Gaming Machines

The gaming machine improves performance through a counting switch with storage and notification features, secure data handling, and enhanced communication, addressing existing limitations in gaming machine technology.

JP7598075B2Active Publication Date: 2024-12-11SAMMY CORPORATION
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Patent Information

Application Number
JP2024008394
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-24
Publication Date
2024-12-11
Estimated Expiration
2042-02-10

AI Technical Summary

Technical Problem

Existing gaming machines lack improvements in performance and functionality, particularly in terms of data storage, communication with external units, and error handling.

Method used

The gaming machine incorporates a counting switch with a storage area for storing operation states, enabling periodic notifications to external units, outputting counting sounds, and initiating game stops based on predetermined conditions, while using capacitors for backup power and sealed board cases to prevent data loss.

Benefits of technology

Enhances gaming machine performance by improving data storage and communication reliability, reducing errors, and ensuring secure data integrity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve performance of a game machine.SOLUTION: When a complete function is operated, a complete signal can be outputted to a lending unit, and the complete signal can be outputted for 10 seconds after operation of the complete function.SELECTED DRAWING: Figure 19
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Description

[Technical field]

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

[0002] Conventionally, slot machines (reel type gaming machines) are known as one type of gaming machine. As this type of slot machine, a point-type slot machine that allows a player to play a game using points stored in a card without using medals is known (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-56055 A Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to improve the performance of a gaming machine. [Means for solving the problem]

[0005] The present invention relates to A counting switch is provided. a first storage area capable of storing information corresponding to a state of the counting switch; a second value corresponding to a state in which the counting switch is operated can be stored in the first storage area; The first storage area is capable of storing a third value corresponding to a state in which the counting switch is operated, It is possible to send counting notifications to an external unit at specific intervals, The count notification contains the count value. The count value is configured to take a value between 0 and a predetermined value. When a predetermined period of time has elapsed since the counting switch was operated, a second value can be stored in the first storage area, and when the counting switch continues to be operated even after the counting notification is transmitted to the external unit, a third value can be stored in the first storage area; When the value stored in the first storage area at the timing of the count notification is the second value, a count notification in which the count value is a predetermined value can be transmitted to the external unit; When the value stored in the first storage area at the timing of the count notification is a third value, a count notification in which the count value is a predetermined value can be transmitted to the external unit; when the value stored in the first storage area becomes a second value after a certain count notification timing and the operation of the count switch is released before the next count notification timing, a count notification in which the count value is a predetermined value can be transmitted to the external unit at the next count notification timing, when the value stored in the first storage area becomes a third value after a certain count notification timing and the operation of the count switch is released before the next count notification timing, a count notification with a count value of 0 can be transmitted to the external unit at the next count notification timing; When the counting switch is operated, a counting sound can be output. The length of the counting sound output when the count value is a predetermined value at the timing of count notification is approximately the same as the specific period. It is an amusement machine. The present invention also provides a method for producing a semiconductor device comprising the steps of: When a predetermined condition is satisfied, a predetermined state for stopping the progress of the game can be initiated; When a predetermined state is started, a predetermined signal can be output to the rental unit side; The predetermined signal can be output for a predetermined period of time after the start of a predetermined state. Gaming Machines may be also possible. Effect of the Invention

[0006] According to the present invention, the performance of the gaming machine can be improved. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view of the gaming machine according to the present embodiment. [Diagram 2] FIG. 2 is a rear view of the front door of the gaming machine according to this embodiment. [Diagram 3] FIG. 3 is a front view of the cabinet of the gaming machine according to this embodiment. [Figure 4] FIG. 4 is a diagram showing the reel arrangement of the gaming machine according to this embodiment. [Diagram 5] FIG. 5 is a diagram showing symbol combinations of the gaming machine according to this embodiment. [Figure 6] FIG. 6 is a diagram showing symbol combinations of the gaming machine according to this embodiment. [Figure 7] FIG. 7 is a diagram showing symbol combinations of the gaming machine according to this embodiment. [Figure 8] FIG. 8 is a diagram showing symbol combinations of the gaming machine according to this embodiment. [Figure 9] FIG. 9 is a diagram showing symbol combinations of the gaming machine according to this embodiment. [Figure 10] FIG. 10 is a diagram showing a condition device of the gaming machine according to this embodiment. [Figure 11]FIG. 11 is a diagram showing the objects of the internal lottery of the gaming machine according to this embodiment. [Figure 12] FIG. 12 is a diagram showing the result of an internal lottery in the gaming machine according to this embodiment. [Figure 13] FIG. 13 is a diagram showing the result of an internal lottery in the gaming machine according to this embodiment. [Figure 14] FIG. 14 is a diagram showing the contents of messages used for communication between the gaming machine and the rental unit of the gaming machine according to this embodiment. [Figure 15] FIG. 15 is a diagram showing the contents of a gaming machine information notification among the messages output from the gaming machine of the gaming machine according to this embodiment to the rental unit. [Figure 16] FIG. 16 is a diagram showing the gaming machine type included in the gaming machine information notification output by the gaming machine according to this embodiment. [Figure 17] FIG. 17 is a diagram showing gaming machine information included in a message when gaming machine performance information is set, among gaming machine information notifications output by the gaming machine according to this embodiment. [Figure 18] FIG. 18 is a diagram showing gaming machine information included in a message when gaming machine installation information is set, among gaming machine information notifications output by the gaming machine according to this embodiment. [Figure 19] FIG. 19 is a diagram showing gaming machine information included in a message when hall control / fraud monitoring information is set, among gaming machine information notifications output by the gaming machine according to this embodiment. [Figure 20] FIG. 20 is a diagram showing a basic communication sequence between the gaming machine and the rental unit according to this embodiment. [Figure 21] FIG. 21 is a diagram showing the start-up sequence of the gaming machine and the rental unit according to this embodiment. [Figure 22] FIG. 22 is a diagram showing the start-up sequence of the gaming machine and the rental unit according to this embodiment. [Diagram 23] FIG. 23 is a diagram showing a counting notification sequence between the gaming machine and the rental unit according to this embodiment. [Figure 24]FIG. 24 is a diagram showing a lending notification sequence between the gaming machine and the lending unit according to this embodiment. [Diagram 25] FIG. 25 is a diagram showing a recovery sequence from a communication abnormality between the gaming machine and the rental unit according to this embodiment. [Figure 26] FIG. 26 is a diagram showing a sequence when a communication error occurs during counting between the gaming machine and the rental unit according to this embodiment. [Figure 27] FIG. 27 is a diagram showing a sequence when a communication error occurs during rental between the gaming machine and the rental unit according to this embodiment. [Figure 28] FIG. 28 is a flowchart relating to the counting control of the gaming machine according to this embodiment. [Figure 29] FIG. 29 is a flowchart of the score awarding process of the gaming machine according to this embodiment. [Diagram 30] FIG. 30 is a flowchart relating to the gaming machine information management of the gaming machine according to this embodiment. [Diagram 31] FIG. 31 is a diagram showing a transmission pattern of a gaming machine information notification after the first start of the gaming machine according to this embodiment. [Diagram 32] FIG. 32 is a diagram showing a second transmission pattern of the hall control / fraud monitoring information among the gaming machine information notifications of the gaming machine according to this embodiment. [Diagram 33] FIG. 33 is a diagram showing a pattern in which the transmission timing of the hall control / fraud monitoring information and the gaming machine installation information coincide with each other among the gaming machine information notifications of the gaming machine according to this embodiment. [Diagram 34] FIG. 34 is a diagram showing a pattern in which the transmission timings of the hall control / fraud monitoring information, the gaming machine installation information, and the gaming machine performance information, among the gaming machine information notifications of the gaming machine according to this embodiment, coincide with each other. [Diagram 35] Figure 35 is a comparative example to explain the action and effect of the gaming machine of this embodiment, and is a diagram showing an undesirable example in which the number of balls inserted signal ON and the BB status signal ON are transmitted at the same time in the hall control / fraud monitoring information. [Diagram 36]FIG. 36 is a diagram showing a preferred example in which the input number signal ON and the BB state signal ON are transmitted in the hall control / fraud monitoring information at different timings in the gaming machine according to this embodiment. [Figure 37] Figure 37 is a comparative example to explain the action and effect of the gaming machine according to this embodiment, and is a diagram showing an undesirable example in which the payout number signal ON and the BB status signal ON are transmitted in the hall control / fraud monitoring information at different times. [Figure 38] FIG. 38 is a diagram showing a preferable example in which the payout number signal ON and the BB state signal ON are transmitted in the hall control / fraud monitoring information at the same timing in the gaming machine according to this embodiment. [Figure 39] FIG. 39 is a diagram showing the counting execution flag set process of the gaming machine according to the present embodiment. [Diagram 40] FIG. 40 is a diagram showing a time chart relating to the counting process of the gaming machine according to the present embodiment. [Diagram 41] FIG. 41 is a diagram showing a time chart relating to the counting process of the gaming machine according to the present embodiment. [Diagram 42] FIG. 42 is a diagram showing a time chart relating to the counting process of the gaming machine according to the present embodiment. [Diagram 43] FIG. 43 is a diagram showing a time chart relating to the counting process of the gaming machine according to the present embodiment. [Diagram 44] FIG. 44 is a diagram showing the game progress main processing of the gaming machine according to this embodiment. [Diagram 45] FIG. 45 is a diagram showing the advantageous zone end processing of the gaming machine according to this embodiment. [Figure 46] Figure 46 is a diagram showing <Pattern 1> of advantageous zone clear counter management of the gaming machine of this embodiment. [Figure 47] Figure 47 is a diagram showing <Pattern 2> of advantageous zone clear counter management of the gaming machine of this embodiment. [Figure 48] Figure 48 is a diagram showing <Pattern 3> of advantageous zone clear counter management of the gaming machine of this embodiment. [Figure 49]FIG. 49 is a flowchart regarding reception of a rental notification for a gaming machine according to this embodiment. [Figure 50] FIG. 50 is a flowchart of the interrupt process of the game media count control means of the gaming machine according to this embodiment. [Figure 51] FIG. 51 is a flowchart relating to the game medal count check process in the interrupt process of the game medium count control means of the gaming machine according to this embodiment. [Figure 52] FIG. 52 is a flowchart relating to the count button check process in the count control process of the game media count control means of the gaming machine according to this embodiment. [Diagram 53] FIG. 53 is a flow chart relating to the communication abnormality 2 to 6 check process in the lending notice receiving process of the game medium count control means of the gaming machine according to this embodiment. [Figure 54] FIG. 54 is a diagram showing an example of the presentation of the operation advance notification state and the end notification state of the gaming machine according to this embodiment. [Figure 55] FIG. 55 is a flowchart regarding advantageous zone clear counter management (advantageous zone difference counter) of the gaming machine according to this embodiment. [Figure 56] FIG. 56 is a flowchart regarding advantageous zone clear counter management (advantageous zone difference counter) of the gaming machine according to this embodiment.

[0008] <Terminology> "Medals (number of medals)", "game media (number of game media)", "game value", and "points (points or points)" are synonymous, and may be referred to as medals as a concept even if there are no actual medals. "Bet", "BET", and "insertion" regarding game media are synonymous, and all are the act of betting game media. "Performance selection switch P8W" and "Performance decision switch P8E" may be referred to as "sub-switches". When expressing a hexadecimal number, it is written as "0x 〇〇" or "〇〇h", and if there is no special notation before or after the number, it is expressed in decimal. "Reel" may be referred to as "rotor", all of which are synonymous. "Storage means" may be referred to as "RWM", "RAM", or "storage area", all of which are synonymous. "Granting" used in "granting game media" or "granting points" may be referred to as "payout", all of which are synonymous. The "setting / reset switch" may be called the "setting change switch" or the "reset switch" depending on its function, but in both cases it refers to the same switch. The "setting change switch" and the "reset switch" may be provided as different switches. "Symbol," "piece," and "piece" are synonymous, and all refer to the symbol area drawn on the reel.

[0009] The following describes (outline) the features of the gaming machine P according to this embodiment. Each element will be described in detail below with reference to the drawings.

[0010] <Description of the Appearance of the Gaming Machine P> First, the basic structure of the gaming machine P according to this embodiment will be described with reference to FIG. 1. In the gaming machine P, a front door P2 (also referred to as a front mask, a front door, a front panel, a door, or a door) and a cabinet P1 (also referred to as a rear box or a housing) are locked by a hinge structure. The hinge structure is provided on the left side when the gaming machine P is viewed from the front, and is configured so that the front door P2 can be opened with the left side as an axis. In order to open the front door P2, a door opening key is inserted into a cylinder provided on the right side when the gaming machine P is viewed from the front (provided on the right side of the front door P2) when the gaming machine P is viewed from the front, and the door opening key is rotated to the right, thereby making it possible to change from a locked state to an unlocked state (an unlocked state). In addition, it may be possible to cancel a door opening error by rotating the door opening key to the left while it is inserted into the cylinder of the front door P2. In addition, the reversible errors are not limited to door opening errors, but may include all or some of the following types of errors that can be recovered from by operating a reset switch (specifically, insertion request communication errors, settlement request communication errors, payout request communication errors, game media number control reception abnormalities, main control reception abnormalities, total score upper limit abnormalities, total score threshold reached state, lending device connection abnormalities, lending serial number abnormalities, lending device communication abnormality 1 (also referred to as "communication error 1"), lending device communication abnormality 2 (also referred to as "communication error 2"), lending device communication abnormality 3 (also referred to as "communication error 3"), lending device communication abnormality 4 (also referred to as "communication error 4"), lending device communication abnormality 5 (also referred to as "communication error 5"), lending device communication abnormality 6 (also referred to as "communication error 6"), etc.).

[0011] A door switch is provided near the cylinder on the rear surface of the front door P2, and it is possible to determine whether the front door P2 is open or closed by detecting whether the door switch is ON or OFF.

[0012] The door switch can move back and forth using an elastic member such as a spring, and when the front door P2 is closed, the tip of the door switch comes into contact with the door switch receiving portion provided on the cabinet P1, causing the door switch to be pushed in. When the door switch is pushed in, an optical sensor provided on the door switch is blocked from light, detecting that the door switch is ON and determining that the door is closed.

[0013] Furthermore, when the front door P2 is open, the tip of the door switch is not in contact with the door switch receiving portion provided on the cabinet P1, and the door switch is in a protruding state due to the biasing force of an elastic member such as a spring. When the door switch is in a protruding state, the optical sensor provided on the door switch is not blocked by light, so it detects that the door switch is OFF and determines that the door is open.

[0014] The process of determining whether the door is open or not is performed for each interrupt process by the main control board P15. In the input port reading process in the interrupt process by the main control board P15, the input port corresponding to the door switch is checked to determine whether the door switch is ON or OFF to determine whether the door is open or not.

[0015] The above-mentioned process of determining whether the door is open or not is not limited to this, and the correspondence relationship between the detection result of ON or OFF of the door switch and the determination of whether the door is open or not may be reversed. For example, the door may be determined to be open by detecting ON of the door switch, and the door may be determined to be closed by detecting OFF of the door switch. In addition, the door switch may be one that detects the opening and closing of the door by various sensors such as a proximity sensor, or the door opening may be detected by detecting that the door opening key is turned to the right.

[0016] On the front side of the front door P2, there are provided a start switch P3, a left stop switch P4L, a middle stop switch P4C, a right stop switch P4R (hereinafter, these may be collectively referred to as "stop switches P4" in some cases), a MAX bet switch P5M, a 1 bet switch P5O (hereinafter, these may be collectively referred to as "bet switches P5" in some cases), a settlement switch P6, a counting switch P7 (hereinafter, these may be collectively referred to as "counting buttons"), a performance selection switch P8W, a performance decision switch P8E, and the like. In addition, a game media number display unit P9 and a number of awards display unit (not shown) are provided as display units for notifying information regarding the game. In addition, a display window P10 for making the reels visible, an image display unit (image display unit P11M, image display unit P11S) for increasing interest in the game, and the like are provided.

[0017] (Start switch P3) It is a lever-shaped switch that becomes active when any prescribed number of gaming media is bet (for example, a number of gaming media arbitrarily selected by the player out of 1 to 3 insertion points is bet), and when operated, starts the rotation of the reels. When operation of the start switch P3 is acceptable, the color of the lamp (LED lighting color, or LED lighting / extinguishing state) of the operating part of the start switch P3 or its surroundings is changed or lit, indicating that operation of the start switch P3 is acceptable. For example, when operation of the start switch P3 is acceptable, the lamp is lit in red, and when operation of the start switch P3 is not acceptable, the lamp is turned off. The LED may be turned on or off by the main control board P15, or the sub-control board P12.

[0018] (Stop switch P4) In this embodiment, the left reel P18L corresponds to the left stop switch P4L, the center reel P18C corresponds to the center stop switch P4C, and the right reel P18R corresponds to the right stop switch P4R. When the operation of the stop switch P4 is acceptable, the color of the lamp (LED light color, or LED light on / off state) of the operation part of the stop switch P4 or its surroundings is changed or turned on to indicate that the operation of the stop switch P4 is acceptable. For example, when the operation of the stop switch P4 is acceptable, the lamp is turned on in blue, and when the operation of the stop switch P4 is unacceptable, the lamp is turned on in red. The LED may be turned on or off by the main control board P15, or the sub-control board P12.

[0019] (Bet switch P5 (MAX bet switch P5M, 1 bet switch P5O)) When the information stored in the gaming medium number storage means (also called the total score storage area) which is provided in the gaming machine P (more specifically, the gaming medium number control board P16) and stores the number of gaming media (also called the total score) owned by the player is not 0 (when the information displayed on the gaming medium number display unit P9 is not 0), the bet number setting process is performed when the operation of the bet switch P5 is accepted. When the information stored in the gaming medium number storage means is 0, the operation of the bet switch P5 is not accepted, or the bet process is not executed even if the operation of the bet switch P5 is accepted. In addition, it is composed of a MAX bet switch P5M which allows the maximum number set for each gaming machine P to bet, and a 1 bet switch P5O which allows the bet of "1", and the 1 bet switch P5O is configured to be able to bet the same number of coins as the number of operations within the range of the maximum bet number by operating it multiple times. Also, when the operation of the MAX bet switch P5M is acceptable, the operation part of the MAX bet switch P5M or the lamp color (LED lighting color, or LED lighting or extinguishing state) is changed or lit to indicate that the operation of the MAX bet switch P5M is acceptable. For example, when the operation of the MAX bet switch P5M is acceptable, the lamp color is lit in red, and when the operation of the MAX bet switch P5M is unacceptable, the lamp is turned off. Although the 1 bet switch P5O does not have an LED, an LED may be arranged on the operation part of the 1 bet switch P5O or its periphery, and the lamp color may be changed or turned on to indicate that the operation of the 1 bet switch P5O is acceptable. The LED may be turned on or off by the main control board P15, or the sub-control board P12 may be turned on or off.

[0020] (Settlement Switch P6) When the settlement switch P6 is operated under a situation where a value of "1" or more is stored in the bet number storage means provided in the gaming machine P (when the bet number is a value of "1" or more), the processing is configured to add the bet number stored in the bet number storage means to the gaming medium number storage means. For example, when the settlement switch P6 is operated under a situation where "2" is stored in the bet number storage means and "100" is stored in the gaming medium number storage means, "0" is stored in the bet number storage means and "102" is stored in the gaming medium number storage means. The period during which the settlement process can be executed when the operation of the settlement switch P6 is accepted is from when the gaming medium is inserted until the start switch P3 is operated. In other words, the settlement process is not executed even if the operation of the settlement switch P6 is accepted from when the start switch P3 is operated until the end of the game. Alternatively, the adjustment switch P6 may be operated during the period from when the game medium is inserted until the start switch P3 is operated, but may not be operated during the period from when the start switch P3 is operated until the game ends. Although the adjustment switch P6 is not provided with an LED, an LED may be arranged on or around the operation part of the adjustment switch P6, and the color of the lamp may be changed or the LED may be turned on to indicate that the operation of the adjustment switch P6 is acceptable. The LED may be turned on or off by the main control board P15, or may be turned on or off by the sub-control board P12.

[0021] Also, the 1 bet switch P5O and the settlement switch P6 may be configured as one switch (1 bet switch / settlement switch). For example, the function may be switched depending on the long press time of the 1 bet switch / settlement switch, and when the pressing time is less than 1000 ms (when the operation of the 1 bet switch / settlement switch is no longer accepted before 1000 ms has elapsed since the operation of the 1 bet switch / settlement switch is accepted), the function of the 1 bet switch P5O may be executed, and when the pressing time is 1000 ms or more (when 1000 ms has elapsed since the operation of the 1 bet switch / settlement switch is accepted), the function of the settlement switch P6 may be executed. Note that, in order to execute the function of the settlement switch P6 when 1000 ms has elapsed since the operation of the 1 bet switch / settlement switch is accepted, it is not necessary to stop accepting the operation of the 1 bet switch / settlement switch, and the function of the settlement switch P6 is executed even if the operation of the 1 bet switch / settlement switch is accepted at the time when 1000 ms has elapsed since the operation of the 1 bet switch / settlement switch is accepted.

[0022] (Counting switch P7) By operating the counting switch P7, the information stored in the game medium number storage means can be transmitted to a rental unit (also called a "dedicated unit") outside the game machine P via a game ball etc. rental device connection terminal board (described later) provided in the game machine P. For example, in a situation where "50" is stored in the game medium number storage means, by operating the counting switch P7, information "50" is transmitted as a count value (also called "counting points" or "counted medal number") to the game ball etc. rental device connection terminal board, and then the information "50" can be transmitted as a count value to the rental unit. Note that the counting switch P7 is operated and "0" is stored in the game medium number storage means after transmitting the count value. In addition, although the counting switch P7 does not have an LED, an LED may be arranged on or around the operation part of the counting switch P7, and the LED may be changed in color or turned on to indicate that the operation of the counting switch P7 is acceptable. The LED may be configured so that the main control board P15 manages turning it on or off, or the sub-control board P12 manages turning it on or off.

[0023] (Performance selection switch P8W) The effect selection switch P8W is a so-called "cross key" and is composed of an up switch, a right switch, a down switch, and a left switch. For example, by operating the up switch of the effect selection switch P8W, it is possible to move a cursor or the like displayed on the image display device P11M or the image display device P11S upward. In addition, during game standby (also called game standby state), the game may be configured so that operating the up switch increases the volume, operating the down switch decreases the volume, operating the right switch increases the light intensity of the lamp, and operating the left switch decreases the light intensity of the lamp.

[0024] (Performance decision switch P8E) The effect determination switch P8E plays the role of a determination button when determining an effect, or a chance button when executing an effect that suggests to the player that a situation advantageous to the player will occur. For example, when the cursor is pointed to an item displayed on the image display device P11M or the image display device P11S, the item indicated by the cursor can be determined by operating the effect determination switch P8E. Also, when an effect such as "Press the chance button!" is displayed on the image display device P11M or the image display device P11S during a game, the effect determination switch P8E is operated so that the next effect can be executed. Note that the effect determination switch P8E may be provided with a drive source (solenoid, motor, etc.) to execute an effect in which the operation part of the effect determination switch P8E vibrates up and down.

[0025] (Total score clear switch) The total score clear switch (also referred to as the "game medal number clear switch") is a switch for initializing the total score stored in the total score storage means, and is configured so that if the total score clear switch is ON when the power is turned on, the total score can be initialized. Note that the operation of the total score clear switch to initialize the total score is not limited to this, and the total score may be cleared by operating the total score clear switch once when the power of the gaming machine P is turned on, or the total score may be cleared by operating the total score clear switch twice in succession when the power of the gaming machine P is turned on. If the total score is cleared by operating the total score clear switch once when the power of the gaming machine P is turned on, the total score clear switch may be covered with a cover or placed in a recessed position so that it cannot be easily operated, in order to prevent erroneous operation of the total score clear switch during play.

[0026] (Number of gaming media display section P9) This is a display device for displaying information on the number of gaming media (also referred to as "total points" or "total number of gaming medals") stored in a gaming media number storage means, and can display numerical information of up to five digits. The display section for each digit constituting the gaming media number display section P9 is a horizontal row of five segment display sections, and information on the number of gaming media can be notified by a combination of lighting and extinguishing of the seven segments constituting the segment display section. The five segments may include decimal points (sometimes referred to as DP points), and a display mode using decimal points is also acceptable. Each segment is configured so that the display mode changes when the LED is turned on or off.

[0027] In this embodiment, the maximum number of game media that can be displayed on the game media number display unit P9 is "16383", and when "1" is displayed, "□□□□1" (four □ indicate blanks (four of the five segment display units are not lit)) is displayed right-justified. Also, when the number of game media stored in the game media number storage means is "0", "□□□□0" is displayed. If the number of game media stored in the game media number storage means is "0", and "□□□□□" is displayed on the game media number display unit P9, there is a possibility that the game media number display unit P9 may be mistakenly recognized as malfunctioning even when it is not malfunctioning. For this reason, by displaying "□□□□0" on the game media number display unit P9, it is possible to know that the game media number display unit P9 is not malfunctioning.

[0028] In addition, when an error occurs, the game media number display unit P9 may display error information corresponding to the error that occurred instead of notifying the information on the number of game media. In this case, the game media number display unit P9 may display the game media number information and the error information alternately. For example, the game media number information may be displayed repeatedly in the following order: display the game media number information for 3 seconds → display the error information for 3 seconds → display the game media number information for 3 seconds → .... In addition, when an error is displayed on the game media number display unit P9, "Pxx□□" (two □ indicate a space, and two x indicate a number, symbol, or alphabet (the type of error can be understood by displaying "xx", which is error identification information corresponding to various errors)) is displayed left-justified. In other words, the game media number information is displayed right-justified, such as "1" as described above, and the least significant digit (the rightmost segment display unit) displays any of the numerical information "0" to "9". On the other hand, error information is displayed left-justified as in the above-mentioned "Pxx□□", and the lowest digit is hidden, so no numerical information is displayed (the rightmost segment display unit is not lit). By configuring in this way, it is possible to easily determine whether the currently displayed information is numerical information or error information based on whether or not there is a display in the lowest digit of the game medium number display unit P9 (whether or not at least a part of the rightmost segment display unit is lit).

[0029] In addition, by checking whether the second segment display section from the right in the game medium number display section P9 is lit or not, it is possible to easily determine whether the information currently being displayed is numerical information or error information.

[0030] In addition, when controlling a gaming machine using a main control chip and a gaming medium number chip as in this embodiment, it is possible to easily determine where an error has occurred by expressing an error detected by the main control chip as "Pxx□□" and an error detected by the gaming medium number chip as "Hxx□□". For example, since an input request communication error is detected by the main control chip, it can be displayed as "P01□□", "PE1□□", etc., and since a rental device communication abnormality 1 is detected by the gaming medium number chip, it can be displayed as "H01□□", "HE1□□", etc. In this way, by simultaneously displaying identification information such as "P" and "H" corresponding to the chip that detected the error (location of abnormality), and identification information of the error such as "E1" and "01" corresponding to the above "xx", it is possible to display the location of the abnormality and the abnormality type (type of error) without changing the number of digits even if there are more than 100 types of abnormalities.

