Gaming machine

The gaming machine effectively manages gaming value through electromagnetic transactions using a game value storage and communication system, addressing the lack of management in existing systems.

JP2026020236APending Publication Date: 2026-02-06SANYO BUSSAN KK
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Patent Information

Application Number
JP2025196875
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-17
Publication Date
2026-02-06

AI Technical Summary

Technical Problem

Existing gaming machines lack effective management of gaming value, particularly in electromagnetic systems where lending, acquiring, and using gaming value are performed without physical tokens.

Method used

A gaming machine equipped with a game value number storage means and a game value lending device communication means that manages gaming value by adding or subtracting it from a storage unit based on predetermined conditions, allowing for electromagnetic management of gaming value transactions.

Benefits of technology

Enables suitable management of gaming value, ensuring accurate tracking and utilization of gaming value within the system.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of handling a game value only by an electromagnetic method and suitably managing the game value.SOLUTION: To change the number of game values to be transmitted by one communication by a prescribed condition in transmission relating to counting (to set a unit counting game value number to a counting game value number in a S295 in Fig. 14). The unit counted number of game values is the maximum value of the number of counted game values transmitted from the slot machine 10 to the card unit 230 by one count notification communication, and may be a fixed value, or a value corresponding to the number of owned game values to be counted may be determined at the start of the counting process. FIG. 1 is a block diagram of a first embodiment; SELECTED DRAWING: Figure 14
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Description

[Technical Field]

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

[0002] For example, in the field of pachinko gaming machines, gaming machines have been developed in which players cannot touch the gaming balls and in which the lending and recording of gaming value can be performed solely by electromagnetic means. Also, in the field of slot machine gaming machines, gaming machines have been developed in which the lending of gaming value, the acquisition of gaming value by winning, and the input of gaming value for use in gaming can be performed solely by electromagnetic means without the use of physical gaming medals.

[0003] A gaming value lending machine (card unit) lends gaming value up to the balance of an inserted card (magnetic card or IC card), and the lending of gaming value is performed by communication from the card unit to the gaming machine. Furthermore, gaming value is inserted by subtracting it from the number of possessed gaming values ​​within the gaming machine, and gaming value acquired through winning is acquired by adding it to the number of possessed gaming values ​​within the gaming machine. When a game ends, the number of possessed gaming values ​​is transmitted from the gaming machine to the card unit via communication, and the number of possessed gaming values ​​is stored in the inserted card (Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-029892 Summary of the Invention [Problem to be solved by the invention]

[0005] In gaming machines such as those exemplified above, it is desirable to manage the gaming value appropriately, and there is room for improvement in this regard.

[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can perform suitable management of gaming value. [Means for solving the problem]

[0007] In order to solve the above problems, the present invention provides a gaming machine comprising a game value number storage means for storing the number of game values, and a game value lending device communication means for communicating with a game value lending device, wherein the number of game values ​​transmitted from the game value lending device is received by the game value lending device communication means, and the game value is loaned out by adding it to the game value number storage means, and the game value is used for gaming by subtracting it from the game value number storage means, and the game value is acquired as a result of gaming by adding it to the game value number storage means, and the number of game values ​​stored in the game value number storage means is transmitted to the game value lending device by the game value lending device communication means to count the game value, and wherein the number of game values ​​transmitted in one communication in the transmission related to the counting is changed according to predetermined conditions. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a gaming machine that can perform suitable management of gaming value. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the slot machine and the card unit. [Figure 2] FIG. 2 is a perspective view of the slot machine with the front door open. [Figure 3] FIG. 2 is a front view of the cabinet of the slot machine with the front door removed. [Figure 4] FIG. 2 is a block circuit diagram showing the electrical configuration of the slot machine. [Figure 5] 1 is a block circuit diagram showing the electrical configuration of the game ball lending device connection terminal board and the connection state between the slot machine and the card unit. [Figure 6] Communication between the slot machine and the card unit. [Figure 7] This is a gaming machine information notification. [Figure 8] 10 is a flowchart showing a timer interrupt process executed in the slot machine. [Figure 9] 9 is a flowchart showing a process to be performed during a power outage in the timer interrupt process of FIG. 8. [Figure 10] 9 is a flowchart showing a count switch process executed in the timer interrupt process of FIG. 8. [Figure 11] 9 is a flowchart showing a game value insertion switch process executed in the timer interrupt process of FIG. 8. [Figure 12] 9 is a flowchart showing a start lever process executed in the timer interrupt process of FIG. 8. [Figure 13] 9 is a flowchart showing a unit communication process executed in the timer interrupt process of FIG. 8. [Figure 14] 14 is a flowchart showing a counting process executed in the unit communication process of FIG. 13. [Figure 15] 14 is a flowchart showing a lending process executed in the unit communication process of FIG. 13. [Figure 16] 10 is a flowchart showing a main process executed in the slot machine. [Figure 17] 17 is a flowchart showing normal processing executed in the main processing of FIG. 16. [Figure 18] 18 is a flowchart showing a lottery process executed in the normal process of FIG. 17. [Figure 19] 18 is a flowchart showing a reel control process executed in the normal process of FIG. 17. [Figure 20] 20 is a flowchart showing a winning determination process executed in the reel control process of FIG. 19. [Figure 21] FIG. 10 is a block circuit diagram showing the electrical configuration of a slot machine according to a second embodiment. [Figure 22]10 is an outline of communication in the second embodiment. [Figure 23] 10 is a flowchart showing a timer interrupt process in the second embodiment. [Figure 24] 24 is a flowchart showing a count switch process executed in the timer interrupt process of FIG. 23 in the second embodiment. [Figure 25] 24 is a flowchart showing the owned game value number display control board communication processing executed during the timer interrupt processing of FIG. 23 in the second embodiment. [Figure 26] 10 is a flowchart showing a main process executed by the possessed gaming value number display control board in the second embodiment. [Figure 27] 10 is a flowchart showing a timer interrupt process executed by the possessed gaming value number display control board in the second embodiment. [Figure 28] 28 is a flowchart showing a power outage process executed in the timer interrupt process of FIG. 27 in the second embodiment. [Figure 29] 28 is a flowchart showing unit communication processing executed in the timer interrupt processing of FIG. 27 in the second embodiment. [Figure 30] 30 is a flowchart showing a counting process executed in the unit communication process of FIG. 29 in the second embodiment. [Figure 31] 30 is a flowchart showing a lending process executed in the unit communication process of FIG. 29 in the second embodiment. [Figure 32] 28 is a flowchart showing the main control board communication processing executed during the timer interrupt processing of FIG. 27 in the second embodiment. [Figure 33] FIG. 11 is a block circuit diagram showing the electrical configuration of a slot machine according to a third embodiment. [Figure 34] 13 is a flowchart showing a timer interrupt process in the third embodiment. [Figure 35] 10 is a flowchart showing a timer interrupt process executed by the possessed gaming value number display control board in the third embodiment. [Figure 36] 36 is a flowchart showing a count switch process executed in the timer interrupt process of FIG. 35 in the third embodiment. [Figure 37] FIG. 11 is a block circuit diagram showing the electrical configuration of a slot machine according to a fourth embodiment. [Figure 38] 13 is a block diagram showing the electrical configuration in a fourth embodiment when a main control board 131 and a possessed gaming value number display control board 132 cooperate to control the slot machine 10. FIG. 14 is a block circuit diagram showing the electrical configuration of the slot machine. [Figure 39] This is a block diagram showing the electrical configuration in the fourth embodiment when both the main control board 131 and the owned gaming value number display control board 132 are provided with input ports 148, 158 having control functions using enable terminals. [Figure 40] This is a block circuit diagram showing the electrical configuration when a gaming ball lending device connection terminal board 250 is connected to a main control board 131 equipped with an input port 158 ​​having a control function using an enable terminal in the fourth embodiment. [Figure 41] This is a block circuit diagram showing the electrical configuration when a gaming ball lending device connection terminal board 250 is connected to a main control board 131 equipped with an input port 155 that does not have a control function using an enable terminal in the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0010] An embodiment of the present invention applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. FIG. 1 is a front view of a slot machine 10 and a card unit 230. FIG. 2 is a perspective view of the slot machine 10 with the front door 12 open but the card unit 230 intact. FIG. 3 is a front view of the housing 11 with the front door 12 removed but the card unit 230 intact. In this embodiment, the slot machine 10 is connected to the card unit 230 for use and pays out game value within the balance (valuable value) stored in a card (a prepaid card such as a magnetic card or IC card, or a membership card) inserted into the card unit 230. Note that in this embodiment, game value does not have a physical entity like a game medal. Instead, loaning game value, acquiring game value through winning, and inserting game value for use in a game are performed solely by electromagnetic means.

[0011] As shown in Figs. 1 to 3, the slot machine 10 is provided with a cabinet 11 that forms its outer shell. As shown in Figs. 2 and 3, the cabinet 11 is made up of a top panel 11a, a bottom panel 11b, a back panel 11c, a left panel 11d, and a right panel 11e that are formed like wooden plates, and the adjacent panels 11a to 11e are fixed by adhesive or other fixing means, so that the cabinet 11 is formed into a box-like shape with an open front as a whole. Note that the panels 11a to 11e may be made of synthetic resin panels or metal panels, or may be formed by forming a single box shape from synthetic resin or metal material, in addition to being made of wooden panels. The cabinet 11 constructed as described above can be installed in a gaming hall by nailing it to so-called island equipment, for example. Can be installed.

[0012] A front door 12 serving as a front opening / closing door is attached to the front side of the housing 11 in an openable and closable manner. That is, as shown in FIG. 3, a pair of upper and lower support shafts 25a, 25b are provided on the left side plate 11d of the housing 11. The support shafts 25a, 25b have tapered shaft portions that protrude upward. Meanwhile, the front door 12 is provided with support brackets 26a, 26b that correspond to the support shafts 25a, 25b and have insertion holes into which the shaft portions of the support shafts 25a, 25b are inserted. Then, by placing the support brackets above the support shafts 25a, 25b and then lowering the front door 12, the shaft portions of the support shafts 25a, 25b are inserted into the insertion holes of the support brackets 26a, 26b. As a result, the front door 12 is supported rotatably relative to the housing 11 around an opening / closing axis extending in the vertical direction connecting the two support shafts 25a, 25b, and is configured so that the front open side of the housing 11 can be opened or closed by this rotation.

[0013] The front door 12 is locked and cannot be opened by a locking device provided on the back side of the front door 12. Also, a key cylinder 20, which serves as an unlocking operation unit, is provided on the upper right end side of the front door 12, as shown in Figure 1. The key cylinder 20 is integrated with the locking device, and is configured so that the locked state can be released by operating a predetermined key on the key cylinder 20. Here, an overview of the locking mechanism including the locking device will be explained.

[0014] A locking device is provided on the back surface of the right end of the front door 12, i.e., the side opposite the opening / closing axis of the front door 12. As shown in Figures 1 and 2, the locking device includes a base frame that extends vertically and is fixed to the front door 12, a key cylinder 20 that is provided so as to extend from the top of the base frame to the front of the front door 12, and a long interlocking rod 21 that is attached to the base frame so as to be movable vertically. Of the locking device, only the key cylinder 20 is provided so as to protrude forward of the front door 12. The key cylinder 20 is provided in an upper position of the front door 12 where the wall thickness is thin, which allows the use of a versatile key cylinder 20 with a short overall length.

[0015] The interlocking rod 21 moves downward when the key inserted into the key cylinder 20 is turned clockwise. The interlocking rod 21 is provided with a pair of upper and lower hook-shaped metal fittings 22, and when the front door 12 is closed relative to the housing 11, the metal fittings 22 are engaged with a support metal fitting 23 (see FIG. 3) on the housing 11 side, thereby locking the door. The metal fittings 22 are provided with a biasing member such as a coil spring that biases the metal fittings 22 in a direction to maintain the locked state. When the key is turned clockwise relative to the key cylinder 20, the interlocking rod 21 moves downward, and the metal fittings 22 moves against the biasing force of the biasing member, thereby releasing the engagement between the metal fittings 22 and the support metal fitting 23, and the front door 12 is unlocked relative to the housing 11.

[0016] As shown in FIG. 1, a game panel 30 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 30 has three vertically long display windows 31L, 31M, and 31R arranged side by side. The display windows 31L, 31M, and 31R are made of a transparent or semi-transparent material, and the interior of the slot machine 10 can be seen through each of the display windows 31L, 31M, and 31R. The display windows 31L, 31M, and 31R may be combined into one common display window.

[0017] As shown in FIG. 2, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 40, and a reel unit 41 constituting the display device is attached to the upper part of the partition plate 40. The reel unit 41 includes a left reel 42L, a center reel 42M, and a right reel 42R, each formed in a cylindrical (annular) shape. Note that the reels 42L, 42M, and 42R are not limited to being cylindrical (annular) as long as they are formed as endless belts. They may also be formed as reels such as belts or drums.

[0018] Each reel 42L, 42M, 42R is rotatably supported so that its central axis coincides with the axis of rotation of the corresponding reel. The axes of rotation of each reel 42L, 42M, 42R are arranged on the same axis extending substantially horizontally, and each reel 42L, 42M, 42R corresponds one-to-one with each display window 31L, 31M, 31R. Therefore, a portion of the surface of each reel 42L, 42M, 42R is visible through the corresponding display window 31L, 31M, 31R. Furthermore, when the reels 42L, 42M, 42R rotate forward, the surfaces of the reels 42L, 42M, 42R are projected through the corresponding display window 31L, 31M, 31R as if they were moving from top to bottom.

[0019] Each of these reels 42L, 42M, and 42R is connected to a stepping motor 61 (61L, 61M, and 61R (see Figure 4)), and each of the reels 42L, 42M, and 42R can be rotated individually, i.e., independently, by driving each of the stepping motors 61L, 61M, and 61R.

[0020] The stepping motor 61 is set to rotate once by giving it a drive signal (also called an excitation signal or excitation pulse; the same applies below) of, for example, 504 pulses, and this excitation pulse controls the rotational position of the stepping motor 61, i.e., the rotational position of each corresponding reel 42L, 42M, 42R.

[0021] On each belt of each reel 42L, 42M, 42R, multiple symbols, specifically 21 symbols, are drawn along the long side (circumferential direction) of the reel. Therefore, it takes 24 pulses (= 504 pulses ÷ 21 symbols) to switch from one symbol to the next at a predetermined position. Then, based on the number of pulses from the time when a detection signal from a reel index sensor 55 (see FIG. 4) described later is output, it is possible to recognize which symbols are visible through the display windows 31L, 31M, 31R, and to control which symbols are visible through the exposure windows 31L, 31M, 31R.

[0022] Of the symbols on each reel 42L, 42M, 42R, the number of symbols that can be seen through the display windows 31L, 31M, 31R is limited to a predetermined number that is determined mainly by the vertical lengths of the display windows 31L, 31M, 31R. In this embodiment, there are three symbols on each reel. Therefore, when all of the reels 42L, 42M, 42R are stopped, a total of 3 x 3 = 9 symbols are visible to the player.

[0023] The reels 42L, 42M, and 42R of the reel unit 41 are an example of a display device that variably displays the identification information, and the display device may have other configurations. For example, other mechanical reel configurations, such as a type that rotates the belt instead of rotating it, may be used. Also, instead of or in addition to a mechanical reel configuration, a device that variably displays the identification information using an electrical display such as a liquid crystal display or a dot matrix display may be provided, in which case a wide variety of display formats can be provided.

[0024] The gaming panel 30 is provided with a total of five combination lines, three parallel lines running horizontally and two diagonally crossing each other, connecting the display windows 31L, 31M, and 31R. Of course, the maximum number of combination lines may be six or more, or less than five, and the maximum number of combination lines may be changed according to predetermined conditions. Corresponding to each of these combination lines, active line display units 32, 33, and 34 are provided on the left side of the display windows 31L, 31M, and 31R when viewed from the front. The first active line display unit 32 is displayed by lighting or the like when the central horizontal line (center line) of the combination lines is activated. The second active line display unit 33 is displayed by lighting or the like when the upper and lower horizontal lines (upper line and lower line) of the combination lines are activated. The third active line display unit 34 is displayed by lighting or the like when a pair of combination lines is activated. When a diagonal line (a downward-right line or an upward-right line) is activated, it is displayed by lighting up, etc. When symbols stop in a predetermined combination on the activated combination line, i.e., on the activated line, a win is won, and a predetermined game value payout process, a transition process to a specific game, etc. is executed.

[0025] In this embodiment, multiple combinations with different game values ​​are prepared depending on the combination of symbols. Specifically, there are bonus combinations in which symbols set as bonus symbols are aligned on an active line, small combinations in which symbols set as small combination symbols are aligned on an active line, and replay combinations in which symbols set as replay symbols are aligned on an active line. When a bonus combination is won (when bonus symbols are aligned on an active line), 15 game values ​​are paid out. When a small combination is won (when small combination symbols are aligned on an active line), 2 to 8 game values ​​are paid out depending on the type of small combination symbol. When a replay combination is won (when replay symbols are aligned on an active line), the player is granted the right to play again without making a bet (inputting game value required to start playing). If you do not win a bonus, small win, or replay (if the same symbols do not line up on the left, center, and right of the active line), you will lose, and in this case, no game value will be paid out.

[0026] As shown in FIG. 1, a start lever 71 is provided on the lower left side of the gaming panel 30. The start lever 71 is operated to start the rotation of the reels 42L, 42M, and 42R all at once (not necessarily simultaneously). The start lever 71 constitutes a start operation means that starts the rotation of the reels 42L, 42M, and 42R, i.e., starts the display of varying symbols. The start lever 71 is a lever that the player pushes with their hand when starting a game, and automatically returns to its original position after the player releases it due to a built-in spring. When the start lever 71 is operated while gaming coins have been inserted, the reels 42L, 42M, and 42R start to rotate all at once or at short time intervals.

[0027] As shown in FIG. 1, button-shaped stop switches 72, 73, and 74 are provided on the right side of the start lever 71. These stop switches are operated to individually stop the spinning reels 42L, 42M, and 42R. Each stop switch 72, 73, and 74 is located directly below the display window 31L, 31M, and 31R corresponding to the reel 42L, 42M, or 42R to be stopped. The stop switches 72, 73, and 74 constitute stop operation means operated to stop the variable display based on the rotation of the reels 42L, 42M, and 42R. Each stop switch 72, 73, and 74 enters a state in which it can be stopped after a predetermined time has elapsed since the left reel 42L began spinning. During this state, a lamp (not shown) lights up to indicate that the stop operation is possible, and the lamp goes out when the spinning stops.

