a two-dimensional code according to the received main control board error command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the performance control board 100 determines a performance according to the main control board error command (for example, a performance that notifies the player of an error that has occurred in the main control board 50) and executes the determined performance.
[0557] Next, a case where the main control board 50 transmits a gaming machine performance information command (preliminary) to the medal count control board 70 will be described.
[0558] When the main control board 50 transmits a gaming machine performance information command (spare) to the medal count control board 70, the medal count control board 70 transmits the gaming machine performance information command (spare) to the card unit CU. In addition, the medal count control board 70 transmits a gaming machine performance information command (spare) to the sub-control board 60. When the sub-control board 60 receives the gaming machine performance information command (spare) from the medal count control board 70, it generates a two-dimensional code according to the received gaming machine performance information command (spare) and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the gaming machine performance information command (spare) and executes the determined effect. Note that the effect according to the gaming machine performance information command (spare) differs depending on how the spare area is used.
[0559] Next, we will explain what happens when the main control board 50 sends a role determination command to the medal count control board 70.
[0560] When the main control board 50 transmits a role determination command to the medal count control board 70, the medal count control board 70 transmits a role determination command to the sub-control board 60. When the sub-control board 60 receives the role determination command from the medal count control board 70, it generates a two-dimensional code according to the received role determination command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the performance control board 100 determines a performance according to the role determination command (for example, a performance that notifies the operation order of the left stop button 5, middle stop button 6, and right stop button 7), and executes the determined performance.
[0561] Next, a case where the main control board 50 transmits a stop command to the medal count control board 70 will be described.
[0562] When the main control board 50 transmits a stop command to the medal count control board 70, the medal count control board 70 transmits a stop command to the sub-control board 60. When the sub-control board 60 receives a stop command from the medal count control board 70, it generates a two-dimensional code according to the received stop command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the effect control board 100 determines an effect according to the stop command (for example, an effect that is executed when the left stop button 5, middle stop button 6, or right stop button 7 is operated), and executes the determined effect.
[0563] As described above, when the main control board 50 transmits various commands to the medal count control board 70, the medal count control board 70 transmits (transfers) these received various commands to the sub-control board 60. When the sub-control board 60 receives a command from the medal count control board 70, it generates a two-dimensional code according to the received command and displays the generated two-dimensional code on the interlocking LCD 64. When the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the performance control board 100 determines a performance according to the read result and executes the determined performance.
[0564] In this way, the sub-control board 60, which generates the two-dimensional code and controls the display of this generated two-dimensional code on the interlocking LCD 64, and the performance control board 100, which uses the interlocking camera 104 to read the two-dimensional code displayed on the interlocking LCD 64, and then determines the performance and executes the performance, are separate boards. As a result, the sub-control board 60 and the performance control board 100 can exchange information by displaying the two-dimensional code on the interlocking LCD 64 and reading the two-dimensional code with the interlocking camera 104 without sending or receiving signals (commands), so even if an illegal program is received when updating the performance data (performance table) in the performance ROM 102, it is possible to prevent the illegal program from infiltrating the main control board 50, sub-control board 60, and medal count control board 70.
[0565] [Simple chart for updating performance data] Next, FIG. 65 is a diagram illustrating a simple chart for updating the effect data.
[0566] First, when the performance control board 100 receives update data from the external server 105, it temporarily stores the update data in the performance RAM 103 (step K8). Then, when the timing arrives where it is possible to update to the update data, it updates the performance data to the update data (step K11). Specifically, the performance table before the update (see FIG. 62) stored in the performance ROM 102 is rewritten with the updated performance table (see FIG. 63). At this time, the image display device 18, performance LED 19, and speaker 20 notify the user that the performance data is being updated.
[0567] Next, when the update of the effect data is completed, the update data temporarily stored in the effect RAM 103 is deleted (step K13), and the update completion process is executed (step K14). As a result, an effect is executed using the image display device 18, the effect LED 19, and the speaker 20 to notify that the update of the effect data has been completed.
[0568] In this way, the performance control board 100 is capable of communicating with the external server 105 and can receive update data from the external server 105. When the performance control board 100 receives update data from the external server 105, it can update the performance data. This makes it possible to update the performances that can be performed without having to replace the slot machine 1.
[0569] It should be noted that the effect data may be updated by replacing the effect control board 100, rather than by receiving update data from the external server 105. This allows the executable effects to be updated without preparing a communication environment between the effect control board 100 of the slot machine 1 and the external server 105.
[0570] [Simple chart for when update data is received during play] Next, FIG. 66 is a diagram illustrating a simplified chart when update data is received during a game.
[0571] First, the main control board 50 transmits a game start command to the medal count control board 70 (step B3). Subsequently, the medal count control board 70 transmits (transfers) the game start command received from the main control board 50 to the sub-control board 60.
[0572] Next, when the sub-control board 60 receives a game start command from the medal count control board 70, it generates a two-dimensional code corresponding to the game start command (step I2) and displays this generated two-dimensional code on the linked LCD 64 (step I3).
[0573] Next, the performance control board 100 reads the two-dimensional code displayed on the interlocking LCD 64 via the interlocking camera 104 (step J1), determines the performance corresponding to the command at the start of the game (step J3), and then controls the image display device 18 (step J4), the performance LED 19 (step J5), and the speaker 20 (step J6).
[0574] At this time, the left reel 15, the center reel 16, and the right reel 17 have not yet started to rotate, meaning that the game is in progress. If update data is received from the external server 105 during the game, the update data is temporarily stored in the effect RAM 103 (step K8).
