Gaming machine

The gaming machine uses one-way communication to manage command transmission intervals, preventing abnormal sub-control unit behavior during error recovery by controlling when commands are received.

JP2026091181APending Publication Date: 2026-06-03ENTERRISE CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
ENTERRISE CO LTD
Filing Date
2024-11-22
Publication Date
2026-06-03

AI Technical Summary

Technical Problem

Conventional gaming machines face issues where the sub-control unit may receive commands from another control unit during error recovery, leading to abnormal behavior.

Method used

Implementing a gaming machine with a first control unit that sends commands to a second control unit via one-way communication at predetermined intervals, including transmission and non-transmission periods, allowing the second control unit to receive commands only during the next transmission period after a non-transmission period reaches a threshold.

Benefits of technology

Prevents the sub-control unit from receiving commands midway through error recovery, ensuring stable operation and preventing abnormal behavior.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026091181000001_ABST
    Figure 2026091181000001_ABST
Patent Text Reader

Abstract

The present invention provides a gaming machine that prevents a sub-control unit from receiving commands from other control units midway through the process when recovering from an error. [Solution] The gaming machine comprises a first control unit and a second control unit. The first control unit is capable of sending commands to the second control unit via one-way communication at predetermined intervals. The predetermined interval includes a transmission period during which commands can be sent from the first control unit and a non-transmission period during which no commands are sent from the first control unit. When the second control unit recovers from an error, it is possible to permit receiving processing from commands sent in the next transmission period after the period since the start of the non-transmission period has reached a threshold for the non-transmission period.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0008] , , , , , , , , ,

[0007] ,

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

Background Art

[0002] Conventionally, a gaming machine including a main control unit and a sub control unit has been known (see Patent Document 1).

[0003] The sub control unit receives a command from the main control unit and stores the command in a reception buffer of a RAM implemented in the sub control unit.

[0004] Also, the sub control unit reads and analyzes the command stored in the reception buffer, and executes an interrupt process that performs various control processes, such as determining a production pattern (production content) based on the analyzed command, at a predetermined cycle (for example, 6 msec).

[0005] Then, the sub control unit executes a game production based on the production pattern determined from the analyzed command.

Prior Art Documents

Patent Documents

[0006]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0007] However, in the conventional technology, when the sub control unit recovers from an error such as a timeout error, it may receive a command from another control unit halfway. As a result, the behavior of the sub control unit may become abnormal.

[0008] An object of the present disclosure is to provide a gaming machine capable of preventing a sub control unit from receiving a command transmitted from another control unit halfway when recovering from an error. [Means for solving the problem]

[0009] This disclosure is, First control unit, The second control unit and Equipped with, The first control unit is capable of sending commands to the second control unit via one-way communication at predetermined intervals. The predetermined period includes a transmission period during which the command can be transmitted from the first control unit, and a non-transmission period during which the command is not transmitted from the first control unit. When the second control unit recovers from an error, it can permit the receiving process from the command to be sent in the next transmission period after the period since the non-transmission period began has reached a threshold value during the non-transmission period. It is a gaming machine. [Effects of the Invention]

[0010] According to this disclosure, it is possible to provide a gaming machine in which a sub-control unit can prevent receiving commands transmitted from other control units midway through when recovering from an error. [Brief explanation of the drawing]

[0011] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of a slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions within the gameplay period. [Figure 5] This diagram illustrates the state transitions in the first game state. [Figure 6] This diagram illustrates the state transitions in the second game state. [Figure 7] This diagram explains the range (MY) and the difference in the advantageous interval. [Figure 8] This is a diagram for explaining the connection / communication relationship between the main control board and the sub-control board. [Figure 9] This is a diagram for explaining the cycle of command processing executed between the main control unit and the sub-control unit. [Figure 10] This is a flowchart showing the flow of the operation process of the slot machine. [Figure 11] This is a flowchart showing the flow of normal command processing and command error processing. [Figure 12] This is a flowchart showing the flow of timeout error processing.

Embodiments for Carrying Out the Invention

[0012] [First Embodiment] The slot machine 1 according to the embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 12. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. In the following description, "connection" includes both cases where the connection targets are directly connected and cases where the connection targets are indirectly connected via other boards or devices.

[0013] As shown in FIG. 1, the slot machine 1 of the present embodiment is a type of rotary gaming machine in which the quantity of gaming values is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals. Note that FIG. 1 shows a front view of the slot machine 1, and hereinafter, the upper, lower, left, and right in FIG. 1 are referred to as the upper, lower, left, and right of the slot machine 1.

[0014] In this slot machine 1, different from the conventional slot machine, it is not necessary to insert physically existing medals, and physically existing medals are not paid out either. And in the slot machine 1, a pseudo gaming medium converted into electronic data is used as gaming value data, and the game proceeds. Such a slot machine 1 is called a medal-less machine, a smart slot (registered trademark), an enclosed rotary gaming machine, etc.

[0015] First, the card unit 7 connected to the slot machine 1 will be described below.

[0016] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.

[0017] Also, the card unit 7 can store a card 70 that stores game value data as electronic data in place of real medals inside it.

[0018] Note that since the details of the card unit 7 are the same as those of the card unit connected to the conventional medal-less machine, detailed description thereof will be omitted.

[0019] <Configuration of Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress a game without using real medals. In the slot machine 1 of the present embodiment, a game is played using game value data as electronic data instead of real medals. Note that hereinafter, in addition to "game value data", it may be expressed as "game value" as a term corresponding to the conventional "medal".

[0020] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0021] A transparent reel window 200 is provided at the central portion of the front door 100. The operator can visually recognize a plurality of symbols displayed on the surfaces of a plurality of rotating reels 20 described later through this reel window 200.

[0022] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (towards the back of the page in Figure 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the housing 10.

[0023] Furthermore, since slot machine 1 is a coinless machine, there is no selector or hopper device inside the cabinet 10, and store staff do not need to replenish actual tokens during gameplay.

[0024] When store staff perform tasks such as changing settings, checking settings, or maintenance, the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10.

[0025] Above the reel window 200, there is an LCD screen 3 for displaying various effects during gameplay, a speaker 101 (an example of an effect device), and an illuminated section 102.

[0026] LCD screen 3 displays various animation videos (animation screens) while the player is playing.

[0027] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), operation sounds, and character voices. The operator can adjust (set) the volume of BGM, SE, etc. from speaker 101 using a volume control function that can be set, for example, on the menu screen.

[0028] The lighting unit 102 is made up of LEDs and the like, and lights up or turns off in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0029] Below the reel window 200 are the control panel 4, the lower panel 103, and the front bottom 104. The lower panel 103 displays the title of the slot machine 1. The front bottom 104 is designed to allow the operator to place their personal belongings.

[0030] The control unit 4 includes multiple stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a counting button 44, a cancel button 45, a performance button 46, and a confirmation key 47.

[0031] Sensors are provided near each switch on the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.

[0032] Each stop switch 40 (40a, 40b, 40c) is provided in conjunction with each rotating reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, and 40c accept operation to stop the rotation of the corresponding rotating reel 20a, 20b, and 20c while the reels are rotating. That is, when stop switch 40a is operated, the rotation of reel 20a stops; when stop switch 40b is operated, the rotation of reel 20b stops; and when stop switch 40c is operated, the rotation of reel 40c stops.

