Gaming machine
Patent Information
- Application Number
- JP2026099231
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2026-06-15
- Publication Date
- 2026-08-27
AI Technical Summary
【0015】 本発明によれば、メダルレス機特有の構成および内部処理に基づく問題点を解決することのできる遊技機を提供することができる。
Smart Images

Figure 2026137718000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine (hereinafter referred to as “current machine”) in which a player borrows medals, which are real objects, and inserts the medals to play the game.
[0003] On the other hand, from the viewpoint of improving the efficiency of store management operations, etc., a gaming machine that does not use medals, which are real objects (hereinafter referred to as “medal-less machine”), is being considered (see Patent Documents 1 and 2).
[0004] In such a medal-less machine, it is assumed that an operator (including a player who is a user executing the game, a store staff, and a user who has finished the game) inserts paper money into a medal lending machine (medal unit), and medal data (for example, data related to the quantity of medals) is transferred from the medal unit to the gaming machine, and the medal data (increase or decrease of medals) is managed on the gaming machine side as the game progresses.
[0005] Also, in such a medal-less machine, it is considered that at least when ending the game, the operator needs to press a counting button to execute a transfer process. Then, by this transfer process, the medal data managed in the gaming machine is transferred to the medal unit, and thereafter, it is assumed that the operator takes out a card on which the medal data is recorded from the medal unit side.
Prior Art Documents
Patent Documents
[0006]
Patent Document 1
Patent Document 2
Disclosure of the Invention
[0007] These coinless machines are thought to have problems based on their unique configuration and internal processing that were not present in current machines. Therefore, when operating coinless machines, it is necessary to identify and consider in advance the problems based on their unique configuration and internal processing.
[0008] The objective of the present invention is to provide a gaming machine that can solve problems arising from the configuration and internal processing unique to coinless machines. [Means for solving the problem]
[0009] The present invention A game control unit capable of controlling the progress of gameplay in a gaming machine, A value management unit capable of receiving information regarding game value from a game value recording means connected to or installed within the game machine, and capable of managing the game value which fluctuates as the game progresses, A transfer instruction unit capable of instructing the transfer of information relating to the game value from the value management unit to the game value recording means based on a predetermined operation, An output unit capable of outputting game information related to the game, including game effects that are performed in conjunction with the progress of the game, A detection unit capable of detecting the occurrence of a connection abnormality between the game value recording means and the game machine, Equipped with, The output unit can interrupt the output of the game information if a connection abnormality is detected while it is outputting the game information, and then output any of the game information after the connection abnormality has been resolved. It is a gaming machine.
[0010] Furthermore, in this invention, The output section is, If the aforementioned connection abnormality occurs while the aforementioned game animation is being output, the game animation will be interrupted. If the aforementioned connection abnormality is resolved thereafter, it is possible to output the interrupted game animation from where it left off before the connection abnormality occurred. It is possible.
[0011] Furthermore, in this invention, The output section is, If the aforementioned connection abnormality occurs while the aforementioned game animation is being output, the game animation will be interrupted. If the aforementioned connection abnormality is resolved thereafter, the game animation that was output immediately before the connection abnormality occurred can be output from a predetermined timing onward for that game animation. It is possible.
[0012] Furthermore, in this invention, The output section is, If the aforementioned connection abnormality occurs while the aforementioned game performance is being output, the aforementioned game performance will be interrupted. If the aforementioned connection abnormality is resolved thereafter, it is possible to output the game animation that was being output immediately before the connection abnormality occurred, starting from the beginning. It is possible.
[0013] Furthermore, in this invention, The output section is, If the aforementioned connection abnormality occurs while the aforementioned game performance is being output, the aforementioned game performance will be interrupted. If the aforementioned connection abnormality is resolved thereafter, it is possible to output the game standby screen from the game information. It is possible.
[0014] Furthermore, in this invention, Multiple rotating reels, each with multiple symbols arranged on it, A start switch capable of receiving an operation to start the rotation of multiple of the aforementioned rotating reels, Based on the operation of the operator, an internal lottery is performed, and an internal lottery unit capable of determining whether or not to hit at least one of a plurality of roles is provided. Stop switches are provided corresponding to each of the plurality of rotating reels and capable of receiving an operation for stopping the rotation of the rotating reel. It further includes Among the plurality of roles, an operation procedure role in which a specific combination pattern of the symbols aligns on the effective line when the operation procedure of the operator to the stop switch is in a predetermined order is included. The output unit When the operation procedure role is hit as a result of the internal lottery, it is possible to notify the predetermined order. When the connection abnormality occurs in the game in which the predetermined order is notified, the notification of the predetermined order is interrupted, and after the connection abnormality is resolved, it is possible to resume the notification of the predetermined order. It can be done.
Effect of the Invention
[0015] According to the present invention, it is possible to provide a gaming machine capable of solving problems based on the configuration and internal processing peculiar to medal-less machines.
Brief Description of the Drawings
[0016] [Figure 1] It is a front view of a slot machine. [Figure 2] It is a block diagram schematically showing the configuration of a slot machine. [Figure 3] It is a diagram showing an example of the symbol arrangement of a rotating reel. <00001 [Figure 8] This diagram explains the range (MY) and the difference in the number of coins in the advantageous period. [Figure 9] This diagram illustrates the state in which support processing is being performed. [Figure 10] This is a flowchart illustrating the operational process of a slot machine. [Figure 11] This is a flowchart illustrating the flow of lending and transfer processes. [Figure 12] This is a flowchart showing the priority processing flow for occurrences. [Figure 13] This is a flowchart showing the process of reaching the maximum number of medals. [Figure 14] This is a flowchart illustrating the process for handling communication errors related to medal count control. [Figure 15] This is a flowchart illustrating the command response processing flow. [Figure 16] This is a flowchart illustrating the process for handling abnormal medal unit connection issues. [Modes for carrying out the invention]
[0017] [First Embodiment] A slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to Figures 1 to 16. Note that the embodiments described below are merely examples of the present invention, and embodiments of the present invention can be appropriately modified without altering the gist of the invention.
[0018] As shown in Figure 1, the slot machine 1 in this embodiment is a coinless machine that allows players to play without using actual tokens. Below, we will first describe the token unit 7 connected to this slot machine 1.
[0019] <Configuration of Medal Unit 7> As shown in Figure 2, the medal unit 7 is connected to the slot machine 1 externally and is capable of communicating with the slot machine 1.
[0020] Furthermore, the medal unit 7 can store a card 70 inside that stores medal data as electronic data, replacing physical medals.
[0021] Furthermore, the medal unit 7 can primarily perform the medal lending process associated with the transfer of medal data to the slot machine 1, as described below, and conversely, the card ejection process associated with the transfer of medal data from the slot machine 1.
[0022] Furthermore, the medal unit 7 can manage the medal data within the slot machine 1 by sending and receiving necessary data with the media management unit 613 (described later) of the slot machine 1.
[0023] Furthermore, the medal unit 7 is equipped with a dispensing button 71. When a banknote is inserted into the medal unit 7 by the operator (an insertion signal generated by the medal unit 7 is transmitted to the slot machine 1), the operator then presses the dispensing button 71, which generates a dispensing signal that is transmitted to the media management unit 613.
[0024] In this specification, "operator" refers to all users who are playing a game, users who have finished playing (including users walking around the store), and store staff. However, if necessary, they may be referred to individually as "store staff," "player," etc.
[0025] Furthermore, the medal unit 7 receives a transfer signal and medal data from the slot machine 1 when the counting button 44 of the slot machine 1 is pressed.
[0026] If the medal unit 7 does not contain medal data, it executes a process to write the received medal data to the card 70. If medal data has already been written to the card 70, it executes a process to update and overwrite the medal data on the card 70.
[0027] The medal unit 7 is connected to a hall computer (a computer installed in the store), a unit management computer (a computer that manages the medal unit 7), etc., which are not shown in the diagram, and can communicate with them. The medal unit 7 connected to each slot machine 1 can transmit, for example, medal data stored (credits) in each slot machine 1 to the hall computer, etc. This allows the hall computer, etc., to manage the medal data of the slot machines 1.
[0028] When the operator presses the eject button 72, the medal unit 7 ejects the stored card 70 to the outside. When the card 70 is ejected to the outside, the medal unit 7 may also generate an ejection signal and transmit that ejection signal to the slot machine 1.
[0029] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medalless machine that allows the game to proceed without using physical tokens. In the slot machine 1 of this embodiment, the game is played using token data as electronic data instead of physical tokens. Token data is an example of game value. For the sake of explanation, in the following, "Token Data" may sometimes be simply referred to as "Tokens."
[0030] As shown in Figure 1, the slot machine 1 comprises a casing 10. A front door 100 is provided on the front of the casing 10. This front door 100 is locked while the game is in progress.
[0031] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple patterns displayed on the surface of each of the multiple rotating reels 20, which will be described later.
[0032] Above the reel window 200, there is an LCD screen 3 for displaying various effects during gameplay, a speaker 101, and an illuminated section 102.
[0033] LCD screen 3 displays various animation videos (animation screens) while the player is playing.
[0034] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), and voice.
[0035] 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.
[0036] Below the reel window 200, an operating section 4 is provided. The operating section 4 includes multiple stop switches 40, a bet switch 41, a lever 42, a digital counter 43, a counting button 44, and a cancel button 45.
[0037] 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.
[0038] Each stop switch 40 is provided corresponding to each rotating reel 20. Each stop switch 40 accepts operation to stop the rotation of each rotating reel 20 while it is rotating. When stop switch 40a is pressed, the rotation of rotating reel 20a stops; when stop switch 40b is pressed, the rotation of rotating reel 20b stops; and when stop switch 40c is pressed, the rotation of rotating reel 40c stops.
[0039] The bet switch 41 is used when the operator places a bet. The quantities of credited medals (medal data) and bet medals (medal data) are managed by slot machine 1 (media management unit 613, described later). In the following, "credited medals (medal data)" refers to the medals (medal data) managed by media management unit 613.
[0040] Lever 42 functions as a start switch that accepts input to rotate each of the rotating reels 20.
[0041] Digital counter 43 digitally displays the number of medal credits, the number of medals paid out (acquired), and the number of medals bet.
[0042] The counting button 44 can receive input from the operator to transfer medal data from the media management unit 613 (described later) to the medal unit 7. In this embodiment, the counting button 44 is located in a position visible to the operator on the slot machine 1. A visible position is a position that the operator can touch without unlocking and opening the front door 100, and in this embodiment, it is the front of the housing 10. When the counting button 44 receives input from the operator, a transfer signal is generated by the counting button 44.
[0043] Furthermore, after the counting button 44 is pressed, for example, by raising or lowering the lever 42, any quantity of medal data specified by the operator may be transferred to the medal unit 7. In this case, the button used by the operator to transfer any quantity of medal data may be the counting button 44, or it may be a different button from the counting button 44. Alternatively, the operator may transfer any quantity of medal data specified by the operator to the slot machine 1 by operating a button on the medal unit 7.
[0044] The cancel button 45 can accept an operation from the operator to change the bet status of medal data to an unbetted status. When the cancel button 45 receives an operation from the operator, a cancel signal is generated by the cancel button 45. Subsequently, the media management unit 613, upon receiving the cancel signal, manages the bet status of medal data as an unbetted status.
[0045] Furthermore, a reset button 5 is provided inside the cabinet 10. The reset button 5 is used to clear the medal count control communication error E7 and the medal unit connection error E8, which will be described later. This reset button 5 can be operated by store staff. In other words, since the reset button 5 is located inside the cabinet 10, which is locked under normal circumstances (for example, during gameplay or idling), users who do not possess a key (users other than store staff) cannot touch the reset button 5.
[0046] 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.
[0047] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20 and three stepping motors 21. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200.
[0048] Each reel 20 has a symbol, such as the one shown in Figure 3, on its surface. The game proceeds when the combination of symbols displayed on the active line L (described later) when each reel 20 stops rotating is determined by the game result determination unit 612 (described later) to determine whether or not it is a predetermined combination of symbols.
[0049] The stepping motor 21 is provided for each rotating reel 20 and drives the corresponding rotating reel 20.
[0050] The stepping motor 21 stops the rotation of the rotating reel 20 corresponding to the operated stop switch 40 within 190 milliseconds after the stop switch 40 is operated while the rotating reel 20 is rotating. The stepping motor 21 completes one rotation in 504 steps. As a result, the rotating reel 20 rotates at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127.
[0051] The rotation and stopping of these rotating reels 20 and stepping motors 21 are controlled by a rotating reel control unit 611, which will be described later.
[0052] <Gameplay flow by the operator (player)> The operator bets tokens on slot machine 1 using credited tokens by operating the bet switch 41. Once a predetermined number of tokens have been bet on slot machine 1, the active payline L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.
[0053] Figure 1 shows an example where the active line L consists of a single downward-sloping line. The active line L is a virtual line used to determine winning combinations. In this embodiment, when a MAX BET of 3 coins is placed, one line L is activated.
[0054] In the following, "winning" refers not only to the alignment of symbols that pay out medals, such as bells and watermelons, on the active payline L, but also to the alignment of symbols corresponding to specific roles that do not pay out medals, such as replays, chance symbols, and bonuses, on the active payline L. The specific roles in this embodiment also include the special roles described below.