[0031] Also, while an example has been described in which the identification information is changed depending on which chip detected the error, the present invention is not limited to this, and the identification information may be changed depending on the type of error. For example, a recoverable error may be expressed as "Pxx□□", and an unrecoverable error may be expressed as "Hxx□□". With this configuration, it becomes easier to determine the importance of the error.

[0032] In addition, when an error is displayed on the game media number display section P9, if an error that allows counting occurs and the counting switch P7 is operated to perform counting while the error is being displayed, the game media number display section P9 may be configured to alternate between displaying information on the number of game media and information on the error even during counting. By configuring in this way, it is possible to check the error information even during counting.

[0033] In addition, when an error is displayed on the game media number display section P9, if an error that allows lending processing occurs and the lending switch is operated to perform lending processing while the error is being displayed, the game media number display section P9 may be configured to alternate between displaying information on the number of game media and information on the error even during lending processing. By configuring in this way, it is possible to check the error information even during lending processing.

[0034] Furthermore, when an error is displayed on the game medium number display unit P9, if the power is cut off while an error is displayed on the game medium number display unit P9 and the power is turned on while the total score clear switch is operated, the total score is initialized but the error is not cleared, so the information indicating "0" displayed on the game medium number display unit P9 and the error information may be displayed alternately. By configuring in this way, it is possible to check the error information even if the total score clear switch is operated and the total score is initialized.

[0035] (Status indicator lamps 1 to 5) The status display lamps 1 to 5 are composed of five LEDs, one LED disposed at a position corresponding to each segment of the game media number display section P9 (not shown). The lighting of the status display lamps is controlled by the game media number control board P16, and lights up when there is a change in the status managed by the game media number control board P16. The status display lamps may be disposed in any position as long as they are visible to the player.

[0036] The status indicator lamp 1 is configured to light up when there is an abnormality in the rental device connection (VL abnormality flag = FFh) and to turn off in other cases (VL abnormality flag = 00h).

[0037] The status indicator lamp 2 is configured to light up if there is an abnormality in the rental serial number and to be turned off in other cases.

[0038] The status indicator lamp 3 is configured to light up when any of the rental device communication abnormalities 1 to 6 occurs, and to turn off in other cases.

[0039] The status display lamp 4 is configured to light up when the total score is 15,000 or more, and to be turned off in other cases.

[0040] The status indicator lamp 5 is configured to light up if the count point is other than 0 (a value of 1 or more) when the counting notice is transmitted, and to be turned off if the count point is 0 when the counting notice is transmitted. Note that whether the status indicator lamp 5 is turned on is determined based on whether a counting flag (described later) is set or not, and when the counting flag is set (counting flag = FFh), the status indicator lamp 5 is turned on, and when the counting flag is not set (counting flag = 0), the status indicator lamp 5 is turned off.

[0041] The counting flag is cleared (counting flag = 0) at each counting notification timing, and is set at the counting notification timing when the counting execution flag (described later) = 1 or more (when the counting switch P7 is pressed short or long). If the VL abnormality flag ≠ 0, the total score is 0, or the counting execution flag = 0 at the subsequent counting notification timing, the counting flag is no longer set. In other words, when the count value is "1" or more, the counting flag = FFh for at least 300 ms, which is the output interval of the counting notification. In other words, when the status indicator lamp 5 is lit, it will be lit for at least 300 ms. The counting flag that is set when the counting execution flag = 1 or more is cleared at the counting notification timing, but since it is set again within the same interrupt processing, the status indicator lamp 5 will remain lit and not turned off.

[0042] With this configuration, even if the counting switch P7 is pressed briefly just before the count notification timing, the status indicator lamp 5 can be lit for 300 ms, ensuring the time during which the status indicator lamp 5 is visible. Also, when the counting switch P7 is pressed for a long time spanning n (multiple) count notification timings, the lit state can be maintained for a period of n×300 ms.

[0043] Furthermore, the status indicator lamp 5 will be lit for 300 ms whether the count switch P7 is pressed briefly to count only "1" as the count value or whether the count switch P7 is pressed long to count only "50" as the count value. Therefore, there is no need to separate the processing for a short press and the processing for a long press, and the status indicator lamp 5 can be lit by a common processing, which eliminates program complexity and reduces the program capacity.

[0044] (Number of awards display section) When game media (scores) are awarded as a result of a game, the display device is used to display the number of awarded game media, and can display numerical information up to two digits. The display unit for each digit constituting the awarded number display unit is composed of a plurality of segments, and the information on the number of game media can be notified by lighting the segments. In addition, when error information corresponding to an error that has occurred is not displayed on the game media number display unit P9, the error information corresponding to the error that has occurred may be displayed on the awarded number display unit. In this case, the awarded number display unit may display the error information after the information on the number of awarded game media. For example, if the number of game media to be awarded as a result of a game is set to "7", the awarded number display unit may display "1", "2", "3", "4", "5", "6", and "7", and then "E1" (error code). The awarded number display unit is not shown, but it is considered to be located to the left of the settlement switch P6 and the 1 bet switch P5O when viewed from the front.

[0045] (Display window P10) With the front door P2 closed, the symbols on the reel tapes attached to the left reel P18L, the center reel P18C, and the right reel P18R (see FIG. 3), which are provided so as to be freely rotatable in the vertical direction, can be seen through the display window P10. Specifically, when the reels are stopped, three symbols that are consecutive along the rotation direction of the left reel P18L, the center reel P18C, and the right reel P18R, among the 21 symbols (20, 16, etc.), can be seen through the display window P10. That is, a total of nine symbols (3 symbols x 3 reels) can be seen through the display window P10. Here, among the stop display positions where the left reel P18L, the center reel P18C, and the right reel P18R each display three symbols, the uppermost stop display position is called the upper row, the central stop display position is called the middle row, and the lowest stop display position is called the lower row.

[0046] (Image display device) The image display device displays various presentation images, game instruction images instructing the order in which to press the stop switch P4 during a game, error images when an error occurs, etc. In this embodiment, two image display devices, an image display device P11M and an image display device P11S, are provided as the image display device. Note that, depending on the model, there may be only one image display device, three or more image display devices, or none at all. As the image display device, various types of display devices can be used, such as a liquid crystal display, a plasma display, an organic EL display, a dot display, a projector, etc., as long as they are display devices that allow the player to view an image.

[0047] In addition, an operation mode display device (also called an instruction monitor) that notifies the operation mode of the stop switch P4 may be provided. The operation mode of the stop switch P4 may be notified to the award number display unit (or may serve as both). When the operation mode of the stop switch P4 is notified to the award number display unit, the award number display unit may be called an instruction monitor. In addition, a 1 bet lamp, a 2 bet lamp, a 3 bet lamp for notifying the number of bets, a replay indicator lamp indicating that a replay (also called a replay) is possible, a game executable lamp indicating that a game can be played by operating the start switch P3, a game medium insert possible lamp indicating that a game medium can be inserted by operating the bet switch P5, etc. may be provided.

[0048] The 1 bet lamp can be turned on when the bet number is set to 1, the 2 bet lamp can be turned on when the bet number is set to 2, and the 3 bet lamp can be turned on when the bet number is set to 3. In other words, when the bet number is set to 1, the 1 bet lamp can be turned on, when the bet number is set to 2, the 1 bet lamp and the 2 bet lamp can be turned on, and when the bet number is set to 3, the 1 bet lamp, the 2 bet lamp, and the 3 bet lamp can be turned on.

[0049] The above-mentioned 1 bet lamp, 2 bet lamp, 3 bet lamp, re-play indicator lamp, game executable lamp, and game media insertion possible lamp are controlled to be turned on or off by the main control board P15, but they may also be controlled to be turned on or off by the sub-control board P12.

[0050] <Description of main parts arranged on the back side of the front door P2 of the gaming machine P>

[0051] Next, the rear structure of the front door P2 according to this embodiment will be described with reference to FIG.

[0052] (Sub-control board P12) The sub-control board P12 (also referred to as sub-control means, sub-control board (means), and performance control board (means)) is housed in the case of the sub-control board P12. The sub-control board P12 is equipped with a sub-control CPU, a sub-control ROM, and a sub-control RAM (the sub-control CPU, the sub-control ROM, and the sub-control RAM may be built into one chip). The sub-control CPU, the sub-control ROM, and the sub-control RAM are capable of data communication with each other via a bus. The sub-control board P12 determines data to be output to performance lamps, speakers, and image display devices (image display device P11M, image display device P11S) based on information (also referred to as commands) from the main control board P15 described later. In other words, the sub-control board P12 mainly executes control related to performance. Note that the sub-control board P12 cannot transmit information to the main control board P15 (one-way communication). In addition, data input by operating the performance selection switch P8W or the performance decision switch P8E is obtained, and data to be output to the performance lamps, speakers, and image display devices (image display device P11M, image display device P11S) is determined based on the data input by operating the performance selection switch P8W or the performance decision switch P8E.

[0053] (Game media number display board P13) The game media number display board P13 is a board that displays the game media number display unit P9. Specifically, it is a board on which the game media number display unit P9 is installed. (Speaker) There are four speakers: an upper right speaker P14UR and an upper left speaker (not shown) located above the front door, and a lower right speaker P14DR and a lower left speaker P14DL located below the front door.The speakers output sound effects that match the performance, as well as error sounds and warning sounds to notify users when an error has occurred.

[0054] <Description of main parts arranged in cabinet P1 of gaming machine P>

[0055] Next, the internal structure of the cabinet P1 according to this embodiment will be described with reference to FIG.

[0056] (Main control board P15) The main control board P15 (also referred to as the main control means, first main control board (means), main control board (means), or game control board (means)) is housed in a main control board case. The main control board P15 is protected by the main control board case, and the main control board case is sealed with a crimp (also referred to as a sealing member) so that it is difficult to open the main control board case.

[0057] The main control board P15 is equipped with a first main control CPU, a first main control ROM, and a first main control RAM (the first main control CPU, the first main control ROM, and the first main control RAM are built into one chip and are referred to as the main control chip). The first main control CPU, the first main control ROM, and the first main control RAM are capable of data communication with each other via a bus. The main control board P15 performs internal lottery drawing, reel control such as driving and stopping the reels, prize determination control based on the stopped symbol combination when all the reels are stopped, and game state transition control between various game states such as the bonus game state (also simply referred to as the bonus) and the RT state.

[0058] A RAM clear switch is connected to the main control board P15, and the advantageous zone information stored in the main control board P15 can be cleared by operating the RAM clear switch. When the RAM clear switch is operated during the advantageous zone, the advantageous zone ends and the normal zone is set. The information cleared by operating the RAM clear switch is information about the advantageous zone, and information about the set value, total score, number of bets, RT state, and role ratio monitor is not cleared. In addition, the method of operating the RAM clear switch to clear the advantageous zone may be pressing it once, or it may be detecting that it has been pressed for a predetermined time (so-called long press), or it may be turning on the power while it is pressed. The RAM clear switch is located in a position that cannot be operated by the player (user) (for example, the main control board P15 that is not exposed unless the front door P2 is opened, inside the cabinet, the back side of the front door, etc.). In addition, the RAM clear switch may also be used as a reset switch. Details will be described later, but an advantageous zone is a game zone in which an instruction monitor may notify advantageous operation modes of the stop switch (including operation sequence and operation position), and a normal zone is a game zone in which an instruction monitor does not notify advantageous operation modes of the stop switch.

[0059] A setting key switch (also called a setting switch) is connected to the main control board P15, and the setting change mode can be started by inserting a setting key (key) into the setting key switch, rotating it approximately 45 degrees to the right, and turning on the power of the gaming machine P. Note that the setting key switch is not limited to one operated by the setting key, and a push-type switch or pull-type switch may also be used. In any case, there is no problem as long as it is possible to detect whether the switch is ON or OFF when the power is turned on.

[0060] In addition, when the game is in standby after one game is finished and no bet is set (number of bets is 0), the setting confirmation mode can be started by inserting the setting key (key) into the setting key switch and rotating it approximately 45 degrees to the right. Note that the conditions for switching to the setting confirmation mode do not have to include the fact that no bet is set, and the conditions for switching to the setting confirmation mode are referred to as the switching conditions for the setting confirmation mode.

[0061] The built-in ROM of the main control chip mounted on the main control board P15 has a storage capacity of "16 KB or less", and has a usage area (also called the first program) of "7.5 KB or less" and the rest outside the usage area (also called the second program). The usage area has a control area (also called the first control area) of "4.5 KB or less" in which the program executed by the main control board P15 is stored, and a data area (also called the first data area) of "3.0 KB or less" in which only information other than the program is stored or will be stored. The outside of the usage area has a control area (also called the second control area) and a data area (also called the second data area) similar to the usage area. The usage area stores programs related to the progress of the game, and the outside of the usage area stores programs related to anti-fraud measures and programs used for gaming machine testing.

[0062] (Game media number control board P16) The gaming media number control board P16 (also referred to as the gaming media number control means, second main control board (means), payout control board (means), gaming medal number control board (means), gaming medal number display control board (means), or gaming media number display control board (means)) is housed in a gaming media number control board case. The gaming media number control board P16 is protected by the gaming media number control board case, and the gaming media number control board case is sealed with a crimp (also referred to as a sealing member) so that it is difficult to open the gaming media number control board case.

[0063] The game media number control board P16 is equipped with a second main control CPU, a second main control ROM, and a second main control RAM (the second main control CPU, the second main control ROM, and the second main control RAM are built into one chip and are called the game media number chip). The second main control CPU, the second main control ROM, and the second main control RAM are capable of data communication with each other via a bus. The game media number control board P16 can control the display of the game media number display unit P9, transmit information (commands) to the lending unit via a game ball etc. lending device connection terminal board described later, receive information (commands) from the lending unit via the game ball etc. lending device connection terminal board, transmit information (commands) to the main control board P15, and receive information (commands) from the main control board P15.

[0064] In addition, the game media number control board P16 is equipped with a game media number storage means for storing the number of game media acquired, and stores the number of game media currently owned by the user by adding the number of game media awarded, which is the number of game media awarded as a result of winning, and subtracting the number of game media inserted, which is the number of game media used to start playing.

[0065] The upper limit of the number of game media that can be stored in the game medium number storage means is "16383," and numbers beyond "16384" cannot be stored.

[0066] When the value stored in the number of game media storage means is between "15000" and "16368", the game media number control board P16 detects the total score threshold reached state. When the value stored in the number of game media storage means is between "16369" and "16383", the game media number control board P16 detects the total score upper limit abnormality. Any value between "16369" and "16383" stored in the number of game media storage means is referred to as the upper limit caution value. In other words, the upper limit caution value is a concept that includes the upper limit value. Also, the value "15000" (the value that results in the total score threshold reached state) stored in the number of game media storage means may be referred to as the first threshold, and the value "16369" (the value that results in the total score upper limit abnormality) stored in the number of game media storage means may be referred to as the second threshold.

[0067] A total score clear switch is connected to the game media number control board P16, and the total score stored in the game media number control board P16 can be cleared by turning on the power (detecting the operation of the total score clear switch during the power-on process) while the total score clear switch is being operated (pressed) when the power is off. Only the total score is cleared by operating the total score clear switch, and other information (e.g., bet number information, etc.) is not cleared. The total score clear switch may be operated by pressing it once, or by detecting that it has been pressed for a predetermined period of time (so-called long press). The total score clear switch is located in a position where it cannot be operated by the user (e.g., on the game media number control board P16, inside the cabinet, or on the back of the front door, etc.).

[0068] If the total score is cleared by turning on the power while the total score clear switch is being operated, the total score clear status is turned ON ("1" is stored in the total score clear status storage area of ​​the RWM), and the ON status is maintained until the end of the first game that is started after that, and the total score clear status is turned OFF after the first game is finished ("0" is stored in the total score clear status storage area of ​​the RWM). The information on the total score clear status may be sent to the lending unit, and when the lending unit receives information that the total score clear status is ON, it clears the total score information stored in the lending unit. In addition, when the total score clear status is ON in the gaming machine P, if lending points (also called "number of lent medals") are granted from the lending unit, the total score clear status remains ON and the lending points are added as new total scores, and even if one game is then finished and the total score clear status is turned OFF, the total score to which the new lending points have been added is not cleared.

[0069] Furthermore, even if the power is turned off during play (while the reels are spinning, during the payout process (also called the score awarding process), etc.) and the power is turned on again while the total score clear switch is operated, the total score will not be cleared and the total score clear status will remain OFF; however, if the power is turned off after play is finished and the power is turned on again while the total score clear switch is operated, the total score will be cleared and the total score clear status will turn ON. In this case, the game media number control board P16 determines whether or not play is in progress based on the game start information and game end information sent from the main control board P15, and prevents the total score from being cleared by operating the total score clear switch when play is in progress.

[0070] In addition, if the total score clear switch is operated during play, play ends with the total score clear switch operated, the power is turned off with the total score clear switch operated and play ends, and the power is turned on with the total score clear switch operated, the total score will be cleared and the total score clear status will be turned ON.

[0071] Also, if the power is turned off while the total score clear status is ON, and then the power is turned back on without the total score clear switch being pressed, the total score clear status will remain ON. In other words, the total score clear status will not be initialized by turning the power ON and OFF.

[0072] Also, if the power is turned off while the total score clear status is ON, and then the power is turned on while the total score clear switch is not pressed and the setting key switch is ON, the setting change mode starts but the total score clear status remains ON. In other words, the total score clear status is not initialized by the initialization process when the power is turned ON or OFF, or when the setting change mode is started.

[0073] Also, if the power is turned off while the total score clear status is ON, and then turned on while the total score clear switch is pressed, the total score is cleared and the total score clear status is turned ON again. However, even in this case, the total score is initialized, but the total score clear status is not initialized to ON, so the total score clear status remains ON. In other words, the total score clear status is not initialized by the initialization process caused by turning the power ON and OFF, or by turning the total score clear switch ON.

[0074] In addition, the total score clear switch may be configured to clear the total score and turn the total score clear status ON even when the power is turned off during a game and then turned on while the total score clear switch is being operated. In this case, the total score clear status is turned OFF based on the end of the game following the game in which the total score clear switch was operated. In other words, the total score clear status is maintained ON at the end of the game in which the total score clear switch was operated, and the total score clear status is turned OFF when the next game ends. This allows the total score clear status to be maintained ON for the next game even if the total score clear status is only ON for a short time (the total score clear switch is operated just before the end of the game), so that fraud such as clearing the total score can be suppressed. The total score clear status may be turned OFF after the game in which the total score clear switch was operated is ended. In this case, the effect of reducing capacity is expected by sharing the program that updates the total score clear status.

[0075] Also, the total score is not cleared by simply pressing the total score clear switch, but since the total score clear switch is detected, a monitor lamp is lit to allow the amusement facility manager to visually check whether there is an abnormality in the switch managed by the game media count control board P16. On the other hand, instead of the specification that the monitor lamp is lit when the total score clear switch is detected, the monitor lamp may be configured to be turned off when the total score clear switch is detected and to be lit when the total score clear switch is not detected. Note that the monitor lamp is a lamp mounted on the main control board P15 and / or the game media count control board P16, but may be mounted on another board.

[0076] In addition, if the power is turned off during play or after play has ended, and then the power is turned on while the setting key switch is ON and the total score clear switch is ON, the main control board P15 determines whether the setting key switch is ON or not, and the game media number control board P16 determines whether the total score clear switch is ON or not.

[0077] When the power is turned on with the setting key switch ON and the total score clear switch ON, the setting change mode is started, and the setting value can be selected after initializing a specific range of the memory area of ​​the first main control RAM. On the other hand, in the game media number control board P16, the memory area of ​​the second main control RAM is initialized based on the fact that the power is turned on, and then the memory area storing the total score of the second main control RAM is initialized based on the fact that the total score clear switch is ON, thereby clearing the total score. With this configuration, the setting can be changed and the total score can be cleared at the same time with a single power-on, preventing the operation of the game center manager from becoming cumbersome.

[0078] Here, when the power is turned on with the setting key switch ON and the total score clear switch ON, the main control board P15 starts the setting change mode and initializes the storage area of ​​a predetermined range of the first main control RAM. Then, when the end condition of the setting change mode is met (after the start switch P3 is operated to confirm the setting value, the setting key switch is turned OFF), the setting change mode ends. After that, when the bet button is operated, the bet process using the total score is executed (in game standby). In other words, if the initialization of the storage area storing the total score is not completed by the time the setting change mode ends, there is a possibility that the bet process based on the total score that has not been cleared will be performed. In order to eliminate such a problem, it is preferable that, when the power is turned on with the setting key switch ON and the total score clear switch ON, the timing at which the initialization of the storage area storing the total score of the second main control RAM starts is earlier than the timing at which the initialization of the storage area of ​​the predetermined range of the first main control RAM starts. As another method, it is preferable that when the power is turned on with the setting key switch ON and the total score clear switch ON, the timing at which initialization of the memory area storing the total score in the second main control RAM is completed is earlier than the timing at which initialization of a specified range of memory area in the first main control RAM is completed.

[0079] Also, if the power is turned on with the setting key switch ON and the total score clear switch ON, it is possible to switch to the setting change mode but not clear the total score. With this configuration, the total score will not be cleared even if the total score clear switch is accidentally operated during the process of switching to the setting change mode. The total score is important information, and if it is important not to let it be easily cleared, this type of control system may be used.

[0080] Also, if the power is turned on with the setting key switch ON and the total score clear switch ON, the total score may be cleared without switching to the setting change mode. With this configuration, even if the setting key switch is accidentally operated during the process of clearing the total score, it is possible to prevent switching to the setting change mode. Since the setting value is important information for controlling profits in an arcade, such a control system may be used when it is important to prevent unauthorized changes.

[0081] In addition, when the setting change mode is entered, the LCD displays "setting change mode in progress", the frame lamp lights up in red, and the speaker outputs background music for the setting change mode and the voice "settings are being changed", respectively, until the setting change mode is ended. When the total score is cleared, the frame lamp lights up in orange, and the speaker outputs the voice "total score has been cleared" for a short period of time or once. For this reason, even if the transition to the setting change mode and the clearing of the total score are performed at the same time, the notification regarding the clearing of the total score, which is output for a short period of time or once, is given priority in order to make it easier to recognize all situations. In order to give priority, for example, if the voice channel for the setting change mode and the voice regarding the clearing of the total score are the same, the voice regarding the clearing of the total score can be output later so that the voice regarding the clearing of the total score can be recognized first, or even if the voice channel for the setting change mode and the voice regarding the clearing of the total score are different, the volume of the voice regarding the setting change mode can be lowered or muted while the voice regarding the clearing of the total score is being output. By configuring in this manner, it is possible to make the situation easier to recognize even if the transition to the setting change mode and the clearing of the total score are performed at the same time.

[0082] The built-in ROM of the game media number control chip mounted on the game media number control board P16 has a storage capacity of "16 KB or less", and has a usage area (also called the first program) of "7.5 KB or less" and the rest outside the usage area (also called the second program). The usage area has a control area (also called the first control area) of "4.5 KB or less" in which the program executed by the game media number control board P16 is stored, and a data area (also called the first data area) of "3.0 KB or less" in which only information other than the program is stored or will be stored. The outside of the usage area has a control area (also called the second control area) and a data area (also called the second data area) similar to the usage area. The usage area stores a program related to the progress of the game, and the outside of the usage area stores a program related to fraud prevention and a program used for the role ratio monitor.

[0083] In addition, the game media number control board P16 is equipped with a role ratio monitor (also called a performance display monitor), and is configured to be able to execute calculation processing and display processing for displaying the stay ratios of various states.

[0084] The role ratio monitor is a display device that switches and displays the cumulative advantageous zone ratio or cumulative instruction-included role ratio (selectable according to the specifications of the gaming machine), consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. status ratio every 4800 ms, and is capable of displaying a four-digit number by using four 7-segment LEDs (with DP). The upper two digits of the four-digit number displayed by the four 7-segment LEDs are called the identification segment, and the lower two digits are called the ratio segment.

[0085] The "role" in the role ratio refers to the first type special role (so-called RB), the second type special role (so-called CB), and the normal role (so-called SB), and the "role ratio" is the ratio calculated by payout during role operation ÷ total payout × 100. Note that payouts during the operation of the first type special role continuous operation device (so-called BB) and the second type special role continuous operation device (so-called MB) are also included in the "payout during role operation", but payouts during general play during BB and general play during MB are not included in the "payout during role operation".

[0086] The "continuous feature" in the continuous feature ratio refers to the first-class special feature (so-called RB), and the "continuous feature ratio" is the ratio calculated by payout during the operation of the first-class special feature ÷ total payout × 100. Note that payouts during the operation of the first-class special feature continuous operation device (so-called BB) are also included in the "payout during feature operation," but payouts during general play during BB are not included in the "payout during feature operation."

[0087] The "instruction-included role" in the ratio of instruction-included roles includes the payout in the game in which the instruction function is activated (so-called AT) in the above-mentioned "role", and the "instruction-included role ratio" is a ratio calculated by (payout during instruction function activation, or payout during role activation) ÷ total payout × 100. Here, (payout during instruction function activation, or payout during role activation) does not refer to the payout in the game in which the instruction function is activated and the role is activated, but refers to the sum of the payout number in the game in which the instruction function is activated and the payout number in the game in which the role is activated. If the game in which the instruction function is activated is a game in which the role is activated, the payout number of the game is (payout during instruction function activation, or payout during role activation). Note that if the player makes a mistake in the operation of the stop switch in the game in which the AT is activated, the maximum payout may not be obtained, but in this case, the calculation is based on the actual payout.

[0088] The information displayed in the identification segment among the information displayed on the role ratio monitor is information for identifying which ratio is being displayed among the cumulative advantageous zone ratio, cumulative instructed role ratio, consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio, and is displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.", respectively. For example, when "7U." is displayed in the identification segment, it indicates the cumulative advantageous zone ratio, and when "6Y." is displayed in the identification segment, it indicates the consecutive role ratio for the latest 6000 games.

[0089] Among the information displayed on the ratio monitor, the information displayed in the ratio segment is for visually checking the calculation results of various ratios, and is displayed as a two-digit number using two 7-segment LEDs. For example, if the calculation result is 70, "70" is displayed in the ratio segment. The calculated result is rounded down to the nearest whole number. If the calculation result is 100, "99" is displayed. If the total number of games played is less than 400, the ratio segment displays "00."

