Game machine

JP2025126197A5Pending Publication Date: 2026-01-27ENTERRISE CO LTD
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Patent Information

Application Number
JP2025103005
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-19
Publication Date
2026-01-27

AI Technical Summary

Technical Problem

Medal-less gaming machines face unique configuration and internal processing issues that require specialized management and communication protocols to handle medal data efficiently and ensure uninterrupted game performance.

Method used

A gaming machine equipped with a game control unit, value management unit, transfer instruction unit, detection unit, and output unit to manage game value, handle connection abnormalities, and resume game performance post-resolution, featuring a two-chip configuration for efficient medal data handling and error management.

Benefits of technology

Ensures seamless game operation by detecting and resolving connection abnormalities, allowing uninterrupted game performance and efficient medal data management, addressing the unique challenges of medal-less machines.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of solving problems based on a configuration and internal processing unique to a tokenless game machine.SOLUTION: A game machine includes: a game control unit; a value management unit capable of receiving information on a game value from game value recording means connected to the game machine and managing the game value that varies by progress of a game; a transfer instruction unit capable of giving an instruction for transferring information on the game value from the value management unit to the game value recording means; an output unit capable of outputting game information on the game including a game performance executed with the progress of the game; and a detection unit capable of detecting occurrence of a connection abnormality between the game value recording means and the game machine. When the occurrence of the connection abnormality is detected while the game information is output, the output unit can interrupt output of the game information, and after the connection abnormality is eliminated, output any one piece of the game information.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art Gaming machines (hereinafter referred to as "current machines") have been known in which a player borrows medals, which are real objects, and inserts the medals to play a game.

[0003] On the other hand, from the viewpoint of improving the efficiency of store management operations, gaming machines that do not use medals, which are physical items (hereinafter referred to as "medal-less machines") are being considered (see Patent Documents 1 and 2).

[0004] In such medal-less machines, an operator (including the player who is playing the game, store staff, or a user who has finished playing) inserts banknotes into a medal dispensing machine (medal unit), and medal data (for example, data regarding the number of medals) is transferred from the medal unit to the gaming machine, and the medal data (increase or decrease in the number of medals) is managed on the gaming machine side as the game progresses.

[0005] Furthermore, in such medal-less machines, it is considered necessary for the operator to press the counting button to execute the transfer process, at least when ending a game. This transfer process transfers the medal data managed within the gaming machine to the medal unit, and then the operator is expected to remove the card on which the medal data is recorded from the medal unit. [Prior art documents] [Patent documents]

[0006] [Patent Document 1] Japanese Patent Publication No. 2022-001222 [Patent Document 2] Japanese Patent Publication No. 2022-34200 DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]

[0007] It is believed that such medal-less machines have problems based on their unique configuration and internal processing that are not present in current machines. Therefore, when operating a medal-less machine, it is necessary to identify and consider the problems based on the unique configuration and internal processing of medal-less machines in advance.

[0008] An object of the present invention is to provide a gaming machine that can solve the problems inherent in the configuration and internal processing of medal-less machines. [Means for solving the problem]

[0009] The present invention provides a game control unit capable of controlling the progress of a game on the gaming machine; a value management unit that can receive information about a game value from a game value recording means that is connected to the gaming machine or installed in the gaming machine, and that can manage the game value that changes as the game progresses; a transfer instruction unit that can instruct the transfer of information relating to the game value from the value management unit to the game value recording means based on a predetermined operation; an output unit capable of outputting game information relating to the game, including game effects executed as the game progresses; a detection unit capable of detecting the occurrence of a connection abnormality between the gaming value recording means and the gaming machine; Equipped with When the occurrence of the connection abnormality is detected while the output unit is outputting the game information, the output unit is capable of suspending the output of the game information, and outputting any of the game information after the connection abnormality is resolved. It is an amusement machine.

[0010] In addition, in the present invention, The output unit If the connection abnormality occurs while the game performance is being output, the game performance is interrupted, If the connection abnormality is subsequently resolved, it is possible to output the interrupted game performance from a point before the connection abnormality occurred. It is possible.

[0011] In addition, in the present invention, The output unit If the connection abnormality occurs while the game performance is being output, the game performance is interrupted, If the connection abnormality is subsequently resolved, the game presentation that was output immediately before the connection abnormality occurred can be output from a predetermined timing for the game presentation. It is possible.

[0012] In addition, in the present invention, The output unit If the connection abnormality occurs while the game performance is being output, the game performance is interrupted, If the connection abnormality is resolved thereafter, it is possible to output the game performance that was output immediately before the connection abnormality occurred from the beginning. It is possible.

[0013] In addition, in the present invention, The output unit If the connection abnormality occurs while the game performance is being output, the game performance is interrupted, If the connection abnormality is resolved thereafter, it is possible to output a game standby screen from the game information. It is possible.

[0014] In addition, in the present invention, a plurality of spinning reels on each of which a plurality of symbols are arranged; a start switch capable of receiving an operation for starting the rotation of the plurality of reels; An internal lottery unit that can perform an internal lottery based on an operation by an operator and determine whether or not at least one of a plurality of roles is to be won; a stop switch provided corresponding to each of the plurality of spinning reels and capable of receiving an operation for stopping the spinning of the spinning reels; Furthermore, The plurality of winning combinations include an operation procedure winning combination in which a specific combination pattern of the symbols is aligned on an active line when the operation procedure of the stop switch by the operator is in a predetermined order, The output unit As a result of the internal lottery, when the operation procedure role is won, it is possible to notify the predetermined order, When the connection abnormality occurs in the game in which the predetermined order is being announced, the announcement of the predetermined order can be interrupted, and after the connection abnormality is resolved, the announcement of the predetermined order can be resumed. It is possible. [Effects of the Invention]

[0015] According to the present invention, it is possible to provide a gaming machine that can solve problems that arise from the configuration and internal processing that are unique to medal-less machines. [Brief explanation of the drawings]

[0016] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 1 is a block diagram schematically showing the configuration of a slot machine. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] A diagram explaining the state transition of the game area. [Figure 5] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 6] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 7] FIG. 10 is a diagram illustrating types of commands and timing of receiving them. [Figure 8] This is a diagram explaining the range (MY) and the difference in number of sheets in the advantageous zone. [Figure 9] FIG. 10 is a diagram illustrating a state in which a support process is being executed. [Figure 10] FIG. 10 is a flowchart showing the flow of the operation process of the slot machine. [Figure 11] FIG. 10 is a flow chart showing the flow of lending processing and transfer processing. [Figure 12] FIG. 10 is a flowchart showing the flow of occurrence priority processing. [Figure 13] FIG. 10 is a flowchart showing the flow of medal count upper limit reaching processing. [Figure 14] FIG. 10 is a flow chart showing the flow of medal count control communication abnormality processing. [Figure 15] FIG. 10 is a flowchart showing the flow of a command response process. [Figure 16] A flow chart showing the flow of medal unit connection abnormality processing. DETAILED DESCRIPTION OF THE INVENTION

[0017] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 16. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate within the scope of the present invention.

[0018] The slot machine 1 in this embodiment is a medal-less machine that can be played without using medals, which are real objects, as shown in Figure 1. First, the medal unit 7 connected to this slot machine 1 will be described below.

[0019] <Medal Unit 7 Configuration> As shown in FIG. 2, the medal unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.

[0020] Furthermore, the medal unit 7 can store therein a card 70 that stores medal data as electronic data in place of the medals that are real objects.

[0021] Furthermore, the medal unit 7 can mainly perform medal lending processing associated with the transfer of medal data to the slot machine 1, as described below, and conversely, card ejection processing associated with the transfer of medal data from the slot machine 1.

[0022] Furthermore, the medal unit 7 can manage medal data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management unit 613 (described later) of the slot machine 1.

[0023] The medal unit 7 also includes a lending button 71. When an operator inserts a bill into the medal unit 7 (an insertion signal generated by the medal unit 7 is transmitted to the slot machine 1), and then the operator presses the lending button 71, a lending signal is generated and transmitted to the media management unit 613.

[0024] In this specification, "operator" refers to all users, including players who are playing games, users who have finished playing games (including users walking around the store), and store staff, but may be individually referred to as "store staff" or "player" as necessary.

[0025] Furthermore, the medal unit 7 receives a transfer signal and medal data from the slot machine 1 when the count button 44 of the slot machine 1 is pressed.

[0026] When the medal data is not stored in the card 70, the medal unit 7 executes a process of writing the received medal data to the card 70, and when the medal data has already been written in the card 70, executes a process of updating and overwriting the medal data in the card 70.

[0027] The medal unit 7 is communicably connected to a hall computer (a computer installed in the store) and a unit management computer (a computer that manages the medal unit 7), not shown. The medal unit 7 connected to each slot machine 1 can transmit, for example, medal data stored (credited) in each slot machine 1 to the hall computer. This allows the hall computer to manage the medal data of the slot machine 1.

[0028] When the operator presses the eject button 72, the medal unit 7 ejects the stored card 70 to the outside. When the card 70 is ejected to the outside, the medal unit 7 may generate a card ejection signal and transmit the ejection signal to the slot machine 1.

[0029] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using medal data, which is electronic data, instead of medals, which are real objects. The medal data is an example of a game value. For ease of explanation, hereinafter, "medal data" may also be referred to simply as "medals."

[0030] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front of the cabinet 10. This front door 100 is locked while a game is in progress.

[0031] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later.

[0032] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for performing various effects during a game.

[0033] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.

[0034] The speaker 101 outputs predetermined background music (BGM), sound effects (SE), and audio.

[0035] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0036] An operation unit 4 is provided below the reel window 200. The operation unit 4 includes a plurality of stop switches 40, a bet switch 41, a lever 42, a digital counter 43, a count button 44, and a cancel button 45.

[0037] Near each switch of the operation unit 4, a sensor is provided that detects the operation by the player and outputs an operation signal to the control unit 6.

[0038] Each stop switch 40 is provided corresponding to each reel 20. Each stop switch 40 accepts an operation to stop the rotation of the corresponding reel 20 while the reel 20 is rotating. When stop switch 40a is pressed, the rotation of reel 20a stops, when stop switch 40b is pressed, the rotation of reel 20b stops, and when stop switch 40c is pressed, the rotation of reel 40c stops.

[0039] The bet switch 41 is used when the operator bets medals. The number of credited medals (medal data) and bet medals (medal data) is managed by the slot machine 1 (the medium management unit 613 described below). Hereinafter, when we say "credited medals (medal data)," we mean the medals (medal data) managed by the medium management unit 613.

[0040] The lever 42 functions as a start switch that receives an operation for rotating each of the reels 20 .

[0041] The digital counter 43 digitally displays the number of medal credits, the number of medals paid out (the number of medals acquired), the number of medals bet, and the like.

[0042] The counting button 44 can accept an operation by the operator to transfer medal data from the media management unit 613 described below to the medal unit 7. In this embodiment, the counting button 44 is arranged in a position on the slot machine 1 that is visible to the operator. A visible position is a position that the operator can reach without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10. When the counting button 44 accepts an operation by the operator, a transfer signal is generated in the counting button 44.

[0043] After the counting button 44 is pressed, for example, by raising or lowering the lever 42, medal data of any quantity designated by the operator may be transferred to the medal unit 7. In this case, the button used by the operator to transfer medal data of any quantity may be the counting button 44, or may be a button different from the counting button 44. Alternatively, medal data of any quantity designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the medal unit 7 side.

[0044] The cancel button 45 can accept an operation by the operator to change medal data that has been bet to a state where no medal has been bet. When the cancel button 45 accepts an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the medium management unit 613 that receives the cancel signal manages the medal data that has been bet as a state where no medal has been bet.

[0045] A reset button 5 is also provided inside the cabinet 10. The reset button 5 is a button for resetting a medal count control communication error E7 and a medal unit connection error E8, which will be described later. This reset button 5 can be operated by store staff. In other words, since the reset button 5 is located inside the cabinet 10, which is normally locked (for example, during game play or idling), users who do not have a key (users other than store staff) cannot touch the reset button 5.

[0046] 2, the slot machine 1 includes a spinning reel unit 2 and a control unit 6. The spinning reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0047] 1 and 2, the spinning reel unit 2 includes three spinning reels 20 and three stepping motors 21. The spinning reel units 2 are arranged inside the casing 10 in positions corresponding to the positions of the reel windows 200.

[0048] 3 are arranged on the surface of each reel 20. When each reel 20 stops spinning, a game result determination unit 612 (described later) determines whether or not the combination of symbols displayed on an activated line L (described later) is a predetermined combination of symbols, and the game progresses.

[0049] The stepping motor 21 is provided corresponding to each of the rotating reels 20 and drives the corresponding rotating reel 20.

[0050] The stepping motor 21 stops the rotation of the reel 20 corresponding to the operated stop switch 40 within 190 ms after the stop switch 40 is operated while the reel 20 is rotating. The stepping motor 21 makes one rotation in 504 steps. As a result, the reel 20 rotates at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.

[0051] The rotation and stopping of the reel 20 and the stepping motor 21 are controlled by a reel control unit 611, which will be described later.

[0052] <The flow of the game by the operator (player)> The operator operates the bet switch 41 to use credited medals to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.

[0053] FIG. 1 shows an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining winning combinations. In this embodiment, when a MAX BET (maximum bet) of three coins is placed, one line L is activated.