[0055] In this embodiment, one game (one play) refers to a series of actions performed by a player, including operating the bet switch 41, lever 42, and stop switch 40, etc., to obtain a predetermined game result, which includes internal lottery, prize determination processing, and medal data increase / decrease processing.
[0056] 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 rotation of each reel 20 begins. In this state, if any of the stop switches 40 are operated, the reel 20 corresponding to the operated stop switch 40 stops. Once all the reels 20 have stopped, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that lined up (won) on the active line L. This completes one game.
[0057] 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 is pressed, that the lever 42 is operated, that the stop switch 40 is pressed, that an internal lottery is performed, that a predetermined combination is won, that the spinning reels rotate, etc.) is managed by the first control unit 61A.
[0058] <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.
[0059] 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.
[0060] 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.
[0061] The non-carried-over special winning state means a state where a special winning (e.g., a type 1 BB which is a winning continuous operation device for the first type of special winning items) is not hit by internal lottery and the winning of the special winning is not carried over. The non-carried-over special winning state is set, for example, when the set values described below are changed, when the RAM is initialized (an example of predetermined conditions), when medals are paid out exceeding a predetermined number in the special winning execution state, and the like.
[0062] The bonus internal state means a state where, although a special winning is hit by internal lottery, the winning of that special winning is carried over. That is, the bonus internal state means a state where, by internal lottery, the flag of the special winning is hit, but the symbols indicating that special winning are not aligned on the effective line L and the special winning has not yet won. When the winning of a type 1 BB is in a carried-over state, no further lottery for a type 1 BB is conducted.
[0063] The special winning execution state means a state where the special winning hit by internal lottery has won and no payout of medals exceeding a predetermined number has been made.
[0064] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special winning carried-over state without winning the carried-over special winning.
[0065] The slot machine 1 in the present embodiment is an AT (assist time) machine. The AT machine is, for example, a machine in which the first game state is set to the bonus internal state by the operation of the store staff before the store opens, and the operator enjoys the game by transitioning to the second game state under this state.
[0066] As shown in FIG. 6, the second game state takes either the general game state or an AT (an example of a special game state). In the second game state, the general game state and the AT are in an exclusive relationship.
[0067] The "general gameplay state" refers to a state that is not an AT (including the CZ, a chance zone with a high probability of winning an AT, if one exists), meaning that the assist function does not occur (or is unlikely to occur). For example, from the time of a RAM reset or the end of an AT until an AT lottery is won, the second gameplay state is set to the general gameplay state.
[0068] AT refers to a state in which the assist function (AT function) is activated, which notifies the correct pressing order (correct operation order) of the stop switch 40 for roles other than the special roles that have been won by internal lottery, via the LCD screen 3, speaker 101, and illuminated unit 102.
[0069] The AT lottery is conducted when the game period is in an advantageous period, based on the winning combinations (winning rare combinations, the number of times a predetermined combination has been won, etc.) determined by an internal lottery. If an AT is won in the AT lottery (an AT transition signal is generated) while the game period is in an advantageous period, the second game state transitions from the general game state to the AT state.
[0070] The second game state transitions from AT to general game state when a predetermined number of games have elapsed since the start of gameplay in AT mode, when the total number of medals dispensed since the start of gameplay in AT mode reaches a predetermined number, when an assist has been performed a predetermined number of times, or when an assist related to a specific role (for example, a push-order bell) has been performed a predetermined number of times. At this point, AT mode ends.
[0071] The Chance Zone (CZ) is entered when certain conditions are met, such as when a CZ lottery is won based on the winning combination, when the number of games reaches a predetermined number, or when the points accumulated in predetermined cases reach a predetermined value. In this embodiment, the CZ is explained as a separate concept from the high probability mode in Figure 5, but the high probability mode may also be the CZ.
[0072] <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.
[0073] The processes related to the instruction function include, for example, the process of activating the instruction function (providing assistance), the mode (a mode in which the probability of winning the AT is determined), the mode transition process, the CZ lottery process, the CZ process, the AT lottery process (including the process related to the continuation of the AT), and the AT process.
[0074] The normal section is a section where processing related to the instruction function cannot be executed, but a lottery for transitioning to the advantageous section takes place. As a result of playing in the normal section, the game section transitions from the normal section to the advantageous section depending on the winning combination internally. While the game section is in the normal section, the second game state is the general game state.
[0075] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period that proceeds when the second game state is the general game state, and the advantageous period that proceeds when the game is in a CZ or AT. The state in which the game period is in an advantageous period is maintained from the time the game period transitions to an advantageous period until the predetermined termination conditions are met.
[0076] <Configuration of Control Unit 6> As shown in Figure 2, the control unit 6 comprises a main control unit (first control unit 61A and second control unit 61B) and a sub-control unit 62.
[0077] The first control unit 61A, the second control unit 61B, and the sub-control unit 62 each consist of a CPU and a memory unit (ROM, RAM, RWM).
[0078] In this embodiment, the components of each control unit 61A, 61B, and sub-control unit 62 are mounted on a single circuit board. As a result, each of the first control unit 61A, second control unit 61B, and sub-control unit 62 is configured on a separate circuit board. These circuit boards are connected by wiring via an interface.
[0079] As described above, the main control unit of the slot machine 1 in this embodiment is composed of two chips: a first control unit 61A and a second control unit 61B.
[0080] In this embodiment, the reason for adopting a two-chip configuration for the main control unit is mainly as follows. (1) The slot machine 1 of this embodiment is a coinless machine, and it is necessary to send and receive coin data between the slot machine 1 and the coin unit 7. (2) The capacity of the first control unit 61A is limited by regulations (for example, regulations concerning the certification and type approval of gaming machines, etc.). If the management of medal data and transmission / reception to the medal unit 7 were also performed by the first control unit 61A, the capacity of the first control unit 61A would be further strained. (3) In contrast, by adopting a two-chip configuration consisting of a chip that manages medal data and transmits / receives it to and from the medal unit 7, and a chip that performs other main control, the first control unit 61A no longer needs to perform medal data management processing, and the resources of the first control unit 61A can be allocated to other functions.
[0081] Furthermore, the communication method between the first control unit 61A and the second control unit 61B is asynchronous serial communication.
[0082] Furthermore, at least one of the first control unit 61A and the second control unit 61B is communicated with the medal unit 7. The communication method between the first control unit 61A and / or the second control unit 61B and the medal unit 7 is also asynchronous serial communication.
[0083] <Description of the first control unit 61A> The ROM of the first control unit 61A stores programs that are directly related to the progress of the game (for example, control of the spinning reels 20, control of the number of balls dispensed).
[0084] The RAM and RWM of the first control unit 61A store game data (information related to the progress of the game) necessary for the game to proceed.
[0085] Game data includes the current number of games played, as well as data indicating the game status (what state or section each game is in). In this embodiment, game data includes, for example, data indicating that the first game state is a state where no special role is carried over, or an internal bonus state.
[0086] The first control unit 61A functions as an internal lottery unit 610 (part of the game control unit), a rotating reel control unit 611 (part of the game control unit), a game result determination unit 612 (part of the game control unit), a setting value control unit 614 (part of the game control unit), a section control unit 615 (part of the game control unit), a game state control unit 616 (part of the game control unit), an RT state control unit 617 (part of the game control unit), a detection unit 618, and a function operation unit 619 (part of the game control unit), depending on the operation of the CPU and memory unit of the first control unit 61A.
[0087] In other words, in this embodiment, the first control unit 61A performs controls that are directly related to the progress of the game, excluding the medal count control (described later) performed by the second control unit 61B. Specifically, the controls performed by the first control unit 61A include, for example, internal lottery processing, control of the rotating reels 20, control of various game states and / or game sections, monitoring of communication connections between the slot machine 1 and the medal unit 7, and various error monitoring and error processing such as monitoring of communication connections between the first control unit 61A and the second control unit 61B.
[0088] The aforementioned errors include, for example, system abnormalities in the first control unit 61A, the second control unit 61B, and the sub-control unit 62, as well as medal count control communication abnormality E7, medal unit connection abnormality E8, and medal count limit reached E9. These medal count control communication abnormality E7, medal unit connection abnormality E8, and medal count limit reached E9 will be described later.
[0089] Furthermore, the first control unit 61A can generate commands related to gameplay on the slot machine 1. The generated commands include those sent to various functions within the first control unit 61A (for example, commands to rotate the spinning reels 20, commands to determine the game result), as well as request commands sent to the second control unit 61B.
[0090] As shown in Figure 7, the request commands sent to the second control unit 61B include request commands that the second control unit 61B is required to respond to, and request commands that the second control unit 61B is not required to respond to.
[0091] Here, Figure 7 shows the requested command name, the timing at which the second control unit 61B receives the requested command, and the command information.
[0092] Among the request command names, the request commands between "Medal Count Confirmation Request Command" and "Game End Request Command" that are designated as "requests for response" are request commands that the second control unit 61B must respond to.
[0093] In Figure 7, the circle ("〇") indicates that the second control unit 61B will respond if the request command is sent to the second control unit 61B at the appropriate time.
[0094] Specifically, the request commands that the second control unit 61B needs to respond to include, for example, request commands received by the second control unit 61B "before the game starts", request commands received "during the game", request commands received while "waiting for the winning combination to be processed", and request commands received while "waiting for the end of a game".
[0095] The request commands that the second control unit 61B may receive "before the game starts" include, for example, a "medal count confirmation request command" to confirm the number of credited medal data, a "medal insertion request command" to bet medals, a "settlement request command" to perform a transfer process, and a "lever-on acceptance request command" to accept the operation of the lever 43.
[0096] Furthermore, the request command that the second control unit 61B may receive "during gameplay" is, for example, a "third post-stop request command" for processing after the last of the three stop switches 40 has been pressed.
[0097] Furthermore, the request commands that the second control unit 61B may receive while in "waiting for prize processing" are the "payout request command" related to the payout of medals and the "payout processing completion request command" related to the medal payout processing.
[0098] Furthermore, the command received by the second control unit 61B while "waiting for game completion" is a "game completion request command" for processing after game completion.
[0099] On the other hand, request command names that are marked with "-", such as "Individual Chip Number", are request commands that are always accepted and do not require a response from the second control unit 61B (always accepted commands).
[0100] Specifically, the commands that are always accepted are the "Individual Chip Number," which indicates the ID that identifies the first control unit 61A; the "Model Information" of slot machine 1; and "Active." This "Active" command indicates, for example, whether slot machine 1 is in an illegal state, whether the complete function is activated, or the game status such as AT or special game state in progress.
[0101] Furthermore, the "Command Information" section in Figure 7 contains information on the "Command Group," "Command No.," and "Command."
[0102] A "command group" is a collection of request commands that are received by the second control unit 61B at the same time. For example, the "medal count confirmation request command," "insertion request command," "settlement request command," and "lever-on acceptance command" are all request commands that are received "before the start of the game," so the "command group" for all of these is set to "0."
[0103] The "Command No." is an ID assigned to identify each request command within the same command group. For example, the "Medal Count Confirmation Request Command" has a "Command Group" of "0" and a "Command No." of "0," while the "Injection Request Command" has a "Command Group" of "0" and a "Command No." of "1." In this way, even within the same command group, each request command is uniquely identified because the "Command No." is different.
[0104] A "command" is the very content that identifies a command. In other words, a "command" is an ID used to identify each requested command based on the "command group" and "command no." For example, a requested command with a "command" of "0x00" is uniquely determined to be a "medal count confirmation request command."
[0105] Using the request commands exchanged between the first control unit 61A and the second control unit 61B, the second control unit 61B performs a "response eligibility determination process" as an error determination based on the game status. This response eligibility determination process will be described in detail in the section describing the second control unit 61B.
[0106] Furthermore, the first control unit 61A can, for example, control the on / off illumination of the lamp on the bet switch 41 for MAX BET, and enable / disable the bet switch 41, in response to a "command regarding the number of credits being managed" transmitted from the second control unit 61B. As a result, the lamp on the bet switch 41 will light up (operation enabled) if the number of credits in the medal data is 3 or more, and the lamp will turn off (operation disabled) if the number of credits is 2 or less.
[0107] Next, we will explain the medal count control communication error E7, medal unit connection error E8, medal count limit reached E9, and counting reminder display.
[0108] (Explanation of medal count control communication error E7) Medal count control communication error E7 is a communication connection error that occurs between the first control unit 61A and the second control unit 61B.
[0109] While this medal count control communication anomaly E7 occurs, communication is not established between the first control unit 61A and the second control unit 61B, and therefore the response eligibility determination process is not executed in the second control unit 61B.
[0110] The medal count control communication error E7 is detected by the first control unit 61A (detection unit 618). Specifically, the first control unit 61A detects that a medal count control communication error E7 has occurred if it does not receive a communication response command from the second control unit 61B even after a waiting period of approximately 380 milliseconds has elapsed since sending a communication connection confirmation command to the second control unit 61B.
[0111] If a medal count control communication error E7 occurs, the first control unit 61A generates a signal to that effect (an E7 signal) and transmits the E7 signal to the sub-control unit 62. As a result, the performance control unit 620, which is a function of the second control unit 611B, displays the text "E7 Medal Count Control Communication Error" on the LCD screen 3, as shown in Figure 9(a).
[0112] Furthermore, if a medal count control communication error E7 occurs, the first control unit 61A puts the slot machine 1 into a play-disabled state.