[0033] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable from the time the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state, using a different color of light (e.g., red).

[0034] Information regarding the pressing of stop switches 40a, 40b, and 40c (information about which stop switch 40 was pressed, in what order they were pressed, and at what timing they were pressed) is used in the rotating reel control unit 611, game result determination unit 612, game state control unit 615, media management unit 620, etc., as described later.

[0035] The bet switch 41 is used when the operator places a bet on game value. The amount of credited game value and the amount of bet game value are managed by the slot machine 1 (media management unit 620). In the following, "credited game value" refers to the game value (game value data) managed by the media management unit 620.

[0036] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.

[0037] The digital counter 43 digitally displays the number of credits in game value, the number of payouts (acquired) of game value, and other information. By checking the digital counter 43, the operator can also check the amount of game value they possess while playing.

[0038] In this embodiment, "the number of game value payouts" does not refer to the actual action of dispensing tokens to the outside of the slot machine 1, but rather to "an increase in game value based on the winning combination determined by the internal lottery, corresponding to that combination." In other words, "the number of game value payouts" means "an increase in the numerical value of the digitized pseudo-game medium." Furthermore, for example, "a predetermined number of game value" is a concept equivalent to the conventional "predetermined number of tokens."

[0039] The counting button 44 can receive input from the operator to transfer game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives input from the operator, a transfer signal is generated by the counting button 44.

[0040] In this embodiment, the counting button 44 is positioned in a location visible to the operator of the slot machine 1.

[0041] More specifically, as shown in Figures 1 and 2, the counting button 44 is located on the side of the operating unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1.

[0042] Furthermore, the counting button 44 may be equipped with a lamp inside or around it that changes its illuminated color before and after it is operated.

[0043] The cancel button 45 can accept an operation from the operator to change the game value from a bet state (bet state) to an unbet state (non-bet state). When the cancel button 45 accepts an operation from the operator, the cancel button 45 generates a cancel signal. Subsequently, the media management unit 620, upon receiving the cancel signal, manages the game value data from the bet state as an unbet state.

[0044] For example, if the cancel button 45 is pressed while the game value during a bet is 1 or greater, the media management unit 620 updates the game value during the bet to "0" and adds the game value data that had been bet up to "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the game value data that had been bet. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process, which resets the game value during a bet back to the number of credits by transitioning from a bet state to a non-bet state.

[0045] The bet cancellation process based on pressing the cancel button 45 is effective when the player is in a bet state but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from the time the lever 42 is operated until the game based on the operation of the lever 42 is completed.

[0046] The effect button 46 is used, for example, to display the menu screen when a predetermined time (for example, 5 minutes) has not elapsed since the game was in standby mode, and to change the effect image when, for example, "PUSH!!" is displayed on the LCD screen 3 during gameplay.

[0047] In this specification, "waiting for game" refers to the state from when all operations required to play one game have been performed and one game has ended until the next game is played, that is, the state in which no operations for a game have been performed.

[0048] On the other hand, "in play" or "in play" refers to the state from when the bet switch 41 and lever 42 are operated until all of the rotating reels 20a, 20b, and 20c stop, and is not in a waiting state for play.

[0049] Furthermore, the performance button 46 is equipped with a lamp that can emit light in various colors and patterns. The lamp lights up when the performance button 46 is operational and turns off when it is inoperable. In addition, during gameplay, when the performance button 46 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can also flash rapidly in a different color than when it is normally lit, such as red or rainbow.

[0050] As shown in Figure 1, the confirmation key 47 includes an up key 47a, a down key 47b, a left key 47c, a right key 47d, and a selection button 47e. The player can select one of the displayed items by operating one of the up key 47a, down key 47b, left key 47c, or right key 47d, and then operating the selection button 47e.

[0051] Furthermore, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided inside the casing 10.

[0052] The reset button 51 is operated to clear various errors and to initialize the RAM that constitutes the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 51 is being operated, the amount of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".

[0053] The setting change button 52 is a button operated by store staff when setting one of several setting values ​​for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 52 becomes operational, and when the setting change button 52 is operated in this state, it becomes possible to set a setting value.

[0054] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, so only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 51 and the setting change button 52.

[0055] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. Depending on the setting value, the probability of winning at least some of the potential winning combinations will differ. The setting value is set by the store staff before the store opens.

[0056] Furthermore, as shown in Figure 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are located inside the housing 10, along with a power supply (not shown) that turns the main power of the slot machine 1 on and off.

[0057] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200.

[0058] The surfaces of the rotating reels 20a, 20b, and 20c are arranged with symbols, for example, as shown in Figure 3. When the rotation of the rotating reels 20a, 20b, and 20c stops, the game proceeds when the game result determination unit 612 (described later) determines whether the combination of symbols displayed on the active line L (described later) is a predetermined combination of symbols.

[0059] The stepping motors 21a, 21b, and 21c are provided in accordance with the rotary reels 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.

[0060] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated while the rotating reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127 steps.

[0061] The rotation and stopping of these rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611, which will be described later.

[0062] <How the game is played by the player> The player bets the credited game value on the slot machine 1 by operating the bet switch 41. Once a predetermined number (for example, 3) of game value has been bet on the slot machine 1, the active line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.

[0063] Figure 1 shows an example where the active line L is composed of the upper section within the reel window 200 for the left rotating reel 20a, the middle section within the reel window 200 for the middle rotating reel 20b, and the lower section within the reel window 200 for the right rotating reel 20c.

[0064] In this embodiment, one game (one play) refers to a series of actions taken by a player to obtain a predetermined game result, including internal lottery, prize determination processing, and processing to increase or decrease game value data, by operating the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc.

[0065] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the reels 20a, 20b, and 20c begin to rotate. In this state, if any of the stop switches 40a, 40b, or 40c are operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. Once all the reels 20a, 20b, and 20c have stopped, a payout process of a predetermined amount of game value is performed according to the combination of symbols (winning combination) that lined up (won) on the active line L. This completes one game.

[0066] Furthermore, at least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was operated, that the lever 42 was operated, that the stop switch 40 was operated, that an internal lottery was performed, that a predetermined combination was won, that the spinning reels rotated, etc.) is managed by the main control unit 61 mounted on the main control board P1.

[0067] <Regarding the game status> During gameplay, the type of game section is set as shown in Figure 4, and one game state is set from among multiple game states as shown in Figures 5 and 6. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.

[0068] The game state includes the first game state (see Figure 5) and the second game state (see Figure 6). Note that the first and second game states are not mutually exclusive game states; they are merely classifications made for the sake of clarity in explanation.

[0069] As shown in Figure 5, the first game state includes the state where special roles are not carried over, the internal bonus state (with special roles carried over), and the state where special roles are performed. The state where special roles are not carried over, the internal bonus state, and the state where special roles are performed are mutually exclusive.