[0090] If the cumulative number of games does not reach the reference number of games, the identification segment is displayed in a blinking manner. The reference number of games is determined according to various ratios, and is 175,000 games for the cumulative advantageous zone ratio, 175,000 games for the cumulative instructed role ratio, 6,000 games for the consecutive role ratio among the latest 6000 games, 6,000 games for the role ratio among the latest 6000 games, 17,500 games for the cumulative consecutive role ratio, 17,500 games for the cumulative role ratio, and 175,000 games for the cumulative role etc. state ratio.

[0091] The ratio segment is displayed in a blinking manner when the displayed value is equal to or greater than the threshold value. The threshold value is determined according to various ratios, and is 70 for the cumulative advantageous zone ratio, 70 for the cumulative instructed role ratio, 60 for the consecutive role ratio among the latest 6000 games, 70 for the role ratio among the latest 6000 games, 60 for the cumulative consecutive role ratio, 70 for the cumulative role ratio, and 50 for the cumulative role etc. state ratio. Note that when the cumulative number of games is less than 400 games and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit manner.

[0092] Of the information displayed in the identification segment of the winning ratio monitor, only one of "7U." and "7P." is displayed in accordance with the specifications of the gaming machine. "7U." is an identification display indicating the advantageous zone ratio, and the value (number of plays in the advantageous zone ÷ total number of plays × 100) is displayed in the ratio segment. "7P." is an identification display indicating the ratio of the game device with instructions, and the value (number of game device payouts with instructions (number of game device payouts + number of payouts when instruction function is activated) ÷ total number of payouts × 100) is displayed in the ratio segment. A gaming machine without an instruction function (a gaming machine that does not notify the player of an operation mode stop switch advantageous to the player on the instruction monitor) displays "7U." as the information to be displayed in the identification segment of the winning ratio monitor, and displays "--" in the ratio segment (hereinafter, the specification in which "7U.--" is displayed on the instruction monitor is referred to as the 7U type (without instruction function)).

[0093] In addition, since the specification of "7U." or "7P." to be adopted may be changed during development, it is desirable that the gaming machine P is configured to store both pieces of information. In order to configure it in this way, when the power is turned on, the role ratio monitor type information ("0" for 7U type (without instruction function), "1" for 7U type (with instruction function), "2" for 7P type) stored in a certain memory area or program of the main control board P15 is transmitted to the game media number control board P16, and the game media number control board P16 stores the role ratio monitor type information transmitted from the main control board P15 in a certain memory area. Furthermore, the game medium number control board P16, regardless of whether it is the 7U type or the 7P type, stores information that is only used in either one of the two cases, such as the "number of plays in the advantageous zone" and the "number of instructed feature payouts," in a predetermined memory area, and is configured to display the necessary information based on the role ratio monitor type information transmitted from the main control board P15 when displaying the advantageous zone ratio or the instructed feature ratio in the identification segment and ratio segment of the role ratio monitor.

[0094] In addition, the game media number control board P16 transmits necessary information based on the role ratio monitor type information transmitted from the main control board P15 not only when displaying on the role ratio monitor, but also when transmitting game machine performance information to the lending unit. For example, when transmitting game machine performance information when the game machine P is a 7U type (without instruction function), FFh is transmitted as information regarding the instruction-included role ratio, and FFh is transmitted as information regarding the advantageous zone ratio. Also, for example, when transmitting game machine performance information when the game machine P is a 7U type (with instruction function), FFh is transmitted as information regarding the instruction-included role ratio, and a value corresponding to the result of (number of games played in the advantageous zone ÷ total number of games × 100) is transmitted as information regarding the advantageous zone ratio. Also, for example, when transmitting game machine performance information when the game machine P is a 7P type, a value corresponding to the result of (number of game payouts with instruction ÷ total payout number × 100) is transmitted as information regarding the instruction-included role ratio, and FFh is transmitted as information regarding the advantageous zone ratio.

[0095] In addition, since the initial value of the role ratio monitor type information storage area of ​​the game media number control board P16 is 0, if the main control board P15 does not transmit role ratio monitor type information due to poor communication between the main control board P15 and the game media number control board P16 when the power is turned on, the role ratio monitor type information will be 0 even if the specifications of the gaming machine P are 7P type. Also, if the first type special role is not installed at this time, the ratio segments related to "6Y.", "7Y.", "6A.", "7A.", and "5H." are all displayed as "--".

[0096] In this way, even if a communication failure occurs between the main control board P15 and the game media number control board P16 when the power is turned on, the role ratio monitor display will show "--" instead of numbers in the ratio segment, making it possible to immediately recognize that something is not normal.

[0097] To check whether the role ratio monitor is operating normally, a test pattern is displayed on the identification segment and ratio segment for 4800 ms after the power is turned on and the interrupt process is started. The test pattern is displayed by blinking all segments (including DP) of the four 7-segment LEDs that make up the role ratio monitor. For example, "8.8.8.8." can be displayed in a blinking manner. In addition to being displayed immediately after power is turned on, the test pattern may also be displayed during settings changes, settings confirmation, or during an RWM abnormal error.

[0098] In the cases where the cumulative number of games played in the identification segment does not reach the reference number of games, where the displayed value in the ratio segment is equal to or greater than the threshold, and where a test pattern is displayed in the identification segment and the ratio segment, the segments are displayed in a blinking mode, specifically, the blinking mode is displayed by switching between lighting and turning off every 300 ms, such as lighting 300 ms → turning off 300 ms → lighting 300 ms → turning off 300 ms → ... In addition, when various ratio information is switched, it starts with lighting, so that the display time of various ratio information does not become longer or shorter depending on the timing of lighting and blinking.

[0099] As described above, the cumulative advantageous zone ratio or cumulative instructed role ratio, consecutive role ratio for the latest 6000 games, role ratio for the latest 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio displayed on the role ratio monitor are configured to switch display contents every 4800 ms, but by setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure it so that one of the 7-segment LEDs is always lit, even if the various ratios displayed on the role ratio monitor are displayed in a blinking mode when they are switched.

[0100] With this configuration, the display starts with lighting even when various ratio information is switched, so that it is possible to continuously display a display without any sense of incongruity caused by a shift in the blinking cycle.

[0101] In addition, the display period of the test pattern after power-on as mentioned above is also set to 4800 ms, so when the test pattern has finished being displayed for 4800 ms, the 7-segment LED will turn off, and the next interrupt processing will turn on and make it possible to display information regarding the cumulative advantageous zone ratio or the cumulative instructed feature ratio.

[0102] Next, a control method for the blinking display on the role ratio monitor will be explained.

[0103] In order to blink the display mode of the role ratio monitor, it has a memory area (_TM_CHG_FLS) for managing the time for switching the light on and off. The memory area (_TM_CHG_FLS) for managing the time for switching the light on and off is a 2-byte memory area, and executes a process of adding 1 for each interrupt process. The memory area (_TM_CHG_FLS) for managing the time for switching the light on and off is initialized (0 is stored) when the power is turned on, and thereafter cycles through the values ​​0 to 299 each time an interrupt process is executed. In other words, the value following 299 is 0.

[0104] Example 1) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "0" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "1". At this time, the carry flag becomes 1 (the carry flag becomes 1 because a borrow occurs as a result of calculating "0-299"). Example 2) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "298", if an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off will become "299". In this case, the carry flag will be 1 (the carry flag will be 1 because a carry occurs as a result of calculating "298-299"). Example 3) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "299", if an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "0". In this case, the carry flag becomes 0 (the result of calculating "299-299" is that no borrow occurs, so the carry flag becomes 0).

[0105] As described above, when the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is any value between 0 and 298, the carry flag is 1, and when the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is 299, the carry flag is 0. In other words, the carry flag is 0 every 300 ms.

[0106] When the carry flag becomes 0, the blinking switch flag (_FL_CHG_FLS) is configured to be updated. The blinking switch flag (_FL_CHG_FLS) is initialized (stores 0) when the power is turned on, and when 0 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned on, and when 1 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300 ms, by repeatedly storing 0 and 1 in the blinking switch flag (_FL_CHG_FLS) every 300 ms, it is possible to display (blink) the display mode of the role ratio monitor alternately between the on mode and the off mode every 300 ms.

[0107] The display of the ratio monitor is displayed in a blinking mode when the cumulative number of games in the identification segment does not reach the reference number of games, when the display value in the ratio segment is equal to or greater than the threshold value, or when a test pattern is displayed in the identification segment and the ratio segment. In other cases, the display is made in a lit mode without referring to the blinking switching flag (_FL_CHG_FLS). However, since the memory area (_TM_CHG_FLS) for managing the time to switch between lighting and extinguishing is updated for each interrupt process regardless of whether the blinking switching flag (_FL_CHG_FLS) is referenced or not, the blinking switching flag (_FL_CHG_FLS) is also updated from time to time, and it is possible to display without deviation in the timing of lighting and extinguishing and the switching timing of various ratio displays, even when the state is switched from not referring to the blinking switching flag (_FL_CHG_FLS) to referring to it.

[0108] (Terminal board for connecting game ball rental devices) The game ball etc. lending device connection terminal board (also referred to as the connection terminal board) serves as a relay board for two-way communication between the game machine P and the lending unit. The game ball etc. lending device connection terminal board is housed in a game ball etc. lending device connection terminal board case. The game ball etc. lending device connection terminal board is protected by the game ball etc. lending device connection terminal board case, and is configured so that it is difficult to open the game ball etc. lending device connection terminal board case by sealing it with a crimp (also referred to as a sealing member).

[0109] The game ball etc. lending device connection terminal board has a connector (D-sub 9 pin) for two-way communication with the lending unit, and two-way communication is possible via a harness (approximately 1.5m to 2.0m long) connected to the connector from an opening on the back side of the housing of the gaming machine P. The game ball etc. lending device connection terminal board is also equipped with a capacitor to stabilize communication with the lending unit. The lending unit is provided with a lending switch, and when the lending switch is operated, a lending notification is sent from the lending unit, and the lending notification is input to the game media count control board P16 via the game ball etc. lending device connection terminal board. The connector for connecting the game ball etc. lending device connection terminal board to the lending unit is equipped with a spring lock, and is configured to prevent the harness from easily coming loose.

[0110] The main control board P15, the game media number control board P16, and the game ball etc. lending device connection terminal board are each stored in a board case, but this is not limited to this, and the main control board P15 and the game media number control board P16 may be stored together in one board case, or the main control board P15, the game media number control board P16, and the game ball etc. lending device connection terminal board may be stored together in one board case. In addition, the board case is configured so that the back side can be easily confirmed even when it is installed in the gaming machine P.

[0111] In a conventional gaming machine using a medal, the main control board P15 and the reel device board are connected by a harness, and by unplugging the harness, the power supply from the capacitor mounted on the reel device board to the main control chip mounted on the main control board P15 is cut off, and the data stored in the RAM of the main control chip can be initialized. This makes it possible to reliably initialize the RAM even if invalid data is stored in it by unplugging the harness. In addition, since the board case of the main control board P15 is sealed, if a capacitor is mounted on the main control board, as described above, in order to cut off the power supply from the capacitor, it is necessary to destroy the board case of the main control board and then remove the main control chip from the main control board P15. In this way, in order to cut off the power supply from the capacitor without destroying the board case, it is desirable to mount the capacitor on a board other than the main control board.

[0112] On the other hand, the game ball etc. lending device connection terminal board described in this embodiment uses a photocoupler to perform high-speed communication with the lending unit, so it is prone to power shortages, and it is desirable to mount a capacitor to immediately supply power. Therefore, a capacitor is mounted on the game ball etc. lending device connection terminal board, this game ball etc. lending device connection terminal board and the game media number control board P16 are connected with a harness, and further the game media number control board P16 and the main control board P15 are connected with a harness, so that the capacitor mounted on the game ball etc. lending device connection terminal board serves as a backup power source for the main control chip mounted on the main control board P15.

[0113] The main control board P15, the game media count control board P16, and the game ball etc. lending device connection terminal board are each sealed in a board case, and the game media count control board P16 and the game ball etc. lending device connection terminal board, and the main control board P15 and the game media count control board P16 are each connected by a harness, so the data stored in the RAM of the main control chip can be initialized by unplugging the harness. Also, since the game media count control chip of the game media count control board is sealed in a board case, it is difficult to remove and insert it, but it is configured so that the total score can be initialized by operating the total score clear switch to initialize.

[0114] The main control board P15 and the game media number control board P16 are connected via a 32-pin connector. Pin 1 is DC 12V, pin 2 is DC 12V, pin 3 is DC 5V, pin 4 is DC 5V, pin 5 is the main control data signal, pin 6 is control status signal 1, pin 7 is control status signal 2, pin 8 is control status signal 3, pin 9 is control status signal 4, pin 10 is control status signal 5, pin 11 is game media number control data signal 1, pin 12 is game media number control data signal 2, pin 13 is game media number control data signal 3, pin 14 is game media number control data signal 4, pin 15 is game media number control data signal 5, pin 16 is game media number control data signal 6, pin 17 is game media number control data signal 7, pin 18 is game media number control data signal 8, pin 19 is game media number control data signal 10, pin 20 is game media number control data signal 21, pin 22 is game media number control data signal 22, pin 23 is game media number control data signal 23, pin 24 is game media number control data signal 24, pin 25 is game media number control data signal 25, pin 26 is game media number control data signal 26, pin 27 is game media number control data signal 27, pin 28 is game media number control data signal 28, pin 29 is game media number control data signal 29, pin 30 is game media number control data signal 30, pin 31 is game media number control data signal 31, pin 32 is game media number control data signal 32, pin 33 is game media number control data signal 33, pin 34 is game media number control data signal 34, pin 35 is game media number control data signal 35, pin 36 is game media number control data signal 36, pin 37 is game media number control data signal 37, pin The 19th pin is a game medium number control data signal 8, the 20th pin is a game medium number control data signal 9, the 20th pin is a game medium number control data signal 10, the 21st pin is a game medium number control data signal 11, the 22nd pin is a game medium number control data signal 12, the 23rd pin is a game medium number control data signal 13, the 24th pin is a game medium number control data signal 14, the 25th pin is a game medium number control data signal 15, the 26th pin is a game medium number control data signal 16, the 27th pin is a game medium number control data strobe signal, the 28th pin is a power interruption detection signal 1, the 29th pin is a backup power supply, the 30th pin is a GND signal, the 31st pin is a GND signal, and the 32nd pin is a GND signal. The main control board P15 and the game medium number control board P16 may be directly connected by a harness or indirectly connected via a relay terminal board.

[0115] The game media number control board P16 and the game ball etc. lending device connection terminal board are connected via a 5-pin connector. Pin 1 is DC 5V, pin 2 is a VL signal, pin 3 is a transmission signal, pin 4 is a reception signal, and pin 5 is a GND signal. The game media number control board P16 and the game ball etc. lending device connection terminal board may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0116] The game medium number control board P16 and the game medium number display board P13 are connected via a 14-pin connector. The first pin is an LED digit A signal, the second pin is an LED digit B signal, the third pin is an LED digit C signal, the fourth pin is an LED digit D signal, the fifth pin is an LED digit E signal, the sixth pin is a game medium number display segment A signal, the seventh pin is a game medium number display segment B signal, the eighth pin is a game medium number display segment C signal, the ninth pin is a game medium number display segment D signal, the tenth pin is a game medium number display segment E signal, the eleventh pin is a game medium number display segment F signal, the twelfth pin is a game medium number display segment G signal, the thirteenth pin is a game medium number display segment P signal, and the fourteenth pin is a game medium number display segment P signal. Moreover, signals related to pins 1 to 14 are signals transmitted from the game medium number control board P16 to the game medium number display board P13. The game medium number control board P16 and the game medium number display board P13 may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0117] The game media number control board P16 and the counting switch P7 are connected via a two-pin connector. Pin 1 is a counting switch P7 signal, and is used to send a signal related to the operation input of the counting switch P7 to the game media number control board P16 when the counting switch P7 is operated. When the counting switch P7 signal is input, a part or all of the total score information managed by the game media number control board P16 is sent to the lending unit. Pin 2 is a GND signal, and is used as GND. The game media number control board P16 and the counting switch P7 may be directly connected by a harness, or indirectly connected via a relay terminal board.

[0118] The ball rental device connection terminal board and the rental unit are connected via a 9-pin connector. Pin 1 is the LG signal, pin 2 is the TXD- signal, pin 3 is the RXD- signal, pin 4 is the PSI signal, pin 5 is the LG signal, pin 6 is the TXD+ signal, pin 7 is the RXD+ signal, pin 8 is the VL signal, and pin 9 is the VL signal. The TXD+ signal and the TXD- signal are used to send information from the game machine P (the ball rental device connection terminal board) to the rental unit. The RXD+ signal and the RXD- signal are used by the game machine P (the ball rental device connection terminal board) to receive information from the rental unit. The PSI signal is used as a connection confirmation signal to confirm the connection between the game machine P and the rental unit. The VL signal is used as an insulated DC 5V power supply. The harness connecting pins 2 and 6 is twisted. The harness connecting pins 3 and 7 is twisted. The game ball rental device connection terminal board and the rental unit may be directly connected by the harness, or may be indirectly connected via a relay terminal board.

[0119] The main control board P15 and the door relay board are connected via a 40-pin connector. Pin 1 is DC 5V, pin 2 is DC 5V, pin 3 is DC 5V, pin 4 is DC 5V, pin 5 is GND signal, pin 6 is LED digit 1 signal, pin 7 is LED digit 2 signal, pin 8 is LED digit 3 signal, pin 9 is LED digit 4 signal, pin 10 is LED digit 5 ​​signal, pin 11 is LED segment 1A signal, pin 12 is LED segment 1B signal, pin 13 is LED segment 1C signal, pin 14 is LED segment 1D signal, pin 15 is LED segment 1E signal, pin 16 is LED segment 1F signal, pin 17 is LED segment 1G signal, pin 18 is LED segment 1P signal, pin 19 is GND signal, and pin 20 is GND signal. Pin 21 is a GND signal, Pin 22 is a GND signal, Pin 23 is a GND signal, Pin 24 is a GND signal, Pin 25 is a start switch sensor signal, Pin 26 is a GND signal, Pin 27 is an adjustment switch signal, Pin 28 is a single-sheet-inserted switch signal, Pin 29 is a triple-sheet-inserted sensor signal, Pin 30 is a GND signal, Pin 31 is a left stop switch P4L sensor signal, Pin 32 is a GND signal, Pin 33 is a middle stop switch P4C sensor signal, Pin 34 is a GND signal, Pin 35 is a GND signal, Pin 36 is a right stop switch P4R sensor signal, Pin 37 is a GND signal, Pin 38 is a GND signal, Pin 39 is a GND signal, and Pin 40 is a connector connection monitor signal. In addition, the main control board P15 and the reel device board P17 may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0120] The main control board P15 and the reel device board P17 are connected via a 26-pin connector. Pin 1 is DC12V, pin 2 is DC12V, pin 3 is DC5V, pin 4 is DC5V, pin 5 is a backup power supply, pin 6 is a left reel P18L motor Φ0 signal, pin 7 is a left reel P18L motor Φ1 signal, pin 8 is a left reel P18L motor Φ2 signal, pin 9 is a left reel P18L motor Φ3 signal, pin 10 is a center reel P18C motor Φ0 signal, pin 11 is a center reel P18C motor Φ1 signal, pin 12 is a center reel P18C motor Φ2 signal, and pin 13 is a center reel P18C motor Φ3 signal. The 14th pin is a right reel P18R motor Φ0 signal, the 15th pin is a right reel P18R motor Φ1 signal, the 16th pin is a right reel P18R motor Φ2 signal, the 17th pin is a right reel P18R motor Φ3 signal, the 18th pin is a left reel P18L sensor signal, the 19th pin is a center reel P18C sensor signal, the 20th pin is a right reel P18R sensor signal, the 21st pin is a door switch signal, the 22nd pin is a GND signal, the 23rd pin is a GND signal, the 24th pin is a GND signal, the 25th pin is a GND signal, and the 26th pin is a GND signal. The main control board P15 and the reel device board P17 may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0121] The main control board P15 and the setting / reset switch are connected via a 5-pin connector. In this embodiment, the setting change switch that changes the setting value during the setting change mode and the reset switch that cancels an error during an error are the same switch, but they may be provided as different switches.

[0122] The main control board P15 and the sub-control board are connected via a 30-pin connector.

[0123] The reel device board P17 and the power supply board are connected via an 8-pin connector.

[0124] The reel device board P17 and the left reel P18L motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel device board P17 and the left reel P18L motor may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0125] The reel device board P17 and the left reel P18L sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the left reel P18L sensor signal, and pin 3 is the GND signal. The reel device board P17 and the left reel P18L sensor may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0126] The reel device board P17 and the center reel P18C motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel device board P17 and the center reel P18C motor may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0127] The reel device board P17 and the center reel P18C sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the center reel P18C sensor signal, and pin 3 is the GND signal. The reel device board P17 and the center reel P18C sensor may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0128] The reel device board P17 and the right reel P18R motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel device board P17 and the right reel P18R motor may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0129] The reel device board P17 and the right reel P18R sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the right reel P18R sensor signal, and pin 3 is the GND signal. The reel device board P17 and the right reel P18R sensor may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0130] The reel device board P17 and the door switch are connected via a 3-pin connector. Pin 1 is the door switch signal, pin 2 is the GND signal, and pin 3 is the GND signal. The reel device board P17 and the door switch may be directly connected by a harness, or may be indirectly connected via a relay terminal board.

[0131] The door relay board and the display board are connected via a 14-pin connector.

[0132] The door relay board and Maxbed are connected via a 6-pin connector.

[0133] The door relay board and the start switch P3 are connected via a 3-pin connector.

[0134] The door relay board and the stop switch P4 are connected via a 9-pin connector.

[0135] <Settings change mode> The setting change mode is a mode in which the setting value can be selected (in other words, a setting value setting mode in which the setting value can be set), and in this embodiment, any of information "0" to "5" can be selected as the setting value information and stored in the setting value information storage means. Here, a setting value display (not shown) for displaying the setting value is provided, and in the setting change mode, the hall staff can determine the setting value information based on the information displayed on the setting value display. The setting value displayed on the setting value display is any of information "1" to "6", and the degree of advantage of the game (machine payout rate, ball payout rate, AT winning probability, etc.) changes depending on the setting value.

[0136] When the power switch is OFF and the setting key switch is turned ON, the setting change mode is started (setting change is started) by turning the power switch ON.

[0137] The conditions for starting the setting change mode may be that the setting key switch is ON when the power is turned on, and that the game state when the power is turned on is not in progress (the state is from when all reels have stopped and game end processing has been performed until the start switch for the next game is operated). In any case, the conditions under which the setting change mode can be started may be referred to as the setting change mode start conditions or predetermined start conditions.

[0138] After starting the setting change mode (starting the setting change), it becomes possible to select the setting value information by operating the setting change switch. For example, if the setting change switch is operated when the setting value display shows "2", the setting value display will show "3". Also, if the setting change switch is operated when the setting value display shows "6", the setting value display will show "1". When the setting change mode is started, a specified range of memory area in the first main control RAM is initialized. This initialization process initializes the game status such as recoverable errors and advantageous zones, but does not initialize the total score. To initialize the total score, it is necessary to operate the total score clear switch separately.

[0139] After starting the setting change mode (starting the setting change), a setting value is selected by operating the setting change switch, and the setting value is confirmed by operating the start switch P3, and then the setting change mode can be ended (setting change is ended) by turning off the setting key switch. After ending the setting change mode (setting change is ended), it becomes possible to bet on investment points, and if operation of the start switch P3 is accepted after investment points have been bet, play can be executed.

[0140] In addition, if the setting change mode is terminated when the setting value display shows "1", "0" is stored as the setting value information, if the setting change mode is terminated when the setting value display shows "2", "1" is stored as the setting value information, if the setting change mode is terminated when the setting value display shows "3", "2" is stored as the setting value information, if the setting change mode is terminated when the setting value display shows "4", "3" is stored as the setting value information, if the setting change mode is terminated when the setting value display shows "5", "4" is stored as the setting value information, and if the setting change mode is terminated when the setting value display shows "6", "5" is stored as the setting value information.

[0141] Here, even in the setting change mode, communication is performed between the lending unit and the gaming machine P. In other words, even in the setting change mode, it is possible to receive a lending notification, which will be described later, and add points to the gaming machine P. Also, even in the setting change mode, it is possible to send a counting notification, which will be described later, and count the points of the gaming machine P.

[0142] Also, even in the setting change mode, the lending unit can be configured not to communicate with the gaming machine P. In other words, even in the setting change mode, even if the lending switch of the lending unit is operated, the gaming machine P does not receive a lending notification, so points cannot be added to the gaming machine P. Also, in this case, even if the counting switch P7 is operated in the setting change mode, a counting notification is not sent, so the points of the gaming machine P cannot be counted.

[0143] In addition, during the setting change mode, the reel rotation process by operating the start switch, the bet number setting process by operating the bet switch, the settlement process by operating the settlement switch, and the reel stopping process by operating the stop switch are disabled, making it impossible to progress in the game.

[0144] <Settings check mode> The setting confirmation mode is a mode in which the setting values ​​can be confirmed, and the current setting values ​​can be displayed on the setting value display.

[0145] When the power switch is on and the setting key switch is turned on, the setting check mode can be started (setting check begins). Note that in the setting check mode, unlike the setting change mode, the setting value cannot be selected or changed. Also, when one or more points have been bet and the power switch is on, and the setting key switch is turned on, it is possible to prevent the setting check mode from starting. In other words, when no bets have been made (including automatic bets due to replay), the setting check mode starts when the setting key switch is turned on.

[0146] After starting the setting check mode (starting the setting check), the setting check mode can be ended (ending the setting check) by turning off the setting key switch.

[0147] Here, even in the setting confirmation mode, communication is performed between the lending unit and the gaming machine P. In other words, even in the setting confirmation mode, it is possible to receive a lending notification, which will be described later, and add points to the gaming machine P. Also, even in the setting confirmation mode, it is possible to send a counting notification, which will be described later, and count the points of the gaming machine P.

[0148] Also, even in the setting confirmation mode, the configuration can be such that communication between the lending unit and the gaming machine P does not take place. In other words, in the setting confirmation mode, even if the lending switch of the lending unit is operated, the gaming machine P does not receive a lending notification, so points cannot be added to the gaming machine P. Also, in this case, even if the counting switch P7 is operated in the setting confirmation mode, a counting notification is not sent, so the points of the gaming machine P cannot be counted.

[0149] In addition, during the setting confirmation mode, the reel rotation process by operating the start switch, the bet number setting process by operating the bet switch, the settlement process by operating the settlement switch, and the reel stopping process by operating the stop switch are disabled, making it impossible to progress in the game.

[0150] <Rental unit> In this embodiment, the gaming machine P is capable of communicating with the lending unit. The lending unit is provided with a lending switch, a replay (medal play) switch, a card return switch, a card insertion slot, a bill insertion slot, and the like. The lending switch and the replay switch may be a common switch. The card in the card return switch or card insertion slot refers to a member card (issued for each store) owned by the user or a visitor card used by a user who is not a member, and may be simply referred to as a card or an information recording medium.