[0054] In the following, "winning" refers not only to the alignment of symbols that result in the payout of medals, such as bells and watermelons, on the pay line L, but also to the alignment of symbols that correspond to specific combinations, such as replays, chance combinations, and bonuses, that do not result in the payout of medals, on the pay line L. The specific combinations in this embodiment also include the special combinations described below.

[0055] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switch 40, etc. to obtain a predetermined game result, including internal lottery, winning determination processing, and medal data increase / decrease processing.

[0056] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of each of the reels 20 begins. In this state, when any of the stop switches 40 is operated, the reel 20 corresponding to the operated stop switch 40 stops. When all the reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that are aligned on the pay line L (winning combination). This completes one game.

[0057] At least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, the bet switch 41 being pressed, the lever 42 being operated, the stop switch 40 being pressed, the internal lottery being executed, the predetermined role being won, the reel being spun, etc.) is managed by the first control unit 61A.

[0058] <About game status> During play, the type of play area is set as shown in Figure 4, and one play state is set from among multiple play states as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are conducted.

[0059] The gaming state includes a first gaming state (see FIG. 5) and a second gaming state (see FIG. 6). Note that the first gaming state and the second gaming state are not gaming states that are established exclusively, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.

[0060] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Figure 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.

[0061] The special role non-carryover state refers to a state in which a special role (for example, a Type 1 BB, which is a role continuous operation device for a Type 1 special role) has not been won by the internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a predetermined condition), or when more than a predetermined number of medals are paid out in the special role implementation state.

[0062] The internal bonus state refers to a state in which a special role has been won by the internal lottery, but the winning of that special role has been carried over. In other words, the internal bonus state refers to a state in which the special role flag has been won by the internal lottery, but the symbols representing that special role have not been aligned on the valid line L, and the special role has not yet been won. Note that if the winning of a Type 1 BB is carried over, no further Type 1 BB lottery will be held.

[0063] The special role implementation state refers to a state in which a special role that has been won by an internal lottery has been achieved, and no medals have been paid out in excess of the predetermined number.

[0064] During a game of the slot machine 1, the operator continues the game without winning the special role in the carried-over state, with the first game state remaining in the special role carried-over state.

[0065] The slot machine 1 in this embodiment is an AT (assist time) machine. In an AT machine, a first gaming state is set to a bonus internal state by an operation of a store staff member before opening a store, and under this state, the operator can enjoy a game by transitioning to a second gaming state.

[0066] The second gaming state is either a normal gaming state or an AT (an example of a special gaming state), as shown in Fig. 6. In the second gaming state, the normal gaming state and the AT are in an exclusively established relationship.

[0067] The general gaming state is a state other than the AT (including the CZ if it exists, which is a chance zone with a high probability of winning the AT), that is, a state in which the assist function does not occur (or is unlikely to occur). For example, after the RAM is cleared or the AT ends, the second gaming state is set to the general gaming state until the AT lottery is won.

[0068] AT is a state in which the assist function (AT function) is activated, which notifies the player of the correct order of pressing the stop switch 40 (correct operation order) for roles other than the special roles that have been won by internal lottery via the LCD screen 3, speaker 101, and illumination unit 102.

[0069] When the gaming zone is a favorable zone, the AT lottery is conducted according to the winning combination (winning a rare combination, the number of winning combinations of a predetermined combination, etc.) by the internal lottery. If the AT is won in the AT lottery (the AT transition signal is generated) while the gaming zone is a favorable zone, the second gaming state transitions from the general gaming state to the AT.

[0070] The second gaming state transitions from the AT to the normal gaming state when a predetermined number of games have passed since the start of play in the AT, when the total number of medals paid out since the start of play in the AT reaches a predetermined number, when an assist has been performed a predetermined number of times, or when an assist related to a specific role (for example, a push order bell) has been performed a predetermined number of times, etc. This ends the AT.

[0071] The CZ is entered when certain conditions are met, such as when a CZ lottery is won based on a winning combination, when the number of games reaches a predetermined number, or when the points accumulated in a predetermined case reach a predetermined value. In this embodiment, the CZ is described as a concept separate from the high probability mode in FIG. 5, but the high probability mode may also be the CZ.

[0072] <About the gaming area> The aforementioned game zone is a state (zone) for determining whether or not processing related to the instruction function is performed. As shown in Figure 4, the game zone is composed of a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.

[0073] Processing related to the instruction function includes, for example, processing to exercise the instruction function (provide assistance), mode (mode in which the AT winning probability is determined) lottery, mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of the AT), AT processing, etc.

[0074] The normal zone is a zone where processing related to the instruction function cannot be executed, but where a lottery for transition to the advantageous zone is conducted. As a result of playing in the normal zone, the game zone transitions from the normal zone to the advantageous zone depending on the internal winning combination. Note that while the game zone is the normal zone, the second game state is the general game state.

[0075] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a normal gaming state and an advantageous zone in which the second gaming state progresses in a CZ or AT. The advantageous zone state of the gaming zone is maintained from the time the gaming zone transitions to the advantageous zone until a predetermined termination condition is met.

[0076] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit (a first control unit 61A and a second control unit 61B) and a sub-control unit 62.

[0077] Each of the first control unit 61A, the second control unit 61B, and the sub-control unit 62 is configured with a CPU and a storage unit (ROM, RAM, RWM).

[0078] In this embodiment, the components of the first control unit 61A, the second control unit 61B, and the sub-control unit 62 are mounted on a single board. As a result, the first control unit 61A, the second control unit 61B, and the sub-control unit 62 are each configured on an individual board. These boards are connected by wiring via an interface.

[0079] As described above, the main control unit of the slot machine 1 of this embodiment is made up of two chips: the first control unit 61A and the second control unit 61B.

[0080] In this embodiment, the reason why a two-chip configuration is adopted for the main control unit is as follows. (1) The slot machine 1 of this embodiment is a medal-less machine, and medal data needs to be transmitted and received between the slot machine 1 and the medal unit 7. (2) The capacity of the first control unit 61A is limited by regulations (for example, regulations regarding the certification and model inspection of gaming machines). If the first control unit 61A were to also manage medal data and send and receive it to the medal unit 7, the capacity of the first control unit 61A would be further strained. (3) In contrast, by adopting a two-chip configuration consisting of a chip that manages medal data and transmits and receives data to the medal unit 7 and a chip that performs other main control, the first control unit 61A does not need to perform medal data management processing, and the resources of the first control unit 61A can be allocated to other functions.

[0081] The communication method between the first control unit 61A and the second control unit 61B is asynchronous serial communication.

[0082] Furthermore, at least one of the first control unit 61A and the second control unit 61B is communicatively connected to the medal unit 7. The communication method between the first control unit 61A and / or the second control unit 61B and the medal unit 7 is also asynchronous serial communication.

[0083] <Explanation of First Control Unit 61A> The ROM of the first control unit 61A stores programs directly related to the progress of the game (for example, control of the spinning reel 20, control of ball output).

[0084] The RAM and RWM of the first control unit 61A store game data (information relating to the progress of the game) required for the progress of the game.

[0085] The game data includes the current number of games and game status (data indicating which state or section each game state and game section is in), etc. The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0086] Through the operation of the CPU and memory unit of the first control unit 61A, the first control unit 61A functions as an internal lottery unit 610 (part of the game control unit), a spinning reel control unit 611 (part of the game control unit), a game result determination unit 612 (part of the game control unit), a setting value control unit 614 (part of the game control unit), a section control unit 615 (part of the game control unit), a game status control unit 616 (part of the game control unit), an RT status control unit 617 (part of the game control unit), a detection unit 618, and a function activation unit 619 (part of the game control unit).

[0087] That is, in this embodiment, the first control unit 61A performs all of the controls directly related to the progress of the game except for the medal count control (described later) performed by the second control unit 61B. Specifically, the controls performed by the first control unit 61A include, for example, an internal lottery process, control of the spinning reel 20, control of various game states and / or game zones, and various error monitoring and error processing, such as monitoring communication connections between the slot machine 1 and the medal unit 7 and between the first control unit 61A and the second control unit 61B.

[0088] The errors include, for example, system abnormalities in the first control unit 61A, the second control unit 61B, and the sub-control unit 62, as well as medal count control communication abnormality E7, medal unit connection abnormality E8, medal count upper limit reached E9, etc. These medal count control communication abnormality E7, medal unit connection abnormality E8, and medal count upper limit reached E9 will be described later.

[0089] The first control unit 61A can also generate commands related to games on the slot machine 1. The generated commands include those sent to each function in the first control unit 61A (for example, a command for spinning the reel 20, a command for determining the game result), as well as request commands sent to the second control unit 61B.

[0090] As shown in FIG. 7, the request commands sent to the second control unit 61B include request commands to which the second control unit 61B needs to respond and request commands to which the second control unit 61B does not need to respond.

[0091] Here, FIG. 7 is a diagram showing request command names, timings at which the second control unit 61B receives the request commands, and command information.

[0092] Among the request command names, the request commands from the "medal count confirmation request command" to the "one game end request command" that are "response targets" are request commands to which the second control unit 61B needs to respond.

[0093] In addition, the "◯" in FIG. 7 means that the second control unit 61B will respond if the request command is transmitted to the second control unit 61B at an appropriate timing.

[0094] Specifically, the request commands to which the second control unit 61B needs to respond include, for example, request commands received by the second control unit 61B "before the game begins," request commands received "during the game," request commands received while "waiting for the prize processing" of a winning combination, and request commands received while "waiting for the end of one game."

[0095] The request commands that the second control unit 61B can receive "before the game starts" are, for example, a "medal count confirmation request command" to confirm the number of medal data credited, a "deposit request command" to bet medals, a "settlement request command" to perform transfer processing, and a "lever on acceptance request command" to accept operation of the lever 43.

[0096] In addition, a request command that the second control unit 61B can receive "during play" is, for example, a "third post-stop request command" for performing processing after the last of the three stop switches 40 is pressed.

[0097] Furthermore, the request commands that the second control unit 61B may receive while "waiting for winning processing" are a "payout request command" related to the payout of medals and a "payout processing completion request command" related to the medal payout processing.

[0098] Furthermore, the command that the second control unit 61B receives while "waiting for one game to end" is a "one game end request command" for carrying out processing after one game has ended.

[0099] On the other hand, request command names with "-" such as "chip individual number" are request commands that are always accepted, and are request commands to which the second control unit 61B does not need to respond (constantly accepted commands).

[0100] Specifically, the constantly accepted commands are the "individual chip number" indicating the ID for identifying the first control unit 61A, the "model information" and "active" of the slot machine 1. This "active" is a command that indicates, for example, whether the slot machine 1 is in an illegal state, whether the complete function is activated, the game state such as AT or special game state being executed, etc.

[0101] In addition, the "command information" in FIG. 7 stores information on "command group," "command No.", and "command."

[0102] A "command group" is a group of request commands that are accepted by the second control unit 61B at the same timing. For example, the "medal count confirmation request command," "insertion request command," "account settlement request command," and "lever-on acceptance command" are all request commands that are accepted "before the start of play," so the "command group" for all of these is set to "0."

[0103] The "Command No." is an ID assigned to identify each request command within the same command group. For example, the "Medal Count Confirmation Request Command" has a "Command Group" of "0" and a "Command No." of "0," while the "Input Request Command" has a "Command Group" of "0" and a "Command No." of "1." In this way, even within the same command group, each request command has a different "Command No.", so it can be uniquely identified.

[0104] "Command" is the content that identifies the command itself. In other words, "Command" is an ID that identifies each request command based on the "Command Group" and "Command No.". For example, a request command with "Command" set to "0x00" is uniquely determined to be a "Medal Count Confirmation Request Command."

[0105] Using the request commands exchanged between the first control unit 61A and the second control unit 61B, the second control unit 61B performs a "response possibility determination process" as an error determination based on the game status. This response possibility determination process will be described in detail in the description of the second control unit 61B.

[0106] Furthermore, the first control unit 61A can, for example, control the on / off of the lamp of the bet switch 41 for placing a MAX BET in response to a "command related to the number of credits being managed" sent from the second control unit 61B, and can also control the enable / disable of the bet switch 41. As a result, the bet switch 41 turns on the lamp (enables operation) if the number of credits in the medal data is three or more, and turns off the lamp (disables operation) if the number of credits is two or less.

[0107] Next, we will explain the medal count control communication abnormality E7, medal unit connection abnormality E8, medal count upper limit reached E9, and count prompt display.

[0108] (Explanation of medal count control communication error E7) The medal count control communication abnormality E7 is a communication connection abnormality that occurs between the first control unit 61A and the second control unit 61B.

[0109] While this medal count control communication abnormality E7 occurs, communication is not established between the first control unit 61A and the second control unit 61B, and therefore the response possibility determination process is not executed in the second control unit 61B in the first place.

[0110] The medal count control communication abnormality E7 is detected by the first control unit 61A (detection unit 618). Specifically, the first control unit 61A detects that the medal count control communication abnormality E7 has occurred when it cannot receive a communication response command from the second control unit 61B even after a waiting time of about 380 ms has elapsed since it sent a communication connection confirmation command to the second control unit 61B.

[0111] When a medal count control communication error E7 occurs, the first control unit 61A generates a signal to that effect (E7 signal) and transmits the E7 signal to the sub-control unit 62. As a result, the performance control unit 620, which is a function of the second control unit 611B, displays the words "E7 medal count control communication error" on the liquid crystal screen 3, as shown in Figure 9(a).