[0028] Below the display windows 31L, 31M, and 31R of the gaming panel 30, there are provided a gaming value number display unit 35 that displays the number of possessed gaming values, a game number display unit 36 ​​that displays, for example, the number of remaining games during a special gaming state such as a big bonus or regular bonus, and an acquired gaming value display unit 37 that displays the number of acquired gaming values. These display units 35 to 37 are configured with 7-segment displays, but can of course be replaced with liquid crystal displays or the like. In this embodiment, the payout of the lending gaming value is performed electromagnetically, so when the lending of gaming value is executed, the value displayed in the gaming value number display unit 35 is updated according to the number of lending gaming values.

[0029] As shown in Figure 1, a button-shaped first game value insertion switch 77 for inserting three game values ​​at a time is provided on the lower left side of the display windows 31L, 31M, and 31R. Also, to the left of the first game value insertion switch 77, a button-shaped switch smaller than the switch 77 is provided. There are provided a second game value input switch 78 and a third game value input switch 79. The second game value input switch 78 is for inserting two game values ​​at a time, and the third game value input switch 79 is for inserting one game value at a time.

[0030] The gaming value is inserted electromagnetically using the first to third gaming value insertion switches 77 to 79. Specifically, when the third gaming value insertion switch 79 is pressed, one gaming value is inserted, and the value displayed in the gaming value number display unit 35 is decremented by one, the first active line display unit 32 lights up, and the center line becomes the active line. When the second gaming value insertion switch 78 is pressed, two gaming values ​​are inserted, and the value displayed in the gaming value number display unit 35 is decremented by two, and the first active line display unit 32 and the second active line display unit 33 light up, and a total of three combination lines become active lines. When the first gaming value insertion switch 77 is pressed, three gaming values ​​are inserted, and the value displayed in the gaming value number display unit 35 is decremented by three, and all active line display units 32 to 34 light up, and a total of five combination lines become active lines.

[0031] In addition, if the number of game values ​​held to be inserted when any of the first to third game value insertion switches 77 to 79 is pressed is insufficient, for example, if the first game value insertion switch 77 is pressed when the game value number display unit 35 displays 2, all numbers in the game value number display unit 35 are subtracted to 0, and two game values ​​are inserted.

[0032] The first game value insertion switch 77 has a built-in lamp as a light-emitting member (not shown) to prompt the player that the maximum number of game values ​​(three) that can be inserted per game has not been reached. The lamp is lit when the switch operation of the first game value insertion switch 77 is valid to prompt the player to operate the switch 77, but is turned off when there are no game values ​​in possession or when three game values ​​have already been inserted. Here, instead of lighting up, the lamp may be made to flash to make the prompt to insert game values ​​more easily understood by the player.

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

[0034] When storing the counted gaming value number in the magnetic card, it is also possible to store identification information of the lending amount (rate) per card set in the card unit 230. This is because gaming value may be lent at different rates in an amusement hall, and the number of gaming values ​​held for each rate is stored.

[0035] If the magnetic card already stores a counted game value number of the same rate, the newly received game value number may be added to the counted game value number and stored as a new counted game value number. This saves storage space on the magnetic card. If there is room in the storage space on the magnetic card, the new value may be stored as a separate record.

[0036] The transfer of the possessed game value number from the slot machine 10 to the card unit 230 takes time that is perceptible to the player depending on the possessed game value number. The player counts the number of game values ​​when he / she finishes playing with the slot machine 10. If a large amount of game value is acquired as a result of playing, the counting takes time accordingly, and the player can feel a sense of fulfillment from acquiring a large amount of game value.

[0037] If the counting switch 80 is pressed again during counting, the counting will be stopped and the game can be resumed. This is because the player may change his or her mind during counting. Also, the counting switch 80 may be configured as a toggle type in which it turns on when pressed once, turns off when pressed again, and then switches on and off with each subsequent pressing operation, and counting is performed while it is in the on state. Alternatively, it may be a switch with a mechanical structure that holds the on state by pressing it and then sliding it. There is no need to hold it pressed by hand, making it easy to operate.

[0038] As shown in FIG. 1, a settlement switch 76 is provided on the lower right side of the display windows 31L, 31M, and 31R. Pressing the settlement switch 76 restores the inserted game value to the game value number. However, since game play has already begun after the start lever 71 is operated, the inserted game value cannot be restored to the game value number. If game value has been inserted but the start lever 71 has not yet been operated and game play has not yet begun, pressing the counting switch 80 is considered to have pressed the settlement switch 76, and the inserted game value may be restored to the game value number and counting may then begin. When the player presses the counting switch 80, it is in line with the player's intention to transfer the game value, including the inserted game value, to the unit 230.

[0039] The upper part of the front door 12 is provided with an upper lamp 13 that lights up and flashes as the game progresses, a pair of left and right speakers 14 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 15 that provides various information to the player. In this embodiment, the auxiliary display unit 15 is configured as a liquid crystal display (LCD) to diversify the display content and enhance the display presentation, but other displays such as a dot matrix display may also be used. The auxiliary display unit 15 is used to execute various display presentations as the game progresses, and since the game using each of the reels 42L, 42M, and 42R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 15 in this embodiment. A display control device 111 for driving the upper lamp 13, speaker 14, and auxiliary display unit 15 is provided on the back of the auxiliary display unit 15. Note that the shape, position, number, etc. of the upper lamp 13 and speaker 14 are not limited to those described above.

[0040] 1, a lower plate 16 on which the name of the machine and characters related to the game are displayed is attached below each of the stop switches 72, 73, 74. In addition, a reversible ashtray 19 is provided on the lower left side of the lower plate 16.

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

[0042] The reset switch 123 is a switch for resetting various states of the slot machine 10. The slot machine 10 has a function for backing up various data, so that in the unlikely event of a power outage, the state at the time of the power outage is maintained and the state at the time of power outage can be restored when power is restored (recovered). Therefore, when the power supply is shut off in the normal manner, such as when an amusement hall closes, the state before the power outage is stored and maintained, but when the power switch 122 is turned on while pressing the reset switch 123, the backup data is reset. Furthermore, when the reset switch 123 is pressed while the power switch 122 is on, the error state is reset.

[0043] The setting key insertion hole 124 is used by the hall manager or the like to adjust the payout balls of the game value. That is, the hall manager or the like inserts the setting key into the setting key insertion hole 124 and operates (rotates) it, thereby changing the setting state (winning probability setting process) of the slot machine 10 to "setting You can change the setting from "1" to "Setting 6".

[0044] As shown in FIG. 3, a main control board 131 is attached to the back panel 11c of the cabinet 11 above the reel unit 41. The main control board 131 includes a main board including an MPU for main control, a ROM storing a game program, a RAM for temporarily storing necessary data according to the progress of the game, ports for communicating with various devices, and a clock circuit used for time counting and synchronization. The main board is housed in a board box serving as encapsulation means made of a transparent resin material or the like. The board box includes a box base having a substantially rectangular parallelepiped shape and a box cover that covers the opening of the box base. The box base and box cover are unopenably connected by a sealing unit serving as sealing means, thereby sealing the board box. The box base and box cover may also be unopenably connected using a key member.

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

[0046] A cable port 261 is formed below the gaming ball etc. lending device connection terminal board 250 and on the left side of the back panel 11c when viewed from the front, for leading a cable 260, one end of which is connected to the gaming ball etc. lending device connection terminal board 250, out of the housing 11. The other end of the cable 260 led out from the cable port 261 is connected to the card unit 230 on the back side of the card unit 230. Since the card unit 230 is installed on the left side of the slot machine 10, the gaming ball etc. lending device connection terminal board 250 is provided on the left side panel 11d, and the cable port 261 is provided on the left side of the back panel 11c when viewed from the front, making it easy to handle the cable 260.

[0047] A card unit 230 having a vertically long rectangular shape when viewed from the front is provided on the left side of the slot machine 10 configured as described above. The card unit 230 is a device that reads and rewrites the balance amount (magnetic information) recorded on a magnetic card, lends game value using the balance amount stored on the magnetic card, and stores the calculated number of game values ​​(the number of possessed game values ​​transmitted from the slot machine 10) on the magnetic card.

[0048] Located approximately in the center of the card unit 230 in the vertical direction is a card insertion slot 224 for inserting a magnetic card having a value equivalent to money, and below that is a return button 200 for ejecting the inserted magnetic card from the card insertion slot 224. Above this card insertion slot 224, on the top of the card unit 230, is a liquid crystal display panel 225.

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

[0050] A pair of left and right connected-unit direction indicator lamps 226 formed in a roughly triangular shape are disposed above the card unit 230 between the card insertion slot 224 and the liquid crystal display panel 225. This pair of connected-unit direction indicator lamps 226 indicates the installation (side-by-side) direction of the slot machine 10 to which the card unit 230 is connected. Therefore, for example, when the card unit 230 is connected to a slot machine 10 installed side-by-side on the right, the left LED is lit, and when the card unit 230 is connected to a slot machine 10 (not shown) installed side-by-side on the left, the right LED is lit. A card insertion lamp 227 is disposed below the connected-unit direction indicator lamp 226. This card insertion lamp 227 is lit when a magnetic card is inserted in the card insertion slot 224, and is extinguished when a magnetic card is not inserted in the card insertion slot 224.

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

[0052] The frequency display 205 is composed of three 7-segment LEDs that display the balance of the magnetic card read by the card unit 230. In this embodiment, the game value is paid in units of 100 yen, so the frequency display LED 205 displays the balance in hundreds and above. When viewed from the front in FIG. 1, the rightmost 7-segment LED displays the hundreds digit of the balance, the middle 7-segment LED displays the thousands digit, and the leftmost 7-segment LED displays the tens of thousands digit. In this embodiment, the frequency display LED 205 displays the amount of money, but instead of the amount of money, it may also display the remaining frequency or remaining game value equivalent to the balance.

[0053] The gaming value loan button 210 is formed so as to be able to be pressed toward the back of the card unit 230 (toward the back of the paper in FIG. 1), and is normally biased toward the front side of the card unit 230 by a built-in spring. The gaming value loan button 210 also incorporates a push-button type switch that turns on when pressed and turns off when the pressure applied to it is released.

[0054] Lending of game value is possible when both the slot machine 10 and the card unit 230 are in a state where game value can be lent. In the slot machine 10, the state where game value can be lent is possible when all of the following three conditions are met. The first condition is when a game is not being played on the slot machine 10 (when a game is not being played), that is, when all of the reels 42L, 42M, and 42R are stopped other than when the reels 42L, 42M, and 42R are waiting to spin after the start lever 71 is operated, and no game value has been paid out, or when game value has been paid out but the payout has ended.

[0055] When game value is inserted and the start lever 71 is operated, the reels 42L, 42M, and 42R begin to spin. However, if a predetermined time has not elapsed since the reels 42L, 42M, and 42R stopped in the previous game, the reels 42L, 42M, and 42R do not immediately begin to spin upon operation of the start lever 71, but enter a standby state. In such a case, the reels 42L, 42M, and 42R are stopped and no game value has been paid out, but the game is recognized as being in progress. Furthermore, if game value has not been inserted, the reels 42L, 42M, and 42R will not spin even when the start lever 71 is operated, and therefore the reels 42L, 42M, and 42R will not enter a standby state for rotation after operation of the start lever 71.

[0056] The second condition is that the maximum bet of the game value is not made. The maximum number of game values ​​required to start the game is three, and three game values ​​must be inserted to start the game. In other words, if the number of game values ​​inserted is two or less, the second condition is met.

[0057] The third condition is that the number of possessed game values ​​held internally by the slot machine 10 does not exceed its maximum value due to the loan of game value. This is because there is an upper limit to the number of possessed game values, and any operation that would overflow this limit will result in an error state. Note that if there is a number of possessed game values ​​sufficient to continue playing for the time being, there is no need to further increase the number of possessed game values ​​by loaning game value, so the number of possessed game values ​​used as the third judgment criterion may be set significantly smaller than the actual maximum number of possessed game values. When these three conditions are met, pressing the game value loan button 210 will execute the loan of game value (see S282 in Figure 13).

[0058] The game value lending button 210 also has a built-in lamp as a light-emitting member (not shown). The lamp is lit when game value lending is possible, and is turned off when game value lending is not possible. In this embodiment, the lamp is lit when the above three conditions are met in the slot machine 10 (game is not being executed (a state in which all reels 42L, 42M, and 42R are stopped other than when the reels 42L, 42M, and 42R are waiting to spin after the start lever 71 is operated, and no game value has been paid out or has ended), and further, the number of game values ​​inserted is two or less, the number of game values ​​held is a predetermined number or less, and a magnetic card is inserted in the card unit 230 (the magnetic card has a balance sufficient to execute the lending of game value).

[0059] The counted game value display 206 is composed of five 7-segment LEDs that display the counted game value of the magnetic card read by the card unit 230. When the counting switch 80 is pressed, the card unit 230 stores the counted game value on the magnetic card after receiving the number of possessed game values ​​transmitted from the slot machine 10 to the card unit 230. The player can exchange the counted game value stored on the magnetic card for a prize corresponding to the counted game value at the counter in the amusement parlor. As part of member services, the amusement parlor may deposit the counted game value into a member's account instead of exchanging it for a prize.

[0060] If both the balance amount and the counted game value are stored on the magnetic card, pressing the game value lend button 210 may be configured to partially pay out the counted game value instead of lending the game value from the balance amount. The counted game value is originally the possessed game value number transmitted from the slot machine 10, so by transmitting the possessed game value number from the card unit 230 to the slot machine 10, it is possible to use it again for playing on the slot machine 10 as possessed game value.

[0061] If a magnetic card has not been inserted into the card insertion slot 224, the liquid crystal display panel 225 displays whether or not a magnetic card can be inserted into the card insertion slot 224, and if a magnetic card has already been inserted into the card insertion slot 224, an operation guide is displayed indicating that game value can be loaned by pressing the game value loan button 210.

[0062] In addition, if the liquid crystal display panel 225 has a touch panel function, instead of the degree display 205, the counted game value display 206, and the game value lending button 210, the liquid crystal display panel 225 alone may be used to display the balance amount stored on the magnetic card, display the counted game value number, and operate the lending game value.

[0063] When displaying the balance amount on the liquid crystal display panel 225, it is possible to display not only the hundreds digit and above as a number but also all digits. In this way, it is possible to lend the game value with a high degree of freedom, taking into account the consumption tax. Also, it is possible to display the balance amount instead of the amount at the player's option. The game value equivalent to the amount of money may be displayed, making it easier to know how much time is left to play.

[0064] If the magnetic card stores counted game values ​​acquired on gaming machines with different rates, the counted game values ​​are displayed for each rate. The user may then be able to select whether to lend game value from the remaining balance or pay out from the counted game value. In this case, counted game values ​​with a rate different from that of the currently playing gaming machine may be grayed out, and only counted game values ​​with a matching rate may be paid out. Alternatively, counted game values ​​with different rates may be converted to the rate of the currently playing gaming machine and displayed as game value numbers, allowing payouts within the range of that game value number. Furthermore, counted game values ​​calculated on a pachinko-type gaming machine may be converted based on the rate and paid out.

[0065] If the magnetic card also serves as a service membership card, the remaining balance of the gaming value deposited in the membership account may be displayed and withdrawals may be made from that balance. In this way, by receiving loaned gaming value from the balance stored on the magnetic card, withdrawals from the counted gaming value stored on the magnetic card, withdrawals from the remaining balance of the membership account, etc., it is possible to play games without handling cash during play, thereby eliminating the inconvenience of handling cash.

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

[0067] Various sensors are connected to the input side of the main control board 131, including a start detection sensor 71a that detects the operation of the start lever 71, stop detection sensors 72a, 73a, 74a that individually detect the operation of each stop switch 72, 73, 74, insertion detection sensors 77a, 78a, 79a that individually detect the operation of each game value insertion switch 77, 78, 79, count detection sensor 80a that detects the operation of the counting switch 80, a reel index sensor 55 that individually detects the rotation position (origin position) of each reel 42, a reset detection sensor 123a that detects the operation of the reset switch 123, a retained game value number clear detection sensor 127a that detects the operation of the retained game value number clear switch 127, and a setting key detection sensor 124a that detects when a setting key is inserted into the setting key insertion hole 124 and the setting key is rotated, and signals from these various sensors are input to the MPU 151 via the input port 155.

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

[0069] The power failure monitoring circuit 161b monitors the power supply cutoff state and generates a power failure signal not only during a power failure but also when the power supply is cut off by the power switch 122. For this reason, the power failure monitoring circuit 161b monitors the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 161a, and when this drive voltage drops to less than 10 volts, for example, it determines that the power supply has been cut off and outputs a power failure signal. The power failure signal is supplied to the input port 155, and the MPU 151 recognizes this power failure signal and executes the power failure processing described below. do.

[0070] The power supply unit 161a is configured to output a stabilized voltage of 5 volts, which is used as a drive voltage for control systems such as the main control board 131, even if the output voltage drops below 10 volts, and the time during which this stabilized voltage is output is sufficient to allow the main control board 131 to perform power outage processing.

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

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

[0073] The random number counter update circuit 125 and the latch circuit 126 are mounted on the main control board 131. The clock provided in the random number counter update circuit 125 operates at a frequency that is asynchronous with the frequency of the square wave output from the clock circuit 154, and is not capable of obtaining an interval of 1.49 msec. By updating the random number counter at intervals that are asynchronous with the 1.49 msec interval that is the operating cycle of the main control board 131, even if an illegal board called a "hanging board" is attached to the slot machine 10 so that it operates in synchronization with the main control board 131 (MPU 151), the value of the random number counter (random value value) cannot be grasped by the "hanging board."

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

[0075] The display control device 111 is a control device for driving the upper lamps 13, the speaker 14, and the auxiliary display unit 15, and includes a board equipped with a CPU, ROM, RAM, etc. for driving these devices. After receiving signals from the main control board 131, the display control device 111 independently drives and controls the upper lamps 13, the speaker 14, and the auxiliary display unit 15. Therefore, the display control device 111 is a sub-board that performs auxiliary control relative to the main control board 131, which is the main board that manages the game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced. Note that the display control device 111 may be configured to control the various display units 32 to 37.