[0575] Next, the main control board 50 transmits a game end command to the medal count control board 70 when the game ends (step B28). Next, the medal count control board 70 transmits (transfers) the game end command received from the main control board 50 to the sub-control board 60.
[0576] Next, when the sub-control board 60 receives a game end command from the medal count control board 70, it generates a two-dimensional code corresponding to the game end command (step I2) and displays this generated two-dimensional code on the linkage LCD 64 (step I3).
[0577] Next, the performance control board 100 reads the two-dimensional code displayed on the interlocking LCD 64 via the interlocking camera 104 (step J1), determines the performance corresponding to the game end command (step J3), and then controls the image display device 18 (step J4), the performance LED 19 (step J5), and the speaker 20 (step J6).
[0578] Then, when the game is finished, it is time to update the effect data, so the effect data is updated (step K11), the updated data stored in the effect RAM 103 is deleted (step K13), and processing at the time of update completion is performed (step K14). As a result, an effect is executed using the image display device 18, the effect LED 19, and the speaker 20 to notify that the effect data update has been completed.
[0579] In this way, when the effect control board 100 receives update data from the external server 105 during a game, it temporarily stores the update data in the effect RAM 103 and then updates the effect data after the game ends. This prevents the effect data from being updated while an effect is being executed during a game, making it impossible to execute the subsequent effect, or preventing an effect that looks strange before and after the update from being executed.
[0580] [Simple chart for when a game is played while performance data is being updated] Next, FIG. 67 is a diagram illustrating a simplified chart when a game is played while the effect data is being updated.
[0581] First, the processing up to the start of updating the effect data (processing before step K11) has been explained in FIG. 65, so the explanation will be omitted.
[0582] First, when a game is started while the performance data is being updated, the main control board 50 transmits a game start command to the medal count control board 70 (step B3). Next, the medal count control board 70 transmits (transfers) the game start command received from the main control board 50 to the sub-control board 60.
[0583] Next, when the sub-control board 60 receives a game start command from the medal count control board 70, it generates a two-dimensional code corresponding to the game start command (step I2) and displays this generated two-dimensional code on the linked LCD 64 (step I3).
[0584] Next, the effect control board 100 can recognize that a game has been played while the effect data is being updated by reading the two-dimensional code displayed on the interlocking LCD 64 via the interlocking camera 104 (step J1). At this time, if the effect data update is continued, there is a risk that the update of the effect data will not be executed properly, so the update of the effect data may be temporarily suspended. Note that even if a game is played while the effect data is being updated, the update of the effect data may be continued.
[0585] Next, the effect control board 100 determines an effect corresponding to the game start command (step J3). This determines an effect that notifies that a game has been played while the effect data is being updated (an effect that warns against playing while the effect data is being updated). Then, the image display device 18 is controlled (step J4), the effect LED 19 is controlled (step J5), and the speaker 20 is controlled (step J6). This results in the execution of an effect that notifies that a game has been played while the effect data is being updated (an effect that warns against playing while the effect data is being updated).
[0586] When the game ends, the main control board 50 transmits a game end command to the medal count control board 70 (step B20). Subsequently, the medal count control board 70 transmits (transfers) the game end command received from the main control board 50 to the sub-control board 60.
[0587] Next, when the sub-control board 60 receives the end-of-game command from the medal count control board 70, it generates a two-dimensional code corresponding to the end-of-game command (step I2) and displays this generated two-dimensional code on the linked LCD 64 (step I3).
[0588] Next, the effect control board 100 can recognize that the game has ended by reading the two-dimensional code displayed on the interlocking LCD 64 via the interlocking camera 104 (step J1). At this time, it can recognize that it is time to update the effect data again (time to continue updating the effect data that was temporarily suspended). Next, the effect control board 100 determines the effect corresponding to the game end command (step J3). This determines the effect that notifies the player that the effect data is being updated. Then, the image display device 18 is controlled (step J4), the effect LED 19 is controlled (step J5), and the speaker 20 is controlled (step J6). This causes the effect that notifies the player that the effect data is being updated to be executed.
[0589] Next, the performance control board 100 continues updating the performance data that was temporarily suspended (step K11). When the performance data update is completed, the updated data stored in the performance RAM 103 is deleted (step K13), and update completion processing is performed (step K14). As a result, a performance is executed using the image display device 18, performance LED 19, and speaker 20 to notify that the performance data update has been completed.
[0590] In this way, if a game is played while the effect data is being updated, the update of the effect data is temporarily suspended, and an effect is executed to notify that a game has been played while the effect data is being updated (an effect that warns against playing while the effect data is being updated). Then, when the game ends, the temporarily suspended update of the effect data is resumed. By following the effect that notifies that a game has been played while the effect data is being updated (an effect that warns against playing while the effect data is being updated), the game is suspended until the update of the effect data is complete, so that the update of the effect data can be performed appropriately.
[0591] [Animation until the performance data is updated] Next, FIG. 68 is a diagram illustrating the animation up to the time when the effect data is updated.
[0592] 68(a) is a diagram illustrating the slot machine 1 when not in play. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18 displays a demo image before the effect data is updated (specifically, an image corresponding to effect DA-1). When the demo image before the update is displayed on the image display device 18, the effect LED 19 is turned off, and no particular sound is output from the speaker 20.
[0593] Figure 68(b) is a diagram illustrating the slot machine 1 in the process of updating the effect data. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 notify the user that the effect data is being updated. Specifically, the image display device 18 displays an update notification image to notify the user that an update is in progress. The effect LED 19 lights up in an update light-emitting mode to notify the user that an update is in progress. The speaker 20 emits an update notification sound to notify the user that an update is in progress.