[0113] This "unplayable state" refers to a state in which the slot machine 1 disables operator input to the bet switch 41, lever 42, stop switch 40, counting button 44, cancel button 45, etc. "Disabled" here means that even if the various switches and buttons are operated, the machine will not accept the input, or even if the machine accepts input to the various switches, it will not perform the corresponding actions or processes. In addition, the lamps on the bet switch 41, stop switch 40, etc. will turn off and will not light up.
[0114] On the other hand, "ready to play" means that the slot machine 1 activates the operation of the bet switch 41, etc., and lights up the lamps on the bet switch 41, etc. "Activation" means that the machine accepts operation to various switches, etc., and performs the operation and processing corresponding to that operation.
[0115] Furthermore, the medal count control communication error E7 is cleared when a store staff member unlocks the front door 100 and presses the reset button 5 located inside the cabinet 10. In other words, the medal count control communication error E7 is not intended to be cleared by the player's actions.
[0116] (Explanation of medal unit connection error E8) Medal unit connection error E8 is a communication connection error that occurs between slot machine 1 and medal unit 7.
[0117] Between the slot machine 1 and the medal unit 7, signals are transmitted and received, including signals related to the dispensing of medals, signals indicating that medals have been received from the medal unit 7, signals related to the transfer of medals, and signals related to gaming machine information (for example, the total number of medals inserted, the total number of medals paid out, the range (MY) described later, individual chip numbers such as the first control unit 61A, and fraud monitoring information transmitted and received between the slot machine 1 and the hall computer).
[0118] When the first control unit 61A (detection unit 618) detects a medal unit connection abnormality E8, a voltage of 5.0V (power supply voltage VL) is applied to the connection confirmation transmission line 81 provided between the slot machine 1 and the medal unit 7, as shown in Figure 2. The power supply generation device that generates the power supply voltage VL is provided, for example, in the medal unit 7 to monitor the connection between the slot machine 1 and the medal unit 7.
[0119] Furthermore, as shown in Figure 2, a ground application transmission line 82 is provided between the slot machine 1 and the medal unit 7, connecting to the connection confirmation transmission line 81.
[0120] Furthermore, when the power supply voltage VL is applied to the connection confirmation transmission line 81 (hereinafter sometimes referred to as "connection confirmation power supply VL 'on'"), the first control unit 61A does not detect the medal unit connection abnormality E8.
[0121] On the other hand, if the power supply voltage VL is not applied to the connection confirmation transmission line 81 (hereinafter sometimes referred to as "connection confirmation power supply VL off"), and this condition continues for a certain period of time (for example, 1 minute), the first control unit 61A detects a medal unit connection abnormality E8.
[0122] As stated above, the reason why medal unit connection abnormality E8 is not detected solely by the fact that the connection confirmation power supply VL is off (the reason why "the state of the connection confirmation power supply VL remaining off for a certain period of time" is one of the detection conditions for medal unit connection abnormality E8) is as follows.
[0123] In other words, for example, if the power to slot machine 1 and medal unit 7 is turned on simultaneously, medal unit 7 may take longer to start up than slot machine 1. In this case, when slot machine 1 finishes starting up first, the connection confirmation power supply VL is determined to be off, and although it is not clear whether there is actually a connection abnormality between slot machine 1 and medal unit 7, a medal unit connection abnormality E8 is immediately detected. In this case, slot machine 1 becomes unplayable.
[0124] Therefore, in this embodiment, in order to avoid such problems, the first control unit 61A detects a medal unit connection abnormality E8 when the connection confirmation power supply VL is off and this condition continues for a certain period of time.
[0125] Furthermore, the medal unit connection abnormality E8 is constantly monitored by the first control unit 61A, not just when it is activated. Specifically, the first control unit 61A detects whether the medal unit connection abnormality E8 has occurred during the period between the end of one game and the next lever press (i.e., excluding the "game in progress" period when any of the spinning reels 20a to 20c are rotating).
[0126] If a medal unit connection error E8 occurs, the first control unit 61A generates a signal to that effect (E8 signal) and transmits the E8 signal to the second control unit 61B (performance control unit 620). As a result, as shown in Figure 9(b), the words indicating that a medal unit connection error E8 has occurred are displayed on the LCD screen 3.
[0127] Furthermore, if a medal unit connection error E8 occurs, the first control unit 61A puts the slot machine 1 into a play-disabled state. This play-disabled state is the same as the play-disabled state in the aforementioned medal count control communication error E7.
[0128] Information indicating that a medal unit connection error E8 has occurred (E8 signal) is stored in the memory unit of the first control unit 61A even when the power to the slot machine 1 is turned off.
[0129] Furthermore, the medal unit connection error E8 can be cleared by a store staff member pressing the reset button 5 located inside slot machine 1. In other words, the medal unit connection error E8 is not intended to be cleared by the player's actions.
[0130] If a power outage (or momentary power interruption) occurs during gameplay, slot machine 1 will detect a medal unit connection error E8 between the end of gameplay and the next lever pull. When power is restored, the connection confirmation power supply VL will turn on, and the medal unit connection error E8 will be cleared.
[0131] (Explanation of the counting reminder display) The counting reminder display is intended to prevent the number of medal credits displayed on the digital counter 43 from becoming too high, by prompting the operator to transfer the credits at the appropriate time.
[0132] Specifically, the first control unit 61A receives the credited medal data from the media management unit 613 of the second control unit 61B.
[0133] In this embodiment, the medal management status includes two states: when the number of credited medals is less than 17,000 (not reached) and when the number is 17,000 or more (reached).
[0134] First, if the number of credited medals is less than 15,000, which is lower than the aforementioned target, the first control unit 61A sets the parameter, the counting prompt command, to "0". Then, when the number of credited medals reaches 15,000 or more, the first control unit 61A changes the counting prompt command from "0" to "1" and sends the counting prompt command "1" to the second control unit 61B. As a result, as shown in Figure 9(c), the performance control unit 620 displays text such as "Please count" on the LCD screen 3 (counting prompt display).
[0135] Furthermore, the first control unit 61A determines whether or not the number of credited medals is 15,000 or more between the betting waiting state and the lever being pulled.
[0136] Furthermore, the fact that the counting prompt display was shown is stored and retained in the memory of the first control unit 61A, but the information that the counting prompt display was shown is initialized when the power to the slot machine 1 is cut off.
[0137] The counting reminder message is removed when the player presses the counting button 44, or when the credited medals decrease as the game progresses, resulting in a total of less than 15,000 credited medals. In other words, the counting reminder message can be removed by the player themselves and does not require assistance from store staff.
[0138] Furthermore, the counting prompt display may continue to be displayed after the lever 42 is operated (during gameplay), as shown in Figure 9(c), but it may also be temporarily dismissed during gameplay and redisplayed after a game has finished and the game is in a betting state.
[0139] Furthermore, if there is no change in the counting prompt command even when the game is played for a period of time, the counting prompt command "1" will not be resent. In addition, when the power to the slot machine 1 is restored, the first control unit 61A will send the counting prompt command to the second control unit 61B at least once during the initial idle period, regardless of whether the counting prompt command is "0" or "1".
[0140] Furthermore, if the credited medal data exceeds 15,000, the counting reminder command "1" will not be resent until the number of medals falls below 14,999. In other words, for example, even if the credited medal data falls below 17,000 (the medal limit reached state is removed) after the medal limit reached E9 event occurs, the counting reminder command "1" will not be resent if the medal data remains above 15,000.
[0141] Furthermore, in the slot machine 1 of this embodiment, while the counting prompt display is shown, at least the following actions are not performed: displaying the attract screen (standby screen), accepting input for adjusting the volume during gameplay, and transitioning to the menu screen for setting various operations of the slot machine 1.
[0142] Additionally, while the counting reminder is displayed, the remaining number of medals until the process related to reaching the medal limit E9 is executed may be displayed. In this case, for example, text such as "You're 300 medals away from reaching the medal limit E9!" may be displayed on LCD screen 3.
[0143] (Explanation of E9, when the medal limit is reached) The E9 event, which triggers when the medal count limit is reached, is intended to force the operator (especially the player) to initiate the transfer process.
[0144] The first control unit 61A determines, during the period from the betting waiting state to the lever being pulled, whether the number of credited medals is 17,000 or more, which is more than the 15,000 medals that trigger the counting prompt display.
[0145] Then, if the number of credited medals exceeds 17,000 (the medal management state has reached the limit), the first control unit 61A generates a signal (E9 signal) indicating that the medal limit has been reached, and transmits the E9 signal to the second control unit 61B.
[0146] As a result, the performance control unit 620 displays text such as "You can start playing after counting" on the LCD screen 3, as shown in Figure 9(d), as information indicating that the medal management state has reached its target. This display is different from the counting prompt display. The first control unit 61A can also notify / indicate that the medal limit has been reached E9 on the 7-segment display for the first control unit 61A (specifically, the 7-segment display on the main control board on which the CPU of the first control unit 61A is mounted).
[0147] Furthermore, this 7-segment display may also serve as a segment display for showing other errors besides the medal limit reached (E9), such as medal control communication errors (E7) and medal unit connection errors (E8).
[0148] Furthermore, this 7-segment display may also serve as a segment display for showing management information related to the game (e.g., advantageous period, payout rate) in addition to the errors mentioned above.
[0149] Furthermore, as information indicating that the medal management status is not yet reached (i.e., the medal management status is not yet reached), the performance control unit 620 can display the message "Transfer processing is not yet necessary" on the LCD screen 3, display the number of remaining medals until the counting prompt is displayed, or not display any information regarding the transfer process at all.
[0150] Furthermore, if the maximum number of medals is reached (E9), the first control unit 61A puts the slot machine 1 into a play-disabled state. This play-disabled state is the same as the play-disabled state in the aforementioned medal count control communication abnormality (E7).
[0151] Furthermore, if the maximum number of medals is reached (E9), the first control unit 61A can transmit the E9 signal to the performance control unit 620, causing the LED to light up to provide error notification. This error notification does not necessarily have to be output as audio, but it can be output as audio.
[0152] Furthermore, the detection of reaching the medal limit E9 (i.e., the medal management state becoming the reached state) is stored and retained in the memory unit of the first control unit 61A, but it is not stored as an error history.
[0153] The "Medal Limit Reached E9" message is cleared when the player presses the counting button 44, causing the credited medal data to fall below 17,000 (the medal management status to be in a state of not reaching the limit). In other words, the "Medal Limit Reached E9" message, like the counting prompt message, can be cleared by the player themselves and does not require the store staff to clear it.
[0154] Furthermore, since the medal limit reached E9 can be canceled by the player themselves, there is a risk that it could be intentionally triggered by a malicious player. As mentioned above, the reason why the detection of the medal limit reached E9 is not recorded in the error history is that it is undesirable from a gaming machine management perspective to record such information in the error history.
[0155] <Description of the second control unit 61B> The ROM of the second control unit 61B stores programs that are directly involved in the progress of the game (for example, the transfer process).
[0156] The RAM and RWM of the second control unit 61B store game data (information related to the progress of the game) necessary for the game to proceed.
[0157] Game data includes medal data such as the number of credits and bets, as well as data showing the difference in the number of medals won calculated from that data.
[0158] The second control unit 61B functions as a media management unit 613 (corresponding to a value management unit) through the operation of the CPU and memory unit of the second control unit 61B.
[0159] Specifically, the second control unit 61B controls the media management unit 613, that is, it controls mainly for managing medal data. Controls performed by the second control unit 61B include, for example, management of credited medal data, processing related to medal betting and payout, and monitoring and processing related to medal data backup errors.
[0160] For example, when the second control unit 61B (media management unit 613) processes medal betting and payouts, if the first control unit 61A requests a bet of 3 medals, it will issue a bet-enabled response indicating that it is possible to bet 3 medals. Accordingly, the second control unit 61B subtracts the medal data for 3 medals from the credited medal data.
[0161] Furthermore, the second control unit 61B (media management unit 613) increases the credited medal data by the amount of the winning combination paid out when a winning combination is achieved.
[0162] Furthermore, the second control unit 61B stores information regarding the game status transmitted from the first control unit 61A in its memory unit, and is aware of the current game status. In other words, the current game status is managed individually by the first control unit 61A and the second control unit 61B.
[0163] As mentioned above, game statuses include, for example, whether the game is in the pre-game state (waiting for coins to be inserted), whether the game is in progress (20 reels are spinning), whether the game is waiting for a prize to be awarded, whether a special feature is operating or the game is being restarted, whether there is an error (including whether there is a coin unit connection abnormality E8), whether AT is in progress, instruction information, number of games played, etc.
[0164] As shown in Figure 7, the second control unit 61B can refer to the current game status it manages and execute a response eligibility determination process to decide whether or not to respond to a request command sent from the first control unit 61A.
[0165] In other words, first, the second control unit 61B determines whether the received request command is a command that should be responded to, based on the command type of the request command.
[0166] Furthermore, if the received request command is a command that should be responded to, the second control unit 61B decides whether or not to generate a response command depending on the timing of the reception.
[0167] Then, if the second control unit 61B decides to respond to the received request command, it generates a response command (yes / no) and sends it to the first control unit 61A.
[0168] For example, when the second control unit 61B receives a "betting request command," which is a request command asking the user to bet three medals, it determines that this request command is a "respondable command" and therefore should be responded to, as shown in Figure 7.
[0169] Furthermore, if the game status known to the second control unit 61B at the time of receiving the "insertion request command" is "before game start," the second control unit 61B determines that receiving the command is appropriate given the current game status. This is because, as shown in Figure 7, the command "insertion request command" received by the second control unit 61B was received at the correct timing in relation to the current game status.
