gaming machines

The gaming machine improves display and notification operations through multiple reels, light-emitting bet mechanisms, and sound outputs, offering enhanced player engagement.

JP2026042926APending Publication Date: 2026-03-11DAITO GIKEN CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-01-07
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

Existing gaming machines lack distinctive display and notification operations.

Method used

The gaming machine incorporates multiple reels with symbol types, a bet operating mechanism with a light-emitting means, start and stop operations, a prize determination system, game value awarding, counting, and game control mechanisms that allow for unique display and notification features, including light emission and sound output during game states.

Benefits of technology

Enhances the gaming experience with distinctive display and notification operations, providing players with engaging and informative game progress updates.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a gaming machine having distinctive display and notification operations. [Solution] A gaming machine has a first display and a second display that are updated and displayed when game value is acquired, and when the game is stopped while the first display and the second display are displayed, the display of the first display is terminated even while it is being updated, but the display of the second display is not terminated, and it is possible to execute bet processing of game value based on operation of a bet operation means even while the updated display of the first display is being displayed, and it has a light-emitting means that is capable of emitting light while the updated display of the first display is being displayed, but does not emit light while the updated display of the first display is being displayed when the game is stopped, and it does not terminate output of the first sound even when it starts executing the first notification that notifies the player that the game has been stopped while the first sound is being output based on winning a certain role.
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine) or a slot machine. [Background technology]

[0002] BACKGROUND ART Conventionally, some gaming machines perform various displays and notifications regarding games (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-58762 Summary of the Invention [Problem to be solved by the invention]

[0004] In gaming machines such as those described above, there is room for improvement in the display and notification operations.

[0005] The present invention aims to provide a gaming machine having distinctive display and notification operations. [Means for solving the problem]

[0006] In order to solve the above problems, the gaming machine of the present invention has: a plurality of reels on which a plurality of types of symbols are applied and which are driven to rotate; a bet operating means having a light emitting means; start operation means for executing a start operation to instruct the start of rotation of the plurality of reels; a plurality of stop operation means capable of executing stop operations for individually stopping the rotation of the plurality of reels; A prize determination means for determining whether a prize has been won; a game value awarding means for awarding game value in accordance with the winning determination; counting means for updating a count value relating to a gaming value; a game control means for controlling game progress; A gaming machine equipped with The game control means is a means capable of bringing the game into a game stop state in which the game cannot proceed based on the count value reaching a predetermined value, There is a first display which is a value related to a gaming value, and a second display which is a value related to a gaming value, When a game value is acquired, the first display undergoes an update display to display the updated value, When the game value is acquired, the second display is updated to show the updated value, When the game is stopped while the first display and the second display are being displayed, the display of the first display is terminated even if the display is being updated, but the display of the second display is not terminated, A betting process of a gaming value based on the operation of the betting operation means can be executed even during the display of the updated display of the first display, The light emitting means is capable of emitting light while displaying the update display of the first display, but is a means that does not emit light while displaying the update display of the first display when the game is stopped, In the game stop state, a first notification can be executed to notify that the game stop state has been reached, A first sound can be output based on a winning combination; Even if the execution of the first notification is started during the output of the first sound, the output of the first sound is not terminated. It is characterized by: [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a gaming machine having distinctive display and notification operations. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a perspective view of the appearance of the slot machine 100 and the lending machine 700 as seen from the front side (player side). [Figure 2]FIG. 2 is a circuit block diagram of a control unit. [Figure 3] 10A and 10B are diagrams illustrating examples of connections between each board and each unit. [Figure 4] 4 is a diagram showing an example in which a relay board is provided between the main control board 300B shown in FIG. 3 and the reel unit 109 also shown in FIG. [Figure 5] FIG. 2 is a configuration diagram of a gaming system including the slot machine 100 and the lending machine 700 shown in FIG. [Figure 6] This is a table summarizing gaming machine status information, gaming machine performance information, and gaming machine installation information. [Figure 7] 10 is a diagram showing a communication sequence when a game control state command is sent from the game control unit 302 to the medal count control unit 350. FIG. [Figure 8] A diagram showing details of communication between the medal count control unit 350 and the lending machine 700. [Figure 9] (a) is a diagram showing details of the hall control and fraud monitoring information, and (b) is a list of error codes. [Figure 10] 10 is a table showing game control state commands. [Figure 11] 10 is a table showing medal count control state commands. [Figure 12] 10 is a diagram showing a communication sequence when a game control priority command is sent from the game control unit 302 to the medal count control unit 350. FIG. [Figure 13] 10A is a diagram showing details of the game control priority command, and FIG. 10B is a diagram showing details of the response command returned from the medal count control unit 350 to the game control unit 302. FIG. [Figure 14] 10 is a diagram showing a communication sequence when a game control priority command 2 is transmitted from the game control unit 302 to the medal count control unit 350. FIG. [Figure 15] 10 is a flowchart showing the flow of a game control unit main process. [Figure 16] 16 is a flowchart of a medal insertion / start lever reception process (step S102) in FIG. 15. [Figure 17]17 is a flowchart of processing during medal insertion (step S1011) in FIG. [Figure 18] 18 is a flowchart of the settlement button process (step S1102) in FIG. 17. [Figure 19] 22. This is a flowchart of the process of transmitting change information to the medal count control unit (steps S1111, S1205, and S1605) in FIGS. [Figure 20] 20 is a flowchart of triple command transmission processing (step S1307) in FIG. 19. [Figure 21] 21 is a flowchart of the process of sending a priority command to the medal count control unit (steps S1014, S1403, S1406, and step S1409) in FIGS. [Figure 22] 16 is a flowchart of the medal awarding process (step S109) in FIG. [Figure 23] 10 is a flowchart showing the flow of a game control unit timer interrupt process. [Figure 24] 24 is a flowchart of a disconnection determination process, which is one of the error monitoring processes (step S203) in FIG. 23. [Figure 25] 24 is a flowchart of the medal count control command reception process (step S206) in FIG. 23. [Figure 26] 24 is a flowchart of the game control command transmission process (step S207) in FIG. 23. [Figure 27] 10 is a flowchart showing the flow of a medal count control unit main process. [Figure 28] 28 is a flowchart of RAM abnormality determination processing (step S302) in FIG. 27. [Figure 29] 10 is a table showing the target range of RAM clear processing. [Figure 30] 29 is a flowchart of the error request setting process (step S3022) in FIG. 28 etc. [Figure 31] 28 is a flowchart of the preparation process (step S303) in FIG. 27. [Figure 32] 28 is a flowchart of the gaming machine information notification transmission process (step S304) in FIG. 27. [Figure 33] 33 is a flowchart of the gaming machine information type acquisition process (step S3305) in FIG. [Figure 34] 28 is a flowchart of the counting notification transmission process (step S305) in FIG. 27. [Figure 35] 28 is a flowchart of the lending notification reception confirmation process (step S306) in FIG. 27. [Figure 36] 28 is a flowchart of loan acceptance result response transmission processing (step S308) in FIG. 27. [Figure 37] 10 is a flowchart showing the flow of medal count control unit timer interrupt processing. [Figure 38] 38 is a flowchart of the lending notification receiving process (step S404) in FIG. 37. [Figure 39] 39 is a flowchart of the lending number determination process (step S4004) in FIG. 38. [Figure 40] 38 is a flowchart of the process of updating the number of sheets to be counted (step S405) in FIG. 37. [Figure 41] 38 is a flowchart of the game control unit command receiving process (step S406) in FIG. [Figure 42] 42 is a flowchart of the game control state command receiving process (step S4304) in FIG. [Figure 43] 42 is a flowchart (first half) of the game control priority command receiving process (step S4305) in FIG. [Figure 44] 42 is a flowchart (second half) of the game control priority command receiving process (step S4305) in FIG. [Figure 45] 45 is a flowchart of the input command reception process (step S4517) in FIG. 44. [Figure 46] 45 is a flowchart of the settlement command reception process (step S4519) in FIG. 44. [Figure 47] 45 is a flowchart of a start lever acceptance command reception process (step S4521) in FIG. 44. [Figure 48] 47 and 49. FIG. 49 is a flowchart of the game information setting process (steps S4806, S4A19). [Figure 49] 45 is a flowchart of the payout command reception process (step S4523) in FIG. 44. [Figure 50] 49. FIG. 50 is a flowchart of the game medal number overflow confirmation process (step S4A11) in FIG. [Figure 51] 45 is a flowchart of an error occurrence command reception process (step S4524) in FIG. 44. [Figure 52] 38 is a flowchart of the error monitoring process (step S407) in FIG. 37. [Figure 53] 38 is a flowchart of the medal count control command transmission process (step S408) to the game control unit in FIG. [Figure 54] 38 is a flowchart of the display device display process (step S409) in FIG. 37. [Figure 55] 18 is a flowchart showing a modified example of the medal insertion process of FIG. 17. [Figure 56] 21 is a flowchart showing a modified example of the triple-command transmission process of FIG. 20. [Figure 57] 46 is a flowchart showing a modified example of the input command reception process of FIG. 45. [Figure 58] 41 is a flowchart showing a modified example of the scheduled count number update process of FIG. 40. [Figure 59] 41 is a flowchart showing a modified example of the scheduled count number update process of FIG. 40. [Figure 60](a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400, and (d) is a flowchart of the command processing (step S307) in (a). [Figure 61] (a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 62] FIG. 10 is a diagram showing a first example in which the count button 171 is operated. [Figure 63] 10 is a timing chart showing a first example of a presentation when counting is being performed. [Figure 64] 10 is a timing chart showing an example in which a bet operation has been performed before the count button 171 is operated and the number of bets is not 0. [Figure 65] 10 is a timing chart showing an example of a counting end effect. [Figure 66] 10 is a timing chart showing an example of a case where the settlement button 134 is operated. [Figure 67] FIG. 10 is a diagram showing an example in which the number of counted sheets increases as the operation time of the count button 171 becomes longer. [Figure 68] (a) is a timing chart showing an example of a continuation of the example shown in Figure 67(c), and (b) is a timing chart showing an example of the case in which a power outage occurs when the number of sheets to be counted is set to 30 in the example shown in Figure 67(c), and then power is restored. [Figure 69] 60 is a timing chart showing an example in which the expected count number update process of FIG. 59 is adopted. [Figure 70](a) is a timing chart showing an example in which automatic counting ends when the value of the "number of game medals" stored in RAM 358 reaches a certain value, and (b) is a timing chart showing an example in which power is interrupted during automatic counting and then restored. [Figure 71] FIG. 10 is a diagram showing an example of a display indicating that automatic counting is in progress. [Figure 72] FIG. 10 is a diagram showing an example of a sound output indicating that automatic counting is in progress. [Figure 73] 10 is a timing chart showing an example of a case where power is interrupted before 0.5 seconds, which is the determination time for a long press operation, has elapsed after the start of operation of the count button 171. [Figure 74] 74 is a timing chart showing a modification of the example shown in FIG. 73. [Figure 75] 74 is a timing chart showing another modified example of the example shown in FIG. 73. [Figure 76] 10A is a diagram showing an example of a change display (subtraction) on the game medal count display device 170, and FIG. 10B is a diagram showing an example of a change display (addition) on the game medal count display device 170. FIG. [Figure 77] 10A and 10B are diagrams showing other examples of change display in the game medal count display device 170. [Figure 78] 13 is a diagram showing an example in which the "number of game medals played" stored in the RAM 358 is displayed not only on the game medal number display device 170 but also on the effect image display device 157. FIG. [Figure 79] FIG. 79 is a diagram showing a modified example of the example shown in FIG. 78. [Figure 80] FIG. 79 is a diagram showing another example that is completely different from the example shown in FIG. 78. [Figure 81] 10A is a timing chart showing a case where a dispense is attempted in excess of the dispensing threshold, and FIG. 10B is a diagram showing another example of an over-upper-limit error notification. [Figure 82] 10A is a timing chart showing a case where a dispense is about to be made when the amount exceeds the second threshold for dispensing, and FIG. 10B is a diagram showing another example of a notification that the upper limit is approaching. [Figure 83]10A and 10B are diagrams illustrating an example in which a highly urgent error notification overlaps with a notification prompting counting. [Figure 84] 10A is a diagram showing an example in which the notification prompting counting continues even after transitioning to the demonstration display, and FIG. 10B is a diagram showing an example of the notification after the count button 171 is operated during the demonstration. [Figure 85] (a) is a diagram showing an example of a notification when the "number of game medals" exceeds a certain specified number, such as a payout threshold or a second payout threshold, and then falls below that specified number, and (b) is a diagram showing an example of a notification that prompts counting when the "number of game medals" exceeds the second payout threshold over multiple games. [Figure 86] (a) is a diagram showing an example of a notification prompting the player to count each time the "number of game medals" increases by a predetermined number, (b) is a diagram showing an example of a case where the counting button 171 is operated in a state advantageous to the player, and (c) is a diagram showing an example of a case where the counting button 171 is operated in a state disadvantageous to the player. [Figure 87] (a) is a diagram showing a modified example of the example shown in Figure 86(b), (b) is a diagram showing an example in which counting that was forcibly terminated is restarted, and (c) is an example of the modified example described using (a) and (b) when the player is in a disadvantageous state (for example, a normal state). [Figure 88] This is a timing chart showing an example of when the VL signal from the rental machine 700 is turned off. [Figure 89] FIG. 10 is a diagram showing a second modified example in which the operation differs depending on whether the "number of game medals" is less than a certain threshold value. [Figure 90] 10 is a timing chart showing another example of when the VL signal from the rental device 700 is turned off. [Figure 91] FIG. 10 is a diagram showing the change in the number of game medals when the count button 171 is pressed and held. [Figure 92] FIG. 10 is a diagram showing an example of effects executed according to the number of game medals. [Figure 93] A figure showing an example of a presentation executed depending on the number of medals acquired in the AT state. [Figure 94]FIG. 10 is a diagram showing an example of the operation when an overflow of the number of game medals occurs. [Figure 95] FIG. 10 is a diagram showing an example of the operation when a medal count control wire break error (error code E0) occurs. [Figure 96] This is a diagram showing an example of the operation when an error in which the number of game medals exceeds the upper limit and an error in which the medal number control is disconnected (error code E0) occur simultaneously. [Figure 97] A diagram showing an example of operation when a medal count control unit wire break error occurs. [Figure 98] 10A and 10B are diagrams illustrating an example of an operation in which, when a counting sound is output in response to a counting process, an output permission period for the sound is set. [Figure 99] FIG. 98(b) shows the state of the slot machine 100 during the operation of FIG. 98(a). [Figure 100] FIG. 98(b) shows the state of the slot machine 100 during the operation shown in FIG. 98(b). [Figure 101] FIG. 2 is a diagram illustrating an example of a communication cycle between each control unit and the device. [Figure 102] 28 is a flowchart showing an example of counting notification transmission processing (step S305) in the medal count control unit main processing of FIG. 27. [Figure 103] 60(a) is a flowchart showing an example of sound control processing (step S511) in the main processing of the first sub-control unit 400. FIG. [Figure 104] FIG. 104 is a diagram showing an example of counting sounds set in the processing of FIG. 103. [Figure 105] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 106] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 107] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 108] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 109] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 110]FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 111] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 112] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 113] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 114] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 115] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 116] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 117] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 118] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 119] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 120] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 121] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 122] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 123] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 124] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 125] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 126] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 127] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 128] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 129] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 130] FIG. 105 is a diagram showing an example of an operation based on FIGS. 101 to 104. [Figure 131] This figure shows an example of the operation when no bet operation or start lever operation is made when the count-up display is being executed in the AT gaming state. [Figure 132] A figure showing an example of the operation when a bet operation is performed while a count-up display is being executed in the AT gaming state. [Figure 133] This figure shows an example of the operation when a bet operation and a lever operation are performed while a count-up display is being executed in the AT gaming state. [Figure 134] This figure shows an example of the operation that occurs when power is interrupted and restored while a count-up display is being executed in the AT game mode. [Figure 135] A figure showing an example of the operation when the complete function is activated during AT gaming. [Figure 136] FIG. 10 is a diagram showing an example of an operation when a reel effect is executed. [Figure 137] FIG. 10 is a diagram showing an example of the operation from an internal win of a bonus to transition to a bonus state. [Figure 138] FIG. 10 is a diagram showing an example of the operation from an internal win of a bonus to transition to a bonus state. [Figure 139] FIG. 10 is a diagram showing an example of the operation when a demo screen is displayed from the bonus type selection display. [Figure 140] FIG. 10 is a diagram showing an example of the operation when a demo screen is displayed from the bonus type selection display. [Figure 141] FIG. 10 is a diagram showing an example of the operation when a bonus type selection display is displayed. [Figure 142] FIG. 10 is a diagram showing an example of the operation when a demo screen is displayed from the bonus type selection display. [Figure 143] FIG. 10 is a diagram showing an example of the operation when a menu screen is displayed from the bonus type selection display. [Figure 144] FIG. 10 is a diagram showing an example of operation during a simulated game. [Figure 145] 10A and 10B are diagrams showing an example of the operation when the number of game medals is 0, and an example of the operation when a replay is won. [Figure 146] This is a diagram showing the flow from starting a game to transitioning to an AT game state and ending the AT game state. [Figure 147] This is a diagram showing the flow of operations when the complete function is activated during AT gaming. [Figure 148] This is a diagram showing the flow of operations when the complete function is activated during AT gaming. [Figure 149] (a) and (b) are figures showing an example of a menu display being executed when the complete function is activated, and (c) and (d) are figures showing an example of displaying the remaining number of coins to be acquired until the complete function is activated using a range of 100 coins. [Figure 150] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 151] 1A is a front view showing the slot machine 100 with the front door 102 open. FIG. 1B is a front view showing an example of a main board display 190. FIG. 1C is a front view showing an example of an LED-compatible sticker 192. [Figure 152] 1 is a circuit block diagram of a control unit. [Figure 153] (a) is a diagram showing the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a flat layout. (b) is a diagram showing the types of winning combinations (including activated combinations), the symbol combinations corresponding to each winning combination, and the activation or payout of each winning combination. [Fig. 154] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 155] 10 is a flowchart showing the flow of an initial setting process. [Figure 156] 10 is a flowchart showing the flow of a setting change process. [Figure 157] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 158] 10 is a flowchart showing the flow of a device monitoring process. [Figure 159] (a) A diagram showing the control status of each button when the power is turned on. (b) A diagram showing the control status of each button when the power is turned on (error detection state). (c) A diagram showing the control status of each button when the power is turned on with a setting change. [Figure 160] 10A and 10B are diagrams showing an example of the control status of each button when the setting change state is ended, respectively, and FIG. 10B is a diagram showing an example of the control status of each button when the setting check state is ended. [Figure 161] (a) is a diagram showing an example of control when valid buttons (second operating means) are simultaneously operated when the power is turned on. (b) is a diagram showing an example of control when valid buttons (second operating means) are simultaneously operated when the power is turned on (in an error detection state). [Figure 162] 10A to 10C are diagrams showing an example of control states of other buttons when each button is operated. [Figure 163] (a) is a diagram showing the timeline of the process from when a power outage occurs until power is restored when the MAX BET button 132 is pressed. (b) is a diagram showing the timeline of the process from when a power outage occurs until power is restored when the start lever 135 is pressed. [Fig. 164] (a) is a diagram showing in chronological order the flow from when the setting key SW is ON, the front door 102 is closed, and the third stop operation of the stop buttons 137 to 139 is being performed, to when the front door 102 is opened and the third stop operation of the stop buttons 137 to 139 is no longer being performed. (b) is a diagram showing in chronological order the flow from when the setting key SW is ON, the front door 102 is closed, and the third stop operation of the stop buttons 137 to 139 is being performed, to when the front door 102 is opened and the power is restored in the third stop operation state. [Figure 165] (a) is a diagram showing in chronological order the flow from when a power outage occurs while the reel 112 is rotating to when power is restored by pressing the stop button 139. (b) is a diagram showing in chronological order the flow from when a power outage occurs while the reels 110 to 112 are stopped in the first stop mode to when power is restored by pressing the stop button 139. [Figure 166] (a) is a diagram showing in chronological order the flow from when a power outage occurs in an error detection state until power is restored when the reset button 243 is pressed. (b) is a diagram showing in chronological order the flow of powering on with a transition to a setting changeable state when the reset button 243 is pressed. [Figure 167] (a) A diagram showing the control state (variant) of each button when the power is turned on, which corresponds to Figure 159(a). (b) A diagram showing the control state (variant) of each button when the power is turned on (error detection state), which corresponds to Figure 159(b). (c) A diagram showing the control state (variant) of each button when the power is turned on with a setting change, which corresponds to Figure 159(c). [Figure 168] (a) is a diagram showing an example of the control status of each button when the setting change state ends, and corresponds to Fig. 160(a); (b) is a diagram showing an example of the control status of each button when the setting confirmation state ends, and corresponds to Fig. 160(b); [Figure 169] 10A and 10B are diagrams showing another example of control when valid buttons are simultaneously operated when the power is turned on, respectively. [Figure 170] 10A to 10C are diagrams showing modified examples of the control states of other buttons when each button is operated. [Figure 171] 10A is a diagram showing an example of control over the effect button 156 and control over the volume button 193a in chronological order. FIG. 10B is a diagram showing another example of control over the effect button 156 and control over the volume button 193a in chronological order. [Fig. 172] FIG. 10 is a perspective view of the appearance of a slot machine 1100 and a lending machine 1700 according to a modified example, as viewed from the front side (player side). [Figure 173] FIG. 11 is a circuit block diagram of a control unit of a slot machine 1100 according to a modified example. [Fig. 174](a) A diagram showing the control state of the count button and the game medal count clear button when the power is turned on. (b) A diagram showing the control state of the count button and the game medal count clear button when the setting change state ends. (c) A diagram showing the control state of the count button and the game medal count clear button when the setting confirmation state ends. (d) A diagram showing an example of control when the count button and the game medal count clear button are operated simultaneously. (e) A diagram showing an example of the control state of the game medal count clear button when the count button is operated. (f) A diagram showing an example of the control state of the count button when the game medal count clear button is operated. [Figure 175] (a) A diagram showing the maximum protruding height of the operation surface of each button, extracted from the front view of the slot machine 100. (b) A diagram showing the area of ​​the operation surface of each button, extracted from the front view of the slot machine 100. [Figure 176] (a) A diagram showing the control state of each button when the power is turned on with the door closed (Variant 2), which corresponds to Figure 167(a). (b) A diagram showing the control state of each button when the power is turned on with the door open (Variant 2), which corresponds to Figure 167(a). (c) A diagram showing the control state of each button when the power is turned on (error detection state) (Variant 2), which corresponds to Figure 167(b). [Figure 177] (a) A diagram showing the control status of each button when power is turned on with a setting change (variation 2), which corresponds to Figure 167(c). (b) A diagram showing the control status of each button when the setting change state ends (variation 2), which corresponds to Figure 168(a). (c) A diagram showing the control status of each button when the setting confirmation state ends (variation 2), which corresponds to Figure 168(b). [Figure 178] (a) A diagram showing a modified example of control when valid buttons are operated simultaneously when the power is turned on, which corresponds to Fig. 169(a). (b) A diagram showing a modified example of control when valid buttons are operated simultaneously when the power is turned on (error detection state). [Figure 179](a) is a diagram showing in chronological order the flow from when a power outage occurs with the front door 102 closed (door closed state) until power is restored when the OK button 193b is pressed. (b) is a diagram showing in chronological order the flow from when a power outage occurs with the front door 102 open (door open state) until power is restored when the OK button 193b is pressed. [Figure 180] (a) A diagram showing the timeline of the process from when a power outage occurs while the stop button 139 and the OK button 193b are not operated to when power is restored while the stop button 139 and the OK button 193b are operated simultaneously (pressed simultaneously). [Figure 181] 10A and 10B are diagrams showing an example of a display when a medal clearing operation is performed while the door is open, respectively. [Figure 182] 10A is a diagram showing another example of the display when a medal clearing operation is performed when the door is open, and FIG. 10B is a diagram showing another example of the display when a medal clearing operation is performed when the door is closed. [Figure 183] 10A is a diagram showing an example of a display when a setting key is operated with the door open, and FIG. 10B is a diagram showing another example of a display when a setting key is operated with the door closed. [Figure 184] 10A and 10B are diagrams showing an example of a display when the clear button and the setting key are simultaneously operated while the door is open and closed, respectively. [Figure 185] FIG. 10 is a diagram showing an example of the connection of circuit boards inside the gaming machine. [Figure 186] 10A is a diagram showing the flow of operations when the harness is normally connected, and FIGS. 10B and 10C are diagrams showing an example of operations when the lever unit harness HA1 is disconnected. [Figure 187] 10A and 10B are diagrams illustrating an example of an operation when the lever unit harness HA1 is disconnected. [Figure 188] 10 is a diagram showing an example of an operation when a harness HB1 connecting a main control board 300B and a relay board RB1 is disconnected. FIG. [Figure 189]10A and 10B are diagrams showing an example of the operation when the lever unit harness HA1, the stop button unit harness HA2, and the bet button unit harness HA3 are each disconnected. [Figure 190] 10A and 10B are diagrams illustrating an example of an operation when the menu button unit harness HC1 is disconnected and reconnected. [Figure 191] FIG. 10 is a diagram illustrating an example of wiring of a menu button unit. [Figure 192] 10A and 10B are diagrams illustrating an example of the operation when a harness connecting a main control board and a sub-control board is disconnected and reconnected. [Figure 193] FIG. 10 is a diagram showing the flow of operations in a normal game. [Figure 194] 10A and 10B are diagrams illustrating an example of an operation according to the elapsed time from a lever operation. [Figure 195] 10A and 10B are diagrams showing an example of an operation when an abnormality occurs in the reel after a lever operation. [Figure 196] 10A and 10B are diagrams showing an example of an operation when an abnormality occurs in the reel after a lever operation. [Figure 197] 10A and 10B are diagrams illustrating an example of an operation when an abnormality occurs in the stop button unit after a lever operation. [Figure 198] 10A and 10B are diagrams illustrating an example of an operation when an abnormality occurs in the stop button unit after a lever operation. [Figure 199] FIG. 10 is a diagram showing an example of an operation when a reel effect is executed. [Figure 200] FIG. 10 is a diagram showing an example of the operation when a simulated game is executed. [Figure 201] FIG. 10 is a diagram showing an example of the operation when a simulated game is executed. [Figure 202] FIG. 10 is a diagram showing an example of the operation when a power outage occurs and is restored during play. [Figure 203] FIG. 10 is a diagram showing an example of the flow of operations when an abnormality occurs while a game is not being played. [Figure 204] FIG. 10 is a diagram showing an example of the flow of operations when an abnormality occurs while a game is not being played. [Figure 205]10A is a diagram showing an example of the operation of restoring power when the lever unit harness HA1 is disconnected, and FIG. 10B is a diagram showing an example of the operation of restoring power when the bet button unit harness HA3 is disconnected. [Figure 206] 10A and 10B are diagrams illustrating an example of control when the stop button unit harness HA2 is disconnected and reconnected. [Figure 207] 10A and 10B are diagrams illustrating an example of control when the stop button unit harness HA2 is disconnected during power interruption during a third stop operation (a) and (b) respectively. [Figure 208] (a) is a diagram showing a time series of the flow of the normal setting change mode, and (b) is a diagram showing a time series of the flow of the normal setting confirmation mode. [Figure 209] (a) A diagram showing in chronological order an example of a game being ready to play when the front door 102 is closed in the setting confirmation mode. (b) A diagram showing in chronological order an example of maintaining the setting confirmation mode when the front door 102 is closed in the setting confirmation mode. (c) A diagram showing an example of the control state of the game medal count clear button when the count button is operated. (d) A diagram showing an example of the control state of the count button when the game medal count clear button is operated. [Figure 210] 10 is a diagram showing an example of control in time series when a setting change operation (Example 1) is performed with the door closed. FIG. [Figure 211] FIG. 10 is a time-series diagram illustrating an example of control when a setting change operation (Example 2) is performed with the door closed. [Figure 212] FIG. 10 is a time-series diagram illustrating an example of control when a setting change operation (third embodiment) is performed with the door closed. [Figure 213] FIG. 10 is a time-series diagram illustrating an example of control when a setting change operation (Example 4) is performed with the door closed. [Figure 214] FIG. 10 is a time-series diagram illustrating an example of control when a setting change operation (Example 5) is performed with the door closed. [Figure 215]FIG. 1 is a side view showing the slot machine 100 with the front door 102 in a closed state. [Figure 216] (a) is a diagram showing the lock body 1401A from the side of the slot machine 100 when the lock mechanism 1401 is in the unlocked state, (b) is a diagram showing the lock body 1401A of (a) from the back side of the slot machine 100, and (c) is a diagram showing the lock body 1401A from the side of the slot machine 100 when the lock mechanism 1401 is in the locked state. [Figure 217] 14(a) to 14(d) are diagrams showing the operation of the lock main body 1401A and the locked shaft 1401B. [Figure 218] (a) is a side view showing the state in which the setting key SK is inserted into the lock body 1401A, (b) is a side view showing the setting key SK in (a) in solid lines, (c) is a view of the lock body 1401A in (a) from the rear side, (d) is a diagram showing the state in which the locked shaft 1401B cannot enter along the entry path 1404ER, and (e) is a diagram showing the state in which the locked shaft 1401B cannot enter along the entry path 1404ER. [Figure 219] (a) is a side view showing the state in which the setting key SK is inserted into the lock body 1401A with the locking portion 1402 accommodated in the accommodating portion 1404, (b) is a side view showing the setting key SK in (a) in solid lines, (c) is a view of the lock body 1401A in (a) from the rear side, (d) is a diagram showing the state in which the locked shaft 1401B cannot enter along the entry path 1404ER, and (e) is a diagram showing the state in which the locked shaft 1401B cannot enter along the entry path 1404ER. [Figure 220](a) shows an example where the door key was operated from the state of Fig. 219(d), but the locking portion 1402 and the setting key SK did not move. (b) is a diagram showing an example where the locking portion 1402 moved and the game medal MD did not move when the door key was operated from the state of Fig. 219(e). (c) to (f) are diagrams showing that a metal piece for maintaining the unlocked state is inserted obliquely from the outside of the inner wall 1404WA forming the slit 1401SL, and the tip of the metal piece is pressed against the locking portion 1402. [Figure 221] It is a diagram showing the locking portion 1402 provided with the convex portion 1402PR. [Figure 222] It is a diagram showing a configuration in which a plurality of locking mechanisms 1401 are provided. [Figure 223] (a) to (d) are diagrams showing an example of the positional relationship between the wiring pattern on the substrate and the seal attached to the substrate. [Figure 224] (a) to (b) are diagrams showing an example of the positional relationship between the wiring pattern on the substrate and the seal attached to the substrate. [Figure 225] (a) is a diagram showing an example where a silk print SP indicating the attachment positions of the four corners of the seal is applied to the configuration of Fig. 223(c). (b) is a diagram showing an example where a silk print SP indicating the attachment positions of the upper right and lower left corners of the seal is applied to the configuration of Fig. 223(c). [Figure 226] (a) is a diagram showing an example where the seal ST1 (upward) attached to the substrate A and the seal ST2 (rightward) attached to the substrate B are different with respect to the reference direction. (b) is a diagram showing an example where the seal ST1 (upward) attached to the substrate A and the seal ST3 (downward) attached to the case of this substrate A are different with respect to the reference direction. [Figure 227] It is a diagram showing an example where the two-dimensional code QRA1 (upward) of the substrate A and the two-dimensional code QRB1 (downward) of the substrate B are different with respect to the reference direction. [Figure 228] It is a diagram showing an example where the two-dimensional code QRA1 (upward) of the substrate A and the two-dimensional code QRB1 (downward) of the substrate B are different with respect to the reference direction. [Figure 229]2 is a diagram illustrating an example of a power supply module PM. FIG. [Figure 230] 10A is a view of the lower surface BT as seen from below, FIG. 10B is a view showing a cross section taken along line AA in FIG. 10A, and FIG. 10C is a view showing a cross section taken along line BB in FIG. [Figure 231] FIG. 2 is a diagram illustrating an example of a power supply board PW. [Figure 232] (a) is a view looking rearward from the cross section taken along line AA in Figure 231, and (b) is a view looking frontward of the power supply board PW with the cover CA1 attached to the power supply board PW. [Figure 233] (a) is a view looking forward from the cross section taken along line BB in Figure 231, and (b) is a view looking from the rear of the power supply board PW with the cover CA1 attached to it. [Figure 234] 231, (a) is a diagram of the power supply board PW as viewed from below, and (b) is a diagram of the power supply board PW as viewed from below with the cover CA1 attached to the power supply board PW. [Figure 235] 232 is a diagram showing the state in which the cover CA1 is attached to the power supply board PW of FIG. 231. [Figure 236] 10A is a schematic diagram showing an example of the configuration of a substrate and a substrate case, and FIG. 10B is a schematic diagram showing a configuration in which a caulking CL is provided in an unmounted land area NA. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, a slot machine according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings.