[0070] The "no special role carryover" state refers to a state in which no special role (for example, a Type 1 BB, which is a continuous action device for a Type 1 special role) has been won through internal drawing, and no special role wins have been carried over. The "no special role carryover" state is set, for example, when the setting values ​​described later are changed, or when the RAM is initialized (an example of a specific condition).

[0071] The bonus internal state refers to a state where a special role has been selected through an internal draw, but the winning of that special role has not yet been awarded. In other words, the bonus internal state is a state where a flag for a special role has been selected through an internal draw, but the symbols indicating that special role have not yet lined up on the active payline L, and therefore the special role has not yet been awarded.

[0072] The "special prize execution state" refers to a state in which a special prize has been awarded through an internal lottery, and no payout of game value exceeding a predetermined amount has been made.

[0073] In this embodiment, when slot machine 1 is an AT machine, the operator continues playing slot machine 1 without winning any of the carried-over special roles, and the first game state remains in the special role carry-over state.

[0074] As shown in FIG. 6, the second game state takes one of a normal game state, an AT (an example of a special game state), and a CZ (a chance zone; an example of a special game state). In the second game state, the normal game state, the AT, and the CZ are in an exclusive relationship.

[0075] The normal game state is a state that is neither an AT nor a CZ, that is, a state in which an assist function (for example, an operation sequence navigator) does not occur (or occurs less frequently). For example, the second game state is set to the normal game state from after the RAM is cleared or after the AT (or CZ) ends until the AT lottery (or CZ lottery) is performed.

[0076] <Explanation of AT> The AT is a state in which an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c of the winning combinations other than the special winning combination determined by the internal lottery via the liquid crystal screen 3, the speaker 101, the electric decoration unit 102, etc. is operating.

[0077] The AT lottery is performed according to the type of the winning combination determined by the internal lottery or the number of times of winning of a predetermined winning combination when the second game state is the normal game state or the CZ and the game section is an advantageous section. When the AT is determined in the AT lottery (an AT transition signal is generated), the second game state transitions from the normal game state or the CZ to the AT.

[0078] In addition to the case where the AT is determined in the AT lottery, the AT also transitions when the number of games between ATs reaches the specified number of games (so-called ceiling number of games). Each time the number of games between ATs reaches the specified number of games, the next specified number of games is determined by lottery according to, for example, the current mode in which the player is staying.

[0079] <Explanation of CZ> The CZ is an example of a special game state, different from the modes described later, and is a zone where it can temporarily stay when it is neither the normal game state nor the AT, and is a period during which the AT lottery is executed.

[0080] Furthermore, the CZ (Chance Zone) is entered when certain conditions for transitioning to the CZ are met, such as winning a CZ lottery that is executed when a special replay occurs a predetermined number of times (for example, 10 times) during normal gameplay. During this CZ, the probability of winning an AT (Attack Time) is higher than in the normal gameplay state, making it easier to transition to the AT in the second gameplay state.

[0081] <About the gaming area> The aforementioned game interval is a state (interval) that determines whether or not processing related to the instruction function is performed. As shown in Figure 4, the game interval consists of a normal interval and an advantageous interval. The normal interval and the advantageous interval are mutually exclusive, and the game interval can be either a normal interval or an advantageous interval.

[0082] The processes related to the instruction function include, for example, the process of activating the instruction function (providing assistance), the mode lottery (a mode in which the probability of winning an AT is determined, or a mode in which the probability of winning an additional AT is determined), mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and so on.

[0083] A "mode" refers to a zone in which a player can be in any of the following states: general gameplay, CZ (Chance Zone), or AT (Attack Time). For example, in Figure 6, modes (e.g., low probability mode, high probability mode, heaven mode) may be available in each of the general gameplay state, CZ, and AT states. Furthermore, it is not limited to general gameplay state, CZ, and AT; a player can remain in the same mode during the advantageous period.

[0084] The normal section is a section in which processing related to the instruction function cannot be executed, but when the conditions for transitioning to the advantageous section are met, the process for transitioning to the advantageous section is executed. Note that while the game section is in the normal section, the second game state is the general game state.

[0085] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period in which the second game state is in the general game state (including high probability mode and heaven mode), and the advantageous period in which the game is played in a CZ or AT. The state in which the game period is an advantageous period is maintained from the time the game period transitions to an advantageous period until the predetermined termination conditions are met.

[0086] The possible combinations of game time zones and second game state for slot machine 1 are summarized as follows: • A pattern where the game section is the normal section and the second game state is the general game state. • A pattern where the game section is a favorable section, and the second game state is a normal game state (including high probability mode and heaven mode). • A pattern where the game section is the advantageous section and the second game state is the CZ (Chance Zone). • A pattern where the game section is a favorable section and the second game state is AT (Automatic Trigger).

[0087] As mentioned above, when the game is in a normal game mode, no processing related to the instruction function is performed, so it can be said that there are few advantages for the player. On the other hand, when the game is in a favorable game mode, processing related to the instruction function becomes possible, which broadens the range of game progression and can be said to be advantageous for the player compared to a normal game mode.

[0088] <Configuration of Control Unit 6> The control unit 6 consists of a main control unit 61 mounted on the main control board P1, a game value control unit 62 mounted on the main control board P1, and a sub-control unit 63 mounted on the sub-control board P3.

[0089] The main control unit 61 (an example of the first control unit), the game value control unit 62 (an example of the first control unit), and the sub-control unit 63 (an example of the second control unit) each consist of a microcontroller and a memory unit (ROM, RAM, RWM).

[0090] The connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained below with reference to Figure 8. In this embodiment, the main control unit 61 and the game value control unit 62 are mounted on the same control board, the main control board P1, while the sub-control unit 63 is mounted on a different board, the sub-control board P3.

[0091] The information and commands generated by the main control unit 61 of the main control board P1 include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet button 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, and a transfer request for game value when the counting button 44 is operated.

[0092] Furthermore, the information and commands generated by the game value control unit 62 of the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the number of credits has reached the upper limit (a value used to prompt the player to transfer credits because the number of credits is too high), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, and various responses to requests from the main control unit 61.

[0093] The main control board P1 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3.

[0094] Information and commands transmitted from the main control board P1 to the sub-control board P3 include game data such as game status and game section, game value data (e.g., bet / payout information for game value, total number of game values ​​acquired during AT), information indicating the start / end of gameplay, information indicating the start / end of mechanism operation, information regarding various errors, the range (MY) described later, information indicating the operation of the complete function, commands for prior notification before the complete function is activated, information regarding the transfer of game value (e.g., transfer start, transfer in progress, transfer complete, etc.), information indicating the number of credits or acquired, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0095] <Command processing executed between the main control unit 61 and the sub-control unit 63> The following section describes the command processing performed between the main control unit 61 and the sub-control unit 63.

[0096] As described above, one-way serial communication takes place between the main control unit 61 (main control board P1) and the sub-control unit 63 (sub-control board P3).

[0097] The sub-control unit 63 then receives commands from the main control unit 61 and performs necessary processing, such as executing game effects.

[0098] The commands transmitted by the main control unit 61 are 64 bits each and are transmitted using the SCIF (Serial Communication Interface with FIFO) transmission standard.