[0112] Moreover, when the medal count control communication abnormality E7 occurs, the first control unit 61A puts the slot machine 1 into a game-disabled state.

[0113] This "unplayable state" refers to a state in which the slot machine 1 disables the operation of the bet switch 41, lever 42, stop switch 40, count button 44, cancel button 45, etc. by the operator. "Disabling" here means that even if various switches and buttons are operated, the operation is not accepted, and even if the operation of various switches is accepted, the operation or processing corresponding to the operation is not performed. In addition, along with this, the lamps of the bet switch 41, stop switch 40, etc. are turned off and do not light up.

[0114] On the other hand, the "playable state" means that the slot machine 1 enables operations on the bet switch 41 and the like and turns on the lamps of the bet switch 41 and the like. "Enablement" means that the slot machine 1 accepts operations on various switches and performs operations and processes according to the operations.

[0115] The medal count control communication error E7 can be cleared by the store staff unlocking the front door 100 and pressing the reset button 5 located inside the cabinet 10. In other words, the medal count control communication error E7 is not expected to be cleared by a player's operation.

[0116] (Explanation of medal unit connection error E8) The medal unit connection abnormality E8 is a communication connection abnormality that occurs between the slot machine 1 and the medal unit 7.

[0117] Between the slot machine 1 and the medal unit 7, signals related to the lending of medals, signals indicating that medals have been loaned from the medal unit 7, signals related to the medal transfer process, and signals related to gaming machine information (for example, total number of coins inserted, total number of coins paid out, range (MY) described below, individual chip numbers such as the first control unit 61A, and fraud monitoring information sent and received between the slot machine 1 and the hall computer) are sent and received.

[0118] When the first control unit 61A (detection unit 618) detects a medal unit connection abnormality E8, a voltage of 5.0 V (power supply voltage VL) is applied to a connection confirmation transmission line 81 provided between the slot machine 1 and the medal unit 7, as shown in Fig. 2. A power supply generating device that generates the power supply voltage VL is provided in, for example, the medal unit 7 in order to monitor the connection between the slot machine 1 and the medal unit 7.

[0119] 2, a ground application transmission line 82 for the connection check transmission line 81 is provided between the slot machine 1 and the medal unit 7.

[0120] When the power supply voltage VL is applied to the connection check transmission line 81 (hereinafter, sometimes referred to as the connection check power supply VL being "on"), the first control unit 61A does not detect the medal unit connection abnormality E8.

[0121] On the other hand, if the power supply voltage VL is not applied to the connection confirmation transmission line 81 (hereinafter, this may be referred to as the connection confirmation power supply VL being “off”) and this state continues for a certain period of time (for example, one minute), the first control unit 61A detects a medal unit connection abnormality E8.

[0122] As described above, the reason why a medal unit connection abnormality E8 is not detected simply because the connection confirmation power supply VL is turned off (the reason why "the state in which the connection confirmation power supply VL remains turned off for a certain period of time" is one of the conditions for detecting a medal unit connection abnormality E8) is as follows.

[0123] That is, for example, if the slot machine 1 and the medal unit 7 are powered on at the same time, the medal unit 7 may take longer to start up than the slot machine 1. In this case, when the slot machine 1 finishes starting up first, the connection confirmation power supply VL is determined to be off, and a medal unit connection abnormality E8 is immediately detected, even though it is not clear whether an abnormality in the connection between the slot machine 1 and the medal unit 7 has occurred. In this case, the slot machine 1 becomes unplayable.

[0124] Therefore, in this embodiment, in order to avoid such a malfunction, when the connection confirmation power supply VL is turned off and this state continues for a certain period of time, the first control unit 61A detects a medal unit connection abnormality E8.

[0125] The medal unit connection abnormality E8 is constantly monitored by the first control unit 61A even when the first control unit 61A is not activated. Specifically, the first control unit 61A detects whether the medal unit connection abnormality E8 has occurred from the time one game ends until the next lever is turned on (that is, excluding the "game in progress" when any of the reels 20a to 20c is spinning).

[0126] When a medal unit connection abnormality E8 occurs, the first control unit 61A generates a signal (E8 signal) to that effect and transmits the E8 signal to the second control unit 61B (performance control unit 620). As a result, as shown in Figure 9(b), a message indicating that a medal unit connection abnormality E8 has occurred is displayed on the liquid crystal screen 3.

[0127] Furthermore, when a medal unit connection abnormality E8 occurs, the first control unit 61A puts the slot machine 1 into a non-playable state. This non-playable state is the same as the non-playable state caused by the medal count control communication abnormality E7 described above.

[0128] Information (E8 signal) indicating that the medal unit connection abnormality E8 has occurred is stored in the storage unit of the first control unit 61A even when the power of the slot machine 1 is turned off.

[0129] Furthermore, the medal unit connection abnormality E8 is released when a store staff member presses the reset button 5 provided in the slot machine 1. In other words, the medal unit connection abnormality E8 is not expected to be released by a player's operation.

[0130] If a power outage (or momentary power outage) occurs during a game, a medal unit connection abnormality E8 is detected between the end of the game and the next lever-on in the slot machine 1. Then, when power is restored, the connection check power supply VL is turned on, and the medal unit connection abnormality E8 is cleared.

[0131] (Explanation of the counting reminder display) The count prompt display is intended to prompt the operator to perform the transfer process at an appropriate time in order to prevent the number of medal credits displayed on the digital counter 43 from becoming too large.

[0132] Specifically, the first control unit 61A receives credited medal data from the medium management unit 613 of the second control unit 61B.

[0133] In this embodiment, the status regarding the management of medal data (medal management status) is set to either a state where the number of medals credited is less than 17,000 (unreached state) or a state where the number is 17,000 or more (reached state).

[0134] First, when the number of credited medals is less than 15,000, which is lower than the reached state, the first control unit 61A sets the counting prompt command, which is a parameter, to "0." When the number of credited medals becomes 15,000 or more, the first control unit 61A changes the counting prompt command from "0" to "1" and sends the counting prompt command "1" to the second control unit 61B. As a result, as shown in FIG. 9(c), the performance control unit 620 displays text such as "Please count" on the liquid crystal screen 3 (measurement prompt display).

[0135] The first control unit 61A determines whether or not the number of credited medals is 15,000 or more during the period from the bet waiting state to the lever being turned on.

[0136] Furthermore, the fact that the count prompt display has been displayed is stored and held in the storage unit of the first control unit 61A, but when the slot machine 1 is powered off, the information that the count prompt display has been displayed is initialized.

[0137] The count prompt display is erased when the player presses the count button 44, or when the credited medal data becomes less than 15,000 medals as the game progresses and the number of credited medals decreases. In other words, the count prompt display can be canceled by the player himself, and there is no need for the store staff to cancel it.

[0138] In addition, the counting prompt display may continue to be displayed after the lever 42 is operated (during game execution) as shown in Figure 9 (c), or may be temporarily erased during game execution and then displayed again after one game has ended and the game is waiting for a bet.

[0139] If there is no change in the count prompt command even when playing a game, the count prompt command "1" will not be retransmitted. Furthermore, when the slot machine 1 is powered back on after a power outage, the first control unit 61A transmits the count prompt command to the second control unit 61B once during the first idle state, regardless of whether the count prompt command is "0" or "1."

[0140] Also, once the credited medal data exceeds 15,000 medals, the count prompt command "1" will not be resent until it falls below 14,999 medals. In other words, for example, even if the credited medal data falls below 17,000 medals (the reached state is released) after the medal count upper limit E9 has occurred and the medal count upper limit E9 is released, if the medal data continues to be 15,000 medals or more, the count prompt command "1" will not be resent.

[0141] Furthermore, in the slot machine 1 of this embodiment, while the counting prompt display is displayed, at least the following will not be performed: display of the attract screen (standby screen), acceptance of operations to adjust the volume during game play, or transition to a menu screen for setting various operation contents of the slot machine 1.

[0142] Furthermore, while the counting prompt display is being displayed, the number of medals remaining until the process relating to reaching the medal limit E9 is executed may be displayed. In this case, for example, a message such as "300 more medals until reaching the medal limit E9 will occur!" may be displayed on the LCD screen 3.

[0143] (Explanation of E9 when medal limit reached) The medal number upper limit reached E9 is for forcing the operator (particularly the player among the operators) to perform the transfer process.

[0144] The first control unit 61A determines whether the number of credited medals is "17,000" or more, which is greater than the 15,000 medals that triggers the count prompt display, during the period from the bet waiting state to the lever being turned on.

[0145] Then, when the number of credited medals is 17,000 or more (the medal management status has reached the reached status), the first control unit 61A generates a signal (E9 signal) indicating that the medal count upper limit E9 has been reached, and transmits the E9 signal to the second control unit 61B.

[0146] As a result, as information indicating that the medal management status has reached the reached status, the performance control unit 620 causes the liquid crystal screen 3 to display text such as "Play will be possible once counting is performed," as shown in Figure 9(d). This display has different content from the counting prompt display. In addition, the first control unit 61A can also cause the 7-segment display for the first control unit 61A (more specifically, the 7-segment display on the main control board on which the CPU of the first control unit 61A is mounted) to notify / indicate that the medal count upper limit E9 has been reached.

[0147] In addition, this 7-segment display may also serve as a segment display for displaying other errors (medal count control communication error E7, medal unit connection error E8, etc.) other than the medal count upper limit reached E9.

[0148] In addition, this 7-segment display may also serve as a segment display for displaying management information related to the game (for example, advantageous zones, payout rate) in addition to the above-mentioned errors.

[0149] In addition, as information indicating that the medal management status is in an unreached state (i.e., the medal management status is not in an reached state), the performance control unit 620 can display the message "Transfer processing is not yet required" on the liquid crystal screen 3, display the number of medals remaining until the counting prompt display is displayed, or not display any information regarding the transfer processing.

[0150] Furthermore, when the medal count upper limit reached E9 occurs, the first control unit 61A puts the slot machine 1 into a non-playable state. This non-playable state is the same as the non-playable state in the medal count control communication abnormality E7 described above.

[0151] Furthermore, when the medal count upper limit E9 is detected, the first control unit 61A can emit an LED to notify an error by sending an E9 signal to the performance control unit 620. This error notification does not have to be output as sound, but can also be output as sound.

[0152] Furthermore, the fact that the medal count upper limit E9 has been detected (the medal management state has become the reached state) is stored and held in the storage unit of the first control unit 61A, but is not stored as error history.

[0153] The medal count limit reached E9 is cancelled when the player presses the count button 44, causing the credited medal data to fall below 17,000 (the medal management status becomes an unreached status). In other words, like the count prompt display, the medal count limit reached E9 can be cancelled by the player's own operation, and there is no need to have it cancelled by a store staff member.

[0154] In addition, since the medal count limit reached E9 can be cancelled by the player himself, there is a risk that it could be intentionally caused by a malicious player. As mentioned above, the reason why the detection of the medal count limit reached E9 is not recorded as an error history is because it is not desirable from the viewpoint of managing the gaming machine to keep such information as an error history.

[0155] <Explanation of second control unit 61B> The ROM of the second control unit 61B stores programs directly related to the progress of the game (for example, transfer processing).

[0156] The RAM and RWM of the second control unit 61B store game data (information relating to the progress of the game) required for the progress of the game.

[0157] The game data includes medal data consisting of the number of credits, the number of bets, etc., as well as data indicating the difference in number of medals calculated from these data.

[0158] The second control unit 61B functions as a medium management unit 613 (corresponding to a value management unit) through the operation of the CPU and storage unit of the second control unit 61B.

[0159] Specifically, the second control unit 61B controls the medium management unit 613, that is, mainly controls the management of medal data. The controls executed by the second control unit 61B include, for example, management of credited medal data, processing related to medal betting and payout, and monitoring and processing of medal data backup errors.

[0160] For example, when the second control unit 61B (media management unit 613) processes medal bets and payouts, if the first control unit 61A requests a bet of three medals, the second control unit 61B responds by indicating that three medals can be bet. In response to this, the second control unit 61B subtracts three medals from the credited medal data.

[0161] Furthermore, the second control unit 61B (medium management unit 613) increases the credited medal data by the amount of the payout for the winning combination in response to the winning combination.

[0162] The second control unit 61B stores information about the game status transmitted from the first control unit 61A in a storage unit and keeps track of the current game status. That is, the current game status is managed individually by the first control unit 61A and the second control unit 61B.

[0163] As mentioned above, the game status may include, for example, whether the game is before the start of play (waiting for a medal to be inserted), whether the game is in progress (while the reel 20 is spinning), whether the game is waiting for a winning operation, whether the device is operating or in a replay, whether an error is occurring (including whether there is a medal unit connection abnormality E8), whether an AT is in progress, instruction information, the number of games played, etc.

[0164] The second control unit 61B is capable of executing a response determination process, as shown in FIG. 7, in which the second control unit 61B refers to the current game status that it manages and determines whether or not to respond to the request command sent from the first control unit 61A.

[0165] That is, first, the second control unit 61B determines whether or not the received request command is a command to which a response should be made, based on the command type of the request command.

[0166] Furthermore, when the received request command is a command to which a response should be made, the second control unit 61B determines whether or not to generate a response command depending on the timing of reception.

