Gaming Machines

The gaming machine improves the control of the difference counter by tracking game values and performance, enhancing game stability and player advantage by managing the advantageous section effectively until the upper limit value is reached.

JP7658888B2Active Publication Date: 2025-04-08SANKYO CO LTD

Patent Information

Application Number
JP2021204177
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-16
Publication Date
2025-04-08
Estimated Expiration
2041-12-16

AI Technical Summary

Technical Problem

The existing gaming machine technology, as described in Japanese Unexamined Patent Publication No. 2004-344497, lacks effective control over the update of the difference counter, which affects the game stability and player advantage.

Method used

A gaming machine with improved control over the update of the difference counter, where the accumulated number of game values and the number of games performed are tracked, and the difference is calculated and stored. When the difference reaches a limit, the game becomes unstable, and the advantageous section can be controlled to favor the player until the upper limit value is reached.

Benefits of technology

This solution enhances the control of the difference counter, leading to improved game stability and player advantage by allowing the advantageous section to be controlled effectively until the upper limit value is reached.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that is improved regarding communication control of a value obtained by subtracting the number of used tokens from the number of granted tokens all through the day.SOLUTION: A game machine capable of playing a game includes game control means and performance control means. The game control means cumulatively counts the number of used game values and the number of granted game values in a game performed after a predetermined count starting condition is satisfied, stores a number obtained by subtracting the number of cumulatively used game values from the number of cumulatively granted game values as a difference number when the number of cumulatively granted game values is larger than the number of cumulatively used game values, stores 0 as a difference number when the number of cumulatively granted game values is smaller than the number of cumulatively used game values, and disables progress of a game when the stored difference number reaches a limited number.SELECTED DRAWING: Figure 69
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Description

[Technical field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] For the purpose of suppressing gambling, gaming machines have been proposed that limit the number of medals that a player can win. For example, the gaming machine described in JP 2004-344497 A (hereinafter referred to as Patent Document 1) has a ball difference counter that indicates the value obtained by subtracting the number of medals set by the player (number of uses) from the number of medals paid out as winnings throughout the day (number of medals awarded), and activates a limiter when the value of the ball difference counter reaches 9600 or more. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2004-344497 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the gaming machine of Patent Document 1, there was room for improvement in terms of update control of the difference ball counter.

[0005] The present invention has been devised in consideration of the above-mentioned circumstances, and its purpose is to provide a gaming machine with improved update control of the difference ball counter. [Means for solving the problem]

[0006] (A) A gaming machine capable of playing a game, A game control means for controlling the progress of a game; A performance control means for controlling the performance, The game control means includes: accumulating the number of uses of the gaming value in games played after a predetermined counting start condition is met; accumulating the number of gaming values ​​awarded in games played after the predetermined counting start condition is met; When the cumulative number of granted items obtained by accumulating the number of granted items is greater than the cumulative number of usages obtained by accumulating the number of usages, a number obtained by subtracting the cumulative number of usages from the cumulative number of granted items is stored as a difference between the cumulative number of granted items and the cumulative number of usages; When the cumulative number of provided items is smaller than the cumulative number of used items, 0 is stored as the difference number; When the stored difference number reaches a limit number, the progress of the game is disabled; In an advantageous zone that can be controlled to an advantageous state that is advantageous to a player, the number of granted gaming values ​​can be controlled to the advantageous zone until the number of granted gaming values ​​reaches an upper limit value; An external signal output is possible in the advantageous section, In a predetermined unit game, when the number of game values ​​awarded in the advantageous zone reaches the upper limit value and the difference number becomes the limited number, the advantageous zone is terminated, and the external signal output is stopped, and then the progress of the game is disabled; When controlling the state of the gaming machine to a state in which game progress is impossible, the difference number is held; Transmitting a command capable of specifying the number of gaming values ​​to be used and a command capable of specifying the number of gaming values ​​to be awarded for each unit game to the performance control means; When the difference between the stored difference number and the limit number is smaller than a predetermined number, a command capable of specifying the difference between the difference number and the limit number for each unit game is transmitted to the presentation control means. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the card unit and the slot machine. [Diagram 2] FIG. 2 is a block diagram showing the internal configuration of the card unit and the slot machine. [Diagram 3] FIG. 2 is a diagram showing the arrangement of symbols on the reels. [Figure 4] 13 is a diagram for explaining the transition of the game state. FIG. [Diagram 5] FIG. 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 6] FIG. 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 7]FIG. 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 8] FIG. 13 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 9] FIG. 13 is a diagram for explaining combinations of winning roles that are read out as lottery target roles for each game state. [Figure 10] This is a diagram to explain reel control when the push order role is won. [Figure 11] A diagram showing the game start command that the main control unit sends to the performance control unit when the start switch is operated. [Figure 12] 13 shows the game end command that the main control unit sends to the performance control unit at the time of the third stop. [Figure 13] A diagram showing the types of commands that the main control board sends to the medal count control board. [Figure 14] FIG. 13 is a diagram explaining a gaming machine installation information command. [Figure 15] A diagram showing details of gaming machine characteristics. [Figure 16] A diagram showing the structure of a reel information command. [Figure 17] A diagram showing details of the reel operation information. [Figure 18] A diagram showing the structure of a favorable zone information command. [Figure 19] A diagram showing details of advantageous area information. [Figure 20] FIG. 13 is a diagram showing the structure of an input command. [Figure 21] FIG. 13 is a diagram showing the structure of a settlement command. [Figure 22] FIG. 13 is a diagram showing the configuration of a start command. [Figure 23] FIG. 13 is a diagram showing the structure of a termination command. [Figure 24] FIG. 13 is a diagram showing the configuration of a dispensing pulse command. [Diagram 25] A diagram showing the structure of a jackpot command. [Figure 26]FIG. 4 is a diagram showing details of a hall computer signal. [Figure 27] A diagram showing the structure of the gaming machine fraud 1 command. [Figure 28] FIG. 11 is a diagram showing details of setting information. [Figure 29] A diagram showing the structure of the gaming machine fraud 2 command. [Diagram 30] FIG. 13 is a diagram showing details of door information. [Diagram 31] A diagram showing the structure of the gaming machine fraud 3 command. [Diagram 32] FIG. 13 is a diagram showing the configuration of a main control state command. [Diagram 33] A diagram showing the configuration of a main control board error command. [Diagram 34] A diagram showing a list of main control board errors. [Diagram 35] A diagram showing the structure of a gaming machine performance information (preliminary) command. [Diagram 36] A diagram showing a list of commands from the medal count control board to the main control board. [Figure 37] FIG. 13 is a diagram showing the structure of a response command. [Figure 38] FIG. 13 is a diagram showing the configuration of a frame side information command. [Figure 39] A diagram showing an example of communication between the main control board and the medal count control board. [Diagram 40] 13 is a diagram for explaining communication of a frame side information command. FIG. [Diagram 41] 10 is a flowchart showing the processing performed when the main control board receives a command. [Diagram 42] This is a diagram showing the flow of communication between the main control board and the medal count control board from when the power is turned on. [Diagram 43] FIG. 13 is a diagram illustrating an example of communication when the serial number is normal. [Diagram 44] FIG. 13 is a diagram illustrating an example of communication when a serial number mismatch error occurs. [Diagram 45] A figure showing an example of communication when an error occurs regarding a game medal. [Diagram 46]A figure showing an example of communication occurring before the transmission and reception of a gaming machine installation information command. [Figure 47] FIG. 13 illustrates an example of a timeout upon power-on. [Figure 48] FIG. 13 is a diagram illustrating a bet amount setting operation and a settlement operation. [Figure 49] FIG. 13 is a diagram showing an example in which a new bet amount setting operation is performed before a response command is received after a bet amount setting operation. [Figure 50] FIG. 13 shows an example in which a new payment operation is performed before a response command is received after a payment operation. [Figure 51] FIG. 13 is a diagram showing an example in which a new settlement operation is performed after a bet amount setting operation and before a response command is received. [Figure 52] FIG. 13 is a diagram showing an example in which a new bet amount setting operation is performed after a settlement operation and before a response command is received. [Diagram 53] 13 is a diagram illustrating a serial number error during a bet amount setting operation. FIG. [Figure 54] FIG. 13 is a diagram illustrating a serial number error during a settlement operation. [Figure 55] 13A and 13B are diagrams illustrating a process of checking frame side information. [Figure 56] 13A and 13B are diagrams illustrating display control of the number of dispensed coins. [Figure 57] A diagram showing a role ratio monitor. [Figure 58] FIG. 13 is a diagram showing an example of the display of a role ratio monitor. [Figure 59] A diagram to explain the initialization process of role ratio information. [Figure 60] 3 is an address map of a memory area used by the main control unit. [Figure 61] 2 is a diagram for explaining a register bank included in a CPU of a main control unit. FIG. [Figure 62] 5 is a flowchart showing a startup process of a main control unit. [Figure 63] 11 is a diagram for explaining an initial setting process performed by the main control board. FIG. [Figure 64] FIG. 13 is a diagram showing variables related to safety device processing. [Figure 65] 13 is a diagram explaining the area F initialization processing performed by the main control board. FIG. [Figure 66] FIG. 2 is a diagram for explaining the control contents of the main processing performed by the main control board. [Figure 67] FIG. 13 is a diagram for explaining the control contents of the RT information output processing performed by the main control board. [Figure 68] FIG. 4 is a diagram for explaining the control contents of safety device-related processing performed by the main control board. [Figure 69] FIG. 4 is a diagram for explaining the control content of the safety device processing performed by the main control board. [Figure 70] A diagram showing commands transmitted from the main control board to the performance control board. [Figure 71] 10 is a flowchart showing the control content of an error process performed by a main control unit. [Figure 72] A diagram to explain command communication between the main control board and the performance control board. [Figure 73] 13 is a diagram explaining the control contents of the addition process of the cumulative number of uses on the performance control side performed by the performance control unit. [Figure 74] This is a diagram explaining the control contents of the addition process of the cumulative awarded number on the performance control side performed by the performance control unit. [Figure 75] 13 is a diagram explaining the control content of the notification processing performed by the performance control unit before a safety device is activated. FIG. [Figure 76] A diagram explaining the control contents of the game start waiting process performed by the main control board. [Figure 77] 13 is a diagram explaining the control contents of the bet number setting operation acceptance process performed by the main control board. FIG. [Figure 78] 13 is a diagram explaining the control contents of the settlement operation reception process performed by the main control board. FIG. [Figure 79] FIG. 11 is a block diagram showing the internal configuration of a card unit and a slot machine in a second embodiment. [Figure 80] This is a diagram for explaining communication between the performance control unit, main control unit, medal count control unit, and CU control unit. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A slot machine, which is an example of a gaming machine according to the present invention, will be described below with reference to an embodiment.