[0170] Next, if there are three or more medal data (credited medal data) managed by the media management unit 613, the second control unit 61B generates an input request response command indicating "OK" and transmits it to the first control unit 61A.
[0171] On the other hand, if the medal data managed by the media management unit 613 is two or less, the second control unit 61B generates an insertion request response command indicating "not possible" and sends it to the first control unit 61A.
[0172] Furthermore, if the second control unit 61B receives the "insertion request command" and the game status it is aware of is "in play," it determines that receiving the command is inappropriate given the current game status and decides not to respond to the "insertion request command."
[0173] This is because, although the status at which the second control unit 61B should ideally receive the "insertion request command" is "before game start" as shown in Figure 7, the current game status that the second control unit 61B is aware of is "in progress," and therefore the received command, the "insertion request command," was not received at the correct timing in relation to the current game status.
[0174] In this case, the second control unit 61B discards the received "input request command" and generates error information. This error information is displayed on the 7-segment display controlled by the second control unit 61B and is also transmitted to the hall computer. The reason the second control unit 61B discards a request command when it determines that the type of request command and the timing of its reception are inappropriate is to reduce the processing load between the first control unit 61A and the second control unit 61B, and to avoid complicating the processing.
[0175] The 7-segment display controlled by the second control unit 61B may be mounted on the second main control board on which the CPU of the second control unit 61B is mounted, or it may be mounted on the outer surface of the front door 100 of the housing 10 to display credits or the number of coins dispensed.
[0176] Furthermore, the second control unit 61B does not send the generated error information to the first control unit 61A. In response, the first control unit 61A performs interrupt processing and waits for a response command to be sent from the second control unit 61B, but since no response command is sent, it generates its own error information separately from the second control unit 61B based on this.
[0177] Furthermore, the error information generation process by the second control unit 61B is not limited to "when a request command that does not match the current game status is received," as described above, but may also be performed in the following conditions, for example. (1) When the first control unit 61A sends a series of request commands, but the sequence numbers between the commands are not consecutive. (2) When a request command is received from the first control unit 61A before the startup of the slot machine 1 is completed, excluding commands that are always accepted. (3) When an unauthorized request command (for example, a command that would cause data to be altered) is received
[0178] Furthermore, the error information generation process by the second control unit 61B also includes the process of discarding the received request command.
[0179] Furthermore, in a typical gaming machine, the main control unit (first control unit 61A and second control unit 61B) usually communicates in one direction with other control units such as the sub-control unit 62, and the transmission of information from other control units to the main control unit is prohibited. In contrast, in this embodiment, as described above, when the first control unit 61A sends a request command to the second control unit 61B, the second control unit 61B sends a response command (such as "OK" or "NOT OK") to the first control unit 61A.
[0180] In other words, in this embodiment, bidirectional communication is possible between the first control unit 61A and the second control unit 61B, which can be considered as main control units. The reason why communication between the first control unit 61A and the second control unit 61B is bidirectional is as follows.
[0181] The first reason is that the first control unit 61A monitors whether the second control unit 61B has successfully received the request command.
[0182] The second reason is that it is necessary to handle special situations without complicating the program, such as when the power to the slot machine 1 is turned off while the first control unit 61A is waiting for a response command to command A, and then when the power is turned on again, the first control unit 61A sends a new command B.
[0183] To address these issues, communication between the first control unit 61A and the second control unit 61B is made bidirectional. If the first control unit 61A does not receive a response command, the first control unit 61A detects that an error has occurred with the second control unit 61B and issues an error notification.
[0184] The request command and response command consist of a message length representing the length of the command, a command representing the command code, a serial number representing the sequence number of the counting serial number or loan serial number, a data section representing the command data, and a checksum calculated from the data from the message length to the data section.
[0185] <Description of functions of the first control unit 61A and the second control unit 61B> The following describes the internal lottery unit 610, the rotating reel control unit 611, the game result determination unit 612, the set value control unit 614, the section control unit 616, the game state control unit 616, the RT state control unit 617, the detection unit 618, the function operation unit 619 in the first control unit 61A, and the media management unit 613 in the second control unit 61B.
[0186] <Internal lottery section 610> The internal lottery unit 610, as one of the functions of the first control unit 61A, performs an internal lottery based on the operation of the lever 42 and selects one of the flags of multiple winning combinations as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery based on the first game state and second game state, the game interval and the RT state when the lever 42 is operated, according to the internal lottery table (not shown) and the random number obtained when the lever 42 is operated.
[0187] The internal lottery unit 610 then generates an internal lottery result signal based on the results of the internal lottery. The internal lottery result signal (an example of information regarding the progress of the game) is transmitted from the internal lottery unit 610 to the reel rotation control unit 611, the game result determination unit 612, the game state control unit 616, and the performance control unit 620, etc.
[0188] The internal lottery table shows information about the possible winning combinations through internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table, according to the combination of the RT state (described later) and the type of bonus when the lever 42 is operated.
[0189] Furthermore, the information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols and the corresponding winning combinations. These winning combinations include not only losing combinations that do not pay out medals, but also combinations that pay out medals if the stop switch 40 is pressed in the correct order (for example, pressed-order replay, pressed-order bell).
[0190] If a button-pressing sequence is selected and the stop switch 40 is pressed in the correct sequence, that sequence is awarded, and the player can win multiple medals (for example, 8 medals) corresponding to that sequence. If a button-pressing sequence is selected but the stop switch 40 is not pressed in the correct sequence, that sequence is not awarded, or another sequence (such as a single medal) is awarded.
[0191] Note that button-press sequence wins can occur and be achieved even during normal gameplay (for example, outside of AT and CZ). However, when a button-press sequence win occurs during normal gameplay, the correct button sequence is generally not announced, so the win may be missed or the payout may be only one coin. On the other hand, during AT, the correct button sequence is announced, increasing the likelihood of receiving multiple coins (for example, eight coins).
[0192] <Rotating reel control unit 611> The rotary reel control unit 611, as one of the functions of the first control unit 61A, controls the drive of the stepping motor 21 based on the operation of the lever 42 or each stop switch 40, and performs rotation start control to start the rotation of each rotary reel 20 or rotation stop control to stop the rotation.
[0193] Specifically, if the lever 42 is operated while all 20 rotating reels are stopped, the rotating reel control unit 611 starts all 20 rotating reels. If a stop switch 40 corresponding to a rotating reel 20 is operated while at least one rotating reel 20 is rotating, the rotating reel control unit 611 stops the rotation of the rotating reel 20 corresponding to the operated stop switch 40.
[0194] In the player's control of stopping the reel rotation during gameplay, the reel control unit 611 can stop the rotation of the reel 20 based on the operation of the stop switch 40, so that the combination of symbols corresponding to the winning combination indicated by the winning flag (excluding the flag for special combinations), which is the result of the internal lottery, is placed on the active line L of the reel 20 so that the combination is awarded.
[0195] Furthermore, in the case of a player controlling the stopping of rotation during gameplay, the reel control unit 611 performs either pull-in control or kick-out control according to the winning combination drawn by the internal lottery and the position of the reel 40 corresponding to the operated stop switch 40. Pull-in control is a control that stops the rotation of the reel 20 by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the reel 20 so that the symbols corresponding to the non-winning combination do not line up on the active line L.
[0196] Furthermore, if a special prize is won, the reel control unit 611 may, based on the operation of the lever 42 immediately before the special prize is won and the operation of the stop switch 40 immediately afterward, rotate and stop the reels 20, but prevent the special prize from being awarded.
[0197] <Explanation of the game result determination unit 612> The game result determination unit 612, as one of the functions of the first control unit 61A, determines 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. The result of the game is determined by whether or not a winning combination has been achieved based on the symbols that line up on the active line L.
[0198] Specifically, a winning combination is determined when the combination of symbols that stops on the active line L matches a predetermined combination of symbols. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the media management unit 613, the detection unit 618, and the sub-control unit 62, etc.
[0199] <Explanation from Media Management Department 613> The media management unit 613, as one of the functions of the second control unit 61B, manages the number of medal credits and the number of bets.
[0200] The media management unit 613 receives an input request (a request specifying how many discs to insert) or a dispensing request (a request specifying how many discs to dispense) from the first control unit 61A and performs the following processing.
[0201] Specifically, the media management unit 613 decreases the number of credits (an example of information related to the progress of the game) according to the number of medals bet when medals are bet based on the player's actions (when a request to insert medals is made), and increases the number of credits when medals are credited based on the player's actions.
[0202] Furthermore, the media management unit 613 increases the number of credits according to the number of medals paid out based on the type of winning combination obtained, when the acquisition flag is established as a winning flag through an internal lottery and the acquired winning combination is awarded based on the player's operation (when a payout request is made).
[0203] Furthermore, as shown in Figure 8, the media management unit 613 calculates the difference in the number of medals (an example of information related to the progress of the game), which is the cumulative value of the number of medals paid out minus the number of medals bet. This difference in the number of medals is used later to calculate the difference in the number of medals in the advantageous section and to determine whether the complete function is activated.
[0204] Furthermore, the media management unit 613 calculates the difference in the number of medals in the advantageous period, which is the difference in the number of medals in the advantageous period (from the time the game period transitions from the normal period to the advantageous period until it transitions back to the normal period), as shown in Figure 8.
[0205] In this embodiment, when the difference in the number of tokens in the advantageous section becomes +2400 tokens, the media management unit 613 initializes the difference in the number of tokens in the advantageous section to 0 (zero). For example, if the game section transitions to the advantageous section when the difference in tokens becomes -300 tokens after the start of the game, the media management unit 613 initializes the difference in the number of tokens in the advantageous section when 2700 tokens are paid out thereafter (in this case, the difference in the number of tokens in the advantageous section becomes +2400 tokens). The media management unit 613 also sends a signal to the section control unit 615 to that effect when the difference in the number of tokens in the advantageous section becomes +2400 tokens. As a result, the section control unit 615 transitions the game section back to the normal section.
[0206] Furthermore, the media management unit 613 can initialize the difference in the number of coins in the advantageous period to 0 (zero) when the advantageous period ends due to predetermined conditions being met, other than when the difference in the number of coins in the advantageous period becomes +2400 coins.
[0207] The media management unit 613 starts calculating the difference in the number of tokens in the advantageous period when the game period transitions back to the advantageous period.
[0208] Furthermore, as shown in Figure 8, the media management unit 613 uses the difference in the number of tokens, which is the cumulative value of the number of tokens paid out minus the number of tokens bet 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 in tokens. Unlike the aforementioned difference in tokens for the advantageous period and the difference in tokens, this range (MY) is calculated for all game periods (advantageous period and normal period), that is, it is calculated continuously as long as the power to the slot machine 1 remains on.
[0209] Information regarding this range (MY) is transmitted to the function operating unit 619 and used for the complete function described later.
[0210] The media management unit 613 resets the range (MY) when the power to slot machine 1 is turned off by store staff.
[0211] Furthermore, the number of medals bet, the number of credits, and the difference in medal count calculated by the media management unit 613 are transmitted to the game state control unit 616, the performance control unit 620, and other units as information related to the progress of the game.
[0212] <Description of the setting value control unit 614> One of the functions of the first control unit 61A is the setting value control unit 614, which, based on the operation of the store staff, uses one of several setting values (for example, 1 to 6) that have different advantages in controlling the progress of the game to proceed with the game. This setting value is set for each slot machine. The setting value information set by the setting value control unit 614 is transmitted to the internal lottery unit 610, the performance control unit 620, and so on.
[0213] Depending on which setting value is used, the degree of advantage in gameplay, such as the payout rate, the probability of winning specific small roles like the common bell, the probability of winning a chance zone (CZ), or the probability of winning an AT (AT), will differ. For example, the higher the setting value (for example, the closer it is to 6), the greater the advantage in gameplay (for example, the higher the payout rate).
[0214] Although not shown in the diagram, slot machine 1 also has a setting key. The setting key is a key for switching to the setting change mode. The setting value control unit 614 turns off the setting change mode when a store staff member turns off the setting key, and turns on the setting change mode when a store staff member turns on the setting key.
[0215] <Section Control Unit 615> As shown in Figure 4, the section control unit 615, which is one of the functions of the first control unit 61A, sets one of several game sections (normal section and advantageous section) during gameplay.
[0216] The section control unit 615, when the game section is in a normal section, performs a section transition lottery to determine whether to maintain the normal section state or transition to an advantageous section. If the section transition lottery is successful, the section control unit 615 sets (transitions) the game section to an advantageous section. When a predetermined target role (for example, a rare role such as a cherry or a chance eye) is won, a lottery is held to determine whether or not to perform a section transition lottery, and if the result is successful, the section transition lottery is performed.
[0217] Furthermore, the section control unit 615 determines whether to maintain the advantageous section state or transition to a normal section (whether to end the advantageous section) when the game section is an advantageous section. For example, when the game section is an advantageous section, the section control unit 615 determines whether the second game state has transitioned from AT to a general game state. For example, if the second game state has transitioned to a general game state, the section control unit 615 can transition the game section from an advantageous section to a normal section.