[0076] Furthermore, the main control board 131 and the card unit 230 are connected via a gaming ball etc. dispensing device connection terminal board 250. A VL connection confirmation signal indicating that the main control board 131, the card unit 230, and the gaming ball etc. dispensing device connection terminal board 250 are properly connected and that the card unit 230 is running properly is input to the MPU 151 via the input port 155, so that the MPU 151 can know the connection status with the card unit 230. Furthermore, a serial communication signal is input via the serial port 157. Since the card unit 230 is connected to the card unit 230, serial information communication can be performed between the card unit 230 and the card unit 230.

[0077] The above-mentioned MPU 151 has built-in ROM 152 that stores various control programs and fixed value data executed by the MPU 151, RAM 153 that secures a work area for temporarily storing various data when executing the control programs stored in ROM 152, and various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, etc., which are not shown in the figure, as is well known. The ROM 152 and RAM 153 form a main memory as a storage means, and the programs for executing the processes shown in the various flowcharts of Figures 8 to 20 are stored in the above-mentioned ROM 152 as part of the control programs.

[0078] The RAM 153 is configured so that even after the power supply to the slot machine 10 is cut off, a backup voltage is supplied from the power supply unit 161 provided in the power supply box 121, so that the data can be retained (backed up). The RAM 153 has a backup area in addition to memory and areas for temporarily storing various data, etc.

[0079] The backup area is an area for storing values ​​such as stack pointers, registers, and I / Os at the time of power interruption (including power interruption by operation of the power switch 122; the same applies below). When the power interruption is resolved (including power-on by operation of the power switch 122; the same applies below), the slot machine 10 can be restored to its pre-power-off state based on the information in the backup area. Writing to the backup area is performed during power interruption by the power-off process (see FIG. 9), and the values ​​written to the backup area are restored during main processing (see FIG. 16) upon power-on. The power-off signal from the power-off monitoring circuit 161b is input to the input port 155, so the MPU 151 can read this power-off signal via the input port 155 and determine whether a power interruption has occurred due to a power outage or other reason. This power-off signal is monitored by a timer interrupt process (see FIG. 8), which is executed periodically. If a power outage or other reason is detected, a power-off flag generation process is executed.

[0080] The RAM 153 also includes a win / lose random number memory 153a, a bet counter 153b, an existing game value counter 153c, and a transmission input counter 153d as memories for temporarily storing various data, etc. The win / lose random number memory 153a is a memory for storing random number values ​​for determining a winning combination corresponding to a started game. Whether the started game will result in a winning combination or a losing combination is determined by the value stored in this win / lose random number memory 153a. Of the random number values ​​output from the random number counter update circuit 125, the random number value latched in the latch circuit 126 by operating the start lever 71 when a game value has been bet is written into the win / lose random number memory 153a (see S601 in Figure 18). In the lottery process (S505, see Figure 18) described later, the MPU 151 compares the random number value stored in the win / lose random number memory 153a with a random number table selected based on various conditions to draw a winning combination, and determines whether the random number value corresponds to a winning combination (whether the winning combination will be a winning combination or a losing combination), and if the winning combination is a winning combination, the type of winning combination.

[0081] The possessed game value counter 153c is a counter that stores the number of game values ​​held by the slot machine 10. When there is a loaned game value from the balance stored in the magnetic card, a payout from the counted game value stored in the magnetic card, a payout from the deposit balance of the member's account, or a payout of game value due to winning, the counter is increased by the amount. On the other hand, when the first to third game value insertion switches 77 to 79 are pressed to insert game value, the amount of inserted game value is subtracted from the counter. When the counting switch 80 is pressed, the possessed game value number stored in the possessed game value counter 153c is transmitted to the connected card unit 230, and as a result, the slot The number of possessed play values ​​held by the machine 10 becomes zero. Note that instead of transmitting all possessed play values ​​in one communication, the possessed play values ​​may be transmitted in multiple communications. If the possessed play values ​​are large, the time required for counting will be correspondingly longer, allowing the player to realize the large number of play values ​​acquired as a result of playing and to feel a sense of satisfaction. In this case, the counting may be stopped by pressing the counting switch 80 again. This can accommodate cases where the player changes his / her mind during counting and resumes playing. Furthermore, the counting may be configured to be performed while the counting switch 80 is pressed. This simplifies the operation of stopping counting.

[0082] The bet counter 153b is a counter that stores the number of game values ​​inserted for one game. Since game values ​​are inserted, the owned game value counter 153c is decremented by the number of game values ​​inserted. Specifically, when the third game value insertion switch 79 is pressed, it is assumed that one game value has been inserted, so the value of the bet counter 153b is incremented by one, and the owned game value counter 153c is decremented by one. When the second game value insertion switch 78 is pressed, it is assumed that two game values ​​have been inserted, so the value of the bet counter 153b is incremented by two, and the owned game value counter 153c is decremented by two. When the first game value insertion switch 77 is pressed, it is assumed that three game values ​​have been inserted, so the value of the bet counter 153b is incremented by three, and the owned game value counter 153c is decremented by three.

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

[0084] The transmission deposit counter 153d is a counter that stores the number of game values ​​deposited each time game values ​​are deposited and transmits the number of game values ​​to the card unit 230. When the stored number of game values ​​is transmitted to the card unit 230, it is cleared to 0. Furthermore, when the settlement switch 76 is pressed, the value of the bet counter 153b is subtracted from the transmission deposit counter 153d, which may result in a negative value. The card unit 230 uses the value of the transmission deposit counter 153d, which is transmitted each time game values ​​are deposited, to monitor for errors in the game values ​​held by the slot machine 10.

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

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

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

[0088] The second connector 252 is a connector that is connected to the card unit 230 via a cable 260. The second connector 252 is a connector having an input terminal for inputting a 5-volt DC voltage (VL) from the card unit 230 as a terminal connected to a power supply line. The second connector 252 also has output terminals for outputting a connection confirmation signal PSI and a serial communication reception signal to the card unit 230. The second connector 252 also has an input terminal for inputting a serial communication transmission signal from the card unit 230.

[0089] When power is applied to the card unit 230, the MPU (not shown) that controls the card unit performs initial settings, self-diagnosis, and other initialization processes, and then turns on the power circuit 237 when it determines that the card unit is ready to be connected to the slot machine 10. The power circuit 237 then outputs a power supply (VL) to the gaming ball etc. dispensing device connection terminal board 250. The power supply (VL) for the gaming ball etc. dispensing device connection terminal board 250 is connected to the anode of the diode of the photocoupler 235b via a resistor within the card unit 230. The cathode side of the photocoupler 235b is connected to the gaming ball etc. dispensing device connection terminal board 250 as a connection confirmation signal (PSI), but the connection confirmation signal (PSI) within the gaming ball etc. dispensing device connection terminal board 250 is connected to the ground of the card unit 230. Therefore, when the power supply (VL) is turned on and the card unit 230 and the game ball etc. dispensing device connection terminal board 250 are connected properly, current flows through the diode of the photocoupler 235b, turning the transistor on. Then, the output signal of the photocoupler 235b, which was at H due to the pull-up resistor 235a, becomes L, and the MPU of the card unit 230 can confirm via the input port 235 that the connection with the game ball etc. dispensing device connection terminal board 250 is normal.

[0090] On the other hand, when the card unit 230 turns on the power supply (VL), the photocoupler 255 of the gaming ball etc. dispensing device connection terminal board 250 turns on. The output side of the photocoupler 255 is output to the slot machine 10 as a VL connection confirmation signal, which is pulled up by a resistor 155a within the slot machine 10 and input to the input port 155. In other words, if the VL connection confirmation signal is L, the MPU 151 of the slot machine 10 can determine that the card unit 230 is ready to operate.

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

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

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

[0094] The data in one frame consists of a message length, a command, a serial number, a data section, and a checksum, and this data is sent all at once without being divided. The message length indicates the length of the message in bytes. The command indicates the type of message, and there are four types of messages: (1) gaming machine information notification, (2) counting notification, (3) loan notification, and (4) loan receipt result response. The serial number is the serial number of the message, and whether or not it is consecutive can be used to detect lost messages or transmission errors. The data section contains detailed information about each message. The checksum is the sum of the message data, and is used to detect transmission errors.

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

[0096] (1) The gaming machine information notification is further divided into three types of messages depending on the contents of the data section: (1-1) gaming machine installation information, (1-2) gaming machine performance information, and (1-3) hall control and fraud monitoring information.

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

[0098] (1-2) Gaming machine performance information is data that indicates the ball-dispensing performance of the gaming machine, and specifically consists of the following data: total number of coins inserted (cumulative number of coins inserted since the power was turned on), total number of coins paid out (cumulative number of coins paid out since the power was turned on), MY (maximum difference in balls calculated since the power was turned on), total number of coins paid out by devices (cumulative number of coins paid out due to the operation of devices since the power was turned on), total number of coins paid out by consecutive devices (cumulative number of coins paid out due to the operation of consecutive devices since the power was turned on), device ratio (proportion of number of coins paid out due to the operation of devices out of the specified number of games), consecutive device ratio (proportion of number of coins paid out due to the operation of consecutive devices out of the specified number of games), advantageous zone ratio (proportion of number of coins paid out in advantageous zones out of the specified number of games), device ratio with instruction (proportion of number of coins paid out when instruction function is activated and due to device operation out of the specified number of games), device status ratio (proportion of number of coins paid out due to the operation of devices and consecutive device operation out of the specified number of games).

[0099] (1-3) Hall computer / fraud monitoring information is information output to the hall computer and information used to monitor fraud, and consists of the number of game values ​​held (current number of game values), number of game values ​​inserted (number of game values ​​inserted), number of game values ​​paid out (number of game values ​​paid out at the end of one game), gaming machine status (status of main controls such as RB, BB, AT), error status (error code generated in the gaming machine), fraud detection information (information on detection of fraud using magnetic sensors or vibration sensors, information on detection of door opening or setting change), game information (number of game values ​​inserted when game values ​​were inserted, number of game values ​​paid out: for monitoring game value errors), etc.

[0100] (2) The counting notification is a message sent from the slot machine 10 to the card unit 230 and is used when the slot machine 10 transmits the game value held by the card unit 230. It can take a value between 0 and 255. When the counting switch 80 is not pressed, a counted game value of 0 is transmitted. When the counting switch 80 is pressed, a counted game value of 1 to 255 is transmitted. When the slot machine 10 retains more than 255 game values, it counts multiple counting notifications. As mentioned above, the next counting notification is transmitted 300 msec after the previous counting notification. Therefore, when counting multiple counting notifications, the time required for counting is the number of counting notifications multiplied by 300 msec. If the counting time is too short compared to the game value acquired as a result of playing, the player's satisfaction decreases, and if it is too long, the player feels the process is lengthy. Therefore, there is an appropriate counting time. The number of counted game values ​​transmitted in one counting notification is set by the control program of the slot machine 10, and the time required for counting can be adjusted accordingly. In this case, the number of counted game values ​​transmitted in one counting notification may be changed depending on the number of game values ​​to be counted.

[0101] (3) The loan notice is a message sent from the card unit 230 to the slot machine 10, and is sent from the slot machine 10 within a predetermined time after the card unit 230 receives the count notice. Therefore, if the slot machine 10 does not send the count notice for some reason, the card unit 230 will not send the loan notice. By operating the card unit 230, when lending game value from the balance stored on the magnetic card, paying out counted game value stored on the magnetic card, paying out from the deposit balance in the member's account, or paying out game value due to winning, a game value number of 1 to 50 is set and transmitted in one loan notification. If there is no loan, 0 is set and transmitted. Since it is usually not possible to loan while counting, if there is one or more counting notifications transmitted before the loan notification, the loan notification will be transmitted with 0.

[0102] (4) Lending Receipt Result Response is a message sent from the slot machine 10 to the card unit 230, and is a message that responds with the result of the slot machine 10 receiving the (3) Lending Notification. If the serial numbers of the messages are not consecutive, if the slot machine 10 is in an inoperable state, or if the number of playing values ​​resulting from adding the number of lending playing values ​​exceeds a predetermined upper limit, the response is "abnormal."

[0103] In this way, a series of communications between the slot machine 10 and the card unit 230 begins with (1) gaming machine information notification from the master slot machine 10. When the slot machine 10 and the card unit 230 are powered on, if the card unit 230 starts up first, the card unit 230 does not start communication, but waits for the slot machine 10 to start up and send (1) gaming machine information notification. If the card unit 230 starts up first, two messages, (1) gaming machine information notification and (2) counting notification, are sent, but (3) loan notification is not sent, so (4) loan receipt result response is not sent either, and only two messages, (1) gaming machine information notification and (2) counting notification, are sent unilaterally until the card unit 230 starts up.

[0104] As mentioned above, the slot machine 10 detects that the power supply (VL) of the game ball etc. dispensing device connection terminal board 250 has been turned on, and knows that the card unit 230 has completed startup, and may then start the above communication. Furthermore, the confirmation that the power supply (VL) is on may be performed not only at the start of communication, but also at all times after communication has started, so that if the card unit 230 is not functioning properly for some reason, the communication can be stopped by turning off the power supply (VL).

[0105] If the power supply (VL) of the game ball etc. dispensing device connection terminal board 250 is OFF, it is determined that the card unit 230 is not connected properly, and not only is communication stopped, but the slot machine 10 is also placed in an error state, making it impossible to insert game value or perform other game operations. This is because game value cannot be dispensed if the card unit 230 is not connected. In this case, the MPU 151 may instruct the display device 111 to display on the auxiliary display unit 15 that the card unit is unusable so that the player or hall staff can understand the state of the slot machine 10.

[0106] The card unit 230 may also include a condition for turning off or not turning on the power supply (VL) of the game ball etc. lending device connection terminal board 250, based on whether the player's status, as determined based on the member ID on the magnetic card, indicates a suspected gambling addiction. For example, this condition may be satisfied when the total amount of gaming money, amount of losses, playing time, number of games played, etc., over a recent specified period exceeds a predetermined threshold. Alternatively, this condition may be satisfied when an acceptable gaming frequency is registered along with the member ID at the request of a family member or close friend who wishes to improve their gambling addiction. These determinations may be made within the card unit 230 or by a server connected to the card unit 230 via a network.

[0107] If the operation of the gaming machine is restricted due to suspected gambling addiction, the liquid crystal display panel 225 of the card unit 230 may be configured to display a warning about gambling addiction or messages from family, friends, etc. obtained from a higher-level server.

[0108] Figure 7 shows only the (1) gaming machine information notification, omitting the (2) counting notification, (3) loan notification, and (4) loan receipt result response messages. As explained in Figure 6, the omitted messages are located between the (1) gaming machine information notification messages. As mentioned above, the (1) gaming machine information notification is subdivided into three types of messages: (1-1) gaming machine installation information, (1-2) gaming machine performance information, and (1-3) hall control and fraud monitoring information. As shown in Figure 7, (1-1) gaming machine installation information is notified every 60 seconds, (1-2) gaming machine performance information is notified every 180 seconds, and (1-3) hall control and fraud monitoring information is notified every 300 msec. If the notification conditions overlap, the priority is given in the following order: (1-1) gaming machine installation information, (1-2) gaming machine performance information, and (1-3) hall control and fraud monitoring information.

[0109] Next, each control process executed by the MPU 151 in the main control board 131 in the slot machine 10 will be explained with reference to the flowcharts of Figures 8 to 20. The processes of the MPU 151 can be broadly divided into main processes that are started when the power is turned on, and timer interrupt processes that are started periodically (every 1.49 msec in this embodiment). For the sake of convenience, the timer interrupt processes will be explained first, followed by the main processes.

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

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

[0112] Here, the power outage processing (S203) will be explained using FIG. 9. This power outage processing (S203) is performed immediately after the register saving processing, which is a part of the timer interrupt processing, and can be executed without interrupting other interrupt processing. Therefore, this power outage processing is not executed by interrupting other processing, such as during the transmission processing of various commands or during the reading processing of the switch state (on / off), and there is no need to create a power outage processing program that takes into account such timing. This simplifies the processing program for power outage processing and reduces the program size. The same applies to the processing program for power recovery processing, which will be described later.

[0113] In the power failure processing (S203), first, it is determined whether command transmission has been completed (S221). If transmission has not been completed (S221: No), the power failure processing (S203) is terminated and the process returns to the timer interrupt processing of FIG. 8, where command transmission is terminated. In this way, it is determined whether command transmission has been completed at the early stage of the power failure processing. If transmission is not completed, the transmission processing is prioritized. By configuring the power failure processing (S203) to be executed after the unit command transmission processing is completed, it is no longer necessary to develop a power failure processing program that takes into account the possibility that power failure processing will be executed during command transmission. As a result, the power failure processing program can be simplified, and the capacity of ROM 152 can be reduced.

[0114] If the command transmission is completed in the process of S221 (S221: Yes), the value of the stack pointer of the MPU 151 is saved in the backup area in the RAM 153 (S222). After that, as a stop process, the RAM determination value described later is cleared, and the output state of the output port in the output port 156 is cleared, and all actuators (not shown) are stopped. The controller is turned off (S223). Furthermore, a RAM judgment value is calculated and saved in a backup area (S224). The RAM judgment value is specifically the two's complement of the checksum at the work area address of RAM 153. By saving the RAM judgment value in the backup area, the checksum of RAM 153 becomes 0. Subsequent RAM access is prohibited to prevent inadvertent rewriting of RAM 153 (S225). After that, an infinite loop is entered in preparation for the case where the power is completely cut off and processing cannot be executed.

[0115] Note that, in consideration of the possibility that the power outage signal may be erroneously received due to noise, for example, a check is made to see if the power outage signal is being output before entering the infinite loop. If the power outage signal is not being output, this means that the power outage has been recovered, so writing to RAM 153 is permitted, the power outage flag is reset, and the process returns to the timer interrupt process of Figure 8. If the power outage signal continues to be output, the process enters the infinite loop.

[0116] The power supply unit 161a of the power supply device 161 is configured to maintain the output of a stabilized voltage (5 volts) used as a drive voltage for the control system for a period of time sufficient to execute the above-described power outage processing. In this embodiment, the drive voltage is continuously output for 30 msec.

[0117] Returning to Fig. 8, the timer interrupt process will be described. If a power outage signal is not received in the process of S202, or after the power outage process (S203) is completed, various processes from S204 onwards are carried out.