[0010] <Basic embodiment> Hereinafter, a slot machine according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings. Note that this embodiment employs a so-called medal-less configuration in which information equivalent to the number of real medals (virtual medal count) is used instead of actual medals, and in the following description, this information will be referred to as the "number of medals."

[0011] The slot machine described below is a gaming machine in which a predetermined number of gaming medals are inserted, and multiple reels each decorated with multiple types of symbols begin to spin when a predetermined rotation start command is received, and based on the reception of the rotation start command, a lottery is held to determine whether multiple types of internal winning combinations have been won, and each of the multiple reels stops spinning individually when a predetermined rotation stop command is received, and if the conditions determined by the combination of symbols when the multiple reels stop based on the result of the lottery match the predetermined payout conditions, a process to pay out the number of gaming medals is executed and the game ends, but if they do not match, the process to pay out the number of gaming medals is not executed and the game ends.

[0012] First, the basic configuration of the slot machine 100 and the basic configuration of the lending machine 700 will be described with reference to Figure 1. Figure 1 is an external perspective view of the slot machine 100 and the lending machine 700 as viewed from the front side (player side).

[0013] The slot machine 100 shown in Fig. 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front side of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.

[0014] In this embodiment, an appropriate number of symbols are printed at equal intervals on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110 to 112. When viewed by a player, the symbols on the reels 110 to 112 are displayed in approximately three rows vertically through a display window 113, making a total of nine symbols visible. The symbol displayed on the top row of the left reel 110 is called the left reel top symbol, the symbol displayed on the middle row of the left reel 110 is called the left reel middle symbol, the symbol displayed on the bottom row of the left reel 110 is called the left reel bottom symbol, the symbol displayed on the top row of the middle reel 111 is called the middle reel top symbol, the symbol displayed on the middle row of the left reel 111 is called the middle reel middle symbol, the symbol displayed on the bottom row of the middle reel 111 is called the middle reel bottom symbol, the symbol displayed on the top row of the right reel 112 is called the right reel top symbol, the symbol displayed on the middle row of the right reel 112 is called the right reel middle symbol, and the symbol displayed on the bottom row of the right reel 112 is called the right reel bottom symbol. Each symbol on each of the reels 110 to 112 is displayed vertically, three on each of the reels 110 to 112, for a total of nine symbols. By spinning each of the reels 110 to 112, the combination of symbols seen by the player changes. In other words, each of the reels 110 to 112 functions as a display device that variably displays a variety of combinations of symbols. Note that, in addition to reels, electronic image display devices such as liquid crystal display devices can also be used as such a display device. Furthermore, although the slot machine 100 shown in FIG. 1 has three reels located inside the center of the slot machine 100, the number of reels and their installation positions are not limited to this.

[0015] A backlight (not shown) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol can be evenly illuminated. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of the optical sensor, and the reels 110 to 112 are stopped so that the desired symbol appears on the pay line.

[0016] The payline indicator lamp 120 indicates the active paylines. A payline is a line that determines whether a symbol combination corresponding to a winning combination is displayed. The active paylines are predetermined based on the number of medals bet as gaming media. There are five paylines. For example, if one medal is bet, the middle horizontal payline is active. If two medals are bet, the upper horizontal payline and the lower horizontal payline are active, resulting in three active paylines. If three medals are bet, the lower right-hand side payline and the upper right-hand side payline are active, resulting in five active paylines. The number of paylines is not limited to five. For example, if one medal is bet, the five active paylines may be the middle horizontal payline, the upper horizontal payline, the lower horizontal payline, the lower right-hand side payline, and the upper right-hand side payline. Hereinafter, the active paylines may be referred to as active lines.

[0017] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (for example, a bonus combination or a special combination) has been internally won in an internal lottery described below, or that this internal winning state has been carried over. The medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is necessary) if a replay combination, which is one of the winning combinations, was won in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.

[0018] The bet button 130 or 132 is a button for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In the slot machine 100 shown in FIG. 1, each press of the bet button 130 inserts one medal. Pressing the button once inserts one medal, pressing it once again inserts one additional medal (a total of two medals), and pressing it once again inserts one additional medal (a total of three medals). Pressing the bet button 132 inserts three medals. Hereinafter, the bet button 130 may be referred to as the "1-coin bet button," and the bet button 132 may be referred to as the "MAX bet button." The game medal insertion lamps 129 light up a number of lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that a game can be started.

[0019] The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during a bonus game) as numerical values. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination. Note that hereinafter, the expression "given to the player" may also be used to mean the same thing as "paid out to the player." The game information display 126 and the payout number display 127 are configured as 7-segment (SEG) displays.

[0020] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. In other words, when the bet button 130 or 132 is operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called the operation to start a game.

[0021] The stop button unit 136 is provided with stop buttons 137 to 139, each consisting of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started spinning by operating the start lever 135, and are associated with each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations of the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the final stop operation being referred to as the third stop operation. The reels stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all of the spinning reels 110 to 112 is referred to as the operation sequence or push sequence. Furthermore, an operation sequence in which the first stop operation is an operation to stop the left reel 110, the second stop operation is an operation to stop the center reel 111, and the third stop operation is an operation to stop the right reel 112 is referred to as the "forward push operation sequence" or simply "forward push," and a stop operation in which the first stop operation is an operation to stop the right reel 112, the second stop operation is an operation to stop the center reel 111, and the third stop operation is an operation to stop the left reel 110 is referred to as the "reverse push operation sequence" or simply "reverse push." ​​Note that light-emitting elements may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting elements can be lit to notify the player.

[0022] The instruction monitor 125 is a display for displaying information about the operation sequence (press order) of the stop buttons 137 to 139. This instruction monitor 125 is also configured as a 7-segment (SEG) display. For example, when instructing to operate the left stop button 137, the middle stop button 138, and the right stop button 139 in that order, the instruction monitor 125 displays "1," and when instructing to operate the left stop button 137, the right stop button 139, and the middle stop button 138 in that order, the instruction monitor 125 displays "2."

[0023] The settlement button 134 is a button for returning inserted game medals (number of bets) to the medal number control unit 350. The door key hole 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted.

[0024] The game medal count display device 170 is a five-digit seven-segment (SEG) display device, and is a device that displays the game medal count recorded in the medal count control unit 350 shown in FIG.

[0025] The count button 171 is an operation means for transmitting information on the number of game medals recorded in the medal count control unit 350 shown in FIG.

[0026] Below the stop button unit 136, there is provided a title panel 162 on which the model name is displayed and various certificate stamps are attached.

[0027] The sound hole 145 is a hole for outputting sound from a speaker 277 (see FIG. 2) provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. A performance device 160 is provided above the front door 102, and a sound hole 143 for outputting sound from a speaker 272 (see FIG. 2) to the outside is provided above the performance device 160. This effect device 160 includes a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and an effect image display device 157 (liquid crystal display device) disposed behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the effect image display device 157, the display screen of the effect image display device 157 appears in front of the slot machine 100 (on the player's side, front side). Note that the display device does not have to be a liquid crystal display device; any display device capable of displaying various effect images and various game information may be used. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen can be viewed by the player. In this embodiment, the display screen is rectangular, but it may also be square. In addition, decorations (not shown) may be provided around the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decorations, making the display screen appear irregularly shaped. In this embodiment, the display screen is a flat surface, but it may also be a curved surface. This effect image display device 157 corresponds to an example of an effect means.

[0028] 1 is sometimes called a card unit and corresponds to an example of a gaming media management device of the present invention. This lending machine 700 is installed in a one-to-one relationship with the slot machine 100.

[0029] The lending machine 700 accepts cards. There are two types of "cards" referred to here. One is a visitor card (also called a general card) with a prepaid function, which is a gaming storage medium issued to general players who are not registered as members. The other is a membership card, which is a gaming storage medium issued to member players who have registered as members at the gaming facility. An IC card is used as the card.

[0030] The card stores a value, which includes the "number of medals held" and the "money balance," which is the balance of prepaid money.

[0031] The lending machine 700 that accepts the card has a function of converting the "number of medals held" stored on the card into the "number of gaming medals (number of credits)."

[0032] The "number of gaming medals (number of credits)" is data that can be used to set the number of bets and can be converted into the "number of possessed medals." The "number of gaming medals" can be obtained by debiting the "money balance" or "number of possessed medals" on the card. The "number of gaming medals" also includes the number of medals acquired by winning. This "number of gaming medals" is managed by the medal count control unit 350 shown in FIG. 2, and is the number of electronic medals electromagnetically stored (amount of electronic gaming value). By inserting medals using the bet buttons 130, 132, the "number of gaming medals" is subtracted.

[0033] The "number of possessed medals" is a value obtained by converting the "number of game medals (number of credits)" into a count. This "number of possessed medals" is stored in a manner that allows it to be specified by the player's card. In other words, by operating the count button 171, the "number of game medals" is converted into the "number of possessed medals" and can be stored on the card. The "number of possessed medals" may also be managed by a management device for managing the number of possessed medals that is installed in the gaming facility.

[0034] The front side of the lending machine 700 is provided with a bill insertion slot 701 at the top for inserting bills and a card insertion slot 702 at the bottom for inserting cards. A membership card or visitor card inserted into this card insertion slot 702 is accepted by a card reader / writer, and the information stored on the card is read. The authenticity and type of bill inserted into the bill insertion slot 701 are identified, and the face value of the bill is stored as the "money balance" on the card inserted into the card insertion slot 702.

[0035] An information display 703 is provided below the bill insertion slot 701. This information display 703 is a display that provides operation guidance for the lending machine 700 and the status of the slot machine 100 by means of text and images. The surface may be configured as a touch panel, and various operations may be input by touching various displayed display items with a finger.

[0036] Below the information display 703, a money balance display 705 and a medal count balance display 706 are arranged in two rows, one above the other. The money balance display 705 displays the "money balance" stored in the card inserted in the card insertion slot 702 as a monetary amount. On the other hand, the medal count balance display 706 displays the "number of medals held" stored in the card inserted in the card insertion slot 702 as the number of medals.

[0037] A lending button 707 and a card return button 708 are provided in the vertical center of the lending machine 700. The lending button 707 is an operating means for withdrawing the "money balance" stored in the card inserted into the card insertion slot 702 to obtain the "number of game medals." Specifically, if the card inserted into the card insertion slot 702 has a "money balance," an LED lamp built into the lending button 707 lights up in a manner indicating that withdrawal is possible. By operating the lending button 707 in this state, the "number of game medals" is increased according to the amount of money withdrawn. For example, a "number of game medals" equivalent to a predetermined amount of 1,000 yen is added. Furthermore, if the "money balance" of the card is less than a predetermined amount (e.g., less than 1,000 yen), only the "number of game medals" converted from the current balance at a predetermined rate is added. It should be noted that even if the "cash balance" of the card is less than a predetermined amount, the "number of possessed medals" stored on the card may be replenished and the "number of game medals" by a predetermined amount may be added. The card return button 708 is operated when the player ends the game, and is an operating means for storing the "number of possessed medals" determined at the end of the game in the card inserted in the card insertion slot 702 and discharging it. The "number of possessed medals" determined at the end of the game is the number of medals obtained by subtracting the number of medals converted to the "number of game medals" from the "number of possessed medals" stored on the card inserted in the card insertion slot 702, and then adding the number of game medals counted by the counting operation.

[0038] The data of "money balance," "number of possessed medals," and "number of game medals" explained above are converted in the following order: "money balance" and "number of possessed medals" → "number of game medals" → "number of possessed medals." In this way, the "number of possessed medals" specified by the card is converted into the "number of game medals," and the slot machine 100 of this embodiment can set the number of bets using this "number of game medals." Therefore, it is possible to provide a game with a new slot machine (controlled game machine) that does not use real medals, without causing confusion to players who are accustomed to conventional slot machines in which real medals are loaned to players, and credits are secured by inserting those real medals, and the number of bets is set using those credits.

[0039] Although this specification does not refer to the "number of saved medals," this "number of saved medals" is not stored on the card but is the number of medals deposited in the gaming facility. In the gaming facility, the number of medals acquired by a player through play may be managed as "points" for the day by the hall management terminal 800 shown in FIG. 5 or another management computer, and managed as the "number of saved medals" from the day after the acquisition. When both the "number of saved medals" and the "number of owned medals" are stored, the "number of owned medals" is deducted first. Furthermore, both the "number of owned medals" and the "number of saved medals" may be stored in a higher-level server (the intermediate management terminal 810 or management server 820 shown in FIG. 5) in association with the card number. In the case of a visitor card, the "number of owned medals" is stored directly on the visitor card, but the "number of owned medals" may also be stored in an upper-level server in association with the card number. When storing the card number in the upper server, data that can identify the time when the card was stored in the upper server may be written to the card (membership card, visitor card) and then discharged. Also, the "money balance" is written directly to the card (membership card, visitor card) and then discharged. The "number of medals held" is stored in the card (membership card, visitor card) or the upper server, for example, when the counting button 171 is operated and the counting process is performed. However, instead of this, the information may be stored all at once when the card is returned. Furthermore, when a player finishes playing and returns the card from the lending machine 700, the "number of medals in possession" stored in the lending machine 700 is temporarily stored as saved medals in the hall management terminal 800, and when the player inserts the card again into the same or a different lending machine 700 on the same day that the card is returned, only the "number of medals in possession" for that day that was temporarily stored as saved medals is stored again in the lending machine 700, and the "number of medals played" is added within the range of the "number of medals in possession" so that the player can play.

[0040] The rental machine 700 may also be provided with an IR photosensitive unit that receives infrared signals from a remote control carried by an attendant at the game center, converts them into electronic signals, and outputs them.

[0041] Furthermore, in the lending machine 700 shown in FIG. 1, the lending of "game medal count" was possible by operating the lending button 707 and debiting the "money balance" stored on the card. However, it may also be possible to debit the "owned medal count" recorded on the card and convert it into "game medal count." Specifically, a medal button is provided on the lending machine 700, and if the card inserted in the card insertion slot 702 contains "owned medal count," an LED lamp built into the owned medal button lights up in a manner indicating that withdrawal is possible. By operating the owned medal button in this state, if the owned medal count is a predetermined number (e.g., 50 medals) or more, the "game medal count" is increased by the predetermined number (e.g., 50 medals). Furthermore, the number of owned medals acquired by the player during play as described above can be stored on the card as "owned points" for the day or managed by the hall management terminal 800 shown in FIG. 5 or other management computer, and a replay button is provided on the lending machine 700. If there are "points," the LED lamp built into the replay button will light up in a manner indicating that withdrawal is possible. By operating the replay button in this state, a predetermined number (for example, 50) of "game medals" may be added.

[0042] Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 2. Note that Figure 2 shows a circuit block diagram of the control unit.

[0043] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400. With regard to the main control unit 300, if the data capacity becomes too large it becomes difficult to verify the program and it can also become a breeding ground for illegal modifications, which can lead to security issues, so there are limits on the data capacity of the ROM 306 and RAM 308 of the main control unit 300.

[0044] Main control unit First, we will explain the main control unit 300 of the slot machine 100. The main control unit 300 has a game control unit 302 that controls the progress of the game and a medal count control unit 350 that controls the number of game medals owned by the player. The game control unit 302 corresponds to an example of game control means, and the medal count control unit 350 corresponds to an example of game value number control means. The game control unit 302 is equipped with a CPU 304, a ROM 306 that stores control program data, lottery data used in the internal lottery for winning combinations, reel symbol arrangements and stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) (not shown). Note that other storage devices may be used for the ROM 306 and RAM 308, and the same applies to the medal count control unit 350, first sub-control unit 400, and second sub-control unit 500, which will be described later. The CPU 304 of the game control unit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator (not shown) as a system clock. Furthermore, when the CPU 304 is powered on, it transmits frequency division data stored in a predetermined area of ​​the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 monitors each sensor and transmits drive pulses in response to the interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.

[0045] The main control unit 300 is equipped with a random number generating circuit (not shown) which is used as a hardware random number counter that fluctuates values ​​within the range of 0 to 65535 based on a clock signal input from a crystal oscillator (not shown), and a start-up signal output circuit (not shown) which outputs a start-up signal (reset signal) when power is turned on.When a start-up signal is input from this start-up signal output circuit, the CPU 304 of the game control unit 302 starts game control (starts the main processing of the main control unit, which will be described later).

[0046] The CPU 304 of the game control unit 302 also monitors the states of the bet buttons 130, 132, the start lever 135, the stop buttons 137-139, and the settlement button 134 at each interrupt time. For example, when it detects that the bet buttons 130, 132 have been turned on, it executes a process of electronically inserting medals stored electronically in the medal count control unit 350 as medals to be inserted into the game. When it detects that the start lever 135 has been turned on, it outputs a signal indicating this detection to the random number generation circuit. Upon receiving this signal, the random number generation circuit latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery. When it detects that the left stop button 137, the center stop button 138, or the right stop button 139 has been turned on, it executes control to stop the reels 110-112 corresponding to each stop button if they are in a stoppable state. When it is detected that the settlement button 134 has been turned on, a process of electronically returning the inserted gaming medals to the medal count control unit 350 is executed.

[0047] The CPU 304 of the game control unit 302 also monitors the status of various sensors 318 (such as the optical sensor of the left reel 110, the optical sensor of the center reel 111, and the optical sensor of the right reel 112) at each interrupt time. The optical sensors of the left reel 110, the center reel 111, and the right reel 112 are installed at predetermined positions on the mounting bases of the reels 110 to 112, and turn L level each time a light-shielding piece provided on the reel frame passes over them. Rotational position information indicating how far the reel has rotated from the reference position between the time it turns L level and the time it next turns L level is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the L level signal, it determines that the reel has made one rotation and resets the reel rotational position information to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.

[0048] The main control unit 300 includes a drive circuit 322 that drives the motors 110m to 112m (see Figure 3) provided on the reels 110 to 112, a drive circuit 324 that drives display devices such as the instruction monitor 125, game information display 126, and payout number display 127, and a drive circuit 326 that drives various lamps 336 (winning line display lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, etc.).

[0049] Furthermore, the slot machine 100 has setting values ​​that vary in the degree of advantage to the player. Setting 1 to setting 6 are available as setting values. The higher the setting value, the higher the advantage to the player tends to be. Specifically, an internal winning probability is determined for each setting value. A setting change button 175 that is operated when changing the setting value is connected to the game control unit 302.

[0050] In addition, an information output circuit 328 is connected to the game control unit 302, and the main control unit 300 outputs game information (e.g., information indicating the game status) of the slot machine 100 to an information input circuit 650 provided in an external hall computer 600 (see Figure 5) or the like via this information output circuit 328.

[0051] In addition, the main control unit 300 is equipped with a voltage monitoring circuit (not shown) that monitors the voltage value of the power supply supplied to the main control unit 300 from the power management unit (not shown), and this voltage monitoring circuit outputs a low voltage signal indicating a drop in voltage to each of the game control unit 302 and the medal count control unit 350 when the voltage value of the power supply is below a predetermined value (e.g., 9V).

[0052] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.