[0099] Furthermore, the command is transmitted from the main control unit 61 using an asynchronous communication method, with a data length of 8 bits, an even number of parity bits, a stop bit length of 1 bit, and a bit rate of 38400 bps. Therefore, 38.4 bits of command are transmitted from the main control unit 61 to the sub-control unit 63 per millisecond.

[0100] As described above, since each command transmitted by the main control unit 61 is 64 bits long, the main control unit 61 can transmit a command to the sub-control unit 63 in 2 milliseconds.

[0101] <Command processing under normal conditions> First, let's explain the command processing under normal conditions. Below, we will illustrate the command processing under normal conditions between the main control unit 61 and the sub-control unit 63, but the command processing under normal conditions between the game value control unit 62 and the sub-control unit 63 is the same and will therefore not be explained. The game value control unit 62, like the main control unit 61, sends an "operation-free" command to the sub-control unit 63. The "operation-free" command that the game value control unit 62 sends to the sub-control unit 63 is sent to the sub-control unit every 50 milliseconds when the player has not performed any operation on the game value-related operation buttons such as the counting button 44 or the cancel button 45.

[0102] As shown in Figure 9, the main control unit 61 and the sub-control unit 63 execute command processing at predetermined intervals (6 milliseconds in this embodiment).

[0103] The predetermined period of 6 milliseconds consists of a transmission period (e.g., 2 milliseconds) during which the main control unit 61 transmits commands, and a non-transmission period (e.g., 4 milliseconds) during which the main control unit 61 does not transmit commands.

[0104] Furthermore, even if the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc., are not operated by the player, the main control unit 61 transmits an "no operation" command to the sub-control unit 63 at predetermined intervals of 6 milliseconds. This "no operation" command indicates, for example, the state after the bet switch 41 has been operated but has not been operated since, or the state after the third stop switch 40 has been operated but has not been operated since. In other words, even if the sub-control unit 63 has not received previous commands, it can understand the current state of the slot machine 1 by receiving subsequent "no operation" commands.

[0105] The sub-control unit 63 initially sets the elapsed time counter to 0 milliseconds, the synchronization flag to "off", and the timeout state to "monitoring".

[0106] The synchronization flag is "on" when a command error occurs and "off" when no command error occurs (including when a command error has been resolved). This synchronization flag is one of the synchronization control methods and is used to identify whether or not a command error has occurred.

[0107] A command error occurs when the command sent from the main control unit 61 is incorrect. Specifically, command errors occur when the sum check is abnormal, or when communication errors such as framing errors or overrun errors occur.

[0108] The timeout status indicates whether or not a timeout error has occurred, in which no command is sent from the main control unit 61, and the status after a timeout error has occurred. The timeout status has the following states: "Monitoring," which is the normal status when no timeout error has occurred; "Preparing," which is the status when a timeout error has occurred; "Displaying," which is the status when a timeout error has occurred and is being displayed; "Waiting," which is the status when the timeout error has been resolved but normal command processing is not being executed; and "Recovering," which is the status when returning to normal command processing.

[0109] A timeout error occurs when, for example, the harness connecting the main control unit 61 and the sub-control unit 63 becomes disconnected or physically cut, preventing the command from being sent correctly from the main control unit 61 to the sub-control unit 63.

[0110] The sub-control unit 63 performs the following main control command monitoring process based on timer interrupt processing that is performed at 1 millisecond intervals during the transmission period and the non-transmission period.

[0111] The sub-control unit 63 accumulates the elapsed time counter by 1 each time 1 millisecond (an example of one unit of time) elapses during the main control command monitoring process. However, the sub-control unit 63 does not accumulate the elapsed time counter until it reaches 255 or more.

[0112] This elapsed time counter counts the period during which no commands are sent and is used to determine when to receive the next command from the beginning after recovering from a command error or timeout error.

[0113] Furthermore, if the sub-control unit 63 receives a command, it initializes the elapsed time counter to 0.

[0114] Then, if the sub-control unit 63 receives a command from the main control unit 61 during the command transmission period, it stores the received command in a receive buffer (not shown) and performs command analysis processing. If the command analysis processing determines that the command is valid, the sub-control unit 63 performs normal processing corresponding to the command.

[0115] Specifically, the sub-control unit 63 determines a performance pattern (performance content) based on the analyzed command. Then, the sub-control unit 63 executes the game performance based on the performance pattern determined from that command.

[0116] <Handling command errors> Next, we will explain how to handle command errors.

[0117] As mentioned above, the sub-control unit 63 performs command analysis processing on the commands stored in the receive buffer. Command errors may be detected during this command analysis processing.

[0118] When the sub-control unit 63 detects that a command error has occurred, it switches the synchronization flag from "off" to "on".

[0119] Furthermore, the sub-control unit 63 accumulates the elapsed time counter by 1 each time 1 millisecond has elapsed.

[0120] Then, after the synchronization flag is turned "on" and the elapsed time counter reaches "2 (an example of a threshold)", the sub-control unit 63 switches the synchronization flag from "on" to "off".

[0121] Thus, in this embodiment, the threshold for the elapsed time counter to be "2" is set as shown in Figure 9, to the remaining value after subtracting the 2-millisecond transmission period from a predetermined period of 6 milliseconds, i.e., during a 4-millisecond non-transmission period. Furthermore, a period of at least the transmission period, i.e., 2 milliseconds, is provided between the threshold and the next transmission period. Therefore, it can be said that the threshold of the elapsed time counter is set exactly in the middle of the non-transmission period.

[0122] Furthermore, when the synchronization flag is switched from "on" to "off", the sub-control unit 63 discards all commands stored in the receive buffer up to that point and initializes the receive buffer.

[0123] As a result of the processing described above, once the elapsed time counter reaches 2 (the threshold), the sub-control unit 63 can receive commands from the beginning during the next transmission period. Subsequently, the sub-control unit 63 receives the commands and performs normal command processing, such as command analysis.

[0124] <Handling of timeout errors> Next, I will explain how to handle timeout errors.

[0125] As mentioned above, a timeout error occurs, for example, when the harness connecting the main control unit 61 and the sub-control unit 63 becomes disconnected (a break in the wire).

[0126] If a timeout error occurs, the sub-control unit 63 cannot receive commands from the main control unit 61. Therefore, the sub-control unit 63 does not initialize the elapsed time counter to 0. Instead, the sub-control unit 63 accumulates the elapsed time counter by 1 every 1 millisecond.

[0127] In other words, since the elapsed time counter is used to count the period of non-transmission, the sub-control unit 630 cannot initialize the elapsed time counter to 0 if it does not receive a command from the main control unit 61.

[0128] When the elapsed time counter reaches 100, the sub-control unit 63 switches the timeout state from "monitoring" to "preparing". If it is a non-transmission period, the sub-control unit 63 continues to increment the elapsed time counter until it reaches 255. The threshold value of "100" for the elapsed time counter is a pre-set time, and a different value may be set depending on the model of slot machine 1.

[0129] Next, the sub-control unit 63 performs frame processing and displays a screen on the LCD screen 3 containing a message indicating the type of error that has occurred and prompting the user to resolve the error, such as "Timeout Error. Please check if any connectors are disconnected." It also switches the timeout status from "Preparing" to "Displaying." This frame processing is performed, for example, once every 33 milliseconds.