[0218] Furthermore, the section control unit 615 forcibly transitions the game section from the advantageous section to the normal section when it receives a signal from the media management unit 613 indicating that the difference in the advantageous section has reached +2400 coins, or when predetermined conditions are met other than when the difference reaches +2400 coins. For example, if the difference in the advantageous section becomes -1000 coins after entering the advantageous section, the operator (especially the player) can acquire up to 1000 coins + 2400 coins = 3400 coins.
[0219] Furthermore, the section control unit 615 sets the game section to a normal section regardless of the previous game section when the slot machine 1 is powered on or when the RAM is cleared.
[0220] Furthermore, the section control unit 615 can transmit information regarding the game section (whether it is a normal section or a favorable section) as information regarding the progress of the game to the media management unit 613, the game state control unit 616, the performance control unit 620, and the like.
[0221] <Game state control unit 616> The game state control unit 616, which is one of the functions of the first control unit 61A, sets the first game state and the second game state, respectively.
[0222] Specifically, the game state control unit 616 sets the first game state to one of the following: no special role carried over, bonus internal state, or special role implemented state, and sets the second game state to one of the following: general game state or AT.
[0223] The game state control unit 616 sets the first game state to a state where no special roles are carried over, for example, immediately after the RAM of the first control unit 61A is cleared.
[0224] Then, if a special role is drawn through internal lottery but the special role is not awarded, the game state control unit 616 sets the first game state to the bonus internal state.
[0225] In the bonus internal state, if predetermined conditions are met (for example, if the RAM is cleared or if a setting value is changed), the game state control unit 616 transitions the first game state from the bonus internal state to the state where no special role is carried over.
[0226] When a special role is won and awarded while the special role is not being carried over, the game state control unit 616 transitions the first game state from the special role not being carried over state to the special role being implemented state.
[0227] Also, in the bonus internal state, when a special role wins, the game state control unit 616 shifts the first game state from the bonus internal state to the special role execution state.
[0228] Also, in the special role execution state, when a predetermined condition is satisfied or when medals are paid out exceeding a predetermined number, the game state control unit 616 shifts the first game state from the special role execution state to the non-carry-over special role state.
[0229] Also, as shown in FIG. 6, the game state control unit 616 determines whether to set the second game state to AT based on the result of the AT lottery. Specifically, when the game state control unit 616 participates in the AT lottery conducted when the game section is an advantageous section, the game state control unit 616 sets the second game state to AT.
[0230] On the other hand, when not participating in the AT lottery, the game state control unit 616 sets the second game state to the general game state.
[0231] Also, when AT ends, the game state control unit 616 shifts the second game state from AT to the general game state.
[0232] Also, the game state control unit 616 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to participate in the AT lottery and a high probability mode in which it is easy to participate in the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 616 executes the AT lottery with the AT lottery probability associated with the selected mode.
[0233] Note that the game state control unit 616 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the medium management unit 613, the effect control unit 620, and the like.
[0234] <RT state control unit 617> The RT state control unit 617, as one of the functions of the first control unit 61A, can control the game using one of multiple RT states. Each of the multiple RT states has a predetermined probability (replay probability) that the replay flag will be set as a winning flag, and the RT state control unit 617 can transition to a different RT state when a predetermined role (for example, a special role) is won.
[0235] In this embodiment, the RT state control unit 617 makes the RT state different for the special role execution state and other states (special role non-carryover state, bonus internal state). Furthermore, the RT state control unit 617 maintains the same RT state in the special role non-carryover state and during the bonus internal state. And, during the bonus internal state where AT is executed, the RT state control unit 617 does not change the RT state.
[0236] Furthermore, the RT state control unit 617 can transmit information regarding the RT state (such as which RT state it is, RT0, RT1 where the probability of winning a replay is higher than RT0, etc.) to the performance control unit 620 and other units as information regarding the progress of the game.
[0237] <Detection unit 618> The detection unit 618, as one of the functions of the first control unit 61A, detects errors such as medal count control communication abnormality E7, medal unit connection abnormality E8, and medal count limit reached E9. As mentioned above, for example, the detection unit 618 detects that a medal count control communication abnormality E7 has occurred if it does not receive a communication response command from the second control unit 61B even after a waiting period of approximately 380 milliseconds has elapsed since sending a communication connection confirmation command to the second control unit 61B.
[0238] <Functional operating part 619> One of the functions of the first control unit 61A is the function operation unit 619, which receives information about the range (MY) transmitted from the media management unit 613.
[0239] Then, when the function activation unit 619 reaches a range (MY) of, for example, 18500 or higher, it generates information regarding a pre-notification indicating that the complete function is about to be activated.
[0240] This complete function is a so-called stop function. When the complete function is activated, slot machine 1 will no longer accept any input related to gameplay, and the operator will not be able to continue playing unless the power is turned off and on by a store staff member (the game will be unplayable).
[0241] The operations related to gameplay referred to here mean the operations required to complete one game, and specifically include the operation of the bet switch 41 to bet medals as an operation to start the spinning reels 20. When the complete function is activated, such operations related to gameplay will not be accepted, so even if the bet switch 41 is operated while the complete function is activated, the medal bet will not be processed.
[0242] Information regarding the advance notification is transmitted to the performance control unit 620 for each game, for example, while this information is being generated in the function activation unit 619. As a result, the performance control unit 620 issues the advance notification.
[0243] Furthermore, when the range (MY) falls below the first range of 18500, the function operation unit 619 stops generating information related to advance notification. As a result, advance notification is no longer issued by the performance control unit 620.
[0244] Furthermore, the information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, the information that the flag is "on" is transmitted to the performance control unit 620, and conversely, when the advance notification notification changes from on to off, the information that the flag is "off" is transmitted to the performance control unit 620. By using a flag format for the information regarding the advance notification in this way, it is possible to suppress the transmission of excessive signals from the first control unit 61A0 to the sub-control unit 620.
[0245] Furthermore, the function activation unit 619 activates the complete function when the range (MY) becomes 19000 or higher, which is the second range.
[0246] The function activation unit 619 deactivates the complete function when the store staff turns off the power to slot machine 1. When the power to slot machine 1 is turned on again, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no prior notification is given, and play on slot machine 1 becomes possible even though the conditions for the complete function to activate again have not been met.
[0247] <Description of Sub-control Unit 62> The ROM of the sub-control unit 62 stores programs that are indirectly involved in the progress of the game (for example, controlling the effects on the LCD screen 3, controlling the LED illumination of the lighting unit 102, and controlling the sound output of the speaker 101).
[0248] The RAM and RWM of the sub-control unit 62 store various data related to performance control.
[0249] The sub-control unit 62 performs control related to the performance based on signals transmitted from the first control unit 61A. In other words, the sub-control unit 62 functions as the performance control unit 620 (corresponding to the output unit).
[0250] Furthermore, the communication method between the first control unit 61A and the sub-control unit 62, and the communication method between the second control unit 61B and the sub-control unit 62, are both asynchronous serial communication.
[0251] <Description of the functions of the sub-control unit 62> The following describes the performance control unit 620 as a function of the sub-control unit 62.
[0252] <Performance Control Unit 620> The performance control unit 620 displays a selected performance video (hereinafter referred to as "game performance") from among several types of performance videos on the LCD screen 3 based on the progress of the game, and outputs sound effects and background music corresponding to the performance video from the speaker 101. For example, when the AT is won, the performance control unit 620 selects a performance pattern to display that fact on the LCD screen 3, and controls the display on the LCD screen 3, the sound output of the speaker 101, and the illumination of the lighting unit 102 according to that performance pattern.
[0253] Furthermore, the performance control unit 620 causes at least one of the LCD screen 3 and speaker 101 to notify the correct button press sequence when a button press sequence is won during AT.
[0254] The performance control unit 620 stores information related to the game performance being executed in the memory unit of the sub-control unit 620. This allows the performance control unit 620 to resume the interrupted game performance, for example from the state immediately before the interruption, by referring to the information in the memory unit of the sub-control unit 620 after the medal unit connection abnormality E8 is resolved.
[0255] For example, if a game performance consists of scenes A, B, and C, and a medal connection error E8 occurs while scene B is being output (notified), the performance control unit 620 can resume the game performance from scene B after the medal unit connection error E8 is resolved.
[0256] Furthermore, the performance control unit 620 can perform display processing related to a medal count control communication error E7 as shown in Figure 9(a), display processing related to a medal unit connection error E8 as shown in Figure 9(b), display processing for a counting prompt as shown in Figure 9(c), and display processing related to reaching the medal count limit E9 as shown in Figure 9(d).
[0257] In addition, the effect control unit 620 executes the processes related to the medal count control communication abnormality E7, the medal unit connection abnormality E8, and the medal count upper limit reached E9 in the following order of priority. That is, in the present embodiment, the priority for processing abnormal states is set in the order of the process related to the medal unit connection abnormality E8, the process related to the medal count control communication abnormality E7, and the process related to the medal count upper limit reached E9 (priority: process related to medal unit connection abnormality E8 > process related to medal count control communication abnormality E7 > process related to medal count upper limit reached E9).<0OO0894><0OO0895><0OO0896>And when at least two of these state abnormalities can be processed in duplicate among these state abnormalities, the effect control unit 620 executes the processes in order from the one with the higher priority described above.<0OO0897><0OO0898><0OO0899>Specifically, for example, when the display process related to the medal unit connection abnormality E8 and the display process related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9) can be executed at the same timing (when these state abnormalities occur simultaneously), the effect control unit 620 first executes the display process related to the medal unit connection abnormality E8 without executing the display process related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9), or sets the display content related to the medal unit connection abnormality E8 in a layer above the display content related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9).<0OO0900><0OO0901><0OO0902>Note that, as the process related to a state abnormality such as the medal unit connection abnormality E8, the following describes a visual "display process" as an example, but the present invention is not limited to this. For example, as the process related to the state abnormality, an auditory "voice output process" may be executed.<0OO0903><0OO0904><0OO0905>Then, for example, when the voice output process for medal unit connection abnormality E8 is executed, the effect control unit 620 can make the output volume for medal count control communication abnormality E7 (or medal count upper limit reached E9) smaller than the output volume for medal unit connection abnormality E8 (or set the output volume for medal count control communication abnormality E7, etc. to zero).
[0262] In the following, although the visual "display process" is described as an example, when the "display process" is replaced with the "voice output process", the effect control unit 620 can preferentially execute the process with a higher priority by adjusting the volume or outputting the voice for the process with a higher priority first.
[0263] In the following, the display modes of these display processes will be described. The effect control unit 620 can execute any one or a combination of the following display modes.
[0264] · Display mode 1 Also, when the second game state is the general game state or AT (including CZ), the effect control unit 620 displays the count urging display and / or the display related to medal count upper limit reached E9 with a higher priority than the game effect.
[0265] In this case, the effect control unit 620 can set the count urging display and / or the display related to medal count upper limit reached E9 in a layer above the display content related to the game effect, for example.
[0266] [[ID=2|1]] Also, the effect control unit 620 can overlay the count urging display on the game effect so that the characters / images of the count urging display and / or the display related to medal count upper limit reached E9 are more prominent than the characters / images related to the game effect, make the shades of the characters / images related to the game effect lighter (or semi-transparent, or make the characters / images of the count urging display and / or the display related to medal count upper limit reached E9 darker), make the display size of the characters / images related to the game effect smaller, etc.
[0267] Display method 2 Furthermore, when the second game state is AT (including CZ), and an assist (hereinafter referred to as "push order navigation") that notifies or suggests the correct push order is displayed due to an internal lottery resulting in a winning push order role, the performance control unit 620 can make the display area on the LCD screen 3 that displays the counting prompt and / or medal limit reached E9 different from the display area that notifies the push order navigation, or make these display areas the same but differ the timing of their display.
[0268] Furthermore, the performance control unit 620 may overlap the display area for game performances on the LCD screen 3 with the display areas for button press navigation, counting prompts, and the display of the medal limit reached E9. In this case, the performance control unit 620 can lower the priority of processing related to game performances by making the display area for game performances on the LCD screen 3 smaller than the display area for button press navigation, etc., or by setting the layer for displaying the display area for game performances to a lower layer.
[0269] In this case, if the game's presentation includes text such as character dialogue or names, the presentation control unit 620 will display these characters in a way that they do not overlap with, for example, the text of the button press order navigation.
[0270] Furthermore, when the performance control unit 620 simultaneously displays the button press order navigation, the counting prompt, and the display content related to reaching the medal limit E9 on the LCD screen 3, and at least a portion of these display contents overlap with each other, the priority of the button press order navigation display content can be set to the highest.
[0271] An example of the performance control unit 620 prioritizing the display content of the push-button navigation would be to change the way the push-button navigation is displayed before and after the display content related to the counting prompt and / or the display content related to the medal count limit reached E9, without overlapping the display content related to the push-button navigation, the counting prompt display, and the display content related to the medal count limit reached E9. This could involve making the text of the push-button navigation larger, changing the font of the text of the push-button navigation, making the text of the push-button navigation smaller instead of adding an effect that surrounds the frame of the rotating reel 20, or lighting up the rotating reel 20 that should be stopped next.
[0272] Display method 3 Furthermore, when the second game state is AT, the performance control unit 620 can display game performances such as "Total number of coins acquired during AT exceeds 1000!", and information until the end of the AT ending such as "10 games remaining until the end of the ending" and "30 coins remaining until the end of the ending" (hereinafter, these are collectively referred to as "AT performances"), and it is possible to ensure that the text related to the AT performances does not overlap with the text related to the counting prompt display and / or the display content related to reaching the maximum number of coins E9.