[0594] Figure 68(c) is a diagram illustrating the slot machine 1 when the update of the effect data is complete. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 notify that the update of the effect data is complete. Specifically, the image display device 18 displays an update completion notification image that notifies that the update of the effect data is complete. The effect LED 19 lights up in an update completion light-emitting mode that notifies that the update of the effect data is complete. The speaker 20 emits an update completion notification sound that notifies that the update of the effect data is complete.
[0595] 68(d) is a diagram illustrating the slot machine 1 after the update of the effect data is completed. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18 displays the updated demo image (specifically, the image corresponding to effect DB-1). Note that while the updated demo image is displayed on the image display device 18, the effect LED 19 is turned off, and no particular sound is output from the speaker 20.
[0596] In this way, when the effect data is updated, different demo images are displayed before and after the effect data is updated, which makes it possible to provide a slot machine 1 that can give different impressions to customers of a gaming parlor even when they are not playing.
[0597] [Animation when receiving update data during gameplay] Next, FIG. 69 is a diagram illustrating an animation that occurs when update data is received during a game.
[0598] 69(a) is a diagram illustrating the slot machine 1 when it is in the normal mode. At this time, the left reel 15, center reel 16, and right reel 17 are all spinning, the image display device 18 displays an effect image (an image corresponding to effect NA-1) that is executed when it is in the normal mode, the effect LED 19 is turned off, and no sound is emitted from the speaker 20.
[0599] At this time, it is assumed that update data is received from the external server 105. In this embodiment, when the update data is received, it is temporarily stored in the effect RAM 103, and the update of the effect data is not executed during play. Note that the image display device 18, the effect LED 19, and the speaker 20 may be used to notify the user that update data is being received.
[0600] Figure 69(b) is a diagram illustrating the slot machine 1 when the game has ended and the effect data is being updated. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 notify the user that the effect data is being updated. Note that the notification at this time is similar to the notification mode for notifying the user that the effect data is being updated (similar to Figure 68(b)), as explained above, and therefore will not be explained further.
[0601] Figure 69(c) is a diagram illustrating the slot machine 1 when the update of the effect data is complete. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 notify that the update of the effect data is complete. Note that the notification at this time is similar to the notification mode for notifying that the update of the effect data is complete (similar to Figure 68(c)), as described above, and therefore description thereof will be omitted.
[0602] 69(d) is a diagram illustrating the slot machine 1 after the update of the effect data is completed. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18 displays the updated demo image (specifically, the image corresponding to effect DB-1). Note that while the updated demo image is displayed on the image display device 18, the effect LED 19 is turned off, and no particular sound is emitted from the speaker 20.
[0603] In this way, when update data for effect data is received during a game, the effect data is updated after the game ends. This prevents the effect data from being updated while an effect is being executed during a game, making it impossible to execute the subsequent effect, or preventing an effect that looks strange before and after the effect data update.
[0604] [Animation when receiving update data during an error] Next, FIG. 70 is a diagram illustrating an animation that occurs when update data is received during an error.
[0605] FIG. 70(a) is a diagram illustrating the slot machine 1 in an error. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 execute an effect (for example, an effect corresponding to effect EA-1) to notify the player that an error is occurring. Specifically, the image display device 18 displays an error notification image to notify the player that an error is occurring. The effect LED 19 lights up in an error light-emitting mode to notify the player that an error is occurring. The speaker 20 emits an error notification sound to notify the player that an error is occurring.
[0606] Figure 70(b) is a diagram illustrating the slot machine 1 in which the error has been cleared and the effect data is being updated. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 notify the user that the effect data is being updated. Note that the notification at this time is similar to the notification mode for notifying the user that the effect data is being updated (similar to Figure 68(b)), as described above, and therefore will not be described further.
[0607] Figure 70(c) is a diagram illustrating the slot machine 1 when the update of the effect data is complete. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 notify that the update of the effect data is complete. Note that the notification at this time is similar to the notification mode for notifying that the update of the effect data is complete (similar to Figure 69(b)), as described above, and therefore description thereof will be omitted.
[0608] 70(d) is a diagram illustrating the slot machine 1 after the update of the effect data is completed. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18 displays the updated demo image (specifically, the image corresponding to effect DB-1). Note that while the updated demo image is displayed on the image display device 18, the effect LED 19 is turned off, and no particular sound is output from the speaker 20.
[0609] In this way, if update data is received during an error, the effect data is updated after the error is cleared. This prevents the effect data from being updated while an error is being notified, making it impossible to provide further notifications, and prevents effects that seem out of place before and after the effect data is updated (especially effects that were being executed before the error occurred and effects that are executed after the error is cleared).
[0610] If update data is received during an error, the effect data may be updated before the error is resolved, thereby making it possible to update the effect data without wasting time between the error occurrence and the error resolution.
[0611] Furthermore, when update data is received during an error, the timing of updating the effect data may differ depending on the type of error. Specifically, if update data is received when a high-level error (e.g., a communication error between the main control board 50 and the medal count control board 70) occurs, the effect data may be updated after the high-level error is resolved, and if update data is received when a low-level error (e.g., a completion when MY is equal to or greater than a predetermined value (e.g., 19,000)) occurs, the effect data may be updated before the low-level error is resolved. This allows the effect data to be updated appropriately depending on the level of importance of the error.
[0612] [Animation when playing while performance data is being updated] Next, FIG. 71 is a diagram illustrating animation when a game is played while the effect data is being updated.