[0167] Then, when the second control unit 61B decides to respond to the received request command, it generates a response command (yes / no) and transmits it to the first control unit 61A.

[0168] For example, when the second control unit 61B receives an "insertion request command," which is a request command to bet three medals, it determines that this request command is a "response target," as shown in Figure 7, and therefore is a command to which a response should be made.

[0169] Furthermore, if the game status known to the second control unit 61B at the time of receiving the "insertion request command" is "before the game starts," the second control unit 61B determines that the reception of the command is appropriate based on the current game status. This is because, as shown in Figure 7, the command "insertion request command" received by the second control unit 61B was received at the correct timing in relation to the current game status.

[0170] Next, if the number of medal data (credited medal data) managed by the media management unit 613 is three or more, the second control unit 61B generates an input request response command indicating "Yes" and sends it to the first control unit 61A.

[0171] On the other hand, if the medal data managed by the medium management unit 613 is two or less, the second control unit 61B generates an insertion request response command indicating "not allowed" and transmits it to the first control unit 61A.

[0172] In addition, if the game status known to the second control unit 61B at the time of receiving the "input request command" is "in play," the second control unit 61B determines that it is inappropriate to receive the command given the current game status, and decides not to respond to the "input request command."

[0173] This is because the status in which the second control unit 61B should receive the "insertion request command" is "before game starts" as shown in Figure 7, but the current game status known to the second control unit 61B is "in game", and it can be said that the received command "insertion request command" was not received at the correct timing in relation to the current game status.

[0174] In this case, the second control unit 61B discards the received "insertion request command" and generates error information. This error information is displayed on a 7-segment display controlled by the second control unit 61B and is also transmitted to the hall computer. In this way, the second control unit 61B discards the request command when it determines that the type of the received request command and the timing of its receipt are inappropriate in order to reduce the processing load between the first control unit 61A and the second control unit 61B and to avoid complicating the processing.

[0175] The 7-segment display controlled by the second control unit 61B may be provided on the second main control board on which the CPU of the second control unit 61B is mounted, or may be provided on the outer surface of the front door 100 of the housing 10 so as to be able to display credits or the number of coins dispensed, etc.

[0176] The second control unit 61B does not transmit the generated error information to the first control unit 61A. In response to this, the first control unit 61A performs interrupt processing and waits for a response command to be transmitted from the second control unit 61B, but since no response command is transmitted, the first control unit 61A generates its own error information separately from the second control unit 61B based on this.

[0177] Furthermore, the process of generating error information by the second control unit 61B is not limited to the above-mentioned "when a request command that does not match the current gaming status is received," but may also be executed in the following situations, for example. (1) When request commands are sent consecutively from the first control unit 61A, but the serial numbers between the commands are not consecutive. (2) When a request command is received from the first control unit 61A before the start-up of the slot machine 1 is completed, except for a regular reception command. (3) When an invalid request command (for example, a command that causes data to be tampered with) is received.

[0178] The process of generating error information by the second control unit 61B also includes a process of discarding the received request command.

[0179] Furthermore, in conventional gaming machines, the main control unit (first control unit 61A and second control unit 61B) normally performs one-way communication with other control units such as the sub-control unit 62, and the other control units are prohibited from transmitting information to the main control unit. In contrast, in this embodiment, as described above, when the first control unit 61A transmits a request command to the second control unit 61B, the second control unit 61B transmits a response command (such as "OK" or "NO") to the first control unit 61A.

[0180] That is, in this embodiment, the first control unit 61A and the second control unit 61B, which can be considered as main control units, can perform bidirectional communication. The reason why communication between the first control unit 61A and the second control unit 61B is bidirectional is as follows.

[0181] The first reason is that the first control unit 61A monitors whether the second control unit 61B has received the request command normally.

[0182] The second reason is that it is necessary to deal with special situations such as when the power to the slot machine 1 is turned off while the first control unit 61A is waiting for a response command to command A, and when the power is turned on thereafter, the first control unit 61A sends a new command B, without complicating the program.

[0183] To address these reasons, communication between the first control unit 61A and the second control unit 61B is made bidirectional, and if the first control unit 61A does not receive a response command, the first control unit 61A detects that an error has occurred between the first control unit 61A and the second control unit 61B and issues an error notification.

[0184] The request command and response command consist of a message length indicating the length of the command, a command indicating the command code, a serial number indicating the sequence number of the counting serial number or lending serial number, a data section indicating the command data, and a checksum calculated from the data from the message length to the data section.

[0185] <Explanation of Functions of First Control Unit 61A and Second Control Unit 61B> Below, we will explain the internal lottery unit 610, spinning reel control unit 611, game result determination unit 612, setting value control unit 614, interval control unit 616, game status control unit 616, RT status control unit 617, detection unit 618, function activation unit 619 in the first control unit 61A, and the media management unit 613 in the second control unit 61B.

[0186] <Internal lottery section 610> The internal lottery unit 610, which is one of the functions of the first control unit 61A, performs an internal lottery based on the operation of the lever 42, and sets one flag among a plurality of role flags as a winning flag to win. Specifically, the internal lottery unit 610 performs an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state, the second game state, the game section, and the RT state when the lever 42 is operated.

[0187] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information related to the progress of a game) is transmitted from the internal lottery unit 610 to the spinning reel control unit 611, the game result determination unit 612, the game state control unit 616, the performance control unit 620, and the like.

[0188] The internal lottery table shows information on possible winning combinations in an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state (described later) when the lever 42 is operated and the type of bonus.

[0189] The information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols associated with the winning combinations. The winning combinations include losing combinations in which no medals are paid out, as well as push order combinations (for example, push order rip, push order bell) in which medals are paid out if the stop switch 40 is pressed in the correct order.

[0190] If a push order role is won and the stop switch 40 is pressed in the correct push order, that push order role will win, and the player can win multiple medals (for example, 8 medals) according to that role. If the push order role is won but the stop switch 40 is not pressed in the correct push order, that push order role will not win, or another role (such as a 1-coin role) will win.

[0191] In addition, the push order role can be won and established even during the normal game mode (for example, other than AT and CZ). However, when the push order role is won during the normal game mode, the correct push order is not generally announced, so the push order role may be missed or the number of medals paid out may be one. On the other hand, during AT, the correct push order is announced, so there is a high possibility that multiple medals (for example, eight medals) will be paid out.

[0192] <Rotary reel control unit 611> The rotating reel control unit 611, which is one of the functions of the first control unit 61A, controls the driving of the stepping motor 21 based on the operation of the lever 42 or each stop switch 40, and performs rotation start control to start the rotation of each rotating reel 20 or rotation stop control to stop the rotation.

[0193] Specifically, when the lever 42 is operated while all of the reels 20 are stopped, the reel control unit 611 starts the rotation of all of the reels 20. When the stop switch 40 corresponding to at least one reel 20 is operated while the reel 20 is rotating, the reel control unit 611 stops the rotation of the reel 20 corresponding to the operated stop switch 40.

[0194] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the role indicated by the winning flag (excluding the special role flag), which is the internal lottery result, is positioned on the valid line L of the reel 20, resulting in the role winning.

[0195] Furthermore, in the spin stop control by the player during play, the spin reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the position of the spin reel 40 corresponding to the operated stop switch 40. Pull-in control is control that stops the spin of the spin reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. Kick-out control is control that stops the spin of the spin reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0196] In addition, when a special role is won, the reel control unit 611 can rotate and stop the reel 20 but prevent the special role from being won, based on the operation of the lever 42 just before the special role is won and the operation of the stop switch 40 just after the special role is won.

[0197] <Explanation of the Game Result Determination Unit 612> The game result determination unit 612, which is one of the functions of the first control unit 61A, determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each rotation reel 20 stops. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0198] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the medium management unit 613, the detection unit 618, the sub-control unit 62, etc.

[0199] <Explanation of the Media Management Unit 613> The medium management unit 613, which is one of the functions of the second control unit 61B, manages the number of medal credits and the number of medals bet.

[0200] The medium management unit 613 receives an input request (a request as to how many sheets to input) or a dispensing request (a request as to how many sheets to dispense) from the first control unit 61A, and executes the following process.

[0201] Specifically, when medals are bet based on the player's operation (when a request for insertion is made), the media management unit 613 decreases the number of credits (an example of information regarding the progress of the game) according to the number of medals bet, and when medals are credited based on the player's operation, the media management unit 613 increases the number of credits.

[0202] In addition, when the acquisition flag is established as a winning flag by the internal lottery and an acquisition winning role is won based on the player's operation (when a payout request is made), the media management unit 613 increases the number of credits according to the number of medals paid out based on the type of acquisition winning role that has been won.

[0203] Furthermore, the media management unit 613 calculates the difference in medals (an example of information regarding the progress of the game), which is the cumulative value of the number of medals paid out minus the number of medals bet, regardless of whether it is in a normal zone or an advantageous zone, and regardless of whether it is in a normal game state or an AT, as shown in Fig. 8. The difference in medals is used to calculate the difference in medals in an advantageous zone, whether the complete function is activated, and the like, as will be described later.

[0204] In addition, as shown in Figure 8, the media management unit 613 calculates the difference in the number of medals in the advantageous zone (from the time the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone), which is the difference in the number of medals in the advantageous zone.

[0205] In this embodiment, when the advantageous zone difference number becomes +2400, the media management unit 613 initializes the advantageous zone difference number to 0 (zero). For example, if the gaming zone transitions to the advantageous zone when the difference number becomes -300 after the start of gaming, the media management unit 613 initializes the advantageous zone difference number when 2700 coins are paid out thereafter (in this case, the advantageous zone difference number becomes +2400). Note that when the advantageous zone difference number becomes +2400, the media management unit 613 transmits a signal to that effect to the zone control unit 615. As a result, the zone control unit 615 transitions the gaming zone to the normal zone.

[0206] In addition, the media management unit 613 can initialize the advantageous zone difference number to 0 (zero) when a specified condition is met and the advantageous zone ends, other than when the advantageous zone difference number becomes +2400.

[0207] The media management unit 613 starts calculating the difference in the number of sheets in the advantageous zone when the gaming zone transitions to the advantageous zone again.

[0208] 8, the medium management unit 613 calculates a range (MY), which is the difference between the maximum and minimum values ​​of the difference in medals, using the difference in medals, which is the cumulative value of the number of medals paid out minus the number of medals bet since the slot machine 1 was last powered on. Unlike the difference in medals in the advantageous zone and the difference in medals, this range (MY) is calculated for all game zones (advantageous zones and normal zones), that is, continuously as long as the slot machine 1 is powered on.

[0209] Information about this range (MY) is sent to the function operation unit 619 and is used for the complete function described later.

[0210] The medium management unit 613 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.

[0211] The number of medals bet, the number of credits, the difference in number of medals, etc. calculated by the media management unit 613 are sent to the game status control unit 616, the performance control unit 620, etc. as information regarding the progress of the game.

[0212] <Explanation of the setting value control unit 614> The setting value control unit 614, which is one of the functions of the first control unit 61A, progresses the game using one of a plurality of setting values ​​(for example, 1 to 6) with different advantageous degrees of control over the progress of the game, based on the operation of the store staff. This setting value is set for each slot machine 1. Information on the setting value set by the setting value control unit 614 is transmitted to the internal lottery unit 610, the performance control unit 620, etc.

[0213] Depending on which setting value is used, the advantage of game progress, for example, the machine payout, the probability of winning a specific small role such as a common bell, the probability of winning a CZ or an AT, etc., will differ. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage of game progress (for example, the larger the machine payout).

[0214] Although not shown, the slot machine 1 further includes a setting key. The setting key is a key for switching to a setting change mode. The setting value control unit 614 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0215] <Section control unit 615> The zone control unit 615, which is one of the functions of the first control unit 61A, sets one of a plurality of game zones (normal zone and advantageous zone) during a game, as shown in FIG.

[0216] When the gaming zone is a normal zone, the zone control unit 615 performs a zone transition lottery to determine whether to maintain the normal zone state or transition to an advantageous zone. If the zone transition lottery is won, the zone control unit 615 sets (transitions) the gaming zone to an advantageous zone. When a predetermined lottery target role (for example, a rare role such as a cherry or chance eye) is won, a lottery is performed to determine whether to conduct a zone transition lottery, and if the result is a win, the zone transition lottery is performed.

[0217] Furthermore, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or transition to a normal zone (whether to terminate the advantageous zone). For example, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether the second gaming state has transitioned from the AT to the normal gaming state. For example, when the second gaming state has transitioned to the normal gaming state, the zone control unit 615 can transition the gaming zone from the advantageous zone to the normal zone.

[0218] Furthermore, when the interval control unit 615 receives a signal from the medium management unit 613 indicating that the advantageous interval difference has reached +2400, or when a predetermined condition is met other than when it has reached +2400, the interval control unit 615 forcibly shifts the gaming interval from the advantageous interval to the normal interval. For example, if the advantageous interval difference becomes -1000 after entering the advantageous interval, the operator (particularly the player) can win up to 1000 + 2400 = 3400.

[0219] Furthermore, when the slot machine 1 is powered on or the RAM is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the immediately preceding game interval.

[0220] In addition, the interval control unit 615 can transmit information regarding the game interval (whether it is a normal interval or an advantageous interval) to the media management unit 613, game status control unit 616, presentation control unit 620, etc. as information regarding the progress of the game.