[0130] Next, if the timeout error is resolved by the store staff, the sub-control unit 63 initializes the elapsed time counter to 0.

[0131] Next, the sub-control unit 63 executes timer interrupt processing and main control command monitoring processing. Specifically, the sub-control unit 63 switches the timeout state from "displaying" to "standing," and if it has not received a command from the main control unit 61, it accumulates the elapsed time counter by 1 every 1 millisecond.

[0132] As mentioned above, since the timeout error has been resolved, it is possible that commands will be sent from the main control unit 63 from now on. However, because the timeout status is "waiting," the sub-control unit 63 will discard the command it receives from the main control unit 61 without storing it in the receive buffer. This is because it is possible that the sub-control unit 63 was not able to receive the command from the main control unit 61 in the first place.

[0133] Meanwhile, the sub-control unit 63 continues to receive commands from the main control unit 61 during this time, so it initializes the elapsed time counter to 0.

[0134] Next, the sub-control unit 63 executes a timer interrupt process every 1 millisecond and performs main control command monitoring processing. Specifically, when the timeout state is "waiting" and the elapsed time counter reaches the threshold of "2", the sub-control unit 63 switches the timeout state from "waiting" to "recovering". This allows the sub-control unit 63 to receive the next command sent from the main control unit 61 from the beginning.

[0135] On the other hand, if the timeout state is "waiting" and the elapsed time counter is less than the threshold "2", the sub-control unit 63 does not switch the timeout state to "recovering", but instead accumulates the elapsed time counter by 1 every 1 millisecond.

[0136] Next, when the elapsed time counter reaches the threshold of "2" and the timeout state becomes "recovering" (i.e., anything other than "waiting"), the sub-control unit 63 receives commands sent from the main control unit 63 from the beginning after the timeout state was changed to "recovering," and stores those commands in the receive buffer.

[0137] At this time, the sub-control unit 63 receives a command from the main control unit 61, and therefore initializes the elapsed time counter to 0.

[0138] Next, the sub-control unit 63 switches the timeout state from "recovering" to "monitoring." From then on, the sub-control unit 63 executes normal command processing.

[0139] As described above, in this embodiment, during the non-transmission period following a command error or timeout error, the sub-control unit 63 receives the command from the beginning in the next transmission period after the elapsed time counter reaches the threshold "2" and stores it in the receive buffer.

[0140] Thus, in this embodiment, the threshold is set to 2 milliseconds, which is the midpoint of the 4 millisecond non-transmission period. The reason for setting the threshold at this timing is that it is undesirable for the period to clear an error to be immediately after the transmission period, and it is also undesirable for the period to prepare for receiving a command to be immediately before the next transmission period.

[0141] Furthermore, as shown in Figure 9, the threshold is set to a common value whether the error is a command error or a timeout error. This is because there is little benefit in setting separate thresholds for command errors and timeout errors, and doing so would complicate the program.

[0142] Furthermore, as mentioned above, the elapsed time counter is used as a common value regardless of whether the error is a command error or a timeout error. This is because there is little benefit in using separate elapsed time counters for command errors and timeout errors, and doing so would complicate the program.

[0143] <Command processing executed between the game value control unit 63 and the sub-control unit 63> The following describes the command processing performed between the game value control unit 62 and the sub-control unit 63.

[0144] As described above, the game value control unit 62 and the sub-control unit 63 communicate in one direction via serial communication from the game value control unit 62 (main control board P1) to the sub-control unit 63 (sub-control board P3).

[0145] Then, the game value control unit 62 sends a command to the sub-control unit 63.

[0146] The commands transmitted by the game value control unit 62 differ from those transmitted by the main control unit 61 in terms of transmission cycle and command type. However, the transmission format and other aspects are the same as the communication process between the main control unit 61 and the sub-control unit 63, and each command is 64 bits long. Therefore, the game value control unit 62 can transmit a command to the sub-control unit 63 in 2 milliseconds.

[0147] The command processing performed between the game value control unit 62 and the sub-control unit 63 is almost identical to the command processing performed between the main control unit 61 and the sub-control unit 63. Therefore, the following explanation will only describe the differences between the command processing performed between the main control unit 61 and the sub-control unit 63.

[0148] The predetermined period for command processing between the game value control unit 62 and the sub-control unit 63 is 50 milliseconds.

[0149] As mentioned above, the game value control unit 62 can send a command to the sub-control unit 63 in 2 milliseconds, so the non-transmission period is 48 milliseconds (= 50 milliseconds - 2 milliseconds).

[0150] Therefore, the threshold used to determine whether or not to store the next command in the receive buffer is set during the 48ms period between 2ms and 50ms within a predetermined cycle. In this embodiment, the threshold is set, for example, when the elapsed time counter reaches 10 (i.e., when 12ms of the predetermined cycle have elapsed) after the non-transmission period has ended.

[0151] If a command error occurs, and the synchronization flag is "on" and the elapsed time counter reaches 10, the sub-control unit 63 switches the synchronization flag from "on" to "off".

[0152] Furthermore, if the elapsed time counter exceeds 500 while the timeout state is "monitoring," the sub-control unit 63 switches the timeout state from "monitoring" to "preparing."

[0153] Furthermore, after the timeout error has been resolved, if the elapsed time counter reaches 10 during a non-transmission period while the timeout status is "waiting," the sub-control unit 63 sets the timeout status to "recovering."

[0154] Other processes, such as the flow of operations, are the same as the command processing between the main control unit 61 and the sub-control unit 63. However, the synchronization flag, timeout status, and elapsed time counter used in the command processing between the game value control unit 62 and the sub-control unit 63 are not common to those used in the command processing between the main control unit 61 and the sub-control unit 62, and are different and are provided separately.

[0155] <Description of Main Control Unit 61> The main control unit 61 is mounted on the main control board P1 and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617.

[0156] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and can select one of the flags for multiple winning combinations as the winning flag.

[0157] <Rotating reel control unit 611> The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and can perform rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0158] <Explanation of the game result determination unit 612> The game result determination unit 612 can determine the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops.

[0159] <Explanation of the setting value control unit 613> The setting control unit 613 can set one of several setting values ​​(for example, 1 to 6) that have different advantages in controlling the progress of the game, based on the operation of the setting change button 52 by the store staff.

[0160] <Section Control Unit 614> The section control unit 614 can proceed with the game by setting one of several game sections (normal section and advantageous section).

[0161] <Game state control unit 615> The game state control unit 615 can carry out game progress by setting each of the first game state (for example, during the execution of a special combination, during the internal process of a special combination) and the second game state (for example, general game state, special game states such as AT, CZ).

[0162] <RT state control unit 616> The RT state control unit 616 can carry out game progress using one of a plurality of RT states (tables used for internal lottery, and RT states in which replay probabilities are determined in advance).

[0163] <Error determination unit 617> The error determination unit 617 can determine the presence or absence of various errors. Examples of various errors include backup abnormalities, communication abnormalities between the main control board P1 and the sub-control board P3, connection abnormalities between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, etc. Note that the errors determined by the error determination unit 61 are different from the command errors and timeout errors between the main control unit 61 and the sub-control unit 63 described above.