[0053] Like the game control unit 302, the medal count control unit 350 is equipped with a CPU 354, a ROM 356, a RAM 358, an I / O 360 for controlling input and output of various devices, and a counter timer 362 for measuring time, number of times, etc. The CPUs 304 and 354 are mounted on the same circuit board and connected via a buffer IC. This allows the CPU 304 to use the ROM 306 and RAM 308 without using the ROM 356 and RAM 358, and the CPU 354 to use the ROM 356 and RAM 358 without using the ROM 306 and RAM 308. A WDT (watchdog timer), not shown, is also mounted. The CPU 354 of the medal count control unit 350 also operates by inputting a clock signal with a predetermined cycle output by a crystal oscillator, not shown, as a system clock. Furthermore, when the power is turned on, the CPU 354 transmits the frequency division data stored in a predetermined area of ​​the ROM 356 to the counter timer 362, and the counter timer 362 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 354 for each interrupt time. The CPU 354 operates in response to this interrupt request. The medal count control unit 350 executes interrupt processing (medal count control unit timer interrupt processing, described later) every 0.745 ms. The CPU 354 also repeats communication with the lending machine 700 at 300 ms intervals.

[0054] The CPU 354 of the medal count control unit 350 also has a start-up signal output circuit (not shown) that outputs a start-up signal (reset signal) when power is turned on, and when a start-up signal is input from this start-up signal output circuit, the CPU 354 of the medal count control unit 350 also starts medal count control (starts the medal count control unit main processing described below).

[0055] A game medal count display device 170 configured with a 5-digit 7-segment (SEG) display, a count button 171, and a game medal count clear button 172 are connected to the basic circuit of the medal count control unit 350.

[0056] The basic circuit of the medal count control unit 350 is also connected to the lending machine 700 via a lending machine connection terminal board 790. The medal count control unit 350 communicates with the lending machine 700 in both directions.

[0057] The medal count control unit 350 transmits various commands to the game control unit 302. The game control unit 302 also transmits various commands to the medal count control unit 350. In other words, communication between the medal count control unit 350 and the game control unit 302 is also two-way communication.

[0058] Furthermore, the medal count control unit 350 stores the "number of game medals" in a predetermined area of ​​the RAM 358. Specifically, the "number of game medals" is stored in a credit counter. The medal count control unit 350 updates the "number of game medals" stored in a predetermined area of ​​the RAM 358 by addition processing or subtraction processing. Examples of addition processing include processing based on a payout command sent from the game control unit 302, processing based on a settlement command sent from the game control unit 302, and processing based on a lending notification sent from the lending machine 700. On the other hand, examples of subtraction processing include counting processing based on operation of the count button 171 and processing based on an insertion command sent from the game control unit 302.

[0059] The medal count clear button 172 shown in FIG. 2 is located in a position where it cannot be operated by a player (for example, in a position where it cannot be operated without opening the front door 102), and is an operating means for clearing the "medal count" stored in a predetermined area of ​​the RAM 358. For example, if a player leaves the game with "2" remaining in the medal count, it becomes difficult to determine whether the player who left "2" intends to continue playing, and another player is unable to start playing. However, if the medal count can be cleared by a store clerk's operation, another player can be welcomed sooner. Note that the "medal count" does not necessarily have to be cleared when the medal count clear button 172 is operated. For example, it may be cleared when the medal count is two or less, and counted in the same way as when the count button 171 is operated when three or more medals are remaining. If the counting button 171 malfunctions and cannot recognize that it has been operated, the "number of game medals" cannot be converted to the "number of held medals," potentially causing a disadvantage to the player. However, if counting can be performed by a store clerk, this does not cause any disadvantage to the player. Furthermore, there is no need to provide a new counting button for store clerks, which does not increase costs. Instead of distinguishing between clearing and counting based on the number of game medals, clearing and counting may be determined by the method of operation of the game medal count clear button 172. For example, clearing occurs when the game medal count clear button 172 is pressed briefly, and counting occurs when the game medal count clear button 172 is pressed for a long time. Either clearing or counting can be easily selected regardless of the number of game medals. Furthermore, clearing occurs when only the game medal count clear button 172 is pressed, and counting occurs when the game medal count clear button 172 and another button are pressed simultaneously. The possibility of operating the game medal count clear button 172 incorrectly is reduced, making it easy to select either clearing or counting.

[0060] Sub-control section Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands sent by the main control unit 300 (game control unit 302) via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight lighting pattern and various displays.

[0061] The CPU 404 transmits the frequency division data stored in a predetermined area of ​​the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.

[0062] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277. These speakers 272, 277 correspond to an example of a performance means.

[0063] The first sub-controller 400 is also provided with a drive circuit 422, and various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel lamps, bet button lamps, reel backlights, etc.) are connected to the drive circuit 422 via an input / output interface. The various lamps 420 correspond to an example of a performance means.

[0064] The first sub-control unit 400 also has a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is connected to the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.

[0065] The first sub-control unit 400 is also provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.

[0066] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157. The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).

[0067] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.

[0068] The CPU 504 transmits the frequency division data stored in a predetermined area of ​​the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.

[0069] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of ​​the VRAM 518, and displays the image on the performance image display device 157.

[0070] Next, examples of connections between each board, such as the power supply control board, the main control board, and the first sub-control board, and each unit, such as the reel unit and the performance movable body unit, will be explained.

[0071] FIG. 3 is a diagram showing an example of connections between each board and each unit.

[0072] 3 shows a power supply control board 252B, a main control board 300B, a first sub-control board 400B, a reel unit 109, and a performance movable body unit 160U. The performance movable body unit 160U is a unit that moves a shutter 163 incorporated into the performance device 160 shown in FIG. 1. The shutter 163 corresponds to an example of a movable body.

[0073] The power supply control board 252B, the main control unit board 300B, and the first sub-control unit board 400B each have a plurality of connectors PC1-PC4, MC2-MC6, and SC1-SC4. The reel unit 109 and the performance movable body unit 160U each have one or more connectors RC1-RC3 and DC1.

[0074] In the island equipment installed in the gaming machine store, 100V AC power is stepped down to 24V, and the 24V AC current is supplied to the pachinko machine 100 through the power cord 265 connected to the connector PC1. The 24V AC current is converted into 24V DC voltage, 12V DC voltage, and 5V DC voltage in the power supply control board 252B. Note that it may be converted into other DC voltages, but the explanation here will be about 24V DC voltage and 5V DC voltage.

[0075] 3 shows a 24V power line and a 5V power line, as well as a power supply control 24V monitor LED 24PL and a power supply control 24V capacitor 24PC connected to the 24V power line, and a power supply control 5V monitor LED 5PL and a power supply control 5V capacitor 5PC connected to the 5V power line. The power supply control 24V monitor LED 24PL is an LED lamp for power supply monitoring that lights up or flashes while a 24V DC current is flowing, and the power supply control 5V monitor LED 5PL is an LED lamp for power supply monitoring that lights up or flashes while a 5V DC current is flowing. Also shown is a power switch 244.

[0076] A 24V power line and a 5V power line are connected to connector PC2 of power supply control board 252B. This connector PC2 and connector MC5 of main control board 300B are connected by harness PM, and 24V DC current and 5V DC current are supplied to main control board 300B through this harness PM.

[0077] In addition, a 24V power line is connected to connector PC3 of the power supply control board 252B. This connector PC3 and connector SC1 of the first sub-control board 400B are connected by a harness PS1, and 24V DC is supplied to the first sub-control board 400B through this harness PS1. In addition, a 5V power line is connected to connector PC4 of the power supply control board 252B. This connector PC4 and connector SC2 of the first sub-control board 400B are connected by a harness PS2, and 5V DC is supplied to the first sub-control board 400B through this harness PS2.

[0078] The main control board 300B may be supplied with 24V and 5V by separate harnesses, just like the first sub-control board 400B. The first sub-control board 400B may be supplied with 24V and 5V by a common harness, just like the main control board 300B.

[0079] The main control unit board 300B shown in FIG. 3 also shows a 24V power line and a 5V power line. A 24V DC current supplied through the harness PM flows through the 24V power line of the main control unit board 300B, and a 5V DC current supplied through the harness PM flows through the 5V power line of the main control unit board 300B. The main control unit board 300B shown in FIG. 3 also shows a main control 24V monitor LED 24ML and a main control 24V capacitor 24MC connected to the 24V power line, and a main control 5V monitor LED 5ML connected to the 5V power line. The main control 24V monitor LED 24ML is an LED lamp for power supply monitoring that lights up or flashes when a 24V DC current is flowing, and the main control 5V monitor LED 5ML is an LED lamp for power supply monitoring that lights up or flashes when a 5V DC current is flowing. Note that no capacitor is provided on the 5V power line.

[0080] Furthermore, a reel motor drive IC 322i is mounted on the main control board 300B. The reel motor drive IC 322i is an integrated circuit that constitutes the drive circuit 322 shown in Fig. 2. A 24V DC current and a 5V DC current are also supplied to the reel motor drive IC 322i. Although not shown, the main control board 300B is also configured with the game control unit 302 and medal count control unit 350 shown in Fig. 2, and is also equipped with integrated circuits that constitute the other drive circuits 324, 326, etc.

[0081] Furthermore, a harness MR1 ​​connects connector MC2, to which reel motor drive IC 322i of main control board 300B is connected, to connector RC1 of reel unit 109. Similarly, a harness MR2 connects connector MC3, to which reel motor drive IC 322i is connected, to connector RC2 of reel unit 109. Similarly, a harness MR2 connects connector MC4, to which reel motor drive IC 322i is connected, to connector RC3 of reel unit 109. The 24V DC and 5V DC currents supplied to reel motor drive IC 322i are respectively supplied to reel unit 109 through these harnesses MR1-MR3, enabling each of motors 110m-112m provided for each reel to be driven. Furthermore, control signals (commands) for controlling each of motors 110m-112m are sent from main control board 300B through these harnesses MR1-MR3. Although a harness is connected to each motor, the connectors RC1 to RC3 on the reel unit 109 side may be combined into one connector, and the connectors MC2 to MC4 on the main control board 300B may also be combined into one connector, and connected by one common harness. However, even though it is called one common harness, it is actually a collection of three harnesses MR1 ​​to MR3.

[0082] Furthermore, the connector MC6 of the main control board 300B and the connector SC4 of the first sub-control board 400B are connected by a harness MS. This harness MS is a harness for control signals (command transmission) and is not used for supplying current.

[0083] The first sub-controller board 400B shown in FIG. 3 also shows a 24V power line and a 5V power line. The 24V power line of the first sub-controller board 400B carries a 24V DC current supplied through a harness PS1, and the 5V power line of the first sub-controller board 400B carries a 5V DC current supplied through a harness PS2. The first sub-controller board 400B also shows a sub-control 24V monitor LED 24SL and a sub-control 24V capacitor 24SC connected to the 24V power line, and a sub-control 5V monitor LED 5SL connected to the 5V power line. The sub-control 24V monitor LED 24SL is a power supply monitoring LED lamp that lights up or flashes when a 24V DC current is flowing, and the sub-control 5V monitor LED 5SL is a power supply monitoring LED lamp that lights up or flashes when a 5V DC current is flowing. The first sub-controller board 400B also does not have a capacitor on the 5V power line.

[0084] Furthermore, a movable body motor driving IC 424i is mounted on the first sub-control board 400B. This movable body motor driving IC 424i is an integrated circuit that constitutes the driving circuit 424 shown in Fig. 2. A direct current of 24V and a direct current of 5V are supplied to the movable body motor driving IC 424i. Although not shown here, the first sub-control board 400B also has the basic circuit 402 shown in Fig. 2 configured thereon, and also has integrated circuits that constitute the other driving circuits 424, 426, etc. mounted thereon.

[0085] The connector SC3 of the first sub-control board 400B, to which the movable body motor drive IC 424i is connected, and the connector DC1 of the performance movable body unit 160U are connected by a harness SD. The 24V DC current and 5V DC current that were supplied to the movable body motor drive IC 424i are supplied to the performance movable body unit 160U through this harness SD, enabling the motor 163m provided in the performance movable body unit 160U to be driven. In addition, a control signal (command) that controls the motor 163m is sent from the first sub-control board 400B through this harness SD.

[0086] The slot machine 100 shown in FIG. 1 also has a second sub-control unit 500 as shown in FIG. 2, and although not shown in FIG. 3, the second sub-control board is also supplied with 24V DC and 5V DC from the power supply control board 252B through harnesses not shown. The second sub-control board is also connected to the first sub-control board 400B by a harness for control signals (command transmission). Furthermore, the second sub-control board is also connected to the performance device (performance image display device 157) in the same way as the first sub-control board 400B.

[0087] As explained above, the main control board 300B and the reel unit 109 are electrically connected by harnesses MR1 ​​to MR3. Also, the first sub-control board 400B and the performance movable body unit 160U are electrically connected by a harness SD.

[0088] Based on the above configuration, the operation when the front door 102 of the slot machine 100 in the power-off state is opened and the left reel 110 is manually spun will now be described. The power-off state may be a state in which the power switch 244 is off, a state in which the power switch 244 is on but the power cord 265 is not connected to an outlet, or a state in which no power is supplied from the island equipment (the same applies below). If no power is supplied from the island equipment, the power is off even if the power cord 265 is connected to an outlet and the power switch 244 is on. Even in such a power-off state, each of the reels 110 to 112 can be manually spun forward or backward.

[0089] All of the monitor LEDs shown in Figure 3 (power supply control 24V monitor LED24PL, power supply control 5V monitor LED5PL, main control 24V monitor LED24ML, main control 5V monitor LED5ML, sub control 24V monitor LED24SL, and sub control 5V monitor LED5SL) that light up when power is applied are turned off when power is cut off.

[0090] However, when the left reel 110 is manually spun, a current (induced current) due to back electromotive force is generated in the motor 110m (see FIG. 3) that rotates the left reel 110. Continuing the explanation with reference to FIG. 3, the induced current generated in the motor 110m flows through the harness MR1 ​​into the main control board 300B and is supplied from the reel drive IC 322i to the 24V power line and the 5V power line. A main control 24V adjustment resistor 24MR is provided between the main control 24V monitor LED 24ML and ground, and a main control 5V adjustment resistor 5MR is provided between the main control 5V monitor LED 5ML and ground. The main control 24V monitor LED 24ML is illuminated by the induced current because the resistance value is adjusted by the main control 24V adjustment resistor 24MR, and the main control 5V monitor LED 5ML is illuminated by the induced current because the resistance value is adjusted by the main control 5V adjustment resistor 5MR. Furthermore, even if manual rotation is stopped, the main control 24V monitor LED 24ML will continue to light for a while because the 24V power line is equipped with a main control 24V capacitor 24MC. On the other hand, the 5V power line does not have a capacitor, so the main control 5V monitor LED 5ML will immediately go out when manual rotation is stopped. In other words, when manual rotation is stopped, the main control 5V monitor LED 5ML will go out before the main control 24V monitor LED 24ML. Note that a capacitor with a lower capacity than the main control 24V capacitor 24MC may also be installed on the 5V power line.

[0091] The induced current that flowed into the main control board 300B then flows through the harness PM into the power supply control board 252B and is supplied from connector PC2 to the 24V power line and the 5V power line. A power supply control 24V adjustment resistor 24PR is provided between the power supply control 24V monitor LED 24PL and ground, and a power supply control 5V adjustment resistor 5PR is provided between the power supply control 5V monitor LED 5PL and ground. The power supply control 24V monitor LED 24PL is illuminated by the induced current because its resistance is adjusted by the power supply control 24V adjustment resistor 24PR, and the power supply control 5V monitor LED 5PL is illuminated by the induced current because its resistance is adjusted by the power supply control 5V adjustment resistor 5PR. In this example, LEDs on multiple boards, such as the LEDs (24ML, 5ML) on the main control board 300B and the LEDs (24PL, 5PL) on the power supply control board 252B, are lit. Even if you stop manual rotation, the power supply control 24V monitor LED 24PL will continue to light for a while because the 24V power supply line has a power supply control 24V capacitor 24PC. Also, the 5V power supply line has a power supply control 5V capacitor 5PC, so the power supply control 5V monitor LED 5PL will also continue to light for a while.

[0092] The induced current flowing into the power supply control board 252B further flows through the harness PS1 into the first sub-control board 400B and is supplied to the 24V power line from connector SC1. A sub-control 24V adjustment resistor 24SR is provided between the sub-control 24V monitor LED 24SL and ground. A sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and ground. The sub-control 24V monitor LED 24SL is illuminated by the induced current because its resistance is adjusted by the sub-control 24V adjustment resistor 24SR. The induced current flowing into the power supply control board 252B also flows through the harness PS2 into the first sub-control board 400B and is supplied to the 5V power line from connector SC2. A sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and ground. The sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and ground. The sub-control 5V monitor LED 5SL is illuminated by the induced current because its resistance is adjusted by the sub-control 5V adjustment resistor 5SR. Here, the LEDs of multiple boards, such as the LEDs (24ML, 5ML) of the main control board 300B, the LEDs (24PL, 5PL) of the power supply control board 252B, and the LEDs (24SL, 5SL) of the first sub-control board 400B, are lit. Note that even if manual rotation is stopped, the sub-control 24V monitor LED 24SL continues to light up for a while because the sub-control 24V capacitor 24SC is provided on the 24V power line. On the other hand, because no capacitor is provided on the 5V power line, the sub-control 5V monitor LED 5SL immediately goes out when manual rotation is stopped.

[0093] The above explanation explains the phenomenon that occurs when each harness MR1, PM, PS1, and PS2 is properly connected to the connector and not broken. On the other hand, if harness MR1 ​​is broken or not properly connected to connector RC1 and / or connector MC2 (disconnected or not fully inserted), none of the monitor LEDs shown in Figure 3 will light up, and the main control 24V monitor LED 24ML and main control 5V monitor LED 5ML will remain off, no matter how much you manually spin the left reel 110. As a result, if none of the monitor LEDs shown in Figure 3 or the main control 24V monitor LED 24ML and main control 5V monitor LED 5ML will light up even when you manually spin the left reel 110, you can suspect an abnormality in harness MR1 ​​or a poor connection with connectors RC1 and MC2.

[0094] Furthermore, if the harness PM is broken or not properly connected to connector MC5 and / or connector PC2, the main control 24V monitor LED24ML and main control 5V monitor LED5ML will light up when the left reel 110 is spun manually, but the sub control 24V monitor LED24SL, sub control 5V monitor LED5SL, power supply control 24V monitor LED24PL, and power supply control 5V monitor LED5PL will not light up.As a result, if the main control 24V monitor LED24ML and main control 5V monitor LED5ML light up when the left reel 110 is spun manually, but the sub control 24V monitor LED24SL, sub control 5V monitor LED5SL, power supply control 24V monitor LED24PL, and power supply control 5V monitor LED5PL do not light up, you can suspect an abnormality in the harness PM or a poor connection with connectors MC5 and PC2.

[0095] Furthermore, even when the main control board 300B is not connected to the power supply control board 252B during cleaning, maintenance, or manufacturing, the LEDs (24ML, 5ML) on the main control board 300B can be lit by manually spinning the left reel 110.

[0096] Furthermore, if the harness PS1 is broken or not properly connected to connector PC3 and / or connector SC1, when the left reel 110 is manually spun, only the secondary control 24V monitor LED 24SL will not light up among the monitor LEDs shown in FIG. 3 . As a result, if the secondary control 24V monitor LED 24SL does not light up among the monitor LEDs shown in FIG. 3 even when the left reel 110 is manually spun, an abnormality in the harness PS1 or a poor connection with connectors PC3 and SC1 can be suspected. Furthermore, if the harness PS2 is broken or not properly connected to connector PC4 and / or connector SC2, when the left reel 110 is manually spun, only the secondary control 5V monitor LED 5SL will not light up among the monitor LEDs shown in FIG. 3 . As a result, if the secondary control 5V monitor LED 5SL does not light up among the monitor LEDs shown in FIG. 3 even when the left reel 110 is manually spun, an abnormality in the harness PS2 or a poor connection with connectors PC4 and SC2 can be suspected.

[0097] Here, the case where the left reel 110 is manually spun in a power-off state has been described, but the same applies when the center reel 111 is manually spun in a power-off state, or when the right reel 112 is manually spun in a power-off state. Also, the monitor LEDs light up brighter as the number of reels manually spun increases. For example, when the left reel 110, center reel 111, and right reel 112 are manually spun simultaneously, the monitor LEDs light up brighter than when only the left reel 110 is manually spun.

[0098] Furthermore, even if the LEDs used for purposes other than the monitor LEDs, such as the main control 24V monitor LED 24ML, main control 5V monitor LED 5ML, sub control 24V monitor LED 24SL, sub control 5V monitor LED 5SL, power supply control 24V monitor LED 24PL, and power supply control 5V monitor LED 5PL, are used for purposes other than the monitor LEDs (for example, error monitoring LEDs that light up when an error occurs, or signal monitoring LEDs), if they are installed with an adjustment resistor on the 24V power line or 5V power line, they will light up if the left reel 110 is manually spun while the power is out and there is no electrical connection problem. Therefore, even if the LEDs are used for purposes other than the monitor LEDs, it is possible to check for electrical connection problems.

[0099] Furthermore, even in a power-off state, the shutter 163 shown in FIG. 1 can be manually opened and closed.

[0100] When the shutter 163 is manually opened or closed, a current (induced current) due to back electromotive force is generated in the motor 163m (see FIG. 3) that opens and closes the shutter 163. Continuing the explanation with reference to FIG. 3, the induced current generated in the motor 163m flows through the harness SD into the first sub-control board 400B and is supplied to the 24V power line and the 5V power line from the movable body motor drive IC 424i. The sub-control 24V monitor LED 24SL is illuminated by the induced current because its resistance is adjusted by the sub-control 24V adjustment resistor 24SR, and the sub-control 5V monitor LED 5SL is also illuminated by the induced current because its resistance is adjusted by the sub-control 5V adjustment resistor 5SR.

[0101] The induced current that flowed into the first sub-control board 400B then flows through harness PS1 into the power supply control board 252B and is supplied to the 24V power line from connector PC3. The induced current lights up the power supply control 24V monitor LED 24PL because its resistance is adjusted by power supply control 24V adjustment resistor 24PR. The induced current that flowed into the first sub-control board 400B also flows through harness PS2 into the power supply control board 252B and is supplied to the 5V power line from connector PC4. The induced current also lights up the power supply control 5V monitor LED 5PL because its resistance is adjusted by power supply control 5V adjustment resistor 5PR. In this case, LEDs on multiple boards, such as the LEDs (24SL, 5SL) on the first sub-control board 400B and the LEDs (24PL, 5PL) on the power supply control board 252B, are emitting light.

[0102] The induced current that flows into the power supply control board 252B further flows through the harness PM into the main control board 300B and is supplied from connector MC5 to the 24V power line and the 5V power line. The power supply control 24V monitor LED 24PL is illuminated by the induced current because its resistance is adjusted by the power supply control 24V adjustment resistor 24PR, and the power supply control 5V monitor LED 5PL is illuminated by the induced current because its resistance is adjusted by the power supply control 5V adjustment resistor 5PR. In this example, the LEDs of multiple boards, such as the LEDs (24PL, 5PL) of the power supply control board 252B, the LEDs (24SL, 5SL) of the first sub-control board 400B, and the LEDs (24ML, 5ML) of the main control board 300B, are emitting light.

[0103] The above explanation explains the phenomenon that occurs when the harnesses SD, PS1, PS2, and PM are properly connected to the connectors and not broken. On the other hand, if the harness SD is broken or not properly connected to the connector DC1 and / or connector SC3, none of the monitor LEDs shown in Figure 3 will light up, and the secondary control 24V monitor LED 24SL and secondary control 5V monitor LED 5SL will remain off, no matter how many times the shutter 163 is manually opened and closed. As a result, if none of the monitor LEDs shown in Figure 3 or the secondary control 24V monitor LED 24SL and secondary control 5V monitor LED 5SL do not light up, even when the shutter 163 is manually opened and closed, an abnormality in the harness SD or a poor connection with the connectors DC1 and SC3 can be suspected.

[0104] Furthermore, if the harness PS1 is broken or not properly connected to connector SC1 and / or connector PC3, the sub-control 24V monitor LED24SL and sub-control 5V monitor LED5SL will light up but the power supply control 24V monitor LED24PL and main control 24V monitor LED24ML will not light up when the shutter 163 is manually opened or closed. As a result, if the sub-control 24V monitor LED24SL and sub-control 5V monitor LED5SL light up when the shutter 163 is manually opened or closed but the power supply control 24V monitor LED24PL and main control 24V monitor LED24ML do not light up, an abnormality in the harness PS1 or a poor connection with connectors SC1 and PC3 can be suspected. Furthermore, if the harness PS2 is broken or not properly connected to connector SC2 and / or connector PC4, the sub-control 24V monitor LED24SL and sub-control 5V monitor LED5SL will light up but the power supply control 5V monitor LED5PL and main control 5V monitor LED5ML will not light up when the shutter 163 is manually opened or closed. As a result, if the sub-control 24V monitor LED24SL and sub-control 5V monitor LED5SL light up when the shutter 163 is manually opened or closed but the power supply control 5V monitor LED5PL and main control 5V monitor LED5ML do not light up, an abnormality in the harness PS2 or a poor connection with connectors SC2 and PC4 can be suspected.

[0105] Furthermore, even when the first sub-control board 400B is not connected to the power supply control board 252B during cleaning, maintenance, or manufacturing, the LEDs (24SL, 5SL) of the first sub-control board 400B can be turned on by manually opening and closing the shutter 163.

[0106] Furthermore, if the harness PM is broken or not properly connected to connector PC2 and / or connector MC5, only the main control 24V monitor LED 24ML and main control 5V monitor LED 5ML will not light up among the monitor LEDs shown in Fig. 3 when shutter 163 is manually opened and closed. As a result, if only the main control 24V monitor LED 24ML and main control 5V monitor LED 5ML will not light up among the monitor LEDs shown in Fig. 3 even when shutter 163 is manually opened and closed, an abnormality in the harness PM or a poor connection with connectors PC2 and MC5 can be suspected.

[0107] Fig. 4 is a diagram showing an example in which a relay board is provided between the main control board 300B shown in Fig. 3 and the reel unit 109 also shown in Fig. 3. The following description will focus on differences from the connection example described using Fig. 3, and overlapping descriptions may be omitted.