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

[0119] In S206, a sensor monitoring process is performed to monitor the status of various sensors (see FIG. 4) connected to the input port 155 (S206). The connection status with the card unit 230 is also processed here. That is, as described above, when the card unit 230 turns on the power supply (VL) of the gaming ball etc. dispensing device connection terminal board 250, the photocoupler 255 of the gaming ball etc. dispensing device connection terminal board 250 turns on, causing the input of the input port 155 connected to the pull-up resistor 155a to go low. Therefore, the connection status with the card unit 230 can be recognized by monitoring the input port 155. If a poor connection is recognized, a status flag is set to a card unit connection error or a card unit not connected. If the status flag is set to a card unit connection error or a card unit not connected state, the gaming value insertion process (S209) described below may be controlled so as not to be performed, or the counting process (S277) may always perform a counting notification communication with the counted gaming value number set to zero. If a counting notification is sent when the card unit is not connected, the slot machine 10's game value counter will be reset to zero, but there is no guarantee that the game value will be transferred to the magnetic card in the card unit 230, which could result in a loss to the player. If it is determined from the power supply (VL) status that the card unit 230 is properly connected, the status flag for card unit connection error or card unit not connected is cleared to indicate normal operation. In addition, in the case of such an abnormal connection state, the display control device 111 may be instructed to display on the auxiliary display unit 15 in a command output process (S212) described below to indicate that the card unit is unusable, so that the player or hall staff can understand the state of the slot machine 10.

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

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

[0122] Here, the counting switch processing (S208) will be explained with reference to Fig. 10. Counting refers to the operation of transferring the number of possessed play values ​​from the slot machine 10 to the card unit 230, and the control of the counting operation is processed in the counting process (S277) in the unit communication process (S211). In this counting switch processing (S208), a process is performed to set a counting status flag that specifies whether or not to perform the counting operation in the counting process (S277).

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

[0124] If the VL connection confirmation signal is ON in S231 (S231: YES), it is determined whether the counting switch 80 is turned ON (S232). If the counting switch 80 is not turned ON (S232: NO), it is determined whether the possessed game value counter is equal to or greater than the automatic count game value upper limit (S240). Note that if a specification is implemented in which counting operation is performed only while the counting switch 80 is turned ON, the counting status flag is turned OFF here and then the process returns.

[0125] If the possessed gaming value counter is equal to or greater than the automatically counting gaming value number upper limit in S240 (S240: YES), a second counting status flag is set (S241). When the second counting status flag is set, a counting notification is sent to the card unit 230 in a counting process (S277) to be described later. Then, in the counting process (S277), the possessed gaming value is sent to the card unit 230 until the possessed gaming value counter becomes less than the automatically counting gaming value number lower limit, and then the second counting status flag is cleared (S300).

[0126] The second counting status flag is a flag for automatically counting the number of possessed game values ​​so that they do not become too large, even when the player does not operate the counting switch 80. The upper limit of the number of possessed game values ​​for automatic counting may be set by the player or only by the hall manager. Alternatively, it may not be configurable and may be a value specific to the gaming machine. The lower limit of the number of possessed game values ​​for automatic counting is preferably set to a number somewhat smaller than the upper limit so that automatic counting is not activated too frequently. For example, if the upper limit of the number of possessed game values ​​for automatic counting is set to 2,000 and the lower limit of the number of possessed game values ​​is set to 1,000, automatic counting begins when the number of possessed game values ​​exceeds 2,000 and ends when the number of possessed game values ​​reaches 1,000. For gaming machines that do not operate automatic counting, the processes of S240 and S241 are unnecessary.

[0127] Because the retained game value is electromagnetically stored in the retained game value counter, even if the number of game values ​​is large, unlike physical medals, there are no physical limitations such as volume. However, a large number of game values, such as several thousand coins, is not only unnecessary for a game, but also inconvenient because it takes a long time to count them all at once at the end of a game. Furthermore, considering the risk of loss due to accidents or electrical malfunctions, it is safer to store only the necessary number of game values ​​in the gaming machine and transfer the rest to a magnetic card.

[0128] If the counting switch 80 is turned on in S232 (S232: YES), it is determined whether the counting status flag is turned on (S233). This flag specifies that counting is performed when it is ON, and that counting is not performed when it is OFF. If the counting status flag is ON (S233: YES), counting is already in progress, and no special processing is required even if the counting switch 80 is turned ON, so the program simply returns. Note that if a specification is implemented that allows the player to stop the counting operation by pressing the counting switch 80 again, the program turns the counting status flag OFF here and then returns. In this case, the determination that the counting switch 80 has been turned ON (S232: YES) is an on-edge determination.

[0129] If the counting status flag is not ON in S233 (S233: NO), it is determined whether the current game is being replayed (S234). Since the value of the bet counter 153b in a replay game is not the number of bets resulting from the insertion of game values, if a replay is being performed (S234: YES), the process of including the next value of the bet counter 153b in the counted game value is skipped, and the process jumps to the process of determining whether or not there are game values ​​held (S238).

[0130] If a replay is not in progress in S234 (S234: NO), it is determined whether the bet counter 153b is 0 (S235). If the bet counter 153b is not 0 (S235: NO), the value of the bet counter 153b is added to the existing game value counter 153c (S236), and the bet counter 153b is cleared (S237). The state in which the bet counter 153b is not 0 corresponds to the state after the game value has been inserted but before the start lever 71 has been operated, so the processing of S236 and S237 is the processing for canceling the insertion of the game value, i.e., the processing similar to that when the settlement switch 76 is pressed. By pressing the counting switch 80, the inserted game value can be counted without pressing the settlement switch 76, which is convenient. Note that if the settlement processing is limited to when the settlement switch 76 is pressed, the processing of S234 to S237 is omitted.

[0131] If a replay is in progress in S234 (S234: YES), if the bet counter 153b is 0 in S235 (S235: YES), or after the bet counter 153b is cleared in S237, it is determined whether the owned game value counter 153c is 0 (S238). If the owned game value counter 153c is 0 (S238: YES), there is no owned game value to count, so the process returns without counting. If the owned game value counter 153c is not 0 (S238: NO), the counting status flag is turned ON, and the second counting status flag is cleared (S239), and then the process returns. If the player presses the counting switch 80 during automatic counting, this means that the player wants to count all the game values ​​without stopping the counting at the lower limit of the automatic counting game value number, so the second counting status flag is cleared.

[0132] Returning to Fig. 8, the timer interrupt process will be described. After the counting switch process of S208 is performed, a game value insertion switch process (S209) is performed.

[0133] Here, the game value insertion switch processing (S209) will be explained using Figure 11. This processing is performed when the first game value insertion switch 77 for inserting three game values ​​at a time, the second game value insertion switch 78 for inserting two game values ​​at a time, or the third game value insertion switch 79 for inserting one game value at a time is pressed. Rather than simply inserting the number of game values ​​corresponding to the pressed game value insertion switch, the number of game values ​​possessed and the number of bets is taken into consideration to determine how many game values ​​to actually insert.

[0134] First, it is determined whether the counting status flag is ON or not (S251). If the counting status flag is ON (S251: YES), the game value input switch is not processed and the process returns. If the counting status flag is ON, the state is a counting mode in which the value of the possessed game value counter 153c is transferred to the card unit 230, so the value of the possessed game value counter 153c will soon become 0. In this state, it is not possible to input game value from the possessed game value counter 153c. Since it would be unnatural to do so, the game value cannot be inserted during the counting mode. However, if the counting speed is slow and it takes a long time to count everything, it is not unnatural to allow playing several times during the counting. In that case, the process of S251 is omitted, and further, in the counting switch process, when the counting switch 80 is pressed, it is considered that the settlement switch 76 has been pressed, and the process (S234 to S237) of holding the value of the bet counter 153b and returning it to the game value counter 153c is omitted.

[0135] It does not matter whether the second counting state flag is ON or not. Since automatic counting is a state in which the surplus of the possessed game value counter 153c is transferred to the card unit 230, the value of the possessed game value counter 153c does not become 0 after counting, and a sufficient number of possessed game values ​​remains to continue playing, so that the game can be continued. Therefore, in the second counting state, game operations can be performed, including the insertion of game values.

[0136] If the counting status flag is not ON (S251: NO), it is determined whether the possessed game value counter 153c is 0 (S252). If the possessed game value counter 153c is 0 (S252: YES), there is no possessed game value to be inserted, so the process returns without processing the game value insertion switch.

[0137] If the possessed game value counter 153c is not 0 in S252 (S252: NO), it is determined whether the bet counter 153b is at a specified number (S253). The specified number is the maximum number of game values ​​that can be inserted in the game. If the bet counter 153b is at the specified number (S253: YES), the maximum game value has already been inserted, so the process returns without processing the game value insertion switch.

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

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

[0140] Next, it is determined whether the number of inserted game values ​​is equal to or less than the value of the possessed game value counter 153c (S256). If the number of inserted game values ​​is equal to or less than the value of the game value counter 153c (S256: YES), the number of inserted game values ​​is left as is. If the number of inserted game values ​​is not equal to or less than the value of the game value counter 153c (S256: NO), this means that there is not enough possessed game value to insert the number of game values ​​corresponding to the pressed game value insertion switch, so the value of the possessed game value counter 153c is set as the number of inserted game values.

[0141] Next, it is determined whether the difference between the specified number and the value of the bet counter 153b is equal to or greater than the number of coins inserted (S258). If the difference between the specified number and the value of the bet counter 153b is equal to or greater than the number of coins inserted (S258: YES), the number of inserted gaming values ​​is left as is. If the difference between the specified number and the value of the bet counter 153b is not equal to or greater than the number of coins inserted (S258: NO), the number of coins inserted is set to the difference between the specified number and the value of the bet counter 153b, since inserting all of the coins would cause the value of the bet counter 153b to exceed the specified number (S259).

[0142] The number of coins inserted obtained by the above process is the number of game values ​​to be actually inserted, so this value is subtracted from the game value counter 153c, added to the bet counter 153b and the transmission insertion counter 153d, the active line display sections 32 to 34 are updated (S260), and the game value insertion process S209 is returned.

[0143] Returning to Fig. 8, the timer interrupt process will be described. After the game value insertion switch process of S209 is performed, the start lever process (S210) is performed.

[0144] Here, the start lever process (S210) will be explained using Figure 12. This process is an interrupt process corresponding to the point (S504) where the start of the game is awaited in the normal process (S407) that controls the progress of the game, and transmits the fact that the start lever 71 has been operated from the interrupt process to the normal process via the start flag.

[0145] First, it is determined whether the bet counter 153b is 0 (S261). If the bet counter 153b is 0 (S261: YES), this means that no gaming value has been inserted, and the process returns without performing any special processing.

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

[0147] If the start lever 71 is ON in S262 (S262: YES), this means that the start lever 71 has been operated with a gaming value bet, and a series of steps S263 to S265 are carried out to start the game. In S263, a start flag is set. In S264, the value of the bet counter 153b is set in the number of inserted coins field of the gaming information in the gaming machine information notification to be sent to the card unit 230. In S265, the value of the bet counter 153b and the replay in progress flag are cleared, and the process returns.

[0148] If the start lever 71 is not ON in S262 (S262: NO), it is determined whether or not a replay is currently in progress (S266). If a replay is currently in progress (S266: YES), the number of bets in the replay game cannot be returned as game value, so the process returns without performing the next process related to the settlement switch 76.

[0149] If replay is not currently in progress in S266 (S266: NO), it is determined whether the settlement switch 76 is ON (S267). The movement of the settlement switch 76 can be detected from the input port 155 via the settlement detection sensor 76a. If the settlement switch 76 is not ON (S267: NO), this means that the settlement switch 76 has not been operated, and the process returns without performing any special processing.

[0150] If the settlement switch 76 is ON in S267 (S267: YES), the game value has been bet but the inserted game value is returned without starting the game, so the value of the bet counter 153b is added to the retained game value counter 153c (S268). Then, in order to transmit the value to the card unit 230, the value of the bet counter 153b is subtracted from the transmission insertion counter 153d (S269). This means that the betted game value is returned to the retained game value number. Thereafter, the bet counter 153b is cleared (S270), and the process returns.

[0151] Returning to Fig. 8, the timer interrupt process will be described. After the start lever process in S210 is performed, a unit communication process (S211) is performed.

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

[0153] First, the gaming machine information notification timer is updated (S271), and it is determined whether the gaming machine information notification timer is 0 (S272). Gaming machine information notifications are transmitted at 300 msec intervals, and in this embodiment, the timer interrupt process is started every 1.49 msec. Therefore, the timer value is set to 202 as the initial value, and in S271, the gaming machine information notification timer is decremented by 1. When the timer reaches 0 (S272: YES), the communication interval becomes 300.98 msec, and the communication requirements are satisfied.

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

[0155] If the gaming machine information notification timer is not 0 in S272 (S272: NO), a determination is made as to whether the count notification timing is correct (S275). In S273, the gaming machine information notification timer is reset to 202, and thereafter, it is decremented by 1 every 1.49 msec. The timing at which it matches 134 is (202-134) x 1.49 msec = 101.32 msec, so this timing is the count notification timing (S275: YES). If it is not the count notification timing (S275: NO), the process goes to a determination as to whether the lending notification timer is 0 (S279). If it is the count timing (S275: YES), a confirmation process is performed for the VL connection confirmation signal (S276). In S276, if the VL connection confirmation signal is ON, no special process is performed, but if the VL connection confirmation signal is OFF, the card unit 230 is not ready to receive the transfer of the possessed game value number from the slot machine 10, so the counting state flag and the second counting state flag are cleared. After that, the counting process (S277) is performed.

[0156] Here, the counting process (S277) will be explained using Fig. 14. In this process, in the counting state, the number of counted play values ​​is determined and a counting notification is started to be sent. However, if the number of play values ​​is large, the counting cannot be completed with one counting notification, so this process is for counting by multiple counting notifications.

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

[0158] In the case of the counting state in S291 (S291: YES), the game value counter 1 It is determined whether the value of 53c is less than the unit counting game value number (S292). The unit counting game value number is the maximum value of the counting game value number transmitted from the slot machine 10 to the card unit 230 in one counting notification communication, and may be a fixed value specific to the slot machine 10, or may be a value determined according to the number of possessed game values ​​to be counted at the start of the counting process.

[0159] The time required to count the owned game value is (number of owned game values / number of unit counted game values) × 300 msec (the period of the counting notification communication). Therefore, the larger the unit counted game value, the shorter the counting time. Also, the larger the number of owned game values, the longer the counting time. On the other hand, since the slot machine 10 does not handle physical game medals, the time required to count the game value at the end of a game is a valuable opportunity to appreciate the number of owned game values ​​acquired, so a short counting time is not necessarily a good thing. Therefore, to maximize the player's satisfaction, the counting time can be optimized by adjusting the unit counted game value. Furthermore, because satisfaction is a sensory experience, the counting time that provides satisfaction may not be proportional to the number of owned game values. In such cases, by appropriately selecting the unit counted game value according to the number of owned game values, the player can be given a sense of satisfaction in the counting process regardless of the number of owned game values.

[0160] If the value of the possessed play value counter 153c is less than the unit counted play value number in S292 (S292: YES), the current possessed play value number can be sent with one count notification, so the value of the possessed play value counter 153c is set as the counted play value number (S293), the possessed play value counter 153c is cleared (S294), and the process proceeds to clear the counting status flag (S300).

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

[0162] If the value of the possessed game value counter 153c is not 0 in S297 (S297: NO), it is determined whether the possessed game value counter 153c is equal to or less than the lower limit of the automatically counted game value number (S298). If the possessed game value counter is equal to or less than the lower limit of the automatically counted game value number (S298: YES), the second counting state flag is cleared (S300). In this case, when the counting switch 80 is turned on to enter the counting state, there is no need to stop counting at the lower limit of the automatically counted game value number, so the counting state flag is not cleared.

[0163] If the value of the possessed play value counter 153c is not below the lower limit of the automatically counted play value number in S298 (S298: NO), the counting state continues, so the second counting state flag is not cleared and the transmission of the counting notification is started (S301).

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

[0165] In S279, it is determined whether the rental notification timer is 0 or not (S279). If the counting process of S277 is 0 (YES in S279), the process skips the process related to the loan notification and returns. The loan notification communication is a serial communication sent from the card unit 230 to the slot machine 10, so if the card unit 230 is not connected or has not yet started, the slot machine 10 will not receive the loan notification communication. Even in such cases, the loan notification communication is received only for 170 msec after the counting process of S277, so if the loan notification timer is not 0 (NO in S279), the process related to the loan notification communication is performed.

[0166] In S280, the lending notification timer is updated (S280). In S281, it is determined whether or not a lending notification has been received (S281). If a lending notification has not been received in S281 (S281: NO), the process regarding the lending notification is skipped and the process returns.

[0167] If a rental notice has been received in S281 (S281: YES), rental processing (S282) is performed.

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

[0169] First, it is determined whether the number of loaned coins in the received loan notification is 0 (S311). If the number of loaned coins is 0 (S311: YES), the game value counter 153c is not updated, and the process proceeds to the step of setting the loaned coin number reception result to "normal" (S314).

[0170] If the number of loaned coins is not 0 in S311 (S311: NO), it is determined whether the value of the retained game value counter 153c is equal to or greater than the number of non-lendable game values ​​(S312). When a loan of game value is received, if adding the loaned game value to the retained game value counter 153c would cause the retained game value counter 153c to overflow, it is natural that the loan cannot be received. However, if there is enough retained game value to continue playing in the first place, there is no reason to receive any more loans. Therefore, even if the value of the retained game value counter 153c is much smaller than the maximum value it can have, a value sufficient to continue playing is defined as the number of non-lendable game values, and if the retained game value counter 153c exceeds that value, the loan is rejected. Therefore, if the value of the retained game value counter 153c is equal to or greater than the number of non-lendable game values ​​(S312: YES), the retained game value counter 153c is not updated, and the loan number receipt result is set to "abnormal" (S315). In this way, even if a lending notice is sent from the card unit 230, if it is determined that the lending is unnecessary, the lending notice is rejected.

[0171] If the value of the possessed game value counter 153c is not equal to or greater than the number of game values ​​not requiring loaning in S312 (S312: NO), the number of loaned coins is added to the possessed game value counter 153c (S313), and the loaned number receipt result is set to "normal" (S314).

[0172] After setting the loan number receipt result to "normal" or "abnormal," it transmits it as a loan receipt result response (S316) and returns.

[0173] The unit communication process will be described with reference to Fig. 13. After the lending process in S282 is performed, the lending notification timer is cleared (S283) and the process returns.