[0273] Specifically, the performance control unit 620 can prevent the display of the counting reminder and / or the display related to the medal limit reached E9 while the text related to the AT performance is changing (for example, while the number of medals acquired is being counted up). This prevents confusion between the text related to the AT performance and the text related to the counting reminder, etc.
[0274] Furthermore, if the AT (Attack Time) sequence is a special sequence such as an ending, premium sequence, or continuous sequence, and is a sequence that the player particularly wants to see, the sequence control unit 620 can display the content related to the counting prompt, etc., in a smaller size than the content related to the AT sequence.
[0275] Furthermore, if the process related to reaching the medal limit E9 is executed before the AT ending process, the performance control unit 620 can display a message to that effect on the counting prompt display (for example, "Reaching the medal limit E9 will occur before the AT ending"). This allows players to enjoy the AT ending.
[0276] Display method 4 Furthermore, when the second game state is the general game state or AT state and before the medal count limit is reached E9 is activated, the performance control unit 620 can change the game performance instead of displaying the counting prompt. Specifically, the performance control unit 620 can display text such as, "There are a lot of medals being credited, so we may have to interrupt the game for a while," as dialogue from a character in the game performance on the LCD screen 3.
[0277] Display method 5 Furthermore, after the process related to reaching the maximum number of medals E9 has been executed, the performance control unit 620 can also execute a setting suggestion performance that hints at the set value. This setting suggestion performance can be, for example, text such as "The set value is either 1 or 6" to make it easier for the player to guess the set value.
[0278] Furthermore, when the performance control unit 620 is executing the display processing related to the medal count limit being reached E9, it may either display the setting suggestion on the LCD screen 3 or output the setting suggestion as sound to the speaker 101.
[0279] Furthermore, the performance control unit 620 can also increase the frequency of executing setting suggestion performances after the occurrence of the medal count limit E9.
[0280] That is, the probability that the setting suggestion effect is executed after the occurrence of the medal count upper limit reach E9 is higher than before the occurrence of the medal count upper limit reach E9. This probability may be determined in a table in advance. Note that the changed frequency (probability) may be reset to the original probability when the set value is changed, when the reset button 5 is operated, when the RAM is cleared, etc.
[0281] · Display mode 6 Also, when the display process for the count urging display and the display process for the prior notice can be executed at the same timing, the effect control unit 620 can execute the display process for the count urging display with a higher priority than the display process for the prior notice. In this case, for example, the effect control unit 620 can display the count urging display in a layer above the display content for the prior notice, or display the count urging display at an earlier timing and display the display content for the prior notice at a subsequent timing. The reason for prioritizing the count urging display in this way is that the user can cancel the count urging display by themselves.
[0282] Note that, different from the above, when the display process for the count urging display and the display process for the prior notice are executed at the same timing, the effect control unit 620 can also execute the display process for the prior notice with a higher priority than the display process for the count urging display.
[0283] · Display mode 7 Also, when the display process for the medal count upper limit reach E9 and the display process for the prior notice can be executed at the same timing, the effect control unit 620 can execute the display process for the medal count upper limit reach E9 with a higher priority than the display process for the prior notice. In this case, for example, the effect control unit 620 can display the display content for the medal count upper limit reach E9 in a layer above the display content for the prior notice, or display the display content for the medal count upper limit reach E9 at an earlier timing and display the display content for the prior notice at a subsequent timing.
[0284] Display method 8 Furthermore, in addition to displaying a counting prompt and / or a display indicating that the medal count limit has been reached E9, the performance control unit 620 can also provide, on the LCD screen 3, an addictive gambling prevention display (an example of an addictive gambling prevention warning) and a settlement reminder display (an example of a settlement reminder warning) during result performances such as when AT ends.
[0285] A gambling addiction prevention warning is a warning designed to encourage the operator to avoid becoming too engrossed in the game. Examples of gambling addiction prevention warnings include text, images, and audio messages such as, "Pachislo is a game to be enjoyed in moderation," or "Be careful not to become addicted."
[0286] A settlement reminder is a warning that prompts the operator to remember to press the counting button 44 when ending a game, as it is necessary to transfer all credited medal data to the medal unit 7, and also to remember to remove the card 70. The settlement reminder may be a text, image, or audio message such as, "Please be careful not to forget to settle your medals," or "Please be careful not to forget to settle your medals, or to forget or have your card stolen."
[0287] Furthermore, the display processing related to the counting reminder display and / or the medal limit reached E9 can be given a lower priority than the display processing related to the addiction prevention display and the settlement reminder display. Specifically, the performance control unit 620 can set the display content related to the counting reminder display and / or the medal limit reached E9 to a lower layer than the layer that displays the display content related to the addiction prevention display and the settlement reminder display.
[0288] Furthermore, when the display control unit 620 displays the counting reminder display or the display content related to reaching the medal limit E9, the addiction prevention display, and the settlement reminder display in the same location on the LCD screen 3, it can display the addiction prevention display and the settlement reminder display in that order, and then display the counting reminder display and other displays after those have been removed. The reason for this control is to avoid making it difficult for the player to understand the message due to the overlapping display of these displays.
[0289] Furthermore, the performance control unit 620 can also display the counting reminder display or the display content related to reaching the medal limit E9, the addiction prevention display, and the settlement reminder display in different locations on the LCD screen 3.
[0290] In this way, the performance control unit 620 can display the anti-gambling display and the anti-forgetting-to-settle-down display in a manner that is easily recognizable to the operator, so as not to overlap with the display content related to the counting reminder display and the medal count limit E9.
[0291] <Basic operation flow of slot machine 1> Figure 10 will be used to explain the basic operation flow of slot machine 1.
[0292] With the power to slot machine 1 turned on and the setting value changed, the function operation unit 619 determines whether or not slot machine 1 is playable (whether or not the complete function is active) (step S101).
[0293] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0294] On the other hand, if slot machine 1 is in a playable state (S101: YES), provided that medal data has been transmitted from medal unit 7, the first control unit 61A of slot machine 1 displays the number of credited medals on the digital counter 43 and accepts 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).
[0295] Next, the media management unit 613 begins counting the range (MY) (step S103). After that, the media management unit 613 counts the range (MY) for each game, regardless of whether it is a normal section or a favorable section.
[0296] Next, the section control unit 615 proceeds with the game in the normal section (step S104).
[0297] Next, the game state control unit 616 proceeds with the game in the general game state (step S105).
[0298] Next, the section control unit 615 determines whether the game section is a favorable section (including whether the section transition lottery has been won and whether the favorable section state is maintained) (step S106).
[0299] If the game period is not a favorable period (S106: NO), the process returns to step S104.
[0300] On the other hand, if the game section is an advantageous section (S106:YES), the media management unit 613 counts the difference in the number of tokens in the advantageous section (in games that have transitioned to an advantageous section, it starts counting the difference in the number of tokens in the advantageous section) (step S107). From this point onward, the section control unit 615 continues to count the difference in the number of tokens in the advantageous section as long as the game section is an advantageous section (in both general game state and AT state).
[0301] Next, the game state control unit 616 determines whether or not to transition the second game state to AT (step S108).
[0302] If the second game state does not transition to AT (S108: NO), the process returns to step S105.
[0303] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 616 proceeds with the game in AT mode (step S109).
[0304] Next, the function activation unit 619 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 619 determines whether or not the range (MY) has become 19000 or greater.
[0305] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0306] On the other hand, if the complete function does not work (S110: NO), the section control unit 615 determines whether the difference in the number of coins in the advantageous section is +2400 or more (step S111).
[0307] If the difference in the number of coins in the advantageous section becomes +2400 or more (S111:YES), the section control unit 615 transitions the game section to the normal section, the game state control unit 617 terminates the AT, and the media management unit 613 initializes the difference in the number of coins in the advantageous section to zero (0), after which the process returns to step S104.
[0308] On the other hand, if the difference in the number of coins in the advantageous period is not +2400 or more (S111: NO), the game state control unit 616 determines whether or not to terminate the AT (step S112).
[0309] If AT terminates (S112:YES), the process returns to step S105.
[0310] On the other hand, if AT does not terminate (S112:NO), the process returns to step S109.
[0311] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 619 controls the machine so that the operator cannot proceed with playing the slot machine 1 (step S113).
[0312] Next, in response to the counting button 44 being pressed, the media management unit 613 and the medal unit 7 send and receive the necessary information to execute the transfer process (step S114).
[0313] 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 613 initializes the range (MY) to 0 (zero), and the function activation unit 619 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's payout are carried over.
[0314] 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 is the basic operation flow of slot machine 1.
[0315] <Loan and transfer processing> Next, we will explain in detail the flow of the lending and transfer processes using Figure 11.
[0316] First, the medal unit 7 accepts the insertion of banknotes (for example, 1000 yen) by the operator (step S201). At this time, the medal unit 7 generates an insertion signal and transmits it to the slot machine 1.
[0317] Next, in response to the press of the dispensing button 71, the medal unit 7 transmits a dispensing signal and medal data for 50 medals to the slot machine 1 (media management unit 613) (step S202).
[0318] Next, the media management unit 613 displays the number of tokens credited to slot machine 1 on the digital counter 43 and accepts operations from the operator, such as the bet switch 41 and lever 42. As a result, slot machine 1 enters the game start state (step S203).
[0319] Next, if the number of credited medals is not two or less (S204: NO), based on the fact that the counting button 44 has been pressed (the transfer signal has been generated) (step S205), the medal unit 7 receives the transfer signal and the medal data that was credited to the slot machine 1 (for example, medal data for 105 medals) (step S206).
[0320] Next, the medal unit 7 records the medal data that was credited to slot machine 1 onto card 70 (step S207).
[0321] Next, in response to the release button 72 being pressed, the medal unit 7 releases the card 70 from the medal unit 7 (step S208).
[0322] Returning to step S204, if the number of credited medals is two or less (S204:YES) and the operator continues playing (S209:YES), the process returns to step S201.
[0323] On the other hand, if the operator does not continue playing (S209: NO), the process proceeds to step S206 in response to the counting button 44 being pressed (step S205). The above outlines the flow of the lending and transfer processes.
[0324] <Priority processing for occurrence> Next, Figure 12 will be used to explain in detail the priority processing flow for each connection anomaly. Here, we will mainly explain the processing in order of priority for each connection anomaly occurrence, and the detection methods for each connection anomaly and the associated processing will be explained in detail using the flowchart described later.
[0325] First, the first control unit 61A determines, for example, whether the connection confirmation power supply VL has been turned off for a certain period of time while waiting for a timer interrupt (step S301).
[0326] If it is determined that the connection confirmation power supply VL has not been turned off for a certain period of time (S301: NO), the first control unit 61A determines that no medal unit connection abnormality E8 has occurred (step S304).
[0327] If it is determined that the connection confirmation power supply VL has been off for a certain period of time (S301: YES), the first control unit 61A determines that a medal unit connection abnormality E8 has occurred (step S302).
[0328] Next, the first control unit 61A determines whether the reset button 5 has been pressed while the connection confirmation power supply VL has been switched from off to on (step S303).
[0329] If the connection confirmation power supply VL remains off, or if the connection confirmation power supply VL changes from off to on but the reset button 5 is not pressed (S303:NO), the process in step S303 is repeated until the reset button 5 is pressed.
[0330] On the other hand, if the reset button 5 is pressed while the connection confirmation power supply VL is turned on (S303: YES), the first control unit 61A clears the medal unit connection abnormality E8 (step S304).
[0331] The first control unit 61A determines whether or not a communication state has been established between the first control unit 61A and the second control unit 61B (step S305).
[0332] If it is determined that a communication state has been established (S305: YES), the first control unit 61A determines that no medal count control communication abnormality E7 has occurred (step S308).
[0333] On the other hand, if it is determined that a communication state has not been established (S305: NO), the first control unit 61A determines that a medal count control communication abnormality E7 has occurred (step S306).
[0334] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed (step S307).
[0335] If it is determined that the reset button 5 has not been pressed (S307: NO), the process returns to step S306.
[0336] On the other hand, if it is determined that the reset button 5 has been pressed (S307: YES), the first control unit 61A cancels the medal count control communication error E7 (step S308).
[0337] If neither medal unit connection error E8 nor medal count control communication error E7 has occurred, the first control unit 61A receives medal data from the second control unit 61B and stores that information in the storage unit of the first control unit 61A (step S309).
[0338] Next, the first control unit 61A determines whether or not the number of credited medals is 17,000 or more (step S310).
[0339] If it is determined that the number of credited medals is less than 17,000 (S310: NO), the first control unit 61A determines that the medal limit has not been reached E9 (step S313).
[0340] On the other hand, if it is determined that the number of credited medals is 17,000 or more (S310: YES), the first control unit 61A determines that the medal limit has been reached E9 (step S311).
[0341] Next, the first control unit 61A determines whether or not the counting button 44 has been pressed (step S312).
[0342] If it is determined that the counting button 44 has not been pressed (S312: NO), the process returns to step S311.
[0343] On the other hand, if it is determined that the counting button 44 has been pressed (S312: YES), the first control unit 61A determines that the medal count limit reached E9 has been released (step S313). After that, the priority processing is terminated. The above outlines the priority processing flow for occurrences.
[0344] <Processing when medal limit is reached> Next, we will explain in detail the process of reaching the medal limit using Figure 13.