[0009] Embodiment 1 [Slot machine configuration] FIG. 1 is a front view of a card unit and a slot machine.

[0010] Referring to Fig. 1, a slot machine (hereinafter sometimes abbreviated as S machine) 2 is provided on each of a plurality of game islands (not shown) arranged in an amusement hall (hall), and a card unit (hereinafter sometimes abbreviated as CU) 3, which is an example of a gaming device, is installed in one-to-one correspondence with the S machine 2 at a predetermined side position of the S machine 2. The card unit is also called a "game medal lending device."

[0011] The S machine 2 is a gaming machine in which the player does not pick up medals and insert them into an insertion slot, and medals are not paid out to the player. For this reason, gaming value is added directly to credits (gaming points usable in games (hereinafter also referred to as "gaming medals")) according to a lending operation, etc. The added number of credits (number of gaming medals) is displayed on the credit display 11. Also, unlike conventional slot machines, the upper limit number that can be added as the number of credits is not limited to "50," but may be set within the range of numbers that can be displayed on the credit display 11. Also, it is not necessary to set an upper limit number. Hereinafter, the number of credits may be referred to as the number of gaming medals.

[0012] Also, unlike conventional slot machines, it does not have a medal insertion port or payout port, nor does it need to have a medal selector, hopper, or other device for controlling inserted medals. Such slot machines that do not require medals at all are called "controlled gaming machines" or "medalless slot machines."

[0013] Inside S-stand 2, reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, center reel, and right reel) with multiple types of patterns arranged around the outer periphery are arranged side by side horizontally, and among the patterns arranged on reels 2L, 2C, and 2R, three consecutive patterns are arranged so that they can be seen through a transparent window 3W.

[0014] Each of the reels 2L, 2C, and 2R is rotated by a corresponding reel motor 32L, 32C, and 32R, as shown in Fig. 2. As a result, the symbols on each of the reels 2L, 2C, and 2R are displayed in a continuously changing manner in the transparent window 3W. In addition, by stopping the rotation of each of the reels 2L, 2C, and 2R, three consecutive symbols are derived and displayed in the transparent window 3W as a display result.

[0015] The reel LEDs 55 shown in Fig. 2 are provided inside the reels 2L, 2C, and 2R. The reel LEDs 55 illuminate the reels 2L, 2C, and 2R shown in Fig. 1 from behind. The reel LEDs 55 are made up of 12 LEDs corresponding to the three consecutive symbols on the reels 2L, 2C, and 2R, and can illuminate each symbol independently.

[0016] A display area of ​​a liquid crystal display 51 is disposed in front of each of the reels 2L, 2C, and 2R (on the player's side). The liquid crystal display 51 is configured so that each of the reels 2L, 2C, and 2R can be seen from the player's side through a transparent area corresponding to the transparent window 3W of the display area and the transparent window 3W.

[0017] Fig. 3 is a diagram showing the arrangement of symbols on the reels. As shown in Fig. 3, each reel has a number of identifiable symbols ("Character", "Black 7", "White 7", "BAR", "Replay", "Plum", "Cherry", "Watermelon", "Moon", and "Orange") arranged in a predetermined order.

[0018] A gently sloping surface is formed from a position below the transparent window 3W toward the front, and the operation unit is formed to protrude further toward the front from there. On the top surface of the operation unit, there are provided a MAXBET switch 6, a 1BET switch 20, a bet number clear switch 21, a 1BET LED 14, a 2BET LED 15, a 3BET LED 16, a credit indicator 11, and a game assistance indicator 12, and on the side surface of the front side of the operation unit, there are a start switch 7, stop switches 8L, 8C, 8R, and a count button 10.

[0019] The credit display 11 is configured with a seven-segment LED display, and is controlled by a medal count control unit 171 shown in FIG. 2. The gaming support display 12 displays the number of medals paid out when a win occurs, operation information (navigation notification) corresponding to the operation mode, and the like. Hereinafter, the number of medals paid out displayed by the gaming support display 12 may be referred to as the "number of medals paid out." In other words, the gaming support display 12 displays the gaming value granted to the player according to the result of one game. The gaming support display 12 is configured with a seven-segment LED display, and is controlled by the main control unit 161.

[0020] Various operating means provided in the operating section will now be described. The MAXBET switch 6 is a switch that is operated when setting the maximum bet number (in this embodiment, "3").

[0021] The 1BETLED 14 lights up to indicate that the bet number is set to 1. The 2BETLED 15 lights up to indicate that the bet number is set to 2. The 3BETLED 16 lights up to indicate that the bet number is set to 3.

[0022] The start switch 7 is a switch for starting the reels to spin after the bet amount is set. The stop switches 8L, 8C, and 8R are switches for stopping the reels while they are spinning, with 8L corresponding to the left reel, 8C corresponding to the center reel, and 8R corresponding to the right reel. The count button 10 is a switch that is operated when counting the number of credits (number of game medals) and converting it into the number of medals held.