[0108] Connectors MC5 and MC6 provided on the main control unit board 300B are not shown in Fig. 4. A reel relay board 902B is shown between the main control unit board 300B and the reel unit 109 shown in Fig. 4.

[0109] The reel relay board 902B is provided with a connector RRM1 to which a harness MR11 connected to connector MC2 of the main control board 300B connects, and a connector RRR1 to which a harness MR12 connected to connector RC1 of the reel unit 109 connects. Also provided are a connector RRM2 to which a harness MR21 connected to connector MC3 of the main control board 300B connects, and a connector RRR2 to which a harness MR22 connected to connector RC2 of the reel unit 109 connects. Furthermore, also provided are a connector RRM3 to which a harness MR31 connected to connector MC4 of the main control board 300B connects, and a connector RRR3 to which a harness MR32 connected to connector RC3 of the reel unit 109 connects.

[0110] 4, if the reels 110-112 are manually spun in a power outage state, monitor LEDs such as the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will light up if things are normal. However, if the multiple harnesses MR11, MR12, MR21, MR22, MR21, and MR32 between the main control unit board 300B and the reel unit 109 are broken or not connected properly, monitor LEDs such as the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will not light up.

[0111] In the connection example in Fig. 4, the provision of reel relay board 902B increases the number of harnesses and connectors compared to the connection example shown in Fig. 3, increasing the possibility of poor electrical connections. However, by manually operating the power supply in a disconnected state, an induced current can be generated, and the state of the monitor LED can be checked to see if there is a poor electrical connection.

[0112] The reel relay board 902B may also be provided with a 24V monitor LED and an adjustment resistor on the 24V power line, and a 5V monitor LED and an adjustment resistor on the 5V power line. By manually operating the board in a power-off state to generate an induced current, and turning on these monitor LEDs if the power is normal, it is possible to check for poor electrical connections.

[0113] In the explanation here, the left reel 110, the center reel 111, the right reel 112 and the shutter 163 are given as examples of movable bodies, but the movable bodies are not limited to these and may be any movable body that is driven by a motor.

[0114] Furthermore, instead of an LED lamp that lights up with induced current in a power-off state, a light-emitting means such as a seven-segment (SEG) display may be used. For example, it may be a seven-segment display that displays different setting values ​​(e.g., setting 1 to setting 6) that indicate different degrees of advantage to the player. The requirement for the light-emitting means is that it must be visible. Note that these light-emitting means do not move even when the motor is driven. This is because the light-emitting means is not provided on a movable body that moves when driven by the motor, but on a fixed substrate.

[0115] In the above explanation, adjustable resistors (24MR, 5MR, 24PR, 5PR, 24SR, 5SR) were used to light up the monitor LED with induced current in the power-off state, but any means that can adjust impedance will do, and is not limited to adjustable resistors. However, since a large amount of induced current flowing even in the power-on state can cause problems, it is necessary to adjust the impedance not just to make it easier for induced current to flow in the power-off state, but also to consider the state when power is on.

[0116] The above-described configuration is Light emitting means; A game machine including a movable body unit having a movable body that can be operated by driving a motor, the motor is electrically connected to the light emitting means via a harness, The light emitting means may emit light when the movable body is manually operated in a power-off state to drive the motor, and a current flows in due to a back electromotive force generated by the motor, This is an example of a gaming machine characterized in that the light emitting means does not move even when the motor is driven.

[0117] FIG. 5 is a configuration diagram of a gaming system including the slot machine 100 and the lending machine 700 shown in FIG.

[0118] As shown in Fig. 5, the gaming system S includes the slot machine 100 shown in Fig. 1, the rental machine 700, the hall computer 600, the hall management terminal 800, the intermediate management terminal 810, and the management server 820, all of which are shown in Fig. 1. The rental machine 700, the hall computer 600, and the hall management terminal 800 are collectively referred to as an external processing device. One of the features of this external processing device is that it is equipped with a memory means.

[0119] The hall management terminal 800 is a computer separate from the hall computer 600, and is installed in each amusement parlor (hall) H1, H2, etc., and is connected to a lending machine 700. The lending machine 700 is connected to the slot machine 100, and therefore the hall management terminal 800 is connected to the slot machine 100 via the lending machine 700. Information regarding the number of medals exchanged between the lending machine 700 and the slot machine 100 (counting information and lending information), as well as information regarding the operating status of the slot machine 100, is input to the hall management terminal 800. The hall management terminal 800 records and manages this input information.

[0120] The management server 820 is provided for the overall management of the gaming system 1, and stores and manages information relating to the slot machines 100 and the rental machines 700, such as information identifying the slot machines 100 and information identifying the rental machines 700 (gaming machine installation information). The management server 820 is also connected to hall management terminals 800 of many parlors via intermediate management terminals 810, and manages information obtained by communicating with the hall management terminals 800, such as information relating to the number of medals and information relating to the operating status of the slot machines 100.

[0121] <Communication sequence and content> Commands are sent and received between the gaming control unit 302 and the medal count control unit 350. The gaming control unit 302 sends gaming control unit commands (gaming control status command, gaming control priority command) to the medal count control unit 350 every 2.98 ms. Meanwhile, the medal count control unit 350 sends medal count control commands (medal count control status command, response command) to the gaming control unit 302 every 5.96 ms. Note that the gaming control unit 302 sends the gaming control priority command in preference to the gaming control status command. Also, the medal count control unit 350 sends the response command corresponding to the gaming control priority command in preference to the medal count control status command.

[0122] In the communication between the game control unit 302 and the medal count control unit 350, and in the communication between the medal count control unit 350 and the lending machine 700, gaming machine status information, gaming machine performance information, and gaming machine installation information are sent and received.

[0123] FIG. 6 is a table summarizing gaming machine status information, gaming machine performance information, and gaming machine installation information.

[0124] The gaming machine status information shown in FIG. 6(a) roughly includes three types of status information: advantageous status information, setting status information, and front door status information. The advantageous status information is composed of information indicating whether or not a bonus equivalent to RB is activated (RB information), information indicating whether or not a bonus equivalent to BB is activated (BB information), and information indicating whether or not a bonus equivalent to AT (assist time) is activated (AT information). The setting status information is composed of information indicating whether or not a setting change state is being performed by operating the setting button 175 shown in FIG. 2 (setting change in progress information) and information indicating whether or not a setting confirmation state is being performed (setting confirmation in progress information). The front door status information is information indicating whether or not the front door 102 is open (door open information). The AT status is a gaming status in which auxiliary functions are activated to enable the player to obtain advantageous results, such as notification of the stop operation sequence of the stop buttons 137 to 139 and notification of the target symbol to stop.

[0125] The gaming machine performance information shown in FIG. 6(b) includes total coin insertion information, total coin payout information, MY counter value information, total number of bonus payout information, total number of consecutive bonus payout information, number of plays information, and bonus ratio monitor information. The total coin insertion information represents the cumulative number of coins inserted since the power was turned on. Note that this does not include the number of coins for replays. The total payout information represents the cumulative number of coins paid out since the power was turned on. Note that this does not include the number of coins for replays. The MY counter value information represents the maximum value of the MY counter calculated after the power was turned on. The slot machine 100 has a state in which a notification of the stop operation sequence for an internally winning combination is executed, and the MY counter is a counter that counts the net increase in the number of coins since the transition to this state. The total bonus payout information represents the cumulative number of coins paid out due to the operation of bonus combinations since the power was turned on. The information on the total number of consecutive feature payouts is information that indicates the number of medals paid out due to the operation of RB accumulated since the power was turned on. The information on the number of times played is information that indicates the number of times played accumulated since the power was turned on. The information on the feature ratio monitor is information that indicates various ratios (feature ratio, consecutive feature ratio, advantageous zone ratio, feature ratio with instructions, feature etc. state ratio) for evaluating the degree of gambling nature of the gaming machine.

[0126] The gaming machine installation information shown in Figure 6(c) includes two pieces of information: gaming control unit information and medal count control unit information. The gaming control unit information is made up of the ID number information of the IC chip in the gaming control unit 302, the manufacturer code of that IC chip, and the product code of that IC chip. The medal count control unit information is made up of the ID number information of the IC chip in the medal count control unit 350, the manufacturer code of that IC chip, and the product code of that IC chip.

[0127] FIG. 7 is a diagram showing a communication sequence when a game control state command is transmitted from the game control unit 302 to the medal count control unit 350. As shown in FIG.

[0128] In FIG. 7, from the left, the first sub-control unit 400, the game control unit 302, the medal count control unit 350, and the lending machine 700 are shown.

[0129] First, before explaining the game control state command, we will explain the communication between the slot machine 100 and the lending machine 700. A medal count control unit 350 is connected to the lending machine 700, and communication between the slot machine 100 and the lending machine 700 is carried out between the medal count control unit 350 and the lending machine 700. Communication between the medal count control unit 350 and the lending machine 700 is carried out at 300 ms intervals.

[0130] 7, the medal count control unit 350 transmits a gaming machine information notification and a counting notification to the lending machine 700. In addition, the lending machine 700 transmits a lending notification to the medal count control unit 350, and upon receiving this lending notification, the medal count control unit 350 returns a lending reception result response notification to the lending machine 700.

[0131] FIG. 8 is a diagram showing details of the communication performed between the medal count control unit 350 and the lending machine 700.

[0132] Figure 8(a) shows the data structure of the message exchanged during communication between the medal count control unit 350 and the dispenser machine 700. This message consists of five sections: message length, command, serial number, data section, and checksum. The message length stores the length of the entire message. The command stores a command code for identifying the type of message: gaming machine information notification, counting notification, loan notification, and loan reception result response notification. The serial number stores the serial number for gaming machine information notifications, the counting serial number for counting notifications, and the loan serial number for loan notifications and loan reception result response notifications. The serial numbers range from 0 to 255. When the power is turned on, the serial number starts at 0, returns to 1 when it reaches 255, and then repeats from 1 to 255. The data section stores various data, and the checksum stores the lowest byte of the total sum calculated by adding up the data from the message length to the data section.

[0133] FIG. 8(b) is a diagram showing the specific contents of the data portion of the gaming machine information notification. The data portion of the gaming machine information notification stores a code representing the type of gaming machine, such as a pachinko gaming machine, a slot machine gaming machine, or an arrange ball gaming machine. In the case of this embodiment, a code representing a slot machine gaming machine is stored. The gaming machine information type includes hall control and fraud monitoring information in addition to the gaming machine performance information and gaming machine installation information described with reference to FIG. 6. The gaming machine information type stores a code for identifying which of these three types of information the information is.

[0134] FIG. 9(a) is a diagram showing details of the hole control and fraud monitoring information.

[0135] The game medal number information is information that indicates the current game medal number stored in the RAM 358 of the medal number control unit 350.

[0136] The inserted medal count information is information (-3 to 3 medals) that represents the change in the number of inserted medals since the previous gaming machine information notification, depending on the number of inserted medals and the number of returned medals if there are any when the settlement button 134 (see FIG. 1) is operated. In other words, this information is based on the information on the number of inserted medals and the information on the number of settled medals that are included in the game control priority commands (insertion command, settlement command) sent from the game control unit 302 to the medal count control unit 350.

[0137] The medal payout count information indicates the number of medals that have been paid out. This medal payout count information is based on the medal payout count information included in the game control priority command (payout command) sent from the game control unit 302 to the medal count control unit 350.

[0138] The advantageous state information is the advantageous state information shown in Fig. 6(a) that has been explained using Fig. 6. In addition, information that indicates the state of the gaming machine may be included.

[0139] The gaming machine error status information is information represented by an error code.

[0140] Figure 9(b) is a list of error codes. The various errors shown in Figure 9(b) are also handled in medal count control status commands, various processing commands sent from the game control unit 302 to the first sub-control unit 400, and game control priority commands (error occurrence commands), which will be described later.

[0141] Below, only errors that require special explanation will be explained. A medal count control disconnection is an error that occurs when the game control unit 302 detects a disconnection in the medal count control unit 350. A game control disconnection is the opposite error, occurring when the medal count control unit 350 detects a disconnection in the game control unit 302. A game sequence error is an error in which the game progress order in the game control unit 302 is abnormal. A game control command serial number error is an error in which the serial number of a command from the game control unit 302 is a value other than the previous value plus 1. A payout number error is an error that occurs when the payout number included in the game control status command is outside the range of 0 to 15. In other words, in the slot machine 100 of this embodiment, the maximum number of coins that can be paid out at one time is 15. A settlement number mismatch is an error that occurs when the settlement number included in the game control priority command (settling command) is equal to or greater than the number of coins inserted. The chip ID number mismatch is an error that occurs when the IC chip number information in the game control unit information shown in Figure 6(c) differs from the previous information. The medal count control RAM error is an error that indicates a defect in the RAM 358 of the medal count control unit 350. The lending machine communication abnormality, which will be described in detail later, is an error in which a lending notification is not received even though the VL signal from the lending machine 700 is in the ON state. Note that, when any of the various errors shown in Figure 9(b) occurs, all seven segments of the instruction monitor 125 shown in Figure 1 are lit, and an error notification sound is output from the speaker 272. In addition, an error code for display is displayed on the performance image display device 157.

[0142] The gaming machine fraud information includes the setting status information and front door information shown in Figure 6(a) as explained using Figure 6, as well as information when fraud is detected, information indicating that the number of gaming medals has been cleared, and a security signal indicating that fraud is being detected.

[0143] The game information number information is information on the current bet number and information on the payout number. These two pieces of information are distinguished by type information. When the operation of the start lever 135 is accepted and a start lever acceptance command (game control status command) is sent from the game control unit 302 to the medal count control unit 350, the current bet number becomes the value of the current bet number included in the start lever acceptance command. Also, when a payout command (game control status command) is sent from the game control unit 302 to the medal count control unit 350, the payout number becomes the value of the payout number included in the payout command.

[0144] Returning to the explanation using FIG. 8(b), the gaming machine information notification transmitted from the medal count control unit 350 to the dispensing machine 700 at 300 ms intervals contains gaming machine information of the code specified by the gaming machine information type. That is, when the gaming machine information type value is 0, gaming machine performance information is stored; when the gaming machine information type value is 1, gaming machine installation information is stored; and when the gaming machine information type value is 2, hall control and fraud monitoring information is stored. The gaming machine performance information, gaming machine installation information, and hall control and fraud monitoring information are notified at different intervals. The gaming machine performance information is notified once every longest first time period (e.g., 180 seconds), the gaming machine installation information is notified once every second time period (e.g., 60 seconds), and the hall control and fraud monitoring information is notified every shortest third time period (e.g., every 300 ms, the notification cycle). When the notification timings of these three pieces of information overlap, the notification of gaming machine installation information takes the highest priority, followed by the notification of gaming machine performance information. The lowest priority is hole control and fraud monitoring information, which is the type of information that is notified the most frequently.

[0145] FIG. 8(c) shows the specific contents of the data portion of the count notification transmitted from the medal count control unit 350 to the dispensing machine 700 at 300-ms intervals. As shown in FIG. 7, the count notification is sent within a range of 90 ms to 100 ms from the start of the gaming machine information notification. This is managed by a count notification interval timer, which is set to 90 ms in step S3303 shown in FIG. 32, which will be described later. Furthermore, as will be described in detail later, when the count button 171 shown in FIG. 1 is pressed briefly once, the counted number increases by one medal. When the count button 171 is pressed briefly multiple times until the 300-ms interval is reached, the counted number becomes the number of medals corresponding to the number of short presses. On the other hand, when the count button 171 is pressed for 500 ms or longer and the 300-ms interval is reached, the counted number becomes 50 medals. In other words, the counted number can be set in single medal increments or 50 medals at once. However, if the counted number of medals exceeds the value of the number of game medals stored in RAM 358, this value of the number of game medals is set as the counted number. The counted medal number information is information that indicates the counted number determined by the operation of the count button 171 until the 300 ms cycle arrives. The accumulated counted medal number is information that indicates the number of counted medals accumulated since the power was turned on.

[0146] FIG. 8(d) is a diagram showing the specific contents of the data portion of the loan notification transmitted from the loaning machine 700 to the medal count control unit 350 at 300-ms intervals. As shown in FIG. 7, the loaning machine 700 sends a loan notification to the medal count control unit 350 within 170 ms of starting to receive the count notification. The medal count control unit 350 monitors whether the loan notification has been sent within 170 ms using a loan notification interval timer, which is set to 170 ms in step S3502 shown in FIG. 34 (described later). When the loan button 707 of the loaning machine 700 shown in FIG. 1 is operated, if the "money balance" on the card is equal to or greater than a predetermined amount (e.g., 1,000 yen), the number of medals to be loaned is the number of medals equivalent to the predetermined amount (e.g., 50 medals). On the other hand, if the "money balance" on the card is less than the predetermined amount, the number of medals to be loaned is the number of medals converted from the current balance at a predetermined rate. The information on the number of medals lent out is thus information that indicates the number of medals lent out in response to the operation of the lending button 707. The predetermined amount and the number of medals equivalent to the predetermined amount can be set in advance in the lending machine 700.

[0147] 8(e) is a diagram showing the specific contents of the data section of the loan receipt result response sent from the medal count control unit 350 to the loaner machine 700. As will be described in detail later, the medal count control unit 350 determines whether the number of loaned medals notified by the loan notification is 50 or less, whether the number of game medals stored in RAM 358 is less than the loan threshold (for example, 15,000), whether counting processing has not been performed, etc., and determines the loaned medal count receipt result as either normal or abnormal. This receipt result is sent to the loaner machine 700 in the loan receipt result response.

[0148] Next, the game control state command that the game control unit 302 shown in FIG. 7 transmits to the medal count control unit 350 every 2.98 ms will be described.

[0149] FIG. 10 is a table showing game control state commands.

[0150] The game control status command is a 16-bit command, with the most significant bit of the upper byte used as a strobe signal, the remaining upper 7 bits indicating the command type, and the lower byte indicating the content. Figure 10 also shows the command offset used when transmitting.

[0151] The gaming control unit 302 transmits commands representing advantageous state information (RB information, BB information, AT information), and after 2.98 ms has passed, it transmits commands representing setting state information (setting change in progress information, setting confirmation in progress information), and after 2.98 ms has passed, it transmits commands representing front door state information (door open information). This completes the transmission of gaming machine state information.

[0152] Then, after 2.98 ms has passed, information representing the total number of inserted coins in 3 bytes (total inserted coin count information) is sent in three 1-byte increments at 2.98 ms intervals. That is, the first byte is sent with a command type whose upper byte is 13H, and after 2.98 ms, the second byte is sent with a command type whose upper byte is 14H, and after 2.98 ms, the third byte is sent with a command type whose upper byte is 15H.

[0153] Next, after 2.98 ms has passed, the total number of dispensed coins (total dispensed coin information) is transmitted in three byte increments at 2.98 ms intervals. That is, the first byte is transmitted with a command type of 16H in the upper byte, and after 2.98 ms, the second byte is transmitted with a command type of 17H in the upper byte, and after 2.98 ms, the third byte is transmitted with a command type of 18H in the upper byte.

[0154] Next, after 2.98 ms has elapsed, information (MY counter value information) representing the MY counter value in three bytes is sent in three batches of one byte each at 2.98 ms intervals. That is, the first byte is sent with a command type whose upper byte is 19H, and after 2.98 ms, the second byte is sent with a command type whose upper byte is 1AH, and after 2.98 ms, the third byte is sent with a command type whose upper byte is 1BH.

[0155] Furthermore, after 2.98 ms has passed, the information representing the total number of payouts of the reels in 3 bytes (total payout information of reels) is sent in 3 bytes, one byte at a time, at intervals of 2.98 ms. That is, the first byte is sent with a command type of 1CH in the upper byte, and after 2.98 ms, the second byte is sent with a command type of 1DH in the upper byte, and after 2.98 ms, the third byte is sent with a command type of 1EH in the upper byte.

[0156] Then, after 2.98 ms has passed, the information (continuous reel total payout information) representing the total number of consecutive reels paid out in 3 bytes is sent in 3 parts, 1 byte at a time, at intervals of 2.98 ms. That is, the first byte is sent with a command type of 1FH in the upper byte, and after 2.98 ms, the second byte is sent with a command type of 20H in the upper byte, and after 2.98 ms, the third byte is sent with a command type of 21H in the upper byte.

[0157] Next, after 2.98 ms has passed, information (game count information) representing the number of games played in two bytes is sent in two batches of one byte each, at intervals of 2.98 ms. That is, the first byte is sent with a command type whose upper byte is 22H, and after 2.98 ms has passed, the second byte is sent with a command type whose upper byte is 23H.

[0158] Next, after 2.98 ms has elapsed, the role ratio monitor information is sent at 2.98 ms intervals across five commands. That is, the upper byte sends information representing the role ratio with a command type of 24H, the upper byte sends information representing the continuous role ratio with a command type of 25H, the upper byte sends information representing the advantageous section ratio with a command type of 26H, the upper byte sends information representing the instruction-included role ratio with a command type of 27H, and the upper byte sends information representing the role status ratio with a command type of 28H. This completes the transmission of gaming machine performance information.

[0159] After another 2.98 ms has elapsed, gaming control unit information is transmitted over 15 commands at 2.98 ms intervals. That is, information representing the 4-byte IC chip ID number of the gaming control unit 302 is transmitted in four 1-byte increments at 2.98 ms intervals. Next, information representing the 3-byte IC chip manufacturer code of the gaming control unit 302 is transmitted in three 1-byte increments at 2.98 ms intervals. Next, information representing the 8-byte IC chip product code of the gaming control unit 302 is transmitted in eight 1-byte increments at 2.98 ms intervals. This completes the transmission of gaming machine installation information.

[0160] Finally, the checksum value is transmitted. Once the transmission of the checksum value is complete, the system returns to transmitting advantageous state information, and thereafter repeats transmitting the game control state commands shown in Figure 10 one by one in sequence every 2.98 ms. Note that if there is a game control priority command, the transmission of game control state commands will be suspended until this command is transmitted.

[0161] Next, a medal count control state command that the medal count control unit 350 shown in FIG. 7 transmits to the game control unit 302 every 5.96 ms will be described.

[0162] FIG. 11 is a table showing medal count control state commands.

[0163] The medal count control status command is also a 16-bit command, with the most significant bit of the upper byte being used as a strobe signal, the remaining upper 7 bits representing the command type, and the lower byte representing the content. Figure 11 also shows the command offset used when sending.

[0164] The medal count control unit 350 transmits VL signal information indicating whether the VL signal from the lending machine 700 is in the ON state. This VL signal information corresponds to basic information and may include other information.

[0165] Next, after 5.96 ms has passed, the information stored in RAM 358, which is represented by two bytes, for "number of game medals played" is divided into upper and lower byte pieces and transmitted at 5.96 ms intervals. That is, the lower byte is transmitted with a command type whose upper byte is 02H, and after 5.96 ms has passed, the upper byte is transmitted with a command type whose upper byte is 03H.

[0166] Then, after 5.96 ms has elapsed, information indicating the counted number (counted number information) is transmitted, and after 5.96 ms has elapsed, information indicating the number of loaned sheets (loaned number information) is transmitted.

[0167] Finally, the error code explained with reference to Figure 9(b) is transmitted. When transmission of the error code is completed, the system returns to transmitting VL signal information, and thereafter repeats transmitting the medal count control status commands shown in Figure 11 in sequence every 5.96 ms. Note that if there is a response command to the game control priority command, transmission of the medal count control status command is suspended until this command is transmitted.

[0168] Next, the security commands transmitted from the game control unit 302 shown in FIG. 7 to the first sub-control unit 400 at 100 ms intervals will be described.

[0169] The security command includes VL signal information indicating whether the VL signal is on or not, door open information indicating whether the front door 102 is open or not, information indicating the "number of game medals" stored in RAM 358, information indicating the counted number, and information indicating the number of loaned medals, etc. The information indicating the "number of game medals", information indicating the counted number, and information indicating the number of loaned medals is information transmitted from the medal count control unit 350 by the medal count control status command.

[0170] Various processing commands are also sent from the gaming control unit 302 to the first sub-control unit 400. Examples of the various processing commands include a normal recovery command upon power recovery, a setting change start command related to a setting value change, a setting change end command including the changed setting value, an error occurrence command and an error reset command, a bet command including the number of coins inserted, a settlement button command indicating that the settlement button has been pressed, a performance information command including performance information, a start lever acceptance command indicating that the operation of the start button 135 has been accepted, first to third press commands associated with the acceptance of the operation of the stop buttons 137 to 139, a game information command including game information, and a payout start command indicating the start of payout. The errors in the error occurrence command and error reset command include errors represented by the error codes described with reference to FIG. 9(b), as well as an error indicating that the number of game medals displayed is approaching the upper limit, a door open error indicating that the front door 102 has been opened, and a dispenser abnormality error in which the VL signal has been turned off.

[0171] FIG. 12 is a diagram showing a communication sequence when a game control priority command is transmitted from the game control unit 302 to the medal count control unit 350.

[0172] The game control priority command is a command that is sent with priority over the game control status command. If the medal control unit 350 requests retransmission after sending the game control priority command, the game control unit 302 sends the game control priority command to the medal control unit 350 again.

[0173] FIG. 13(a) is a diagram showing details of the game control priority command.

[0174] There are two types of game control priority commands: one in which, when sent to the medal count control unit 350, a response command is returned from the medal count control unit 350, and one in which no response command is returned and the transmission of the medal count control status command continues. The former game control priority command is called game control priority command 1, and the latter game control priority command is called game control priority command 2. Figure 12 shows the communication sequence when game control priority command 1 is sent.

[0175] The game control priority command 1 includes a payout command, an input command, and a settlement command. The payout command sends the number of coins to be paid out (0 to 15) with a command type whose upper byte is 04H, then sends a command serial number with a command type whose upper byte is 05H, and finally sends a checksum with a command type whose upper byte is 06H. In other words, when sending a payout command, three commands are sent in succession.

[0176] The input command sends the number of inputs (0 to 3) with a command type whose upper byte is 07H, then sends a command sequence number with a command type whose upper byte is 08H, and finally sends a checksum with a command type whose upper byte is 09H. In other words, even when sending an input command, three commands are sent in succession.