[0345] If the number of credited medals is less than 17,000 (i.e., the medal management status is not reached), the performance control unit 620 located in the sub-control unit 62 indicates that the medal management status is not reached (step S401). As information indicating that the medal management status is not reached, the performance control unit 620 displays, for example, the message "Transfer processing is not yet required" on the LCD screen 3.
[0346] Furthermore, the first control unit 61A enables the game to proceed (for example, it can accept operation to the lever 42, it can accept pressing the stop switch 40, it can accept operation to the bet switch 41, and it can light up LEDs such as the bet switch 41) (step S402).
[0347] Next, the first control unit 61A determines, based on the medal data from the second control unit 61B, whether or not the number of credited medals is 15,000 or more (step S403).
[0348] If it is determined that the number of credited medals is less than 15,000 (S403: NO), the process returns to step S401.
[0349] On the other hand, if it is determined that the number of credited medals is 15,000 or more (S403: YES), the first control unit 61A executes the process related to displaying a counting prompt (step S404).
[0350] Specifically, upon receiving the counting command "1" generated by the first control unit 61A, the performance control unit 620 displays the message "Please count" on the LCD screen 3. At this time, the performance control unit 62 displays the counting reminder message with a higher priority than game effects and other displays. Furthermore, while the counting reminder message is displayed, the performance control unit 620 does not display any other screens, such as the attract screen.
[0351] Next, the first control unit 61A determines whether or not the counting button 44 has been pressed (step S405).
[0352] If the counting button 44 is pressed (S405: YES), the first control unit 61A cancels the counting prompt display (step S412). After that, the process of reaching the maximum number of medals is terminated.
[0353] On the other hand, if the counting button 44 is not pressed (S405: NO), the counting prompt display remains on (including cases where the counting prompt display is temporarily removed during gameplay), and the first control unit 61A determines whether the number of credited medals has reached 17,000 or more (i.e., the medal management state has reached the required state) (step S406).
[0354] If it is determined that the number of credited medals is less than 17,000 (S406: NO), the process returns to step S405.
[0355] On the other hand, if it is determined that the number of credited medals is 17,000 or more (S406: YES), the first control unit 61A determines that the medal limit has been reached E9 (step S407).
[0356] Next, the first control unit 61A disables game progression (for example, it does not accept operation to the lever 42, does not accept pressing the stop switch 40, does not accept operation to the bet switch 41, and turns off the LEDs of the bet switch 41, etc.) (step S408). In other words, in this embodiment, when the medal management state is reached, the content of the processing that can be performed is more limited than when it is not reached.
[0357] Next, the first control unit 61A determines whether or not the counting button 44 has been pressed (step S409).
[0358] If the counting button 44 is not pressed (S409: NO), the process returns to step S407.
[0359] If the counting button 44 is pressed (S409: YES), the first control unit 61A cancels the medal count limit reached E9 (step S410).
[0360] Next, the first control unit 61A enables the game to proceed (step S411). After that, the process of reaching the maximum number of medals is terminated. The above is the process for handling the arrival of the medal limit.
[0361] <Handling errors in medal count control communication> Next, we will explain in detail the flow of error handling for medal count control communication errors using Figure 14.
[0362] First, the first control unit 61A sends a communication connection confirmation command to the second control unit 61B (step S501). Then, the first control unit 61A waits for a response from the second control unit 61B.
[0363] If a response is received from the second control unit 61B (meaning communication has been established) (S502: YES), the first control unit 61A enables the game to proceed (step S508). After that, the medal count control communication error processing is terminated.
[0364] On the other hand, if there is no response from the second control unit 61B (communication status is not established) (S502: NO), the first control unit 61A determines whether a predetermined time (waiting time, for example, 380 milliseconds) has elapsed in that state (step S503).
[0365] If there is no response from the second control unit 61B but the predetermined time (waiting time) has not elapsed (S503: NO), the process returns to step S502.
[0366] If a predetermined time elapses without a response from the second control unit 61B (S503: YES), the first control unit 61A determines that a medal count control communication error E7 has occurred (step S504).
[0367] Next, the first control unit 61A disables the continuation of the game (step S505).
[0368] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed (step S506).
[0369] Step S506 is repeated until the reset button 5 is pressed.
[0370] If the reset button 5 is pressed (S506: YES), the first control unit 61A clears the medal count control communication error E7 (step S507).
[0371] Next, the first control unit 61A enables the game to proceed (step S508). After that, the medal count control communication error processing is terminated. The above is the flow of error handling for medal count control communication errors.
[0372] <Command response processing> Next, we will explain the command response processing flow in detail using Figure 15.
[0373] First, the first control unit 61A transmits the game status to the second control unit 61B (step S601). As a result, the common game status is managed individually by both the first control unit 61A and the second control unit 61B.
[0374] Next, the first control unit 61A sends a request command to the second control unit 61B (step S602).
[0375] Next, the second control unit 61B determines whether a response is required for the received request command (step S603).
[0376] If no response is required to the requested command (S603:NO), the requested command is left unattended, and the command response processing is then terminated.
[0377] On the other hand, if a response is required to the request command (S603: YES), the second control unit 61B refers to the current game status it manages and determines whether the timing of the transmission of the request command is appropriate (step S604).
[0378] If the timing of the request command transmission is inappropriate (S604: NO), the second control unit 61B discards the request command and issues an error notification (step S607). The first control unit 61A waits for a response from step S602 (interrupt 255), but since no response is received, it determines that there is a problem with communication with the second control unit 61B and issues an error notification. After that, the command response processing is terminated.
[0379] On the other hand, if the timing of the request command transmission is appropriate (S604: YES), the second control unit 61B responds to the request command. The first control unit 61A determines whether or not the response command "OK" has been transmitted from the second control unit 61B (step S605).
[0380] If the second control unit 61B sends the response command "OK" (S605:YES), the first control unit 61A receives the response command and executes normal processing (processing corresponding to the response command), after which the command response processing is terminated.
[0381] On the other hand, if the second control unit 61B does not send a response command "OK" (or sends a response command "Not OK") (S605:NO), the first control unit 61A issues an error notification (step S606). After that, the command response processing is terminated. The above is the flow of command response processing.
[0382] <Handling of Medal Unit Connection Errors> Next, we will explain in detail the process for handling medal unit connection errors using Figure 16.
[0383] First, with the connection confirmation power supply VL between the slot machine 1 and the medal unit 7 turned on, the performance control unit 620, which is a function of the sub-control unit 62, outputs game performances to the LCD screen 3 and speaker 101, etc., and stores the information of the game performance being output in the memory unit of the sub-control unit 62 (step S601).
[0384] At a later time, the first control unit 61A determines whether the connection confirmation power supply VL between it and the medal unit 7 is turned off (step S702). This determination is performed when the rotating reel 20 is not rotating.
[0385] If the connection confirmation power supply VL is on (not off) (S702:NO), the game will continue in a normal state and the medal unit connection error processing will be terminated. In other words, in this case, it is determined that medal unit connection error processing E8 has not occurred.
[0386] On the other hand, if the connection confirmation power supply VL is off (S702: YES), the first control unit 61A determines whether a certain period of time has elapsed in that state (step S703).
[0387] Step S703 is repeated until a certain period of time has elapsed.
[0388] If a certain period of time has elapsed while the connection confirmation power supply VL is turned off (S703: YES), the first control unit 61A determines that a medal unit connection abnormality E8 has occurred (step S704).
[0389] Next, the first control unit 61A disables the continuation of the game (step S705).
[0390] Furthermore, the sub-control unit 62 (performance control unit 620) interrupts the game performance being output (step S706).
[0391] Next, the first control unit 61A determines whether the reset button 5 was pressed after the connection confirmation power supply VL was turned on (S707).
[0392] Step S707 is repeated until the reset button 5 is pressed.
[0393] If the reset button 5 is pressed (S707: YES), the first control unit 61A clears the medal unit connection abnormality E8 (step S708).
[0394] Next, the first control unit 61A enables the game to proceed (step S709).
[0395] Next, the sub-control unit 62 (performance control unit 620) refers to the memory unit of the second control unit 61B and, based on the game performance information that was output before the medal unit connection abnormality E8 occurred, resumes the output of the interrupted game performance (step S710). After that, the game continues in a normal state, and the medal unit connection abnormality processing is terminated. The above is the procedure for handling medal unit connection errors.
[0396] <First Invention> In summary, the slot machine 1 of the present invention is: A game state control unit 616, a section control unit 615, etc., which can control the progress of gameplay on slot machine 1, A media management unit 613 is capable of receiving medal data from a medal unit 7 connected to the slot machine 1, and managing the number of medals that change as the game progresses. A counting button 44 that can instruct the transfer of medal data from the media management unit 613 to the medal unit 7 based on a predetermined operation, An effect control unit 620 capable of outputting game information related to the game, including game effects that are executed as the game progresses, Equipped with, There is an upper limit set on the amount of medals that the media management unit 613 can manage. The states related to medal management include a state of not reaching the target amount until the amount of medals managed by the media management unit 613 reaches the upper limit, and a state of reaching the target amount after the amount of medals managed by the media management unit 613 has reached the upper limit, which is maintained until a predetermined operation is performed on the counting button 44. The actions that can be performed differ depending on whether the item is not yet delivered or has been delivered.
[0397] <Effects of the invention> In a coinless machine like the slot machine 1 of this embodiment, coin data is managed internally (media management unit 613), and the number of coins is displayed on the digital counter 43. However, if the number of coins displayed on the digital counter 43 becomes large, it may become difficult for the operator to keep track of the number of coins.
[0398] Specifically, the display limit of the digital counter 43 is four digits ("9999"), and if the number of medals credited exceeds the display limit, the operator cannot determine the number. Therefore, in a medalless machine, it is preferable to have the operator press the counting button 44 at appropriate intervals to execute the transfer process.
[0399] In the slot machine 1 of this embodiment, there are two medal management states: an under-reached state where the amount of medals has not reached the upper limit, and a reached state where the amount of medals has reached the upper limit. The processing that can be performed differs between the under-reached state and the reached state. Therefore, the operator can easily understand whether the current state is under-reached or reached. This allows the operator to be prompted to perform the transfer process appropriately.
[0400] <Second Invention> Furthermore, in the slot machine 1 of the present invention, The performance control unit 620 is, It is possible to execute a counting reminder display, which is a notification process to prompt the transfer of medal data to the medal unit 7 before the amount of medals managed by the media management unit 613 reaches the upper limit, and It is possible to execute the counting prompt display with a higher priority than the game animation processing that outputs game animations that are executed as the game progresses.
[0401] <Effects of the invention> As mentioned above, in a medalless machine, it is considered necessary to prompt the operator to transfer medal data to the medal unit 7 at appropriate intervals before reaching the desired state.
[0402] According to the slot machine 1 of this embodiment, when the medal management state is not reached, the performance control unit 620 executes a counting prompt display, thereby prompting the player to press the counting button 44 at an appropriate time.
[0403] In particular, the performance control unit 620 can execute the counting prompt display with a higher priority than the game performance processing. Therefore, even while playing the game, the operator can check the counting prompt display without it being buried in the game performance. This allows the operator to be appropriately prompted to perform the transfer process.
[0404] <Third Invention> Furthermore, the slot machine 1 of the present invention is The system further includes a detection unit 618 capable of detecting connection abnormalities between the medal unit 7 and the slot machine 1. The performance control unit 620 can interrupt the output of the button press order navigation (for example, notification of the stop switch 40 to be pressed second) if it detects a medal unit connection abnormality E8 while outputting the button press order navigation (for example, notification of the stop switch 40 to be pressed second). After the medal unit connection abnormality E8 is resolved, it can output the button press order navigation from the continuation (notification of the stop switch 40 to be pressed second).
[0405] <Effects of the invention> It is assumed that a coinless machine requires a constant connection with the medal unit 7 in order to perform transfer processing as instructed by the operator. However, for some reason, a communication connection error may occur between the slot machine 1 and the medal unit 7. In this case, it is assumed that the slot machine 1 will become unable to continue playing, and the game's presentation will be interrupted.
[0406] According to the slot machine 1 of this embodiment, even if gameplay is interrupted due to a medal unit connection error E8, gameplay can be resumed after the medal unit connection error E8 is resolved. Therefore, even after a medal unit connection error E8 occurs, it is possible to guide the player back to the game in a natural state while suppressing any loss of immersion in the game.
[0407] <Fourth Invention> Furthermore, the slot machine 1 of the present invention is A first control unit 61A capable of generating request commands related to gameplay on slot machine 1, A second control unit 61B capable of receiving request commands transmitted from the first control unit 61A, It has at least the following features: The first control unit 61A comprises at least, Game state control unit 616, Equipped with, The second control unit 61B comprises at least: Media management department 613, Equipped with, The second control unit 61B can perform a response eligibility determination process, which determines whether or not to respond to a received request command, based on the current game status determined by the game state control unit 616 and other controls.
[0408] <Effects of the invention> In particular, in a medalless machine where the main control unit is composed of two chips, as in this embodiment, it is assumed that data is frequently transmitted and received between the first control unit 61A and the second control unit 61B.
[0409] However, if the second control unit 61B were to respond to all request data transmitted from the first control unit 61A, the amount of data transmitted and received between the first control unit 61A and the second control unit 61B would increase, potentially increasing the processing load on these control units. Furthermore, the first control unit 61A may transmit request data at an inappropriate time, or the second control unit 61B may receive request commands that it does not need to respond to. Moreover, the first control unit 61A may be subjected to some kind of fraudulent activity (for example, so-called cheating).