[0023] A door open detection switch 25 shown in FIG. 2 is provided on the inside of the front door of the S-machine 2. The door open detection switch 25 detects the open state of the front door. Furthermore, a power supply box is provided inside the housing. A setting key switch 37 and a reset / setting switch 38 shown in FIG. 2 are provided on the front of the power supply box. The setting key switch 37 switches to a setting change state or a setting confirmation state. The reset / setting switch 38 normally functions as a reset switch for releasing an error state or a play stop state, and in the setting change state functions as a setting switch for changing the set value of the winning probability (ball payout rate) of the internal lottery.

[0024] In this embodiment, the first reel to stop among the three reels 2L, 2C, and 2R that have started to rotate is called the first stopped reel, and its stop is called the first stop. Similarly, the second reel to stop is called the second stopped reel, and its stop is called the second stop, and the third reel to stop is called the third stopped reel, and its stop is called the third stop, final stop, or all reels stop.

[0025] Next, the flow of the game on S machine 2 will be explained. When playing a game on S machine 2, first, a lending operation is performed on CU 3 to secure credits (game medals). This lending operation corresponds to a two-step operation of "a medal lending operation" and "an operation of inserting the lent medal into the insertion slot by hand" in a conventional medal payout type slot machine.

[0026] When the MAXBET switch 6 is operated while credits are present, the bet amount is set to the maximum amount within the credit range, and the amount of credits is subtracted by the additional amount. When the bet amount is set, the pay line among the pay lines L1 to L5 determined according to the bet amount and the game status becomes valid, and the operation of the start switch 7 becomes valid, i.e., the game can be started.

[0027] Here, the winning line is a line set to determine whether the combination of symbols displayed in the transparent window 3W of each reel 2L, 2C, 2R is a winning combination. In this embodiment, as shown in FIG. 1, five types of winning lines are defined as winning lines: a winning line L1 set across the symbols arranged in the middle of each reel 2L, 2C, 2R, a winning line L2 set across the symbols arranged in the upper part of each reel 2L, 2C, 2R, a winning line L3 set across the symbols arranged in the lower part of each reel 2L, 2C, 2R, a winning line L4 set across the symbols arranged in the upper part of the reel 2L, the middle part of the reel 2C, and the lower part of the reel 2R, i.e., the symbols arranged downward to the right, and a winning line L5 set across the symbols arranged in the lower part of the reel 2L, the middle part of the reel 2C, and the upper part of the reel 2R, i.e., the symbols arranged upward to the right.

[0028] When the start switch 7 is operated in a state where the game can be started, the reels 2L, 2C, and 2R spin, and the symbols on the reels 2L, 2C, and 2R change continuously. When any of the stop switches 8L, 8C, and 8R are operated in this state, the spinning of the corresponding reel 2L, 2C, and 2R stops, and the display result is derived and displayed in the transparent window 3W.

[0029] A game ends when all reels 2L, 2C, and 2R come to a stop, and a win occurs when a predetermined combination of symbols comes to a stop on any of the activated winning lines L1 to L5 as a display result of each of the reels 2L, 2C, and 2R. When a win occurs, a number of points determined according to the win is awarded to the player. The number of points is added to the credits.

[0030] The credits can be counted and converted into owned medals by operating the count button 10. By converting the credits into owned medals, the owned medals can be recorded on a card at the end of a game.

[0031] In this embodiment, when the count button 10 is pressed once, all of the game balls currently owned by the player are counted, regardless of the time the button is pressed (whether it is pressed for a long time or not). However, the present invention is not limited to this, and the counting operation may be repeatedly performed according to the time the count button 10 is pressed (for example, the counting process of 50 coins is performed every time the count button is pressed for 0.3 seconds). Furthermore, regardless of the duration of the press, when the count button is pressed once, a predetermined number (for example, 50 coins) of game balls may be counted into the medals held.

[0032] A credit display segment 7S and speakers 53, 54 are provided on the top of the liquid crystal display 51. The credit display segment 7S is formed of five 7-segment segments, and displays the amount of credits owned by the player. Since the credit display segment 7S is provided on the top of the S machine 2, it is possible to display the amount of credits stored in the S machine 2 to players other than the player playing on the S machine 2 or to store staff. The speakers 53, 54 emit sound effects and the like that match the presentation.

[0033] [Card unit configuration] The configuration of the CU3 according to this embodiment will be described with reference to Fig. 1. This CU3 accepts visitor cards (also called general cards) with a prepaid function, which are game storage media issued to general players who are not registered as members, and member cards, which are game storage media issued to member players who are registered as members at the gaming facility. The visitor cards and member cards are composed of IC cards.

[0034] CU3, which accepts these cards, has the function of converting the gaming value owned by the player, which is identified by the information stored in the card (for example, prepaid balance, number of medals held, or number of medals saved (also called "saved balls")), into the number of credits (number of gaming medals).

[0035] On the front side of CU3, there are provided a bill insertion slot 302 for inserting bills, a protrusion 305 formed to protrude forward from the front of the device, and a card insertion / ejection slot 309 for inserting a member card or visitor card. A member card or visitor card inserted into this card insertion / ejection slot 309 is received by a card reader / writer (not shown), and information recorded on the card is read.

[0036] The surface of the aforementioned protrusion 305 facing the player is provided with a display 312, a replay button 319 for executing a replay game using the membership card ID (also simply referred to as the card ID or C-ID) recorded on the membership card when a membership card is accepted and the number of medals (number of balls) specified by the membership card ID, and an IR photosensitive unit 320 which receives an infrared signal from a remote control (not shown) carried by an attendant at the amusement facility, converts it into an electronic signal and outputs it.

[0037] The display 312 can display the prepaid balance (also called the card balance or simply the balance) recorded on the inserted game recording medium (card), the number of medals held, the number of credits (number of game medals), and other various information, and its surface is made of a transparent touch panel. It is configured so that various operations can be input by touching various display items displayed on the display section of the display 312 with a finger.

[0038] When the owned medal button 324 is operated, a part of the owned medal number recorded on the inserted card is withdrawn and converted into the number of credits (number of game medals). When the replay button 319 is operated, if the inserted card stores the number of owned medals the player has acquired, a part of the owned medal number is withdrawn and converted into credits, and the player can play on the S machine 2 based on the converted credits.

[0039] On the other hand, if the inserted card is a membership card and the number of medals held is not stored, and the saved medals are stored in the hall management computer, etc., some of the saved medals are withdrawn and converted into credits, allowing play on the S machine 2. In other words, if both saved medals and saved medals are stored in correspondence with the inserted card, the saved medals are withdrawn first. Note that a dedicated medal payout button for withdrawing saved medals may be provided in addition to the replay button 319, and the replay button 319 may be a dedicated button for withdrawing saved medals.

[0040] Here, the "number of credits (number of game medals)" is data that can be used to set the bet amount and can be converted to the "number of medals owned." The "number of credits" is generated in exchange for withdrawing the balance of a prepaid card, the number of medals owned, or the number of medals saved.

[0041] The "number of medals held" is a numerical conversion of the number of credits (number of game medals) that a player owns as a result of playing a game on a gaming machine. This "number of medals held" is stored so as to be identifiable by the player's card. The number of medals held may be managed by a management device for managing the number of medals held that is set up in the gaming facility.

[0042] "Number of saved medals (number of saved balls)" refers to the number of medals that a player has deposited in an arcade. The number of saved medals that a player has won through playing is managed as the number of saved medals on the day, but from the day after they were won, it is managed as the "number of saved medals." In other words, the number of credits (number of game medals) that a player has won and counted at an arcade on the day is called "owned points," and the number of medals that a player has won and deposited in the arcade on the day before is called the "number of saved medals." This "number of saved medals" is generally managed by a hall management computer or other management computer installed in the arcade.