[0177] The settlement command sends the settlement number (0 to 3) with a command type whose upper byte is 0AH, then sends a command sequence number with a command type whose upper byte is 0BH, and finally sends a checksum with a command type whose upper byte is 0CH. In other words, when sending a settlement command, three commands are sent in succession.

[0178] When the medal count control unit 350 shown in FIG. 12 receives the game control priority command 1, it transmits a response command.

[0179] FIG. 13(b) is a diagram showing details of the response command sent back from the medal count control unit 350 to the game control unit 302.

[0180] Response commands may be sent in response to a payout command (payout response), in response to an input command (input response), or in response to a settlement command (settlement response). Response commands have a value of 00H in the upper byte, which indicates the command type. Payout responses include one of the following: normal, abnormal, or a re-request for the payout command. Note that normal here corresponds to the completion of payout, and abnormal corresponds to the number of game medals exceeding the payout threshold (for example, 16,383 medals) due to payout.

[0181] The input response is a response command that includes one of the following: normal, abnormal, or a request to retry the input command. Note that normal here corresponds to input completion, and abnormal here corresponds to input failure or input invalid.

[0182] The settlement response is a response command that includes one of the following: normal, abnormal, or a request to re-request the settlement command. Note that normal here corresponds to the completion of settlement, and abnormal here corresponds to the case where the number of game medals exceeds the settlement threshold (for example, 16,383 medals) due to settlement. Note that the settlement threshold is the same threshold value as the payout threshold described above.

[0183] FIG. 14 is a diagram showing a communication sequence when a game control priority command 2 is transmitted from the game control unit 302 to the medal count control unit 350.

[0184] As shown in Figure 13(a), the game control priority command 2 includes an error occurrence command, a RAM clear command, and a start lever operation command. The error occurrence command is a command type with the upper byte set to 01H, and is a command that includes the occurrence of various errors shown in Figure 9(b).

[0185] The RAM clear command is a command type with the upper byte set to 02H, and is a command that includes whether the RAM 308 is normal as determined by the game control unit 302, or whether the RAM 308 is defective as determined by the game control unit 302.

[0186] The start lever acceptance command is a command type with the upper byte being 03H, and since the number of bets is determined when the operation of the start lever 135 is accepted, this command contains information indicating the determined number of bets (current number of bets: 1 to 3).

[0187] "Pattern Arrangement" A predetermined number of different symbols are arranged on each of the reels 110 to 112. In order to enhance the enjoyment of the game, the slot machine 100 in this embodiment is configured to stop the corresponding reel 110 to 112 within the maximum retraction range from the position where the reel is stopped.

[0188] Types of winning roles The winning combinations of the slot machine 100 include a special combination, a replay combination, and a small combination. Note that the types of winning combinations are not limited to these combinations, and any combination can be adopted.

[0189] <<Types of internal winning roles>> In a game, an internal winning combination is determined by lottery at the start of the game, and in that game, it is possible to win a combination corresponding to this internal winning combination. Note that, depending on the combination, the result of the internal winning combination may be carried over to the next game.

[0190] Types of game states The slot machine 100 is provided with various states with different degrees of advantage, and the degree of advantage changes as the state transitions, increasing the interest of the game.

[0191] <<Processing Overview>> Below, the processing of the game control unit 302, medal count control unit 350, first sub-control unit 400, and second sub-control unit 500 will be explained with reference to the drawings. Note that this embodiment does not use actual medals, but instead employs a so-called medal-less configuration using information equivalent to the number of real medals (virtual medal count), and in the following explanation, this information will be referred to as "medal count."

[0192] <<Game Control Unit Main Processing>> First, the game control unit main processing executed by the CPU 304 of the game control unit 302 will be described with reference to Figure 15. This figure is a flowchart showing the flow of the game control unit main processing.

[0193] As described above, the game control unit 302 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the game control unit 302 is reset and started by a reset interrupt, and executes the game control unit main processing shown in FIG. 15 in accordance with the control program pre-stored in the ROM 306.

[0194] When the power is turned on, first, various initial settings are performed in step S101. These initial settings include setting a stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308 (including the MY counter described below), and setting operation permission and initial values ​​for the WDT 314. Note that if any settings are changed, the contents of the RAM 308 are initialized. Also, if it is determined in the recovery process that there is an abnormality in the backup data of the RAM 308, the contents of the RAM 308 are initialized. When this initialization is performed, a RAM clear command including information on whether the initialization was completed normally is sent to the medal count control unit 350.

[0195] In step S102, a medal insertion / start lever operation reception process is executed, the details of which will be described later with reference to FIG.

[0196] In step S103, the active winning lines are determined.

[0197] In step S104, the winning combination lottery table stored in the ROM 306 is read out according to the current game state, and an internal winning combination is determined by performing an internal lottery (lottery for combinations) using this table and the random number value obtained from the random number value generation circuit 316. If any winning combination (including an operating combination) is internally won as a result of the internal lottery, the flag for that winning combination is turned on.

[0198] In step S105, reel stop data corresponding to the stop operation is prepared based on the result of the internal lottery. This reel stop data is stored in the ROM 306 of the game control unit 302.

[0199] In step S106, the reels 110-112 start to rotate, provided that the game interval timer (which is subtracted in a timer update process described later) is 0, and an initial value is set to the game interval timer. When the reels 110-112 start to rotate, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when the reels 110-112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the symbol positions on each reel, and the stop operation of the stop buttons 137-139 is validated. The game interval counter ensures the minimum time required for one game (4.1 seconds in this embodiment), thereby reducing gambling.

[0200] In step S107, a reel stop control process is executed. In this process, when a stop operation is enabled and one of the stop buttons 137-139 is pressed, the reel 110-112 corresponding to the pressed stop button 137-139 is stopped. Specifically, each time a stop operation is performed, the stop table of reel stop data is referenced, and the reel 110-112 corresponding to the stop operation is stopped according to the number of reel pulls set in the stop table. Furthermore, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all of the reels 110-112 have stopped, the process proceeds to step S108.

[0201] In step S108, a winning determination process is performed. Here, if a symbol combination corresponding to a winning combination is displayed on an activated winning line, it is determined that the winning combination has been achieved. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.

[0202] In step S109, medal awarding processing is executed, the details of which will be described later with reference to FIG.

[0203] In step S110, a game status control process is performed, where the status relating to the game status is updated based on the result of the game.

[0204] This completes one game. After that, the process returns to step S102 and the above-described processing is repeated to continue the game.

[0205] Next, details of the medal insertion / start lever reception process (step S102) in the game control unit main process of Fig. 15 will be described with reference to Fig. 16. This figure is a flowchart of the medal insertion / start lever reception process (step S102) in Fig. 15.

[0206] First, in step S1001, it is determined whether or not there is any error status. If there is no error status, the process proceeds to step S1003, and if there is any error status, the process proceeds to step S1002.

[0207] In step S1002, an error notification process corresponding to the error status is executed, and the process returns to step S1001.

[0208] In step S1003, one interrupt time waiting process is executed, and the process proceeds to step S1004.

[0209] In step S1004, interrupt processing is prohibited, and the process proceeds to step S1005.

[0210] In step S1005, it is determined whether or not a setting key operation has been accepted. If a setting key operation has been accepted, the process proceeds to step S1006, and if a setting key operation has not been accepted, the process proceeds to step S1007.

[0211] In step S1006, a process is executed to confirm whether the setting key operation has been accepted, and the process proceeds to step S1001 again.

[0212] In step S1007, it is determined whether the VL signal is on. This VL signal is a signal that is always transmitted in an on state from the dispensing machine 700 to the medal count control unit 350. The game control unit 302 grasps the state of the VL signal based on the information transmitted from the medal count control unit 350. If this VL signal is in an on state, the process proceeds to step S1008, and if the VL signal is in an off state, the process proceeds again to step S1001.

[0213] In step S1008, it is determined whether or not operation of start lever 135 has been accepted. If operation of start lever 135 has been accepted, the process proceeds to step S1009, and if operation of start lever 135 has not been accepted, the process proceeds to step S1011.

[0214] In step S1009, it is determined whether the replay flag is on. This replay flag is a flag that is set on when a replay role is won and a replay is granted. If the replay flag is off, the process proceeds to step S1010, and if the replay flag is on, the medal insertion / start lever acceptance process is terminated.

[0215] In step S1010, the current number of bets (current bet number) is compared with the number required to start the game (startable number). If the current number of bets is less than the startable number, the process proceeds to step S1011, and if the current number of bets is equal to or greater than the startable number, the process proceeds to step S1012.

[0216] In step S1011, a medal insertion process is executed, and the process proceeds to step S1001 again. Details of the medal insertion process will be described later with reference to FIG.

[0217] In step S1012, 03H is set in the upper byte of the content (2 bytes) to be sent to the medal count control unit 350, and the process proceeds to step S1013. The value set here is used to indicate that the command to be sent is a start lever acceptance command.

[0218] In step S1013, the current bet number is set in the lower byte of the content (2 bytes) sent to the medal number control unit 350, and the process proceeds to step S1014.

[0219] In step S1014, a process for transmitting a priority command to the medal count control unit is executed. Details of this process will be described later with reference to FIG.

[0220] In step S1015, a start lever acceptance command is sent to the first sub-control unit 400, and this medal insertion / start lever acceptance process is terminated.

[0221] Next, details of the medal insertion process (step S1011) in the medal insertion / start lever reception process in Fig. 16 will be described with reference to Fig. 17. This figure is a flowchart of the medal insertion process (step S1011) in Fig. 16.

[0222] First, in step S1101, which is executed first, it is determined whether or not operation of the settlement button 134 has been accepted. If operation of the settlement button 134 has been accepted, the process proceeds to step S1102, and if operation of the settlement button 134 has not been accepted, the process proceeds to step S1103.

[0223] In step S1102, the settlement button process is executed, and the medal insertion process is terminated. Details of the settlement button process will be described later with reference to FIG.

[0224] In step S1103, it is determined whether or not operation of either of the bet buttons 130, 132 has been accepted. If operation of the bet buttons 130, 132 has been accepted, the process proceeds to step S1104, and if operation of the bet buttons 130, 132 has not been accepted, the medal insertion process ends.

[0225] In step S1104, it is determined whether the replay flag is on. This replay flag is a flag that is set to on when a replay role is won and a replay is awarded. If the replay flag is off, the process proceeds to step S1105, and if the replay flag is on, the process proceeds to step S1114.

[0226] In step S1105, 0 is set as the requested number of medals, and the process proceeds to step S1106. Note that this requested number of medals is a value used to set the number of medals exchanged with the medal count control unit 350.

[0227] In step S1106, the current bet number is compared with the maximum bet number (3 in this embodiment). If the current bet number is not the same as the maximum bet number, the process proceeds to step S1107, and if the current bet number is equal to the maximum bet number, the process proceeds to step S1110.

[0228] In step S1107, the value obtained by subtracting the current bet number from the maximum bet number is set as the requested number, and the process proceeds to step S1108.

[0229] In step S1108, it is determined whether the bet button 130, 132 determined to have been operated is the 1-coin bet button 130. If the bet button 130, 132 determined to have been operated is the 1-coin bet button 130, the process proceeds to step S1109; otherwise, the process proceeds to step S1110.

[0230] In step S1109, the requested number is set to 1, and the process proceeds to step S1110.

[0231] In the above steps S1105 to S1109, if the current bet number is the maximum bet number, the requested number will be 0. Furthermore, if the MAX BET button 132 is operated when the current bet number is less than the maximum bet number, and the maximum bet number is 3 and the current bet number is 0, the requested number will be 3; if the current bet number is 1, the requested number will be 2; and if the current bet number is 2, the requested number will be 1. Furthermore, if the BET 1 button 130 is operated when the current bet number is less than the maximum bet number, the requested number will be 1.

[0232] In step S1110, 07H is set in the upper byte of the content (2 bytes) to be sent to the medal count control unit 350, and the process proceeds to step S1111. The value set here is used to indicate that the command being sent is an input command.

[0233] In step S1111, a process for transmitting fluctuation information to the medal count control unit is executed, and the process proceeds to step S1112. Details of the process for transmitting fluctuation information to the medal count control unit will be described later with reference to FIG.

[0234] In step S1112, a response result to the command sent in step S1111 is awaited, and it is determined whether this result is "normal." If the response result is "normal," the process proceeds to step S1113, and if the response result is not "normal," the process proceeds to step S1114.

[0235] In step S1113, the requested number of coins is added to the current bet number, and the process proceeds to step S1114.

[0236] In step S1114, a bet button acceptance command is sent to the first sub-control unit, and this medal insertion processing ends.

[0237] Next, details of the settlement button process (step S1102) in the medal insertion process of Fig. 17 will be described with reference to Fig. 18. This figure is a flowchart of the settlement button process (step S1102) in Fig. 17.

[0238] First, in step S1201, which is executed first, a settlement button acceptance command is sent to the first sub-control unit, and the process proceeds to step S1202.

[0239] In step S1202, it is determined whether the replay flag is on. This replay flag is a flag that is set on when a replay role is won and a replay is awarded. If the replay flag is off, the process proceeds to step S1203, and if the replay flag is on, the settlement button process is terminated.

[0240] In step S1203, the requested number of coins and the current bet number are set, and the process proceeds to step S1204.

[0241] In step S1204, 0AH is set in the upper byte of the content (2 bytes) to be sent to the medal count control unit 350, and the process proceeds to step S1205. The value set here is used to indicate that the command to be sent is a settlement command.

[0242] In step S1205, a process for transmitting fluctuation information to the medal count control unit is executed, and the process proceeds to step S1206. Details of the process for transmitting fluctuation information to the medal count control unit will be described later with reference to FIG.

[0243] In step S1206, it is determined whether the response result to the command sent in step S1205 is "normal." If the response result is "normal," the process proceeds to step S1207; if the response result is not "normal," the settlement button process ends.

[0244] In step S1207, the current bet amount is set to 0, and the settlement button process ends.

[0245] Next, details of the process of sending variable information to the medal count control unit (step S1111) in the medal insertion process of Fig. 17, the process of sending variable information to the medal count control unit (step S1205) in the settlement button process of Fig. 18, and the process of sending variable information to the medal count control unit (step S1605) in the medal awarding process of Fig. 22 will be described using Fig. 19. This figure is a flowchart of the process of sending variable information to the medal count control unit (step S1111, step S1205, step S1605) in Figs. 17, 18, and 22.

[0246] First, in step S1301, which is executed first, the value of the remaining number of transmissions is set to an initial value (4 in this embodiment), and the process proceeds to step S1302.

[0247] In step S1302, information indicating that the response result is "abnormal" is set, and the process proceeds to step S1303. This response result is overwritten by the response result from the medal count control unit 350, but if it is not overwritten (there is no response), it indicates "abnormal."

[0248] In step S1303, it is determined whether or not there is any error status. If there is any error status, this process of sending fluctuation information to the medal count control unit is terminated, and if there is no error status, the process proceeds to step S1304.

[0249] In step S1304, the response waiting timer is set to an initial value (a value equivalent to 100 ms in this embodiment), and the process proceeds to step S1305.

[0250] In step S1305, the value of the remaining number of transmissions is decremented by 1, and the process proceeds to step S1306.

[0251] In step S1306, if the value of the remaining number of transmissions is not 0, the process proceeds to step S1307, and if the value of the remaining number of transmissions is 0, the process of transmitting fluctuation information to the medal count control unit is terminated.

[0252] In step S1307, a triple command transmission process is executed, and the process proceeds to step S1308. Details of this triple command transmission process will be described later with reference to FIG.

[0253] In step S1308, if the value of the response wait timer is not 0, the process proceeds to step S1309, and if the value of the response wait timer is 0, the process proceeds to step S1303 again.

[0254] In step S1309, if a response has been received from the medal count control unit 350, the process proceeds to step S1310, and if not, the process proceeds to step S1308 again.

[0255] In step S1310, if the response received from the medal count control unit 350 is a "request again," the process proceeds to step S1303 again, and if the response received is anything other than that, the process proceeds to step S1311.

[0256] In step S1311, the result of receiving the response from the medal count control unit 350 is stored as the response result, and the process proceeds to step S1312.

[0257] In step S1312, the command serial number is incremented by 1, and the process of transmitting variable information to the medal count control unit is terminated.

[0258] Next, the triple command transmission process (step S1307) in the process of transmitting variable information to the medal count control unit in Fig. 19 will be described in detail using Fig. 20. This figure is a flowchart of the triple command transmission process (step S1307) in Fig. 19. Here, a triple command refers to a command consisting of a group of three commands transmitted in succession, and in this embodiment, the input command, settlement command, and payout command shown in Fig. 13(a) are each a triple command.

[0259] First, in step S1401, which is executed first, the checksum value is set to 0 (initialized), and the process proceeds to step S1402.

[0260] In step S1402, the requested number of medals is set in the lower byte of the content (2 bytes) sent to the medal count control unit 350, and the process proceeds to step S1403.

[0261] In step S1403, a process for transmitting a priority command to the medal count control unit is executed. Details of this process will be described later with reference to FIG.

[0262] In step S1404, the checksum value is updated using the transmission contents (lower byte).

[0263] In step S1405, the value of the upper byte of the content (2 bytes) sent to the medal count control unit 350 is incremented by 1, and the process proceeds to step S1406.

[0264] In step S1406, the command sequence number is set in the lower byte of the content (2 bytes) to be sent to the medal count control unit 350, and the process proceeds to step S1407.

[0265] In step S1407, a process for transmitting a priority command to the medal count control unit is executed. Details of this process will be described later with reference to FIG.

[0266] In step S1408, the checksum value is updated using the transmission contents (lower byte).

[0267] In step S1409, the value of the upper byte of the content (2 bytes) sent to the medal count control unit 350 is incremented by 1, and the process proceeds to step S1410.

[0268] In step S1410, a checksum is set in the lower byte of the content (2 bytes) sent to the medal count control unit 350, and the process proceeds to step S1411.

[0269] In step S1411, a process for transmitting a priority command to the medal count control unit is executed. Details of this process will be described later with reference to FIG.

[0270] Next, details of the medal count control unit priority command transmission process (step S1014) in the medal insertion / start lever reception process of Fig. 16 and the medal count control unit priority command transmission process (steps S1403, S1406, step S1409) in the triple command transmission process of Fig. 20 will be described using Fig. 21. This figure is a flowchart of the medal count control unit priority command transmission process (steps S1014, S1403, S1406, step S1409) in Fig. 16 and Fig. 20.

[0271] First, in step S1501, it is determined whether the transmission buffer for the medal count control unit is empty. If the transmission buffer is empty, the process proceeds to step S1502. If the transmission buffer is not empty, step S1501 is repeated.

[0272] In step S1502, the transmission contents (2 bytes) are set in the transmission buffer for the medal count control unit, and this medal count control unit priority command transmission process ends.

[0273] Next, the medal awarding process (step S109) in the game control unit main process of Fig. 15 will be described in detail with reference to Fig. 22. This figure is a flowchart of the medal awarding process (step S109) in Fig. 15.

[0274] First, in step S1601, it is determined whether or not there is any error status. If there is no error status, the process proceeds to step S1602, and if there is any error status, the process proceeds to step S1603.

[0275] In step S1602, the value of the dispensed number is set as the requested number, and the process proceeds to step S1604.

[0276] In step S1603, an error notification process corresponding to the error status is executed, and the process returns to step S1601.

[0277] In step S1604, 04H is set in the upper byte of the content (2 bytes) to be sent to the medal count control unit 350, and the process proceeds to step S1605. The value set here is used to indicate that the command to be sent is a payout command.

[0278] In step S1605, a process for transmitting fluctuation information to the medal count control unit (FIG. 19) is executed, and the process proceeds to step S1606.

[0279] In step S1606, it is determined whether the response result to the command sent in step S1605 is "normal." If the response result is "normal," the process proceeds to step S1607, and if the response result is not "normal," the process proceeds to step S1608.

[0280] In step S1607, a payout command is sent to the first sub-control unit, and this medal awarding process is terminated.

[0281] In step S1608, if there is no error request, a command indicating that the number of game medals is in an overflow state (addition by payout is not possible) is sent to the first sub-control unit, and the process proceeds to step S1601.

[0282] <<Game control unit timer interrupt processing>> Next, a game control unit timer interrupt process executed by the CPU 304 of the game control unit 302 will be described with reference to Figure 23. The figure is a flowchart showing the flow of the game control unit timer interrupt process.

[0283] The game control unit 302 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (in this embodiment, once every 1.49 ms), and this timer interrupt signal is used as a trigger to start the game control unit timer interrupt processing at a predetermined period.

[0284] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values ​​of each register of the CPU 304 in a stack area.

[0285] In step S202, WDT314 is restarted periodically (in this embodiment, once every 1.49 ms, which is the period of the game control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (600 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).

[0286] In the event of a power outage, a save process is executed in step S214 (described later) and a WDT interrupt occurs, and when power is restored, the state at the time of the save process is restored. However, if power is restored early, for example, communication may resume before the lending machine 700 detects that the slot machine 100 has been powered down, which may result in a communication error. In consideration of such a situation, this embodiment is configured so that once a power outage occurs, communication will not resume until the lending machine 700 determines that a power outage has occurred. The initial value of the count value of the WDT 314 described above is one example for realizing this configuration.

[0287] In step S203, an error monitoring process is executed. Here, processes are performed to respond to various errors such as an abnormality in the communication state with the medal count control unit 350 or an abnormality in the open / close state of the door. If there is any error status, an error occurrence command including information on this error status is sent to the medal count control unit 350.

[0288] In step S204, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal status storage areas in the RAM 308 partitioned for each of the various sensors 318. The status of the optical sensors is confirmed in this process.

[0289] In step S205, various game processes are executed, and processes according to the interrupt status are executed.

[0290] In step S206, a medal count control command reception process is executed. Details of this process will be described later with reference to FIG.

[0291] In step S207, a game control command transmission process is executed, the details of which will be described later with reference to FIG.

[0292] In step S208, a presentation command transmission process is performed, and various commands that have been prepared for transmission by the main processing or timer interrupt processing of the game control unit 302 are transmitted to the first sub-control unit 400. In this embodiment, the output schedule information transmitted to the first sub-control unit 400 is composed of 16 bits, with bit 15 being strobe information (when on, indicates that data is set), bits 11 to 14 being command type (for example, basic command, bet command, start lever acceptance command, internal winning command, reel rotation start command accompanying the start of rotation of reels 110 to 112, first to third press commands accompanying acceptance of operation of stop buttons 137 to 139, first to third stop commands accompanying the stopping of reels 110 to 112, winning command, payout number command and payout completion command accompanying medal payout processing, game status update command, etc.), and bits 0 to 10 being command data (predetermined information corresponding to the command type).

[0293] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the game control unit 302 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.

[0294] In step S209, device monitoring processing is performed. In this device monitoring processing, the signal states of the various sensors 318 stored in the signal state storage area in step S204 are first read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, the various lamps 336 and various 7-segment (SEG) indicators are set according to the current game status.

[0295] In step S210, a security command transmission process is executed. Specifically, a security command is transmitted to the first sub-control unit 400 every 100 ms. This security command includes VL signal information indicating whether the VL signal is on or not, door open information indicating whether the front door 102 is open or not, information indicating the "number of game medals" stored in RAM 308, information indicating the counted number, and information indicating the number of loaned medals.

[0296] In step S211, a timer update process is performed. For example, a process of updating various timers by their respective time units, such as subtracting a game interval timer, is executed.

[0297] In step S212, it is monitored whether the low voltage signal is on or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S214, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S213.

[0298] In step S213, a timer interruption end process is performed. In this timer interruption end process, the values ​​of each register temporarily saved in step S201 are set back to the original registers, and the process then returns to the game control unit main process shown in FIG.

[0299] Meanwhile, in step S214, information (restore data) that needs to be saved, such as specific variables and stack pointers to restore the state at the time of power outage when power is restored, is saved in a specified area of ​​RAM 308, a checksum value for the specified area that includes at least the used area of ​​RAM 308 is derived and stored in RAM 308, and the power status is set to "normal."

[0300] Next, details of the disconnection determination process, which is one of the error monitoring processes (step S203) in the game control unit timer interrupt process in Fig. 23, will be described using Fig. 24. The figure is a flowchart of the disconnection determination process, which is one of the error monitoring processes (step S203) in Fig. 23.

[0301] First, in step S2001, which is executed first, if the value of the timer for determining disconnection is not 0, the process proceeds to step S2002, and if the value of the timer for determining disconnection is 0, the process proceeds to step S2003.

[0302] In step S2002, if the strobe signal transmitted from the medal count control unit 350 is on, the process proceeds to step S2004, and if the strobe signal is off, the process proceeds to step S2005.

[0303] In step S2003, the value of the timer for determining disconnection is set to an initial value (a value equivalent to 20 ms in this embodiment), and the process proceeds to step S2005.

[0304] In step S2004, the value of the timer for determining disconnection is set to an initial value (a value equivalent to 20 ms in this embodiment), and the process proceeds to step S2005.

[0305] In step S2005, if the value of the timer for determining disconnection is 1, the process proceeds to step S2006, and if the value of the timer for determining disconnection is not 1, the disconnection determination process ends.

[0306] In step S2006, it is determined whether or not there is any error status. If there is no error status, the process proceeds to step S2007, and if there is any error status, the disconnection determination process ends.

[0307] In step S2007, information indicating a disconnection error with the medal count control unit 350 is set as the error status, and this disconnection determination process is terminated.

[0308] Next, details of the medal count control command reception process (step S206) in the game control unit timer interrupt process in Fig. 23 will be described with reference to Fig. 25. This figure is a flowchart of the medal count control command reception process (step S206) in Fig. 23.

[0309] First, in step S2101, which is executed first, if the strobe signal transmitted from the medal count control unit 350 is on, the process proceeds to step S2102, and if the strobe signal is off, the medal count control command reception process ends.

[0310] In step S2102, the information in RAM 308 is updated based on the command received from the medal count control unit 350. These commands include six types of medal count control status commands (FIG. 11) and response commands (FIG. 13(b)), and the type of command can be identified by the upper byte. In other words, the type of command is identified by referring to the upper byte of the received command, and the contents of RAM 308 are updated based on the content of the command.

[0311] In step S2103, it is determined whether or not there is any error status. If there is no error status, the process proceeds to step S2104, and if there is any error status, the medal count control command reception process ends.