[0410] In the slot machine 1 of this embodiment, taking these points into consideration, the second control unit 61B can decide whether or not to respond to a request command depending on the current game status managed by the second control unit 61B. Therefore, depending on the game status it manages, the second control unit 61B may not need to respond to a request command and may ignore or discard the request command. This reduces the amount of data transmitted and received between the first control unit 61A and the second control unit 61B, prevents the processing from becoming complicated, and suppresses excessive processing load on the first control unit 61A.
[0411] As described above, this embodiment provides a gaming machine that can solve the problems unique to medalless machines and related to their internal processing.
[0412] [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.
[0413] Furthermore, unless otherwise specified for each example, the various definitions used herein are used in common throughout the specification.
[0414] In the above embodiments, an example is described in which the main control unit is composed of two chips, a first control unit and a second control unit. However, with the exception of the fourth invention, the present invention is not limited thereto. That is, the main control unit may not be divided into a first control unit and a second control unit, but may be composed of a single chip.
[0415] Furthermore, although the above embodiment describes an example in which the first control unit determines whether or not an abnormal state such as reaching the medal limit E9 has occurred, the present invention is not limited to this. For example, the second control unit may determine these abnormal states, or a third control unit (or an external device such as the medal unit 7), which is different from the first control unit, the second control unit, and the sub-control unit, may determine these abnormal states.
[0416] In this specification, "process A is executed with a higher priority than process B" means, for example, when the timing at which process A is executed and the timing at which process B is executed are the same (or at least partially overlapping). (1) Process A is executed, but process B is canceled and not executed. (2) If the execution of process A is decided at the same time that process B is being executed, process B will be canceled (or interrupted) and process A will be executed. (3) The image displayed in process A is displayed on a higher layer than the image displayed in process B. (4) The image (or display area) displayed in process A is larger than the image (or display area) displayed in process B, or the color is darker (more noticeable, more easily recognized). (5) The audio output from process A is louder than the audio output from process B (or the volume applied to process B is zero). (6) Process B enters a waiting state and is executed after Process A has finished. It means things like that.
[0417] Furthermore, although the above embodiment describes an example in which the medal management status (not reached and reached) is managed by the media management unit of the second control unit, the present invention is not limited thereto. For example, the medal management status may be managed by a function / means other than the media management unit (for example, the detection unit of the first control unit).
[0418] In the above-described implementation, the counting button is positioned in a location visible to the operator of the slot machine (a position where the operator can touch it without unlocking the front door 100). However, the following configurations are also possible for a "visible position".
[0419] For example, the counting button may be located in a recess in the slot machine's casing, and this recess may be covered with a transparent cover. In this case, the operator can open the cover and press the counting button located inside. Alternatively, the counting button may be installed in a separate device from the slot machine.
[0420] In the above embodiment, an example is described in which the second control unit does not send error information to the first control unit when it decides not to respond to a request command sent from the first control unit, but the present invention is not limited to this. That is, the second control unit may also send error information to the first control unit. In this case, the first control unit can quickly execute processing to prevent so-called cheating (fraudulent activity) (for example, processing to disable the slot machine, which can only be released by operation by store staff).
[0421] Furthermore, while the counting prompt and / or medal limit reached E9 is occurring, the first and second control units can either display information on the 7-segment display indicating that the counting prompt or other notification is occurring, or they can choose not to display it.
[0422] In the above embodiment, an example is described in which the media management unit calculates the difference in the number of medals, the difference in the number of medals in the advantageous period, etc. However, the difference in the number of medals, etc., may be calculated by another control unit, such as a section control unit.
[0423] In the above embodiment, an example is described in which it is suggested that the medal management status is not achieved, but it is not necessary for the medal management status to be suggested or notified.
[0424] It should be noted that the invention is not limited to the above embodiment, and there may be cases where a slot machine has a 7-segment display but does not have a liquid crystal screen. In such cases, the performance control unit may perform processing as follows, for example.
[0425] • Process 1 When the second game state is the general game state and the number of credits reaches 15,000, the performance control unit may display a counting prompt on the 7-segment display.
[0426] • Processing 2 When the first game state is a special role execution state and the remaining number of medals until the special role execution state ends is displayed on the 7-segment display, the performance control unit may display the counting prompt and / or the display content related to reaching the medal limit E9 on different parts of the 7-segment display.
[0427] Furthermore, the performance control unit can also, when a special role is performed and it is confirmed that the maximum number of medals has been reached (E9), set the music played at that time to be different from the music played during a normal special role, and change the way the LEDs light up to be different from that during a normal special role.
[0428] Furthermore, the performance control unit can also display the number of remaining medals on the 7-segment display until the medal limit is reached (E9) is activated, in conjunction with displaying the counting prompt.
[0429] In particular, if the medal limit is reached E9 immediately after the end of the special role execution state, the performance control unit can also display the remaining number of medals until the end of the special role execution state and the remaining number of medals until the medal limit is reached E9 is activated in different positions on the 7-segment display.
[0430] Furthermore, the first control unit may choose not to activate the medal count limit reached E9 until the special role execution state has ended. In this case, the first control unit will not put the game into a state where it cannot proceed until the special role execution state has ended.
[0431] • Process 3 When the second game state is AT, the performance control unit may display the remaining number of medals that can be obtained during the execution of AT (and / or the number of medals obtained during the execution of AT; the same applies hereinafter), a counting prompt display and / or medal limit reached E9, and a push order navigation on the 7-segment display.
[0432] In this case, the performance control unit may display the remaining number of medals that can be won, the button press order navigation, the counting prompt, and / or the medal limit reached E9 at different locations on the 7-segment display at the same time.
[0433] Alternatively, in this case, the performance control unit may display at least two of the following at different times on the same location on the 7-segment display: the counting prompt and / or the medal limit reached E9, and the remaining number of medals that can be won. In this case, the button press order navigation will be displayed in a different location from the remaining number of medals that can be won, etc.
[0434] Alternatively, in this case, the performance control unit may display the button press order navigation, the counting prompt and / or the medal limit reached E9, and the remaining number of medals that can be won, all at different times, in the same (or different) locations on the 7-segment display.
[0435] Furthermore, although not limited to the above embodiment, if a medal unit connection abnormality E8 occurs while the game performance is being output, the performance control unit may interrupt the game performance and perform a restart process as follows.
[0436] • Restart process 1 The performance control unit may, when the medal unit connection error E8 is resolved, output the game performance that was output immediately before the medal unit connection error E8 occurred, starting from a predetermined timing for that game performance. In this case, for example, if the game performance has multiple points, when the medal unit connection error E8 is resolved, the performance control unit can return to the point that was output most recently when the medal unit connection error E8 occurred and resume the game performance from that point. In this case, the continuity of the game performance can be maintained, and the player can be guided into the game in a natural state.
[0437] • Restart process 2 The performance control unit may, once the medal unit connection error E8 is resolved, output the game performance that was being displayed immediately before the medal unit connection error E8 occurred, starting from the beginning (from scene A in the example of the above embodiment). In this case, the interrupted game performance is displayed from the beginning, which can give the player a sense of immersion in the game.
[0438] • Restart process 3 The performance control unit may output the attract screen when the medal unit connection abnormality E8 is resolved. In this case, the operator can naturally return to the game by performing operations related to game progression.
[0439] Furthermore, although the above embodiments describe an example in which the slot machine is a coinless machine, the present invention is not limited thereto. The slot machine may be equipped with, for example, a coin slot, a hopper unit, a coin dispenser, a coin tray, etc., so that actual coins can be used for gameplay.
[0440] The embodiment is not limited to the one described above, and the number of medals bet may be displayed using LEDs instead of digitally.
[0441] Furthermore, the slot machine may transmit the medal data currently credited to the slot machine to the medal unit at predetermined intervals (for example, every 5 games, every 10 minutes) (including the transmission of medal data to the hall computer, unit management computer, etc., via the medal unit).
[0442] In this case, the medal unit (and / or hall computer, unit management computer; hereinafter the same) can also record the transmitted data and compare it with the medal data transmitted along with the transfer signal when the counting button is finally pressed to verify that the medal data does not contain invalid information.
[0443] Furthermore, the medal unit may also be able to verify whether the medal data received at predetermined timings is fraudulent based on the progress of gameplay on the slot machine (whether or not it is in AT mode, whether or not it is in bonus mode, whether or not it is in normal mode, etc.). Specifically, if the slot machine's specifications state that the net increase in medals per game during AT mode is 2 medals, but the medals increase by 1000 medals in 100 games, the medal unit can detect that the medal data is in a fraudulent state.
[0444] Furthermore, the medal data managed by the unit management computer may be aggregated into a game information computer, allowing for the management of medal data for all slot machines.
[0445] Furthermore, in the above embodiment, the operator can take a break at any time during gameplay. In this case, store staff may lock the slot machine and / or medal unit to prevent other users from operating it.
[0446] Furthermore, although the above embodiment describes an example in which the bonus is a continuous mechanism for a special first-class feature, the present invention is not limited thereto. The bonus may be at least one of the following: a special first-class feature, a continuous mechanism for a special first-class feature, a special second-class feature, or a continuous mechanism for a special second-class feature.
[0447] 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).
[0448] 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.
[0449] Furthermore, the invention is not limited to the above-described embodiment. 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. Also, the slot machine does not necessarily have to have game periods (advantageous period and normal period).
[0450] Furthermore, although the above embodiment describes an example where the special game state other than the general game state is AT, the special game state may also be CZ.
[0451] Furthermore, although not described in the above embodiment, the mode may be changed when certain conditions are met (for example, when a CZ is won but an AT is not won, when an AT ends, or when the advantageous period ends).
[0452] 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 the number of medals may be used to determine whether or not to activate the complete function. [Explanation of Symbols]
[0453] 1. Slot machine (amusement machine) 61A First Control Unit 61B Second Control Unit 610 Internal drawing unit (game control unit) 611 Rotating Reel Control Unit (Game Control Unit) 612 Game result determination unit (game control unit) 613 Media Management Department (Value Management Department) 614 Setting Value Control Unit (Game Control Unit) 615 Section Control Unit (Game Control Unit) 616 Game State Control Unit (Game Control Unit) 617 RT State Control Unit (Game Control Unit) 618 Detection unit 619 Functional Operating Unit (Game Control Unit) 62 Sub-control Unit 620 Performance Control Unit (Output Unit)
Claims
1. A gaming machine connected to an external unit, A game control unit capable of controlling the progress of the game, A value management unit capable of managing the value of games, An effect control unit capable of controlling game effects that are executed in conjunction with the progress of the game, Equipped with, At least one of the game control unit and the value management unit is mounted on the main control board. The aforementioned performance control unit is mounted on a sub-control board, Between the main control board and the sub-control board, one-way communication is possible from the main control board to the sub-control board. If a connection abnormality occurs between the external unit and the gaming machine during the execution of the aforementioned game performance, the performance control unit can control the game performance to continue from where it left off immediately before the connection abnormality occurred, after the connection abnormality has been resolved. Gaming machine.
2. A gaming machine connected to an external unit, A game control unit capable of controlling the progress of the game, A value management unit capable of managing the value of games, An effect control unit capable of controlling game effects that are executed in conjunction with the progress of the game, Equipped with, At least one of the game control unit and the value management unit is mounted on the main control board. The aforementioned performance control unit is mounted on a sub-control board, Between the main control board and the sub-control board, one-way communication is possible from the main control board to the sub-control board. If a connection abnormality occurs between the external unit and the gaming machine during the execution of the aforementioned game performance, the performance control unit can control the game performance to continue from a predetermined time point prior to the occurrence of the connection abnormality after the abnormality has been resolved. Gaming machine.
3. A gaming machine connected to an external unit, A game control unit capable of controlling the progress of the game, A value management unit capable of managing the value of games, An effect control unit capable of controlling game effects that are executed in conjunction with the progress of the game, Equipped with, At least one of the game control unit and the value management unit is mounted on the main control board. And, The aforementioned performance control unit is mounted on a sub-control board, Between the main control board and the sub-control board, the main control board is connected to the sub-control board. It is possible to communicate in one direction to the control board. If a connection abnormality occurs between the external unit and the gaming machine during the execution of the aforementioned game performance, the performance control unit can control the system so that, after the connection abnormality is resolved, the game performance that was output immediately before the connection abnormality occurred is announced from the beginning. Gaming machine.
4. A gaming machine connected to an external unit, A game control unit capable of controlling the progress of the game, A value management unit capable of managing the value of games, An effect control unit capable of controlling game effects that are executed in conjunction with the progress of the game, Equipped with, At least one of the game control unit and the value management unit is mounted on the main control board. And, The aforementioned performance control unit is mounted on a sub-control board, Between the main control board and the sub-control board, the main control board is connected to the sub-control board. It is possible to communicate in one direction to the control board. The aforementioned performance control unit can control the system so that if a connection abnormality occurs between the external unit and the gaming machine during the execution of the gaming performance, the game standby screen is displayed only after the connection abnormality has been resolved. Gaming machine.
5. If the aforementioned connection abnormality occurs during the execution of the aforementioned game performance, the performance control unit may receive information indicating this from the main control board and interrupt the game performance. A gaming machine according to any one of claims 1 to 4.
Citation Information
Patent Citations
Game machine
JP2022001222A
Game machine
JP2022034200A