[0613] Figure 71(a) is a diagram illustrating the slot machine 1 in the process of updating effect data. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 notify the user that the effect data is being updated. Note that the notification at this time is similar to the notification mode for notifying the user that the effect data is being updated (similar to Figure 68(b)), as explained above, and therefore will not be explained further.
[0614] FIG. 71(b) is a diagram illustrating the slot machine 1 when a game is started while the effect data is being updated. At this time, the left reel 15, the center reel 16, and the right reel 17 are all spinning, and the image display device 18, the effect LED 19, and the speaker 20 execute an effect notifying the player that a game has been played while the effect data is being updated (an effect warning the player not to play while the effect data is being updated). Specifically, the image display device 18 displays a warning image warning the player not to play while the effect data is being updated. The effect LED 19 lights up in a warning mode warning the player not to play while the effect data is being updated. The speaker 20 emits a warning sound warning the player not to play while the effect data is being updated. Note that when the game ends after the warning not to play while the effect data is being updated, the effect data is updated again from where it was.
[0615] Figure 71(c) is a diagram illustrating the slot machine 1 when the update of the subsequent effect data is complete. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18, effect LED 19, and speaker 20 notify that the update of the effect data is complete. Note that the notification at this time is similar to the notification mode for notifying that the update of the effect data is complete (similar to Figure 68(c)), as described above, and therefore description thereof will be omitted.
[0616] 71(d) is a diagram illustrating the slot machine 1 after the update of the effect data is completed. At this time, the left reel 15, center reel 16, and right reel 17 are all stopped, and the image display device 18 displays the updated demo image (specifically, the image corresponding to effect DB-1). Note that while the updated demo image is displayed on the image display device 18, the effect LED 19 is turned off, and no particular sound is output from the speaker 20.
[0617] In this way, if a game is started while the effect data is being updated, the update of the effect data is temporarily suspended, and an effect is executed by the image display device 18, the effect LED 19, and the speaker 20 to notify that a game has been played while the effect data is being updated (an effect that warns the player not to play while the effect data is being updated). Then, when the game ends, the temporarily suspended update of the effect data is resumed. By following the effect that notifies that a game has been played while the effect data is being updated (an effect that warns the player not to play while the effect data is being updated), the game is suspended until the update of the effect data is completed, so that the effect data can be updated appropriately.
[0618] [Animation effects performed in normal mode] Next, FIG. 72 is a diagram illustrating the animation effect executed in the normal mode.
[0619] 72(a) is a diagram illustrating the effect in normal mode before the effect data is updated. Specifically, the image display device 18 displays an image (before the update) corresponding to the effect executed in normal mode. The effect LED 19 lights up in a lighting pattern (before the update) corresponding to the effect executed in normal mode. The speaker 20 outputs an effect sound (before the update) corresponding to the effect executed in normal mode.
[0620] 72(b) is a diagram illustrating the effect in normal mode after the effect data has been updated. Specifically, the image display device 18 displays an image (after update) corresponding to the effect executed in normal mode. The effect LED 19 lights up in a lighting pattern (after update) corresponding to the effect executed in normal mode. The speaker 20 outputs an effect sound (after update) corresponding to the effect executed in normal mode.
[0621] As shown in Figure 72, the effects executed in normal mode (before the update) and the effects executed in normal mode (after the update) are completely different. Specifically, before the effect data is updated, normal mode effect (No. 1) can be executed, but normal mode effect (No. 2) cannot be executed. On the other hand, after the effect data is updated, normal mode effect (No. 2) can be executed, but normal mode effect (No. 1) cannot be executed.
[0622] It is sufficient that some of the effects that can be executed in normal mode are different before and after the effect data is updated. Specifically, before the effect data is updated, normal mode effects (1 to 20) can be executed, but normal mode effects (21 to 30) cannot be executed. On the other hand, after the effect data is updated, normal mode effects (11 to 30) can be executed, but normal mode effects (1 to 10) cannot be executed. This allows the effects that were in effect before the effect data was updated to be executed even after the effect data has been updated.
[0623] Note that the effects executed in normal mode (before the update) and the effects executed in normal mode (after the update) are completely different effects, but they may have some in common. Specifically, although not shown in Figure 72, the number of games played in normal mode is displayed on the image display device 18 whether it is the effect executed in normal mode (before the update) or the effect executed in normal mode (after the update).
[0624] [Animation performed in pseudo bonus mode] Next, FIG. 73 is a diagram illustrating the animation effect executed in the pseudo bonus mode.
[0625] Figure 73(a) is a diagram illustrating the effect mode of the pseudo bonus mode before the effect data is updated. Specifically, the image display device 18 displays an image (before the update) corresponding to the effect executed in the pseudo bonus mode. The effect LED 19 lights up in a lighting pattern (before the update) corresponding to the effect executed in the pseudo bonus mode. The speaker 20 outputs an effect sound (before the update) corresponding to the effect executed in the pseudo bonus mode.
[0626] Figure 73(b) is a diagram illustrating the effect of the pseudo bonus mode after the effect data has been updated. Specifically, the image display device 18 displays an image (after update) corresponding to the effect executed in the pseudo bonus mode. The effect LED 19 lights up in a lighting pattern (after update) corresponding to the effect executed in the pseudo bonus mode. The speaker 20 outputs an effect sound (after update) corresponding to the effect executed in the pseudo bonus mode.