[0164] <Explanation of the game value control unit 62> The game value control unit 62 is mounted on the main control board P1 and functions as a medium management unit 620 and a function operation unit 621. Although not shown in the figure, an error determination unit similar to the error determination unit 617 in the main control unit 61 may also be provided in the game value control unit 62. However, the errors determined by that error determination unit are different from the command errors and timeout errors between the main control unit 61 and the sub-control unit 63 described above.

[0165] <Explanation of the medium management unit 620>[ The media management unit 620 is capable of managing the number of credits and bets for game value. The media management unit 620 also calculates the advantageous section difference, which is the cumulative value of the difference between the number of game value payouts and the number of bets for game value during the advantageous section. Furthermore, as shown in Figure 7, the media management unit 620 uses the difference in game value, which is the cumulative value of the difference between the number of game value payouts and the number of bets for game value since the last time the slot machine 1 was powered on, to calculate the range (MY), which is the difference between the maximum and minimum values ​​of the difference.

[0166] <Functional operating part 621> The function activation unit 621 is capable of receiving range (MY) information transmitted from the media management unit 620. When the range (MY) becomes, for example, 18500 or higher, the function activation unit 621 generates information indicating that the activation of the complete function is imminent.

[0167] This "complete function" is essentially a function that stops the game from going any further. When the complete function is activated, slot machine 1 will no longer accept any input related to gameplay, and players will be unable to continue playing unless the power is turned off and on by store staff (the game will be unplayable).

[0168] <Explanation of Sub-control Unit 63> The sub-control unit 63 is mounted on the sub-control board P3 and functions as the performance control unit 630 through operation using ROM, RAM, etc., by a microcontroller. Command processing related to the aforementioned command errors and timeout errors is executed by the sub-control unit 63.

[0169] <Performance Control Unit 630> The performance control unit 630 can determine at least one of the following as a performance pattern by executing a performance lottery: a video / still image output on the LCD screen 3, a sound pattern output from the speaker 101, a light emission pattern of the LED or other lighting unit 102, or a light emission pattern of the performance button 46.

[0170] Specifically, the performance control unit 630 selects a performance lottery table based on game progress information (e.g., game state, stay mode) transmitted from the main control unit 61, and performs a performance lottery using the selected performance lottery table.

[0171] <Basic operation flow of slot machine 1> Figure 10 will be used to explain the basic operation flow of slot machine 1.

[0172] With the power to slot machine 1 turned on and the setting value changed, the function operation unit 621 determines whether or not slot machine 1 is playable (whether or not the complete function is active) (step S101).

[0173] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0174] On the other hand, if slot machine 1 is in a playable state (S101: YES), provided that game value data has been transmitted from card unit 7, the main control unit 61 and game value control unit 62 of slot machine 1 display the amount of credited game value on the digital counter 43 and accept operations from the operator such as bet switch 41 and lever 42. As a result, slot machine 1 enters a play start state (step S102).

[0175] Next, the media management unit 620 starts calculating the range (MY) (step S103). After that, the media management unit 620 calculates the range (MY) for each game, regardless of whether it is a normal section or a favorable section.

[0176] Next, the section control unit 614 proceeds with the game in the normal section (step S104).

[0177] The game state control unit 615 proceeds with the game in the general game state (step S105).

[0178] Next, the section control unit 614 determines whether the game section has become an advantageous section because the conditions for transitioning to an advantageous section have been met, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).

[0179] If the game period is not a favorable period (S106: NO), the process returns to step S104.

[0180] On the other hand, if the game section is an advantageous section (S106:YES), the media management unit 620 counts the advantageous section difference (starts counting the advantageous section difference in games that have transitioned to an advantageous section) (step S107). From this point onward, the section control unit 614 continues to count the advantageous section difference as long as the game section is an advantageous section (whether in general game state, CZ, or AT).

[0181] Next, the game state control unit 615 determines whether or not to transition the second game state to AT (step S108).

[0182] If the second game state does not transition to AT (S108: NO), the process returns to step S105.

[0183] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 615 proceeds with the game in AT mode (step S109).

[0184] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) has become 19000 or greater.

[0185] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0186] On the other hand, if the complete function does not operate (S110: NO), the interval control unit 614 determines whether the difference in the advantageous interval is +2400 or more (step S111).

[0187] If the difference in the advantageous section becomes +2400 or more (S111: YES), the section control unit 614 transitions the game section to the normal section, the game state control unit 615 terminates the AT, and the media management unit 620 initializes the difference in the advantageous section to zero (0), after which the process returns to step S104.

[0188] On the other hand, if the difference in the advantageous section is not +2400 or more (S111: NO), the game state control unit 615 determines whether or not to terminate the AT (step S112).

[0189] If AT terminates (S112:YES), the process returns to step S105.

[0190] On the other hand, if AT does not terminate (S112:NO), the process returns to step S109.

[0191] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the machine so that the operator cannot proceed with playing the slot machine 1 (step S113).

[0192] Next, in response to the operation of the counting button 44, the media management unit 620 and the card unit 7 send and receive the necessary information to execute the transfer process (step S114).

[0193] Next, in response to the store staff's power-off operation, the power to slot machine 1 is turned off (step S115). In response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). If slot machine 1 is only restored after a power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous period and the difference in the advantageous period are retained.

[0194] Next, in response to the store staff's power-on operation, the power to slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above outlines the basic operation flow of slot machine 1.

[0195] <Flow of command processing under normal conditions and command error handling> Next, we will explain the normal command processing and command error processing using Figure 11. Although not shown in Figure 11, the sub-control unit 63 accumulates an elapsed time counter by 1 every 1 millisecond when it has not received a command from the main control unit 61.

[0196] Furthermore, although omitted for the sake of explanation, the system constantly detects whether a disconnection has occurred between the main control unit 61 and the sub-control unit 63. If a disconnection occurs, the processes described later, starting from step S303, are executed.

[0197] Furthermore, in Figure 11, the timeout status remains "monitoring." Therefore, the processing described later, from step S208 onwards, is executed based on the "on" / "off" status of the synchronization flag, which indicates whether a command error has occurred.

[0198] First, the sub-control unit 63 sets the synchronization flag to "off" (step S201).

[0199] Furthermore, the sub-control unit 63 sets the timeout state to "monitoring" (step S202). Note that the order of steps S201 and S202 may be reversed.

[0200] Next, the flow branches based on whether or not the main control unit 61 has started sending a command (step S203).

[0201] If the main control unit 61 has not started sending a command (S203: NO), the process repeats step S203.

[0202] On the other hand, if the main control unit 61 starts sending a command (S203:YES), the sub-control unit 63 receives the command (step S204).

[0203] Then, the sub-control unit 63 stores the received command in the receive buffer (step S205).

[0204] Next, the sub-control unit 63 initializes the elapsed time counter to 0 because it has received a command (step S206).

[0205] Next, the flow branches based on whether or not the command has been received (step S207).

[0206] If the command reception is not complete (S207:NO), the process proceeds to step S204.