[0043] If we use arrows to show the direction in which each of the above data - "Balance," "Number of saved medals (number of saved balls)," "Number of medals held," and "Number of credits (number of game medals)" - can be converted, it goes as follows: "Balance, number of saved medals, number of medals held" → "Number of credits" → "Number of medals held" → "Number of saved medals."

[0044] In this embodiment, the medal count data is not recorded directly on the member card, but is stored in a host server such as a hall management computer in association with the member card number, so that the corresponding medal count can be searched based on the member card number. On the other hand, the medal count is recorded directly on the card.

[0045] However, both may be stored in the upper server in association with the card number. In the case of a visitor card, the number of medals held is also recorded directly on the visitor card. However, the number of medals held may also be stored in the upper server in association with the card number. When storing in this upper server in association with the card number, data that can identify the time when it was stored in the upper server may be written to the card (member card, visitor card) and discharged. Also, the prepaid balance is written directly to the card (member card, visitor card) and discharged.

[0046] The number of medals held is stored in the card (membership card, visitor card) or in the upper server when the counting button 10 is operated to perform counting processing. However, instead of this, the number of medals held may be stored all at once when the card is returned.

[0047] In addition, when a player finishes playing and returns the card from CU3, the medals stored in CU3 are temporarily stored in the hall server as saved balls, and when the player inserts the card again into the same or a different CU3 on the same day that the player receives the card back, only the medals for that day that were temporarily stored as saved balls are stored again in that CU3, and credits can be added within the range of the medals that are saved, allowing the player to play.

[0048] A bill inserted into the bill insertion slot 302 is taken in by a currency validator (not shown) and its authenticity and bill type are identified.

[0049] Further provided on the front side of CU3 are a loan button 321 and a card return button 322. The loan button 321 is a button operated to withdraw the balance recorded in the inserted card to obtain the number of credits. Specifically, the number of credits is added according to the balance withdrawn by operating the loan button 321. The card return button 322 is an operation button operated when the player ends the game, and is used to store in the inserted card the determined number of medals held at the end of the game (number of medals held at the time of inserting the card - number of medals converted into number of credits + number counted by counting operation) and to discharge the card.

[0050] As explained above, according to the S machine 2 of this embodiment, the number of medals held, specified by the card, is converted into the number of credits (number of game medals), and the number of credits can be used to set the number of bets. Therefore, it is possible to provide a new slot machine (controlled game machine) that does not use medals for play, without confusing players who are accustomed to conventional slot machines in which medals are loaned to them, credits are secured by inserting the medals, and the credits are used to set the number of bets.

[0051] [Internal structure of the card unit and slot machine] 2 is a block diagram showing the internal configuration of the card unit and the slot machine 1. The control circuits of the CU 3 and the S-machine 2 will be outlined with reference to FIG.

[0052] The CU3 is provided with a CU control board 32, which is provided with a CU control unit 323 composed of a microcomputer, etc. The CU control unit 323 is the main control function unit of the CU3, and is provided with a CPU as the control center, a ROM that stores programs and control data for the CPU to operate, a RAM that functions as a work area for the CPU, an input / output interface for maintaining the consistency of signals with peripheral devices, etc.

[0053] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with a hall management computer and a hall server that performs security management. The CU3 transmits the status of the CU3 and gaming machine status information received from the S-machine 2 to an external device such as a hall management computer (hall computer) and a hall server that performs security management via the external output terminal. The CU control unit 323 communicates with the medal count control board 17 of the S-machine 2 via a communication control IC 325. The communication control IC 325 and the medal count control board 17 are connected, for example, by an asynchronous serial communication port. The communication between the communication control IC 325 and the medal count control board 17 is performed via a connection terminal board 1000.

[0054] The communication between the CU control unit 323 and the medal count control board 17 is two-way for loan information (information on the operation for withdrawing the balance stored in the inserted card and using it for playing on the S-machine 2) and loan response information (response information to the loan information), and other counting information (information on the counting process from credit to held medals) and gaming machine information is one-way communication from the medal count control board 17 to the CU control unit 323. Therefore, the S-machine 2 side does not recognize whether or not the CU3 has received the counting information and gaming machine information. The CU3 is provided with a connection part (not shown) to the S-machine 2 side, and the S-machine 2 is provided with a connection part (not shown) to the CU3 side. These connection parts are composed of connectors, for example.

[0055] The CU control unit 323 manages and stores the medals owned by the player while the player is playing. The display 312 displays an image corresponding to data such as the balance or number of medals owned output from the CU control unit 323. When the player operates the touch panel provided on the surface of the display 312, the operation signal is input to the CU control unit 323. When the player operates the lending button 321, the operation signal is input to the CU control unit 323. The lending button 321 is not limited to being provided on the CU 3, and may be provided on the S-stand 2 and input an operation signal to the CU control unit 323. When the player operates the card return button 322, the operation signal is input to the CU control unit 323.

[0056] The S-machine 2 is provided with a main control board 16 that controls the progress of the game on the S-machine 2, a medal count control board 17 that controls the credits owned by the player, a performance control board 15 that controls the performance according to the game status, and a power supply board 101. The power supply board 101 generates the driving power for the electric components that make up the S-machine 2 and supplies it to each part.

[0057] The power supply board 101 is supplied with AC 100V power from an external source, and this AC 100V power generates the DC voltage required to drive the electrical components that make up the S-stand 2, and supplies this to the main control board 16, the medal count control board 17, and the performance control board 15.

[0058] The medal count control board 17 is equipped with a microcomputer for payout control, which is a medal count control unit 171. The medal count control unit 171 is provided with a CPU 171a as a control center, a ROM 171b that stores programs and control data for the CPU 171a to operate, a RAM 171c that functions as a work area for the CPU 171a, and an input / output interface for maintaining the consistency of signals with peripheral devices.

[0059] A RAM clear switch 293 for erasing information stored in the RAM 171c and a door open detection switch 25 are connected to the medal count control board 17, and detection signals of these connected switches are input. In addition, the medal count control board 17 is connected to the count button 10, and a detection signal of the count button 10 is input.

[0060] The medal count control board 17 is connected to the credit display device 11 and the role ratio monitor 89, and the display is controlled by a medal count control unit 171. In addition, a backup memory 294 is connected to the medal count control board 17, and the medal count control board 17 backs up the role ratio information to be displayed on the role ratio monitor 89.

[0061] The role ratio monitor 89 usually displays a value indicating the performance of the slot machine (hereinafter, also referred to as "role ratio information"). The value indicating the performance of the slot machine is, for example, the instruction-inclusive role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. state ratio to the total cumulative payout number. Details of these pieces of information will be described later with reference to FIG. 58.

[0062] The main control board 16 is equipped with a game control microcomputer that is the main control unit 161. The main control unit 161 is provided with a CPU 161a as a control center, a ROM 161b that stores programs and control data for the CPU 161a to operate, a RAM 161c that functions as a work area for the CPU 161a, and an input / output interface for maintaining the consistency of signals with peripheral devices.

[0063] The reel motors 32L, 32C, and 32R are connected to the main control board 16, and are driven under the control of the main control unit 161. The setting key switch 37, the reset / setting switch 38, and the start switch 7 are also connected to the main control board 16, and detection signals of these connected switches are input. The game auxiliary display device 12 is also connected to the main control board 16, and the display is controlled by the main control unit 161.

[0064] The bet number clear switch 21, 1BET switch 20, stop switches 8L, 8C, 8R, door open detection switch 25, and MAXBET switch 6 are also connected to the main control board 16 via a relay board 1100, and detection signals of these connected switches are input. The 1-3BET LEDs 14-16 are also connected to the main control board 16 via a relay board 1100, and the display is controlled by the main control unit 161.