[0174] Returning to Fig. 8, the timer interrupt process will be described. After the unit communication process in S211 is performed, a command output process (S212) is performed to transmit a command to the display control device 111. In S213, segment data for displaying the corresponding numbers, symbols, etc. in the gaming value number display unit 35, game count display unit 36, and acquired coin number display unit 37 is determined, and a port output process is performed to output the segment data to each of the display units 35 to 37 via the output port 155 (S213). In S214, the values ​​of each register saved in the backup area in the previous S201 are restored to the corresponding register in the MPU 151 (S214). Thereafter, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.

[0175] 16 is a flowchart showing the main processing executed by the main control board 131 after power is turned on. The main processing is executed when power is turned on by recovering from a power outage or by turning on the power switch 122.

[0176] First, as an initialization process, the value of the stack pointer is set in the MPU 151 and an interrupt mode that allows interrupt processing is set, and then various settings are made for the registers in the MPU 151, I / O devices, etc. (S401).

[0177] After the initialization process (S401) is completed, it is determined whether or not a setting key is inserted into the setting key insertion hole 124 (S402). If a setting key is inserted (S402: YES), it is determined whether or not the reset switch 123 is turned on (S403). If the reset switch 123 is turned on (S403: YES), the reset switch 123 is turned on when the power switch 122 is turned on, and all data stored in the RAM 153 is cleared (S405) as a full clear process. If the reset switch 123 is not turned on (S403: NO), some data stored in the RAM 153 is cleared (S404). In other words, if the setting values ​​of the slot machine 10 are changed without performing an operation to initialize the RAM 153, the partial clear process (S404) is executed, and if an operation to initialize the RAM 153 is performed, the full clear process (S405) is executed.

[0178] In the partial clear process (S404), each area of ​​the RAM 153 is cleared to 0, except for the area in the RAM 153 where data indicating whether or not the game is in the BB state is stored, the area where data indicating the total number of awarded game values ​​in the BB state is stored, the area where data indicating whether or not the game is in the AT state is stored, the area where data for specifying the termination conditions of the AT state is stored, and the area where data indicating the type of lottery mode described below is stored. In this case, the area where the winning combination is stored is cleared to 0. In the all clear process (S405), all areas of the RAM 153 are cleared to 0, including areas that are not subject to zero clearing in the partial clear process. As a result, even if the partial clear process (S404) is executed, the BB state, AT state, and lottery mode are maintained in the state before the power was cut off, and when the all clear process (S405) is executed, the game returns to the normal game state regardless of the state before the power was cut off.

[0179] It is not limited to the above configuration, and may be configured so that if the power is cut off in the BB state and a partial clear process is executed, the state is not the BB state, or if the power is cut off in the AT state and a partial clear process is executed, the state is not the AT state. Also, even if a partial clear process is executed, the area in which data indicating that a BB role has been won is stored may not be cleared to 0.

[0180] After the partial clear process (S404) or the full clear process (S405) is executed, a setting change process (S406) is executed. In the setting change process, it is determined which setting state is selected from the six preset setting states ("Setting 1" to "Setting 6"), and then an internal process according to the selected setting state is executed. After the setting change process (S405) is executed, The normal process (S407) described later is executed.

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

[0182] In the power recovery process, first, it is determined whether the setting value is normal (S408). Specifically, if the setting value is any of "Setting 1" to "Setting 6," it is determined to be normal, and if it is "0" or "7" or greater, it is determined to be abnormal. If the setting value is normal (S408: YES), it is checked whether the power outage flag is set to "1" (S409). The power outage flag is set to "1" if the power outage process is executed normally when the supply of operating power is stopped. If the power outage flag is set to "1" (S409: YES), it is checked whether the RAM judgment value is normal (S410). Specifically, the checksum value of RAM 153 is checked to see whether it is normal, that is, whether the checksum value taking into account the RAM judgment value is 0. If the checksum value taking into account the RAM judgment value is 0 (S410: YES), it is determined that the data in RAM 153 is normal.

[0183] If it is determined that the RAM determination value is normal (S410: YES), this means that the power outage processing at the previous power outage was executed normally, since all of S408 to S410 have been determined to be positive. In this case, the value of the stack pointer saved in the backup area is written to the stack pointer of the MPU 151, and the state of the stack is restored to the state before the power was cut off (S411). Then, the power outage flag is cleared (S412), a power recovery command is sent to the display control device 111 to notify the execution of the power recovery processing (S413), and the address before the power was cut off is returned to (S414).

[0184] On the other hand, if a negative determination is made in any of S408 to S410, an operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (FIG. 8) is prohibited (S415), all output ports of the MPU 151 are cleared to 0 to turn off all actuators connected to those output ports (S416), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (S417). This then becomes an infinite loop. The operation prohibition process is released by executing the all clear process (S405).

[0185] Next, the normal processing (S407) for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0186] In the normal processing (S407), first, a display clearing process is executed (S501). In the display clearing process, if the auxiliary display unit 15 was controlled to display a predetermined display in the previous game, the predetermined display is erased. As a result, the auxiliary display unit 15 is turned off and displays nothing.

[0187] Next, it is determined whether the result of the previous game was a replay win (S502). If it was a replay win (S502: YES), the current game can be played without inserting any game value. Specifically, the number of previously inserted values ​​is set in the bet counter 153b (S503), and the process waits for the start flag to be turned ON (S504).

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

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

[0190] When the start lever 71 is operated and the start flag is turned ON (S504: YES), a lottery process is executed to determine whether the game will be played as a result of the operation of the start lever 71 and the winning combination (S505).

[0191] The lottery process (S505) will now be described with reference to FIG. 18. The lottery process is a process for drawing a winning or losing result and a winning combination for a game to be executed. First, the random number value latched in the latch circuit 126 at the appropriate timing is written to the winning or losing random number memory 153a (S601). This random number value may be retrieved when the start flag is turned on by the timer interrupt process. Then, a random number table for determining whether a winning or losing result is determined based on the current setting state of the slot machine 10, the number of gaming values ​​bet, the probability of a small winning combination, etc. (S602). The setting state of the slot machine 10 is one of "Setting 1" to "Setting 6" set using the setting key. In "Setting 1," a random number table with the lowest winning combination probability is selected, and in "Setting 6," a random number table with the highest winning combination probability is selected. The number of gaming values ​​bet is one to three, and the random number table with the higher winning combination probability is selected. For example, the probability of winning a role when three coins are bet is more than three times higher than the probability of winning a role when one coin is bet. Furthermore, there are two types of small role probability: high and low. When the current payout rate is below a predetermined expected value, a random number table with a high probability of winning a small role is selected, and when it is above the predetermined expected value, a random number table with a low probability of winning a small role is selected.

[0192] In S603, the random number table selected in this manner is compared with the value stored in the win / lose random number memory 153a, i.e., the random number value of the random number counter update circuit 125 latched in the latch circuit 126 upon operation of the start lever 71, to perform a lottery for a winning combination (S603). Then, it is determined whether any of the winning combinations has been won (S604). If no winning combinations have been won (a loss) (S604: NO), the process ends. If any of the winning combinations has been won (S604: YES), a winning flag corresponding to that combination is set (S605), and the active line on which the symbols should be aligned is determined. After the process of S605, a slide table for reel stop control is determined, and this is stored in the slide table storage area of ​​RAM 153 (S606), and the lottery process (S505) ends.

[0193] Here, the slip table is a table that determines how far the reels should be slipped so that the symbols to be stopped on a predetermined pay line stop on the predetermined pay line when the stop switches 72 to 74 are pressed, when the symbols on the predetermined pay line are different. In the reel control process (S506), the stop positions of the reels 42L, 42M, and 42R are controlled using the slip table, thereby making it possible to match the state of the stopped reels 42L, 42M, and 42R with the lottery result.

[0194] Returning to Figure 17, the normal processing will be described. After the lottery processing in S505 is performed, a reel control processing is executed to control the rotation and stopping of each of the reels 42L, 42M, 42R (S506).

[0195] Here, the reel control process (S506) will be explained with reference to Fig. 19. In the reel control process, first, a rotation start process is performed to start the rotation of each of the reels 42L, 42M, and 42R (S701). In the rotation start process, a predetermined waiting time is elapsed from the time when the rotation of the reels 42L, 42M, and 42R corresponding to the result of the lottery process (Fig. 18) of the winning combination in the previous game is started. The MPU 151 checks whether a certain time (e.g., 4.1 seconds) has elapsed, and if not, waits until the wait time has elapsed. If the wait time has elapsed, it resets the wait time for the next game and sets rotation start information in a motor control storage area provided in a work area for specific control in the RAM 153, which will be described later. By performing this process, the stepping motor acceleration process (S205) in the timer interrupt process (FIG. 8) starts, and each of the reels 42L, 42M, and 42R starts spinning. Thereafter, it waits until each of the reels 42L, 42M, and 42R rotates at a predetermined constant speed, and then ends the rotation start process. In addition, when the rotation speed of each of the reels 42L, 42M, and 42R reaches the constant speed, the MPU 151 lights up lamps (not shown) of each of the stop switches 72 to 74, thereby notifying the player that it is now possible to issue a stop command.

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

[0197] In the stop control process, the reference position (main position) is set at the timing when the stop switches 72 to 74 are operated. In this embodiment, the symbol number of the symbol that has reached the base position (lower row) is confirmed (S704). Specifically, the symbol number of the symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. Then, the number of slips of the reel that should be stopped this time is calculated (S705).

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

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

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

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

[0202] On the other hand, if it does not correspond to a winning role (S804: NO), it is determined that this is an illegal win that differs from the result of the lottery process, and an abnormality notification command is set to the display control device 111 (S806). After that, an operation prohibition process (S807) is executed, and the game progress is stopped by entering an infinite loop. In the operation prohibition process (S807), the next timer interrupt process is prohibited, and all output ports of the MPU 151 are cleared to 0, thereby turning off all actuators connected to the output ports. This operation prohibition state is released by executing the all clear process (S405).

[0203] Returning to Fig. 17, the normal processing will be explained. After the reel control processing of S506 is performed, a game value payout processing is executed (S507), in which the number of game values ​​set in the payout target counter as a result of winning is displayed on the number-of-winning coins display unit 37 and added to the possessed game value counter 153c. After that, a response processing at the time of game end (S508) is executed, in which the transition of game states such as RB, BB, AT, ART, and RT is controlled. Then, the processing returns to the display clear processing (S501) for the next game.

[0204] Thus, according to the first embodiment, the timer interrupt processing executed at regular time intervals detects that the counting switch has been operated and switches the state to counting mode, thereby providing a gaming machine that allows the player to operate the counting switch without being affected by the progress of the game, which is controlled by normal processing.

[0205] Furthermore, the counting operation can be intuitively understood, and when counting is to be stopped, it is only necessary to release the counting switch, so that a gaming machine with simple counting operation can be provided.

[0206] Furthermore, in the case of a game machine that requires a long time for counting operation, it is not necessary to keep pressing the counting switch during counting, and when it is desired to interrupt counting, it is only necessary to press the counting switch again, so that a game machine with a simple counting operation can be provided.

[0207] Furthermore, the second counting status flag allows a gaming machine to be provided that automatically counts the number of retained game values ​​so that they do not become too large, even when the player does not operate the counting switch 80. Because retained game values ​​are electromagnetically stored in the retained game value counter, even if the number is large, unlike physical medals, there are no physical limitations such as volume. However, a large number of game values, such as several thousand medals, are not only unnecessary for a game, but also inconvenient because counting them all at once at the end of a game requires a long time. Furthermore, considering the risk of loss due to accidents or electrical malfunctions, it is safer to keep only the necessary number of medals in the gaming machine and transfer the remaining medals to a magnetic card.

[0208] Furthermore, even during automatic counting operation, the machine can be shifted to the counting state by simply pressing the counting switch without waiting for the end of the automatic counting, so that a game machine with simple counting operation can be provided.

[0209] Furthermore, since the time required to count the owned game value is (number of owned game values / number of unit counted game values) × 300 msec (the period of the counting notification communication), the larger the unit counted game value number, the shorter the counting time. Furthermore, the larger the value of the owned game value number, the longer the counting time. On the other hand, since the slot machine 10 does not handle physical game medals, the time required to count the game value at the end of a game is a valuable opportunity to realize the number of game values ​​acquired, so a short counting time is not necessarily a good thing. Therefore, to maximize the player's satisfaction, the counting time can be optimized by adjusting the unit counted game value number. Furthermore, because satisfaction is a sensory experience, the counting time that provides satisfaction may not be proportional to the number of owned game values. In such cases, by appropriately selecting the unit counted game value number according to the number of owned game values, the player can be given a sense of satisfaction in the counting process regardless of the number of owned game values.

[0210] Furthermore, since the number of game values ​​to be transmitted in the communication related to counting is determined according to the number of game values ​​to be counted, it is possible to provide a gaming machine that adjusts the counting processing time so that it does not feel strange whether the number of game values ​​to be counted is large or small. Since the number of game values ​​to be counted ranges widely, from several tens of coins to over 10,000 coins, when a certain number of game values ​​is transmitted in the communication related to counting, the counting processing ends immediately if the number of game values ​​to be counted is small, but if the number of game values ​​to be counted is large, it will result in a situation where you have to wait a long time until the counting processing is completed.

[0211] Furthermore, since the number of game values ​​transmitted in one counting communication can be increased as the number of counting-related communications increases, it is possible to provide a gaming machine that adjusts the counting processing time so that it does not feel strange whether the number of game values ​​to be counted is large or small. Also, the accelerated counting processing can add interest to the time that is usually spent simply waiting for the counting processing.

[0212] Furthermore, even if the number of game values ​​is the same, the impression a player gets will be different between a gaming machine with a high rental rate and a gaming machine with a low rental rate. For example, by measuring the number of game values ​​of a gaming machine with a high rate slowly and measuring the number of game values ​​of a gaming machine with a low rate quickly, a gaming machine with a counting processing speed that matches the impression can be provided.

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

[0214] Furthermore, it is possible to provide a gaming machine that refuses to lend out any more game value if there is already enough remaining game value to continue playing. Because the remaining game value is electromagnetically stored in the remaining game value counter, even if there are many, there are no physical limitations, such as volume, unlike with physical medals. However, a large amount of game value, such as several thousand medals, is not only unnecessary for play, but also inconvenient because it takes a long time to count them all at once at the end of play. Furthermore, considering the risk of loss due to accidents or electrical malfunctions, it is safer to store only the necessary number of medals in the gaming machine and transfer the rest to a magnetic card.

[0215] Furthermore, if the gaming value lending device is connected to a network and the gaming value lending operation is accepted only when a value calculated by a predetermined method combining one or more data of the gaming amount, loss amount, playing time, and number of times played for a predetermined period of time of the player, which are transmitted from a higher-level server of the network based on the player's ID number (member ID on the magnetic card), does not exceed a predetermined value, it is possible to prevent players who are so-called addicted from playing excessively, and to provide a gaming machine that can be enjoyed moderately. Also, even for players for whom the predetermined conditions are met, rather than completely prohibiting them from playing, it is possible to limit the amount of playing time for a day. A flexible approach may be adopted, such as allowing play as long as the play time, amount of play, number of plays, etc. are within a predetermined range.

[0216] Furthermore, if the upper server is allowed to make the decision on whether to lend gaming value, i.e., whether to allow the player to play, then when the decision criteria are changed, it is only necessary to change the contents stored in the upper server, and it is possible to flexibly respond to the decision criteria for addiction, which are prone to change depending on social conditions, etc.

[0217] Furthermore, a player may be allowed to register the criteria for determining whether or not to allow the loan of gaming value to that player on a host server connected to the network, based on the player's ID number. This allows the player's own opinion to be taken into account when determining whether or not to allow the player to play, thereby effectively promoting the elimination of addiction.

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

[0219] FIG. 21 is a block diagram showing the electrical configuration of the slot machine 10 in the second embodiment. The MPU 151 mounted on the main control board 131 and the MPU 141 mounted on the possessed gaming value number display control board 132 can transmit and receive information to and from each other via a serial port or a parallel port. The gaming ball etc. dispenser connection terminal board 250 for connecting to the card unit 230 was connected to the main control board 131 in the first embodiment, but in the second embodiment, it is connected to the possessed gaming value number display control board 132. The possessed gaming value number display control board 132 receives the VL connection confirmation signal and notifies the main control board 131 of its status via communication. The possessed gaming value counter 143c provided in the RAM 143 of the MPU 141 mounted on the possessed gaming value number display control board 132 records the total number of gaming values ​​available for the player's use in play, and the value is displayed on the possessed gaming value number display unit 35.

[0220] The sending deposit counter 153d is a counter that stores the number of game values ​​deposited each time a game value is deposited and transmits the number of deposited game values ​​to the game value number display control board 132. The stored number of game values ​​is transmitted to the game value number display control board 132 and then cleared to 0. When the settlement switch 76 is pressed, the value of the bet counter 153b is subtracted from the sending deposit counter 153d, which may result in a negative value. The retained game value number display control board 132 uses the value of the sending deposit counter 153d, transmitted each time a game value is deposited, to update the retained game value counter 143c, which is the number of game values ​​held by the slot machine 10, and transmits the value to the card unit 230.

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

[0222] In FIG. 21, the main control board 131 and the holding game value number display control board 132 are independent. Although these are described as separate control boards, they may be configured as functional blocks on the same control board. In this case, the harnesses and connectors connecting the main control board 131 and the possessed game value number display control board 132 are not required, which not only has cost benefits but also makes it easier to suppress the influence of external noise on the transmission and reception of signals, and stable operation can be expected.

[0223] 22 shows an outline of communication in the second embodiment. With reference to this diagram, communication between the main control board 131, the possessed gaming value number display control board 132, and the card unit 230 in the slot machine 10 will be explained.

[0224] The serial communication between the possessed gaming value number display control board 132 and the card unit 230 is identical in content and timing to the serial communication between the slot machine 10 and the card unit 230 described in Figure 6, so explanation will be omitted.

[0225] The communication between the main control board 131 and the possessed gaming value number display control board 132 may be parallel communication or serial communication. (5) Possessed gaming value number notification is transmitted from the possessed gaming value number display control board 132, and (6) gaming machine information notification is transmitted from the main control board 131. Although not shown, each communication also includes a receipt notification of the communication received from the other party last time, so that the result of the last transmission can be known and measures such as retransmission can be taken if necessary.

[0226] 6, in the serial communication between the possessed gaming value number display control board 132 and the card unit 230, the possessed gaming value number display control board 132 functions as the master and determines the communication timing in 300 ms cycles. In the communication between the main control board 131 and possessed gaming value number display control board 132, the possessed gaming value number display control board 132 functions as the master and the main control board 131 functions as the slave, so that the communication with the card unit 230 can be synchronized and the preparation of transmission data can be reliably executed.