[0312] In step S2104, if the received command is a command including an error code (an error code in the medal count control unit 350), the error code is set as the error status. If there is no error in the medal count control unit 350, an error code indicating normality is set as the error status, but in this case, there is no error status.

[0313] Next, details of the game control command transmission process (step S207) in the game control unit timer interrupt process in Fig. 23 will be described with reference to Fig. 26. This figure is a flowchart of the game control command transmission process (step S207) in Fig. 23.

[0314] First, in step S2201, which is executed first, it is determined whether or not the transmission buffer addressed to the medal count control unit 350 is empty. If this transmission buffer is empty, the process proceeds to step S2202, and if this transmission buffer is not empty, the process proceeds to step S2207.

[0315] In step S2202, the command offset (see FIG. 10) is repeatedly incremented by 1 within the range of 1 to 41 (after 41 it is incremented by 1). As explained with reference to FIG. 10, this embodiment employs a configuration in which 41 types of commands are repeatedly transmitted in sequence from the game control unit 302 to the medal count control unit 350. The command offset is used to sequentially switch the type of command to be transmitted.

[0316] In step S2203, the command corresponding to the command offset and the information targeted by this command are read out to generate the transmission content, and this transmission content is set in the transmission buffer addressed to the medal count control unit 350.

[0317] In step S2204, it is determined whether the command offset is 41. Of the 41 types of commands transmitted from the game control means to the medal count control unit 350, the last command (the 41st command transmitted) is a checksum generated based on the transmitted contents of the commands up to that point. That is, for command offsets of 1 to 40, the checksum is updated (step S2205), and when the command offset becomes 41, the checksum updated up to that point is transmitted to the medal count control unit 350 (steps S2203, S2207), and the checksum value is initialized to generate a new checksum (step S2206). After the above processing, the process proceeds to step S2207.

[0318] In step S2207, the contents of the transmission buffer addressed to the medal count control unit 350 are output to the medal count control unit 350 (the I / O output port is updated). The information output here is received by the medal count control unit 350 when the strobe signal is set to ON in step S2209, which will be described later.

[0319] In step S2208, it is determined whether or not the strobe signal for the medal count control unit 350 is off. If the strobe signal for the medal count control unit 350 is off, the process proceeds to step S2209, and if the strobe signal for the medal count control unit 350 is on, the process proceeds to step S2210.

[0320] In step S2209, the strobe signal for the medal count control unit 350 is set to ON, and this game control state command transmission process is terminated.

[0321] In step S2210, the contents of the transmission buffer addressed to the medal count control unit 350 are cleared, and the process proceeds to step S2211.

[0322] In step S2211, the strobe signal for the medal count control unit 350 is set to OFF, and this game control state command transmission process is terminated.

[0323] <<Main processing of medal count control unit>> Next, a description will be given of the medal count control unit main processing executed by the CPU 354 of the medal count control unit 350 with reference to Fig. 27. Note that Fig. 27 is a flowchart showing the flow of the medal count control unit main processing.

[0324] As described above, the medal count control unit 350 is provided with a start signal output circuit (reset signal output circuit) that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 354 of the medal count control unit 350 is reset and started by a reset interrupt, and executes the medal count control unit main processing shown in FIG. 27 in accordance with the control program pre-stored in the ROM 356.

[0325] When power is turned on, first, power-on processing is performed in step S301. Here, initialization and restart of the WDT are performed until the power supply voltage reaches a predetermined voltage (9V) or higher, and when the power supply voltage reaches the predetermined voltage, access to RAM 358 is permitted and the interrupt period is set. In addition, settings such as communication circuit settings are also performed.

[0326] In step S302, RAM abnormality determination processing is executed, and the process proceeds to step S303. Details of this RAM abnormality determination processing will be described later with reference to FIG.

[0327] In step S303, a preparation process is executed, and the process proceeds to step S304. Details of this preparation process will be described later with reference to FIG.

[0328] In step S304, a process for transmitting a gaming machine information notification is executed, and the process proceeds to step S305. Details of this process will be described later with reference to FIG.

[0329] In step S305, a counting notification transmission process is executed, and the process proceeds to step S306. Details of this process will be described later with reference to FIG.

[0330] In step S306, a process for confirming receipt of the lending notification is executed, and the process proceeds to step S307. Details of this process will be described later with reference to FIG.

[0331] In step S307, if the lending notification receipt flag is on, the process proceeds to step S308, and if the flag is off, the process proceeds to step S304 again.

[0332] In step S308, a process for transmitting a loan acceptance result response is executed, and the process proceeds to step S304 again. Details of this process will be described later with reference to FIG.

[0333] Next, details of the RAM abnormality determination process (step S302) in the medal count control unit main process in Fig. 27 will be described with reference to Fig. 28. This figure is a flowchart of the RAM abnormality determination process (step S302) in Fig. 27.

[0334] First, in step S3001, which is executed first, if the power supply status is "normal", the process proceeds to step S3002, and if the power supply status is other than "normal", the process proceeds to step S3005.

[0335] In step S3002, a checksum value is derived based on the data in RAM 358, and the process proceeds to step S3003.

[0336] In step S3003, the checksum value derived in step S3002 is compared with the checksum value derived at the time of power outage. If these values ​​are the same, the checksum value is determined to be normal and the process proceeds to step S3004. If these values ​​are different, the checksum value is determined to be abnormal and the process proceeds to step S3005.

[0337] In step S3004, a normal RAM clearing process is executed, and the process proceeds to step S3008. In this embodiment, there are four types of RAM clearing processes, and as shown in Fig. 29, the normal RAM clearing process has the fewest targets to be cleared. In addition to an area for storing information during a game, RAM 358 also has an area for storing hardware information such as a chip ID, an area for storing information regarding the status of the gaming machine such as the ratio of advantageous zones, and a buffer for temporarily storing information received from the game control unit 302, but the normal RAM clearing process mainly clears the area for storing information during a game.

[0338] In step S3005, the all RAM clear process is executed, and the process proceeds to step S3006. Of the four types of RAM clear process, the all RAM clear process clears the most targets, and clears all areas as shown in FIG.

[0339] In step S3006, information indicating "RAM defect" is stored as RAM defect information, and the process proceeds to step S3007.

[0340] In step S3007, the game control unit chip ID acquisition flag is set to ON, and the process proceeds to step S3008.

[0341] In step S3008, if the game medal count clear button 172 has been operated, the process proceeds to step S3009, and if not, the process proceeds to step S3011.

[0342] In step S3009, the number of game medals is set to 0, and the process proceeds to step S3010.

[0343] In step S3010, information indicating "detection has occurred" is set as the game medal count clear detection information, and the process proceeds to step S3011.

[0344] In step S3011, the power-on flag is set to ON.

[0345] In step S3012, execution of the interrupt process is permitted.

[0346] In step S3013, this determination process is repeated until a strobe signal ON from the game control unit 302 is detected, and when a strobe signal ON is detected, the process proceeds to step S3014.

[0347] In step S3014, execution of the interrupt process is prohibited.

[0348] In step S3015, the power-on flag is set to OFF.

[0349] In step S3016, it is determined whether or not the game control unit RAM clear command, one of the game control priority commands shown in Figure 13(a), has been received. If this command has been received, the process proceeds to step S3017; if not, the process proceeds to step S3020.

[0350] In step S3017, if the information included in the game control unit RAM clear command indicates that the clear is "normal," the process proceeds to step S3018; if not, the process proceeds to step S3019.

[0351] In step S3018, the limited (2) RAM clear process is executed. In this process, as shown in FIG. 29, the area excluding the chip information, the role ratio monitor information, etc. is cleared.

[0352] In step S3019, limited (1) RAM clear processing is executed, in which the area excluding chip information and the like is cleared as shown in FIG.

[0353] In step S3020, if information indicating "RAM failure" is stored as the RAM failure information, the process proceeds to step S3021, and if information indicating "RAM failure" is not stored as the RAM failure information, the RAM abnormality determination process ends.

[0354] In step S3021, information indicating "RAM failure" (error code E8) is set as the error request setting value.

[0355] In step S3022, an error request setting process is executed, the details of which will be described later with reference to FIG.

[0356] Next, details of the error request setting process (step S3022) in the RAM abnormality determination process etc. in Fig. 28 will be described with reference to Fig. 30. This figure is a flowchart of the error request setting process (step S3022) in Fig. 28 etc.

[0357] First, in step S3101, which is executed first, if no error code has been set in the error request, the process proceeds to step S3102, and if an error code has already been set, the error request setting process ends.

[0358] In step S3102, the value of the error request setting value (error code) is set as the error request.

[0359] In step S3103, if the error request is "E9" shown in FIG. 9(b), the process proceeds to step S3104, and otherwise the process proceeds to step S3105.

[0360] In step S3104, the rental machine communication abnormality error setting flag is set to ON, and the process proceeds to step S3105.

[0361] In step S3105, if the error request is "E7" shown in FIG. 9(b), the process proceeds to step S3106, otherwise the error request setting process ends.

[0362] In step S3106, the game control unit chip ID acquisition flag is set to ON, and this error request setting process is terminated.

[0363] Next, details of the preparation process (step S303) in the medal count control unit main process in Fig. 27 will be described with reference to Fig. 31. This figure is a flowchart of the preparation process (step S303) in Fig. 27.

[0364] First, in step S3201, which is executed first, an initial value (5 in this embodiment) is set to the value of the rental machine communication abnormality counter.

[0365] In step S3202, the chip information (ID, manufacturer code, product code) of the medal count control unit 350 is updated. Note that this information is stored in the ROM of the medal control unit.

[0366] In step S3203, interrupt processing is permitted.

[0367] In step S3204, this process is repeatedly executed while the game control unit chip ID acquisition flag is on, and when the game control unit chip ID acquisition flag is set to off, the process proceeds to step S3205.

[0368] In step S3205, an initial value (a value equivalent to 60.196 seconds in this embodiment) is set in the gaming machine installation information transmission interval timer.

[0369] In step S3206, an initial value (a value equivalent to 180.588 seconds in this embodiment) is set in the gaming machine performance information transmission interval timer.

[0370] Next, details of the gaming machine information notification transmission process (step S304) in the medal count control unit main process in Fig. 27 will be described with reference to Fig. 32. This figure is a flowchart of the gaming machine information notification transmission process (step S304) in Fig. 27.

[0371] First, in step S3301, which is executed first, this process is repeatedly executed until the value of the gaming machine information notification interval timer reaches 0, and when the value of the timer reaches 0, the process proceeds to step S3320.

[0372] In step S3302, an initial value (a value equivalent to 300.98 ms in this embodiment) is set in the gaming machine information notification interval timer.

[0373] In step S3303, a value equivalent to 90 ms is set in the count notification interval timer.

[0374] In step S3304, the value of the number of game medals is set as the number of game medals for counting determination.

[0375] In step S3305, a gaming machine information type acquisition process is executed. Details of this process will be described later with reference to FIG.

[0376] In step S3306, preparations are made for transmission of various gaming machine information according to the gaming machine information type. Specifically, if the gaming machine information type value is 0, preparations are made for transmission of gaming machine performance information, if the gaming machine information type value is 1, preparations are made for transmission of gaming machine installation information, and if the gaming machine information type value is 2, preparations are made for transmission of hall control and fraud monitoring information.

[0377] In step S3307, if the value of the gaming machine information type is 2, the process proceeds to step S3308, and if the value of the gaming machine information type is other than 2, the process proceeds to step S3311.

[0378] In step S3308, the value of the number of inserted medals is set to zero.

[0379] In step S3309, the value of the number of medals to be paid out is set to 0.

[0380] In step S3310, the value of the number of game information items is set to zero.

[0381] In steps S3311 to S3317, various pieces of gaming machine information (message length, command type, gaming machine information serial number, gaming machine type, gaming machine information type, gaming machine information, checksum) (see Figures 8(a) and 8(b)) corresponding to the gaming machine information type prepared for transmission in step S3306 are transmitted sequentially. Note that the checksum is a value updated based on the contents transmitted up to that point.

[0382] In step S3318, the gaming machine information serial number is updated by 1 within the range of 1 to 255. Note that the value of the gaming machine information serial number is 0 only when the power is turned on.

[0383] Next, details of the gaming machine information type acquisition process (step S3305) in the gaming machine information notification transmission process of Fig. 32 will be described with reference to Fig. 33. This figure is a flowchart of the gaming machine information type acquisition process (step S3305) in Fig. 32.

[0384] First, in step S3401, which is executed first, if the value of the gaming machine installation information transmission interval timer is 0, the process proceeds to step S3402, and if the value of the timer is not 0, the process proceeds to step S3404.

[0385] In step S3402, an initial value (a value equivalent to 60.196 seconds in this embodiment) is set in the gaming machine installation information transmission interval timer.

[0386] In step S3403, the gaming machine information type is set to 1, and the gaming machine information type acquisition process ends.

[0387] In step S3404, the gaming machine information type is set to 2, and the process proceeds to step S3405.

[0388] In step S3405, if the value of the gaming machine performance information transmission interval timer is 0, the process proceeds to step S3406, and if the value of the timer is not 0, the gaming machine information type acquisition process ends.

[0389] In step S3406, an initial value (a value equivalent to 180.588 seconds in this embodiment) is set in the gaming machine performance information transmission interval timer.

[0390] In step S3407, 0 is set to the gaming machine information type, and the gaming machine information type acquisition process ends.

[0391] Next, details of the counting notification transmission process (step S305) in the medal count control unit main process in Fig. 27 will be described with reference to Fig. 34. This figure is a flowchart of the counting notification transmission process (step S305) in Fig. 27.

[0392] First, in step S3501, this process is repeated until the count notification interval timer value reaches 0, and when the timer value reaches 0, the process proceeds to step S3502.

[0393] In step S3502, an initial value (a value equivalent to 170 ms in this embodiment) is set in the lending notification interval timer.

[0394] In steps S3503 to S3505, the message length, command type, and counting serial number are sequentially transmitted to the rental device 700.

[0395] In step S3506, the count value is set to zero.

[0396] In step S3507, if the VL signal is on, the process proceeds to step S3508, and if the VL signal is off, the process proceeds to step S3513. This VL signal is a signal that is normally transmitted from the lending machine 700 to the medal count control unit 350 in an on state.

[0397] In step S3508, if the number of sheets to be counted is not 0, the process proceeds to step S3509, and if the number of sheets to be counted is 0, the process proceeds to step S3513.

[0398] In step S3509, the input prohibition flag is set to ON.

[0399] In step S3510, if the number of medals to be counted is equal to or greater than the number of medals for count determination, the process proceeds to step S3511, and if the number of medals to be counted is less than the number of medals for count determination, the process proceeds to step S3512.

[0400] In step S3511, the number of game medals for counting determination is set to the count number.

[0401] In step S3512, the count number is set to the value of the number of sheets to be counted.

[0402] In step S3513, the counted number is transmitted to the rental machine 700.

[0403] In step S3514, the value of the counted number of medals is subtracted from the number of game medals.

[0404] In step S3515, the number of sheets to be counted is set to zero.

[0405] In step S3516, the input prohibition flag is set to OFF.

[0406] In step S3517, the value of the counted number of medals is added to the total counted number of medals.

[0407] In step S3518, the total counted number of medals is transmitted to the lending machine 700.

[0408] In step S3519, a checksum is sent to the rental device 700. The checksum value sent here is a value updated based on the data sent to the rental device 700 in this counting notification sending process.

[0409] In step S3520, the counting serial number is updated by 1 within the range of 1 to 255. Note that the value of the counting serial number is 0 only when the power is turned on.

[0410] Next, details of the lending notification reception confirmation process (step S306) in the medal count control unit main process in Fig. 27 will be described with reference to Fig. 35. This figure is a flowchart of the lending notification reception confirmation process (step S306) in Fig. 27.

[0411] First, in step S3601, if the loan notification reception flag is off, the process proceeds to step S3602, and if the flag is on, the loan notification reception confirmation process is terminated.

[0412] In step S3602, if the value of the lending notification interval timer is 0, the process proceeds to step S3603, and if the value is not 0, the process returns to step S3601.

[0413] In step S3603, if the VL signal is ON, the process proceeds to step S3604, and if the signal is OFF, the lending notification reception confirmation process ends. This VL signal is a signal that is always ON and is transmitted from the lending machine 700 to the medal count control unit 350.

[0414] In step S3604, the value of the rental device communication abnormality counter is decremented by 1, and this rental notification reception confirmation process is terminated.

[0415] Next, details of the loan receipt result response sending process (step S308) in the medal count control unit main process in Fig. 27 will be described using Fig. 36. This figure is a flowchart of the loan receipt result response sending process (step S308) in Fig. 27.

[0416] First, in step S3701, which is executed first, an initial value (5 in this embodiment) is set in the rental machine communication abnormality counter.

[0417] In step S3702, the rental machine communication abnormality error setting flag is set to OFF.

[0418] In step S3703, if the result of receipt of the number of loaned sheets is "normal", the process proceeds to step S3704, and if it is not "normal", the process proceeds to step S3707.

[0419] In step S3704, the value of the lending serial number is set in the normal lending serial number.

[0420] In step S3705, the value of the lending serial number is set in the confirmation lending serial number. The confirmation lending serial number is a value used for comparison with the next lending serial number (step S4104 in FIG. 39), and step S3705 is provided in preparation for this comparison.

[0421] In step S3706, the confirmation lending serial number is updated by 1 in the range of 1 to 255. Note that the value of the confirmation lending serial number is 0 only when the power is turned on.

[0422] In steps S3707 to S3711, the message length, command type, normal lending serial number, lending number receipt result, and checksum are sequentially sent to the lending device 700. Note that the checksum is a value updated based on the previously sent contents.

[0423] In step S3712, if the loan number receipt result is "normal", the process proceeds to step S3712, and if it is not "normal", the loan receipt result response transmission process ends.

[0424] In step S3713, a waiting process is executed until the transmissions in steps S3707 to S3711 are completed.

[0425] In step S3714, the number of loaned medals is added to the number of game medals, and the loan receipt result response transmission process ends.

[0426] <<Medal count control unit timer interrupt processing>> Next, a description will be given of medal count control unit timer interrupt processing executed by the CPU of the medal count control unit 350, with reference to Figure 37. This figure is a flowchart showing the flow of medal count control unit timer interrupt processing.

[0427] The medal count control unit 350 is equipped with a counter timer that generates a timer interrupt signal at a predetermined period (in this embodiment, once every 0.745 ms), and this timer interrupt signal is used as a trigger to start the medal count control unit timer interrupt processing at a predetermined period.

[0428] In step S401, a timer interrupt start process is performed, which includes processes such as temporarily saving the values ​​of each register of the CPU to a stack area.

[0429] In step S402, the WDT is restarted periodically (in this embodiment, once every 0.745 ms, which is the period of the medal count control unit timer interrupt) to prevent the WDT count value from exceeding the initial setting value and causing a WDT interrupt (to prevent processing abnormalities from being detected).

[0430] In step S403, an input port state update process (port read) is performed. In this input port state update process, the input contents to the input port of the I / O are stored in the signal state storage area in the RAM 358.

[0431] In step S404, a lending notification receiving process is executed, the details of which will be described later with reference to FIG.

[0432] In step S405, a process for updating the number of coins to be counted is executed, the details of which will be described later with reference to FIG.

[0433] In step S406, a game control unit command receiving process is executed, the details of which will be described later with reference to FIG.

[0434] In step S407, an error monitoring process is executed, the details of which will be described later with reference to FIG.

[0435] In step S408, a process for transmitting a medal count control command to the game control unit is executed. Details of this process will be described later with reference to FIG.

[0436] In step S409, a display display process is executed, the details of which will be described later with reference to FIG.

[0437] In step S410, a timer update process is performed to update various timers according to their respective time units.

[0438] In step S411, it is monitored whether the low voltage signal is on or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S413, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S412.

[0439] In step S412, timer interruption end processing is performed. In this timer interruption end processing, the values ​​of each register temporarily saved in step S401 are set to the original registers, etc. After that, the process returns to the medal count control unit main processing shown in FIG.

[0440] Meanwhile, in step S413, information (restore data) that needs to be saved, such as specific variables and stack pointers, for restoring the state to the state it was in when power was restored is saved in a predetermined area of ​​RAM 358, a checksum value for a predetermined area that includes at least the used area of ​​RAM 358 is derived and stored in RAM 358, and the power status is set to "normal." Note that the game control unit 302 also executes a similar process (step S214 in FIG. 23) when it detects a power interruption, but if this process ends before the process on the game control unit 302 side ends, it will be impossible to receive commands from the game control unit 302. To prevent this problem from occurring, this embodiment employs a circuit configuration in which this process ends after the process on the game control unit 302 side ends.

[0441] Next, details of the lending notification receiving process (step S404) in the medal count control unit timer interrupt process in Fig. 37 will be described with reference to Fig. 38. This figure is a flowchart of the lending notification receiving process (step S404) in Fig. 37.

[0442] First, in step S4001, which is executed first, the loan notification receipt flag is set to OFF.

[0443] In step S4002, if a rental notification has been received from the rental device 700, the process proceeds to step S4003, and if not, the rental notification reception process ends.

[0444] In step S4003, the information in RAM 358 is updated based on the received lending notice. That is, the data included in the lending notice is stored in RAM 358.

[0445] In step S4004, a lending number determination process is executed, the details of which will be described later with reference to FIG.

[0446] In step S4005, the determination result in step S4004 is set as the loan number received result.

[0447] In step S4006, the loan notification reception flag is set to ON, and the loan notification reception process ends.

[0448] Next, the loaned number determination process (step S4004) in the loan notification reception process of Fig. 38 will be described in detail with reference to Fig. 39. This figure is a flowchart of the loaned number determination process (step S4004) in Fig. 38.

[0449] First, in step S4101, which is executed first, the determination result is set to "abnormal."

[0450] In step S4102, a checksum is calculated from the received lending notification data.

[0451] In step S4103, the checksum value included in the received loan notification is compared with the value calculated in step S4102, and if the two are equal, it is determined to be normal and the process proceeds to step S4104; if the two are different, the loan number determination process is terminated.

[0452] In step S4104, the value of the lending serial number included in the received lending notification is compared with the value of the confirmation lending serial number stored in RAM 358. If the two are equal, proceed to step S4105; if they are different, terminate this lending number determination process. Note that if the previous lending notification was received successfully, the confirmation lending serial number here will be the value set in steps S3705 and S3706 of Figure 36 (the updated lending serial number received last time).

[0453] In step S4105, if the information on the message length and command type of the received lending notification corresponds to the lending notification, it is determined to be normal and the process proceeds to step S4106; otherwise, the lending number determination process is terminated.

[0454] In step S4106, if the value of the number of sheets lent included in the received lending notice is 0, the process proceeds to step S4111, and if the value is not 0, the process proceeds to step S4107.

[0455] In step S4107, if the value of the number of game medals is less than 15,000, the process proceeds to step S4108, and if the value is 15,000 or more, the lending number determination process is terminated.

[0456] In step S4108, it is determined whether the value of the gaming machine information type in the previously sent gaming machine information notification was 2, i.e., whether it was a gaming machine information notification regarding hall control / fraud monitoring information.If the value of the gaming machine information type is 2, proceed to step S4109; if the value is not 2, terminate this loan number determination process.

[0457] In step S4109, if the count value in the previously sent count notification is 0, the process proceeds to step S4110, and if the value is not 0, the lending number determination process ends.

[0458] In step S4110, if the value of the number of loaned sheets included in the received loan notification is 50 or less, the process proceeds to step S4111, and if the value is greater than 50, the loaned sheet number determination process ends.

[0459] In step S4111, the determination result is set to "normal" and the lending number determination process ends.

[0460] Next, details of the planned count number update process (step S405) in the medal count control unit timer interrupt process in Fig. 37 will be described with reference to Fig. 40. This figure is a flowchart of the planned count number update process (step S405) in Fig. 37.

[0461] First, in step S4201, if the power-on flag is on, the process proceeds to step S4202, and if the flag is off, the process ends.

[0462] In step S4202, if the VL signal is on, the process proceeds to step S4203, and if the signal is off, the process proceeds to step S4213. Note that this VL signal is a signal that is normally transmitted from the lending machine 700 to the medal count control unit 350 in an on state at all times.

[0463] In step S4203, if the count button 171 is being operated, the process proceeds to step S4204, and if the button is not being operated, the process proceeds to step S4210.

[0464] In step S4204, if the count long press flag is off, the process proceeds to step S4205, and if the flag is on, the process proceeds to step S4208.

[0465] In step S4205, if the value of the count long press timer is 0, the process proceeds to step S4206, and if the value is not 0, the process proceeds to step S4207.

[0466] In step S4206, the count long press timer is set to an initial value (a value equivalent to 500 ms in this embodiment), and the process proceeds to step S4207.

[0467] In step S4207, if the value of the count long press timer is 1, the process proceeds to step S4208, and if the value is not 1, the process proceeds to step S4210.

[0468] In step S4208, the count long press flag is set to ON.

[0469] In step S4209, the value of the planned count number is set to 50, and this planned count number update process ends.

[0470] In step S4210, if the count button 171 was operated (the count button 171 was released) immediately before, the process proceeds to step S4211, otherwise the process for updating the number of sheets to be counted ends.

[0471] In step S4211, if the count long press flag is off, the process proceeds to step S4212, and if the flag is on, the process proceeds to step S4213.

[0472] In step S4212, 1 is added to the value of the number of coins to be counted, and this processing for updating the number of coins to be counted is terminated.

[0473] In step S4213, the count long press flag is set to OFF.

[0474] In step S4214, the value of the count long press timer is set to 0.

[0475] In step S4215, the value of the number of sheets to be counted is cleared (set to 0), and this processing for updating the number of sheets to be counted is terminated.

[0476] Next, details of the game control unit command receiving process (step S406) in the medal count control unit timer interrupt process in Fig. 37 will be described with reference to Fig. 41. This figure is a flowchart of the game control unit command receiving process (step S406) in Fig. 37.

[0477] First, in step S4301, which is executed first, if a change in the strobe signal from the game control unit 302 from off to on is detected, the process proceeds to step S4302; otherwise, the game control unit command receiving process is terminated.