[0221] <Game status control unit 616> The gaming state control unit 616, which is one of the functions of the first control unit 61A, sets the first gaming state and the second gaming state.

[0222] Specifically, the game state control unit 616 sets the first game state to either a special role non-carryover state, a bonus internal state, or a special role implementation state, and sets the second game state to either a general game state or an AT.

[0223] The gaming state control unit 616 sets the first gaming state to a special winning non-carryover state, for example, immediately after the RAM of the first control unit 61A is cleared.

[0224] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 616 sets the first gaming state to the bonus internal state.

[0225] When a predetermined condition is met in the bonus internal state (for example, when the RAM is cleared or the setting value is changed), the game state control unit 616 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0226] In the special role non-carryover state, when a special role is won and a special role is awarded, the game state control unit 616 shifts the first game state from the special role non-carryover state to the special role execution state.

[0227] Also, in the bonus internal state, when a special role wins, the game state control unit 616 shifts the first game state from the bonus internal state to the special role execution state.

[0228] Also, in the special role execution state, when a predetermined condition is satisfied or when medals are paid out exceeding a predetermined number, the game state control unit 616 shifts the first game state from the special role execution state to the special role non-carried-over state.

[0229] Also, as shown in FIG. 6, the game state control unit 616 determines whether to set the second game state to AT based on the result of the AT lottery. Specifically, when the game state control unit 616 participates in the AT lottery performed when the game section is an advantageous section, the game state control unit 616 sets the second game state to AT.

[0230] On the other hand, when not participating in the AT lottery, the game state control unit 616 sets the second game state to the general game state.

[0231] Also, when the AT ends, the game state control unit 616 shifts the second game state from AT to the general game state.

[0232] Also, the game state control unit 616 selects any one of a plurality of types of modes related to the progress of the game (for example, a normal mode in which it is difficult to participate in the AT lottery and a high probability mode in which it is easy to participate in the AT lottery) for the second game state. Then, the game state control unit 616 executes the AT lottery with the AT lottery probability associated with the selected mode.

[0233] Note that the game state control unit 616 can transmit information related to the first game state and information related to the second game state as information related to the progress of the game to the medium management unit 613, the effect control unit 620, etc.

[0234] <RT state control unit 617> The RT state control unit 617, which is one of the functions of the first control unit 61A, can proceed with the game using one of a plurality of RT states. For each of the plurality of RT states, the probability that the replay flag will be established as a win flag (replay probability) is predetermined, and the RT state control unit 617 can transition the RT state when a predetermined combination (for example, a special combination) is won.

[0235] In this embodiment, the RT state control unit 617 makes the RT state different between the special role implementation state and other states (special role non-carryover state, bonus internal state). Also, the RT state control unit 617 maintains the same RT state in the special role non-carryover state and inside the bonus. And, the RT state control unit 617 does not transition the RT state inside the bonus where the AT is executed.

[0236] In addition, the RT state control unit 617 can transmit information regarding the RT state (whether the RT state is RT0, RT1 in which the probability of winning a replay is higher than RT0, etc.) to the presentation control unit 620, etc. as information regarding the progress of the game.

[0237] <Detection unit 618> The detection unit 618, which is one of the functions of the first control unit 61A, detects errors such as medal count control communication abnormality E7, medal unit connection abnormality E8, medal count upper limit reached E9, etc. As described above, for example, the detection unit 618 detects that medal count control communication abnormality E7 has occurred if it cannot receive a communication response command from the second control unit 61B even after a waiting time of approximately 380 ms has elapsed since it sent a communication connection check command to the second control unit 61B.

[0238] <Function Actuation Unit 619> A function activation unit 619 as one of the functions of the first control unit 61A receives information about the range (MY) transmitted from the medium management unit 613.

[0239] Then, when the range (MY) becomes equal to or greater than the first range, for example, 18500, the function activation unit 619 generates information regarding advance notification indicating that activation of the complete function is imminent.

[0240] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing (the machine will enter a state where play is not possible) unless the power is turned off and on by store staff.

[0241] The operation related to the game here means the operation to play one game, and includes the operation of the bet switch 41 to bet medals, in particular, as an operation to start the spinning reel 20. When the complete function is activated, such an operation related to the game cannot be accepted, and therefore, even if the bet switch 41 is operated while the complete function is activated, medal betting processing will not be performed.

[0242] Information relating to advance notification is transmitted to the performance control unit 620 for each game while this information is being generated by the function operation unit 619. As a result, the performance control unit 620 issues an advance notification.

[0243] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 619 stops generating information related to advance notification, which causes the performance control unit 620 to stop issuing advance notification.

[0244] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 620, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 620. In this way, by using a flag to represent the information regarding the advance notification, it is possible to prevent an excessive number of signals from being transmitted from the first control unit 61A0 to the sub-control unit 620.

[0245] Furthermore, the function activation unit 619 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0246] The function activation unit 619 deactivates the complete function when a store staff member turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being off, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no advance notice is given, and the slot machine 1 becomes playable in a state where the conditions for reactivating the complete function are no longer met.

[0247] <Explanation of the sub-control unit 62> The ROM of the sub-control unit 62 stores programs indirectly related to the progress of the game (for example, control of the effects on the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the sound output from the speaker 101).

[0248] The RAM and RWM of the sub-control unit 62 store various data related to performance control.

[0249] The sub-control unit 62 controls the performance based on the signal transmitted from the first control unit 61 A. That is, the sub-control unit 62 functions as a performance control unit 620 (corresponding to an output unit).

[0250] The communication method between the first control unit 61A and the sub-control unit 62 and the communication method between the second control unit 61B and the sub-control unit 62 are both asynchronous serial communication.

[0251] <Explanation of the Function of the Sub-Control Unit 62> The following describes the performance control unit 620 as a function of the sub-control unit 62.

[0252] <Production control unit 620> The effect control unit 620 displays an effect image (hereinafter referred to as a "game effect") selected from a plurality of types of effect images on the liquid crystal screen 3 based on the progress of the game, and outputs sound effects and background music corresponding to the effect image from the speaker 101. For example, when an AT is won, the effect control unit 620 selects an effect pattern for displaying that fact on the liquid crystal screen 3, and controls the display on the liquid crystal screen 3, the audio output of the speaker 101, and the light emission of the illumination unit 102 according to the effect pattern.

[0253] In addition, during the AT, the performance control unit 620 causes at least one of the liquid crystal screen 3 and the speaker 101 to announce the correct push order when a push order role is won.

[0254] The presentation control unit 620 stores information related to the game presentation being executed in the storage unit of the sub-control unit 620. As a result, even if the game presentation is interrupted when the medal unit connection abnormality E8 occurs, after the medal unit connection abnormality E8 is resolved, the presentation control unit 620 can refer to the information in the storage unit of the sub-control unit 620 and resume the interrupted game presentation, for example, from the state immediately before the interruption.

[0255] For example, if a game presentation is composed of scene A, scene B, and scene C, and a medal connection abnormality E8 occurs while scene B is being output (announced), the presentation control unit 620 can resume the game presentation from scene B after the medal unit connection abnormality E8 is resolved.

[0256] In addition, the performance control unit 620 can execute display processing relating to a medal count control communication abnormality E7 as shown in Figure 9(a), display processing relating to a medal unit connection abnormality E8 as shown in Figure 9(b), display processing for a counting prompt display as shown in Figure 9(c), and display processing relating to reaching the medal count upper limit E9 as shown in Figure 9(d).

[0257] The performance control unit 620 executes the processing related to the medal count control communication abnormality E7, the processing related to the medal unit connection abnormality E8, and the processing related to the medal count upper limit being reached E9 in the following order of priority: In other words, in this embodiment, the priority for processing abnormal conditions is set in the following order: processing related to the medal unit connection abnormality E8, processing related to the medal count control communication abnormality E7, and processing related to the medal count upper limit being reached E9 (priority order: processing related to the medal unit connection abnormality E8 > processing related to the medal count control communication abnormality E7 > processing related to the medal count upper limit being reached E9).

[0258] Then, when at least two of these abnormal conditions can be processed at the same time, the performance control unit 620 executes the processing in descending order of the priority.

[0259] Specifically, for example, if the display processing related to the medal unit connection abnormality E8 and the display processing related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9) can be executed at the same time (if these status abnormalities occur simultaneously), the performance control unit 620 will first execute the display processing related to the medal count connection abnormality E8 without executing the display processing related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9), or will set the display content related to the medal count connection abnormality E8 in a layer above the display content related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9).

[0260] In the following, a visual "display process" is described as an example of the process for a status abnormality such as the medal unit connection abnormality E8, but the present invention is not limited to this. For example, an auditory "audio output process" may be executed as the process for the status abnormality.

[0261] For example, when audio output processing related to medal unit connection abnormality E8 is executed, the performance control unit 620 can make the output volume related to medal count control communication abnormality E7 (or medal count upper limit reached E9) lower than the output volume related to medal unit connection abnormality E8 (or set the output volume related to medal count control communication abnormality E7, etc. to zero).

[0262] In the following, a visual "display process" is described as an example, but if the "display process" is replaced with an "audio output process," the performance control unit 620 can prioritize the execution of a process with a higher priority by adjusting the volume or outputting the audio related to the process with a higher priority first.

[0263] The display modes of these display processes are explained below. The production control unit 620 can execute one of the following display modes, or a combination of these.

[0264] Display mode 1 In addition, when the second game state is a general game state, AT (including CZ), the presentation control unit 620 displays the counting prompt display and / or the display relating to reaching the medal number upper limit E9, with a higher priority than the game presentation.

[0265] In this case, the effect control unit 620 can set the counting prompt display and / or the display content relating to the medal count upper limit reached E9 in a layer above the display content relating to the game effect, for example.

[0266] In addition, the presentation control unit 620 can overlay the counting prompt display and / or the text and images of the display related to the medal count limit reached E9 on the game presentation so that they stand out more than the text and images of the game presentation, lighten the shading of the text and images of the game presentation (or make them semi-transparent, or darken the text and images of the counting prompt display and / or the medal count limit reached E9), or reduce the display size of the text and images of the game presentation, etc.

[0267] Display mode 2 Furthermore, when the second game state is AT (including CZ) and the push order role is won by an internal lottery and an assist (hereinafter referred to as "push order navigation") is displayed to notify or suggest the correct push order, the performance control unit 620 can make the display area on the LCD screen 3 that displays the counting prompt display and / or the medal count limit reached E9, etc. different from the display area in which the push order navigation is notified, or can make these display areas the same but different times at which they are displayed.

[0268] The effect control unit 620 may superimpose the display area for the game effects on the liquid crystal screen 3 with the display area for the button press sequence navigation, counting prompt display, and display content related to reaching the medal count upper limit E9. In this case, the effect control unit 620 can lower the priority of processing related to the game effects, for example, by making the display area for the game effects on the liquid crystal screen 3 smaller than the display area for the button press sequence navigation, etc., or by setting the layer displaying the display area for the game effects to a lower layer.

[0269] In this case, if the game presentation includes characters' conversations, names, and other characters, the presentation control unit 620 displays these characters so that they do not overlap with, for example, the characters in the push order navigation.

[0270] Furthermore, when the display contents relating to the push order navigation, the counting prompt display, and the medal count limit reached E9 are simultaneously displayed on the liquid crystal screen 3, and at least a portion of these display contents overlap each other, the performance control unit 620 can give the push order navigation display content the highest priority.

[0271] Examples of how the effect control unit 620 may give the highest priority to the display content of the push order navigation include making the text of the push order navigation larger without overlapping the display content of the push order navigation, the counting prompt display, and the medal count limit reached E9, changing the font of the text of the push order navigation, making the text of the push order navigation smaller instead of adding an effect that surrounds the frame of the spinning reel 20, or making the spinning reel 20 that is to be stopped next illuminated, etc., and changing the way the push order navigation is displayed before and after displaying the counting prompt display and / or the display content of the medal count limit reached E9.

[0272] Display mode 3 Furthermore, when the second game state is AT, the effect control unit 620 can prevent overlapping of the characters related to the AT effect with the characters of the counting prompt display and / or the display content related to the medal count limit reached E9 when displaying game effects such as "Over 1000 medals won during AT!", and information until the AT ends such as "10G remaining until the ending" and "30 medals remaining until the ending" (hereinafter collectively referred to as "AT effects").

[0273] Specifically, the effect control unit 620 can prevent the display of the count prompt display and / or the display content related to the medal count upper limit reached E9 while the characters related to the AT effect are changing (for example, while the number of medals acquired is being counted up). This makes it possible to prevent confusion between the characters related to the AT effect and the characters related to the count prompt display, etc.

[0274] In addition, if the AT effect is a special effect such as an ending, a premium effect, or a continuous effect, which is an effect that is particularly desired to be shown to the player, the effect control unit 620 can display the display content related to the counting prompt display, etc., smaller than the display content related to the AT effect.

[0275] In addition, if the process related to medal number upper limit reached E9 is executed before the AT ending process, the performance control unit 620 can display a message to that effect on the counting prompt display (for example, a message such as "Medal number upper limit reached E9 will occur before the AT ending"). This allows the player to enjoy the AT ending.