[0627] As shown in Figure 73, the effects executed in pseudo bonus mode (before the update) and the effects executed in pseudo bonus mode (after the update) are completely different effects. Specifically, before the effect data is updated, pseudo bonus mode effect (part 1) can be executed, but pseudo bonus mode effect (part 2) cannot be executed. On the other hand, after the effect data is updated, pseudo bonus mode effect (part 2) can be executed, but pseudo bonus mode effect (part 1) cannot be executed.
[0628] It is sufficient that some of the effects that can be executed in pseudo bonus mode are different before and after the effect data is updated. Specifically, before the effect data is updated, pseudo bonus mode effects (1 to 20) can be executed, but pseudo bonus mode effects (21 to 30) cannot be executed. On the other hand, after the effect data is updated, pseudo bonus mode effects (11 to 30) can be executed, but pseudo bonus mode effects (1 to 10) cannot be executed. This allows the effects that were in effect before the effect data was updated to be executed even after the effect data has been updated.
[0629] Note that the effects executed in the pseudo bonus mode (before the update) and the effects executed in the pseudo bonus mode (after the update) are completely different effects, but they may have some in common. Specifically, although not shown in Figure 73, the number of remaining games that can be played in the pseudo bonus mode is displayed on the image display device 18 in both the effects executed in the pseudo bonus mode (before the update) and the effects executed in the pseudo bonus mode (after the update).
[0630] [Animation performed in AT mode] Next, FIG. 74 is a diagram illustrating the animation effect executed in AT mode.
[0631] Figure 74(a) is a diagram illustrating the effect mode of the AT mode before the effect data is updated. Specifically, the image display device 18 displays an image (before the update) corresponding to the effect executed in the AT mode. The effect LED 19 lights up in a lighting pattern (before the update) corresponding to the effect executed in the AT mode. The speaker 20 outputs an effect sound (before the update) corresponding to the effect executed in the AT mode.
[0632] Figure 74(b) is a diagram illustrating the effect of the AT mode after the effect data has been updated. Specifically, the image display device 18 displays an image (after update) corresponding to the effect executed in the AT mode. The effect LED 19 lights up in a lighting pattern (after update) corresponding to the effect executed in the AT mode. The speaker 20 outputs an effect sound (after update) corresponding to the effect executed in the AT mode.
[0633] As shown in Figure 74, the effects executed in AT mode (before the update) and the effects executed in AT mode (after the update) are completely different. Specifically, before the effect data is updated, AT mode effect (part 1) can be executed, but AT mode effect (part 2) cannot be executed. On the other hand, after the effect data is updated, AT mode effect (part 2) can be executed, but AT mode effect (part 1) cannot be executed.
[0634] It is sufficient that some of the effects that can be executed in AT mode are different before and after the effect data is updated. Specifically, before the effect data is updated, AT mode effects (No. 1 to No. 20) can be executed, but AT mode effects (No. 21 to No. 30) cannot be executed. On the other hand, after the effect data is updated, AT mode effects (No. 11 to No. 30) can be executed, but AT mode effects (No. 1 to No. 10) cannot be executed. This allows the effects that were in effect before the effect data was updated to be executed even after the effect data has been updated.
[0635] Note that the effects executed in the AT mode (before the update) and the effects executed in the AT mode (after the update) are completely different effects, but they may have some in common. Specifically, although not shown in Figure 74, the number of remaining games that can be played in the AT mode is displayed on the image display device 18 in both the effects executed in the AT mode (before the update) and the effects executed in the AT mode (after the update).
[0636] [Animation effects performed in CZ mode] Next, FIG. 75 is a diagram illustrating the animation of the effect executed in CZ mode.
[0637] Figure 75(a) is a diagram illustrating the effect mode of CZ mode before the effect data is updated. Specifically, the image display device 18 displays an image (before the update) corresponding to the effect executed in CZ mode. The effect LED 19 lights up in a lighting pattern (before the update) corresponding to the effect executed in CZ mode. The speaker 20 outputs an effect sound (before the update) corresponding to the effect executed in CZ mode.
[0638] Figure 75(b) is a diagram explaining the effect of CZ mode after the effect data has been updated. Specifically, the image display device 18 displays an image (after update) corresponding to the effect executed in CZ mode. The effect LED 19 lights up in a lighting pattern (after update) corresponding to the effect executed in CZ mode. The speaker 20 outputs an effect sound (after update) corresponding to the effect executed in CZ mode.
[0639] As shown in Figure 75, the effects executed in CZ mode (before the update) and the effects executed in CZ mode (after the update) are completely different. Specifically, before the effect data is updated, CZ mode effect (part 1) can be executed, but CZ mode effect (part 2) cannot be executed. On the other hand, after the effect data is updated, CZ mode effect (part 2) can be executed, but CZ mode effect (part 1) cannot be executed.
[0640] It is sufficient that some of the effects that can be executed in CZ mode are different before and after the effect data is updated. Specifically, before the effect data is updated, CZ mode effects (No. 1 to No. 20) can be executed, but CZ mode effects (No. 21 to No. 30) cannot be executed. On the other hand, after the effect data is updated, CZ mode effects (No. 11 to No. 30) can be executed, but CZ mode effects (No. 1 to No. 10) cannot be executed. This allows the effects that were in effect before the effect data was updated to be executed even after the effect data has been updated.
[0641] Note that the effects executed in CZ mode (before the update) and the effects executed in CZ mode (after the update) are completely different effects, but some of them may be common effects. Specifically, although not shown in Figure 75, the number of remaining games that can be played in CZ mode is displayed on the image display device 18 whether it is the effect executed in CZ mode (before the update) or the effect executed in CZ mode (after the update).