[0227] The (5) possessed game value number notification transmitted from the possessed game value number display control board 132 transmits the value of the possessed game value counter 143c of the possessed game value number display control board 132. The possessed game value number display control board 132 manages the possessed game value counter 143c to the latest state by adding or subtracting the number of inserted game values, the number of paid-out game values, and the loan notification received from the main control board 131 to the possessed game value counter 143c. The main control board 131 stores the (5) possessed game value number notification received from the possessed game value number display control board 132 in the possessed game value counter 153c, and refers to it as the number of game values ​​that can be inserted when inserting game values. The possessed game value number display control board 132 also transmits the values ​​of the VL connection status, the count status flag, and the second count status flag, which indicate the status of the card unit 230.

[0228] The (6) gaming machine information notification sent from the main control board 131 includes various data. The control MPU chip ID, gaming machine manufacturer code, and product code are always the same values ​​that are unique to the slot machine 10. Based on this data, the possessed gaming value number display control board 132 sets the data as the control MPU chip ID, gaming machine manufacturer code, and product code, which are (1-1) gaming machine installation information in Figure 6.

[0229] The number of game values ​​inserted is transmitted when the start lever 71 is operated. The number of game values ​​paid out is transmitted when all reels have stopped and one game has ended. Since both are data that are transmitted only once, if a reception error is detected by the receipt notification after transmitting data that is not 0, the data will be retransmitted. The possessed game value number display control board 132 reflects the number of game values ​​inserted and the number of game values ​​paid out in the possessed game value counter 143c.

[0230] The current status of the gaming machine (RB, BB, AT, ...), error status, and fraud detection is transmitted.

[0231] The possessed game value number display control board 132 creates transmission data for the possessed game value number, the game value input number, the game value payout number, the game machine status (RB, BB, AT, ...), the error status, and the fraud detection data received from the main control board 131, as well as the value of the possessed game value counter 143c, of the (1-3) hall control fraud monitoring information in Figure 6, including the possessed game value number, the game value input number, the game value payout number, the game machine status (RB, BB, AT, ...), the error status, and the fraud detection.

[0232] Also, the possessed gaming value number display control board 132 tally up the total number of inserted coins, the total number of paid out coins, and MY (maximum difference in balls) based on the same data, and sets it as data of (1-2) gaming machine performance information in FIG.

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

[0234] Fig. 23 is a flowchart of the timer interruption process periodically executed by the main control board 131. Compared to the timer interruption process in the first embodiment described in Fig. 8, the process contents of the counting switch process (S2208) and the possessed game value number display control board communication process (S2211) are different, but the other process contents are the same.

[0235] Fig. 24 is a flowchart of the counting switch processing (S2208) executed in the timer interrupt processing of Fig. 23. Differences from the counting switch processing (S208) in the first embodiment described in Fig. 10 will be described.

[0236] First, it is determined whether the VL connection confirmation signal is ON (S2231). As described above, the gaming ball etc. lending device connection terminal board 250 is connected to the possessed gaming value number display control board 132, so the VL connection confirmation signal, which can confirm whether the card unit 230 is operating normally, is input to the possessed gaming value number display control board 132, and the result is sent to the main control board 131. Therefore, the determination of whether the VL connection confirmation signal is ON is made based on the state of the VL connection confirmation signal received from the possessed gaming value number display control board 132. If the VL connection confirmation signal is not ON (S2231: NO), the process returns without executing the counting switch process.

[0237] The process (S2236) of subtracting the value of the bet counter 153b from the transmission insertion counter 153d is the same as the process performed when the counting switch 80 is pressed after inserting gaming values ​​and before operating the start lever 71, and the settlement switch 76 is pressed. The transmission insertion counter 153d is an area that stores the number of gaming values ​​inserted to be transmitted to the owned gaming value number display control board 132 each time gaming values ​​are inserted, and is cleared to 0 after transmission. For example, after inserting three gaming values ​​and before operating the start lever 71, the transmission has already been transmitted to the owned gaming value number display control board 132, so the transmission insertion counter 153d is 0. If the value of the bet counter 153b, 3, is subtracted from this value, the value of the transmission insertion counter 153d becomes -3, a negative number. The possessed game value number display control board 132 that receives this value interprets the insertion of -3 coins as meaning that the inserted game value has been returned to the possessed game value number, and adds 3 coins to the possessed game value counter 143c. Note that if the specification is such that the settlement process is limited to when the settlement switch 76 is pressed, the processes of S234, S235, S236, and S237 are omitted.

[0238] S240 and S241 are processes for setting a second counting status flag to automatically count the number of possessed game values ​​so that the number does not become too large, even when the player does not operate the counting switch 80. This process does not require player operation and is executed by the main control board 131 based on the value of the possessed game value counter 153c, but may also be executed by the possessed game value number display control board 132 based on the value of the possessed game value counter 143c. This has the advantage of reducing the burden on the main control board 131 and allowing more resources, such as memory and CPU time, to be used for game control.

[0239] Fig. 25 is a flowchart of the possessed playing value number display control board communication processing (S2211) executed in the timer interrupt processing of Fig. 23. As explained in Fig. 22, in the communication between the main control board 131 and the possessed playing value number display control board 132, the possessed playing value number display control board 132 functions as the master and the main control board 131 functions as the slave. Therefore, the possessed playing value number display control board communication processing (S2211) operates in such a way that data is transmitted from the main control board 131 upon completion of reception of communication from the possessed playing value number display control board 132.

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

[0241] Next, the gaming machine information notification is set in the transmission buffer (S2903). Specifically, the data in "(6) Gaming Machine Information Notification" shown in FIG. 22 are the control MPU chip ID, gaming machine manufacturer code, product code, number of gaming values ​​inserted, number of gaming values ​​paid out, gaming machine status (RB, BB, AT, ...), error status, fraud detection, and gaming information (for updating the number of possessed gaming values: number of inserted coins, number of paid out coins). The number of inserted coins for updating the possessed gaming value counter 143c is set to the value of the transmission insertion counter 153d. The number of payout coins for updating the possessed gaming value counter 143c is set to the number of payout coins determined in S507. In addition, the counting status flag and second counting status flag determined in the counting switch processing S2208 are also set in the transmission buffer. Then, transmission is started (S2904), and the process returns.

[0242] If reception is not complete in S2901 (S2901: NO), it is determined whether transmission is complete (S2905). If transmission is complete (S2905: YES), reception is started (S2906) and the process returns.

[0243] If transmission is not complete in S2905 (S2905: NO), it is determined whether communication is in progress, i.e., whether transmission or reception is in progress (S2907). Since the main control board 131 operates as a slave, it cannot be in a state other than receiving, reception completed, transmitting, or transmission completed, and if it enters this state as a result of some malfunction, it will be unable to escape from this state. Therefore, if communication is not in progress (S2907: NO), the communication circuit is reset and reception start processing is performed (S2908), and the process returns.

[0244] The following processes in the first embodiment are the same in the second embodiment, and therefore will not be described further: power outage process (S203) described in Fig. 9, game value insertion switch process (S209) described in Fig. 11, start lever process (S210) described in Fig. 12, main process (S407) described in Fig. 16, normal process (S407) described in Fig. 17, lottery process (S505) described in Fig. 18, reel control process (S506) described in Fig. 19, and winning determination process (S710) described in Fig. 20.

[0245] Next, each control process executed by the MPU 141 in the possessed gaming value number display control board 132 in the slot machine 10 in the second embodiment will be described with reference to the flowcharts of FIG. 26 to FIG.

[0246] 26 is a flowchart showing the main processing executed by the possessed gaming value number display control board 132 after power is turned on. The main processing is executed when power is turned on by recovering from a power outage or by turning on the power switch 122.

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

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

[0249] If the possessed play value number clear switch 127 is not ON (S7002: NO), the process of clearing the possessed play value counter 143c (S7003) is skipped, and it is confirmed whether the RAM determination value is normal (S7004). Specifically, the checksum value of RAM 143 is checked to confirm whether the value is normal, that is, whether the checksum value taking into account the RAM determination value is 0. If the checksum value taking into account the RAM determination value is 0 (S7004: YES), it is determined that the data in RAM 143 is normal. In this case, the value of the stack pointer saved in the backup area is written to the stack pointer of MPU 141, and the state of the stack is restored to the state before the power was cut off (S7005). Then, the power outage flag is cleared (S7006), a timer interrupt is activated (S7007), and the address before the power was cut off is returned to (S7008).

[0250] If the RAM judgment value is not normal (S7004: NO), this means that this is the first time the power is turned on, or that the power outage processing was not executed correctly during the previous power outage. In this case, to ensure normal operation, RAM 143 is cleared (SS7009). Then, a timer interrupt is started (S7010), and an infinite loop is executed to wait for the interrupt processing to start.

[0251] 27 is a flowchart of a timer interrupt process that is periodically executed by the possessed gaming value number display control board 132. In this embodiment, the process is explained as being started at a 2 msec cycle.

[0252] First, in the register saving process shown in S7021, the values ​​of all registers in the MPU 141 are saved to the backup area of ​​the RAM 143 (S7021). After that, it is confirmed whether or not a power outage signal has been received (S7022), and only when a power outage signal has been received, power outage processing is executed (S7023). The power outage signal is a signal generated by the power outage monitoring circuit 161b of the power supply device 161 when the power supply is cut off due to a power outage or the like, and is output to the main control board 131 and the possessed game value number display control board 132.

[0253] Here, the power failure processing (S7023) will be explained using FIG. 28. In the power failure processing (S7023), first, it is determined whether or not command transmission has been completed (S7031). If transmission has not been completed (S7031: No), the power failure processing (S7023) is terminated and the process returns to the timer interrupt processing of FIG. 27, where command transmission is terminated. In this way, it is determined whether or not command transmission has been completed at the initial stage of the power failure processing, and if transmission is not completed, The transmission process is given priority, and power failure processing (S7023) is executed after the unit command transmission process is completed.

[0254] If the command transmission is completed in the processing of S7031 (S7031: Yes), The value of the stack pointer of the MPU 141 is saved in a backup area in the RAM 143 (S7032). After that, as a stop process, the RAM judgment value described later is cleared, the output state of the output port at the output port 146 is cleared, and all actuators (not shown) are turned off (S7033). Furthermore, a RAM judgment value is calculated and saved in the backup area (S7034). Specifically, the RAM judgment value is the two's complement of the checksum at the work area address of the RAM 143. By saving the RAM judgment value in the backup area, the checksum of the RAM 143 becomes 0. Subsequent RAM access is prohibited to prevent the RAM 143 from being accidentally rewritten (S7035). After that, an infinite loop is entered in preparation for a complete power cut-off that will prevent processing from being executed.

[0255] Note that, in consideration of the possibility that the power outage signal may be erroneously received due to noise, for example, a check is made to see if the power outage signal is being output before entering the infinite loop. If the power outage signal is not being output, this means that the power outage has been recovered, so writing to RAM 143 is permitted, the power outage flag is reset, and the process returns to the timer interrupt process of Fig. 27. If the power outage signal continues to be output, the process enters the infinite loop.

[0256] The power supply unit 161a of the power supply device 161 is configured to maintain the output of a stabilized voltage (5 volts) used as a drive voltage for the control system for a period of time sufficient to execute the above-described power outage processing. In this embodiment, the drive voltage is continuously output for 30 msec.

[0257] Returning to Fig. 27, the timer interrupt process will be described. If a power outage signal is not received in the process of S7022, or after the power outage process (S7023) is completed, various processes from S7024 onwards are carried out.

[0258] In S7024, a watchdog timer clear process is performed to initialize the value of the watchdog timer that monitors for the occurrence of malfunctions (S7024). In S7025, a timer decrement process is performed to decrement the values ​​of each counter and timer (S7025).

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

[0260] First, the gaming machine information notification timer is updated (S7041), and it is determined whether the gaming machine information notification timer is 0 (S7042). Gaming machine information notifications are transmitted at 300 msec intervals, but in this embodiment, the timer interrupt process is started every 2 msec, so the timer value is set to 150 as the initial value, and in S7041, the gaming machine information notification timer is decremented by 1. When the timer reaches 0 (S7042: YES), the communication interval becomes 300 msec, and the communication requirements are met.

[0261] The gaming machine information notification timer is also referenced in the main control board communication process (S7029) described later and is used to determine the timing of communication with the main control board. By using different judgment values ​​for the same timer, it is possible to avoid the unit communication process and the main control board communication process operating together within the same interrupt, which is advantageous.

[0262] If the gaming machine information notification timer is 0 in S7042 (S7042: YES), the gaming machine information notification timer is reset to the aforementioned 150 (S7043), and transmission of the gaming machine information notification begins (S7044). As shown in Figure 7, the gaming machine information notification is subdivided into (1-1) gaming machine installation information, which is transmitted every 60 seconds, (1-2) gaming machine performance information, which is transmitted every 180 seconds, and (1-3) hall control / fraud monitoring information, which is transmitted every 300 milliseconds. Therefore, (1-3) hall control / fraud monitoring information is normally transmitted, (1-1) gaming machine installation information is transmitted every 200 times, and (1-2) gaming machine performance information is transmitted every 600 times.

[0263] If the gaming machine information notification timer is not 0 in S7042 (S7042: NO), a determination is made as to whether it is the timing for counting notification (S7045). In S7043, the gaming machine information notification timer is reset to 150, and then decremented by 1 every 2 msec. The timing at which it matches 100 is (150-100) x 2 msec = 100 msec, so this timing is the timing for counting notification (S7045: YES). If it is not the timing for counting notification (S7045: NO), the process goes to a determination as to whether the lending notification timer is 0 (S7049). If it is the timing for counting (S7045: YES), a confirmation process is performed for the VL connection confirmation signal (S7046). In S7046, if the VL connection confirmation signal is ON, no special processing is performed, but if the VL connection confirmation signal is OFF, the card unit 230 is not ready to receive the transfer of the possessed game value number from the slot machine 10, so the counting status flag and the automatic counting status flag are cleared. After that, the counting process (S7047) is performed.

[0264] Here, the counting process (S7047) will be explained using Fig. 30. In this process, in the counting state, the number of counted play values ​​is determined and a counting notification is started to be sent. However, if the number of play values ​​is large, the counting cannot be completed with one counting notification, so this process is for counting by multiple counting notifications.

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

[0266] If the counting state is established in S7061 (S7061: YES), it is determined whether or not the value of the possessed game value counter 143c is less than the unit counting game value number (S7062). The unit counting game value number is the maximum value of the counting game value number transmitted from the slot machine 10 to the card unit 230 in one counting notification communication, and may be a fixed value specific to the slot machine 10, or may be determined at the start of the counting process according to the possessed game value number to be counted.

[0267] The time required to count the possessed game value is (the number of possessed game values / the number of unit counted game values) x 300 msec (the period of the counting notification communication). Therefore, the larger the unit counted game value number, the shorter the time required for counting. Also, the larger the value of the possessed game value number, the longer the time required for counting. On the other hand, since the slot machine 10 does not handle physical game medals, the time required to count the game value at the end of a game is a valuable opportunity to realize the number of possessed game values ​​that have been acquired, so the shorter the counting time, the better. Therefore, in order to maximize the player's satisfaction, the time required for counting can be adjusted to an optimal length by adjusting the unit counted game value number. Furthermore, since satisfaction is a sensory thing, the counting time that can give satisfaction may not be proportional to the number of possessed game values. In such a case, by appropriately selecting the unit counted game value number according to the number of possessed game values, it is possible to give the player satisfaction in counting regardless of the number of possessed game values. It is possible.

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

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

[0270] If the value of the possessed game value counter 143c is not 0 in S7067 (S7067: NO), it is determined whether the possessed game value counter 143c is equal to or less than the lower limit of the automatically counted game value number (S7068). If the possessed game value counter 143c is equal to or less than the lower limit of the automatically counted game value number (S7068: YES), the second counting status flag is cleared (S7070). In this case, when the counting switch 80 is turned on to enter the counting status, there is no need to stop counting at the lower limit of the automatically counted game value number, so the counting status flag is not cleared.

[0271] If the value of the possessed play value counter 143c is not below the lower limit of the automatically counted play value number in S7068 (S7068: NO), the counting state continues, so the second counting state flag is not cleared and the transmission of the counting notification is started (S7071).

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

[0273] In S7049, it is determined whether the loan notification timer is 0 (S7049). If the loan notification timer is 0 (S7049: YES), the processing related to the loan notification is skipped and the program returns. Since the loan notification communication is a serial communication sent from the card unit 230 to the slot machine 10, if the card unit 230 is not connected or has not yet started, the slot machine 10 will not receive the loan notification communication. Even in such cases, to avoid waiting indefinitely for the loan notification communication, the loan notification communication is received only for 170 msec after the counting notification. Since the loan notification timer is not 0 for 170 msec after the counting process (S7047), if the loan notification timer is not 0 (S7049: NO), the processing related to the loan notification communication is performed.

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

[0275] If a loan notification has been received in S7051 (S7051: YES), the loan office Perform the procedure (S7052).

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

[0277] First, it is determined whether the number of loaned coins in the received loan notification is 0 (S7081). If the number of loaned coins is 0 (S7081: YES), the game value counter 143c is not updated, and the process proceeds to the step of setting the loaned coin number reception result to "normal" (S7084).

[0278] If the number of loaned coins is not 0 in S7081 (S7081: NO), the process determines whether the value of the retained game value counter 143c is equal to or greater than the number of non-lendable game values ​​(S7082). When a loan of game value is received, if adding the loaned game value to the retained game value counter 143c would cause the retained game value counter 143c to overflow, it is natural that the loan cannot be received. However, if there is enough retained game value to continue playing, there is no reason to receive any more loans. Therefore, even if the value of the retained game value counter 143c is much smaller than the maximum value it can have, a value sufficient to continue playing is defined as the number of non-lendable game values. If the retained game value counter 143c exceeds that value, the loan is rejected. Therefore, if the value of the retained game value counter 143c is equal to or greater than the number of non-lendable game values ​​(S7082: YES), the retained game value counter 143c is not updated, and the loan number receipt result is set to "abnormal" (S7085).

[0279] If the value of the possessed game value counter 143c is not equal to or greater than the number of game values ​​not requiring lending in S7082 (S7082: NO), the possessed game value counter 143c is incremented by the number of loaned coins (S7083), and the loaned number reception result is set to "normal" (S7084). In this way, even if a loan notification is sent from the card unit 230, if it is determined that the loan is not required, the loan notification is rejected.