[0151] When a user inserts a bill into the bill insertion slot and operates the lending switch, a lending notification is sent to the gaming machine P. The lending unit is equipped with an SC board that receives information from the gaming machine P, and is configured so that the information transmitted from the gaming media count control board P16 in the gaming machine P is received by the SC board.

[0152] When medal information is stored in the card, a predetermined number of game medals are sent from the medal information stored in the card to the game machine P as a loan notification by operating the replay switch.

[0153] When the card return switch is operated, the card inserted through the card insertion slot is returned to the user.

[0154] <Hall computer> When the SC board installed in the lending unit receives information from the gaming machine P, some of the information is transmitted from the lending unit to the hall computer. Here, examples of information transmitted from the lending unit to the hall computer include the number of coins inserted, the number of coins paid out, the main control state, and fraud information. When the hall computer receives information from the lending unit, it executes processing to display the information on a data display device outside the gaming machine. Since the hall computer may also simultaneously manage information from gaming machines using gaming medals as conventional objects, the number of coins inserted and the number of coins paid out are managed by receiving a pulse number corresponding to the number of coins inserted and the number of coins paid out. In other words, the gaming machine P transmits the values ​​of the number of coins inserted and the number of coins paid out as they are, but since the hall computer, which is the final receiving medium, receives them as pulses, a time lag occurs before the hall computer can fully receive the number of coins inserted and the number of coins paid out.

[0155] <Description of power-on process controlled by the main control board P15 applicable to this embodiment> When the gaming machine is powered on, it determines whether the power cut detection signal is ON or not, and if the power cut detection signal is not ON (OFF), it sets the functions of the main control chip, and if the power cut detection signal is ON, it loops to determine whether the power cut detection signal is ON or not (the following power-on process is not executed).

[0156] In the function setting of the main control chip, the initial setting of the built-in register is performed.

[0157] Next, the checksum of the RWM area is calculated, and the power-off processing completion flag is checked to generate power-off recovery data.

[0158] Next, it is determined whether the door switch signal and the setting key switch signal are ON or not. If the door switch signal is ON (the front door is open) and the setting key switch signal is ON, the setting change device processing is executed, and if either switch is OFF, it is determined whether the power interruption recovery data is normal or not.

[0159] Next, if the power failure recovery data is not normal, an error is displayed and the error state is looped until the initialization process is performed. If the power failure recovery data is normal, the stack pointer is restored based on the data saved when the power was shut down.

[0160] Next, reading of the input port is performed.

[0161] Next, the interrupt startup process is executed. In the interrupt startup process, settings related to the four channels of the serial communication port, channels 0 to 3, are executed. Of these, channel 0 can be set to transmit and receive, channel 1 can be set to transmit only, channel 2 can be set to transmit only, and channel 3 can be set to transmit only.

[0162] To set channel 0 to allow reception, bit 7 of the setting area (part of the built-in register) corresponding to channel 0 is set to "1". Also, by setting bit 6 of the setting area (part of the built-in register) corresponding to channel 0 to "1", a setting to allow transmission can be made for channel 0. In this embodiment, channel 0 is set to only receive, so bit 7 is set to "1" and bit 6 is left at "0". By allowing only reception on channel 0, the main control board can receive commands from the game media count control board. In this embodiment, when a command is sent from the main control board to the game media count control board, the serial communication port is not used because the command is sent by parallel communication, but when a command is sent from the main control board to the game media count control board by serial communication, the command may be sent using any one of channels 1 to 3 of the serial communication port. Even in this case, by setting channel 0 to allow only reception, mutual communication can be performed without performing complicated processing such as adjusting the timing of the command related to transmission and the command related to reception.

[0163] In the interrupt startup process, the receive setting for channel 0 is set in the used area, and the transmit setting for channel 2 is set outside the used area. Channel 2 executes the transmit setting to execute the process for outputting the test signal from the main control board to the test IF board.

[0164] In the interrupt startup process, after executing the reception permission setting and transmission non-permission setting of channel 0, a serial communication setting program outside the usage area is called and the transmission permission setting of channel 2 is executed. In this way, by setting the reception setting of channel 0 before the transmission setting of channel 2, it is possible to quickly prepare for the transmission of commands from the game media number control board.

[0165] After the interrupt start processing is executed, the interrupt processing at the time of power off is resumed.

[0166] <Description of the main game progress process controlled by the main control board P15 applicable to this embodiment> The processing related to games on the gaming machine P is broadly divided into interval interrupt processing (hereinafter, simply referred to as "interrupt processing" or "timer interrupt processing") that is executed periodically (every 2.235 ms in this embodiment), and game progress main processing that is executed from the end of the interval interrupt processing to the start timing of the next interval interrupt processing.

[0167] The outline of the game progress main processing of the main control board P15 in this embodiment will be described with reference to FIG.

[0168] <Power-on processing> When the power is turned on, the power-on process is executed. During the power-on process, it is determined whether there is an abnormality in the first main control RAM (a checksum is calculated). If the first main control RAM is abnormal and the setting key switch is not on (off), this will result in a "power outage recovery unable to be performed normally" and an irrecoverable error. If an irrecoverable error occurs, the subsequent game progress main process will not be executed. If an irrecoverable error occurs, it is possible to recover by turning the power off once, and then turning the power on with the setting key switch on (initializing a specified area of ​​the first main control RAM by changing the settings).

[0169] In the power-on process, if the first main control RAM is not abnormal and the setting key switch is not on (off), a game start setting is performed.

[0170] During power-on processing, if the first main control RAM is normal and the setting key switch is on, the device initializes a specific area of ​​the first main control RAM, then transitions to a setting change mode in which the setting values ​​can be changed. When the conditions for ending the setting change mode are met, the device sets the game to start.

[0171] During power-on processing, if the first main control RAM is abnormal (an unrecoverable error) and the setting key switch is on, the device initializes a predetermined area including at least a specific area of ​​the first main control RAM, and then transitions to a setting change mode in which the setting values ​​can be changed. If the termination conditions for the setting change mode are met, the device sets the game to start.

[0172] In addition, the condition for switching to the setting change mode has been described as being when the setting key switch is on, but the mode may also be switched to the setting change mode when the setting key switch is on and the setting changeable state is set in the first main control RAM. The setting changeable state will be described later.

[0173] <Start game set> First, a setting changeable state, in which settings can be changed, is set in the first main control RAM. When the setting changeable state is set, if the setting key switch is on when the power is turned on, the system will transition to setting change mode. When the setting changeable state is not set (when the setting unchangeable state is set), the system will not transition to setting change mode even if the setting key switch is on when the power is turned on.

[0174] Next, the 1 BET lamp, 2 BET lamp, 3 BET lamp, game medium insertion possible lamp, game execution possible lamp, and replay indication lamp are turned off. Specifically, the light-off data is set in the memory area of ​​the first main control RAM that manages the lighting and extinguishing of the 1 BET lamp, 2 BET lamp, 3 BET lamp, game medium insertion possible lamp, game execution possible lamp, and replay indication lamp.

[0175] Next, it is determined whether or not the result of the previous game is a replay.

[0176] If it is determined that the previous game is a replay, the replay indicator lamp is turned on. Specifically, lighting data is set in a memory area of ​​the first main control RAM that manages the on / off of the replay indicator lamp. After that, an automatic bet is placed on the number of bets placed on the previous game. For example, if the number of bets placed on the previous game was "3", the number of bets will be automatically set to "3". After that, gaming media is accepted.

[0177] On the other hand, when it is determined that the previous game is not a replay, the replay indicator lamp is not lit and an automatic bet is not placed, and game media is accepted.

[0178] <Gaming media reception> The game media acceptance is a control process in a situation where betting process using the total points and settlement process of the number of bets can be executed (during game standby).

[0179] When receiving game media, first, it is determined whether the conditions for transition to the setting confirmation mode are met. Specifically, it is first confirmed whether the number of bets is 0 or not. If the number of bets is 0, the setting confirmation process is executed (transition to the setting confirmation mode) when the door is open and the setting key switch is on (it may also be the case that the setting key switch signal is judged to be rising). If the number of bets is not 0 (for example, when the number of bets is 1), the setting confirmation process is not executed (the mode does not transition to the setting confirmation mode) even if the door is open and the setting key switch is on.

[0180] If the conditions for switching to the setting check mode are not met (if the mode does not switch to the setting check mode), it is next determined whether there is a VL abnormality or a total score upper limit abnormality, which will be described later.

[0181] In the case of a VL abnormality or a total score upper limit abnormality, regardless of the lighting status of the game medium insertion possible lamp and the game execution possible lamp, the game medium insertion possible lamp and the game execution possible lamp are turned off, and subsequent processing (betting processing, settlement processing, etc.) is not executed. Here, turning off the game medium insertion possible lamp and the game execution possible lamp means storing the turning off data in the memory area of ​​the first main control RAM that manages the lighting and turning off of the game medium insertion possible lamp and the game execution possible lamp. At this time, the lighting status of the first bet lamp, the second bet lamp, and the third bet lamp is maintained. For example, if a VL abnormality occurs in a situation where the first bet lamp is on, the second bet lamp is on, and the third bet lamp is off, the first bet lamp remains on, the second bet lamp remains on, and the third bet lamp remains off. By making the lamps in this manner, it is possible to notify the player of the current bet number even if a VL abnormality or a total score upper limit abnormality occurs. Meanwhile, the game medium insertion possible lamp and game execution possible lamp are turned off. By turning off the game execution possible lamp, it is possible to inform the player that the game will not proceed even if the start switch is operated, even if, for example, the number of bets is 0 and the total score is greater than the specified number, the game will not proceed even if the bet switch is operated, even if, for example, the number of bets is 0 and the total score is greater than the specified number.

[0182] Even if a VL abnormality or a total score upper limit abnormality occurs during game media reception, it is determined whether or not the conditions for transition to the setting confirmation mode are met. By configuring in this way, it is possible to provide a gaming machine that can check the setting value if the conditions for transition to the setting confirmation mode are met even if a VL abnormality or a total score upper limit abnormality occurs.

[0183] If there is no VL abnormality or total point upper limit abnormality, settlement processing and insertion processing are performed.

[0184] In the settlement process, when it is determined that the settlement switch P6 has been operated, the settlement process of the bet points is executed.

[0185] In the insert process, if it is determined that the MAX bet switch has been operated, a process of inserting 3 points is executed, and if it is determined that the 1 bet switch has been operated, a process of inserting 1 point is executed.

[0186] Here, the inserting process (hereinafter, may also be referred to as betting process) executed by the main control board P15 will be described.

[0187] When the main control board P15 receives operation of the MAX bet switch or 1 bet switch (when it determines that there is rising data for the MAX bet switch or 1 bet switch), if the result of subtracting the maximum number of insertions (also called the specified number) of "3" from the current number of insertions (also called the current number of bets, the number of bets placed, or the number of insertions placed) is "0" (if the zero flag = 1), it terminates the insertion process, and if the result of subtracting the maximum number of insertions (also called "3" from the current number of insertions) is not "0" (if the zero flag = 1), it sets the number of insertions requested (also called the number of bets requested).

[0188] In the process of setting the number of requested inputs, if the operation of the 1 bet switch is accepted, the requested input number is set to "1", and if the operation of the MAX bet switch is accepted, the number of possible inputs (if the current number of inputs is "0", the number is "3", if the current number of inputs is "1", the number is "2", and if the current number of inputs is "2", the number is "1") is set as the requested input number.

[0189] The set number of requested inputs is transmitted to the number of gaming media control board P16 as an input request command (also called a bet request command). The command transmitted from the main control board P15 to the number of gaming media control board P16 is composed of a first control command (1 byte) and a second control command (1 byte), where the first control command indicates the type of command and the second control command indicates data. For example, in the case of an input request command, the first control command is "20h" and the second control command is any value between "01h" and "03h". In other words, when the number of gaming media control board P16 receives a command from the main control board P15, it can confirm from the first control command that it is an input request command and can confirm the number of requested inputs from the second control command.

[0190] When the main control board P15 transmits a command for requesting insertion of game media and then transmits a command for the number of game media to be inserted from the game media number control board P16, the main control board P15 adds one point to the number of bets according to the number of game media to be inserted. In addition, the 1 to 3 bet lamps are turned on in sequence each time the number of bets is increased by one point.

[0191] In addition, if the main control board P15 transmits a throw-in request command and then transmits a non-acceptance command from the game media count control board P16, the throw-in process is terminated. Here, the game media count control board P16 transmits a non-acceptance command to the main control board P15 when the value (also referred to as the total score) stored in the total score storage area, which is the RAM area of ​​the game media count control board P16, is less than the throw-in request number. For example, when the throw-in request number is "3" and the value stored in the total score storage area is less than "3", the game media count control board P16 transmits a non-acceptance command to the main control board P15. When the throw-in request number is "2" and the value stored in the total score storage area is less than "2", the game media count control board P16 transmits a non-acceptance command to the main control board P15. In addition, when the throw-in request number is "1" and the value stored in the total score storage area is less than "1", the game media count control board P16 transmits a non-acceptance command to the main control board P15.

[0192] Here, the settlement process executed by the main control board P15 will be described.

[0193] When the main control board P15 receives the operation of the settlement switch P6 (when it judges that there is rising data of the settlement switch P6), it reads the number of inserted balls that have been bet, judges whether the number of inserted balls that have been bet is "0" or not, and if the number of inserted balls that have been bet is "0", it ends the settlement process, and if the number of inserted balls that have been bet is not "0", it turns off the 1 bet lamp, 2 bet lamp, 3 bet lamp, replay indicator lamp, play executable lamp, and game media insertable lamp. Since the settlement process cannot be executed during replay, the settlement process will not be executed even if the settlement switch P6 is operated during replay. In other words, even if the settlement switch P6 is operated during replay, the 1 bet lamp, 2 bet lamp, 3 bet lamp, play executable lamp, and game media insertable lamp, including the replay indicator lamp, will not be turned off.

[0194] After turning off the various lamps, the settlement request command is set. The value of the second control command of the settlement request command uses the register value stored when reading the number of bets (also called the settlement request number) at the time of settlement processing execution. In other words, the settlement request number is one of the values ​​"01h" to "03h".

[0195] Next, the set settlement request command is transmitted to the game media count control board P16.

[0196] After the main control board P15 transmits a settlement request command, if a settlement request command is transmitted from the game media count control board P16, the main control board P15 transmits a command to start settlement processing to the sub-control board P12, clears the number of inserted bets, turns off the lit 1-3 bet lamps, and transmits a command to end settlement processing to the sub-control board P12. Note that when a command to start settlement processing is transmitted from the main control board P15, the sub-control board P12 outputs a settlement sound from the speaker, and when a command to end settlement processing is transmitted from the main control board P15, the sub-control board P12 ends the output of the settlement sound from the speaker.

[0197] In addition, if the total score stored in the game media number memory means is equal to or greater than the upper limit warning value of "16369", the game media number control board P16 detects an abnormality in the total score upper limit and notifies the main control board P15 of an abnormality in the total score upper limit via command communication.If the main control board P15 receives a command indicating an abnormality in the total score upper limit from the game media number control board P16, the main control board P15 sets an abnormality in the total score upper limit.

[0198] In the case of an abnormality in the total score upper limit, the main control board P15 is set in a state where play is not possible (the start switch P3, the bet switch P5, and the settlement switch P6 are not accepted), so that the total score stored in the number of game media storage means does not exceed the upper limit value of "16383". For example, in a situation where the number of game media storage means stores "16368", which is the value immediately before the upper limit caution value, and the maximum number of bets "3" has been bet, the value stored in the number of game media storage means even after the settlement switch P6 is operated is "16371", which is less than the upper limit value of "16383". Therefore, even if the number of game media is added to the number of game media storage means in the settlement process by operating the settlement switch P6, the upper limit value is not exceeded, so that it is possible to prevent the amount of game media that exceeds the upper limit value from disappearing. In this case, after the value stored in the number of game media storage means reaches "16371", an abnormality in the total score upper limit is detected, and subsequent operations of the settlement switch P6 are not accepted, so that settlement processing cannot be performed. Thereafter, if the counting switch P7 is operated and the value stored in the gaming medium number memory means becomes "16368" or less, the total score upper limit abnormality is automatically cleared and the game becomes playable (the start switch P3, bet switch P5, and settlement switch P6 are ready to be accepted).

[0199] In addition, when the total score upper limit is abnormal, the game is disabled and the start switch P3, bet switch P5, and settlement switch P6 are not accepted, but in the normal case, the game is disabled even if only the bet switch P5 is not accepted, and the start switch P3 and settlement switch P6 do not have to be disabled, but in consideration of the possibility of an illegal total score upper limit abnormality occurring, the start switch P3 and settlement switch P6 are also disabled. Also, in consideration of the possibility of an illegal total score upper limit abnormality occurring during play, the payout process may be disabled.

[0200] <Start lever accepted?> Next, if a playable insertion point has been inserted, the start lever acceptance is judged. In the start lever acceptance, it is confirmed whether the start switch P3 has been operated (confirm whether a rising signal of the start switch P3 has been detected). If a playable insertion point has not been inserted, the process returns to the process of judging whether the transition condition to the setting confirmation mode for game medium acceptance has been satisfied, and the game standby state is looped.

[0201] Next, when a playable insertion point is inserted, and the start lever reception is used to check whether the start switch P3 has been operated, if it is determined that the start switch P3 has been operated (start lever reception? is YES), a setting change unavailable state is set, and if it is determined that the start switch P3 has not been operated (start lever reception? is NO), the process returns to determining whether the conditions for transitioning to the setting confirmation mode have been met, and the game standby state is looped.

[0202] <Internal lottery> Next, after the setting unchangeable state is set, an internal lottery process is executed. In the internal lottery process, a small winning combination, a replay (also called a replay), a BB, a RB, a loss, etc. are determined by lottery.

[0203] <Reel rotation processing> Next, it is determined whether the minimum play time (the time required to ensure that the time from the start of the reel rotation of one game to the start of the reel rotation of the next game is 4.1 seconds or more) has elapsed, and if it is determined that the minimum play time has elapsed, a reel rotation start process is executed, and if it is determined that the minimum play time has not elapsed, the minimum play time determination process is looped until the minimum play time has elapsed.

[0204] Next, in the reel rotation start process, a process for rotating all the reels is executed, and the creation of the shift frame number data is started before the operation of the stop switch becomes acceptable.

[0205] <Reel stop processing> Next, the reel stop process is executed. In the reel stop process, it is determined whether or not the operation of the stop switch is acceptable, and if the operation of the stop switch is acceptable, it is confirmed whether or not the stop switch has been operated (confirm whether or not the rising edge signal of the stop switch has been detected). If the operation of the stop switch is not acceptable, the process returns to the creation of the offset frame number data.

[0206] Next, it is checked whether the stop switch has been operated, and if it is determined that the stop switch has been operated, the stop position is determined from the stop acceptance position and the number of frames to be shifted. If it is determined that the stop switch has not been operated, the process returns to the creation of the number of frames to be shifted data.

[0207] Next, when the stop position is determined, it is judged whether all reels (three reels in this embodiment) have stopped, and if it is judged that all reels have stopped, it executes processing according to the game state. If it is judged that all reels have not stopped, it returns to the creation of the shift frame number data.

[0208] <Processing by game state> Processing by game state executes processing according to the main game state described later. For example, if the current game is AT (game in advantageous zone), and an arbitrary end condition of the advantageous zone (for example, execution of AT300 games) is satisfied in the current game, and the next game is a game in the normal zone, advantageous zone end processing is executed. The control processing for ending the advantageous zone under an arbitrary end condition will be described later.

[0209] <Payment process> Next, after the game state-specific processing is executed, a payout processing is executed.

[0210] In the payout process, it is determined whether the re-play activation symbol has stopped, and if it is determined that the re-play activation symbol has stopped, the number of coins inserted at the start of play is stored as the automatic insert number data, and if it is determined that the re-play activation symbol has not stopped, it is determined whether the value of the score awarding timer is not "0" to determine whether the payout time has elapsed, and if the value of the score awarding timer is not "0", it waits until the value of the score awarding timer becomes "0", and if the value of the score awarding timer is "0", it stores the value "27" (equivalent to 60.35 ms), which indicates the payout time for one awarded point, in the value of the score awarding timer, and then sets a payout request command.

[0211] After the main control board P15 transmits a payout request command, if a payout request command is transmitted from the game media count control board P16, the main control board P15 increments the value of the acquisition number data indicating the number acquired (stored as "0" when payout starts) and decrements the score awarding data indicating the number to be paid out (stored as the payout number according to the winning symbol when payout starts). If the value of the score awarding data is not 0, the process of determining whether the value of the score awarding timer is not "0" is repeated again until the value of the score awarding data becomes 0. The acquisition number data is data for displaying the acquisition number on the award number display section.

[0212] In addition, since the gaming media number storage means stores "16368", which is the value immediately before the upper limit warning value, and even if the maximum number of "15" is awarded, the value stored in the gaming media number storage means after the award is "16383", which is the upper limit value, the upper limit value is not exceeded even if the number of gaming media is added to the gaming media number storage means in the payout process, and it is possible to prevent the gaming media that exceed the upper limit value from disappearing. In this case, after the value stored in the gaming media number storage means becomes "16383", an abnormality in the total score upper limit is detected, and subsequent operations of the bet switch P5 and the start switch P3 cannot be accepted, so that bet processing and processing related to the start of play (such as the start of reel rotation processing) cannot be performed. If the counting switch P7 is subsequently operated and the value stored in the gaming media number storage means becomes "16368" or less, the abnormality in the total score upper limit is automatically released, and the game becomes playable (the start switch P3, the bet switch P5, and the settlement switch P6 are accepted).

[0213] <Advantageous Zone Clear Counter Management Processing> Next, when the current game is a game in the advantageous zone, an update process is executed for the counter related to the end condition of the advantageous zone (for example, a memory area that manages the number of games played in the advantageous zone and a memory area that manages MY in the advantageous zone). If the update process determines that the end condition of the advantageous zone is met, the next game is controlled to be a normal zone. If the advantageous zone is to be ended in the current game, initialization is performed for various memory areas of the first main control RAM that were used in the game in the advantageous zone. On the other hand, if the current game is a game in the normal zone, the update process for the counter related to the end condition of the advantageous zone is not performed. In other words, the advantageous zone clear counter management process determines whether the end condition of the advantageous zone is met when in the advantageous zone, and performs control to end the advantageous zone if the end condition of the advantageous zone is met.

[0214] <Operation status management process> Next, the operation status management process for the replay, the accessory, and the accessory continuous operation device is executed. By executing the operation status management process, one game ends, and the process returns to the game start set of the game progress main process.

[0215] When it is determined that the start switch has been operated, a setting unchangeable state is set so that the settings cannot be changed in this state; however, it is also possible to configure the settings to be changed even during play (even after the start switch has been operated) without providing a setting unchangeable state.

[0216] <Description of Interval Interrupt Processing Controlled by the Main Control Board P15 Applicable to This Embodiment> In the interval interrupt process, first, a register save process is executed, in which register values ​​are stored in a stack area so that the game progress main process that was being executed immediately before the interrupt process is completed.

[0217] Next, the interrupt flag clear process is executed, which clears (turns OFF) the interrupt flag to enable interrupt processing.

[0218] Next, the power-off process is executed. In the power-off process, if the power-off detection signal is ON, the power-off process described below is executed, and if the power-off detection signal is OFF, the power-off process is terminated.

[0219] Next, an interrupt counter update process is executed, in which the counter is updated for each interrupt process.

[0220] Next, a main control command acquisition process is executed. In the main control command acquisition process, commands are received from the game media count control board P16 and stored in a main control command buffer.

[0221] Next, an input port read process is executed, in which the input port is read.

[0222] Next, a reel drive management process is executed. In the reel drive management process, drive processes are executed for all reels according to their states.

[0223] Next, a game media count control command output process is executed. In the game media count control command output process, the command is stored in the game media count command buffer in order to transmit the command to the game media count control board P16.

[0224] Next, the port output process is executed, in which data is set in the output port and output.

[0225] Next, a timer measurement process is executed, in which various timers such as a condition device output timer, a payout count signal output timer, an overflow test signal timer, a reel stop acceptance waiting timer, a minimum play time management timer, a score award timer, a setting change device operation start waiting timer, a bonus operation start waiting timer, and a bonus operation end waiting timer are updated.

[0226] Next, an error management process is executed. In the error management process, errors in the setting values ​​and the built-in random numbers are checked. Note that the error management process is a process that calls a program outside the area of ​​use, and the error check is executed in the program outside the area of ​​use.

[0227] Next, the gaming machine information management process (main control) is executed. In the gaming machine information management process (main control), the information on gaming machine fraud 1 and gaming machine fraud 2 is updated.

[0228] Next, a sub-control command transmission process is executed, in which a command to be transmitted to the sub-control board P12 is set.

[0229] In the case where the main control board P15 has no command to send to the sub-control board P12 (when no command is stored in the sending command buffer), the main control board P15 may send a no-operation command to the sub-control board P12. The no-operation command includes information on the game state and information on the error state, and when the sub-control board P12 receives the no-operation command, the state of the main control board P15 is known. For example, when the total score of the game media number control board P16 becomes a value that causes a total score upper limit abnormality and the main control board P15 receives a total score upper limit abnormality signal, the sub-control board P12 may send a no-operation command to the sub-control board P12, so that the sub-control board P12 executes a notification to prompt the operation of the counting switch as a process for the total score upper limit abnormality. Note that, as examples of information included in the no-operation command, it is desirable to be able to know total score upper limit abnormality, total score threshold reached state, lending device communication abnormality 1 to 6, counting, VL abnormality, etc.

[0230] Next, the LED display process is executed, which executes the process of setting the 7-segment LED segment table to be displayed in the number of points displayed.

[0231] Next, the sub-notification data output process is executed, which transmits to the sub-control board information such as whether the stop switch and the max bed switch are operable and whether the door is open or closed.

[0232] Next, a game media count control notification process is executed. In the game media count control notification process, game media count control notification information is updated.

[0233] Next, the register restore process is executed, which restores the information saved in the stack during the register save process.

[0234] Next, the interrupt permission process is executed.

[0235] <Description of Power-Off Processing Controlled by the Main Control Board P15 Applicable to the Present Embodiment> When the power supply of the gaming machine P is turned OFF or the power supply interruption detection signal is turned ON due to an external factor such as a power outage, the power supply interruption processing is executed. When the power supply interruption detection signal is not ON, the power supply interruption processing is terminated. Note that, when the voltage falls below a predetermined value, the power supply interruption detection signal is input to a predetermined input port, and when the power supply interruption detection signal is input to a predetermined input port twice consecutively in the interruption processing, it is determined that the power supply has been interrupted and the power supply interruption detection signal is turned ON, but this is not limited thereto, and the power supply interruption detection signal may be configured to be turned ON if the voltage falls below the predetermined value even once.