[0065] The performance control board 15 is equipped with a performance control microcomputer, which is a performance control unit 151. The performance control unit 151 is provided with a CPU 151a as a control center, a ROM 151b that stores programs and control data for the CPU 151a to operate, a RAM 151c that functions as a work area for the CPU 151a, and an input / output interface for maintaining the consistency of signals with peripheral devices.

[0066] A performance switch 56 is connected to the performance control board 15, and a detection signal from the performance switch 56 is input. In addition, performance devices such as a liquid crystal display 51, a performance effect LED 52, speakers 53 and 54, a reel LED 55, and a credit display segment 7S are connected to the performance control board 15, and these performance devices are driven under the control of a performance control unit 151.

[0067] In addition, a light intensity / volume adjustment board 111 is connected to the performance control board 15. Switches for adjusting the light intensity and volume are connected to the light intensity / volume adjustment board 111, and detection signals from these switches are input to the performance control board 15 via the light intensity / volume adjustment board 111.

[0068] The main control unit 161 transmits various commands to the performance control unit 151. Commands transmitted from the main control unit 161 to the performance control unit 151 are sent in only one direction, and no commands are transmitted from the performance control unit 151 to the main control unit 161. The performance control unit 151 receives commands transmitted from the main control unit 161 and performs various controls for producing a performance.

[0069] The medal count control unit 171 transmits various commands to the main control unit 161. In addition, the main control unit 161 also transmits various commands to the medal count control unit 171. In other words, communication between the medal count control unit 171 and the main control unit 161 is two-way communication. In addition, a backup power supply for the main control board 16 is supplied from the medal count control board 17.

[0070] Furthermore, the medal count control unit 171 stores the credits in a predetermined area of ​​the RAM 171c. Specifically, the credits are stored in a credit counter. The medal count control unit 171 updates the credits stored in the predetermined area of ​​the RAM 171c in the credit addition process or credit subtraction process.

[0071] The set bet amount is stored in a predetermined area of ​​the RAM 161c. Specifically, the set bet amount is stored as a BET counter. When the value stored in the BET counter is "3", the game can be started. Hereinafter, the value stored in the BET counter may be simply referred to as "bet amount".

[0072] As explained above, a medalless slot machine that does not require medals is provided with a medal count control board 17. Functions related to the insertion and payout of medals in conventional slot machines are concentrated in the medal count control board 17. Furthermore, conventional slot machines that require medals must be provided with devices related to the insertion and payout of medals, such as a medal selector and hopper, but a medalless slot machine does not require such devices.

[0073] Moreover, by configuring a medal-less slot machine as in this embodiment, parts can be made common to conventional slot machines. Specifically, since the function of updating credits (functions related to inserting and paying out medals) is concentrated in the medal count control board 17, a conventional slot machine can be configured by replacing the medal count control board 17 of the medal-less slot machine. When configuring a conventional slot machine, it is sufficient to provide the medal count control board 17 with functions related to inserting and paying out medals, and then connect devices related to inserting and paying out medals, such as a medal selector and a hopper, to the medal count control board 17. With such a configuration, the slot machine is compatible with conventional slot machines, and the cost of designing and manufacturing the slot machine can be reduced by commonizing parts.

[0074] When a detection signal is input from the start switch 7, the main control unit 161 drives the reel motors 32L, 32C, and 32R to rotate, and also performs a lottery for a winning combination.

[0075] The types of winning roles are determined according to the game status, but can be broadly divided into special roles that transition to a Big Bonus (BB) or Regular Bonus (RB), small roles that pay out medals, and replay roles that allow the next game to start without the need to set a bet amount.

[0076] The main control unit 161 draws winning combinations, drives the reels to rotate, and waits for the player to stop the reels. When any of the stop switches 8L, 8C, and 8R is operated, the main control unit 161 stops the rotation of the reels corresponding to the stop switches 8L, 8C, and 8R. The main control unit 161 stops the three symbols and executes a winning determination process to determine whether or not a winning has been won. If a winning has been determined, a number of credits according to the type of winning is awarded to the player. The main control unit 161 subtracts and displays the display on the credit indicator 11 according to the subtraction of the number of credits, and adds and displays the display on the credit indicator 11 according to the addition of the number of credits. A power-on switch 102 is connected to the power supply board 101, and a detection signal of the power-on switch 102 is input.

[0077] In this embodiment, the term "game" refers to the period from when the start switch 7 is operated until the reels 2L, 2C, and 2R stop. When playing a game, the bet amount is set before the start switch 7 is operated, and after the reels 2L, 2C, and 2R stop, medals are paid out and the game state is changed. Therefore, in a broad sense, these incidental processes are also included in the "game."

[0078] In addition, in this embodiment, the operation of the MAXBET switch 6 is also referred to as the MAXBET operation, the operation of the start switch 7 as the start operation, the operation of the stop switches 8L, 8C, 8R as the stop operation, the operation of the counting button 10 as the counting operation, the operation of the lending button 321 as the lending operation, and the operation of the card return button 322 as the return operation.

[0079] Moreover, the S-machine 2 is configured such that the medal payout rate changes according to the set value. In detail, the medal payout rate is changed by using the winning probability according to the set value in a lottery that affects the advantage of the player, such as an internal lottery. The set value has six levels from 1 to 6, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, and 1. In other words, when 6 is set as the set value, the advantage is the highest for the player, and the advantage decreases step by step as the value decreases in the order of 5, 4, 3, 2, and 1.

[0080] In order to change the set value, it is necessary to turn on the power of the S-unit 2 after turning on the setting key switch 37. When the power is turned on with the setting key switch 37 in the ON state, the set value read from the RAM 161c is displayed as a display value on the setting value display, and the state transitions to a setting change state in which the set value can be changed by operating the reset / setting switch 38. When the reset / setting switch 38 is operated in the setting change state, the display value displayed on the setting value display is updated by 1 (when the switch is operated again from the set value 6, the display value returns to the set value 1). Then, when the start switch 7 is operated, the display value is confirmed as the set value. Then, when the setting key switch 37 is turned off, the confirmed display value (set value) is stored in the RAM 161c of the main control unit 161, and the state transitions to a state in which the game can proceed.

[0081] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 161 include game states related to the ball payout rate.

[0082] The game state includes non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In the S machine 2 of this embodiment, most games are played by the player in the internal state.

[0083] On the other hand, during the non-internal period, the player does not play, or even if he / she does play, the time is extremely short. During the non-internal period, when the BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.

[0084] In both non-internal and internal play, a game in which the BB can be won (hereinafter also referred to as a "BB winning game") may be played. Specifically, in non-internal play, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal play, the game in which the BB is won becomes a BB winning game.

[0085] In the internal state, the BB win is carried over. Here, when the BB and the small role are won at the same time, the reel control is performed so that the symbol combination of the small role is preferentially derived. Furthermore, if the small role is a role with no misses, in a game in which the BB and the small role are won at the same time, the small role will always win regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB cannot win. Similarly, when the BB and the replay role are won at the same time, the replay role is controlled so that the symbol combination of the replay role is preferentially derived. Since the replay role is generally a role with no misses, in a game in which the BB and the replay role are won at the same time, the replay role will always win regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB cannot win. Therefore, in the internal state, only in a game that is a miss in the internal lottery (a game in which no role is won), if the symbol combination of the BB can be derived in response to the operation of the stop switches 8L, 8C, and 8R, the BB will win. In this case, the game state is controlled to BB from the next game. In other words, during the internal game, the game that is a loss in the internal lottery becomes a BB winning game.

[0086] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is about 101%, the net increase in number of coins hardly increases. Therefore, for the player, the BB is merely a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.