[0276] Display mode 4 Furthermore, when the second gaming state is the normal gaming state or AT and before the medal count upper limit reached E9 is activated, the effect control unit 620 can change the gaming effect instead of displaying the counting prompt display. Specifically, the effect control unit 620 can display, for example, text such as "There are a lot of medals credited, so you may need to pause the game for now" on the liquid crystal screen 3 as the lines of a character involved in the gaming effect.

[0277] Display mode 5 Furthermore, after the process for medal count upper limit reached E9 is executed, the effect control unit 620 can also execute a setting suggestion effect that suggests the setting value. This setting suggestion effect can be, for example, text such as "The setting value is either 1 or 6" that makes it easier for the player to guess the setting value.

[0278] In addition, when the effect control unit 620 executes a setting suggestion effect while executing the display process related to reaching the medal count upper limit E9, the effect control unit 620 may display the setting suggestion on the LCD screen 3, or may output the setting suggestion as audio to the speaker 101.

[0279] In addition, the effect control unit 620 can increase the frequency of executing setting suggestion effects thereafter, using the occurrence of the medal count upper limit reaching E9 as a trigger.

[0280] In other words, the probability that the setting suggestion effect will be executed after the medal count upper limit E9 has occurred is higher than before the medal count upper limit E9 has occurred. This probability may be determined in advance using a table. The changed frequency (probability) may be restored to its original probability when the setting value is changed, the reset button 5 is operated, the RAM is cleared, etc.

[0281] Display mode 6 Furthermore, if the display processing for the counting prompt display and the display processing for the advance notification can be executed at the same time, the performance control unit 620 can execute the display processing for the counting prompt display with a higher priority than the display processing for the advance notification. In this case, for example, the performance control unit 620 can display the counting prompt display in a layer above the display content for the advance notification, or can display the counting prompt display at an earlier timing and then display the display content for the advance notification at a later timing. The counting prompt display is given priority in this way because the user can manually cancel the counting prompt display.

[0282] Unlike the above, if the display processing for the counting prompt display and the display processing for the advance notification are executed at the same time, the performance control unit 620 can also execute the display processing for the advance notification with a higher priority than the display processing for the counting prompt display.

[0283] Display mode 7 Furthermore, if the display process related to the medal count upper limit reached E9 and the display process related to the advance notification can be executed at the same time, the performance control unit 620 can execute the display process related to the medal count upper limit reached E9 with a higher priority than the display process related to the advance notification. In this case, for example, the performance control unit 620 displays the display content related to the medal count upper limit reached E9 on a layer above the display content related to the advance notification, or displays the display content related to the medal count upper limit reached E9 at an earlier timing, and then displays the display content related to the advance notification at a later timing.

[0284] Display mode 8 In addition to the counting prompt display and / or the display indicating that the medal count limit has been reached E9, the performance control unit 620 can also provide an addictive prevention display (an example of an addictive prevention warning) and a settlement prevention display (an example of a settlement prevention warning) on ​​the LCD screen 3 in the result display, for example, at the end of an AT.

[0285] The addiction prevention warning is a warning to urge the player not to become too addicted to the game. The addiction prevention warning is, for example, text, images, or audio such as "Pachislot is a game that should be enjoyed in moderation" or "Be careful not to get addicted."

[0286] The settlement warning is a warning to urge the operator not to forget to operate the counting button 44 when it is necessary to transfer all of the credited medal data to the medal unit 7 in order to end a game, and a warning to urge the operator not to forget to remove the card 70. The settlement warning is, for example, text, images, or audio such as "Please be careful not to forget to settle medals," or "Please be careful not to forget to settle medals and not to leave your card unattended or have it stolen."

[0287] The display process for the counting prompt display and / or medal count upper limit reached E9 can be given a lower priority than the display process for the addiction prevention display and the settlement forget prevention display. Specifically, the performance control unit 620 can set the display content for the counting prompt display and / or medal count upper limit reached E9 to a layer lower than the layer that displays the display content for the addiction prevention display and the settlement forget prevention display.

[0288] Furthermore, when the counting prompt display or the display content relating to reaching the medal limit E9, the addiction prevention display, and the settlement forget prevention display are displayed in the same location on the liquid crystal screen 3, the performance control unit 620 can display the addiction prevention display and the settlement forget prevention display in that order, and then display the counting prompt display etc. at a timing after they are deleted. The reason for this control is to avoid the message from being difficult to convey to the player due to these displays being displayed overlapping each other.

[0289] In addition, the performance control unit 620 can also display, in different locations on the liquid crystal screen 3, a counting prompt display or display content relating to reaching the medal number upper limit E9, a display to prevent addiction, and a display to prevent forgetting to settle.

[0290] In this way, the performance control unit 620 can display the display to prevent addiction and the display to prevent forgetting to settle in a manner that is easy for the operator to recognize, so that they do not overlap with the counting prompt display and the display content related to the medal count upper limit E9.

[0291] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be described with reference to FIG.

[0292] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 619 determines whether the slot machine 1 is in a playable state (whether the complete function is activated) (step S101).

[0293] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0294] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the first control unit 61A of the slot machine 1 displays the number of credited medals on the digital counter 43, and accepts the operator's operation of the bet switch 41, lever 42, etc., provided that medal data has been transmitted from the medal unit 7. This puts the slot machine 1 into a play start state (step S102).

[0295] Next, the media management unit 613 starts counting the range (MY) (step S103). After that, the media management unit 613 counts the range (MY) for each game regardless of whether it is in the normal zone or the advantageous zone.

[0296] Next, the interval control unit 615 allows the game to proceed in the normal interval (step S104).

[0297] Next, the gaming state control unit 616 allows the game to proceed in the normal gaming state (step S105).

[0298] Next, the zone control unit 615 determines whether or not the gaming zone is an advantageous zone (including whether or not the zone transition lottery has been won, and whether or not the advantageous zone state is maintained) (step S106).

[0299] If the gaming zone is not an advantageous zone (S106: NO), the process returns to step S104.

[0300] On the other hand, if the gaming zone is a favorable zone (S106: YES), the media management unit 613 counts the favorable zone difference number (in a game that has transitioned to a favorable zone, counting of the favorable zone difference number begins) (step S107). After this, the zone control unit 615 continues counting the favorable zone difference number while the gaming zone is a favorable zone (in both the normal gaming state and the AT).

[0301] Next, the gaming state control unit 616 determines whether or not to transition the second gaming state to the AT (step S108).

[0302] If the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0303] On the other hand, if the second gaming state transitions to the AT (S108: YES), the gaming state control unit 616 causes the game to proceed in the AT (step S109).

[0304] Next, the function activation unit 619 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 619 determines whether or not the range (MY) is 19000 or greater.

[0305] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0306] On the other hand, if the complete function does not operate (S110: NO), the zone control unit 615 determines whether the advantageous zone difference number is +2400 or more (step S111).

[0307] If the difference in the number of sheets in the advantageous zone is +2400 or more (S111: YES), the zone control unit 615 transitions the game zone to the normal zone, the game status control unit 617 ends the AT, and the media management unit 613 initializes the difference in the number of sheets in the advantageous zone to zero (0), after which the processing returns to step S104.

[0308] On the other hand, if the difference in the number of advantageous zone coins is not +2400 or more (S111: NO), the game state control unit 616 determines whether or not to end the AT (step S112).

[0309] If the AT ends (S112: YES), the process returns to step S105.

[0310] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0311] Returning to step S110, if the complete function has been activated (S110: YES), the function activation unit 619 controls the player to be unable to play the slot machine 1 (step S113).

[0312] Next, in response to the pressing of the count button 44, the medium management unit 613 and the medal unit 7 transmit and receive necessary information to execute a transfer process (step S114).

[0313] Next, in response to the power-off operation by the store staff, the power of the slot machine 1 is turned off (step S115), and in response, the medium management unit 613 initializes the range (MY) to 0 (zero), and the function activation unit 619 cancels the complete function (step S116). Note that, if the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous zone and the advantageous zone difference number are carried over.

[0314] Next, in response to the store staff's operation to restore power, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0315] <Loan processing and forwarding processing> Next, the flow of the lending process and the transfer process will be described in detail with reference to FIG.

[0316] First, the medal unit 7 receives a bill (for example, 1000 yen) inserted by the operator (step S201). At this time, the medal unit 7 generates an insertion signal and transmits it to the slot machine 1.

[0317] Next, in response to the depression of the lending button 71, the medal unit 7 transmits a lending signal and data on 50 medals to the slot machine 1 (medium management unit 613) (step S202).

[0318] Next, the media management unit 613 displays the number of medals credited to the slot machine 1 on the digital counter 43, and accepts the operation of the bet switch 41, lever 42, etc. by the operator. This causes the slot machine 1 to enter a game start state (step S203).

[0319] Next, if the number of medals credited is more than two (S204: NO), based on the counting button 44 being pressed (a transfer signal being generated) (step S205), the medal unit 7 receives a transfer signal and medal data credited to the slot machine 1 (for example, medal data for 105 medals) (step S206).

[0320] Next, the medal unit 7 records medal data credited to the slot machine 1 on the card 70 (step S207).

[0321] Next, the medal unit 7 ejects the card 70 from the medal unit 7 in response to the ejection button 72 being pressed (step S208).

[0322] Returning to step S204, if the number of credited medals is two or less (S204: YES) and the operator continues playing (S209: YES), the process returns to step S201.

[0323] On the other hand, if the operator does not continue playing (S209: NO), the process proceeds to step S206 in response to the count button 44 being pressed (step S205). The above is the flow of the lending process and the transfer process.

[0324] <Priority processing of occurrence> Next, the flow of the occurrence priority process will be explained in detail using Fig. 12. Note that here, the process relating to the order of priority of the occurrence of each connection abnormality will be mainly explained, and the method of detecting each connection abnormality and the associated process will be explained in detail using the flow described later.

[0325] First, the first control unit 61A determines whether the connection check power supply VL has been turned off for a certain period of time, for example, while waiting for a timer interrupt (step S301).

[0326] If it is determined that the connection check power supply VL has not been turned off for a certain period of time (S301: NO), the first control unit 61A determines that a medal unit connection abnormality E8 has not occurred (step S304).

[0327] When it is determined that the connection check power supply VL has been turned off for a certain period of time (S301: YES), the first control unit 61A determines that a medal unit connection abnormality E8 has occurred (step S302).

[0328] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed while the connection check power supply VL has been turned on from off (step S303).

[0329] If the connection check power supply VL remains off, or if the connection check power supply VL changes from off to on but the reset button 5 is not pressed (S303: NO), the processing of step S303 is repeated until the reset button 5 is pressed.

[0330] On the other hand, if the reset button 5 is pressed while the connection check power supply VL is on (S303: YES), the first control unit 61A cancels the medal unit connection abnormality E8 (step S304).

[0331] The first control unit 61A determines whether or not a communication state has been established between the first control unit 61A and the second control unit 61B (step S305).

[0332] If it is determined that the communication state is established (S305: YES), the first control unit 61A determines that the medal count control communication abnormality E7 has not occurred (step S308).

[0333] On the other hand, if it is determined that the communication state is not established (S305: NO), the first control unit 61A determines that a medal count control communication abnormality E7 has occurred (step S306).

[0334] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed (step S307).

[0335] If it is determined that the reset button 5 has not been pressed (S307: NO), the process returns to step S306.

[0336] On the other hand, if it is determined that the reset button 5 has been pressed (S307: YES), the first control unit 61A cancels the medal count control communication abnormality E7 (step S308).

[0337] If neither the medal unit connection abnormality E8 nor the medal count control communication abnormality E7 has occurred, the first control unit 61A receives medal data from the second control unit 61B and stores the information in the memory unit of the first control unit 61A (step S309).

[0338] Next, the first control unit 61A determines whether or not the number of credited medals is 17,000 or more (step S310).

[0339] If it is determined that the number of credited medals is less than 17,000 (S310: NO), the first control unit 61A determines that the medal number upper limit reaching E9 has not occurred (step S313).

[0340] On the other hand, if it is determined that the number of credited medals is 17,000 or more (S310: YES), the first control unit 61A determines that the medal number upper limit E9 has been reached (step S311).

[0341] Next, the first control unit 61A determines whether or not the count button 44 has been pressed (step S312).

[0342] If it is determined that the count button 44 has not been pressed (S312: NO), the process returns to step S311.

[0343] On the other hand, if it is determined that the count button 44 has been pressed (S312: YES), the first control unit 61A determines that the medal number upper limit reaching E9 has been canceled (step S313). After that, the accrual priority process is ended. The above is the flow of the occurrence priority process.

[0344] <Medal limit reached process> Next, the flow of the medal count upper limit reaching process will be described in detail with reference to FIG.

[0345] If the number of credited medals is less than 17,000 (if the medal management status is in an unachieved state), the performance control unit 620 arranged in the sub-control unit 62 indicates that the medal management status is in an unachieved state (step S401). As information indicating that the medal management status is in an unachieved state, the performance control unit 620 displays, for example, a message on the liquid crystal screen 3 saying "Transfer processing is not yet necessary."

[0346] In addition, the first control unit 61A enables the game to proceed (for example, a state in which operation of the lever 42 can be accepted, a state in which pressing of the stop switch 40 can be accepted, a state in which operation of the bet switch 41 can be accepted, and a state in which LEDs such as the bet switch 41 can be turned on) (step S402).