[0642] [Specific production] Next, FIG. 76 is a diagram illustrating a specific effect.
[0643] As explained above, updating the effect data makes it possible to execute effects with completely different motifs, etc. before and after the effect data update. In other words, by rewriting the effect table, effects that were executable before the effect data update become impossible to execute after the effect data update, while effects that were impossible to execute before the effect data update become executable after the effect data update.
[0644] In contrast, instead of rewriting the effect table, missions (e.g., winning a specific winning combination, playing a specific number of games, or executing a specific effect) may be rewritten (added). Specifically, a plurality of missions are stored in the effect ROM 102, and missions achieved by playing the slot machine 1 are stored in the effect RAM 103. When a predetermined operation is performed, a two-dimensional code corresponding to the mission achievement result is displayed on the image display device 18. This allows the player to play the game with the goal of achieving the mission. For example, before the effect data is updated, missions No. 1 to No. 100 may be stored in the effect ROM 102, and when the effect data is updated, missions No. 101 to No. 200 may be added.
[0645] Figure 76(a) is a diagram explaining the effect mode when a special effect is executed before a mission is updated. Before a mission is updated, the fact that a special effect has been executed is not stored as a mission in the effect ROM 102. Therefore, the special effect is simply executed. Specifically, the image display device 18 displays an image corresponding to the special effect. The effect LED 19 lights up in a lighting mode corresponding to the special effect. The speaker 20 emits a special effect sound corresponding to the special effect.
[0646] Figure 76(b) is a diagram explaining the effect mode when a specific effect is executed after a mission is updated. After the mission is updated, the fact that the specific effect has been executed is stored as a mission in the effect ROM 102. Therefore, when the specific effect is executed, it is notified that the mission has been accomplished. Specifically, the text "Mission No. 101 specific effect executed" is displayed on the image display device 18.
[0647] Before the performance data is updated, missions No. 1 to No. 100 are stored in performance ROM 102, and when the performance data is updated, missions No. 101 to No. 200 are added. However, when the performance data is updated, missions No. 1 to No. 100 may be updated to new missions.
[0648] In this way, the slot machine 1 is capable of rewriting (adding) missions rather than updating presentation data. This makes it possible to increase the motivation of players who have completed all missions to play. Note that both the presentation data update and the mission rewriting may be performed at the same time.
[0649] [Simple chart of specific errors] Next, FIG. 77 is a diagram for explaining a simple chart of specific errors.
[0650] In this embodiment, the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, which allows the performance control board 100 to recognize information about the command received by the sub-control board 60 (a command sent by the main control board 50 and sent (transferred) to the sub-control board 60 by the medal count control board 70). Therefore, the sub-control board 60 and the performance control board 100 do not send or receive commands, and the sub-control board 60 and the performance control board 100 are not directly connected.
[0651] For this reason, the performance control board 100 is configured to determine that a specific error has occurred if the order in which the two-dimensional codes displayed on the linkage LCD 64 are read using the linkage camera 104 is not the specified order.
[0652] Specifically, as shown in Fig. 77, first, the main control board 50 transmits a game start command to the medal count control board 70 (step B3). Next, the medal count control board 70 transmits the game start command received from the main control board 50 to the sub-control board 60. Next, the sub-control board 60 generates a two-dimensional code corresponding to the game start command (step I2) and displays the two-dimensional code on the interlocking LCD 64 (step I3). Then, the effect control board 100 reads the two-dimensional code displayed on the interlocking LCD 64 using the interlocking camera 104 (step J1), determines an effect corresponding to the game start command (step J3), and subsequently controls the image display device 18 (step J4), the effect LED 19 (step J5), and the speaker 20 (step J6).
[0653] Next, the main control board 50 transmits a jackpot command to the medal count control board 70 (step B4). Next, the medal count control board 70 transmits the jackpot command received from the main control board 50 to the sub-control board 60. Next, the sub-control board 60 generates a two-dimensional code corresponding to the jackpot command (step I2) and displays the two-dimensional code on the interlocking LCD 64 (step I3). At this time, it is assumed that the performance control board 100 was unable to read the two-dimensional code displayed on the interlocking LCD 64 using the interlocking camera 104.
[0654] After that, the main control board 50 transmits a control status command to the medal count control board 70 (step B7). Subsequently, the medal count control board 70 transmits the control status command received from the main control board 50 to the sub-control board 60. Subsequently, the sub-control board 60 generates a two-dimensional code corresponding to the control status command (step I2) and displays the two-dimensional code on the interlocking LCD 64 (step I3). Subsequently, the performance control board 100 reads the two-dimensional code displayed on the interlocking LCD 64 using the interlocking camera 104 (step J1). It can be determined that the two-dimensional code corresponding to the jackpot command has not been read, i.e., the order in which the two-dimensional codes were read is not the specified order. Therefore, the performance control board 100 determines that a specific error has occurred and determines a performance to notify the occurrence of the specific error (step J3). Then, the image display device 18 is controlled (step J4), the performance LED 19 is controlled (step J5), and the speaker 20 is controlled (step J6).
[0655] [Animation when reporting a specific error] Next, FIG. 78 is a diagram illustrating animation when notifying a specific error.
[0656] As shown in Figure 78, when a specific error is detected, a notification corresponding to the detection of the specific error is made. Specifically, the image display device 18 displays a specific error notification image to notify that a specific error has been detected. The performance LED 19 lights up in a specific error notification mode to notify that a specific error has been detected. The speaker 20 emits a specific error notification sound to notify that a specific error has been detected.