[0087] The state in the interior includes a normal section and an advantageous section. The normal section is a state in which navigation is not executed, and is a non-notification state in which navigation information cannot be notified. The advantageous section is a state in which navigation can be executed, and is a notification state in which navigation information can be notified. In this embodiment, among the advantageous sections, navigation is not executed in the normal advantageous section, but navigation can be executed in both the AT state and the ending state. Note that navigation may also be executed in the normal advantageous section, but in the AT state and the ending state, the execution probability of navigation for making the main character win when the push order role is won is higher than in the normal advantageous section. Thus, in the AT state in the advantageous section such as the AT state and the ending state, navigation is performed with a higher probability than in the advantageous section or the normal advantageous section.

[0088] In the normal zone, when the lottery for shifting to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, the condition for winning the advantageous zone is the winning of most of the roles that can be won during normal play, so the duration of play during normal play is about 1G. The condition for winning the advantageous zone may be met when any of all roles that can be won during normal play is won.

[0089] In the normal section, since navigation is not executed in the game in which the push order role is won, the net increase in the number of medals per game that the player can acquire is 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of medals per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0090] The advantageous zone includes the normal advantageous zone, the AT state, and the ending state. In the normal advantageous zone, navigation is not executed in the game in which the push order role is won, so the net increase in the number of coins that the player can win per game is 0 or negative, taking into account the number of medals used to set the bet amount. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0091] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is won. Specifically, when a strong cherry is won in the AT state, the number of games in the AT state is added.

[0092] In the normal advantageous zone, processing such as a lottery related to control to the AT state is carried out. In the normal advantageous zone, the main control unit 161, for example, carries out a lottery to acquire points. The points updated by the lottery to acquire points are managed by the main control unit 161. The main control unit 161 has an internal point counter (not shown) for counting points. Furthermore, when the value of the point counter reaches a specified value, the main control unit 161 executes an AT lottery. Note that the main control unit 161 may execute an AT lottery based on the fact that a specific pattern (watermelon, strong cherry) has been won without using points.

[0093] In the advantageous zone, when the total number of medals generated by winning during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined ED transition number, the ending state is controlled. The ED transition number is updated during the advantageous zone, and is not updated during the normal zone or BB. The ending state is, for example, a state in which control to the advantageous zone state is determined to continue until the total value of the net increase reaches the upper limit number (for example, 2400), or until the number of games played during the advantageous zone reaches the upper limit number of games (for example, 1500G). The ED transition number is set when the normal zone is shifted to the advantageous zone. The ED transition number may be determined by lottery or may be determined in advance. The ED transition number is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the ED transition number. The main control unit 161 cumulatively counts the ED transition number, and ends the advantageous zone according to the counting process.

[0094] When the limiter condition is satisfied in the favorable zone, the favorable zone is controlled to the normal zone. Specifically, when the number of favorable zones (the number of net gains in the favorable zone) reaches 2400, the favorable zone ends and the zone is controlled to the normal zone. The number of favorable zones is counted by a favorable zone number counter stored in RAM161c. In other words, the fact that the number of favorable zones reaches the upper limit is referred to as the "limiter condition" being satisfied. Alternatively, in the favorable zone, when the total number of games played (number of favorable zone Gs) updated based on the progress of the game reaches a predetermined upper limit G (for example, 1500 G), the favorable zone ends and the zone is controlled to the normal zone. The number of favorable zone Gs is counted by a net gain number counter stored in RAM161c.

[0095] When the game is controlled from the favorable zone to the normal zone, the total number of games played and the net increase in the number of coins counted in the favorable zone, as well as the points that can be acquired during play, are initialized. The number of Gs in the favorable zone and the net increase in the number of coins during the favorable zone are updated not only during the favorable zone but also during the BB, but are not updated during the normal zone.

[0096] If the setting is changed during the advantageous zone, it will be controlled to the normal zone. At this time, the total number of games played and the net increase in coins counted during the advantageous zone, as well as the points that can be acquired during play, are also reset. In this embodiment, the S machine 2 changes the medal payout rate according to the setting value. In detail, the medal payout rate is changed by varying the probability of winning in a specified lottery, such as a point acquisition lottery, according to the setting value (for example, 1, 2, 4, 5, 6). A staff member at the gaming facility can change this setting value by changing the setting.

[0097] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional ending conditions that are established based on the progress of the game, and a condition that a setting change is made.

[0098] In addition, in the S-machine 2 of this embodiment, an upper limit of the number of games is set in the normal advantageous zone. When the upper limit of the number of games set in advance is reached in the normal advantageous zone, an AT right is granted to forcibly transition to the AT state regardless of the reached point. The upper limit of the number of games in the normal advantageous zone is, for example, 1280 games. The upper limit of the number of games is called the "ceiling". The main control unit 161 has a lottery counter in the RAM 161c to determine whether the ceiling has been reached. That is, the main control unit 161 stores the number of games executed in the normal advantageous zone in the lottery counter in the RAM 161c. The main control unit 161 adds the value of the lottery counter every time a game is executed in the normal advantageous zone. For example, if the upper limit of the number of games in the normal advantageous zone is set to 700 games, when the value of the lottery counter reaches 700, the main control unit 161 grants the AT right. The upper limit of the number of games in the normal advantageous zone is not limited to 700 games, and may be, for example, 1280 games.

[0099] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, winning combinations, and the awarding of prizes. The name column of Fig. 5 to Fig. 8 shows the name of the winning combination, and the combination of symbols that will win the winning combination is shown in the symbol combination column. The award column shows the value (number of medals paid out, replay award, etc.) that will be awarded when the winning combination is won.

[0100] As shown in FIG. 5, RIP1 to RIP6 are provided as replay roles. As shown in FIG. 6, BB is provided as a special role. As shown in FIG. 6 to FIG. 8, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when the push order role is won, and when they are won, 9 medals, which is more than the number of medals used in the bet (3 medals), are paid out. Plums 1 to 6 are also collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when the push order role is won, and when they are won, 1 medal, which is less than the number of medals used in the bet (3 medals), is paid out. 1-coin roles 1 to 33 are also collectively referred to as "1-coin roles."

[0101] As shown in FIG. 7, among the symbol combinations that result in the winning of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, character symbols are derived on the bottom row of the left reel 2L, the middle row of the middle reel 2C, and the top row of the right reel 2R, and the character symbols are arranged in a row ascending to the right. The arrangement of character symbols in a row is also called "character alignment."

[0102] As shown in FIG. 8, among the symbol combinations that result in the winning of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."

[0103] [Role to be selected] Fig. 9 is a diagram for explaining the combination of winning roles read out as the lottery target roles for each game state. The role number column in Fig. 9 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows the name, the game state column shows that the lottery target role is a lottery target role with a circle for each game state, and the advantageous zone winning column shows whether or not the advantageous zone has been won. Also, the winning role combination column in Fig. 9 shows the combination of winning roles included in each lottery target role.

[0104] As shown in FIG. 9, BB is provided as a special role to be selected. As replay roles to be selected, normal lip, 7-match lip, 7-discrepancy lip, character match lip, and character-discrepancy lip are provided. As small roles to be selected, common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1, 2, character match 1, weak cherry, strong cherry, and chance eye A, B are provided. As small roles in BB, BB medium small role and BB medium 1 are provided. In addition, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when they are won, so they are types of push order roles. 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are collectively called "push order bells." In addition, 7-match 1, 2 are collectively called "7-match 1."

[0105] During non-internal play, all roles except for the BB small / medium-sized role and one BB in-game card can be won, but during internal play, since the BB win has already been carried over, the BB, BB small / medium-sized role, and one BB in-game card cannot be won.

[0106] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while a role number is determined for each role to be drawn, a flag category is assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter, these are collectively referred to as "lotteries related to AT control") are both conducted based on the flag category. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on the role number.

[0107] In this embodiment, a flag category is also assigned to the miss and BB, and the BB is assigned the same FC1 as other roles such as normal lip. Also, the common plum is assigned the same FC4 as the watermelon.