[0347] Next, the first control unit 61A determines whether or not the number of credited medals is 15,000 or more based on the medal data from the second control unit 61B (step S403).

[0348] If it is determined that the number of credited medals is less than 15,000 (S403: NO), the process returns to step S401.

[0349] On the other hand, if it is determined that the number of credited medals is 15,000 or more (S403: YES), the first control unit 61A executes processing related to a counting prompt display (step S404).

[0350] Specifically, the presentation control unit 620, which receives the counting command "1" generated by the first control unit 61A, displays the message "Please count" on the liquid crystal screen 3. At this time, the presentation control unit 62 displays the counting prompt display with a higher priority than game presentations, etc. Also, while the counting prompt display is displayed, the presentation control unit 620 does not display an attract screen, etc.

[0351] Next, the first control unit 61A determines whether or not the count button 44 has been pressed (step S405).

[0352] If the count button 44 is pressed (S405: YES), the first control unit 61A cancels the count prompt display (step S412), and then the medal number upper limit reaching process is terminated.

[0353] On the other hand, if the counting button 44 is not pressed (S405: NO), the counting prompt display remains displayed (including when the counting prompt display is temporarily erased during game play), and the first control unit 61A determines whether the number of credited medals has reached 17,000 or more (the medal management state has reached the reached state) (step S406).

[0354] If it is determined that the number of credited medals is less than 17,000 (S406: NO), the process returns to step S405.

[0355] On the other hand, if it is determined that the number of credited medals is 17,000 or more (S406: YES), the first control unit 61A determines that the medal number upper limit E9 has been reached (step S407).

[0356] Next, the first control unit 61A disables game progress (for example, does not accept operation of the lever 42, does not accept pressing of the stop switch 40, does not accept operation of the bet switch 41, turns off the LED of the bet switch 41, etc.) (step S408). That is, in this embodiment, when the medal management state is the reached state, the content of the processing that can be executed is more limited than when it is the unreached state.

[0357] Next, the first control unit 61A determines whether or not the count button 44 has been pressed (step S409).

[0358] If the count button 44 is not pressed (S409: NO), the process returns to step S407.

[0359] When the count button 44 is pressed (S409: YES), the first control unit 61A cancels the medal number upper limit reached E9 (step S410).

[0360] Next, the first control unit 61A enables the game to proceed (step S411), after which the medal number upper limit reaching process is terminated. The above is the flow of the medal count upper limit reaching process.

[0361] <Medal count control communication error processing> Next, the flow of medal count control communication abnormality processing will be described in detail with reference to FIG.

[0362] First, the first control unit 61A transmits a communication connection confirmation command to the second control unit 61B (step S501), and then the first control unit 61A waits for a response from the second control unit 61B.

[0363] If there is a response from the second control unit 61B (if communication is established) (S502: YES), the first control unit 61A enables the game to proceed (step S508). After that, the medal count control communication abnormality processing is terminated.

[0364] On the other hand, if there is no response from the second control unit 61B (communication state is not established) (S502: NO), the first control unit 61A determines whether a predetermined time (waiting time, for example, 380 ms) has elapsed in that state (step S503).

[0365] If there is no response from the second control unit 61B but the predetermined time (wait time) has not elapsed (S503: NO), the process returns to step S502.

[0366] If a predetermined time has passed without a response from the second control unit 61B (S503: YES), the first control unit 61A determines that a medal count control communication abnormality E7 has occurred (step S504).

[0367] Next, the first control unit 61A disables the progress of the game (step S505).

[0368] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed (step S506).

[0369] Step S506 is repeated until the reset button 5 is pressed.

[0370] If the reset button 5 is pressed (S506: YES), the first control unit 61A cancels the medal count control communication abnormality E7 (step S507).

[0371] Next, the first control unit 61A enables the game to proceed (step S508), after which the medal count control communication abnormality processing is terminated. The above is the flow of medal count control communication abnormality processing.

[0372] <Command response processing> Next, the flow of command response processing will be described in detail with reference to FIG.

[0373] First, the first control unit 61A transmits a game status to the second control unit 61B (step S601). As a result, the common game status is managed individually by both the first control unit 61A and the second control unit 61B.

[0374] Next, the first control unit 61A transmits a request command to the second control unit 61B (step S602).

[0375] Next, the second control unit 61B determines whether or not a response to the received request command is necessary (step S603).

[0376] If no response to the request command is required (S603: NO), the request command is left unattended, and then the command response process is terminated.

[0377] On the other hand, if a response to the request command is required (S603: YES), the second control unit 61B refers to the current game status managed by itself and determines whether the timing at which the request command was sent is appropriate (step S604).

[0378] If the timing of sending the request command is inappropriate (S604: NO), the second control unit 61B discards the request command and issues an error notification (step S607). Furthermore, although the first control unit 61A waits for a response from step S602 (interrupt 255), since no response is received during that time, the first control unit 61A determines that a problem has occurred in communication with the second control unit 61B and issues an error notification. Thereafter, the command response process is terminated.

[0379] On the other hand, if the timing at which the request command was transmitted is appropriate (S604: YES), the second control unit 61B responds to the request command. The first control unit 61A determines whether the response command "OK" has been transmitted from the second control unit 61B (step S605).

[0380] If the response command "OK" is sent from the second control unit 61B (S605: YES), the first control unit 61A receives the response command and executes normal processing (processing corresponding to the response command), after which the command response processing is terminated.

[0381] On the other hand, if the response command "OK" is not sent from the second control unit 61B (or if the response command "NO" is sent) (S605: NO), the first control unit 61A issues an error notification (step S606), and then the command response process ends. The above is the flow of command response processing.

[0382] <Medal unit connection error processing> Next, the flow of medal unit connection abnormality processing will be described in detail with reference to FIG.

[0383] First, when the power supply VL for confirming the connection between the slot machine 1 and the medal unit 7 is turned on, the presentation control unit 620, which is a function of the sub-control unit 62, outputs game presentations to the LCD screen 3 and speaker 101, etc., and stores information about the game presentation being output in the memory unit of the sub-control unit 62 (step S601).

[0384] At a timing thereafter, the first control unit 61A determines whether the power supply VL for checking the connection between the medal unit 7 and the first control unit 61A is turned off (step S702). Note that this determination is made when the spinning reel 20 is not spinning.

[0385] If the connection check power supply VL is on (not off) (S702: NO), the game continues normally and the medal unit connection abnormality process is terminated. In other words, in this case, it is determined that the medal unit connection abnormality process E8 has not occurred.

[0386] On the other hand, if the connection check power supply VL is off (S702: YES), the first control unit 61A determines whether a certain period of time has passed in that state (step S703).

[0387] Step S703 is repeated until a certain period of time has elapsed.

[0388] If a certain period of time has passed while the connection check power supply VL is turned off (S703: YES), the first control unit 61A determines that a medal unit connection abnormality E8 has occurred (step S704).

[0389] Next, the first control unit 61A disables the progress of the game (step S705).

[0390] Furthermore, the sub-control unit 62 (effect control unit 620) suspends the game effect being output (step S706).

[0391] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed after the connection check power supply VL has been turned on (S707).

[0392] Step S707 is repeated until the reset button 5 is pressed.

[0393] If the reset button 5 is pressed (S707: YES), the first control unit 61A cancels the medal unit connection abnormality E8 (step S708).

[0394] Next, the first control unit 61A enables the game to proceed (step S709).

[0395] Next, the sub-controller 62 (effect controller 620) refers to the memory of the second controller 61B and resumes the output of the interrupted game effect based on the information of the game effect that was output before the medal unit connection abnormality E8 occurred (step S710). After that, the game continues normally, and the medal unit connection abnormality process is terminated. The above is the flow of medal unit connection abnormality processing.

[0396] <First Invention> To summarize the above, the slot machine 1 of the present invention has the following features: A game state control unit 616, a section control unit 615, etc. that can control the progress of a game on the slot machine 1; a medium management unit 613 that can receive medal data from the medal unit 7 connected to the slot machine 1 and can manage medals that change as the game progresses; A counting button 44 that can instruct the transfer of medal data from the medium management unit 613 to the medal unit 7 based on a predetermined operation; A performance control unit 620 capable of outputting game information relating to the game, including game performances executed as the game progresses; Equipped with An upper limit is set for the amount of medals that the medium management unit 613 can manage. The status regarding the management of medals includes an unreached status in which the amount of medals managed by the medium management unit 613 reaches the upper limit, and an reached status in which the amount of medals managed by the medium management unit 613 reaches the upper limit and is maintained until a predetermined operation is performed on the count button 44. The process that can be executed differs between the unreached state and the reached state.

[0397] <Effects of the invention> In a medal-less machine such as the slot machine 1 of this embodiment, medal data is managed internally (in the medium management unit 613), and the number of medals is displayed on the digital counter 43. Here, if the number displayed on the digital counter 43 becomes large, it may become difficult for the operator to grasp the number of medals.

[0398] Specifically, if the digital counter 43 has a display upper limit of four digits ("9999") and medals exceeding the display upper limit have been credited, the operator will not be able to grasp the number. Therefore, in a medal-less machine, it is considered preferable to have the operator press the count button 44 at appropriate intervals to execute the transfer process.

[0399] In the slot machine 1 of this embodiment, two medal management states are provided: an unreached state in which the amount of medals has not yet reached the upper limit, and an reached state in which the amount of medals has reached the upper limit. The unreached state and the reached state have different processes that can be executed. Therefore, the operator can easily understand whether the current state is an unreached state or an reached state. This allows the operator to be appropriately prompted to perform the transfer process.

[0400] <Second Invention> In addition, in the slot machine 1 of the present invention, The performance control unit 620 It is possible to execute a count prompt display, which is a notification process to prompt the user to transfer medal data to the medal unit 7, before the amount of medals managed by the medium management unit 613 reaches the upper limit value, and The counting prompt display can be executed with a higher priority than the game presentation process that outputs game presentations that are executed as the game progresses.

[0401] <Effects of the Invention> As mentioned above, in a medal-less machine, it is considered necessary to prompt the operator to transfer medal data to the medal unit 7 at an appropriate time before the arrival state is reached.

[0402] According to the slot machine 1 of this embodiment, when the medal management status is in an unachieved state, the performance control unit 620 executes a counting prompt display, thereby prompting the player to press the counting button 44 at an appropriate timing.

[0403] In particular, the effect control unit 620 can execute the count prompt display with a higher priority than the game effect processing. Therefore, even during game execution, the operator can check the count prompt display without being overwhelmed by the game effect. This allows the operator to be appropriately prompted to perform the transfer processing.

[0404] <Third Invention> Furthermore, the slot machine 1 of the present invention has Further provided is a detection unit 618 capable of detecting the occurrence of a connection abnormality between the medal unit 7 and the slot machine 1, For example, if the occurrence of a medal unit connection abnormality E8 is detected while the performance control unit 620 is outputting a push order navigation (for example, a notification that the stop switch 40 should be pressed second), the performance control unit 620 can interrupt the output of the push order navigation and, after the medal unit connection abnormality E8 is resolved, output the push order navigation from the continuation (a notification that the stop switch 40 should be pressed second).

[0405] <Effects of the Invention> It is considered that a medal-less machine needs to maintain a constant connection with the medal unit 7 in order to execute transfer processing in response to an operator's instruction. However, for some reason, a communication connection error may occur between the slot machine 1 and the medal unit 7. In this case, the slot machine 1 is expected to enter a state where game play cannot proceed, and the game presentation will be interrupted.

[0406] According to the slot machine 1 of this embodiment, even if a game presentation is interrupted due to the occurrence of a medal unit connection abnormality E8, the game presentation can be resumed after the medal unit connection abnormality E8 is resolved. Therefore, even after the occurrence of the medal unit connection abnormality E8, the player can be guided to play in a natural state while preventing the player from losing their sense of immersion in the game.

[0407] <Fourth Invention> Furthermore, the slot machine 1 of the present invention has a first control unit 61A capable of generating a request command related to a game on the slot machine 1; a second control unit 61B capable of receiving a request command transmitted from the first control unit 61A; At least The first control unit 61A at least A game status control unit 616, Equipped with The second control unit 61B at least Media management department 613, Equipped with The second control unit 61B is capable of a response possibility determination process for determining whether or not to respond to a received request command, depending on the current game status based on the control of the game status control unit 616 and the like.

[0408] <Effects of the invention> In particular, in a medal-less machine in which the main control unit is composed of two chips as in this embodiment, it is thought that data will be frequently sent and received between the first control unit 61A and the second control unit 61B.

[0409] However, if the second control unit 61B were to respond to all request data transmitted from the first control unit 61A, the amount of data transmitted and received between the first control unit 61A and the second control unit 61B would increase, potentially increasing the processing load on these control units. Furthermore, the first control unit 61A may transmit request data at an inappropriate time, or may transmit a request command to which the second control unit 61B does not need to respond. Furthermore, some kind of fraudulent processing (for example, cheating) may be performed by the first control unit 61A.

[0410] In the slot machine 1 of this embodiment, taking these points into consideration, the second control unit 61B can determine whether to respond to a request command depending on the current game status managed by the second control unit 61B. Therefore, the second control unit 61B does not need to respond to a request command depending on the game status managed by the second control unit 61B, and can leave the request command alone or discard it. This reduces the amount of data exchanged between the first control unit 61A and the second control unit 61B, prevents processing from becoming complicated, and suppresses excessive processing load on the first control unit 61A.