[0657] It should be noted that when the conditions for canceling the specific error (e.g., operating the reset button 14, changing a setting value) are met, the notification that the specific error has been detected will end. Specifically, when the reset button 14 is operated, a signal indicating that the reset button 14 has been operated is sent from the main control board 50 via the medal count control board 70 to the sub-control board 60. The sub-control board 60 then generates a two-dimensional code corresponding to the operation of the reset button 14 and displays it on the interlocking LCD 64. Subsequently, when the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the performance control board 100 ends the notification of the specific error.
[0658] Furthermore, when a change is made to the set value, a signal indicating that the set value has been manipulated is sent from the main control board 50 to the sub-control board 60 via the medal count control board 70. The sub-control board 60 then generates a two-dimensional code corresponding to the change in the set value and displays it on the interlocking LCD 64. Next, when the interlocking camera 104 reads the two-dimensional code displayed on the interlocking LCD 64, the performance control board 100 ends the notification of the specific error.
[0659] [Simplified chart in the second embodiment] The simplified chart in the second embodiment will be explained using Figure 79. In explaining the second embodiment, only the differences from the slot machine 1 in other embodiments will be explained, and explanations of the commonalities will be omitted.
[0660] In the first embodiment, the main control board 50 transmits a command to the medal count control board 70, and then the medal count control board 70 transmits (transfers) the command to the sub-control board 60. Furthermore, the medal count control board 70 is capable of transmitting a command to the sub-control board 60 that is different from the command received from the main control board 50. In contrast, the second embodiment differs in that it does not include a medal count control board 70, and the processing that would be performed by the medal count control board 70 is performed by the main control board 50. Furthermore, in the second embodiment, the main control board 50 transmits a command directly to the sub-control board 60 without going through the medal count control board 70.
[0661] 79, a game start command will be illustrated as an example of a command transmitted by the main control board 50. As shown in FIG. 79, when the main control board 50 transmits the game start command to the sub-control board 60, the sub-control board 60 generates a two-dimensional code corresponding to the game start command (step I2) and displays the two-dimensional code on the interlocking LCD 64 (step I3). Next, the performance control board 100 reads the two-dimensional code displayed on the interlocking LCD 64 using the interlocking camera 104 (step J1), determines the performance corresponding to the game start command (step J3), and subsequently controls the image display device 18 (step J4), the performance LED 19 (step J5), and the speaker 20 (step J6).
[0662] [Simplified chart in the third embodiment] The simplified chart in the third embodiment will be explained using Figure 80. In explaining the third embodiment, only the differences from the slot machine 1 in the other embodiments will be explained, and explanations of the commonalities will be omitted.
[0663] In the third embodiment, the main control board 50 transmits commands directly to the sub-control board 60 without going through the medal count control board 70. In addition, the medal count control board 70 is capable of transmitting commands different from the commands received from the main control board 50 directly to the sub-control board 60.
[0664] 80, a game start command will be illustrated as an example of a command transmitted by the main control board 50. As shown in FIG. 80, when the main control board 50 transmits the game start command to the sub-control board 60, the sub-control board 60 generates a two-dimensional code corresponding to the game start command (step I2) and displays the two-dimensional code on the interlocking LCD 64 (step I3). Next, the performance control board 100 reads the two-dimensional code displayed on the interlocking LCD 64 using the interlocking camera 104 (step J1), determines the performance corresponding to the game start command (step J3), and subsequently controls the image display device 18 (step J4), the performance LED 19 (step J5), and the speaker 20 (step J6).
[0665] In Figure 80, an explanation will be given using as an example of a command transmitted by the medal count control board 70 a counting command (either a short press count command, a long press count command, or a fractional count command) transmitted when the gaming value is counted. As shown in Figure 80, when the medal count control board 70 transmits a counting command to the sub-control board 60, the sub-control board 60 generates a two-dimensional code corresponding to the counting command (step I2) and displays the two-dimensional code on the interlocking LCD 64 (step I3). Next, the performance control board 100 reads the two-dimensional code displayed on the interlocking LCD 64 using the interlocking camera 104 (step J1), determines the performance corresponding to the counting command (step J3), and subsequently controls the image display device 18 (step J4), the performance LED 19 (step J5), and the speaker 20 (step J6).
[0666] [Fourth embodiment] The fourth embodiment will be described with reference to Figures 81 to 83. In describing the fourth embodiment, only the differences from the slot machine 1 in the other embodiments will be described, and a description of the commonalities will be omitted.
[0667] [Simplified chart in the fourth embodiment (part 1)] A simplified chart (part 1) in the fourth embodiment will be explained using FIG.
[0668] In the first embodiment, the performance control board 100 acquires a performance random number value through the processing of step J3, and determines the performance by lottery. In contrast, in the fourth embodiment, the sub-control board 60 acquires a performance random number value, and the performance control board 100 determines and executes the performance based on this performance random number value.
[0669] In Figure 81, an explanation will be given using a role determination command as an example of a command transmitted by the main control board 50. The main control board 50 transmits the role determination command to the medal count control board 70 (step B4). Then, the medal count control board 70 transmits the role determination command received from the main control board 50 to the sub-control board 60. Next, the sub-control board 60 determines whether or not it is necessary to acquire a random number value for performance according to the received command, and if it is necessary to acquire a random number value for performance, it acquires the random number value for performance. Note that the role determination command is a command that requires the acquisition of a random number value for performance. Next, it generates the random number value for performance and a two-dimensional code according to the role determination command (step I2), and displays the two-dimensional code on the interlocking LCD 64 (step I3).