[0478] In step S4302, an initial value (a value equivalent to 190 ms in this embodiment) is set in the game control command disconnection timer.

[0479] In step S4303, if the received command is a game control status command, the process proceeds to step S4304, and if the received command is not a game control status command (it is a game control priority command), the process proceeds to step S4305.

[0480] In step S4304, a game control state command receiving process is executed. The details of this process will be described later with reference to FIG.

[0481] In step S4305, a game control priority command receiving process is executed. The details of this process will be described later with reference to FIG.

[0482] Next, details of the game control state command receiving process (step S4304) in the game control unit command receiving process of Fig. 41 will be described with reference to Fig. 42. This figure is a flowchart of the game control state command receiving process (step S4304) in Fig. 41.

[0483] First, in step S4401, which is executed first, if the received command is a command to transmit a checksum, the process proceeds to step S4404, and if it is any other command, the process proceeds to step S4402. In this embodiment, a configuration is adopted in which 41 types of commands are repeatedly transmitted from the game control means to the medal count control unit 350, and the final command is a command to transmit a checksum calculated from the contents of the previous 40 types of commands. In other words, for the first through 40th commands, the process proceeds to step S4402, and for the 41st command, the process proceeds to step S4404.

[0484] In step S4402, the contents of the command receive buffer are updated according to the contents of the received command.

[0485] In step S4403, the checksum is updated based on the contents of the received command, and the game control status command receiving process is terminated.

[0486] In step S4404, the checksum value updated in step S4403 based on the contents of commands 1 to 40 is compared with the checksum value included in the command received from the game control unit 302, and if the two are equal, it is determined to be normal and the process proceeds to step S4405, and if the two are different, the game control status command reception process is terminated.

[0487] In step S4405, the checksum value updated in step S4403 is cleared.

[0488] In step S4406, the value of the gaming machine status information buffer (the value of the gaming machine status information shown in FIG. 6(a)) among the contents of the command receiving buffer is set in the RAM 358.

[0489] In step S4407, if the game control unit chip ID acquisition flag is off, the process proceeds to step S4408, and if the flag is on, the process proceeds to step S4410.

[0490] In step S4408, the acquired chip ID is acquired based on the information in the gaming machine installation information buffer from the contents of the command receiving buffer.

[0491] In step S4409, if the chip ID stored in RAM 358 matches the acquired chip ID acquired in step S4408, the process proceeds to step S4410, and if they do not match, the process proceeds to step S4414.

[0492] In step S4410, the value of the gaming machine installation information buffer (the value of the gaming machine installation information shown in FIG. 6(c)) among the contents of the command receiving buffer is set in the RAM 358.

[0493] In step S4411, the value of the role ratio monitor information buffer among the contents of the command receiving buffer is set in RAM358.

[0494] In step S4412, the value of the gaming machine performance information buffer among the contents of the command receiving buffer is set in the RAM 358. In steps S4411 and S4412, the value of the gaming machine performance information shown in FIG. 6(b) is set in the RAM 358.

[0495] In step S4413, the game control unit chip ID acquisition flag is set to OFF, and this game control state command receiving process is terminated.

[0496] In step S4414, information indicating "chip ID number mismatch" (error code E7) is set as the error request setting value.

[0497] In step S4415, the error request setting process of FIG. 30 is executed, and this game control status command receiving process is terminated.

[0498] Next, details of the game control priority command receiving process (step S4305) in the game control unit command receiving process of Fig. 41 will be described with reference to Fig. 43 and Fig. 44. These figures are flowcharts of the game control priority command receiving process (step S4305) in Fig. 41.

[0499] First, in step S4501, which is executed first, if a triple command is received, the process proceeds to step S4502, and if a command other than a triple command is received, the process proceeds to step S4514 in Figure 44. As described above, a triple command is a command consisting of a group of three commands transmitted in succession, and in this embodiment, the deposit command, settlement command, and payout command shown in Figure 13(a) are each triple commands. In other words, if the above triple command is received among the game control priority commands, the process proceeds to step S4502, and if an error occurrence command, RAM clear command, or start lever acceptance command other than these commands is received, the process proceeds to step S4514 in Figure 44.

[0500] In step S4502, if the last command of the triplet command has been received, the process proceeds to step S4504; otherwise, the process proceeds to step S4503. In this embodiment, the last command of the triplet command is a checksum, and the value of this checksum is calculated based on the contents of the commands excluding the last command. In other words, for commands excluding the last command, the process proceeds to step S4503, where their contents are stored in the receive buffer, and when the last command is received, the process proceeds to step S4504.

[0501] In step S4504, information indicating "request again" is set in the response command.

[0502] In step S4505, a checksum is calculated based on the contents of the receive buffer updated in step S4503.

[0503] In step S4506, the checksum value calculated in step S4505 is compared with the checksum value included in the last command of the triplet command, and if the two are equal, it is determined to be normal and the process proceeds to step S4507, and if the two are different, the game control priority command reception process is terminated.

[0504] In step S4507, if the game control command serial number update flag described later is on, the process proceeds to step S4508, and if the flag is off, the process proceeds to step S4510.

[0505] In step S4508, the value of the serial number of the triplet command stored in the receiving buffer is set to the value of the game control command serial number.

[0506] In step S4509, the game control command serial number update flag is set to OFF.

[0507] The above steps S4507 to S4509 are provided to initialize the command sequence number for determination.

[0508] In step S4510, if the value of the serial number of the triplet command stored in the receiving buffer is equal to the value of the game control command serial number (the game control command serial number (command serial number for judgment) updated in the previous S4511), proceed to step S4511; if the two are different, proceed to step S4512.

[0509] In step S4511, one is added to the game control command serial number, and the process proceeds to step S4514 in FIG.

[0510] In step S4512, information indicating "game control command serial number abnormality" (error code E3) is set as the error request setting value.

[0511] In step S4513, the error request setting process of FIG. 30 is executed, and this game control priority command receiving process is terminated.

[0512] In step S4514 of FIG. 44, if the received command is a RAM clear command, the process proceeds to step S4515, and if not, the process proceeds to step S4516.

[0513] In step S4515, a RAM clear command is received. In this embodiment, no processing is performed here.

[0514] In step S4516, if the received command is an input command, the process proceeds to step S4517, otherwise the process proceeds to step S4518.

[0515] In step S4517, a command submission reception process is executed, the details of which will be described later with reference to FIG.

[0516] In step S4518, if the received command is a payment command, the process proceeds to step S4519, otherwise the process proceeds to step S4520.

[0517] In step S4519, a settlement command reception process is executed. Details of this process will be described later with reference to FIG.

[0518] In step S4520, if the received command is a start lever reception command, the process proceeds to step S4521, and if not, the process proceeds to step S4522.

[0519] In step S4521, a start lever reception command reception process is executed, the details of which will be described later with reference to FIG.

[0520] In step S4522, if the received command is a payout command, the process proceeds to step S4523, and if not, the process proceeds to step S4524.

[0521] In step S4523, a payout command reception process is executed. The details of this process will be described later with reference to FIG.

[0522] In step S4523, an error occurrence command reception process is executed, the details of which will be described later with reference to FIG.

[0523] Next, details of the input command receiving process (step S4517) in the game control priority command receiving process of Figures 43 and 44 will be described with reference to Figure 45. This figure is a flowchart of the input command receiving process (step S4517) in Figure 44.

[0524] First, in step S4601, which is executed first, information indicating a "request again" is set in the response command.

[0525] In step S4602, if the input prohibition flag is off, the process proceeds to step S4603, and if the flag is on, the input command reception process is terminated.

[0526] In step S4603, information indicating "abnormal" is set in the response command.

[0527] In step S4604, if the value of the number of game medals is equal to or greater than the value contained in the received command (the value contained in the first command of the triple command), proceed to step S4605; otherwise, terminate this input command reception process.

[0528] In step S4605, the value included in the received command (the value included in the first command of the triple command) is added to the value of the number of inserted medals.

[0529] In step S4606, the value included in the received command (the value included in the first command of the triple command) is added to the value of the current bet amount.

[0530] In step S4607, the value included in the received command (the value included in the first command of the triple command) is subtracted from the value of the number of game medals.

[0531] In step S4608, information indicating "normal" is set in the response command, and this input command reception process ends.

[0532] Next, details of the settlement command receiving process (step S4519) in the game control priority command receiving process of Figures 43 and 44 will be described with reference to Figure 46. This figure is a flowchart of the settlement command receiving process (step S4519) in Figure 44.

[0533] First, in step S4701, which is executed first, the value included in the received command (the value included in the first command of the triplet command) is subtracted from the value of the current bet amount.

[0534] In step S4702, if the value of the current bet number is 0, the process proceeds to step S4703, and if the value is not 0, the process proceeds to step S4706.

[0535] In step S4703, the value included in the received command (the value included in the first command of the triple command) is subtracted from the value of the number of inserted medals.

[0536] In step S4704, the value included in the received command (the value included in the first command of the triple command) is added to the value of the number of game medals.

[0537] In step S4705, information indicating "normal" is set in the response command, and this settlement command reception process ends.

[0538] In step S4706, information indicating "disagreement in the settlement amount" (error code E6) is set as the error request setting value.

[0539] In step S4707, the error request setting process of FIG. 30 is executed, and this settlement command receiving process is terminated.

[0540] Next, details of the start lever reception command reception process (step S4521) in the game control priority command reception process of Figures 43 and 44 will be described with reference to Figure 47. This figure is a flowchart of the start lever reception command reception process (step S4521) in Figure 44.

[0541] First, in step S4801 which is executed first, the payout command acquisition flag is set to ON.

[0542] In step S4802, if the gaming interval abnormality timer is 0, the process proceeds to step S4803, and if the timer is not 0, the process proceeds to step S4807.

[0543] In step S4803, the value of the abnormal gaming interval timer is set to an initial value (a value equivalent to 4.1 seconds in this embodiment).

[0544] In step S4804, 11H (see FIG. 9(a)) is set as the type information setting value, and in the following step S4805, the value of the received command (the current number of bets in the gaming control unit 302) is set as the count information setting value. The information set here is later included in the gaming machine information and transmitted to the lending machine 700.

[0545] In step S4806, a game information setting process is executed, and the start lever acceptance command reception process is terminated. The game information setting process will be described in detail later with reference to FIG.

[0546] In step S4807, information indicating "game interval abnormality" (error code E5) is set as the error request setting value.

[0547] In step S4808, the error request setting process of FIG. 30 is executed, and this start lever acceptance command reception process ends.

[0548] Next, details of the game information setting process (step S4806) in the start lever reception command reception process of Fig. 47 and the game information setting process (step S4A19) in the payout command reception process of Fig. 49 will be described with reference to Fig. 48. This figure is a flowchart of the game information setting process (steps S4806, S4A19) in Fig. 47 and Fig. 49.

[0549] First, in step S4901 which is executed first, the number of pieces of game information is incremented by one.

[0550] In step S4902, if the number of pieces of game information is 1, the process proceeds to step S4903, and if the number of pieces of game information is not 1 (is 2), the process proceeds to step S4905.

[0551] In step S4903, the type information setting value (the value set in step S4804 in FIG. 47 or step S4A14 in FIG. 49) is set as type information 1.

[0552] In step S4904, the count information setting value is set as count information 1, and this game information setting process is terminated. Note that here, if the value set in step S4804 of Fig. 47 is set as type information 1, the value set in step S4805 is set, and if the value set in step S4A14 of Fig. 49 is set as type information 1, the value set in step S4A16 or step S4A18 is set.

[0553] In step S4905, the type information setting value (the value set in step S4804 in FIG. 47) is set as type information 2.

[0554] In step S4906, the value of the count information setting value (the value set in step S4805 of FIG. 47) is set as count information 2, and this game information setting process is terminated.

[0555] Note that type information 2 and count information 2 are provided to transmit information about both of these when the start of a game after a payout is made quickly (within the transmission cycle to the rental machine 700). That is, when payout information (such as step S4A14 in FIG. 49) is set in type information 1 and count information 1, information about the current number of bets (such as step S4804 in FIG. 47) may be set in type information 2 and count information 2. Note that the reels spin and stop between the start of a game and the payout, and even if there is type information or count information during that time, it is transmitted to the rental machine 700 (cleared), so payout information is not set in type information 2 and count information 2.

[0556] Next, details of the payout command receiving process (step S4523) in the game control priority command receiving process of Figures 43 and 44 will be described with reference to Figure 49. This figure is a flowchart of the payout command receiving process (step S4523) in Figure 44.

[0557] First, in step S4A01 which is executed first, the game medal number clear detection information is cleared.

[0558] In step S4A02, if the payout command acquisition flag is on, the process proceeds to step S4A03, and if the flag is off, the process proceeds to step S4A09.

[0559] In step S4A03, if a re-play win has been made, the process proceeds to step S4A04, and if a re-play win has not been made, the process proceeds to step S4A05.

[0560] In step S4A04, the game medal number addition value is set to 0.

[0561] In step S4A05, information indicating "abnormal number of dispensed coins" (error code E4) is set as the error request setting value.

[0562] In step S4A06, if the value of the received command (the value included in the first command of the triplet of commands) is 15 or less, the process proceeds to step S4A07, and if the value is greater than 15, the process proceeds to step S4A10.

[0563] In step S4A07, the value of the number of medals to be paid out is set to the value included in the received command (the value included in the first command of the triplet command).

[0564] In step S4A08, the game medal number addition value is set to the value included in the received command (the value included in the first command of the three consecutive commands).

[0565] In step S4A09, information indicating "game sequence abnormality" (error code E2) is set as the error request setting value.

[0566] In step S4A10, the error request setting process of FIG. 30 is executed, and this payout command receiving process is terminated.

[0567] In step S4A11, a process for checking whether the number of game medals has overflowed is executed. Details of this process will be described later with reference to FIG.

[0568] In step S4A12, if the information in the response command indicates "normal", the process proceeds to step S4A13, otherwise the payout command reception process ends.

[0569] In step S4A13, the payout command acquisition flag is set to OFF.

[0570] In step S4A14, the type information setting value is set to 21H (see FIG. 9(a)).

[0571] In step S4A15, if a re-play combination is won, the process proceeds to step S4A18, otherwise the process proceeds to step S4A16.

[0572] In step S4A16, the value of the received command (the value included in the first command of the triplet command) is set as the count information setting value. The first command of the payout commands here includes the number of coins to be paid out by the gaming control unit 302, and this number of coins will be set as the count information setting value. The information set here is included in the gaming machine information together with the type information setting value and is sent to the lending machine 700.

[0573] In step S4A17, the current bet amount is set to zero.

[0574] In step S4A18, the value of the current bet number is set in the count information setting value. The information set here is included in the gaming machine information together with the type information setting value and is transmitted to the lending machine 700.

[0575] In step S4A19, the game information setting process of FIG. 48 is executed, and this payout command receiving process is terminated.

[0576] Next, details of the medal count overflow confirmation process (step S4A11) in the payout command reception process of Fig. 49 will be described with reference to Fig. 50. This figure is a flowchart of the medal count overflow confirmation process (step S4A11) in Fig. 49.

[0577] First, in step S4B01 that is executed first, information indicating "abnormality" is set in the response command.

[0578] In step S4B02, the sum of the number of game medals and the added value of the number of game medals is set as the addition result.

[0579] In step S4B03, if the value of the addition result is 16383 or less, the process proceeds to step S4B04, and if the value of the addition result is greater than 16383, the game medal number overflow confirmation process is terminated.

[0580] In step S4B04, the value of the addition result is set as the number of gaming medals.

[0581] In step S4B05, information indicating "normal" is set in the response command, and this game medal number overflow confirmation process is terminated.

[0582] Next, details of the error occurrence command reception process (step S4524) in the game control priority command reception process of Figures 43 and 44 will be described using Figure 51. This figure is a flowchart of the error occurrence command reception process (step S4524) in Figure 44.

[0583] First, in step S4C01, which is executed first, the error request is cleared. When an error occurrence command is received from the game control unit 302, the error on the medal count control unit 350 side is cleared by the processing here, so the error on the game control unit 302 side is processed with priority.

[0584] In step S4C02, if the information indicating "game control disconnection" (error code E1) is set in the received command, the process proceeds to step S4C08, otherwise the process proceeds to step S4C03.

[0585] In step S4C03, if the information indicating "game sequence abnormality" (error code E2) is set in the received command, the process proceeds to step S4C08, otherwise the process proceeds to step S4C04.

[0586] In step S4C04, if the information indicating "game control command serial number abnormality" (error code E3) is set in the received command, the process proceeds to step S4C08, otherwise the process proceeds to step S4C05.

[0587] In step S4C05, if the received command contains information indicating a "medal count control RAM error" (error code E8), the process proceeds to step S4C08; otherwise, the process proceeds to step S4C06.

[0588] In step S4C06, if the received command contains information indicating "medal count control disconnection" (error code E0), the process proceeds to step S4C08, otherwise the process proceeds to step S4C07.

[0589] In step S4C07, if the information indicating "game control RAM failure" (error code rE) is set in the received command, the process proceeds to step S4C08; otherwise, the error occurrence command reception process is terminated.

[0590] In step S4C08, the game control command serial number update flag is set to ON, and the error occurrence command receiving process is terminated. By setting this flag to ON, the command serial number for judgment is initialized (step S4508 in FIG. 43).

[0591] Next, details of the error monitoring process (step S407) in the medal count control unit timer interrupt process in Fig. 37 will be described with reference to Fig. 52. This figure is a flowchart of the error monitoring process (step S407) in Fig. 37.

[0592] First, in step S4D01, which is executed first, if the value of the game control command disconnection timer is 1, the process proceeds to step S4D02, and if the value is not 1, the process proceeds to step S4D04.

[0593] In step S4D02, information indicating "game control disconnection" (error code E1) is set as the error request setting value.

[0594] In step S4D03, the error request setting process of FIG. 30 is executed, and the process proceeds to step S4D04.

[0595] In step S4D04, if the value of the rental machine communication abnormality counter is 1, proceed to step S4D05, and if the value is not 1, end this error monitoring process.

[0596] In step S4D05, if the rental machine communication abnormality error setting flag is off, proceed to step S4D06, and if the flag is on, end this error monitoring process.

[0597] In step S4D06, information indicating "rental machine communication abnormality" (error code E9) is set as the error request setting value.

[0598] In step S4D07, the error request setting process of FIG. 30 is executed, and this error monitoring process ends.

[0599] Next, details of the medal count control command transmission process to the game control unit (step S408) in the medal count control unit timer interrupt process in Fig. 37 will be described using Fig. 53. This figure is a flowchart of the medal count control command transmission process to the game control unit (step S408) in Fig. 37.

[0600] First, in step S4E01, which is executed first, the information of the VL signal is updated.

[0601] In step S4E02, if the power-on flag is off, the process proceeds to step S4E03, and if the flag is on, the process of sending the medal count control command to the game control unit is terminated.

[0602] In step S4E03, if the value of the strobe counter is 0, the process proceeds to step S4E04, and if the value is not 0, the process proceeds to step S4E09.

[0603] In step S4E04, if no response command to be sent to the game control unit 302 (a response command set in either the deposit command receiving process in Figure 45, the settlement command receiving process in Figure 46, or the payout command receiving process in Figure 49) is set, proceed to step S4E05, and if any response command is set, proceed to step S4E07.

[0604] In step S4E05, the command offset is repeatedly updated by increments of 1 within the range of 1 to 6 (after 6 it is incremented by 1). In this embodiment, a configuration is adopted in which the medal count control unit 350 repeatedly transmits medal count control state commands (six types of commands) described using Fig. 11 to the game control unit 302 in order. The command offset is used to sequentially switch the type of command to be transmitted.

[0605] In step S4E06, the command corresponding to the command offset and the information targeted by this command are read to generate the content to be transmitted, and this content to be transmitted is set in the transmission buffer addressed to the game control unit 302. When transmitting the information on the number of game medals, this value is divided into upper and lower bytes and transmitted using two of the six types of commands, and the value used in this case is the number of game medals obtained when the earlier of the two commands was transmitted.

[0606] In step S4E07, the response command set in either the input command receiving process of FIG. 45, the settlement command receiving process of FIG. 46, or the payout command receiving process of FIG.

[0607] In step S4E08, the response command set in any one of the deposit command reception processing in FIG. 45, the settlement command reception processing in FIG. 46, or the withdrawal command reception processing in FIG. 49 is cleared.

[0608] In step S4E09, if the value of the strobe counter is 3 or less, the process proceeds to step S4E10, and if the value is greater than 3, the process proceeds to step S4E11.

[0609] In step S4E10, the strobe signal addressed to the game control unit 302 is set to ON.

[0610] In step S4E11, the contents of the transmission buffer addressed to the game control unit 302 are cleared.

[0611] In step S4E12, the strobe signal addressed to the game control unit 302 is set to OFF, and the process proceeds to step S4E13.

[0612] In step S4E13, the value of the strobe counter is incremented by 1. This value is repeatedly updated within the range of 0 to 7 (7 is followed by 0).

[0613] In step S4E14, the contents of the transmission buffer addressed to the game control unit 302 are output to the game control unit 302, and the process of transmitting the medal count control command addressed to the game control unit is terminated. The information output here is received by the game control unit 302 when the strobe signal addressed to the game control unit 302 is set to ON.

[0614] Next, details of the display device display process (step S409) in the medal count control unit timer interrupt process in Fig. 37 will be described with reference to Fig. 54. This figure is a flowchart of the display device display process (step S409) in Fig. 37.

[0615] First, in step S4F01, which is executed first, if the value of the number of game medals is different from the value of the number of game medals for display, the process proceeds to step S4F02, and if the two values ​​are the same, the process proceeds to step S4F07.

[0616] In step S4F02, if the value of the discrete timer is 0, the process proceeds to step S4F03, and if the value is not 0, the process proceeds to step S4F07.

[0617] In step S4F03, if the value of the number of game medals is greater than the value of the number of game medals for display, the process proceeds to step S4F04, and if the value of the number of game medals is less than the value of the number of game medals for display, the process proceeds to step S4F05.

[0618] In step S4F04, the value of the number of game medals to be displayed is incremented by one.

[0619] In step S4F05, the value of the number of game medals to be displayed is decremented by one.

[0620] In step S4F06, a value equivalent to 4 ms is set to the discrete timer value.

[0621] In step S4F07, the display medal count is displayed, and the display display process is terminated.

[0622] Variation 1 Here, a modified example of the medal insertion process (hereinafter referred to as Modified Example 1) will be explained using Figures 55 to 57. Figure 55 is a modified example of the medal insertion process of Figure 17, Figure 56 is a modified example of the triple command transmission process of Figure 20, and Figure 57 is a modified example of the insertion command reception process of Figure 45.

[0623] First, in the modified example shown in Fig. 55, step S1121 is provided between step S1107 and step S1108 of the processing shown in Fig. 17, and step S1122 is provided between step S1109 and step S1110. Also, steps S1112 and S1113 of Fig. 17 have been deleted and step S1123 has been provided. These processes will be described below.

[0624] In step S1121, the input number limit flag is set to ON.

[0625] In step S1122, the input number limit flag is set to OFF.

[0626] In step S1123, the value of the response content is added to the value of the current bet amount.

[0627] In the modified example shown in Fig. 56, step S1402 is deleted from the process shown in Fig. 20, and step S1421 is added. This process will be described below.

[0628] In step S1421, information on the requested number of medals and the insertion number limit flag is set in the lower bytes of the content (2 bytes) sent to the medal count control unit 350.

[0629] In the modified example shown in Fig. 57, step S4603 is deleted from the processing shown in Fig. 45. Furthermore, steps S4621, S4622, and S4623 are newly provided at the end of the route where the determination in step S4604 is No, and further step S4608 is deleted and step S4624 is provided. These processes will be explained below.

[0630] In step S4621, the input number limit flag information contained in the received command (the first command of the triplet of commands) is referenced, and if the flag is off, the process proceeds to step S4622, and if the flag is on, the process proceeds to step S4623.

[0631] In step S4622, the value of the requested number of medals included in the received command (the first command of the triple command) is set as the value of the number of game medals, and the process proceeds to step S4605.

[0632] In step S4623, the value of the requested number of sheets included in the received command (the first command of the triplet of commands) is set to 0, and the process proceeds to step S4624.

[0633] In step S4624, the received command value is set in the response command, and this input command receiving process ends.

[0634] Variation 2 Here, a modified example of the scheduled count number update process (hereinafter referred to as Modification 2) will be described with reference to Fig. 58. Fig. 58 is a modified example of the scheduled count number update process of Fig. 40.

[0635] First, in the modified example shown in Fig. 58, step S4204 is deleted from the processing shown in Fig. 40. Also, step S4206 is deleted and step S4221 is added, and further, step S4209 is deleted and step S4222 is added. These processes will be described below.

[0636] In step S4221, a value of the long press timer corresponding to the press time of the count button 171 is set.

[0637] In step S4222, the number of sheets to be counted according to the pressing time of the count button 171 is set.

[0638] Variation 3 Here, a modified example of the scheduled count number update process (hereinafter referred to as Modification 3) will be described with reference to Fig. 59. Fig. 59 is a modified example of the scheduled count number update process of Fig. 40.

[0639] First, in the modified example shown in Fig. 59, steps S4231 and S4232 are provided before step S4207 in the processing shown in Fig. 40. Also, new steps S4233 and S4234 are provided at the end of the route where the determination in step S4207 is No, and further steps S4235 and S4236 are provided before step S4210. Also, step S4237 is provided after step S4215. These processes will be explained below.

[0640] In step S4231, if the value of the automatic count timer is 0, the process proceeds to step S4232, and if the value is not 0, the process proceeds to step S4207.

[0641] In step S4232, the automatic count timer is set to a value equivalent to 2.0 seconds, and the process proceeds to step S4207.

[0642] In step S4233, if the value of the automatic count timer is 1, the process proceeds to step S4234, and if the value is not 1, the process proceeds to step S4235.

[0643] In step S4234, the automatic counting flag is set to ON, and the process proceeds to step S4208.

[0644] In step S4235, if the automatic counting flag is off, the process proceeds to step S4210, and if the flag is on, the process proceeds to step S4236.