[0236] If it determines that the power interruption detection signal is ON, it turns off the output ports (0 to 6).

[0237] Next, a stack pointer save process is executed.

[0238] Next, the power-off processing completion flag and the RWM checksum data are set.

[0239] Next, the RWM write protection process is executed.

[0240] Next, the device enters a state of waiting for a reset signal, and thereafter repeats this state in a loop.

[0241] <Description of power-on processing, main loop processing, and power-off processing controlled by the game media number control board P16 applicable to this embodiment> When the power supply of the gaming machine is turned on, the function setting of the number of gaming media control chip is performed, which includes executing the initial setting of the built-in register.

[0242] Next, the RWM initialization process is executed. In the RWM initialization process, the power status flag is checked and the RWM checksum data is calculated, and the RWM initialization start address is set depending on whether the state is normal or abnormal, and the RWM initialization is executed. In addition, the RWM area outside the used area is also initialized by a program outside the used area. In other words, the RWM initialization range differs between normal and abnormal cases, and in the normal case, the total score stored in the total score storage area is not included in the initialization range, but in the abnormal case, the total score stored in the total score storage area is also included in the initialization range.

[0243] The power status flag is checked and the RWM checksum data is calculated (the power status flag check and the RWM checksum data calculation are sometimes collectively referred to as the RWM abnormality judgment). If it is judged to be normal, the counting flag, gaming machine information notification timer A, gaming machine information notification timer B, gaming machine information notification timer C, serial number, counting serial number, counting points, counting cumulative points, loan serial number, loan point receipt result, calculation MY counter, output MY counter, main control chip ID, main control chip manufacturer code, main control chip product code, etc. are initialized (for example, 0 is stored in the various storage areas). Note that the various storage areas are initialized regardless of whether the setting key switch is on or not. In addition, after the RWM initialization process, it is judged whether the total score clear switch is on or not, and if it is judged to be on, the total score is initialized, and if it is not judged to be on, the total score is not initialized. With this configuration, whether or not to clear the total score can be executed based on the operation of the total score clear switch, so that the total score is not cleared carelessly.

[0244] If an abnormality is determined as a result of the RWM abnormality judgment, in addition to initializing the memory areas (counting flag, gaming machine information notification timer A, gaming machine information notification timer B, gaming machine information notification timer C, serial number, counting serial number, counting points, counting cumulative points, loan serial number, loan point receipt result, calculation MY counter, output MY counter, main control chip ID, main control chip manufacturer code, main control chip product code, etc.) that are used when it is determined to be normal, the memory areas that store information on the total points and role ratio monitor, etc. are also initialized (for example, 0 is stored in various memory areas). Note that various memory areas are initialized regardless of whether the setting key switch is on or not.

[0245] If the RWM abnormality determination is determined to be normal, a determination is made as to whether the total score clear switch is ON or not, but if the RWM abnormality determination is determined to be abnormal, a determination is not made as to whether the total score clear switch is ON or not. This is because the total score is initialized by the initialization process that is executed when the result of checking the power status flag and calculating the RWM checksum data is determined to be abnormal. In other words, even if the total score clear switch is operated, the power status flag is checked and the RWM checksum data is calculated, and if an abnormality is determined, initialization based on the operation of the total score clear switch is not executed. By configuring in this way, it is possible to avoid performing initialization of the memory area that stores the total score twice, and it is possible to shorten the processing time related to the initialization process.

[0246] In addition, the RWM abnormality is judged by checking the power status flag and calculating the RWM checksum data, but it may be judged by using only one of them. Also, the RWM abnormality may be judged by using another check method.

[0247] Furthermore, if an abnormality is determined as a result of the RWM abnormality judgment, a determination may be made as to whether the total score clear switch is ON or not after performing the RWM initialization process when the power is restored abnormally (for example, initialization of the entire RWM area of ​​the second main control RAM (including the memory area storing the total score)). Then, it may be configured so that a determination is made as to whether the total score clear switch is ON or not after performing the RWM initialization process when the power is restored abnormally.

[0248] According to this configuration, if an abnormality is determined as a result of checking the power status flag and calculating the RWM checksum data (if the result of checking the power status flag is determined to be abnormal, or if the result of calculating the RWM checksum data is determined to be abnormal), a determination is made as to whether the total score clear switch is ON or not after executing the RWM initialization process in the event of an abnormality in the power recovery. Therefore, if the total score clear switch is ON, the memory area that stores the total score will also be initialized again. Although there may be cases where the initialization ranges overlap, it is possible to reliably initialize the total score.

[0249] In addition, if the RWM is judged to be normal as a result of the abnormality determination and then the total score clear switch is determined to be ON, the total score is initialized and then total score clear timer 1 (also called medal count clear timer 1) is saved in a specified memory area in the RWM.

[0250] In addition, if an abnormality is determined as a result of the RWM abnormality judgment, the RWM area containing the total score is initialized and then total score clear timer 2 (also called medal count clear timer 2) is saved in a specified memory area in the RWM (a memory area different from total score clear timer 1).

[0251] Total score clear timer 1 is a timer for counting 60 seconds, and total score clear timer 2 is also a timer for counting 60 seconds. Total score clear timer 1 and total score clear timer 2 are decrement counters, and when the counter value becomes 0, it means that 60 seconds have been counted. Note that total score clear timer 1 and total score clear timer 2 may be increment timers.

[0252] When a value for counting 60 seconds is stored as the value of total score clear timer 1, total score clear 1 information is sent to the main control means until the value of total score clear timer 1 becomes 0, and when a value for counting 60 seconds is stored as the value of total score clear timer 2, total score clear 2 information is sent to the main control means until the value of total score clear timer 2 becomes 0.

[0253] When the main control means receives total score clear 1 information, the main control means transmits to the sub-control means predetermined information based on the receipt of the total score clear 1 information as part of the no-operation command, and when the main control means receives total score clear 2 information, the main control means transmits to the sub-control means predetermined information based on the receipt of the total score clear 2 information (information different from the predetermined information based on the receipt of the total score clear 1 information) as part of the no-operation command.

[0254] When the sub-control means receives predetermined information based on receiving the total score clear 1 information, it executes a notification based on the predetermined information based on receiving the total score clear 1 information, and when the sub-control means receives predetermined information based on receiving the total score clear 2 information, it executes a notification based on the predetermined information based on receiving the total score clear 2 information. Examples of notification based on the predetermined information based on receiving the total score clear 1 information include displaying "The total score has been cleared" on the liquid crystal display, displaying "The total score has been cleared normally", and outputting special background music from the speaker. Examples of notification based on the predetermined information based on receiving the total score clear 2 information include displaying "The power supply has returned abnormally" on the liquid crystal display, displaying "The total score has been cleared due to an abnormality", and outputting special background music from the speaker.

[0255] In addition, when the sub-control means receives specified information based on receiving total score clear 1 information, or specified information based on receiving total score clear 2 information, the alarm time may be until the value of total score clear timer 1 or the value of total score clear timer 2 becomes 0 (until 60 seconds have elapsed since setting total score clear timer 1 or total score clear timer 2), or the sub-control means may manage and alarm for any alarm time (for example, 180 seconds) after receiving specified information based on receiving total score clear 1 information, or specified information based on receiving total score clear 2 information.

[0256] In this way, the game media number control means sets the total score clear timer 1 or the total score clear timer 2, so that the sub-control means can issue a notification based on predetermined information based on receipt of the total score clear 1 information, or a notification based on predetermined information based on receipt of the total score clear 2 information. This allows the manager to know that the total score has been cleared and what triggered the total score to be cleared, and makes it possible to recognize the initialization of the total score due to a mistaken operation of the total score clear switch or the initialization of the total score due to fraud.

[0257] In addition, if the total score clear switch is pressed when the power is turned on, the total score is initialized, total score clear timer 1 is set, and then the total score clear status is set to 1 (total score clear status is turned ON).

[0258] Here, the reason why the total score clear timer 1 and the total score clear timer 2 are 60 seconds is to ensure that commands are transmitted from the main control means to the sub-control means. This is because, when the power supply of the gaming machine P is turned on, the difference between the time until the main control means starts and the time until the sub-control means starts may be up to about 30 seconds (the sub-control means starts 30 seconds after the main control means starts), and even in that case, the sub-control means is able to execute a notification based on predetermined information based on receiving total score clear 1 information or a notification based on predetermined information based on receiving total score clear 2 information for 30 seconds. When power is turned on, the main control means starts up after the gaming media number control means. However, since the time difference between the start-up of the gaming media number control means and the main control means when power is turned on is relatively short (about 1 second), the explanation is based on the time difference between the start-up of the main control means and the sub-control means when power is turned on. However, if the time difference between the start-up of the gaming media number control means and the main control means when power is turned on is long, it is necessary to set the timer value taking that time difference into account.

[0259] Note that total score clear timer 1 and total score clear timer 2 can be managed by flags like total score clear flag 1 and total score clear flag 2, rather than by timer management; however, flag management requires initialization processing (processing to store 0 in memory area) after setting the flag (after storing 1 in memory area), whereas timer management automatically resets the timer value to the initial value (0) over time, making it possible to reduce program capacity.

[0260] The time counted by total score clear timer 1 and total score clear timer 2 is not limited to 60 seconds, and may be set to any time as long as the sub-control means is capable of receiving information from total score clear timer 1 or total score clear timer 2.

[0261] If a power outage occurs when the value of total score clear timer 1 is not 0 (total score clear timer 1 is counting), total score clear timer 1 is initialized in the initialization process after the RWM abnormality is determined to be normal when power is restored. Total score clear timer 1 is also initialized in the initialization process after the RWM abnormality is determined to be abnormal when power is restored. In other words, if a power outage occurs while a notification based on total score clear 1 information is being executed and then power is restored, the sub-control means does not execute a notification based on predetermined information based on the receipt of total score clear 1 information.

[0262] <When the power is turned on by pressing the total score clear switch after the power is turned off during the total score clear timer 1 count> If a power outage occurs when the value of total score clear timer 1 is not 0 (total score clear timer 1 is counting) and the power is restored while the total score clear switch is operated, the total score clear timer 1 is initialized in the initialization process after the RWM abnormality is determined to be normal when the power is restored, and then the total score clear switch is ON, so the total score clear timer 1 is saved after the total score initialization process is performed. In other words, the total score clear timer 1 is initialized when the power is restored after a power outage, but if the total score clear switch is ON, the total score clear timer 1 is set again.

[0263] By configuring it in this manner, even if the total score clear timer 1 is initialized due to a power outage, the total score clear timer 1 can be saved again by turning the total score clear switch ON when the power is turned on, making it possible to have the sub-control means execute an alert based on specified information upon receiving the total score clear 1 information.

[0264] <When the power is turned on by pressing the total score clear switch after the power is turned off during the total score clear timer 1 count 2> If a power outage occurs when the value of total score clear timer 1 is not 0 (total score clear timer 1 is counting), and power is restored while the total score clear switch is operated, and an abnormality is determined as a result of the RWM abnormality judgment when power is restored, the RWM area including total score clear timer 1 is initialized in the initialization process after the abnormality is determined as a result of the RWM abnormality judgment when power is restored, and then total score clear timer 2 is saved without judging whether the total score clear switch is ON or not, even if the total score clear switch is operated. In other words, total score clear timer 1 is initialized when power is restored after a power outage, and is configured so that total score clear timer 2 is set even if the total score clear switch is ON.

[0265] By configuring it in this manner, if the power is restored while the total score clear switch is operated and an RWM abnormality is determined, the total score clear timer 2 is saved, making it possible to have the sub-control means execute an alert based on specified information which is based on receiving the total score clear 2 information.

[0266] If a power outage occurs when the value of the total score clear timer 2 is not 0 (when the total score clear timer 2 is counting), the total score clear timer 2 is initialized and then reset in the initialization process after the RWM abnormality is determined to be normal when the power is restored (a value for counting 60 seconds is stored as the value of the total score clear timer 2). Also, the total score clear timer 2 is initialized and the total score clear timer 2 is set in the initialization process after the RWM abnormality is determined to be abnormal when the power is restored. In other words, if a power outage occurs while a notification based on predetermined information based on the reception of the total score clear 2 information is being executed and the power is restored, a notification based on predetermined information based on the reception of the total score clear 2 information can be executed. Note that if a power outage occurs when the value of the total score clear timer 2 is not 0 (when the total score clear timer 2 is counting), the total score clear timer 2 may be reset without being initialized in the initialization process after the RWM abnormality is determined to be normal when the power is restored.

[0267] <When the power is turned on by pressing the total score clear switch after the power is turned off during the total score clear timer 2 count 1> If a power outage occurs when the value of total score clear timer 2 is not 0 (a situation in which total score clear timer 2 is counting), and power is restored while the total score clear switch is operated, and an abnormality is determined as a result of the RWM abnormality judgment when power is restored, the RWM area including total score clear timer 2 is initialized in the initialization process after the abnormality is determined as a result of the RWM abnormality judgment when power is restored, and then total score clear timer 2 is saved without judging whether the total score clear switch is ON or not, even if the total score clear switch is operated. In other words, total score clear timer 2 is initialized when power is restored after a power outage, and is configured to be set even if the total score clear switch is ON.

[0268] By configuring it in this manner, if the power is restored while the total score clear switch is operated and an RWM abnormality is determined, the total score clear timer 2 is saved, making it possible to have the sub-control means execute an alert based on specified information which is based on receiving the total score clear 2 information.

[0269] <When the power is turned on by pressing the total score clear switch after the power is turned off during the total score clear timer 2 count 2> If a power outage occurs when the value of total score clear timer 2 is not 0 (a situation in which total score clear timer 2 is counting), and power is restored while the total score clear switch is operated, and the result of the RWM abnormality judgment when power is restored is judged to be normal, the RWM area including total score clear timer 2 is initialized in the initialization process after the result of the RWM abnormality judgment when power is restored is judged to be normal, and then total score clear timer 1 is saved and total score clear timer 2 is also saved after the total score initialization process is performed because the total score clear switch is ON. In other words, total score clear timer 2 is initialized when power is restored after a power outage, but total score clear timer 1 and total score clear timer 2 are configured to be set even if the total score clear switch is ON. In addition, when total score clear timer 1 and total score clear timer 2 are set, specified information based on receiving total score clear 1 information and specified information based on receiving total score clear 2 information are transmitted to the sub-control board, and when the sub-control board receives specified information based on receiving total score clear 1 information and specified information based on receiving total score clear 2 information, it prioritizes the notification based on the total score clear 2 information.

[0270] By configuring it in this manner, if the RWM abnormality is determined to be normal when the power is restored while the total score clear switch is operated, total score clear timer 1 and total score clear timer 2 will be saved, but it is possible to have the sub-control means execute an alert based on specified information upon receiving the total score clear 2 information.

[0271] In addition, if a power outage occurs when the value of total score clear timer 2 is not 0 (a situation in which total score clear timer 2 is counting), power is restored while the total score clear switch is operated, and total score clear timer 2 is not initialized in the initialization process after it is determined to be normal as a result of the RWM abnormality judgment when power is restored, the total score clear switch is ON, so after the initialization process of the total score is executed, total score clear timer 1 may be saved and total score clear timer 2 may also be saved again. Alternatively, if a power outage occurs when the value of total score clear timer 2 is not 0 (a situation in which total score clear timer 2 is counting), power is restored while the total score clear switch is operated, and it is determined to be normal as a result of the RWM abnormality judgment when power is restored, total score clear timer 1 may be saved and total score clear timer 2 may also be saved again. In the case where the total score clear timer 2 is not initialized in the initialization process after it is determined to be normal as a result of the determination, the total score clear timer 2 may be saved again without determining whether the total score clear switch is ON even if the total score clear switch is operated, or in the case where a power outage occurs when the value of the total score clear timer 2 is not 0 (a situation in which the total score clear timer 2 is counting) and the power is restored while the total score clear switch is operated, and the total score clear timer 2 is initialized in the initialization process after it is determined to be normal as a result of the determination of the RWM abnormality when the power is restored, the total score clear timer 2 may be saved again without determining whether the total score clear switch is ON even if the total score clear switch is operated. In any case, it is possible to cause the sub-control means to execute a notification based on predetermined information based on the receipt of the total score clear 2 information.

[0272] In the above description, the main control means transmits to the sub-control means, as part of the no-operation command, the predetermined information based on the reception of the total score clear 1 information and the predetermined information based on the reception of the total score clear 2 information, but the present invention is not limited to the example of transmitting as part of the no-operation command, and the main control means may directly transmit a command corresponding to the predetermined information based on the reception of the total score clear 1 information or a command corresponding to the predetermined information based on the reception of the total score clear 2 information. In other words, the main control means may generate a command corresponding to the predetermined information based on the reception of the total score clear 1 information or a command corresponding to the predetermined information based on the reception of the total score clear 2 information and store it in the command buffer, and when the command transmission timing arrives, transmit a command corresponding to the predetermined information based on the reception of the total score clear 1 information or a command corresponding to the predetermined information based on the reception of the total score clear 2 information.

[0273] Next, a program outside the usage area is called and a test pattern display flag is turned ON to display a test pattern on the role ratio monitor.

[0274] Then, the interrupt process is started. In this embodiment, the interrupt cycle of the game media number control board P16 is set to 1 ms.

[0275] Next, a power interruption detection process is executed to determine whether or not a power interruption has been detected. In the power interruption detection process, if a power interruption is detected, the power interruption process is executed, and if a power interruption is not detected, the process waits for an interruption.

[0276] In addition, if the power to the gaming machine P is turned off or the voltage falls below a predetermined value due to an external factor such as a power outage, a power outage detection signal is input to a specified input port, and if the power outage detection signal is input to a specified input port seven consecutive times during the interrupt processing, it is determined that there has been a power outage and the power outage detection signal is turned ON.However, this is not limited to this, and the configuration may also be such that if the voltage falls below the predetermined value even once, an external interrupt is generated and the power outage detection signal is turned ON.

[0277] Next, in the power-off processing when a power-off is detected in the power-off detection processing, if the power-on is normal, the power status flag is saved as normal, and if the power-on is abnormal, the power status flag is saved as abnormal.

[0278] Next, the RWM write protection process is executed.

[0279] Next, the device enters a state of waiting for a reset signal, and thereafter repeats this state of waiting for a reset signal in a loop.

[0280] <Description of the interval interrupt process controlled by the game media number control board P16 applicable to this embodiment> The interval interrupt process (also called timer interrupt process or interrupt process) controlled by the game media count control board P16 will be described with reference to FIG.

[0281] The interval interrupt process controlled by the game media count control board P16 is executed every 1 ms.

[0282] In the interval interrupt process, first execute the WDT (watchdog timer) clear & restart process, which stores "55h" in the watchdog timer command register as the WDT clear & restart word.

[0283] Next, set the check data for checking the number of medals played (also called total score check), which will be described later. As the check data, 16h is stored in the B register, and 04h is stored in the C register.

[0284] Here, the 16h stored in the B register corresponds to the maximum payout (maximum award) of 15 points, and the 04h stored in the C register corresponds to the maximum bet of 3 points.

[0285] In addition, 16h stored in the B register corresponding to the maximum payout number is called range check data 1, and 04h stored in the C register corresponding to the maximum bet number is called range check data 2.

[0286] If the maximum payout is 10 points, 11h will be stored in the B register as range check data 1, so the value of range check data 1 can be said to be maximum payout + 01h. If the maximum bet is 5 points, 06h will be stored in the C register as range check data 2, so the value of range check data 2 can be said to be maximum bet + 1h.

[0287] Next, a game medal count check process is executed. The game medal count check process will be explained based on FIG. 51. The game medal count check process is executed twice within the interrupt process. For convenience, the game medal count check process executed at this timing is called the first game medal count check process, and the game medal count check process executed at another timing is called the second game medal count check process. However, the first game medal count check process and the second game medal count check process are the same module, but have different check data and execution timing.

[0288] In the first game medal count check process, the game medal count (total score) is acquired. Specifically, the data of the total score stored in the total score storage means is saved in the HL register.

[0289] Next, in the confirmation data set process, the acquired number of game medals is stored in the IX register. Specifically, the value of the IX register is stored in the DE register, and then the value of the HL register is stored in the IX register. At this point, the total score data stored in the total score storage means is stored in the IX register. In other words, the latest total score data is stored in the IX register every time the game medal number check process is executed. Note that the total score data stored in the total score storage area is stored in the IX register by the power-on process, so that it can be checked accurately even immediately after power-on.

[0290] Next, in the "Number of medals played ≧ Confirmation data?" process, the difference between the acquired number of medals played and the confirmation data is determined. Specifically, the data of the total score stored in the IX register stored in the DE register is subtracted from the data of the total score stored in the total score storage means stored in the HL register, and if the result is non-carry (the bit corresponding to the carry flag of the flag register is 0) (the value of the HL register is equal to or greater than the value of the DE register), the game medal number change value calculation process is executed, and if the data of the total score stored in the IX register stored in the DE register is subtracted from the data of the total score stored in the total score storage means stored in the HL register, and if the result is not non-carry (the bit corresponding to the carry flag of the flag register is 1) (the value of the HL register is smaller than the value of the DE register), the value of the DE register and the value of the HL register are swapped, and then the range check data 2 is set (04h stored in the C register is stored in the B register), and the game medal number change value calculation process is executed.

[0291] In other words, this is a process for checking the difference between the total score data stored in the IX register in the second game medal number check process and the total score data stored in the total score memory means called up in the first game medal number check process.

[0292] Next, in the game medal number change value calculation process, the total score data stored in the IX register stored in the DE register is subtracted from the total score data stored in the total score storage means stored in the HL register, and the subtraction result is stored in the HL register.

[0293] Next, in the game medal count change value < range check data? processing, range check data 1 or range check data 2 stored in B register is subtracted from the subtraction result stored in the HL register and the subtraction result is stored in the HL register. If there is a carry as a result of the subtraction (the bit corresponding to the carry flag in the flag register is 1), the first game medal count check processing is terminated, and if there is no carry as a result of the subtraction (the bit corresponding to the carry flag in the flag register is 0), 200 is stored as the timer value in the out-of-range increase / decrease timer memory area and the first game medal count check processing is terminated.

[0294] In other words, when range check data 1 is stored in the B register (when 16h is stored), the total score data stored in the IX register in the second game medal number check process is smaller than, or there is no difference between, the total score data stored in the total score memory means called up in the first game medal number check process, so that either the number of game medals has increased between the second game medal number check process and the first game medal number check process, or the number of game medals has not increased or decreased.

[0295] An example of a case in which the number of game medals increases between the second game medal count check process and the first game medal count check process is when the main control means adds the number of game medals (award points) to the game media control means through a payout process.

[0296] A possible case in which the number of game medals does not increase or decrease between the second game medal count check process and the first game medal count check process is when the main control means has not executed a score increase process through a payout process on the game media control means, and when the main control means has not executed a score decrease process through a bet process on the game media control means.

[0297] For this reason, in a normal environment, the maximum value obtained by subtracting the total score saved in the second medal count check process from the total score saved in the first medal count check process is 15, which is the maximum payout number, and since 16 is set as range check data 1, there is no situation in which a carry occurs as a result of 16-15.

[0298] For this reason, in the game medal number change value < range check data? processing, if a carry occurs, it is possible that the total score has been increased due to fraudulent activity, so a timer value of 200 is stored in the out-of-range increase / decrease timer memory area.

[0299] In addition, if a timer value of 200 is stored in the out-of-range increase / decrease timer memory area, an abnormality command is sent to the sub-control means via the main control means, and an abnormality alert is executed based on the abnormality command, making it possible to notify those around of the fraudulent activity.

[0300] Furthermore, when range check data 2 is stored in the B register (when 04h is stored), the total score data stored in the IX register in the second game medal count check process is greater than the total score data stored in the total score memory means called up in the first game medal count check process, which means that the number of game medals has decreased between the second game medal count check process and the first game medal count check process.

[0301] A possible case in which the number of game medals decreases between the second game medal count check process and the first game medal count check process is when the main control means transmits to the game medium control means a deduction in the number of game medals (inserted points) due to betting processing.

[0302] In addition, since the value of the DE register and the value of the HL register are swapped before setting the range check data 2, the game medal number change value calculation process can be executed with the same command whether the range check data 1 is set or the range check data 2 is set. In other words, when the total score data stored in the IX register stored in the DE register is subtracted from the total score data stored in the total score storage means stored in the HL register in the game medal number change value calculation process, the result is always a positive value.

[0303] For this reason, in a normal environment, the maximum value obtained by subtracting the total score saved in the second game medal count check process from the total score saved in the first game medal count check process is the maximum bet number of 3, and since 04h is set as range check data 2, there is no situation in which there is a carry as a result of 4-3.

[0304] For this reason, in the game medal number change value < range check data? processing, if a carry occurs, it is possible that the total score has been reduced due to fraudulent activity, so a timer value of 200 is stored in the out-of-range increase / decrease timer memory area.

[0305] In addition, if a timer value of 200 is stored in the out-of-range increase / decrease timer memory area, an abnormality command is sent to the sub-control means via the main control means, and an abnormality alert is executed based on the abnormality command, making it possible to notify those around of the fraudulent activity.

[0306] Next, the input port read process is executed. In the input port read process, input port 3 is read.

[0307] The input ports of the game media count control board P16 are configured so that game media count control data signals 1 to 8 can be input to input port 1, game media count control data signals 9 to 16 can be input to input port 2, and a game media count control data strobe signal, power interruption detection signal, counting button signal, VL signal, and medal count clear button signal can be input to input port 3.

[0308] Input ports 1 and 2 are input ports used for parallel communication between the main control board P15 and the game media count control board P16, and the input ports are read by receiving commands from the main control board P15. A command indicating the type of information is input to input port 1, and a command indicating the information data is input to input port 2.

[0309] Input port 3 is an input port used for serial communication with various switches, the lending unit, and the main control board P15, and the input port is read by the game media count control command reception process.

[0310] In the input port reading process, rising edge data of input port 3 is created from the previous level data of input port 3 and the current level data of input port 3.

[0311] Next, if the bit data of the power interruption detection signal input to input port 3 is 1, the value of the power interruption check counter is incremented by 1. Then, the value of the power interruption check counter is checked, and if the value of the power interruption check counter is 7, it is determined that a power interruption has been detected, and 1 is stored in the power interruption detection flag (the power interruption detection flag is turned ON).

[0312] Next, the VL signal is checked to check for any abnormalities in the connection with the lending unit. First, the VL abnormality flag is set to 0 (the VL abnormality flag is cleared). Then, if the bit data input to the VL signal at input port 3 is 0, FFh is stored in the VL abnormality flag (1 is subtracted from the value of the VL abnormality flag and stored). Note that if the bit data input to the VL signal at input port 3 is 1, this is normal, so the following process is executed.