[0670] Then, the performance control board 100 reads the two-dimensional code displayed on the performance LCD 64 using the interlocking camera 104 (step J1), and determines the performance according to the role determination command and the performance random number value, and then controls the image display device 18 (step J4), the performance LED 19 (step J5), and the speaker 20 (step J6).
[0671] Whether or not a random number value for effects needs to be obtained depends on the type of command. As mentioned above, the role determination command is a command that requires a random number value for effects. This allows for a variety of effects to be executed depending on the role determination result.
[0672] On the other hand, commands that do not require drawing lots for effects include medal count commands and medal count settlement commands. This is because there is only one type of effect corresponding to the medal count command and the medal count settlement command, so there is no need to draw lots for effects.
[0673] [Simplified chart in the fourth embodiment (part 2)] A simplified chart (part 2) in the fourth embodiment will be explained using FIG.
[0674] The fourth embodiment (part 2) differs in that it does not have a medal count control board 70, and the processing that would be performed by the medal count control board 70 is performed by the main control board 50. In the fourth embodiment (part 2), the main control board 50 transmits commands directly to the sub-control board 60 without going through the medal count control board 70.
[0675] In Figure 82, a role determination command is used as an example of a command transmitted by the main control board 50. As shown in Figure 82, when the main control board 50 transmits the role determination command to the sub-control board 60 (step B4), the sub-control board 60 determines whether or not it is necessary to acquire a random number value for performance in accordance with the received command, and if it is necessary, acquires the random number value. Next, the sub-control board 60 generates a two-dimensional code corresponding to the role determination command and the random number value for performance (step I2) and displays the two-dimensional code on the interlocking LCD 64 (step I3). Next, the performance control board 100 reads the two-dimensional code displayed on the interlocking LCD 64 using the interlocking camera 104 (step J1), determines the performance in accordance with the role determination command and the random number value for performance, and then controls the image display device 18 (step J4), the performance LED 19 (step J5), and the speaker 20 (step J6).
[0676] [Simplified chart in the fourth embodiment (part 3)] A simplified chart (part 3) in the fourth embodiment will be explained using FIG.
[0677] In the fourth embodiment (part 3), the main control board 50 transmits commands directly to the sub-control board 60 without going through the medal count control board 70. In addition, the medal count control board 70 is capable of transmitting commands different from the commands received from the main control board 50 directly to the sub-control board 60.
[0678] In Figure 83, a role determination command will be illustrated as an example of a command transmitted by the main control board 50. As shown in Figure 83, when the main control board 50 transmits the role determination command directly to the sub-control board 60 (step B4), the sub-control board 60 determines whether or not it is necessary to acquire a random number value for performance based on the received command, and if so, acquires the random number value. Next, the sub-control board 60 generates a two-dimensional code corresponding to the role determination command and the random number value for performance (step I2) and displays the two-dimensional code on the ...
Claims
1. a main control means capable of executing control relating to games; a sub-controller capable of communicating with the main controller; a performance control means capable of executing control relating to performance; a display means capable of displaying the read information; reading means capable of reading the read information displayed on the display means; Equipped with The main control means A command can be sent to the sub-control means, The sub-control means a lottery process for performing a lottery in response to receiving the command from the main control means; a generation process for generating the read information in accordance with a command received from the main control means and a result of the lottery process; a display process for displaying the read information generated by the generation process on the display means; and The performance control means a performance determination process for determining a performance according to the read information read by the reading means; a performance execution process for executing the performance determined by the performance determination process; It is possible to A slot machine characterized by:
2. a main control means capable of executing control relating to games; a medal count control means capable of executing control relating to gaming value; a sub-controller capable of communicating with the main controller; a performance control means capable of executing control relating to performance; a display means capable of displaying the read information; reading means capable of reading the read information displayed on the display means; Equipped with The main control means A command can be sent to the medal count control means, The medal count control means The command received from the main control means can be transmitted to the sub-control means, The sub-control means a lottery process for performing a lottery in response to receiving the command from the medal count control means; a generation process for generating the read information according to the command received from the medal count control means and the result of the lottery process; a display process for displaying the read information generated by the generation process on the display means; and The performance control means a performance determination process for determining a performance according to the read information read by the reading means; a performance execution process for executing the performance determined by the performance determination process; It is possible to A slot machine characterized by:
3. a main control means capable of executing control relating to games; a medal count control means capable of executing control relating to gaming value; a sub-controller capable of communicating with the main controller; a performance control means capable of executing control relating to performance; a display means capable of displaying the read information; reading means capable of reading the read information displayed on the display means; Equipped with The main control means A command can be sent to the sub-control means, The medal count control means a command different from the command transmitted by the main control means to the sub-control means; The sub-control means a lottery process for performing a lottery in response to receiving the command; a generation process for generating the read information according to the received command and a result of the lottery process; a display process for displaying the read information generated by the generation process on the display means; and The performance control means a performance determination process for determining a performance according to the read information read by the reading means; a performance execution process for executing the performance determined by the performance determination process; It is possible to A slot machine characterized by:
4. an image display means capable of displaying an image relating to the performance; lighting means capable of lighting in a light emitting pattern related to the performance; a sound output means capable of outputting a sound related to the performance; Equipped with The performance control means In accordance with the effect determined by the effect determination process, the effect execution process controls at least one of the image display means, the lighting means, and the sound output means.
4. The slot machine according to claim 1, wherein the number of players is 1 or more.
Citation Information
Patent Citations
Pickup assembly
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Slot machine
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