[0280] After setting the loan number receipt result to "normal" or "abnormal," it sends it as a loan receipt result response (S7086) and returns.

[0281] Returning to Fig. 29, the unit communication process will be described. After the lending process in S7052 is performed, the lending notification timer is cleared (S7053) and the process returns.

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

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

[0284] First, it is determined whether the gaming machine information notification timer is at the communication timing (S7091). As described above, the gaming machine information notification timer is updated in the unit communication processing (S7026) and is used to determine the communication timing, and takes a value from 0 to 150. The gaming machine information notification is sent when the timer is 0, and the count notification is sent when the timer is 100. Therefore, if the possessed gaming value number notification is sent to the main control board 132 when the timer is, for example, 130, which is in between, the processing timing of the unit communication processing (S7026) does not overlap, and the communication timing with the card unit 230 can be synchronized as a whole.

[0285] If the gaming machine information notification timer is the communication timing (S7091: YES), The game value number notification data is set in the transmission buffer (S7092). Specifically, these are the values ​​of the possessed game value counter 143c, the VL connection status, the counting status flag, and the second counting status flag. As mentioned above, the counting status flag and the second counting status flag may be cleared as a result of executing the counting process (S7047), so these are used to notify the main control board 131 of the result. Thereafter, the possessed game value number notification starts to be transmitted (S7093), and the process returns.

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

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

[0288] If reception is not complete (S7096: NO), the gaming machine information notification timer determines whether it is within the reception time (S7098). As explained in Fig. 22, the possessed gaming value number display control board 132 functions as a master in communication with the main control board 131, and therefore, after transmitting the (5) possessed gaming value number notification, it waits for the (6) gaming machine information notification transmitted from the main control board 131. However, since there are cases where the main control board 131 is in a state where communication is not possible, such as during initialization processing immediately after power-on, the period of waiting for reception of the (6) gaming machine information notification is limited so as not to interfere with the transmission of the next (5) possessed gaming value number notification. For example, in the above-mentioned S7091, if the gaming machine information notification timer = 130, (5) the possessed gaming value number notification is sent, and if it is determined in S7098 that the gaming machine information notification timer ≥ 30 is within the reception time, the process waits for a period of (130 - 30) x 2 ms = 200 ms for (6) the gaming machine information notification from the main control board 131. If it is within the time (S7098: YES), nothing is done and the process returns.

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

[0290] Returning to Figure 27, the timer interrupt processing will be explained. After the unit communication processing in S7029 is performed, the values ​​of each register saved to the backup area in the previous S7021 are restored to the corresponding register in the MPU 141 (S7030). After that, an interrupt enable processing is performed to enable the next timer interrupt, and this series of timer interrupt processing ends.

[0291] As described above, according to the second embodiment, the possessed game value number display control board 132 communicates with the card unit 230 in place of the main control board 131, and performs management processing of the possessed game value number, such as lending processing of game value and counting processing. The load is significantly reduced, and the processing power can be allocated to controlling the progress of the game. Therefore, it is possible to provide a more interesting and entertaining gaming machine.

[0292] In addition, in the processing of the game value number control board (held game value number display control board 132), it is possible to prevent the processing timing of the main control board communication processing (S7029) and the unit communication processing (S7028) from overlapping, thereby avoiding the failure of regular interrupt processing due to an extension of the interrupt processing time at a specific timing.

[0293] Furthermore, when the counting switch is operated, the processing related to the counting mode is handled by the game value number control board, and the extra space available in the ROM and RAM of the main control board that controls the progress of the game can be used to control the game, thereby providing an interesting gaming machine.

[0294] Furthermore, in order to determine whether or not the player can insert the number of game values ​​corresponding to the game value insertion switch operated by the player, if the number of game values ​​to be inserted is transmitted to a game value number control board equipped with a game value number storage means and the board is allowed to determine whether or not the insertion is possible, a time lag due to round-trip communication time would take time from when the game value insertion switch is operated until the operation is accepted, making the game machine less user-friendly. However, since the number of game values ​​received in advance is used to determine whether or not the game value can be inserted, there is no need to wait for communication after the game value insertion switch is operated, and the response to the operation is improved, making the game machine easier to operate.

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

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

[0297] In the slot machine 10, the communications between the main control board 131, the possessed gaming value number display control board 132, and the card unit 230 are the same as those in the second embodiment described with reference to FIG.

[0298] Fig. 34 is a flowchart of the timer interruption process periodically executed by the main control board 131. Since the process when the counting switch 80 is pressed has been transferred to the possessed game value number display control board 132, the counting switch process (S2208) has been deleted compared to the timer interruption process in the second embodiment described in Fig. 23. The other process contents are the same.

[0299] The following processes in the first embodiment are the same in the third embodiment, and therefore will not be described further: power outage process (S203) described in Fig. 9, game value insertion switch process (S209) described in Fig. 11, start lever process (S210) described in Fig. 12, main process (S407) described in Fig. 16, normal process (S407) described in Fig. 17, lottery process (S505) described in Fig. 18, reel control process (S506) described in Fig. 19, and winning determination process (S710) described in Fig. 20.

[0300] Moreover, the possessed gaming value number display control board communication processing (S2211) in the second embodiment explained in FIG. 25 is the same in the third embodiment, so the explanation will be omitted.

[0301] Next, each control process executed by the MPU 141 in the possessed gaming value number display control board 132 in the slot machine 10 in the third embodiment will be described with reference to the flowcharts of FIG. 35 and FIG.

[0302] Figure 35 is a flowchart of the timer interruption process that is periodically executed by the possessed game value number display control board 132. Compared to the timer interruption process in the second embodiment described in Figure 27, a counting switch process (S7026) is added. The other processing contents are the same.

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

[0304] First, it is determined whether the VL connection confirmation signal is ON (S7111). As mentioned above, when the card unit 230 is operating normally, the power (VL) is turned ON for the gaming ball etc. lending device connection terminal board 250. If this state cannot be confirmed (S7111: NO), the card unit 230 is not yet ready to receive the number of game values ​​it has from the slot machine 10, so it returns without executing the counting switch process.

[0305] If the VL connection confirmation signal is ON in S7111 (S7111: YES), it is determined whether the counting switch 80 is turned ON (S7112). If the counting switch 80 is not turned ON (S7112: NO), it is determined whether the possessed game value counter is equal to or greater than the automatic count game value upper limit (S7116). Note that if a specification is implemented in which counting operation is performed only while the counting switch 80 is turned ON, the counting status flag is turned OFF here and then the process returns.

[0306] If the possessed gaming value counter is equal to or greater than the automatic counting gaming value number upper limit in S7116 (S7116: YES), a second counting status flag is set (S7117). When the second counting status flag is set, a counting notification is sent to the card unit 230 in the counting process (S7047). Then, in the counting process (S7047), the possessed gaming value is sent to the card unit 230 until the possessed gaming value counter becomes less than the automatic counting gaming value number lower limit, and then the second counting status flag is cleared (S7070). If the gaming machine does not operate automatic counting, the processes of S7116 and S7117 are not necessary.

[0307] If the counting switch 80 is turned on in S7112 (S7112: YES), it is determined whether or not the counting status flag is turned on (S7113). The counting status flag is a flag that specifies that counting is performed when it is on and that counting is not performed when it is off. If the counting status flag is on (S7113: YES), counting is already in progress, and no special processing is required even if the counting switch 80 is turned on, so the program simply returns. Note that if a specification is implemented that allows the player to stop the counting operation by pressing the counting switch 80 again, the program turns the counting status flag off here and then returns. In this case, the determination that the counting switch 80 is turned on (S7112: YES) is an on-edge determination.

[0308] If the counting status flag is not ON in S7113 (S7113: NO), it is determined whether the possessed game value counter 143c is 0 or not (S7114). If the game value counter 143c is 0 (S7114: YES), there is no game value to be counted, so the process returns without counting. If the game value counter 143c is not 0 (S7114: NO), the counting status flag is turned ON (S7115), and then the process returns.

[0309] The following processes in the second embodiment are similar to those in the third embodiment, and therefore will not be described further: the main process described in Fig. 26, the power outage process (S7023) described in Fig. 28, the unit communication process (S7026) described in Fig. 29, the counting process (S7047) described in Fig. 30, the lending process (S7052) described in Fig. 31, and the main control board communication process (S7029) described in Fig. 32.

[0310] As described above, according to the third embodiment, the game value number display control board 132 is responsible for the processing when the counting switch 80 is pressed, so the main control board 131 has more processing capacity than when the main control board 131 processes the counting switch. The main control board 131 controls the progress of the game, so it is possible to provide an interesting gaming machine that adds to the fun of the game.

[0311] Next, a fourth embodiment will be described with reference to Figures 37 to 40. In the first to third embodiments, the MPU 151 reads the VL connection confirmation signal via the input port 155, or the MPU 141 reads the VL connection confirmation signal via the input port 145, thereby confirming that the card unit 230 is properly connected and ready to operate, and then controlling the slot machine 10. For example, in the counting switch process (S208) in the first embodiment shown in Figure 10, there is a process (S231) that determines whether the VL connection confirmation signal is ON. In the fourth embodiment, the VL connection confirmation signal controls whether the counting switch 80, etc., is activated by hardware, so that the same control can be performed without the MPU reading the VL connection confirmation signal.

[0312] 37 is a block diagram showing the electrical configuration of the slot machine 10 in the fourth embodiment. The VL connection confirmation signal output from the gaming ball etc. lending device connection terminal board 250 is connected to the enable terminal of the input port 158. The input port 158 ​​is an input port that has the function of controlling whether or not to output the signal input to the port to the MPU 151 depending on the level of the signal input to the enable terminal.

[0313] Signals from the game value input switches 77-79 and a signal from the counting switch 80 are input to the input port 158. These signals are not transmitted to the MPU 151 when the VL connection confirmation signal is disabled, so if the card unit 230 is not connected properly, the counting switch 80 and the game value input switches 77-79 cannot be operated. In other words, if the card unit 230 is not connected properly, counting and game value input cannot be performed.

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

[0315] In this way, when the card unit 230 is not properly connected, the type of operation to be restricted depends on the specifications of the gaming machine, but this can be realized by selecting the input signals related to game operations to be input to the input port 158. In other words, when prohibiting all game-related operations, input signals of the start lever 71, stop switches 72 to 74, settlement switch 76, game value input switches 77 to 79, and counting switch 80 are input to the input port 158, and when prohibiting only counting operations, only the input signal of the counting switch 80 is input. Simply connect it to output port 158.

[0316] 38 is a block diagram showing the electrical configuration in the fourth embodiment when the main control board 131 and the possessed gaming value number display control board 132 cooperate to control the slot machine 10. The VL connection confirmation signal output from the gaming ball etc. lending device connection terminal board 250 is connected to the enable terminal of the input port 148. The function of the enable terminal of the input port 148 is the same as that of the input port 158 ​​described above.

[0317] A signal from the counting switch 80 is input to the input port 148. In other words, if the card unit 230 is not connected properly, counting operations cannot be performed.

[0318] 39 is a block diagram showing the electrical configuration when both the main control board 131 and the possessed gaming value number display control board 132 are provided with input ports 148, 158 having a control function by an enable terminal. The VL connection confirmation signal output from the gaming ball etc. lending device connection terminal board 250 is input to the possessed gaming value number display control board 132, where it is connected to the enable terminal of the input port 148. It is then output directly to the main control board 131 and connected to the enable terminal of the input port 158.

[0319] A signal from the counting switch 80 is input to the input port 148. Furthermore, the game value input switches 77 to 79 are connected to the input port 158. In other words, even if the processing related to the counting switch 80 and the processing related to the game value input switches 77 to 79 are distributed to two control boards, if the card unit 230 is not connected properly, the VL connection confirmation signal can restrict any operation.

[0320] Since counting refers to the transfer of the game value from the slot machine 10 to the card unit 230, it is reasonable that the counting switch 80 does not function if the card unit 230 is not properly connected. In such a state, by disabling operation of the start lever 71, stop switches 72-74, game value insertion switches 77-79, and settlement switch 76, it is possible to prevent inadvertent changes to the game status or the game value. Furthermore, since disabling operation during a game creates an unnatural impression, by restricting operation of the game value insertion switches 77-79 and allowing operation of the start lever 71 and stop switches 72-74, it is possible to prevent the insertion of new game value at the end of a game when all reels have stopped, thereby halting the progress of the game. Furthermore, even if counting operation and loaning of game value are not possible, game play is possible as long as there is game value. In such a case, it is sufficient to restrict operation of only the counting switch 80.

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

[0322] When the card unit 230 turns on the power supply (VL), the photocoupler 255 of the game ball etc. dispensing device connection terminal board 250 turns on. The output side of the photocoupler 255 is output to the slot machine 10 as a VL connection confirmation signal, which is pulled up by a resistor 155b within the slot machine 10 and input to the enable terminal of the input port 158. In other words, if the card unit 230 is ready to operate, the VL connection confirmation signal becomes L, and the input port 158 ​​becomes enabled, so that the input signal from the counting switch 80 is transmitted to the MPU 151. This is what happens.

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

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

[0325] In this way, according to the fourth embodiment, control processing can be executed without reading the VL connection confirmation signal by a program, which leaves more processing capacity to spare. By allocating this capacity to processing that controls the progress of the game, it is possible to provide a more interesting and entertaining gaming machine.

[0326] <Inventions extracted from the above embodiments> The following describes the features of the inventions extracted from the above-described embodiments, while indicating, as necessary, their effects, etc. Note that, for ease of understanding, the following will appropriately indicate corresponding configurations in the above-described embodiments in parentheses, etc. However, the present invention is not limited to the specific configurations indicated in parentheses, etc.

[0327] <Features Group A> Feature A1. A game value number storage means (held game value counter 153c) for storing the number of game values; A game value lending device communication means (game ball etc. lending device connection terminal board 250) that communicates with the game value lending device (card unit 230); a counting switch (counting switch 80); an input port (input port 155) to which an operation signal of the counting switch is input; Equipped with The number of game values ​​transmitted from the gaming machine value lending device ((3) lending notice in FIG. 6) is received by the game value lending device communication means, and is added to the game value number storage means (process of adding to the possessed game value counter 153c in S313 in FIG. 15), thereby lending the game value; The game value is used for playing by subtracting it from the game value number storage means (the process of subtracting it from the possessed game value counter 153c in S260 described in FIG. 11), The game value is acquired as a result of the game by adding the game value to the game value number storage means (in S507 of FIG. 17, the game value number set in the payout target counter is displayed on the acquired number display unit 37 or added to the possessed game value counter 153c). The number of game values ​​stored in the game value number storage means is transmitted to the game value lending device by the game value lending device communication means (counting process S277 shown in FIG. 14), thereby counting the game values, A normal process for controlling the progress of the game (normal process S407 shown in FIG. 17); A timer interrupt process (the timer interrupt process shown in FIG. 8) executed at regular time intervals; A gaming machine characterized in that, when it is detected in the timer interrupt processing that the counting switch has been pressed based on the operation signal input to the input port, the state is switched to a counting mode in which the number of game values ​​stored in the game value number storage means is transmitted to the game value lending device (counting switch processing S208 shown in Figure 10).

[0328] According to feature A1, the timer interrupt process executed at regular intervals detects that the counting switch has been operated and switches the state to counting mode, making it possible to provide a gaming machine that allows the player to operate the counting switch without being affected by the progress of the game, which is controlled by normal processing, i.e., a gaming machine that can manage the gaming value in an appropriate manner.

[0329] Feature A2: The counting mode is set while the counting switch is pressed (if YES in S232 shown in FIG. 10, S239 is always executed to set the counting status flag), When the count switch is released from being pressed, the count mode is released (if NO in S232 of FIG. 10, the count status flag is cleared, although not shown). A gaming machine according to feature A1.

[0330] According to feature A2, the counting operation can be intuitively understood, and if counting is to be interrupted, it is only necessary to release the counting switch, so that a gaming machine with simple counting operation can be provided.

[0331] Feature A3: A gaming machine described in Feature A1, characterized in that when pressing of the counting switch is detected, if the state is not counting mode (if NO in S233 shown in Figure 10), the state is switched to counting mode (the counting state flag is set in S239), and if the state is counting mode, the counting mode is canceled (if YES in S233, the counting state flag is cleared, not shown).

[0332] According to feature A3, in the case of a gaming machine that requires a long time for counting operation, there is no need to keep pressing the counting switch while counting, and if you want to interrupt counting, you can simply press the counting switch again, so it is possible to provide a gaming machine with simple counting operation.

[0333] <Feature Group B> Feature B1. A game value number storage means (held game value counter 153c) for storing the number of game values; A game value lending device communication means (game ball etc. lending device connection terminal board 250) that communicates with the game value lending device (card unit 230); a counting switch (counting switch 80); an input port (input port 155) to which an operation signal of the counting switch is input; Equipped with The number of game values ​​transmitted from the game value lending device (the (3) lending notice shown in FIG. 6) is received by the game value lending device communication means, and is added to the game value number storage means (the process of adding to the possessed game value counter 153c in S313 shown in FIG. 15), thereby lending the game value; The game value number storage means subtracts the game value number from the game value number storage means (at S260 in FIG. 11). The game value is used for playing by the process of subtracting from the value counter 153c, The game value is acquired as a result of the game by adding the game value to the game value number storage means (in S507 of FIG. 17, the game value number set in the payout target counter is displayed on the acquired number display unit 37 or added to the possessed game value counter 153c). The number of game values ​​stored in the game value number storage means is transmitted to the game value lending device by the game value lending device communication means (counting process S277 shown in FIG. 14), thereby counting the game values, When the number of game values ​​stored in the game value number storage means exceeds a predetermined number (YES in S240 described in FIG. 10), the state is switched to a second counting mode in which the number of game values ​​stored in the game value number storage means is transmitted to the game value lending device (a second counting state flag is set in S241), A gaming machine characterized in that, when in the second counting mode, the number of game values ​​stored in the game value number storage means falls below a predetermined number (YES in S298 described in Figure 14), the second counting mode is canceled (the second counting status flag is cleared in S300).

[0334] According to feature B1, a gaming machine can be provided that automatically counts the number of retained game values ​​so that they do not become too large, even when the player does not operate the counting switch 80, by using the second counting status flag. Because the retained game value number is electromagnetically stored in the retained game value counter, even if the number is large, unlike physical medals, there are no physical limitations such as volume. However, a large number of game values, such as several thousand medals, is not only unnecessary for play, but also inconvenient because counting them all at once at the end of a game requires a long time. Furthermore, considering the risk of loss due to accidents or electrical malfunctions, it is safer to retain only the necessary number of medals in the gaming machine and transfer the remaining medals to a magnetic card. In this way, a gaming machine capable of optimal game value management can be provided.