[0313] Next, a gaming machine information management process (control of the number of gaming media) is executed. In the gaming machine information management process (control of the number of gaming media), a process such as updating gaming machine information notification timer A, gaming machine information notification timer B, and / or gaming machine information notification timer C is executed. If it is time to notify hall control / fraud monitoring information, gaming machine installation information, or gaming machine performance information as a result of updating gaming machine information notification timer A, gaming machine information notification timer B, and / or gaming machine information notification timer C, the gaming machine information that has become the notification time is transmitted to the lending unit. The specific process will be described later with reference to FIG. 30.

[0314] Next, a counting control process is executed. In the counting control process, counting process is executed according to the operation state of the counting switch P7. The specific process will be described later with reference to FIG.

[0315] Next, the rental notification reception process is executed. In the rental notification reception process, the rental process is executed according to the rental notification received based on the operation status of the rental switch of the rental unit. In addition, a program outside the usage area is called and flags for rental device communication abnormality 2 to 6 are set according to the communication status. The specific process will be described later with reference to FIG. 49.

[0316] Next, set the check data for the second medal count check. Save 51h in register B and 51h in register C as the check data.

[0317] Here, the 51h stored in the B register corresponds to the maximum number of medals that can be lent (maximum loan points), which is 50 points, and the 51h stored in the C register corresponds to the maximum number of medals that can be counted (maximum count points), which is 50 points.

[0318] Next, the second game medal count check process (game medal count check process executed at the second timing within the same interrupt process) is executed. The second game medal count check process differs only in the set check data, and is the same module as the first game medal count check process, and executes the same command.

[0319] The first game medal count check process checks the increase or decrease in the total score between the second game medal count check process and the first game medal count check process, and the second game medal count check process checks the increase or decrease in the total score between the first game medal count check process and the second game medal count check process.

[0320] In other words, the first game medal count check process checks whether the increase / decrease value is normal by taking into account the number of bets and the number of payouts based on the command received from the main control means, and the second game medal count check process checks whether the increase / decrease value is normal by taking into account the number of counted medals based on the command sent to the lending unit and the number of lent medals received from the lending unit.

[0321] Next, the process for managing the pressing time of the counting switch P7 (hereinafter, also referred to as counting execution flag setting process) will be described with reference to FIG.

[0322] The counting execution flag set process is a process for setting a flag indicating whether a short press operation or a long press operation is accepted as the operation of the counting switch P7 when the player operates (presses) the counting switch P7 or when the player releases (does not press) the counting switch P7. The counting execution flag set process, which employs the process related to the counting button state described later, is not required.

[0323] First, "Counting switch ON?" judges whether the counting switch P7 is operated. As a method of judging whether the counting switch P7 is operated, as described above, before executing the counting execution flag set process, the input data (ON or OFF) of the counting switch P7 input to the input port 3 by the interrupt process of the game media number control board P16 is stored in a certain memory area (also called the input port 3 level data memory area) in the RWM area of ​​the game media number control board P16, and if the input data of the counting switch P7 stored in the memory area is a value indicating ON, it is judged as YES, and if the input data of the counting switch P7 stored in the memory area is a value indicating OFF, it is judged as NO.

[0324] "Counting execution timer (also called "counting button timer") = 0?" judges whether the timer value measuring the time during which the counting switch P7 is operated is "0". As a method for measuring the time during which the counting switch P7 is operated, for example, the RWM area of ​​the game media number control board P16 has a counting execution timer memory area (_TM_CAL_ACT) that measures the time during which the counting switch P7 is operated, and if the value stored in the memory area is "0", it is judged as YES, and if the value stored in the memory area is a value other than "0" (for example, "200" or "500"), it is judged as NO. Note that the counting execution timer memory area is a memory area that can store 2-byte data (0 to 65535) in order to be able to store values ​​from "0" to "500".

[0325] "Counting execution flag ≠ 0?" judges whether the counting execution flag is "0". Here, the counting execution flag is a flag that manages whether a short press operation is accepted as the operation of the counting switch P7 or a long press operation is accepted as the operation of the counting switch P7. For example, a counting execution flag storage area (_FL_CAL_ACT) that manages the counting execution flag is provided, and when the counting execution flag storage area is "0" (when the counting execution flag is 0), it indicates a situation in which it has not yet been determined whether a short press operation is accepted as the operation of the counting switch P7 or a long press operation is accepted as the operation of the counting switch P7, when the counting execution flag storage area is "1" (when the counting execution flag is 1), it indicates a situation in which it has been determined that a short press operation is accepted as the operation of the counting switch P7, and when the counting execution flag storage area is "2" (when the counting execution flag is 2), it indicates a situation in which it has been determined that a long press operation is accepted as the operation of the counting switch P7.

[0326] Therefore, "Counting execution flag ≠ 0?" is judged as YES if a number other than "0" (specifically, "1" or "2") is stored in the counting execution flag storage area, and is judged as NO if "0" is stored in the counting execution flag storage area.

[0327] "Save counting execution flag = 1" is a process for saving "1" in the counting execution flag storage area. In other words, it is a process for determining that a short press operation has been accepted as the operation of the counting switch P7. For example, if there is no operation of the counting switch P7, the counting execution timer storage area is "200", and "0" is stored in the counting execution flag storage area, "1" is saved in the counting execution flag storage area.

[0328] "Counting execution timer clear" is a process for resetting the counting execution timer storage area to an initial value (e.g., "0"). As is clear from FIG. 39, "counting execution timer clear" is executed when the counting switch P7 is not operated, and is executed not only when "1" is stored in the counting execution flag storage area, but also when "1" is not stored in the counting execution flag storage area (e.g., when "1" or "2" is already stored in the counting execution flag storage area). In other words, by resetting the counting execution timer storage area to its initial value when the counting switch P7 is not operated, the value of the counting execution timer storage area can be updated from the initial value when the counting switch P7 is operated again thereafter.

[0329] "Counting execution timer ≧500" judges whether the timer value measuring the time during which the counting switch P7 is operated is "500" or more (the time during which the counting switch P7 is operated is 500 ms or more). For example, if the value of the counting execution timer storage area is "500", it judges as YES, and if the value of the counting execution timer storage area is less than "500" (specifically, if the value of the counting execution timer storage area is between "0" and "499"), it judges as NO.

[0330] "Counting execution timer +1" is a process that adds "1" to the timer value that measures the time that the counting switch P7 is operated (updates the time that the counting switch P7 is operated). As is clear from FIG. 39, if "counting execution timer ≧500" is YES, "counting execution timer +1" is not executed. In other words, after the value of the counting execution timer storage area becomes "500", the value of the counting execution timer storage area remains "500", so that the value of the counting execution timer storage area can be kept within "0 to 500". In other words, the time that the counting switch P7 is operated is not longer than 500 ms (the value of the counting execution timer storage area is not greater than 500), so that the value stored in the counting execution timer storage area does not overflow. By configuring it in this manner, for example, when the value of the counting execution timer memory area reaches "65535", which is the maximum value that can be stored in the counting execution timer memory area, the "counting execution timer +1" is executed, causing the value of the counting execution timer memory area to become "0", and if the counting switch P7 continues to be operated thereafter, the value of the counting execution timer memory area is updated, and when the counting switch P7 is released at a point when the value of the counting execution timer memory area is less than "500", it is possible to prevent "1" from being stored in the counting execution flag memory area (which would result in it being determined that a short press operation has been accepted as the operation of the counting switch P7).

[0331] "Counting execution timer save" is a process that saves the value updated by "Counting execution timer + 1" in the counting execution timer storage area. For example, if the value of the counting execution timer storage area is "0", the value of the counting execution timer storage area becomes "1", and if the value of the counting execution timer storage area is "499", the value of the counting execution timer storage area becomes "500".

[0332] "Counting execution flag = save 2" is a process for saving "2" in the counting execution flag storage area. In other words, it is a process for determining that a long press operation has been accepted as the operation of the counting switch P7. Specifically, if it is determined that the timer value measuring the time that the counting switch P7 is operated is "500" or more (the time that the counting switch P7 is operated is 500 ms or more), "2" is saved in the counting execution flag storage area.

[0333] As described above, the counting execution flag setting process determines whether a short press operation or a long press operation has been accepted as the operation of the counting switch P7, and measures the operation time of the counting switch P7.

[0334] Next, the process returns to the interrupt process and executes the game media number control command reception process. In the game media number control command reception process, the process of receiving commands from the rental unit and the main control board P15 is executed. When a game machine illegal command is received from the rental unit, a program outside the usage area is called and the illegal information is accumulated and stored.

[0335] In addition, when a reel operation status command is received from the main control board P15, a program outside the usage area is called up to save the reel operation status.

[0336] In addition, when a ratio display command is received from the main control board P15, a program outside the usage area is called and the role ratio monitor type number is saved.

[0337] Also, when a start lever reception command is received from the main control board P15, the program in the use area stores the input point information used in the game information of the hall control and fraud monitoring information in the data area (_WK_MDL_IN) of the use area, and stores the input point information for calling a program outside the use area and displaying it on the role ratio monitor in the data area outside the use area (_SN_MDL_IN). Note that the input point information used in the hall control and fraud monitoring information is stored as "3" (if the input points in the previous game were 3 points, or "2" if the input points in the previous game were 2 points) when replay is activated (if a replay was won in the previous game), and the input point information for displaying it on the role ratio monitor is stored as "0" when replay is activated (if a replay was won in the previous game).

[0338] Also, when a command to stop all reels is received from the main control board P15, the program in the use area stores the bonus point information used in the game information of the hall control and fraud monitoring information in the data area (_WK_MDL_OUT) of the use area, and stores the bonus point information for calling a program outside the use area and displaying it on the role ratio monitor in the data area outside the use area (_SN_MDL_OUT). Note that the bonus point information used in the hall control and fraud monitoring information is stored as "3" (if the bonus points in the previous game were 3 points. If the bonus points in the previous game were 2 points, it will be "2") when the replay is activated (if the replay was won in the previous game), and the bonus point information for displaying it on the role ratio monitor is stored as "0" when the replay is activated (if the replay was won in the previous game).

[0339] In addition, (_SN_MDL_OUT), which is a data area outside the use area for displaying the award point information on the award ratio monitor, is information necessary for calculating the cumulative instruction-included role ratio, the consecutive role ratio among the latest 6000 games, the role ratio among the latest 6000 games, the cumulative consecutive role ratio, and the cumulative role ratio. For example, by adding information stored in (_SN_MDL_OUT), which is the award point information of the game, to a memory area capable of storing the cumulative award number, a memory area capable of storing the cumulative consecutive role operation award number, and a memory area capable of storing the cumulative role operation award number, it is possible to update the memory area capable of storing the cumulative award number, the memory area capable of storing the cumulative consecutive role operation award number, and the memory area capable of storing the cumulative role operation award number.

[0340] In addition, if Bit 3 of Gaming Machine Illegal Defect 2 is set to "1" when a command to stop all reels is received from the main control board P15 (if the total score clear switch was operated when the power was turned on, the total score was cleared, and the total score clear status is ON), a program outside the usage area is called and Bit 3 of Gaming Machine Illegal Defect 2 is set to "0" (cleared).

[0341] In addition, when a command to stop all reels is received from the main control board P15, calculations are performed for game performance information and role ratio monitor.

[0342] Also, when an insertion request command is received from the main control board P15, it is determined whether the value of the second control command is "0" or not, and if it is determined that it is "0", it executes abnormal command reception processing, and if it is determined that it is not "0", it judges whether it exceeds "3" ("4" or more). If it is determined that the value of the second control command exceeds "3", it executes abnormal command reception processing, and if it is determined that it does not exceed "3" ("3" or less), it judges whether the VL abnormal flag is not "0". If it is determined that the VL abnormal flag is "0", it executes unacceptable set processing, and if it is determined that the VL abnormal flag is not "0", it judges whether the result of subtracting the number of insertion requests from the total score is a negative value (whether the carry flag = 1 or not). If it is determined that the result of subtracting the number of insertion requests from the total score is a negative value, it executes unacceptable set processing, and if it is determined that the result of subtracting the number of insertion requests from the total score is not a negative value, it stores the value obtained by subtracting the number of insertion requests from the total score as the total score. Then, after storing the number of insertion requests in the insertion point memory area for transmitting hall control and fraud monitoring information, it sets the command to be transmitted to the main control board P15. The unacceptable setting process is a process of setting a value indicating an abnormality as data for the second control command to be sent to the main control board P15 (for example, a process of setting the most significant bit of the data for the number of input requests received to "1"). The abnormal command receiving process is a process of setting a value indicating a communication abnormality (for example, FFh) as the type of the first control command to be sent to the main control board P15, and a value indicating an abnormality (for example, FFh) as data for the second control command. After setting the commands, commands are sent to the main control board P15 as needed.

[0343] In addition, when a settlement request command is received from the main control board P15, it is determined whether the value of the second control command is "0", and if it is determined that it is "0", it executes abnormal command reception processing, and if it is determined that it is not "0", it is determined whether it exceeds "3" ("4" or more). If it is determined that the value of the second control command exceeds "3", it executes abnormal command reception processing, and if it is determined that it does not exceed "3" ("3" or less), it is determined whether the VL abnormal flag is not "0". If it is determined that the VL abnormal flag is "0", it executes unacceptable set processing, and if it is determined that the value obtained by adding the settlement number to the current total score exceeds the upper limit value of the total score (16383), it executes unacceptable set processing, and if it is determined that the value obtained by adding the settlement number to the current total score does not exceed the total score upper limit value, it stores the value obtained by adding the settlement number to the current total score as the total score. Then, after storing the value obtained by subtracting the settlement request number from the value of the insertion point storage area for transmitting hall control and fraud monitoring information, the command to be transmitted to the main control board P15 is set. The unacceptable setting process is a process of setting a value indicating an abnormality as the data of the second control command to be transmitted to the main control board P15 (for example, a process of setting the most significant bit of the data of the received settlement request number to "1"). The abnormal command reception process is a process of setting a value indicating a communication abnormality (for example, FFh) as the type of the first control command to be transmitted to the main control board P15, and a value indicating an abnormality (for example, FFh) as the data of the second control command. After setting the command, the command is transmitted to the main control board P15 at any time.

[0344] If it is determined that the VL abnormality flag is not "0", a determination is made as to whether the value obtained by adding the settlement number to the current total score exceeds the upper limit of the total score (16383). However, if the total score reaches the upper limit warning value, the settlement switch P6 cannot be accepted, and since the total score will not exceed the upper limit as a result of the settlement process under normally expected circumstances, it is also possible to execute a process to store the value obtained by subtracting the settlement request number from the value of the input point memory area for sending hall control / fraud monitoring information, without determining whether the value obtained by adding the settlement number to the current total score exceeds the total limit of the total score (16383) after determining that the VL abnormality flag is not "0".

[0345] Also, when a payout request command is received from the main control board P15, it is determined whether the value of the second control command is not "1", and if it is determined that the value is not "1", it executes abnormal command reception processing, and if it is determined that the value is "1", it determines whether the VL abnormal flag is not "0". If it is determined that the VL abnormal flag is "0", it executes unacceptable set processing, and if it is determined that the VL abnormal flag is not "0", it determines whether the total score is the upper limit value. If it is determined that the total score is the upper limit value, it executes unacceptable set processing, and if it is determined that the total score is not the upper limit value, it stores the value obtained by adding "1" to the current total score as the total score. Then, after updating the value of the granted point storage area for transmitting the hall control fraud monitoring information, it sets the command to be transmitted to the main control board P15. The unacceptable set processing is a process of setting a value indicating an abnormality as the data of the second control command to be transmitted to the main control board P15 (for example, a process of setting the most significant bit of the data of the number of received payout requests to "1"). The abnormal command reception process is a process of setting a value indicating a communication abnormality (e.g., FFh) as the type of the first control command to be transmitted to the main control board P15, and a value indicating an abnormality (e.g., FFh) as the data of the second control command. After the commands are set, they are transmitted to the main control board P15 as needed.

[0346] When it is determined that the VL abnormality flag is not "0", it is determined whether or not the total score is at the upper limit. However, when the total score reaches the upper limit warning value, the start switch P3 and the bet switch cannot be accepted. Under normal circumstances, the total score will not exceed the upper limit due to the payout process. Therefore, after it is determined that the VL abnormality flag is not "0", it is possible to execute a process of adding "1" to the current total score and storing the value as the total score, without determining whether or not the total score is at the upper limit.

[0347] The game media count control command reception process may be executed by a reception interrupt process instead of the timer interrupt process. The reception interrupt process is executed when the main control means transmits a command and the game media count control means receives the command, and is executed with priority over the timer interrupt.

[0348] Next, a state control process is executed. In the state control process, a process of determining whether or not a VL abnormality flag, which is set when the VL signal is OFF, is ON, a process of determining whether or not a serial number abnormality flag, which is set when the serial numbers are not consecutive, is ON, and the like are executed. In other words, the VL abnormality flag is ON when the gaming machine P and the lending unit are not connected. When the gaming machine P and the lending unit are not connected, this corresponds to a situation in which the gaming machine P is powered on and started up but the lending unit is not powered on, or a situation in which an abnormality occurs in the communication between the gaming machine P and the lending unit.

[0349] Also, if the value stored in the out-of-range increase / decrease timer storage area is not 0, a control status signal is set to cause the main control means to execute a notification process regarding the out-of-range increase / decrease timer being equal to or greater than 0.

[0350] Next, the LED display process is executed. In the LED display process, display control of the game media number display section P9 is executed.

[0351] Next, the ratio control process is executed. In the ratio control process, a program outside the use area is called to execute update processes of various counters for calculating the display contents of the role ratio monitor, and display processes of the role ratio monitor.

[0352] Next, the timer management process is executed. In the timer management process, a program outside the usage area is called to update the loan notification reception timer 1 and the loan notification reception timer 2. The loan notification reception timer 1 and the loan notification reception timer 2 are used to determine communication abnormalities.

[0353] Next, the interrupt permission process is executed.

[0354] <Description of a method for interfacing each board when the power is turned off and when the power is turned on, which is applicable to this embodiment> In the game described in this embodiment, when a power outage occurs, the main control board P15 judges whether the power has been cut off by two interrupts, and the game media count control board P16 judges whether the power has been cut off by seven interrupts. In other words, the main control board P15 judges the power has been cut off 4.47 ms (2.235 ms x 2 times) after the voltage falls below a predetermined value, and the game media count control board P16 judges the power has been cut off 7 ms (1 ms x 7 times) after the voltage falls below a predetermined value.

[0355] Therefore, if a power outage occurs, the main control board P15 can execute the power outage processing before the game media number control board P16, so that the game media number control board P16 can receive commands from the main control board P15 even when a power outage occurs.

[0356] Furthermore, when the power is turned on, the main control board P15 activates the security mode for a predetermined period (e.g., 2883.54 ms) and then activates the user mode, and the game media number control board P16 activates the user mode without activating the security mode. Alternatively, the game media number control board P16 activates the security mode for a period shorter than the predetermined period (e.g., 500 ms) and then activates the user mode. The user mode is a mode for executing programs related to games, and the main control board P15 and the game media number control board P16 first execute the power-on process.

[0357] Therefore, when the power is turned on, the game media number control board P16 can start up before the main control board P15, so that the game media number control board P16 can receive commands from the main control board P15.

[0358] Also, when the power-off process is configured to be executed by an external interrupt after detecting a power-off, the power-off process is executed even in a situation where the voltage drops to a predetermined value only for an instant (so-called momentary interruption). In this case, the WDT (watchdog timer) set at the time of the power-off process is not cleared after the power-off process is executed, so a reset signal is output, and the main control board P15 executes the power-on process after starting the security mode for a predetermined period (for example, 2883.54 ms), and the number of game media control board P16 executes the power-on process without starting the security mode. As a result, even if the power-off process is executed due to a momentary interruption, the number of game media control board P16 can start up before the main control board P15, so the number of game media control board P16 can receive commands from the main control board P15.

[0359] In addition, for example, if the total score stored in the total score memory means is 100 points and a power outage occurs just before the gaming machine P executes the payout process of 15 points, causing the power outage processing to be executed, and the total score clear switch is pressed when the gaming machine P is powered on, the gaming media number control board P16 will start up first, initializing the total score managed by the gaming media number control board P16 (setting it to 0 points), and then the main control board P15 will start up, adding 15 points to the total score.

[0360] In other words, the absolute value of the difference between the time from when the gaming machine P is powered on until the gaming media number control board P16 activates the user mode and the time from when the gaming machine P is powered on until the main control board P15 activates the user mode is configured to be longer than the execution time (the time from the start of the payout process to the end of the payout process) for the maximum payout number (15 points in this embodiment).

[0361] By configuring in this manner, it is possible to prevent the total score from being cleared in the middle of the payout process when the power is turned on after a power outage occurs just before the start of the payout process, and it is possible to accurately manage the number of game media.

[0362] In addition, the absolute value of the difference between the time from when the gaming machine P is powered on until the gaming media number control board P16 activates the user mode and the time from when the gaming machine P is powered on until the main control board P15 activates the user mode is configured to be longer than the time from when the final stop operation (the third stop operation in this embodiment) is accepted to when the maximum number of slides (in this embodiment, four slides (maximum slide time is 190 ms)) is moved until the end of the payout process for the maximum number of payouts (in this embodiment, 15 points).

[0363] By configuring in this manner, it is possible to prevent the total points from being cleared in the middle of the payout process when the power is turned on after a power outage occurs immediately after the final stop operation is accepted, and it is possible to accurately manage the number of gaming media.

[0364] <Explanation of gameplay using advantageous zones applicable to this embodiment> In this embodiment, the prescribed number for starting a game is only 3. In other words, the game cannot start with anything other than 3 coins, and even when a bonus is activated, the game can only start with 3 coins.

[0365] In this embodiment, the pay line is one line consisting of the lower left reel P18L, the middle center reel P18C, and the lower right reel P18R. Hereinafter, a symbol combination stopping on a pay line will be simply referred to as a symbol combination stopping.

[0366] In this embodiment, there are 10 types of symbols. They are called Red Seven, Blue Seven, Bar, Gold Bar, Blank, Cherry, Watermelon, Bell A, Bell B, and Replay. Note that the names and types of symbols are merely examples, and there is no problem if they are changed.

[0367] The reel arrangement of this embodiment will be described with reference to Fig. 4. As shown in Fig. 4, each reel has 20 symbols, and includes a first reel (left reel P18L), a second reel (middle reel P18C), and a third reel (right reel P18R).

[0368] The symbol combinations in this embodiment are shown in Figures 5 to 9. The items "Winning symbol, operating symbol, pattern symbol name" in the figures show the names of the condition devices corresponding to the symbol combinations. Also, "Specified number and game state" shows the benefits to be awarded when the symbol combinations for each specified number are stopped. If "1 type BB" is written in the "Specified number and game state" item, it indicates that 1 type BB is awarded when the symbol combination is stopped, if "Replay" is written, it indicates that replay is awarded when the symbol combination is stopped, if a number is written, it indicates the number of coins to be paid out when the symbol combination is stopped, and if "-" is written, it indicates that the symbol combination will not be stopped in the corresponding game state.

[0369] In this embodiment, the bonus has a 1st type BB, and the end condition is the award of game media exceeding 11 points. In addition, this 1st type BB is a type in which RB is continuously operated, and RB ends when either two winnings or two games are met, and when the end condition of RB is met, RB is automatically operated until the end condition of 1st type BB (award of game media exceeding 11 points) is met.

[0370] As shown in Figure 5, there are eight types of 1-type BB symbol combinations, and the rate of attraction of symbols for 1-type BB symbol combinations on each reel (probability of symbols related to the symbol combination stopping) is not 100%, so when displaying a 1-type BB symbol combination, it is necessary to press each reel with the right eye.

[0371] In this embodiment, the RT transition starts from non-RT (also referred to as during non-internal of type 1 BB), and if a type 1 BB is won during non-RT and the type 1 BB symbol combination does not stop, the next game (which may be the end of the game) transitions to RT1 (also referred to as during internal of type 1 BB). If a type 1 BB symbol combination stops during RT1, RT1 ends and type 1 BB is activated (also referred to as during type 1 BB) from the next game, and when the activation of type 1 BB ends, the next game transitions to non-RT. In addition, since the setting change starts from non-RT, if the setting change device is activated during RT1 or type 1 BB activation, non-RT is set when the activation of the setting change device ends. Note that in the case of a power outage in which the setting change device does not operate (sometimes referred to as a normal power outage), the RT state and type 1 BB activation state are not cleared, so when the power is restored, it starts from the state before the power outage. Specifically, if a power outage occurs during type 1 BB and then the power is restored, the type 1 BB operation state is type 1 BB, and if a power outage occurs while the state is RT1 and then the power is restored, the RT state is RT1.

[0372] Here, RT is an abbreviation of replay time, and is a state in which the winning probability of a replay can be made different for each of a plurality of RTs. For example, it is possible to make the winning probability of a replay of RT1 different from the winning probability of a replay of RT2. Also, making the winning probability of a replay different may mean that the winning probability of the replay as a whole is different, or that only the winning probability of a certain replay is different so that the winning probability of the replay as a whole is not different. The trigger for transitioning to RT can be set to a predetermined symbol combination stopping, a bonus being won (a bonus condition device being activated), a predetermined number of games being played after the bonus ends, or the like, and can be appropriately combined.

[0373] The condition device in this embodiment will be described with reference to FIG. 10. In the "Winning Replay" item in FIG. 10, a number corresponding to the winning number is described. In the "Condition Device" item, the condition device that operates is described. In the "Common Name" item, a simple name of the condition device that operates is described. For example, the common name corresponding to the replay-H condition device is "Right Push: Strong-Battle Eye", which indicates that the Strong Battle Eye stops when the right reel P18R is stopped for the first time, and the common name corresponding to the winning-A1 condition device is "Push Order Bell A Group 123", which indicates that the operation mode of the left reel P18L first stop, the middle reel P18C second stop, and the right reel P18R third stop is the correct operation mode (in this case, the operation mode in which the symbol combination of winning 52 (a winning with a larger payout number than winning 01-02, 09, and 29-31) is stopped). In the "Component" item, the symbol combination corresponding to the condition device is shown. For example, when the replay-A condition device is activated (a win), it is possible to display replay 01 or replay 02. Note that the "0" in the "Winning replay" item corresponds to a loss.