[0207] On the other hand, if the command reception is complete (S207:YES), the flow branches based on whether or not a command error occurred as a result of the command parsing process (step S208).

[0208] If no command error has occurred (S208:NO), the sub-control unit 63 executes normal processing (game animation) according to the received command, and then the process proceeds to step S203.

[0209] On the other hand, if a command error occurs (S208:YES), the sub-control unit 63 sets the synchronization flag to "on" (step S209).

[0210] Next, the flow branches based on whether the elapsed time counter has reached the threshold of "2" since the synchronization flag was set to "on" (step S210).

[0211] If the elapsed time counter has not reached the threshold of "2" since the synchronization flag was set to "on" (S210:NO), the process repeats step S210.

[0212] On the other hand, if the elapsed time counter reaches the threshold of "2" after the synchronization flag has been set to "on" (S210: YES), the sub-control unit 63 sets the synchronization flag to "off" (step S211).

[0213] Next, the sub-control unit 63 initializes the receive buffer (step S212). In other words, the sub-control unit 63 does not perform any processing related to the command. After that, the process proceeds to step S203. Following the above steps, normal command processing and command error handling will be executed.

[0214] <Timeout Error Handling Flow> Next, we will explain the timeout error handling using Figure 12. This timeout error handling is performed in parallel with the command error handling described above. Although not shown in Figure 12, the sub-control unit 63 accumulates an elapsed time counter by 1 every 1 millisecond if it has not received a command from the main control unit 61.

[0215] Furthermore, although omitted for the sake of explanation, the system constantly detects whether a disconnection has occurred between the main control unit 61 and the sub-control unit 63. If a disconnection is detected, the process proceeds to step S303, which will be described later.

[0216] Furthermore, in Figure 12, the synchronization flag remains "off". The timeout status, which indicates the status of timeout errors, changes according to the situation, and based on this, the processing from step S301 onwards, described later, is executed.

[0217] First, the sub-control unit sets the timeout status to "monitoring" (step S301).

[0218] Next, the flow branches based on whether or not a disconnection has occurred between the main control unit 61 and the sub-control unit 63 (step S302).

[0219] If no disconnection occurs between the main control unit 61 and the sub-control unit 63 (S302: NO), the process proceeds to step S203 described above.

[0220] On the other hand, if a disconnection occurs between the main control unit 61 and the sub-control unit 63 (S302: YES), the flow branches based on whether or not the elapsed time counter has reached 100 (step S303).

[0221] If the elapsed time counter is not 100 (S303: NO), the process repeats step S303.

[0222] On the other hand, if the elapsed time counter reaches 100 (S303: YES), the sub-control unit 63 sets the timeout state to "Preparing" (step S304).

[0223] Next, the flow branches based on whether or not frame processing is possible (step S305).

[0224] If the frame processing is not in a state where it can be performed (S305: NO), the process repeats step S305.

[0225] On the other hand, if frame processing is possible (S305: YES), the sub-control unit 63 causes the liquid crystal screen 3 and speaker 101 to output a message indicating that a timeout error has occurred (step S306).

[0226] Next, the sub-control unit 63 sets the timeout state to "displaying" (step S307).

[0227] Next, the flow branches based on whether the timeout error has been resolved (step S308). Note that the timeout error is resolved by the store staff's actions.

[0228] If the timeout error is not resolved (S308:NO), the process proceeds to step S306.

[0229] On the other hand, if the timeout error is resolved (S308: YES), the sub-control unit 63 initializes the elapsed time counter to 0 (step S309).

[0230] Next, the sub-control unit 63 sets the timeout state to "waiting" (step S310).

[0231] Next, the flow branches based on whether or not the sub-control unit 63 has received a command (step S311).

[0232] If the sub-control unit 63 has received a command (S311: YES), the sub-control unit 63 discards the command without storing it in the receive buffer (step S312). This is because it is possible that the sub-control unit 63 has not received a command from the main control unit 61 in the first place.

[0233] Next, since the sub-control unit 63 is receiving commands during this time, it initializes the elapsed time counter to 0 (step S313). After that, the process proceeds to step S311.

[0234] Returning to step S311, if the sub-control unit 63 has not received a command (S311: NO), the flow branches based on whether or not the elapsed time counter has reached 2 (step S314).

[0235] If the elapsed time counter is not at the threshold of "2" (S314:NO), the process proceeds to step S311.

[0236] On the other hand, if the elapsed time counter reaches the threshold "2" (S314: YES), the sub-control unit 63 sets the timeout state to "recovering" (step S315).

[0237] Next, the flow branches based on whether or not the main control unit 61 has started sending commands (step S316).

[0238] If the main control unit 61 has not started sending a command (S316: NO), the process repeats step S316.

[0239] On the other hand, if the main control unit 61 has started sending a command (S316: YES), the sub-control unit 63 receives the command (step S317).

[0240] Next, the sub-control unit 63 stores the received command in the receive buffer (step S318).

[0241] Next, the sub-control unit 63 initializes the elapsed time counter to 0 because it has received a command (step S319).

[0242] Next, the flow branches based on whether or not the command has been received (step S320).

[0243] If the command reception is not complete (S320:NO), the process proceeds to step S317.

[0244] On the other hand, if the command reception is complete (S320:YES), the flow branches based on whether or not frame processing can be performed (step S321).

[0245] If the frame processing is not in a state where it can be performed (S321: NO), the process repeats step S321.

[0246] On the other hand, if frame processing is possible (S321: YES), the sub-control unit 63 sets the timeout state to "monitoring" (step S301). The above procedure will execute the timeout error handling.

[0247] In summary, the slot machine 1 disclosed herein is: Main control unit 61 (an example of the first control unit), Sub-control unit 63 (an example of the second control unit), Equipped with, The main control unit 61 is capable of sending commands to the sub-control unit 63 via one-way communication at predetermined intervals (for example, 6 milliseconds). The predetermined cycle includes a transmission period during which commands can be sent from the main control unit 61, and a non-transmission period during which commands are not sent from the main control unit 63. When the sub-control unit 63 recovers from an error, it can permit receiving processing for commands sent during the next transmission period after the period since the start of the non-transmission period has reached a threshold (the elapsed time counter becomes 2) during the non-transmission period.

[0248] <Effects of the invention> Gaming machines equipped with a main control unit and a sub-control unit have been known for some time.

[0249] The sub-control unit receives commands from the main control unit and stores them in the receive buffer of the RAM implemented in the sub-control unit.

[0250] Furthermore, the sub-control unit reads and analyzes the commands stored in the receive buffer, and performs various control processes at predetermined intervals (for example, 6 milliseconds), such as determining the performance pattern (performance content) based on the analyzed commands, as part of an interrupt process.

[0251] The sub-control unit then executes the game's effects based on the effect patterns determined from the analyzed commands.

[0252] However, in conventional technology, when the sub-control unit recovered from errors such as timeout errors, it sometimes received commands only partially. This could potentially cause the sub-control unit to behave abnormally.