[0108] [Reel control of push order] FIG. 10 is a diagram for explaining reel control when the push order role is won. As described above, in this embodiment, in a game in which the push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.

[0109] For example, as shown in Fig. 10, in a game in which any of 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D is won, when the stop switches 8L, 8C, and 8R are operated in the correct answer sequence, the main role of plum wins, while when the stop switches 8L, 8C, and 8R are operated in the incorrect answer sequence, the sub-role of 1 coin wins. Note that if the sub-role of 1 coin wins when the stop switches 8L, 8C, and 8R are operated in the incorrect answer sequence, no win may occur.

[0110] The "normal procedure" is not set as the "correct procedure", while the "irregular procedure" can be set as the "correct procedure". That is, in a game in which the player wins any of the 213-choice roles A to D, the 231-choice roles A to D, the 312-choice roles A to D, and the 321-choice roles A to D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player cannot win the main role of plum. This may be a factor that induces the player to operate the stop switches 8L, 8C, and 8R in the irregular procedure, but in this embodiment, if the player operates the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed, a penalty that is disadvantageous to the player is imposed on the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.

[0111] FIG. 11 is a diagram showing game start commands that the main control unit 161 transmits to the performance control unit 151 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 161 executes an internal lottery process, and transmits a group of commands including predetermined information to the performance control unit 151 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 11 will be simply referred to as "game start commands." The main control unit 161 transmits each command in the order of No. 1 to No. 13 as a game start command. A serial number is set for each command as a "setting serial number" with the same number as No. Each command stores various information managed by the main control unit 161.

[0112] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the pressing order in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information indicating the order in which the stop switches 8L, 8C, and 8R are pressed. When the performance control unit 151 receives the command No. 2 "instruction number", it executes a navigation performance on the liquid crystal display 51 based on the operation procedure that can be identified from the command "instruction number". The performance control unit 151 causes the speaker 53 to output a sound that notifies the player of the operation procedure that can be identified from the command "instruction number".

[0113] For example, the command No.3 "small role type" stores information that can specify whether the role won by the internal lottery is a small role, a replay role, or a special role. The command No.6 "section state" stores information that can specify which of the internal states shown in FIG. 4 the game in which the start switch 7 is operated is in. Specifically, the command No.6 "section state" stores information that indicates whether the currently controlled state is a normal section, an advantageous section, and further, whether the advantageous section is a normal advantageous section, an AT state, or an ending state. The performance control unit 151 can specify which section state the game in which the start switch 7 is operated is in based on receiving the command No.6 "section state". The command No.4 "ball output state" can also store information that can specify the game state of the game in which the start switch 7 is operated. The command No.9 "ART precursor G number" stores the number of games in the AT continuous performance. The number of points acquired in the previous game is stored in the command No. 10 "POINT" in the game start command. Also, the number of points acquired in the previous game is stored in the command No. 11 "WINNING NUMBER". Information that can identify the winning combination number of the winning combination by the internal lottery is stored in the command No. 11 "WINNING NUMBER".

[0114] Furthermore, when the main control unit 161 transmits a game start command, it stores information indicating that a medal has been bet in the command No. 12 “insert medal.” When information indicating that a medal has been bet is stored in the command No. 12 “insert medal,” the performance control unit 151 can determine that the game start command has been received.

[0115] FIG. 12 shows game end commands that the main control unit 161 transmits to the performance control unit 151 at the third stop. The main control unit 161 transmits the command group No. 1 to No. 13 to the performance control unit 151 in the order of No. 1 to No. 13 not only when the start switch 7 is operated but also at the third stop of the stop switch. Hereinafter, the command group No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game end commands". Note that, among the commands transmitted at the third stop, No. 11 is different from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information regarding winning. That is, at the third stop, the main control unit 161 transmits information regarding winning, not information regarding the winning number.

[0116] In the command "points" of No. 10 in the game end command, the number of points acquired in the point acquisition lottery process at the third stop, which will be described later, is stored. In addition, when the main control unit 161 transmits a game end command, it stores information indicating that the reel is stopped in the command "stop reel" of No. 13. When information indicating that the reel is stopped is stored in the command "stop reel" of No. 13, the performance control unit 151 can determine that the game end command has been received. That is, the performance control unit 151 determines whether the received command group is a game start command or a game end command based on the command "insert medal" of No. 12 and the command "stop reel" of No. 13. When the main control unit 161 transmits a game start command, it does not have to transmit the command "stop reel" of No. 13, and when the main control unit 161 transmits a game end command, it does not have to transmit the command "insert medal" of No. 12.

[0117] [Transmission and reception between the main control board and the medal count control board] The transmission and reception mode between the main control board 16 and the medal count control board 17 will be described. In this embodiment, communication is performed by commands between the main control board 16 and the medal count control board 17. The main control board 16 transmits a predetermined command to the medal count control board 17 every time an event occurs. Events include pressing the start switch 7, pressing the 1BET switch 20 or the MAXBET switch 6, stopping of all reels, etc.

[0118] When the predetermined command transmitted from the main control board 16 is a command that requires a predetermined response, the medal count control board 17 transmits a response command to the main control board 16. For example, when the power is turned on while the S-machine 2 is installed in the gaming facility and electrically connected, the main control board 16 transmits a gaming machine installation information command including the main chip ID (main control chip ID) to the medal count control board 17. Even when the power is turned on thereafter, the main control board 16 transmits gaming machine installation information including the main chip ID (main control chip ID) to the medal count control board 17. That is, when the power of the S-machine 2 is turned on, the main control board 16 transmits a gaming machine installation information command capable of identifying the main chip ID of the unique information possessed by the main control board 16 to the medal count control board 17.

[0119] Both the main control board 16 and the medal count control board 17 assign a "serial number" to the command before sending it. In addition, both the main control board 16 and the medal count control board 17 store the received "serial number." By assigning a "serial number" to the command, the S-stand 2 prevents a person who is trying to obtain medals fraudulently (hereinafter referred to as an unauthorized person) from manipulating the S-stand 2 fraudulently. An unauthorized person may, for example, alter a command transmitted and received between the main control board 16 and the medal count control board 17, or control the main control board 16 or the medal count control board 17 by an unauthorized person. An unauthorized person may perform unauthorized operations by, for example, connecting a device that performs unauthorized operations (hereinafter referred to as an unauthorized device) to the main control board 16 or the medal count control board 17.

[0120] The initial value and the additional value of the "serial number" are determined by the medal count control board 17 and the main control board 16, respectively. The medal count control board 17 determines the initial value and the additional value of the "serial number" based on the gaming machine installation information command received from the main control board 16. The main chip ID included in the gaming machine installation information command includes a 4-byte chip-specific number register. A chip-specific hexadecimal value is stored in each byte of the main chip ID. The medal count control board 17 calculates a total value by adding up the hexadecimal values ​​stored in each byte of the main chip ID. The medal count control board 17 converts the value indicated by the lowest 2 bytes of the calculated total value into a decimal number and determines the value as the initial value for the "serial number".

[0121] For example, if the total value is "189h" (the "h" indicates that "189" is a hexadecimal number), the initial value of the serial number will be the decimal representation of "89h". In other words, the initial value of the "serial number" will be "137".

[0122] Furthermore, the medal count control board 17 divides the initial value by a predetermined number. For example, if the predetermined number is "5", the types of remainders calculated as a result of the division are four types: "0", "1", "2", "3", and "4". The medal count control board 17 predetermines and stores an additional value corresponding to the four types of remainder. For example, the medal count control board 17 stores "7" corresponding to "0", stores "11" corresponding to "1", stores "13" corresponding to "2", stores "19" corresponding to "3", and stores "23" corresponding to "4". After dividing the initial value by a predetermined number, the medal count control board 17 sets the value stored corresponding to the remainder of the result of the division as the additional value.