[0411] As described above, according to this embodiment, it is possible to provide a gaming machine that can solve problems that arise from the configuration and internal processing that are unique to medal-less machines.

[0412] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0413] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0414] In the above embodiment, an example is described in which the main control unit is configured with two chips, a first control unit and a second control unit, but the present invention is not limited to this, except for the fourth aspect of the invention. That is, the main control unit may not be divided into the first control unit and the second control unit, but may be configured with a single chip.

[0415] In addition, in the above embodiment, an example is described in which the first control unit determines whether an abnormal state such as reaching the medal count upper limit E9 has occurred, but the present invention is not limited to this. For example, the second control unit may determine these abnormal states, or a third control unit (or an external device such as the medal unit 7) different from the first control unit, the second control unit, and the sub-control unit may determine these abnormal states.

[0416] In this specification, "process A is executed with a higher priority than process B" means, for example, that when process A and process B are executed at the same time (or at least partially overlap), (1) Process A is executed, but process B is canceled and not executed. (2) If it is decided that process A will be executed while process B is being executed, process B will be canceled (or interrupted) and process A will be executed. (3) The image displayed in process A is displayed in a layer above the image displayed in process B. (4) The image (or display area) displayed by Process A is larger or darker in color than the image (or display area) displayed by Process B (it is more noticeable and easier to recognize). (5) The audio output from process A is louder than the audio output from process B (or the volume of process B is zero). (6) Process B is put into a standby state, and after Process A is completed, Process B is executed. etc.

[0417] In addition, in the above embodiment, an example is described in which the medal management status (unreached status and reached status) is managed by the medium management unit of the second control unit, but the present invention is not limited to this. For example, the medal management status may be managed by a function / means (for example, a detection unit of the first control unit) separate from the medium management unit.

[0418] In the above embodiment, an example is described in which the counting button is placed in a position on the slot machine that is visible to the operator (a position that the operator can reach without unlocking the front door 100), but the following forms of "visible position" can also be considered.

[0419] For example, the counting button may be located in a recess in the housing of the slot machine, and the recess may be covered with a transparent cover. In this case, the operator can open the cover and press the counting button behind it. Alternatively, the counting button may be installed in a device separate from the slot machine.

[0420] In the above embodiment, an example is described in which the second control unit does not transmit error information to the first control unit when it decides not to respond to the request command transmitted from the first control unit, but the present invention is not limited to this. That is, the second control unit may transmit error information to the first control unit. In this case, the first control unit can quickly execute a process to prevent so-called cheating (fraudulent behavior) (for example, a process to disable play on a slot machine that can only be released by an operation by a store staff member).

[0421] In addition, while the counting prompt display and / or medal count limit reached E9 is occurring, the first control unit and the second control unit can display information indicating that the counting prompt display, etc. is occurring on the 7-segment display, or can prevent the display.

[0422] In the above embodiment, an example is described in which the media management unit calculates the difference in the number of medals, the difference in the number of medals in the advantageous zone, etc., but the difference in the number of medals, etc. may also be calculated by another control unit, such as the zone control unit.

[0423] In the above embodiment, an example is described in which it is suggested that the medal management status is in an unachieved state, but it is not necessary to suggest / notify that the medal management status is in an unachieved state.

[0424] In addition, without being limited to the above embodiment, there may be a case where a slot machine has a 7-segment display but does not have a liquid crystal display. In that case, the effect control unit may execute the following process, for example.

[0425] Process 1 When the second gaming state is a normal gaming state and the number of credits reaches 15,000, the effect control unit may be able to cause the 7-segment display to display a counting prompt.

[0426] Process 2 When the first game state is a special role implementation state and the number of medals remaining until the special role implementation state ends is displayed on the 7-segment display, the performance control unit may be able to display the counting prompt display and / or the display content relating to reaching the medal number upper limit E9 in different locations on the 7-segment display.

[0427] In addition, when the special role is in effect and the occurrence of E9, which indicates that the medal count limit has been reached, is confirmed, the performance control unit can output a different piece of music from that output in the normal special role state, or light up the LED in a different way from that output in the normal special role state, etc.

[0428] In addition, the performance control unit can also display on the 7-segment display the number of medals remaining until the medal number upper limit reached E9 is activated, in conjunction with displaying the counting prompt display.

[0429] In particular, when the medal count upper limit E9 occurs immediately after the end of the special role implementation state, the performance control unit can display the number of medals remaining until the end of the special role implementation state and the number of medals remaining until the medal count upper limit E9 is activated at different positions on the 7-segment display.

[0430] The first control unit may also prevent the medal count upper limit E9 from being activated until the special role implementation state ends. In this case, the first control unit does not enter a game progress disable state until the special role implementation state ends.

[0431] Process 3 When the second game state is AT, the presentation control unit may be able to display on the 7-segment display the remaining number of medals that can be acquired while the AT is running (and / or the number of medals acquired while the AT is running; the same applies below), a counting prompt and / or a medal limit reached E9, and a push order navigation.

[0432] In this case, the performance control unit may be able to display the remaining number of medals that can be acquired, the button press order navigation, the counting prompt display and / or the medal count limit reached display E9 at the same time in different locations on the 7-segment display.

[0433] Alternatively, in this case, the performance control unit may be able to display at least two of the counting prompt display and / or medal limit reached E9, and the remaining number of medals that can be obtained, at different times in the same location on the 7-segment display. In this case, the push order navigation is displayed in a different location from the remaining number of medals that can be obtained, etc.

[0434] Alternatively, in this case, the performance control unit may be able to display the push order navigation, counting prompt and / or medal limit reached E9, and remaining number of medals that can be obtained all at different times in the same place (or different places) on the 7-segment display.

[0435] Furthermore, without being limited to the above embodiment, if a medal unit connection abnormality E8 occurs while outputting a game presentation, the presentation control unit may be able to interrupt the game presentation and execute a resumption process as follows.

[0436] Resume process 1 When the medal unit connection abnormality E8 is resolved, the effect control unit may be able to output the game effect that was output immediately before the medal unit connection abnormality E8 occurred, starting from a predetermined timing for that game effect. In this case, for example, if multiple points are set in the game effect, when the medal unit connection abnormality E8 is resolved, the effect control unit can return to the point that was most recently output when the medal unit connection abnormality E8 occurred and resume the game effect from that point. In this case, the continuity of the game effect is maintained, and the player can be guided into the game in a natural state.

[0437] Resume process 2 When the medal unit connection abnormality E8 is resolved, the effect control unit may be able to output the game effect that was being output immediately before the medal unit connection abnormality E8 occurred from the beginning (from scene A in the example of the embodiment). In this case, the game effect that was once interrupted is displayed from the beginning, which gives the player a sense of immersion in the game.

[0438] Resume process 3 The performance control unit may be able to output an attract screen when the medal unit connection abnormality E8 is resolved. In this case, the operator can naturally return to the game by performing an operation related to the game progress.

[0439] In addition, although the above embodiment describes an example in which the slot machine is a medal-less machine, the present invention is not limited to this. The slot machine may be equipped with, for example, a medal insertion slot, a hopper unit, a medal payout slot, a lower tray, etc. so that medals, which are real items, can be used in games.

[0440] The present invention is not limited to the above embodiment, and the number of medals bet may be displayed by an LED instead of a digital display.

[0441] In addition, the slot machine may be able to transmit medal data credited to the slot machine at that time to the medal unit at predetermined times (for example, every 5 games, every 10 minutes) (including transmitting medal data to a hall computer, unit management computer, etc. via the medal unit).

[0442] In this case, the medal unit (and / or hall computer, unit management computer; the same applies below) can record the transmitted data and compare it with the medal data transmitted along with the transfer signal when the counting button is finally pressed to check whether the medal data contains invalid information.

[0443] Furthermore, the medal unit may be able to check whether the medal data received at a predetermined timing is invalid based on the progress of the game on the slot machine (whether or not it is in an AT, a bonus, a normal interval, etc.) Specifically, if the slot machine's specifications stipulate that the net increase in medals per game during an AT is two medals, but the increase is 1,000 medals in 100 games, the medal unit can detect that the medal data is invalid.

[0444] The medal data managed by the unit management computer may be further consolidated in a game information computer, which may manage medal data for all slot machines.

[0445] In the above embodiment, the operator can take a break at any time during the game. In this case, the store staff may be able to lock the slot machine and / or the medal unit so that other users cannot operate it.

[0446] In addition, although the above embodiment describes an example in which the bonus is a device for continuously operating a special feature related to a first-class special feature, the present invention is not limited to this. The bonus may be at least one of a first-class special feature, a device for continuously operating a special feature related to a first-class special feature, a second-class special feature, or a device for continuously operating a special feature related to a second-class special feature.

[0447] Furthermore, in the above embodiment, an example is described in which the slot machine is an AT machine, but the slot machine may also be an ART (Assisted Replay Time) machine, or it may be a bonus-only slot machine that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).

[0448] In addition, a signal indicating the type of game zone may be sent from the zone control unit to the digital counter, so that the digital counter can indicate whether the game zone is a favorable zone or not, for example, by whether or not a dot is displayed.

[0449] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3000 games, the zone control unit may forcibly shift the play zone from the advantageous zone to the normal zone. Also, the slot machine does not have to have play zones (advantageous zone and normal zone).

[0450] Furthermore, in the above embodiment, an example is described in which the special gaming state other than the general gaming state is AT, but the special gaming state may also be CZ.

[0451] Also, although not described in the above embodiment, the mode may be changed when certain conditions are met (for example, when the CZ is won but the AT is not won, when the AT ends, or when the advantageous zone ends).

[0452] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the number of medals may also be used to determine whether or not to activate the complete function. [Explanation of symbols]

[0453] 1. Slot machines (gaming machines) 61A First control section 61B Second control section 610 Internal lottery unit (game control unit) 611 Rotating reel control unit (game control unit) 612 Game result determination unit (game control unit) 613 Media Management Department (Value Management Department) 614 Setting value control unit (game control unit) 615 Section control unit (game control unit) 616 Game status control unit (game control unit) 617 RT state control unit (game control unit) 618 Detection unit 619 Functional operation unit (game control unit) 62 Sub-controller 620 Production control unit (output unit)

Claims

1. a game control unit capable of controlling the progress of a game; a value management unit capable of receiving information about a gaming value from an external unit connected to the gaming machine and managing the gaming value; a transfer instruction unit that can instruct the transfer of information related to the game value from the value management unit to the external unit based on a predetermined operation; a performance control unit capable of controlling game performances executed in accordance with the progress of the game; a detection unit capable of detecting the occurrence of a connection abnormality between the external unit and the gaming machine; Equipped with At least one of the game control unit and the value management unit is implemented on a main control board, The performance control unit is mounted on a sub-control board, Equipped with Between the main control board and the sub-control board, communication can be performed in one direction from the main control board to the sub-control board, The connection abnormality is detected when a state in which no connection is made between the external unit and the gaming machine continues for a certain period of time on the main control board, When the occurrence of the connection abnormality is detected on the main control board during the execution of the game performance, the performance control unit is capable of controlling the game performance from a point before the connection abnormality occurred after the connection abnormality is resolved. Gaming machine.

2. a game control unit capable of controlling the progress of a game; a value management unit capable of receiving information about a gaming value from an external unit connected to the gaming machine and managing the gaming value; a transfer instruction unit that can instruct the transfer of information related to the game value from the value management unit to the external unit based on a predetermined operation; a performance control unit capable of controlling game performances executed in accordance with the progress of the game; a detection unit capable of detecting the occurrence of a connection abnormality between the external unit and the gaming machine; Equipped with At least one of the game control unit and the value management unit is implemented on a main control board, The performance control unit is mounted on a sub-control board, Equipped with Between the main control board and the sub-control board, communication can be performed in one direction from the main control board to the sub-control board, The connection abnormality is detected when a state in which no connection is made between the external unit and the gaming machine continues for a certain period of time on the main control board, When the occurrence of the connection abnormality is detected on the main control board during the execution of the game performance, the performance control unit is capable of controlling the game performance that was being output immediately before the occurrence of the connection abnormality to be output from the beginning after the connection abnormality is resolved. Gaming machine.

3. a game control unit capable of controlling the progress of a game; a value management unit capable of receiving information about a gaming value from an external unit connected to the gaming machine and managing the gaming value; a transfer instruction unit that can instruct the transfer of information related to the game value from the value management unit to the external unit based on a predetermined operation; a performance control unit capable of controlling game performances executed in accordance with the progress of the game; a detection unit capable of detecting the occurrence of a connection abnormality between the external unit and the gaming machine; Equipped with At least one of the game control unit and the value management unit is implemented on a main control board, The performance control unit is mounted on a sub-control board, Between the main control board and the sub-control board, communication can be performed in one direction from the main control board to the sub-control board, The connection abnormality is detected when a state in which no connection is made between the external unit and the gaming machine continues for a certain period of time on the main control board, When the occurrence of the connection abnormality is detected on the main control board during the execution of the game performance, the performance control unit is capable of performing control so that a game standby screen is output after the connection abnormality is resolved. Gaming machine.

4. If the occurrence of the connection abnormality is detected on the main control board during execution of the game presentation, the presentation control unit may receive information indicating this from the main control board and interrupt control of the game presentation. The gaming machine according to any one of claims 1 to 3.