[0374] The internal lottery results that can be determined by the internal lottery means in the non-internal 1 type BB in this embodiment will be described with reference to Figures 11 to 13. The internal lottery results that can be determined by the internal lottery means in the non-internal 1 type BB are 1 type BB, replay-A, replay-B, replay-C (+1 type BB), replay-D (+1 type BB), replay-E (+1 type BB), replay-F (+1 type BB), replay-G (+1 type BB), replay-H (+1 type BB), replay-I (+1 type BB), replay-J (+1 type BB), winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning-A6, winning-A7, winning-A8, winning-A9, winning-A10, winning-A11, winning-A12, winning-A13, winning-A14, winning-A15, winning-A16, winning-A17, winning-A18, winning-A19, winning-A20, winning-A21, winning-A22, winning-A23, winning-A24, winning-A25, winning-A26, winning-A27, winning-A28, winning-A29, winning-A30, winning-A31, winning-A32, winning-A33, winning-A34, winning-A35, winning-A36, winning-A37, winning-A38, winning-A39, winning-A40, winning-A41, winning-A42, winning-A43, winning-A44, winning-A45, winning-A46, winning-A47, winning-A48, winning-A49, winning-A50, winning-A51, winning-A52, winning-A53, winning-A54, winning-A55, winning-A56, winning-A5 The possible prizes are -A6, Winning -B1, Winning -B2, Winning -B3, Winning -B4, Winning -B5, Winning -B6, Winning -C1, Winning -C2, Winning -C3, Winning -C4, Winning -C5, Winning -C6, Winning -D (+1 type BB), Winning -E (+1 type BB), Winning -F (+1 type BB), Winning -G (+1 type BB), Winning -H (+1 type BB), Winning -I (+1 type BB), Winning -J (+1 type BB), Winning -K (+1 type BB) and there are no losing prizes.

[0375] The above-mentioned description of "Replay-C (+1 type BB)" indicates that Replay-C and 1 type BB are simultaneously won, and corresponds to the fact that the names are written in both "bonus condition device" and "winning replay" in Fig. 11, Fig. 12, and Fig. 13. Also, the "internal lottery" item in Fig. 11, Fig. 12, and Fig. 13 indicates whether or not the internal lottery is subject for each game state, with "○" indicating that the internal lottery is subject and "×" indicating that the internal lottery is not subject. Also, the "advantageous zone transition" item in Fig. 11, Fig. 12, and Fig. 13 indicates whether or not the advantageous zone transition lottery is executed for each game state, with "○" indicating that the advantageous zone transition lottery is executed and "×" indicating that the advantageous zone transition lottery is not executed. Note that, in this embodiment, when the advantageous zone transition lottery is executed, 100% is won and the advantageous zone transition is performed. In addition, the items "R1" to "R6" in Figures 11, 12, and 13 respectively indicate settings 1 to 6, and indicate the number of winning positions for the internal lottery corresponding to the setting value, with 65,536 positions being allocated for each game state.

[0376] In this embodiment, the internal lottery results that can be determined by the internal lottery means inside the Type 1 BB are any of Re-play-A, Re-play-B, Re-play-C, Re-play-D, Re-play-E, Re-play-F, Re-play-G, Re-play-H, Re-play-I, Re-play-J, Winning-A1, Winning-A2, Winning-A3, Winning-A4, Winning-A5, Winning-A6, Winning-B1, Winning-B2, Winning-B3, Winning-B4, Winning-B5, Winning-B6, Winning-C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, Winning-C6, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, and there are no losing results.

[0377] In this embodiment, the internal lottery result that can be determined by the internal lottery means in the type 1 BB is any one of WINNER-K, WINNER-L, and LOSS.

[0378] In this embodiment, the conditions for moving from the normal zone to the advantageous zone are winning any of the following: Re-play-C, Re-play-D, Re-play-E, Re-play-F, Re-play-G, Re-play-H, Re-play-I, Re-play-J, Winning-A1, Winning-A2, Winning-A3, Winning-A4, Winning-A5, Winning-A6, Winning-B1, Winning-B2, Winning-B3, Winning-B4, Winning-B5, Winning-B6, Winning-C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, Winning-C6, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, or Winning-K; winning Re-play-A or Re-play-B does not move to the advantageous zone. In other words, if you win any of the following in the normal area: Re-play-C, Re-play-D, Re-play-E, Re-play-F, Re-play-G, Re-play-H, Re-play-I, Re-play-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, Win-K, then you will be in the advantageous area from the next play.

[0379] In this embodiment, if any of the following is won during the normal zone: Re-play-C, Re-play-D, Re-play-E, Re-play-F, Re-play-G, Re-play-H, Re-play-I, Re-play-J, Prize-A1, Prize-A2, Prize-A3, Prize-A4, Prize-A5, Prize-A6, Prize-B1, Prize-B2, Prize-B3, Prize-B4, Prize-B5, Prize-B6, Prize-C1, Prize-C2, Prize-C3, Prize-C4, Prize-C5, Prize-C6, Prize-D, Prize-E, Prize-F, Prize-G, Prize-H, Prize-I, Prize-J, or Prize-K, the player will always move to the advantageous zone. In other words, if you win any of the following in the normal area: Re-play-C, Re-play-D, Re-play-E, Re-play-F, Re-play-G, Re-play-H, Re-play-I, Re-play-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, Win-K, then you will be in the advantageous area from the next play.

[0380] In this embodiment, since there is no miss in RT1 (inside the 1st type BB) (either the replay role or the winning role will always win), once the game has moved to RT1, the BB symbol combination can be stopped by a part of the operation mode when the push order bell group C (winning role-C1 to C6) wins. The part when the push order bell group C wins is, for example, a part of the eye-pushing position of the middle reel P18C or the first stop of the right reel P18R when the winning role-C1 wins. Also, when the winning role-C1 wins in the advantageous zone, the winning role 38 stops and the BB symbol combination does not stop by announcing the correct push order (in this case, "1, 2, 3") on the image display device). With this configuration, the user can maintain RT1 by announcing an operation mode in which the BB symbol combination does not stop. Also, the number of losing symbols during RT1 may be set to 4 (because the lowest winning probability in the design is 1 / 17500 or more), and the BB symbol combination may not stop for other replay roles or winning roles, so that the BB symbol combination stops only when there is a loss. Note that "1,2,3" displayed on the image display device indicates that "1" corresponds to the left stop switch P4L, "2" corresponds to the middle stop switch P4C, and "3" corresponds to the right stop switch P4R, and "1,2,3" displayed on the image display device indicates that the correct pressing order is to stop the left stop switch P4L for the first time, the middle stop switch P4C for the second time, and the right stop switch P4R for the third time.

[0381] In this embodiment, the game state (also called the main game state) managed by the main control means in the advantageous zone includes the advantageous zone general state (also called the normal state), the chance zone (also called the CZ), and the AT, and transitions are made from the advantageous zone general state to the CZ, from the CZ to the AT, and from the AT to the advantageous zone general state or the CZ. There are also cases where the advantageous zone general state (also called the normal state), or the CZ, or the AT transitions to the normal zone. In addition, the game state managed by the main control means in the normal zone is only the normal zone general state, and the game state does not transition until it transitions to the advantageous zone. In addition, in the advantageous zone general state and the normal zone general state, the flags related to the game state managed by the main control means may be the same or different.

[0382] The normal state is a state in which an advantageous winning push order is not announced when any of the winning-A1 to winning-C6 is won as the internal lottery result.

[0383] The CZ is a state to which you enter when, under normal circumstances, you win any of the internal lottery results from WINNING-D to WINNING-H, and during the CZ, the transition to the AT is decided based on the results of the internal lottery during the CZ or the lottery drawn at the start of the CZ.

[0384] The AT is a state to which a player enters when winning the AT lottery during the CZ, and is a state that notifies a player of an advantageous operation mode (winning push order) when a player wins any of WINNING-A1 to WINNING-C6.

[0385] In this embodiment, the conditions for always shifting from the advantageous zone to the normal zone (forced termination conditions of the advantageous zone) are when the number of plays in the advantageous zone reaches a predetermined number (e.g., 3000 times), when MY (difference number, difference number of coins) in the advantageous zone exceeds a specific value (e.g., 2400), when initialization processing based on a setting change is performed, and when the RAM clear switch is enabled, and the termination conditions of the AT and the termination conditions of the advantageous zone do not match. However, some of the termination conditions of the AT (for example, in a specification in which the termination condition is that 300 plays have been played since entering the AT, when the number of plays reaches 300 times (in this case, an ending that is a performance that indicates the end of the AT is performed) or when the number of winning coins becomes a predetermined number (e.g., 2300 coins) or more) may be the termination conditions of the advantageous zone. In addition, when the CZ is won in the advantageous zone, the zone may be shifted to the normal zone. In this case, whether or not to terminate the advantageous zone is determined according to the situation of the advantageous zone when the CZ is won in the advantageous zone. The condition for ending the advantageous zone does not have to include the number of times the game has been played in the advantageous zone reaching a predetermined number of times. In particular, in a gaming machine without actual medals in this embodiment (sometimes referred to as a "medalless gaming machine"), the number of times the game has been played in the advantageous zone reaching a predetermined number of times is not a condition for ending the advantageous zone (the number of times the game has been played in the advantageous zone is unlimited).

[0386] In addition, when the AT ends, a message is displayed on the LCD or other display device saying, "Be careful not to get addicted. Pachinko and Pachislot are games that should be enjoyed in moderation" (a so-called addiction prevention display) to prevent players from becoming addicted to the game.

[0387] In addition, the medal-less gaming machine in this embodiment is provided with a function (hereinafter referred to as a "stop function") that stops the game when the difference exceeds 19,000 coins (when the total difference exceeds 19,000). Note that the total score storage means has a storage limit of 16383, so it cannot reach this limit unless the total score is transferred to the lending unit by a counting process along the way.

[0388] The difference here is the cumulative value obtained by subtracting the number of coins inserted from the number of coins paid out (awarded) in all play sections (each play) from the time the power is turned on, and represents the number of coins won in one day's play.

[0389] For this reason, a favorable zone MY counter that counts only the difference number during the favorable zone, or a difference number counter (also called a "stop counter") that counts the difference number in all game zones, separate from the favorable zone difference number counter, is provided.

[0390] The difference counter is cleared to 0 when the power is turned on (including RWM abnormality and setting change), and all information related to the calculation of the difference counter is initialized.

[0391] The stop processing and the difference counter will be described in detail later.

[0392] A method of calculating MY in the favorable zone will be described. The main control board P15 is equipped with a favorable zone MY counter as a storage area. The storage area of ​​the favorable zone MY counter is composed of a 2-byte storage area with consecutive addresses in the first main control RAM. Specifically, it is composed of a storage area for storing the value of the lower byte and a storage area for storing the value of the upper byte. In the following, the storage area of ​​the favorable zone MY counter will be simply referred to as the favorable zone MY counter. In addition, the favorable zone MY counter is set to "0" as an initial value at the time of transition to the favorable zone, and increases or decreases according to the result of the game, and when the value of the favorable zone MY counter exceeds 2400, the favorable zone ends.

[0393] The advantageous zone MY counter is an increment counter, and in a gaming machine where the value of the advantageous zone MY counter is "0", if the input points are "3" points and the awarded points are "10" points, the value of the advantageous zone MY counter will be "10-3", which becomes "7".

[0394] In addition, since the advantageous zone MY counter counts the maximum increase during the advantageous zone, in a game in which the advantageous zone MY counter value is "0", if the points put in are "3" and the points awarded are "0", the advantageous zone MY counter value will be "0-3", but if the result of the calculation is a negative value, it will be corrected to "0" and will be "0". This is because the carry flag becomes "1" when a carry flag is carried down as a result of the calculation, and an instruction is used to set the flag to "0" when the carry flag is "1".

[0395] In addition, if a replay is won as a result of a game, the update process of the advantageous zone MY counter is not executed, so the value of the advantageous zone MY counter for the game in which the replay is won does not increase or decrease.

[0396] The CZ is determined by drawing lots when you win any of the prizes D to H (hereinafter referred to as rare roles), and basically the harder the internal drawing result is to win, the easier it is to win the CZ. In this embodiment, the order of likelihood of winning the CZ is Prize-G> Prize-E> Prize-H> Prize-F> Prize-D.

[0397] In this embodiment, the CZ does not occur immediately after winning, but after winning the CZ, it transitions from the advantageous zone to the normal zone and then starts when it transitions back to the advantageous zone (that is, the CZ always starts when transitioning to the advantageous zone in RT1 (transitioning from the normal zone to the advantageous zone can also be said to be the condition for CZ occurrence), and if the CZ is won in the current advantageous zone, it will transition to the normal zone and start the next advantageous zone, causing the CZ to occur). This can solve the problem that balls cannot be put out when the AT is won from the CZ because the number of remaining games in the advantageous zone is small. In particular, the smaller the net increase in number of coins (the expected number of coins to be won per game, also called the slope value) is, the more effective it is. For example, in the case of a net increase of 2 coins, the maximum number of coins to be won in the advantageous zone is about 2400 coins, so 1200 games are required to win 2400 coins. However, the AT is not always performed in the favorable zone, and since various game states such as the normal state and CZ described above are transitioned, the number of remaining games in the favorable zone is often small (for example, 500 times) when the AT starts. In this case, even if 500 games are played, the net increase is 2, so the game ends with about 1000 coins, making it difficult to meet the user's expectations for winning. Therefore, by ending the favorable zone once with a CZ win and starting the CZ when moving to a new favorable zone, even if the CZ has 100 play times, the favorable zone can be played 1400 times, creating the user's expectation of winning 2400 coins.

[0398] Also, the probability of winning the CZ from the second time onwards in the same advantageous zone may be changed depending on the value of the number of coins won since the advantageous zone started (cumulative number of coins paid out - cumulative number of coins put in). For example, if a CZ starts when the advantageous zone transitions and hits the AT, the probability of winning the CZ in the remaining advantageous zone after the AT ends may be changed depending on whether 50 coins are won in the AT or 1000 coins are won. In this case, the probability of winning the CZ after winning 50 coins may be higher or lower than the probability of winning the CZ after winning 1000 coins.

[0399] If the probability of winning a CZ after winning 50 coins is made higher than the probability of winning a CZ after winning 1,000 coins, it will be easier to award the next CZ to users who did not win much in the AT, allowing them to play while maintaining a sense of anticipation.

[0400] If the probability of winning the CZ after winning 50 coins is made lower than the probability of winning the CZ after winning 1000 coins, since there is little remaining advantageous period after winning 1000 coins (because it is close to the end condition of the advantageous period, which is 3000 plays or winning 2400 coins), even if the CZ probability is set to be high, the ball payout design will not significantly increase gambling spirit, and a new sense of expectation can be created for the user.

[0401] When the CZ is won, a congratulatory performance is performed in which text such as "success" or "victory" is displayed during the game in which the CZ was won or when a predetermined number of games have been played (this can be set arbitrarily depending on the specifications of the gaming machine P). This allows the user to understand that some kind of privilege has been granted, and allows the user to intuitively understand the progress of the game. Then, from the next game onwards, a display indicating "CZ preparation in progress" is displayed by the image display device or the lighting state of the lamp, creating a sense of expectation for the CZ in the user. When the CZ winning game is in an advantageous zone, the CZ preparation corresponds to the state from the end of the advantageous zone to the transition to the advantageous zone again in the subsequent normal zone. Since the "CZ preparation" is internally a normal zone, it is an unfavorable state for users who do not perform any AT lottery or AT top-up, but by lowering the ball payout rate during the CZ preparation compared to the AT state, balls can be allocated to the AT, creating a wave of ball payout. In addition, during the preparation of the CZ, a sense of anticipation for the CZ is created, making it less likely for users to feel that they have lost out even if the payout rate is lowered.

[0402] In addition, the advantageous zone is ended in the next game after the CZ win, but a predetermined number of games may be played from the game after the CZ win until the advantageous zone ends. In this case, the game after the CZ win is not notified that the CZ has been won, and it is considered that the CZ has been won or not is played over a predetermined number of games by the performance (so-called premonition performance or continuous performance). Then, a congratulatory performance is executed at the timing when the predetermined number of games are played, and the CZ is in preparation from the next game. This is because the advantageous zone lamp is lit in the advantageous zone, and the advantageous zone lamp is turned off when the advantageous zone ends, so that it is not possible to know whether the CZ has been won or not from the lighting state of the advantageous zone lamp between the CZ win game and the announcement that the CZ has been won. It is also possible to move from the advantageous zone to the normal zone during CZ preparation, and in this case, since it has already been notified that the CZ is in preparation, the result is not known in advance by the lighting state of the advantageous zone lamp during CZ preparation.

[0403] Also, the CZ preparation does not necessarily have to be a normal zone, and may be set to a favorable zone. Even in this case, the rate at which the CZ preparation is executed in the normal zone is relatively higher than the rate at which the CZ preparation is executed in the favorable zone, and the condition for executing the CZ preparation in the favorable zone is that the number of remaining games in the favorable zone remains a predetermined number (for example, 1000 times). By configuring in this way, the CZ preparation is executed when there is a margin in the number of remaining games in the favorable zone, so that even if the CZ is executed after the CZ preparation and the AT is executed as a result, a sufficient feeling of ball output can be created. In addition, since the normal zone is not used during the CZ preparation, it is also possible to create a surprise such as starting the AT immediately after the CZ preparation (since information about the AT is initialized at the end of the favorable zone, if the normal zone is used during the CZ preparation, the CZ will be executed at the start of the favorable zone, and the AT cannot be started).

[0404] In addition, when executing the CZ preparation in the above-mentioned advantageous zone, whether or not to grant the AT by lottery may be determined when any of WIN-D to WIN-H is won during CZ preparation. In this case, the order of rare roles that are likely to win the AT by AT lottery may be the same as the order that is likely to win the CZ, or may be partially different, such as WIN-E>WIN-G>WIN-F>WIN-H>WIN-D. By configuring in this way, the user can expect to win a rare role even during CZ preparation.

[0405] Furthermore, in order to prevent users who have won a rare combination but not won the AT from losing their desire to play, a bonus different from the AT may be given. For example, the bonus may be a two-dimensional code that can be read by the user terminal, or a setting suggestion effect that allows the setting value to be determined. The bonus may be given more easily as the number of times of play in the advantageous zone approaches the above-mentioned predetermined number of times (e.g., 3000 times), or when the number of CZ times is a specific number of times (e.g., a multiple of 5).

[0406] In addition, the conditions for always switching from the advantageous zone to the normal zone (conditions for forcibly terminating the advantageous zone) have been described as when the number of times played in the advantageous zone reaches a predetermined number (e.g., 3000 times), when MY in the advantageous zone exceeds a specific value (e.g., 2400), when initialization processing based on a setting change is performed, and when the RAM clear switch is enabled, but it is not necessary to define all conditions as conditions for always switching from the advantageous zone to the normal zone, and some conditions may be defined as conditions for always switching from the advantageous zone to the normal zone. For example, it is not necessary to include when the number of times played in the advantageous zone reaches a predetermined number (e.g., 3000 times) as a condition for always switching from the advantageous zone to the normal zone.

[0407] Next, in the case where the condition for always shifting from the advantageous zone to the normal zone is not included when the number of times of play in the advantageous zone reaches a predetermined number (e.g., 3000 times), but is included when the condition for always shifting from the advantageous zone to the normal zone is when MY in the advantageous zone exceeds 2400, a mode in which the advantageous zone can be terminated (transitioned to the normal zone) under any termination condition will be described. Note that, although the condition for always shifting from the advantageous zone to the normal zone is when MY in the advantageous zone exceeds 2400, it should be noted that this is not limited to 2400 and can be set to any value (e.g., 4800, etc.).

[0408] Ending the advantageous zone under any end condition means that when MY in the advantageous zone is a value not exceeding 2400 (for example, MY in the advantageous zone is 1000), the end condition of the AT is met (for example, 300 plays have been played since entering the AT, or the number of coins won has exceeded a predetermined number (for example, 2300 coins)), or a CZ has been won in the advantageous zone (whether or not to end the advantageous zone may be determined depending on the situation of the advantageous zone when a CZ is won in the advantageous zone).

[0409] When the advantageous zone is to be ended under an arbitrary ending condition, if the arbitrary ending condition of the advantageous zone is satisfied, a flag indicating the ending of the advantageous zone is stored in a predetermined storage area (for example, an advantageous zone ending storage area) in the first main control RAM by processing according to the game state. Then, if it is determined that a flag indicating the ending of the advantageous zone is stored in the advantageous zone ending storage area, it is possible to end the advantageous zone (perform initialization processing of information related to the AT stored in the RAM of the first main control).

[0410] Then, when the advantageous zone is to be ended under an arbitrary ending condition, a flag indicating the end of the advantageous zone is stored in a 1-byte storage area (for example, an advantageous zone end storage area) in the first main control RAM when the arbitrary ending condition of the advantageous zone is satisfied. After that, when it is determined that a flag indicating the end of the advantageous zone is stored in the advantageous zone end storage area, it is possible to end the advantageous zone (to execute an initialization process of the information related to the AT stored in the RAM of the first main control).

[0411] However, if a 1-byte advantageous period end storage area is provided in the first main control RAM, the storage area of ​​the first main control RAM will become tight, so another method is to use an advantageous period MY counter to end the advantageous period under any end condition. Below, we will explain the method of ending the advantageous period under any end condition using the advantageous period MY counter.

[0412] <How to end the favorable zone under any desired ending condition using the favorable zone MY counter> First, the storage area of ​​the favorable zone MY counter will be explained. The favorable zone MY counter needs to store a value to determine whether the favorable zone MY has exceeded 2400, so it requires 2 bytes of storage area. Below, we will explain what values ​​are stored in the upper byte storage area and the lower byte storage area of ​​the favorable zone MY counter using an example. Note that in order to make it easier to distinguish between the value of the upper byte storage area and the value of the lower byte storage area, a " / " is written at the boundary between the value of the digit byte storage area and the value of the lower byte storage area, so that it looks like the value of the upper byte storage area / the value of the lower byte storage area. Also, numbers with a b at the end indicate that they are expressed in binary. Also, of the 8 bits (1 byte), the least significant bit is D0 bit, the bit next to D0 bit is D1 bit, the bit next to D1 bit is D2 bit, the bit next to D2 bit is D3 bit, the bit next to D3 bit is D4 bit, the bit next to D4 bit is D5 bit, the bit next to D5 bit is D6 bit, and the bit next to D6 bit is D7 bit. In other words, when referred to as the least significant bit, it corresponds to D0 bit, and when referred to as the most significant bit, it corresponds to D7 bit.

[0413] In addition, the D0 bit of the lower byte of the favorable zone MY counter indicates the first digit, the D1 bit of the lower byte of the favorable zone MY counter indicates the second digit, the D2 bit of the lower byte of the favorable zone MY counter indicates the third digit, the D3 bit of the lower byte of the favorable zone MY counter indicates the fourth digit, the D4 bit of the lower byte of the favorable zone MY counter indicates the fifth digit, the D5 bit of the lower byte of the favorable zone MY counter indicates the sixth digit, the D6 bit of the lower byte of the favorable zone MY counter indicates the seventh digit, and the D7 bit of the lower byte of the favorable zone MY counter indicates the eighth digit. In addition, the D0 bit of the upper byte of the favorable zone MY counter indicates the 9th digit, the D1 bit of the upper byte of the favorable zone MY counter indicates the 10th digit, the D2 bit of the upper byte of the favorable zone MY counter indicates the 11th digit, the D3 bit of the upper byte of the favorable zone MY counter indicates the 12th digit, the D4 bit of the upper byte of the favorable zone MY counter indicates the 13th digit, the D5 bit of the upper byte of the favorable zone MY counter indicates the 14th digit, the D6 bit of the upper byte of the favorable zone MY counter indicates the 15th digit, and the D7 bit of the upper byte of the favorable zone MY counter indicates the 16th digit.

[0414] (Example 1) When the value of the favorable zone MY counter is 10 00000000b / 00001010b (upper byte: 0, lower byte: 10) (Example 2) When the value of the favorable zone MY counter is 255 00000000b / 11111111b (upper byte: 0, lower byte: 255) (Example 3) When the value of the favorable zone MY counter is 256 00000001b / 00000000b (upper byte: 1, lower byte: 0) (Example 4) When the value of the favorable zone MY counter is 1000 00000011b / 11101000b (upper byte: 3, lower byte: 232) (Example 5) When the value of the favorable zone MY counter is 2400 00001001b / 01100000b (upper byte: 9, lower byte: 96) (Example 6) When the value of the favorable zone MY counter is 2414 00001001b / 01101110b (upper byte: 9, lower byte: 110)

[0415] As described above, in a gaming machine in which 0 to 2414 can be stored as the MY of the advantageous zone in the advantageous zone MY counter, the D4, D5, D6, and D7 bits are not used in the storage area of ​​the upper byte of the advantageous zone MY counter. Note that, although a gaming machine in which 0 to 2414 can be stored as the MY of the advantageous zone in the advantageous zone MY counter has been exemplified, even if the upper limit value that can be stored as the MY of the advantageous zone is not 2414 but any value between 2400 and 2413, the D4, D5, D6, and D7 bits are not used in the storage area of ​​the upper byte of the advantageous zone MY counter.

[0416] <<Processing at the end of the favorable period>> Next, a method of ending the advantageous zone under any ending condition using the advantageous zone MY counter will be explained with reference to Fig. 45. The advantageous zone end processing is one of the processes included in the above-mentioned game state-specific processing, and is a control process executed when the advantageous zone is ended under any ending condition.

[0417] <<<Pattern 1>>> In the <Pattern 1> of the favorable zone end processing in FIG. 45, when the favorable zone is ended by an arbitrary end condition, a specific bit of the value stored in the upper byte of the favorable zone MY counter is set to 1 (a 1 is stored in the specific bit). Specifically, a 1 is stored in the D7 bit (the most significant bit) of the storage area of ​​the upper byte of the favorable zone MY counter. For example, when the value stored in the storage area of ​​the upper byte of the favorable zone MY counter is 1 (00000001b), if the D7 bit of the storage area of ​​the upper byte of the favorable zone MY counter is set to 1, the value stored in the storage area of ​​the upper byte of the favorable zone MY counter becomes 129 (10000001b).

[0418] The reason why this configuration is possible is that, as described above, no value is stored in the D4 to D7 bits of the storage area of ​​the upper byte of the favorable zone MY counter. In other words, the D7 bit of the storage area of ​​the upper byte of the favorable zone MY counter can be used for other purposes (here, as a flag indicating whether the end condition of the favorable zone has been met). Furthermore, setting the D7 bit of the value stored in the upper byte of the favorable zone MY counter to 1 is synonymous with storing a value of at least 32768 (2 to the power of 15) or more as the value stored in the favorable zone MY counter. At this time, no process of storing a value or a process of storing 1 in a certain bit is performed in the storage area of ​​the lower byte of the favorable zone MY counter. For example, if 1000 (00000011b / 11101000b (" / " indicates the boundary between the value of the upper byte storage area and the value of the lower byte storage area)) is stored in the favorable zone MY counter, when the D7 bit (most significant bit) of the value stored in the upper byte storage area of ​​the favorable zone MY counter is set to 1, 33768 (10000011b / 11101000b) will be stored in the favorable zone MY counter. In this way, rather than performing a process of storing values ​​or setting a certain bit to 1 targeting both the lower byte storage area and the upper byte storage area (2 byte storage area) that make up the favorable zone MY counter, the program capacity can be reduced by targeting the upper byte storage area of ​​the favorable zone MY counter (1 byte storage area) and performing a process of setting a specific bit to 1. In addition, an example has been shown in which a 1 is stored in the D7 bit of the upper byte memory area of ​​the favorable section MY counter, but this is not limited to the D7 bit, and any bit from the D4 bit to the D7 bit may be stored.