[0253] In contrast, in the present invention, even if a command error or a timeout error occurs, commands sent after 2 milliseconds have elapsed since the non-transmission period began are stored in the receive buffer. Therefore, when the sub-control unit 63 recovers from an error, it can receive the next command sent from the main control unit 61 from the beginning.

[0254] Thus, according to this disclosure, it is possible to provide a gaming machine that prevents a sub-control unit from receiving commands transmitted from other control units midway through the process when recovering from an error.

[0255] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0256] Furthermore, unless otherwise specified for each example, the various definitions used herein are used in common throughout the specification.

[0257] In the examples in Figures 11 and 12, the processing between the main control unit and the sub-control unit is described, but similar processing may also be performed between the game value control unit and the sub-control unit, and / or between the main control unit and the game value control unit.

[0258] Furthermore, while the above embodiment describes an example in which the threshold between the main control unit and the sub-control unit is set when the elapsed time counter reaches the threshold "2" after the non-transmission period begins, this disclosure is not limited to this. For example, the threshold may be set when the elapsed time counter reaches the threshold "1.5" after the non-transmission period begins.

[0259] Furthermore, while the above embodiment described an example in which the elapsed time counter is initialized to 0 when the performance control unit receives a command from the main control unit, this disclosure is not limited to this. For example, it may be initialized to a value other than 0, or the elapsed time counter may not be initialized at all, and instead, the elapsed time counter may not be updated.

[0260] Furthermore, while an example was described in which the elapsed time counter accumulates by 1 when the performance control unit does not receive a command from the main control unit, the elapsed time counter may also accumulate by 1 while commands are being received. In this case, the threshold should be set to the midpoint of the non-transmission period, taking into account the amount counted while commands are being received.

[0261] Furthermore, although the above embodiment describes an example in which the bonus is a continuous activation device for a Type 1 special feature, the present invention is not limited thereto. The bonus may be at least one of a Type 1 special feature, a continuous activation device for a Type 1 special feature, a Type 2 special feature, and a continuous activation device for a Type 2 special feature.

[0262] Furthermore, a signal indicating the type of game section may be transmitted from the section control unit to the digital counter, so that the digital counter can indicate whether or not the game section is a favorable section, for example, by whether or not a dot is displayed.

[0263] Furthermore, the embodiment is not limited to the above, and for example, when the AT ends, or when the number of games in the advantageous period reaches 3000, the period control unit may forcibly transition the game period from the advantageous period to the normal period.

[0264] Furthermore, while the range (MY) was used to activate the complete function in the above embodiment, the system is not limited to this, and the difference in game value may be used to determine whether or not to activate the complete function.

[0265] Furthermore, although the above embodiment describes an example where the slot machine is an AT machine, the slot machine may also be an ART (Assist Replay Time) machine, or it may be a slot machine that only provides bonuses without performing AT, ART, etc., or a slot machine that can perform both bonuses and AT (or ART).

[0266] Furthermore, although the slot machine in the above embodiment was a coinless machine, the slot machine to which the present invention is applied does not have to be a coinless machine. If the slot machine is not a coinless machine, it will have components such as a coin slot, a coin payout slot, and a hopper.

[0267] In the above-described embodiment, an example in which the medal unit is communicably connected to the slot machine outside the slot machine has been described. However, the present invention is not limited to this. The medal unit may be integrally stored in the housing of the slot machine together with the main control unit or the like. Further, for example, it may be incorporated in the main control unit and function as a part of the medium management unit. That is, in this specification, "connected" means including both a state in which nothing intervenes between the slot machine and the medal unit and the two are directly connected, and a state in which something intervenes between the two and they are indirectly connected.

[0268] Further, although the above-described embodiment describes an example of so-called smart slot machines, the present invention is not limited to this. In the case of a slot machine, an upper limit (for example, 4000 games) may be provided for the number of games in which an advantageous section can be executed.

[0269] Further, in the above-described embodiment, in FIG. 8, an example in which the main control unit and the game value control unit are mounted on the same control board is shown. However, the main control unit and the game value control unit may be mounted on separate control boards. Further, the main control unit and the game value control unit may be configured by separate microcomputers or may be configured by the same microcomputer.

[0270] Further, the configuration of the present disclosure is not limited to slot machines, and can also be applied to so-called enclosed ball shooting game machines, that is, smart pachinko (registered trademark) equipped with a handle, a ball shooting device, an electric tulip, etc., or casino machines used in casinos.

Explanation of Reference Numerals

[0271] 1 Slot machine (gaming machine) 61 Main control unit (first control unit) 610 Internal lottery unit 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control unit 614 Section Control Unit 615 Game State Control Unit 616 RT State Control Unit 617 Error detection unit 62 Game Value Control Unit (First Control Unit) 620 Media Management Department 621 Functional operating part 63 Sub-control unit (Second control unit) 630 Performance Control Unit

Claims

1. First control unit and The second control unit and Equipped with, The first control unit is capable of sending commands to the second control unit via one-way communication at predetermined intervals. The predetermined period includes a transmission period during which the command can be transmitted from the first control unit, and a non-transmission period during which the command is not transmitted from the first control unit. When the second control unit recovers from an error, it can permit the receiving process from the command to be sent in the next transmission period after the period since the non-transmission period began has reached a threshold value during the non-transmission period. Gaming machine.

2. The aforementioned error includes a command error in which the command being sent is inappropriate. A synchronization flag is provided that is turned on after the aforementioned command error occurs and turned off when the aforementioned command error does not occur. The second control unit can store the received command in the receive buffer, at least when the synchronization flag is off. The gaming machine according to claim 1.

3. The second control unit accumulates the elapsed time counter by 1 each time a unit of time elapses, and if the command is received, it initializes the elapsed time counter. The aforementioned elapsed time counter is used to determine the timing for receiving the next command from the beginning when recovering from the command error. The second control unit initializes the receive buffer by turning off the synchronization flag after the synchronization flag has been turned on and after the elapsed time counter has reached the threshold. The gaming machine according to claim 2.

4. The aforementioned error includes a timeout error in which the second control unit is unable to receive the command. The second control unit accumulates the elapsed time counter by 1 each time a unit of time elapses, and if the command is received, it initializes the elapsed time counter. The aforementioned elapsed time counter is used to determine the timing for receiving the next command from the beginning when recovering from the timeout error. The second control unit is, The timeout status for the aforementioned timeout error is managed, At least when the timeout state is anything other than "waiting," which is a state in which the timeout error has been resolved but normal processing has not yet resumed, the received command is stored in the receive buffer. The timeout state is "waiting" and after the elapsed time counter reaches the threshold, the timeout state is set to a state other than "waiting". The gaming machine according to claim 1.

5. The second control unit initializes the receive buffer, at least when the timeout state is in the waiting state. The gaming machine according to claim 4.

6. Whether the error is a command error or a timeout error, the threshold is set to a common value. The gaming machine according to claim 2 or 4.

7. Whether the error is a command error or a timeout error, the elapsed time counter is used as a common value. The gaming machine according to claim 3 or 4.

8. The threshold is set based on the remaining value obtained by subtracting the transmission period from the predetermined period. The gaming machine according to claim 1.

9. A period longer than the transmission period is provided between the threshold and the next transmission period. The gaming machine according to claim 8.