[0335] Feature B2: A gaming machine described in Feature B1, characterized in that when pressing of the counting switch is detected and the state is the second counting mode (NO in S233 described in Figure 10), the second counting mode is canceled and switched to the first counting mode (the second counting state flag is cleared and the counting state flag is set in S239).

[0336] According to feature B2, even during automatic counting operation, the counting state can be entered simply by pressing the counting switch without waiting for the end of automatic counting, thereby providing a gaming machine with simple counting operation.

[0337] <Feature C group> Feature C1. A game value number storage means (a game value counter 153c) for storing the number of game values; A game value lending device communication means (game ball etc. lending device connection terminal board 250) that communicates with the game value lending device (card unit 230); Equipped with The number of game values ​​transmitted from the game value lending device (the (3) lending notice shown in FIG. 6) is received by the game value lending device communication means, and is added to the game value number storage means (the process of adding to the possessed game value counter 153c in S313 shown in FIG. 15), thereby lending the game value; The game value is used for playing by subtracting it from the game value number storage means (the process of subtracting it from the possessed game value counter 153c in S260 described in FIG. 11), The game value is acquired as a result of the game by adding the game value to the game value number storage means (in S507 of FIG. 17, the game value number set in the payout target counter is displayed on the acquired number display unit 37 or added to the possessed game value counter 153c). The number of game values ​​stored in the game value number storage means is transmitted to the game value lending device by the game value lending device communication means (counting process S277 shown in FIG. 14), thereby counting the game values, A gaming machine characterized in that, in the transmission related to the counting, the number of game values ​​to be transmitted in one communication is changed according to predetermined conditions (in S295 described in Figure 14, a unit counting game value number is set as the counting game value number. The unit counting game value number is the maximum value of the counting game value number transmitted from the slot machine 10 to the card unit 230 in one counting notification communication, and may be a fixed value unique to the slot machine 10, or may be determined as a value corresponding to the number of possessed game values ​​to be counted at the start of the counting process).

[0338] According to the feature C1, the time required for the counting process can be adjusted, so that it is possible to provide a gaming machine that can perform suitable management of the gaming value.

[0339] The time required to count the owned game value is (number of owned game values / number of unit counted game values) × 300 msec (the period of the counting notification communication). Therefore, the larger the unit counted game value, the shorter the counting time. Also, the larger the number of owned game values, the longer the counting time. On the other hand, since the slot machine 10 does not handle physical game medals, the time required to count the game value at the end of a game is a valuable opportunity to appreciate the number of owned game values ​​acquired, so a short counting time is not necessarily a good thing. Therefore, to maximize the player's satisfaction, the counting time can be optimized by adjusting the unit counted game value. Furthermore, because satisfaction is a sensory experience, the counting time that provides satisfaction may not be proportional to the number of owned game values. In such cases, by appropriately selecting the unit counted game value according to the number of owned game values, the player can be given a sense of satisfaction in the counting process regardless of the number of owned game values.

[0340] Feature C2: Feature C1, which determines the game value to be transmitted in communication related to one counting operation according to the number of game values ​​at the start of counting (the value of the possessed game value counter 153c). The gaming machine described in

[0341] According to feature C2, the game value to be transmitted in one counting communication is determined according to the number of game values ​​to be counted, so it is possible to provide a gaming machine that adjusts the counting process time so that it does not feel strange whether the number of game values ​​to be counted is large or small. The number of game values ​​to be counted ranges widely, from several tens to over 10,000, so if a certain number of game values ​​is transmitted in one counting communication, the counting process will end immediately if the number of game values ​​to be counted is small, but if the number of game values ​​to be counted is large, it will result in a situation where you have to wait a long time until the counting process is complete.

[0342] Feature C3. Depending on the number of counting-related communications after counting starts, the number of counting-related communications sent in one counting-related communication is A gaming machine according to feature C1, characterized in that the number of gaming values ​​to be played is determined.

[0343] According to feature C3, the number of game values ​​transmitted in one counting communication can be increased as the number of counting-related communications increases, so it is possible to provide a gaming machine that adjusts the counting processing time so that it does not feel strange whether the game values ​​to be counted are large or small. Also, the accelerated counting processing can add interest to the time that is usually spent simply waiting for the counting processing.

[0344] Feature C4. The gaming value transmitted in one counting communication according to the gaming value lending rate A gaming machine according to feature C1, characterized in that the number of

[0345] According to feature C4, even if the number of play values ​​is the same, the impression a player receives will be different between a game machine with a high rental rate and a game machine with a low rental rate. For example, by measuring the play value of a game machine with a high rate slowly and measuring the play value of a game machine with a low rate quickly, a game machine with a counting processing speed that matches the impression can be provided.

[0346] Feature C5. A gaming machine according to Feature C1, characterized in that during counting mode, the number of game values ​​transmitted in one counting communication is changed each time the counting switch is detected as being pressed.

[0347] According to feature C5, the player can adjust the counting processing speed by pressing the counting switch, making it possible to provide a gaming machine that performs counting processing in accordance with the player's wishes.

[0348] <Feature D group> Feature D1. A game value number storage means (a game value counter 153c) for storing the number of game values; A game value lending device communication means (game ball etc. lending device connection terminal board 250) that communicates with the game value lending device (card unit 230); Equipped with The number of game values ​​transmitted from the game value lending device (the (3) lending notice shown in FIG. 6) is received by the game value lending device communication means, and is added to the game value number storage means (the process of adding to the possessed game value counter 153c in S313 shown in FIG. 15), thereby lending the game value; The game value is used for playing by subtracting it from the game value number storage means (the process of subtracting it from the possessed game value counter 153c in S260 described in FIG. 11), The game value is acquired as a result of the game by adding the game value to the game value number storage means (in S507 of FIG. 17, the game value number set in the payout target counter is displayed on the acquired number display unit 37 or added to the possessed game value counter 153c). The number of game values ​​stored in the game value number storage means is transmitted to the game value lending device by the game value lending device communication means (counting process S277 shown in FIG. 14), thereby counting the game values, A gaming machine characterized in that when a communication regarding the lending of gaming value is sent from the gaming value lending device, if the number of gaming values ​​stored in the gaming value number storage means is greater than or equal to a predetermined number (YES in S312 shown in Figure 15), a response refusing the lending of gaming value is sent to the gaming value lending device (a process of setting the lending number receipt result to "abnormal" in S315).

[0349] According to feature D1, it is possible to provide a gaming machine that will refuse to lend out any more game value if there is already enough game value to continue playing. The number of game value is stored electromagnetically in the game value counter, so even if there are many, there are no physical restrictions such as volume, unlike with actual medals. However, not only are a large number of game value, such as several thousand medals, unnecessary for playing, but also, if you try to count them all at once at the end of a game, it takes a long time to count, which is inconvenient. Also, considering the risk of loss due to accidents or electrical malfunctions, it is safer to keep only the necessary number of medals in the gaming machine and transfer the rest to a magnetic card. In this way, it is possible to provide a gaming machine that can perform suitable management of gaming value.

[0350] <Feature Group E> Feature E1. A main control board (main control board 131) that controls the progress of the game, A game value number control board (held game value number display control board 132) for controlling the number of game values; Equipped with The game value number control board is A game value number storage means (a game value counter 143c) for storing the number of game values; A game value lending device communication means (game ball etc. lending device connection terminal board 250) that communicates with the game value lending device (card unit 230); a main control board communication means for communicating with the main control board; Equipped with The number of game values ​​transmitted from the game value lending device ((3) lending notice shown in FIG. 22) is received by the game value lending device communication means, and is added to the game value number storage means (process of adding to the possessed game value counter 143c in S7083 shown in FIG. 31), thereby lending the game value; The game value is used for playing by subtracting it from the game value number storage means (processing in which the game information (for updating the number of possessed game values: number of inserted coins) of the gaming machine information notification (6) described in FIG. 22 is subtracted from the possessed game value counter 143c in S7097 described in FIG. 32), The game value is acquired as a result of the game by adding it to the game value number storage means (the game information (for updating the number of possessed game values: number of payouts) of the gaming machine information notification (6) described in FIG. 22 is added to the possessed game value counter 143c in S7097 described in FIG. 32). The number of game values ​​stored in the game value number storage means is transmitted to the game value lending device by the game value lending device communication means (counting process S7047 shown in FIG. 30), thereby counting the game values, The communication between the game value number control board and the game value lending device is a periodic communication in which the game value number control board controls the timing as a master and repeats a series of communications at regular time intervals (communication between the possessed game value number display control board 132 and the card unit 230 shown in FIG. 22 ). The communication between the game value number control board and the main control board is also periodic communication in which the game value number control board controls the timing as a master and repeats a series of communications at the same time intervals as the communication with the game value lending device (communication between the main control board 131 and the possessed game value number display control board 132 shown in Figure 22. In the main control board communication processing S7029 in the processing of the possessed game value number display control board shown in Figure 32, in S7091 which determines the communication timing, the same game machine information notification timer which is updated in the unit communication processing (S7026) and is used to determine the communication timing is referenced).

[0351] According to the feature E1, in the processing of the game value number control board (held game value number display control board 132), it is possible to prevent the processing timing of the main control board communication processing (S7029) and the unit communication processing (S7026) from overlapping, and it is possible to avoid the failure of the periodic interrupt processing due to the extension of the interrupt processing time at a specific timing. In this way, it is possible to provide a gaming machine that can perform appropriate management of game values.

[0352] Feature E2. Counting switch (counting switch 80), an input port (input port 145) to which an operation signal of the counting switch is input; Equipped with A gaming machine described in feature E1, characterized in that when the game value number control board (owned game value number display control board 132) detects that the counting switch has been pressed based on an operation signal input to the input port, it switches its state to a counting mode in which the number of game values ​​stored in the game value number storage means (owned game value counter 143c) is transmitted to the game value lending device.

[0353] According to feature E2, the processing related to the counting mode when the counting switch is operated is handled by the game value number control board, and as a result, the surplus available in the ROM, RAM, etc. of the main control board that controls the progress of the game can be used to control the game, thereby providing an interesting gaming machine.

[0354] Feature E3. Game value input switch (game value input switch 77-79), An input port (input port 155) into which an operation signal of the game value input switch is input; Equipped with The main control board (main control board 131) receives the number of game values ​​((5) Inventory game value number notification shown in FIG. 22) transmitted from the game value number control board (inventory game value number display control board 132). ) and, when it is detected that the game value input switch has been pressed based on the operation signal input to the input port, determines whether or not to input game value based on the number of game values ​​stored (in the game value input switch processing S209 described in Figure 11, it determines in S256 whether or not the value of the held game value counter is greater than the number of inserted coins).

[0355] According to feature E3, in order to determine whether or not the player can insert the number of game values ​​corresponding to the game value insertion switch operated by the player, if the game value to be inserted is transmitted to a game value number control board equipped with a game value storage means and the board is asked to determine whether or not the insertion is possible, a time lag due to the round-trip communication time would occur, which would take a long time from when the game value insertion switch is operated until the operation is accepted, making the game machine less user-friendly.However, since the game value received in advance is used to determine whether or not the game value can be inserted, there is no need to wait for communication after operating the game value insertion switch, resulting in better response to operations and making the game machine easier to operate.

[0356] <Feature F group> Feature F1. A game value number storage means (a game value counter 153c) for storing the number of game values; A game value lending device communication means (game ball etc. lending device connection terminal board 250) that communicates with the game value lending device (card unit 230); a counting switch (counting switch 80); an input port (input port 158 ​​or input port 148) to which an operation signal of the counting switch is input; Equipped with The number of game values ​​transmitted from the gaming machine value lending device ((3) lending notice in FIG. 6) is received by the communication means, and added to the game value number storage means (process of adding to the possessed game value counter 153c in S313 in FIG. 15), thereby lending out the game value; The game value is used for playing by subtracting it from the game value number storage means (the process of subtracting it from the possessed game value counter 153c in S260 described in FIG. 11), Adding to the gaming value number storage means (at S507 in FIG. 17, The game value set in the counter is displayed on the acquired number display unit 37, or added to the possessed game value counter 153c (a game value payout process) to obtain the game value as a result of the game, The number of game values ​​stored in the game value number storage means is transmitted to the game value lending device by the communication means (counting process S277 shown in FIG. 14), thereby counting the game values. The game value lending device communication means outputs a connection confirmation signal (VL connection confirmation shown in FIG. 40) indicating the connection status of the game value lending device, A gaming machine characterized in that the connection confirmation signal is connected to an enable terminal of the input port, and the input signal of the input port can be blocked in response to the connection signal.

[0357] According to feature F1, control processing can be executed without reading the VL connection confirmation signal by program, which leaves more processing capacity to spare. By allocating this capacity to processing that controls the progress of the game, it is possible to provide a more interesting and entertaining gaming machine.

[0358] Feature F2. A gaming machine described in Feature F1, characterized in that one or more input signals from a counting switch (counting switch 80), a gaming value input switch (gaming value input switches 77-79), a settlement switch (settlement switch 76), a start lever (start lever 71), and a stop switch (stop switches 72-74) are connected as input signals to an input port.

[0359] According to feature F2, when the gaming machine value lending device (card unit 230) is not properly connected, operations related to the start lever, stop switch, gaming value insertion switch, and settlement switch are not accepted, thereby preventing inadvertent changes to the game status or the number of possessed gaming values. Furthermore, since being unable to perform operations midway through a game gives an unnatural impression, by restricting operation of the gaming value insertion switch and allowing operation of the start lever and stop switch, new gaming value cannot be inserted at the end of the game when all reels have stopped, and the progress of the game can be stopped. Furthermore, even if counting operations and loaning of gaming value are not possible, gameplay is possible as long as there is possessed gaming value. In such cases, it is sufficient to restrict operation of only the counting switch. In this way, it is possible to provide a gaming machine that can optimally manage gaming value.

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

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

[0362] <Feature Group G> Feature G1. A game value storage means (a game value counter 153c) for storing a game value; A communication means (a game ball etc. lending device connection terminal board 250) for communicating with the game value lending device (a card unit 230); Equipped with The game value transmitted from the game value lending device (the (3) lending notice shown in FIG. 6) is received by the communication means, and added to the game value storage means (the process of adding to the possessed game value counter 153c in S313 shown in FIG. 15), thereby lending the game value; The game value is used for a game by subtracting it from the game value storage means (the process of subtracting it from the possessed game value counter 153c in S260 described in FIG. 11), The game value is acquired as a result of the game by adding the game value to the game value storage means (in S507 of FIG. 17, the game value set in the payout counter is displayed on the acquired number display unit 37, or added to the possessed game value counter 153c). A gaming machine that counts the gaming value by transmitting the gaming value stored in the gaming value storage means to a gaming value lending device by the communication means (counting process S277 described in FIG. 14), The gaming machine is characterized in that the gaming value lending device is connected to a network and accepts a gaming value lending operation (sends a lending notification (3) shown in Figure 6 or turns on the power supply (VL) of the gaming ball etc. lending device connection terminal board 250) only when a value calculated in a predetermined manner by combining one or more data of the player's gaming amount, loss amount, playing time, and number of games played over a predetermined period of time, which is sent from a higher-level server of the network based on the player's ID number (member ID on a magnetic card), does not exceed a predetermined value.

[0363] According to feature G1, it is possible to prevent players who are so-called addicted from playing games, and to provide a gaming machine that allows players to enjoy playing in moderation. Furthermore, even if a player meets the above-mentioned predetermined conditions, rather than completely prohibiting them from playing, a flexible response may be taken, such as allowing them to play as long as the playing time, gaming amount, number of games played, etc. per day are within predetermined ranges.

[0364] Feature G2. A gaming machine according to Feature G1, characterized in that a host server connected to the network determines whether or not to allow a player to borrow gaming value based on the player's ID number.

[0365] According to feature G2, the upper server makes the decision as to whether or not to lend gaming value, i.e., whether or not to allow the player to play. Therefore, if the decision criteria are to be changed, it is only necessary to change the contents stored in the upper server, and it is possible to flexibly respond to the decision criteria for addiction, which are prone to change depending on social conditions, etc.

[0366] Feature G3. A gaming machine according to Features G1 to G2, characterized in that a player can register, based on the player's ID number, criteria for determining whether or not to allow the player to borrow gaming value, in a higher-level server connected to the network.

[0367] According to feature G3, the player's own opinion can be taken into account when deciding whether to lend gaming value, i.e., when deciding whether to allow the player to play, thereby effectively promoting the elimination of addiction. [Explanation of symbols]

[0368] 10 Slot machines (amusement machines) 71 Start lever 77~79 Game Value Input Switch 80 Counting switch 131 Main control board 132 Holding game value number display control board 153b bet counter (inserted coin number storage means) 153c Holding game value counter 210 Ball loan button (loan instruction means) 230 Card unit (game value lending device) 250 Game ball rental device connection terminal board S208 Counting switch processing S211 Unit communication processing

Claims

1. a game value number storage means for storing the number of game values; a game value lending device communication means for communicating with the game value lending device; Equipped with the number of game values ​​transmitted from the game value lending device is received by the game value lending device communication means, and added to the game value number storage means, thereby lending the game value; The game value is used for a game by subtracting it from the game value number storage means, The game value is acquired as a result of the game by adding the game value to the game value storage means; A gaming machine in which the number of game values ​​stored in the game value number storage means is counted by transmitting the number of game values ​​stored in the game value number storage means to the game value lending device by the game value lending device communication means, A gaming machine characterized in that, in the transmission related to the counting, the number of game values ​​transmitted in one communication is changed according to predetermined conditions.

2. The game value to be transmitted in one counting communication according to the number of game values ​​at the start of counting 2. The gaming machine according to claim 1, wherein the game is performed by determining a game value.

3. The game value transmitted in one counting communication according to the number of counting communications after the start of counting 2. The gaming machine according to claim 1, wherein the number of players is determined.

4. The number of gaming values ​​to be transmitted in one counting communication is determined according to the gaming value lending rate.

2. The gaming machine according to claim 1, wherein:

5. 2. The gaming machine according to claim 1, wherein during the counting mode, the number of game values ​​to be transmitted in one counting communication is changed every time pressing of the counting switch is detected.

Citation Information

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