[0419] <<<Pattern 2>>> In <Pattern 2> of the favorable zone end processing in Fig. 45, when the favorable zone is ended under any end condition, a specific value (250 (11110000b)) is stored in the upper byte storage area of ​​the favorable zone MY counter. For example, when the value stored in the upper byte storage area of ​​the favorable zone MY counter is 1 (00000001b), storing 250 in the upper byte storage area of ​​the favorable zone MY counter will result in the value stored in the upper byte storage area of ​​the favorable zone MY counter being 250 (11110000b).

[0420] The reason why this can be configured is that, as described above, the value stored as the MY of the favorable zone uses only bits D0 to D3 of the storage area of ​​the upper byte of the favorable zone MY counter. Specifically, if the upper limit value of the value stored as the MY of the favorable zone is any value between 2400 and 2414, the storage area of ​​the upper byte of the favorable zone MY counter can store a maximum of 9 (00001001b). In other words, since there is no case where a value of 10 or more is stored, the favorable zone MY counter can be set to a value at least greater than 2414 by storing a value of 10 or more in the storage area of ​​the upper byte of the favorable zone MY counter. At this time, the processing of storing a value or storing 1 in a certain bit is not performed in the storage area of ​​the lower byte of the favorable zone MY counter. For example, when 1000 (00000011b / 11101000b (" / " indicates the boundary between the value of the upper byte storage area and the value of the lower byte storage area) is stored in the favorable zone MY counter, if 250 is stored in the upper byte storage area of ​​the favorable zone MY counter, 61672 (11110000b / 11101000b) will be stored in the favorable zone MY counter. In this way, rather than storing values ​​in both the lower byte storage area and the upper byte storage area (2 byte storage area) constituting the favorable zone MY counter or storing a 1 in a certain bit, the program capacity can be reduced by targeting the upper byte storage area of ​​the favorable zone MY counter (1 byte storage area) and executing a process to store a specific value. Note that, although an example of storing 250 in the upper byte storage area of ​​the favorable zone MY counter has been shown, the specific value is not limited to 250 and may be any value equal to or greater than 10.

[0421] <<Advantageous Zone Clear Counter Management Processing>> Next, the advantageous zone clear counter management process in the case where the advantageous zone MY counter is used to end the advantageous zone under any end condition will be explained using Fig. 46, Fig. 47, and Fig. 48. Here, since three patterns of the advantageous zone clear counter management process are considered, Fig. 46 will be explained as <Pattern 1> of the advantageous zone clear counter management process, Fig. 47 as <Pattern 2> of the advantageous zone clear counter management process, and Fig. 48 as <Pattern 3> of the advantageous zone clear counter management process. Note that any of the advantageous zone clear counter management processes in Fig. 46, Fig. 47, and Fig. 48 is executed by the game progress main process of the main control board P15 described in Fig. 44.

[0422] <<<Pattern 1>>> Fig. 46 is a pattern 1 of the favorable zone clear counter management process. In the pattern 1 of the favorable zone clear counter management process, it is a method that can determine at once whether the value stored in the favorable zone MY counter exceeds the upper limit value (for example, 2400) of the favorable zone, and whether the forced end condition of the favorable zone is met and the arbitrary end condition of the favorable zone is met.

[0423] First, in "Playing in an advantageous zone?", it is determined whether the current game is in an advantageous zone or not. For example, whether the current game is in an advantageous zone or not can be determined using the main game state of the current game or a flag (advantageous zone flag) that becomes 1 when the current game is in an advantageous zone. If it is determined that the current game is not in an advantageous zone, the advantageous zone clear counter management process is terminated.

[0424] In "Get MY counter", the value stored in the favorable zone MY counter is stored in the HL register (a general-purpose register owned by the CPU, a pair of registers that can store a 2-byte value by combining the H register and L register; the same applies below). For example, if the value stored in the favorable zone MY counter is 1000, 1000 is stored in the HL register. Note that 1000 is a 2-byte value, so the value of the upper byte is stored in the H register, and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is synonymous with storing 00000011b in the H register and 11101000b in the L register.

[0425] In "When replay activation symbol is displayed?", it is determined whether or not a symbol combination corresponding to a replay has been displayed in a stopped state in the current game. If it is determined that a symbol combination corresponding to a replay has been displayed in a stopped state in the current game (if YES), "Save MY counter". If it is not determined that a symbol combination corresponding to a replay has not been displayed in a stopped state in the current game (if NO), "Add number of awards" is executed.

[0426] In "addition of the number of granted game media", the number of granted game media in the current game is added to the value stored in the HL register, and the value after the addition is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000 and the number of granted game media in the current game is 1, the value stored in the HL register after the addition is 1001.

[0427] In "bet number subtraction", the number of gaming media bet in the current game (bet number) is subtracted from the value stored in the HL register, and the value after subtraction is stored in the HL register. For example, if the value stored in the HL register before subtraction is 1001 and the number of bets in the current game is 3, the value stored in the HL register after subtraction will be 998.

[0428] "Subtraction result less than 0?" determines whether the "Bet number subtraction" executed prior to this process caused the value stored in the HL register to become less than 0 (a borrowing occurred). For example, if a borrowing occurred as a result of executing a "Bet number subtraction" (if the carry flag becomes 1), the answer is YES and "Set MY counter initial value" is executed. On the other hand, if a borrowing did not occur as a result of executing a "Bet number subtraction" (if the carry flag becomes 0), the answer is NO and "Save MY counter" is executed.

[0429] In "Set MY counter initial value", the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous section MY counter in the next "Save MY counter".

[0430] In "Save MY counter", the value stored in the HL register is stored in the favorable zone MY counter. Note that even if the value stored in the HL register is stored in the favorable zone MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 is stored in the favorable zone MY counter. Also, the value stored in the HL register remains 998. For example, if 0 is stored in the HL register, 0 is stored in the favorable zone MY counter. Also, the value stored in the HL register remains 0.

[0431] In "MY counter>MY counter upper limit value?", it is determined whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the favorable section MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is synonymous with determining whether the value stored in the favorable section MY counter exceeds 2400. Also, although it is determined whether the value stored in the HL register exceeds 2400, it may be determined whether the value stored in the favorable section MY counter exceeds 2400. However, the value stored in the favorable section MY counter is a value stored in RAM. Here, when comparing with a certain numerical value, it is possible to reduce the program capacity by comparing with the value stored in the register rather than comparing with the value stored in the RAM. Therefore, it is possible to reduce the ROM (program) capacity used by determining whether the value stored in the HL register exceeds 2400.

[0432] Below, we will explain with examples how to determine whether "MY counter > MY counter upper limit value?" depending on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, it will determine NO and end the process. (Example 2) If 998 is stored in the HL register, it will determine NO and end the process. (Example 3) If 2404 is stored in the HL register, it will determine YES and perform RAM initialization at the end of the favorable zone. (Example 4) If 33768 is stored in the HL register, it will determine YES and perform RAM initialization at the end of the favorable zone. (Example 5) If 61672 is stored in the HL register, it will determine YES and perform RAM initialization at the end of the favorable zone. Here, when a value between 2400 and 2414 is stored as in (Example 3), this is when the condition for the forced end of the advantageous zone is met. On the other hand, when a value exceeding 2414 is stored as in (Example 4) or (Example 5), this is when an arbitrary condition for the end of the advantageous zone is met (when <Pattern 1> of the processing at the end of the advantageous zone, or <Pattern 2> of the processing at the end of the advantageous zone is executed). In this way, by using "MY counter> MY counter upper limit value?", it is possible to execute RAM initialization at the end of the advantageous zone (ending the advantageous zone in this game) depending on whether the condition for the forced end of the advantageous zone is met or whether an arbitrary condition for the end of the advantageous zone is met.

[0433] In "RAM initialization at the end of the favorable zone", information related to the AT is initialized. This process also initializes the favorable zone MY counter and the main game state, and the favorable zone ends with this game. Therefore, the next game can be a normal game. <<<Pattern 2>>> 47 is a pattern 2 of the favorable zone clear counter management process. In the pattern 2 of the favorable zone clear counter management process, it is possible to determine whether a predetermined bit of the value stored in the upper byte of the favorable zone MY counter is 1 or not, and whether the favorable zone ends when an arbitrary end condition of the favorable zone is satisfied, and whether the favorable zone ends when the value stored in the favorable zone MY counter exceeds the upper limit value (when a forced end condition of the favorable zone is satisfied).

[0434] First, in "Playing in an advantageous zone?", it is determined whether the current game is in an advantageous zone or not. For example, whether the current game is in an advantageous zone or not can be determined using the main game state of the current game or a flag (advantageous zone flag) that becomes 1 when the current game is in an advantageous zone. If it is determined that the current game is not in an advantageous zone, the advantageous zone clear counter management process is terminated.

[0435] In "Get MY counter", the value stored in the favorable zone MY counter is stored in the HL register. For example, if the value stored in the favorable zone MY counter is 1000, 1000 is stored in the HL register. Note that since 1000 is a two-byte number, the value of the upper byte is stored in the H register, and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is synonymous with storing 00000011b in the H register and 11101000b in the L register.

[0436] In "specific bit ON?", it is judged whether the specific bit of the value stored in the H register is "1". In other words, in this process, it is judged whether any end condition of the favorable zone is met. For example, when a process is executed to store 1 in the D7 bit of the memory area of ​​the upper byte of the favorable zone MY counter by <pattern 1> of the favorable zone end process, the specific bit corresponds to the D7 bit. Also, when 250 (11110000) is stored in the memory area of ​​the upper byte of the favorable zone MY counter by <pattern 2> of the favorable zone end process, the specific bit corresponds to the D7 bit, or the D6 bit, or the D5 bit, or the D4 bit. In this way, when <pattern 1> of the favorable zone end process or <pattern 2> of the favorable zone end process is executed, it judges the bit (specific bit) that becomes 1. When the specific bit of the value stored in the H register is 1, "RAM initialization at the end of the favorable zone" is executed. On the other hand, when the specific bit of the value stored in the H register is not 1 (when it is 0), "When replay activation symbol is displayed?" is executed. Note that when the specific bit of the value stored in the H register is 1, it is when the specific bit of the value stored in the upper byte of the advantageous zone MY counter is 1. Therefore, in this embodiment, it is determined whether the specific bit of the value stored in the H register is 1, but it may also be determined whether the specific bit of the value stored in the upper byte of the advantageous zone MY counter is 1.

[0437] In "When replay activation symbol is displayed?", it is determined whether or not a symbol combination corresponding to a replay has been displayed in a stopped state in the current game. If it is determined that a symbol combination corresponding to a replay has been displayed in a stopped state in the current game (if YES), "Save MY counter". If it is not determined that a symbol combination corresponding to a replay has not been displayed in a stopped state in the current game (if NO), "Add number of awards" is executed.

[0438] In "addition of the number of granted game media", the number of granted game media in the current game is added to the value stored in the HL register, and the value after the addition is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000 and the number of granted game media in the current game is 1, the value stored in the HL register after the addition is 1001.

[0439] In "bet number subtraction", the number of gaming media bet in the current game (bet number) is subtracted from the value stored in the HL register, and the value after subtraction is stored in the HL register. For example, if the value stored in the HL register before the subtraction is 1001 and the number of bets in the current game is 3, the value stored in the HL register after the subtraction is 998.

[0440] "Subtraction result less than 0?" determines whether the "Bet number subtraction" executed prior to this process caused the value stored in the HL register to become less than 0 (a borrowing occurred). For example, if a borrowing occurred as a result of executing a "Bet number subtraction" (if the carry flag becomes 1), the answer is YES and "Set MY counter initial value" is executed. On the other hand, if a borrowing did not occur as a result of executing a "Bet number subtraction" (if the carry flag becomes 0), the answer is NO and "Save MY counter" is executed.

[0441] In "Set MY counter initial value", the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous section MY counter in the next "Save MY counter".

[0442] In "Save MY counter", the value stored in the HL register is stored in the favorable zone MY counter. Here, the value stored in the HL register is the same as the value stored in the favorable zone MY counter. Note that even if the value stored in the HL register is stored in the favorable zone MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 is stored in the favorable zone MY counter. Also, the value stored in the HL register remains 998. For example, if 0 is stored in the HL register, 0 is stored in the favorable zone MY counter. Also, the value stored in the HL register remains 0.

[0443] In "MY counter>MY counter upper limit value?", it is determined whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the favorable section MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is synonymous with determining whether the value stored in the favorable section MY counter exceeds 2400. Also, although it is determined whether the value stored in the HL register exceeds 2400, it may be determined whether the value stored in the favorable section MY counter exceeds 2400. However, the value stored in the favorable section MY counter is a value stored in RAM. Here, when comparing with a certain numerical value, it is possible to reduce the program capacity by comparing with the value stored in the register rather than comparing with the value stored in the RAM. Therefore, it is possible to reduce the ROM (program) capacity used by determining whether the value stored in the HL register exceeds 2400.

[0444] Below, we will explain with examples how to determine whether "MY counter > MY counter upper limit value?" depending on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, it will determine NO and end the process. (Example 2) If 998 is stored in the HL register, it will determine NO and end the process. (Example 3) If 2404 is stored in the HL register, it will determine YES and perform RAM initialization at the end of the favorable period. Here, when a number between 2400 and 2414 is stored as in (Example 3), this is when the forced end condition of the favorable zone is met.

[0445] In "RAM initialization at the end of the favorable zone", information related to the AT is initialized. This process also initializes the favorable zone MY counter and the main game state, and the favorable zone ends with this game. Therefore, the next game can be a normal game.

[0446] <<<Pattern 3>>> 48 is a pattern 3 of the favorable zone clear counter management process. In the pattern 3 of the favorable zone clear counter management process, it is possible to determine whether the favorable zone ends when the value of the upper byte stored in the favorable zone MY counter is a specific value (the favorable zone ends when an arbitrary end condition of the favorable zone is satisfied) or the favorable zone ends when the value stored in the favorable zone MY counter exceeds the upper limit value (the favorable zone ends when a forced end condition of the favorable zone is satisfied).

[0447] First, in "Playing in an advantageous zone?", it is determined whether the current game is in an advantageous zone or not. For example, whether the current game is in an advantageous zone or not can be determined using the main game state of the current game or a flag (advantageous zone flag) that becomes 1 when the current game is in an advantageous zone. If it is determined that the current game is not in an advantageous zone, the process is terminated.

[0448] In "Get MY counter", the value stored in the favorable zone MY counter is stored in the HL register (a general-purpose register owned by the CPU). For example, if the value stored in the favorable zone MY counter is 1000, 1000 is stored in the HL register. Note that since 1000 is a two-byte number, the value of the upper byte is stored in the H register, and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is synonymous with storing 00000011b in the H register and 11101000b in the L register.

[0449] In "Advantageous Zone End Data?", it is determined whether the value stored in the H register is a specific value. In other words, in this process, it is determined whether any end condition of the advantageous zone has been met. For example, if 250 (11110000b) is stored in the storage area of ​​the upper byte of the advantageous zone MY counter by <Pattern 2> of the advantageous zone end process, the specific value corresponds to 250 (11110000b). In this way, it is determined whether it is the value stored when <Pattern 2> of the advantageous zone end process is executed. When the value stored in the H register is a specific value, "RAM initialization at the end of the advantageous zone" is executed. On the other hand, when the value stored in the H register is not a specific value, "Replay operation pattern display time?" is executed. Note that when the value stored in the H register is a specific value, it is when a specific value is stored in the upper byte of the advantageous zone MY counter. Therefore, although it is determined whether the value stored in the H register is a specific value, it may be determined whether the value stored in the upper byte of the advantageous zone MY counter is a specific value.

[0450] In "When replay activation symbol is displayed?", it is determined whether or not a symbol combination corresponding to a replay has been displayed in a stopped state in the current game. If it is determined that a symbol combination corresponding to a replay has been displayed in a stopped state in the current game (if YES), "Save MY counter". If it is not determined that a symbol combination corresponding to a replay has not been displayed in a stopped state in the current game (if NO), "Add number of awards" is executed.

[0451] In "addition of the number of granted game media", the number of granted game media in the current game is added to the value stored in the HL register, and the value after the addition is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000 and the number of granted game media in the current game is 1, the value stored in the HL register after the addition is 1001.

[0452] In "bet number subtraction", the number of gaming media bet in the current game (bet number) is subtracted from the value stored in the HL register, and the value after subtraction is stored in the HL register. For example, if the value stored in the HL register before the subtraction is 1001 and the number of bets in the current game is 3, the value stored in the HL register after the subtraction is 998.

[0453] "Subtraction result less than 0?" determines whether the "Bet number subtraction" executed prior to this process caused the value stored in the HL register to become less than 0 (a borrowing occurred). For example, if a borrowing occurred as a result of executing a "Bet number subtraction" (if the carry flag becomes 1), the answer is YES and "Set MY counter initial value" is executed. On the other hand, if a borrowing did not occur as a result of executing a "Bet number subtraction" (if the carry flag becomes 0), the answer is NO and "Save MY counter" is executed.

[0454] In "Set MY counter initial value", the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous section MY counter in the next "Save MY counter".

[0455] In "Save MY counter", the value stored in the HL register is stored in the favorable zone MY counter. Note that even if the value stored in the HL register is stored in the favorable zone MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 is stored in the favorable zone MY counter. Also, the value stored in the HL register remains 998. For example, if 0 is stored in the HL register, 0 is stored in the favorable zone MY counter. Also, the value stored in the HL register remains 0.

[0456] In "MY counter>MY counter upper limit value?", it is determined whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the favorable section MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is synonymous with determining whether the value stored in the favorable section MY counter exceeds 2400. Also, although it is determined whether the value stored in the HL register exceeds 2400, it may be determined whether the value stored in the favorable section MY counter exceeds 2400. However, the value stored in the favorable section MY counter is a value stored in RAM. Here, when comparing with a certain numerical value, it is possible to reduce the program capacity by comparing with the value stored in the register rather than comparing with the value stored in the RAM. Therefore, it is possible to reduce the ROM (program) capacity used by determining whether the value stored in the HL register exceeds 2400.

[0457] Below, we will explain with examples how to determine whether "MY counter > MY counter upper limit value?" depending on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, it will determine NO and end the process. (Example 2) If 998 is stored in the HL register, it will determine NO and end the process. (Example 3) If 2404 is stored in the HL register, it will determine YES and perform RAM initialization at the end of the favorable period. Here, when a number between 2400 and 2414 is stored as in (Example 3), this is when the forced end condition of the favorable zone is met.

[0458] In "RAM initialization at the end of the favorable zone", information related to the AT is initialized. This process also initializes the favorable zone MY counter and the main game state, and the favorable zone ends with this game. Therefore, the next game can be a normal game.

[0459] As described above, in a game that satisfies any of the ending conditions of the advantageous zone, the value stored in the memory area of ​​the upper byte of the advantageous zone MY counter is updated by the advantageous zone end processing (the value stored in the memory area of ​​the lower byte of the advantageous zone MY counter is not updated), and the advantageous zone clear counter management processing executed after the advantageous zone end processing allows the advantageous zone to end in a game that satisfies any of the ending conditions of the advantageous zone (the next game can be a game in the normal zone).

[0460] The process for changing settings in this embodiment will be described.

[0461] When the setting change device is started, the RAM initialization process described above is performed at the timing when the setting change device is started or when the setting value is confirmed. If the game state immediately before this RAM initialization process is performed is RT1, the RT1 information is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT. Also, if the game state immediately before the RAM initialization process is performed is in Type 1 BB, the information in Type 1 BB is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes non-RT. Note that the total score is not initialized in the RAM initialization process associated with the setting change (the input points are initialized).

[0462] In addition, if the game state immediately before the RAM initialization process is performed is a favorable zone, the information of the favorable zone is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes a normal zone. In other words, although the game state during the favorable zone can be a normal state, CZ, or AT, when the RAM initialization process is performed, it transitions to the normal zone regardless of the state.

[0463] When the RAM initialization process is performed, play will begin in a non-RT, normal zone; however, in this embodiment, the CZ is started when transitioning from the normal zone to the favorable zone, so after the setting change, a favorable state will be reached (a state in which the CZ can be started by transitioning to the favorable zone without playing to win the CZ).

[0464] By configuring in this way, since the setting is changed to an advantageous state, it is possible to motivate customers to visit the store in the morning, thereby increasing the number of customers attracted.

[0465] In addition, if a too favorable state (a state in which the machine transitions to the CZ after just a few plays) can be set after changing the settings, there is a risk that this will significantly stimulate gambling (the so-called morning mode). For this reason, it is possible to change the contents of the CZ depending on the situation when the machine transitions to the favorable zone.

[0466] In this case, if the RT state of the next play that has been determined to transition to the favorable zone is RT1, CZ is started as this is the basic game flow, and if the RT state of the next play that has been determined to transition to the favorable zone is non-RT, CZ is not started as this is after a setting change. In addition, the games that have been determined to move into the advantageous zone are those that have won any of the following: Re-play-C, Re-play-D, Re-play-E, Re-play-F, Re-play-G, Re-play-H, Re-play-I, Re-play-J, Prize-A1, Prize-A2, Prize-A3, Prize-A4, Prize-A5, Prize-A6, Prize-B1, Prize-B2, Prize-B3, Prize-B4, Prize-B5, Prize-B6, Prize-C1, Prize-C2, Prize-C3, Prize-C4, Prize-C5, Prize-C6, Prize-D, Prize-E, Prize-F, Prize-G, Prize-H, Prize-I, Prize-J, or Prize-K.

[0467] In addition, since Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, and Winning-K overlap with Type 1 BB, the RT state of the next play after the winning will be RT1 and CZ will start, but Winning-A1, Winning-A2, Winning-A3, Winning-A4, Winning-A5, Winning-A6, Winning-B1, Winning-B2, Winning-B3, Winning-B4, Winning-B5, Winning-B6, Winning-C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, and Winning-C6 do not overlap with Type 1 BB, so the next play after the winning is non-RT and CZ will not start.

[0468] With this configuration, there are cases where a player will transition to a favorable zone during non-RT, so morning specifications such as transitioning to a CZ after just a few plays after changing the settings can be suppressed, thereby reducing the tendency for gambling.

[0469] In addition, it is also possible to reduce gambling by using a specification that changes the game state managed by the main control means in the advantageous zone by referring to the RT state of the next game in which the transition to the advantageous zone has been decided. In this case, the advantageous zone that has transitioned to a non-RT (not inside the Type 1 BB) may not perform AT, and the advantageous zone that has transitioned to RT1 (inside the Type 1 BB) may have the possibility of performing AT. With this configuration, if the advantageous zone is transitioned to a non-RT after the setting change, the AT is not performed and the player cannot win balls, so gambling is suppressed. The end condition of the advantageous zone at this time may be until the above-mentioned CZ is won, or may be that a predetermined number of games (for example, 3000 games) have been played.

[0470] In addition, the transition of the CZ is controlled by referring to the RT state of the next game that has won the advantageous zone transition lottery, but this is not limited to this, and the transition of the CZ may be controlled by referring to the condition device that is operating in the game that has won the advantageous zone transition lottery. In this case, when the prize-winning-A1 is won while inside the type 1 BB in the normal zone, the CZ is controlled to start at the start of the advantageous zone based on the fact that the condition device of the type 1 BB and the prize-winning-A1 are operating. In addition, when the prize-winning-A1 is won while not inside the type 1 BB in the normal zone, the CZ is controlled not to start at the start of the advantageous zone based on the fact that the condition device of the prize-winning-A1 is operating.

[0471] In this embodiment, only the type 1 BB is the subject of the drawing, but instead, the RB or MB may be the subject of the drawing, or two or all of the type 1 BB, RB, and MB may be the subject of the drawing.

[0472] The messages used for communication between the gaming machine P and the rental unit will be described with reference to FIG.

[0473] The data structure of the message used for communication between the gaming machine P and the rental unit is divided into the following five parts: (1) Message length, (2) Command, (3) Serial number, (4) Data section, and (5) Checksum. A data group consisting of the above five items is called a message and is sent in one transmission. (It is not sent in parts.)

[0474] The lending unit is configured to consider a message as one if it does not receive the next start bit within 3.9 ms from the start of receiving the start bit, so it is designed to have a transmission interval of less than 3.9 ms when transmitting data (1 byte data) continuously as one message. In addition, some types of data to be transmitted have a specified transmission time, and gaming machine information notification is within 13.9 ms, counting notification is within 5.5 ms, and lending receipt result response is within 4.9 ms. For example, even if gaming machine information notification data is transmitted within 3.9 ms, if it takes more than 13.9 ms from transmitting the message length to transmitting the checksum, the lending unit will discard the data received up to that point, so the data interval must be within 3.9 ms and the time until transmission is completed must be within 13.9 ms.

[0475] Furthermore, the regulation of a data interval of 3.9 ms or less is a regula...

Claims

[Claim 1] A counting switch is provided, a first storage area capable of storing information corresponding to a state of the counting switch; a second value corresponding to a state in which the counting switch is operated can be stored in the first storage area; a third value corresponding to a state in which the counting switch is operated can be stored in the first storage area; It is possible to send counting notifications to an external unit at specific intervals, The count notification contains the count value. The count value is configured to take a value between 0 and a predetermined value. a second value can be stored in the first storage area when a predetermined period of time has elapsed since the counting switch was operated, and a third value can be stored in the first storage area when the counting switch continues to be operated after the counting notification is transmitted to the external unit; When the value stored in the first storage area at the timing of the count notification is the second value, a count notification in which the count value is a predetermined value can be transmitted to the external unit; When the value stored in the first storage area at the timing of the count notification is a third value, a count notification in which the count value is a predetermined value can be transmitted to the external unit; when the value stored in the first storage area becomes a second value after a certain count notification timing and the operation of the count switch is released before the next count notification timing, a count notification in which the count value is a predetermined value can be transmitted to the external unit at the next count notification timing, when the value stored in the first storage area becomes a third value after a certain count notification timing and the operation of the count switch is released before the next count notification timing, a count notification with a count value of 0 can be transmitted to the external unit at the next count notification timing, When the counting switch is operated, a counting sound can be output. The length of the counting sound output when the count value is a predetermined value at the timing of count notification is approximately equal to the specific period. Amusement machine.

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