[0645] In step S4236, if the value of the number of game medals is 0, the process proceeds to step S4213, and if the value is not 0, the process proceeds to step S4208.

[0646] In step S4237, the automatic count flag is set to OFF, and this process for updating the number of sheets to be counted is terminated.

[0647] <<Processing of the first sub-control unit 400>> Next, the processing of the first sub-control unit 400 will be explained using Figure 60. Figure 60(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 60(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 60(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0648] First, in step S501, various initial settings are performed. When the power is turned on, the initialization process is first executed in step S501. In this initialization process, the input / output ports are initialized, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information indicating the result of an internal win, and an area for storing RT update information, which is information indicating the game status, are respectively provided in RAM 408.

[0649] In step S503, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S505.

[0650] In step S505, 0 is substituted into the timer variable.

[0651] In step S507, command processing is executed, which is processing corresponding to each command received from the game control unit 302. Details of this command processing will be described later with reference to Figure 60(d).

[0652] In step S509, a performance control process is performed. Here, performance preparation is performed in accordance with the performance reservation information stored in the performance reservation area in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and updating the performance data if it needs to be updated.

[0653] In step S511, sound control processing is performed based on the processing result of step S509. For example, if the performance data read in step S509 includes a command to the sound source IC 418, this command is output to the sound source IC 418.

[0654] In step S513, lamp control processing is performed based on the processing result of step S509. For example, if the performance data read in step S509 includes commands for the various lamps 420, these commands are output to the drive circuit 422.

[0655] In step S515, shutter control processing is performed based on the processing result of step S509. For example, if the performance data read out in step S509 includes a shutter control command, shutter control corresponding to this command is performed.

[0656] In step S517, an information output process is performed to set up the transmission of a control command to the second sub-control unit 500 based on the processing result of step S509. For example, if the performance data read in step S509 contains a control command to be transmitted to the second sub-control unit 500, the process performs a setting to output this control command, and returns to step S503.

[0657] Next, using Figure 60(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the game control unit 302. In step S521 of the command reception interrupt processing, the command output by the game control unit 302 is stored in a command memory area provided in RAM 408 as an unprocessed command.

[0658] Next, using Figure 60 (c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.

[0659] In step S531, 1 is added to the value of the timer variable storage area of ​​RAM 408 described in step S503 in the first sub-control unit main processing shown in Figure 60(a) and stored in the original timer variable storage area. Therefore, in step S503, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).

[0660] In step S533, the device data set in step S515 is sent to the second sub-control unit 500, and the random number values ​​for performance are updated.

[0661] Next, details of the command processing (step S507) in the first sub-control unit main processing in Figure 60(a) will be explained using Figure 60(d), which is a flowchart of the command processing (step S507) in Figure 60(a).

[0662] First, in step S541, it is determined whether or not there is an unprocessed command. If this condition is met, the process proceeds to step S543, and if not, this command processing ends.

[0663] In step S543, command processing, which is processing corresponding to each command received from the game control unit 302, is executed.

[0664] <<Processing of the second sub-control unit 500>> Next, the processing of the second sub-control unit 500 will be explained using Figure 61. Figure 61(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 61(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 61(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 61(d) is a flowchart of the image control processing of the second sub-control unit 500.

[0665] First, in step S601 of Figure 61(a), various initial settings are performed. When power is turned on, initialization processing is first executed in step S601. In this initialization processing, input / output port initial settings, initialization processing of the storage area in RAM 508, etc. are performed.

[0666] In step S603, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S605.

[0667] In step S605, 0 is substituted into the timer variable.

[0668] In step S607, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether or not a command has been received from the CPU 404 of the first sub-control unit 400.

[0669] In step S609, effect control processing is performed. Specifically, if a new command is received in step S607, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.

[0670] In step S611, image control processing is performed based on the processing result of step S609. For example, if the performance data read out in step S609 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. This image control processing will be described later with reference to FIG. 61(d). When this image control processing is completed, the process returns to step S603.

[0671] Next, using Figure 61 (b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400. In step S615 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM 508.

[0672] Next, using Figure 61 (c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.

[0673] In step S617, 1 is added to the value of the timer variable storage area of ​​RAM 508 described in step S603 in the second sub-control unit main processing shown in Figure 61(a) and stored in the original timer variable storage area. Therefore, in step S603, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).

[0674] In step S619, the random number values ​​for effect are updated.

[0675] Next, the image control processing of step S611 in the main processing of the second sub-control unit 500 will be described with reference to Figure 61(d). This figure is a flowchart showing the flow of the image control processing.

[0676] In step S621, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 518. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address in ROM 506), VRAM coordinates (destination address in VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0677] In step S623, it is determined whether or not a transfer end interrupt signal has been input from VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S625; if not, the process waits for the transfer end interrupt signal to be input.

[0678] In step S625, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), image overlay and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S621. The VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.

[0679] In step S627, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.

[0680] In step S629, it is determined whether a generation completion interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S631; if not, the process waits for the generation completion interrupt signal to be input.

[0681] In step S631, a scene display counter, which is set in a predetermined area of ​​the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.

[0682] <<Operation Description>> The operation of the slot machine 100 described above will now be described.

[0683] [Power-on operation] In the medal count control unit 350, the contents of the RAM are backed up when the power is turned off. Then, if it is determined that there is no abnormality in the RAM when the power is turned on, the RAM is cleared normally and the state when the power was turned off is restored (Yes in step S3003 of FIG. 28). Note that the initial state is restored when the power is turned on for the first time.

[0684] On the other hand, if it is determined that there is an abnormality in the RAM when the power is turned on, all RAM is cleared (determination of No in step S3003 of FIG. 28). Furthermore, by storing information indicating "RAM failure" in the RAM failure information, information indicating "RAM failure" (error code E8) is set in the error request (determination of Yes in step S3006 and step S3020 of FIG. 28, and step S3102 of FIG. 30). This error information is sent to the game control unit 302 (FIG. 53), and an error notification based on this information is executed (step S1002 of FIG. 25 and FIG. 16). Note that the game control unit 302 does not clear the contents of the RAM even if it receives an error from the medal count control unit 350. Furthermore, by setting the game control unit chip ID acquisition flag to ON in the medal count control unit 350, various information is updated (initialized) when the game control unit status command is received (determination of Yes in step S3007 of FIG. 28 and step S4407 of FIG. 42).

[0685] Furthermore, when the power is turned on, a RAM clear command may be sent from the game control unit 302 (step S101 in FIG. 15). The medal count control unit 350, which receives this RAM clear command, is configured to clear the RAM in response to the RAM clear command from the game control unit 302 (determined as Yes in step S3016 in FIG. 28). In this case, the medal count control unit 350 temporarily permits interrupt processing, and then prohibits the interrupt processing upon receiving a command from the game control unit 302 and performs subsequent processing, thereby ensuring the reception of the RAM clear command and the processing performed when it is received (steps S3012 to S3014 in FIG. 28). Furthermore, by setting the power-on flag to OFF while interrupts are permitted, the counting process due to the operation of the count button 171 is not executed (steps S3011 and S3015 in FIG. 28).

[0686] Additionally, in the medal count control unit 350, the number of game medals can be initialized by operating the game medal count clear button 172 when the power is turned on (Yes determination in step S3008 of FIG. 28). At this time, information indicating "detected" is set in the game medal count clear detection information, and while this information is set, information regarding this clear is included in the gaming machine information notification and sent to the lending machine 700 (FIG. 32). The game medal count clear detection information is cleared when a payout command is received from the game control unit 302 (step S4A01 of FIG. 49).

[0687] [Sending a game control status command (periodically sent from the game control unit 302 to the medal count control unit 350)] In the slot machine 100, 41 types of game control status commands (see FIG. 10) are transmitted to the medal count control unit 350. Specifically, in the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the game control unit timer interrupt process of the game control unit 302, the game control status commands are sequentially set one by one in the transmission buffer for the medal count control unit (determined as Yes in step S2201 in FIG. 26). However, if a game control priority command has been set in the transmission buffer for the medal count control unit 350 first, the game control status command is not set in the transmission buffer (determined as No in step S2201 in FIG. 26).

[0688] After the game control status command or the game control priority command is set in the transmission buffer addressed to the medal count control unit 350, the contents of the transmission buffer are output and the strobe signal is set to ON (Yes in step S2208 of FIG. 26). By setting this strobe signal to ON, the medal count control unit 350 receives the command. The strobe signal is set to OFF in the next interrupt process, and the contents of the transmission buffer are cleared (No in step S2208 of FIG. 26). However, the output from the I / O port is maintained as is. This makes it possible to more stably receive commands on the medal count control unit 350 side. Then, when the contents of the transmission buffer are cleared, the contents of the transmission buffer are updated in the next interrupt process to transmit a new command (Yes in step S2201 of FIG. 26). That is, in the game control unit 302, one command is transmitted during two interrupt processes, and the transmission state and the transmission stop state are switched for each interrupt process. Furthermore, while the transmission state lasts for 1.49 ms (however, the command output itself lasts for 2.98 ms), the game control unit 302 has two reception timings (two 0.745 ms interrupt processing), which prevents the command from being missed.

[0689] [Sending a gaming control priority command (interrupt transmission from the gaming control unit 302 to the medal count control unit 350)] In the game control unit 302, a game control status command is sent to the medal count control unit 350 in the timer interrupt processing, but a game control priority command is sent preferentially to the medal count control unit 350 depending on the game status in the game control unit main processing. More specifically, when the transmission buffer becomes empty in the game control command transmission processing (FIG. 26), a game control priority command is set in the transmission buffer in the game control unit main processing before the game control command transmission processing in the next timer interrupt processing is executed (the next game control status command is set in the transmission buffer), and this game control priority command is sent to the medal count control unit 350 in priority to the game control status command. The game control priority commands include an insertion command associated with the insertion operation of game medals, a settlement command associated with the settlement operation of game medals set to the current bet number, a start lever acceptance command associated with the acceptance of a start lever operation, a payout command associated with the payout of game medals, an error occurrence command associated with the occurrence of an error, and a RAM clear command associated with the clearing of the RAM (FIG. 13(a)).

[0690] Of the game control priority commands, the insertion command, settlement command, and payout command each consist of three commands. The first command contains information on the number of target game medals, the second command contains the communication number (command serial number) of the game control priority command, and the third command contains a checksum based on the contents of the first two commands. These commands are sometimes called triple commands because they are sent consecutively without being interrupted by other commands. Furthermore, the values ​​of the upper bytes of triple commands are consecutive values.

[0691] In addition, if a response command is not received from the medal count control unit 350, or if the response command from the medal count control unit 350 contains information indicating a "request again," the command will be resent (No judgment in step S1308 of Figure 19, No judgment in step S1310), but if the upper limit number of resends is exceeded, information indicating "abnormal" will be set as the response result from the medal count control unit 350 (No judgment in step S1302, step S1306).

[0692] Also, if the response command from the medal count control unit 350 contains information other than "request again," this information is set as the response result from the medal control unit, and the command serial number is incremented by 1 (steps S1311 and S1312 in Figure 19).

[0693] [Operation of the gaming control unit 302 in response to a coin insertion operation (sending a coin insertion command, etc.)] When a medal insertion operation is performed, the number of medals required by this operation (requested number) is determined (steps S1105 to S1109 in FIG. 17). In this embodiment, two types of bet buttons are available for insertion: a 1-bet button and a MAX-bet button. When the MAX-bet button is operated, the number of medals required to set the maximum number of bets is set as the requested number (step S1107 in FIG. 17), and when the 1-bet button is operated, the requested number is set to 1 (step S1109 in FIG. 17). However, if the current number of bets is the maximum number of bets, the insertion operation sets the requested number to 0 (determined as No in step S1106 in FIG. 17).

[0694] Next, a command (the first of the commands constituting the input command) consisting of upper byte data indicating that it is an input command and lower byte data indicating the value of the requested number of coins is set in the transmission buffer addressed to the medal count control unit 350 (steps S1110 and S1111 in FIG. 17, steps S1402 and S1403 in FIG. 20, and FIG. 21). In this state, when the game control command transmission process of the game control unit timer interrupt process (step S207 in FIG. 23, FIG. 26) is executed, the game control status command is not set in the transmission buffer, and the command previously set in the transmission buffer is sent to the medal count control unit 350 (determined as No in step S2201 in FIG. 26).

[0695] Then, when the transmission buffer is cleared in the game control command transmission process of the next game control unit timer interrupt processing (No judgment in step S2208 of Figure 26), the checksum is updated, and further, 1 is added to the upper byte data to update it to a value indicating the second command, and a command consisting of the lower byte data indicating the command sequence number (the second of the commands constituting the input command) is set in the transmission buffer addressed to the medal count control unit 350 (steps S1404 to S1407 of Figure 20, Figure 21). Then, in the game control command transmission process of the next game control unit timer interruption process (step S207 in FIG. 23, FIG. 26), the command in the transmission buffer is transmitted to the medal count control unit 350, and when the transmission buffer is cleared in the game control command transmission process of the next game control unit timer interruption process (determined as No in step S2208 in FIG. 26), the checksum is updated, and further, 1 is added to the upper byte data to update it to a value indicating the third command, and a command consisting of the lower byte data indicating the checksum (the third of the commands constituting the input command) is set in the transmission buffer addressed to the medal count control unit 350 (steps S1408 to S1411 in FIG. 20, FIG. 21). Then, in the game control command transmission process of the next game control unit timer interruption process (step S207 in FIG. 23, FIG. 26), the command in the transmission buffer is transmitted to the medal count control unit 350.

[0696] The insertion command is sent to the medal count control unit 350 in the above manner, and if the response command to this command contains information indicating "normal", the requested number of medals is added to the current bet number value (Yes judgment in step S1112 of Figure 17).

[0697] In addition, if a replay role is won and a replay is granted (the replay flag is on), the processing of the above input command is not executed (No judgment in step S1104 of Figure 17).

[0698] Furthermore, even if the bet button is operated, the insertion command will not be sent between the time the insertion command is sent and the time the response command is received from the medal count control unit 350 (step S1112 in Figure 17 waits until the response command is received).

[0699] Furthermore, when the bet button is operated, a command is sent to the first sub-control unit 400 (step S1114 in FIG. 17), regardless of whether a response command to the insertion command is received or the content of the response command from the medal count control unit 350. When the first sub-control unit 400 receives this command, it can execute an effect corresponding to the operation of the bet button.

[0700] [Operation of the gaming control unit 302 in response to the settlement operation (sending a settlement command, etc.)] When an insertion operation is performed, the current bet number is added accordingly, and by operating the settlement button 134 (settling operation), the game medals set to the current bet number can be settled.

[0701] When the settlement operation is performed, the value of the current bet number is set as the number of game medals (requested number) requested in the settlement operation (No in step S1101 of FIG. 17, step S1203 of FIG. 18).

[0702] Next, a command (the first of the commands constituting the settlement command) consisting of upper byte data indicating that it is a settlement command and lower byte data indicating the value of the requested number of medals is set in the transmission buffer addressed to the medal count control unit 350 (steps S1204 and S1205 in FIG. 18, steps S1402 and S1403 in FIG. 20, and FIG. 21). In this state, when the game control command transmission process of the game control unit timer interrupt process (step S207 in FIG. 23, FIG. 26) is executed, the game control status command is not set in the transmission buffer, and the command previously set in the transmission buffer is sent to the medal count control unit 350 (determined as No in step S2201 in FIG. 26).

[0703] Next, the second and third commands that make up the settlement command are sent, but the processing for these is the same as for the input command, so a description thereof will be omitted.

[0704] The settlement command is sent to the medal count control unit 350 in the above manner, and if the response command to this command contains information indicating "normal", the current bet value is set to 0 (Yes judgment in step S1206 of Figure 18).

[0705] In the above example, the value of the current bet becomes 0 after receiving the response command (if a response command indicating "normal" is received, the value of the current bet is decremented). Therefore, the value of the current bet is not decremented before the response command is received. Meanwhile, the medal count control unit 350, which received the settlement command, adds the number of game medals, so the number of game medals owned by the player is temporarily increased at this point. If a response command indicating "normal" is not received, the value of the current bet is not decremented and an error occurs (No determination in step S1206 of FIG. 18). However, if this error is avoided by some means, the value of the current bet is not decremented. As a result, the number of medals increases by the amount of the medals added by the medal count control unit 350, resulting in the player fraudulently acquiring game medals through the settlement operation. For this reason, the value of the current bet may be set to 0 before and after the settlement command is sent, and a response command to the settlement command may not be waited for (response command not used). In addition, with this configuration that does not use response commands, there is a risk that errors in the communication state will not be detected, but by configuring it to use response commands for input commands, errors in the communication state can be detected, so communication quality will not be reduced. Note that a command index may be managed between the game control unit 302 and the medal count control unit 350, and an error may be detected if the number of mismatches reaches a predetermined number (e.g., 5 times). With this configuration, it is possible to prevent operations based on fraudulent information from being performed.

[0706] If the medal count control unit 350 receives a settlement command containing information on the number of medals exceeding the number of medals inserted, it may not accept the settlement and may cause an error. This configuration can prevent game medals from being acquired fraudulently.

[0707] It should be noted that the medal count control unit 350 may not accept the settlement and may cause an error if it receives a settlement command containing information on the number of medals exceeding 16. This configuration can prevent game medals from being acquired fraudulently.

[0708] It should be noted that the medal count control unit 350 may not accept the settlement and may cause an error if it receives a settlement command containing information on the number of medals exceeding 16,384. This configuration can prevent game medals from being acquired fraudulently.

[0709] In addition, if a replay role is won and a replay is granted (the replay flag is on), the above-mentioned settlement command processing is not executed (No judgment in step S1202 of Figure 18).

[0710] Furthermore, when the settlement button 134 is operated, a command is sent to the first sub-control unit 400 regardless of whether a settlement command is sent or the contents of the response command from the medal count control unit 350 (step S1201 in FIG. 18). When the first sub-control unit 400 receives this command, it can execute an effect corresponding to the operation of the settlement button 134.

[0711] [Operation of the game control unit 302 in response to start lever operation (transmission of start lever reception command, etc.)] When the start lever is operated while the value of the current number of bets is equal to or greater than the number of coins that can be used to start, a command (start lever acceptance command) consisting of upper byte data indicating that it is a start lever acceptance command and lower byte data indicating the value of the current number of bets is set in the transmission buffer addressed to the medal count control unit 350 (steps S1012 to S1014 in FIG. 16). Furthermore, the start lever acceptance command is sent to the first sub-control unit 400 (step S1014 in FIG. 16). When the first sub-control unit 400 receives this command, it can execute an effect corresponding to the operation of the start lever.

[0712] [Operation of the gaming control unit 302 due to payout (sending payout command, etc.)] When a game ends and a winning combination with a payout is won, the value of this payout number is set to the number of game medals requested for payout (requested number) (step S1602 in FIG. 22). Next, a command (the first of the commands constituting the payout command) consisting of upper byte data indicating that it is a payout command and lower byte data indicating the value of the requested number is set in the transmission buffer addressed to the medal count control unit 350 (steps S1604 and S1605 in FIG. 22, steps S1402 and S1403 in FIG. 20, FIG. 21). In this state, when the game control command transmission process of the game control unit timer interrupt process (step S207 in FIG. 23, FIG. 26) is executed, the game control status command is not set in the transmission buffer, and the command previously set in the transmission buffer is sent to the medal count control unit 350 (determined as No in step S2201 in FIG. 26).

[0713] Next, the second and third commands that make up the payout command are sent, but the processing for these is the same as for the put-in command, so a description thereof will be omitted.

[0714] A payout command is sent to the medal count control unit 350 in the above manner, and if the response command to this command contains information indicating "normal", the command is sent to the first sub-control unit 400 (step S1607 in FIG. 22). When the first sub-control unit 400 receives this command, it can execute a performance corresponding to the payout.

[0715] On the other hand, if the response command is "abnormal" and nothing is set in the error request, the number of game medals has overflowed and payouts cannot be accepted, so a command indicating this state is sent to the first sub-control unit 400 (step S1608 in Figure 22). The first sub-control unit 400, which receives this command, can execute an effect corresponding to the overflow. If the overflow state is not resolved, the payout command will be repeatedly resent, and the game will no longer be able to proceed. In this case, the overflow state can be resolved by operating the counting button 171. If the overflow state is resolved, an effect corresponding to the payout will be executed, and the game will be able to proceed. In other words, if the game cannot proceed due to an overflow, the player can deal with the problem themselves without having to call a store clerk.

[0716] [Operation when medal count control command is received] When the game control unit 302 receives a command from the medal count control unit 350 (detected by switching of the strobe signal, step S2101 in Figure 25), it identifies the type of command (game control status command (Figure 11) or response command (Figure 13(b)) and updates the contents of RAM 308 according to the type of command (step S2102 in Figure 25). Note that the response commands to the deposit command, settlement command, and payout command refer to the contents updated here. Also, if the command received here includes an error code, this error code is set as the error status of the game control unit 302, provided that an error status has not been set in the game control unit 302 (step S2104 in Figure 25).

[0717] [Sending medal count control command (from medal count control unit 350 to game control unit 302)] In the slot machine 100, six types of medal count control status commands (see FIG. 11) are transmitted to the game control unit 302. Specifically, the medal count control status commands are sequentially set one by one in the transmission buffer for the game control unit by the medal count control unit timer interrupt process of the medal count control unit 350 (step S408 in FIG. 37, FIG. 53) (determined as "Yes" in step S4E04 in FIG. 53). However, if a response command has already been set in the transmission buffer for the game control unit 302, the medal count control status command is not set in the transmission buffer (determined as "No" in step S4E04 in FIG. 53).

[0718] The medal count control status command and response command set in the transmission buffer addressed to the gaming control unit 302 are then output to the gaming control unit 302 (step S4E14 in FIG. 53). In this state, if the strobe signal is set to ON (step S4E10 in FIG. 53), the gaming control unit 302 will receive the command. Note that, to manage the ON / OFF of the strobe signal, a strobe counter is used, which is incremented by 1 for each interrupt within the range of 0 to 7. The strobe counter is set to ON when the strobe counter is between 0 and 3, and is set to OFF when the strobe counter is between 4 and 7 (steps S4E09 and S4E13 in FIG. 53). Note that the transmission buffer is updated when the strobe counter is 0 (step S4E03 in FIG. 53). In other words, the medal count control unit 350 transmits one command for every eight interrupt processes, and switches between the transmission state and the transmission stop state every four interrupt processes. The transmission state lasts for 2.98 ms (0.745 ms x 4 times), but the game control unit 302 has two reception timings (two 1.49 ms interrupt processes), so it is possible to prevent commands from being missed.

[0719] [Operation when game control status command is received] When the medal count control unit 350 receives a command from the game control unit 302 (detected by switching the strobe signal, step S4301 in Figure 41), if the command is a game control state command, it executes a game control state command receiving process (step S4304 in Figure 41, Figure 42).

[0720] As for the game control status command, 41 types of commands (FIG. 10) are sent sequentially, of which the 1st to 40th commands are temporarily stored in a buffer and the checksum is updated (determined as No in step S4401 of FIG. 42). Then, when the 41st command (checksum) is received, if the contents are normal, the checksum is cleared and the RAM is updated based on the information temporarily stored in the buffer (steps S4406, S4410 to S4413 of FIG. 42). However, the gaming machine installation information buffer, the winning combination monitor information buffer, and the gaming machine performance information buffer are updated only if the chip ID stored in the RAM matches the chip ID in the gaming machine installation information buffer (Yes in step S4409 of FIG. 42). If the IDs do not match, an error code E7 is set as an error request (determined as No in step S4409 of FIG. 42). Also, if all RAM is cleared in the medal count control unit 350, the chip ID stored in the RAM is cleared, so in this case, as an exception, the update process is executed without checking the above chip ID (the game control unit chip ID acquisition flag is on in Figure 28, and the judgment is No in step S4407 of Figure 42).

[0721] [Operation when game control priority command is received] When the medal count control unit 350 receives a command from the game control unit 302 (detected by switching the strobe signal, step S4301 in Figure 41), if the command is a game control priority command, it executes game control priority command receiving processing (step S4305 in Figure 41, Figures 43 and 44).

[0722] First, if the game control priority command is not a triple command (RAM clear command, start lever acceptance command, error occurrence command), the process corresponding to each command is executed (FIG. 44).

[0723] On the other hand, if the game control priority command is a triplet of commands (insertion command, settlement command, and payout command), the first and second commands are temporarily stored in a buffer (step S4503 in Figure 43), and if it is the third command, the checksum value contained in this command is compared with the checksum calculated from the contents previously stored in the buffer, and if there is an abnormality, information indicating a "request again" is sent as a response command (steps S4504 to S4606 in Figure 43).

[0724] Next, if the game control command serial number update flag is on, the game control command serial number is updated to the value ...

Claims

[Claim 1] a plurality of reels on which a plurality of types of symbols are applied and which are driven to rotate; a bet operating means having a light emitting means; start operation means for executing a start operation to instruct the start of rotation of the plurality of reels; a plurality of stop operation means capable of executing stop operations for individually stopping the rotation of the plurality of reels; A prize determination means for determining whether a prize has been won; a game value awarding means for awarding game value in accordance with the winning determination; counting means for updating a count value relating to a gaming value; a game control means for controlling game progress; A gaming machine equipped with The game control means is a means capable of bringing the game into a game stop state in which the game cannot proceed based on the count value reaching a predetermined value, There is a first display which is a value related to a gaming value, and a second display which is a value related to a gaming value, When a game value is acquired, the first display undergoes an update display to display the updated value, When the game value is acquired, the second display is updated to show the updated value, When the game is stopped while the first display and the second display are being displayed, the display of the first display is terminated even if the display is being updated, but the display of the second display is not terminated, A betting process of a gaming value based on the operation of the betting operation means can be executed even during the display of the updated display of the first display, The light emitting means is capable of emitting light while displaying the update display of the first display, but is a means that does not emit light while displaying the update display of the first display when the game is stopped, In the game stop state, a first notification can be executed to notify that the game stop state has been reached, A first sound can be output based on a winning combination; Even if the execution of the first notification is started during the output of the first sound, the output of the first sound is not terminated. A gaming machine characterized by the above.

Citation Information

Patent Citations

  • Game machine

    JP2023058762A