[0123] For example, the remainder of the division of the initial value "137" by 5 is "2". As described above, the medal count control board 17 stores "13" in correspondence with the remainder of the division result of "2". Therefore, the medal count control board 17 determines the additional value of the serial number as "13". In this way, the medal count control board 17 generates the initial value and additional value of the serial number for determining whether the command transmitted from the main control board 16 is normal or not, based on the main chip ID identified from the gaming machine installation information command. The main control board 16 also generates the initial value and additional value by performing the same calculation. As a result, the same initial value and additional value are stored in both the main control board 16 and the medal count control board 17.

[0124] As described above, in this embodiment, the occurrence of an event triggers the main control board 16 to transmit a predetermined command to the medal count control board 17. The main control board 16 assigns a serial number to the predetermined command. For example, a description will be given of an example in which a gaming machine installation information command is transmitted to the medal count control board 17, and a predetermined event A occurs after both the main control board 16 and the medal count control board 17 have determined the initial value and the additional value in the serial number.

[0125] Based on the occurrence of a predetermined event A, the main control board 16 transmits a command A to the medal count control board 17. At this time, the main control board 16 assigns an initial value of a serial number to the command A that is transmitted for the first time after transmitting the gaming machine installation command. In other words, the main control board 16 assigns the serial number "137" to the command A and transmits it.

[0126] The medal count control board 17 stores "137" as an initial value, and since the serial number assigned to the first command A received after receiving the gaming machine installation command is "137", it determines that communication is normal.

[0127] Next, when a new event B occurs, the main control board 16 transmits command B to the medal count control board 17. At this time, the main control board 16 transmits command B with a value obtained by adding an additional value to the value of the previously transmitted serial number. That is, the main control board 16 transmits command B with a value of "150", which is obtained by adding an additional value of "13" to the previously transmitted "137". Before receiving command B, the medal count control board 17 calculates in advance that the serial number to be assigned to the next command to be transmitted is "150". Since the serial number assigned to the received command B is "150" and matches the serial number calculated in advance, the medal count control board 17 determines that communication with the main control board 16 is normal.

[0128] That is, each time the main control board 16 sends a command, it assigns a serial number that is the sum of the serial number sent previously and the additional value. Since the medal count control board 17 also stores the initial value and the additional value, it can calculate in advance the value of the serial number to be assigned to the next command to be received, and can determine whether the serial number is normal each time a command is received. If the serial number assigned to the received command does not match the calculated serial number value, the medal count control board 17 determines that a communication abnormality has occurred between the main control board 16 and the medal count control board 17.

[0129] If the value obtained by adding the additional value to the previously transmitted serial number exceeds 255, the main control board 16 transmits the serial number minus 255. If the main control board 16 receives a response command from the medal count control board 17 indicating that an error has occurred, it does not add the additional value to the serial number of the command to be transmitted after the response command, but transmits the same serial number again.

[0130] [Command sent from the main control board to the medal count control board] FIG. 13 is a diagram showing the types of commands that the main control board 16 transmits to the medal count control board 17. In this embodiment, the main control board 16 transmits, as shown in the command name column in FIG. 13, a gaming machine installation information command, a role information command, an advantageous zone information command, an input command, a settlement command, an end command, a start command, a payout pulse command, a big win command, a gaming machine fraud 1 command, a gaming machine fraud 2 command, a gaming machine fraud 3 command, a main control status command, a main control board error command, and a gaming machine performance information (spare) command to the medal count control board 17. In addition, the number column shows the command number that is preset for each command. Furthermore, the message length column shows the message length, that is, the byte length, of each command.

[0131] The two-way column indicates whether or not the medal count control board 17 needs to transmit a response command after the main control board 16 transmits a command. For example, when the medal count control board 17 receives a start command from the main control board 16, it does not transmit a response command in response to the start command. In other words, the main control board 16 controls the reel drums and the like without waiting for the reception of a response command from the medal count control board 17.

[0132] On the other hand, when the medal count control board 17 receives an insertion command, a settlement command, or a finish command from the main control board 16, it transmits a response command to the main control board 16 in response to receiving these commands. The insertion command, the settlement command, and the finish command are commands that directly affect the number of credits managed by the medal count control board 17. Therefore, after transmitting the insertion command, the settlement command, or the finish command, the main control board 16 performs the next control on the condition that it receives a response command from the medal count control board 17. Below, the commands transmitted from the main control board 16 to the medal count control board 17 will be described with reference to Figs. 14 to 35.

[0133] FIG. 14 is a diagram for explaining the gaming machine installation information command. As shown in FIG. 14, the gaming machine installation information command is a command having a length of 22 bytes. The first byte stores the message length of the gaming machine installation information command. The second byte transmits the serial number. The gaming machine installation information command is a command transmitted after the power is turned on and before the medal count control board 17 determines the initial value and the additional value of the serial number, so the serial number is fixed to the value "0" and stored. The third to sixth bytes store values ​​indicating the command number, gaming machine characteristics, gaming machine type, and identification code, respectively. The seventh to tenth bytes store values ​​of the first to fourth bytes of the unique number register of the main chip ID. The medal count control board 17 determines the initial value and the additional value of the serial number using the values ​​of the main chip ID in the seventh to tenth bytes.

[0134] The 11th to 13th bytes store the manufacturer code. The 14th to 21st bytes store the product code. The 22nd byte stores a checksum to determine whether or not an error occurred in the information sent in the 1st to 21st bytes.

[0135] FIG. 15 is a diagram showing details of the gaming machine characteristics. The following describes details of the gaming machine characteristics indicated in the 4th byte of the gaming installation information command. The gaming machine characteristics are 1 byte of data from the 0th bit to the 7th bit. The 0th bit indicates whether or not the S machine 2 is equipped with an RB (regular bonus). If the S machine 2 is equipped with an RB, the 0th bit is "1", and if the S machine 2 is not equipped with an RB, the 0th bit is "0".

[0136] The first bit indicates whether S machine 2 is equipped with a BB (Big Bonus). If S machine 2 is equipped with a BB, the first bit will be "1", and if S machine 2 is not equipped with a BB, the first bit will be "0". The second bit indicates whether S machine 2 is equipped with a CT (Challenge Time). If S machine 2 is equipped with a CT, the second bit will be "1", and if S machine 2 is not equipped with a CT, the second bit will be "0". The third bit indicates whether S machine 2 is equipped with a CB (Challenge Bonus). If S machine 2 is equipped with a CB, the third bit will be "1", and if S machine 2 is not equipped with a CB, the third bit will be "0".

[0137] The fourth bit indicates whether S-stand 2 is equipped with SB (single bonus). If S-stand 2 is equipped with SB, the fourth bit will be "1", and if S-stand 2 is not equipped with SB, the fourth bit will be "0". The fifth bit indicates whether S-stand 2 is equipped with an instruction function. If S-stand 2 is equipped with an instruction function, the fifth bit will be "1", and if S-stand 2 is not equipped with an instruction function, the fifth bit will be "0". The sixth bit indicates the instruction type of S-stand 2. If the instruction type of S-stand 2 is 7P type, the sixth bit will be "1", and if the instruction type of S-stand 2 is 7U type, the sixth bit will be "0". The seventh bit is not used and "0" is stored.

[0138] Fig. 16 is a diagram showing the configuration of the role information command. The role information command is a command for the medal count control board 17 to update the gaming machine performance information and the role ratio monitor information. The role information command is sent to the medal count control board 17 after the end command is sent.

[0139] The reel information command is composed of 5 bytes of data. The first byte stores the message length of the reel information command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the reel information command is "1".

[0140] The fourth byte stores the bonus operation information. The bonus operation information stores information indicating whether or not any bonus is currently being won. The fifth byte stores a checksum to determine whether or not there is an error in the information sent in the first to fourth bytes.

[0141] FIG. 17 is a diagram showing details of the reel operation information. The reel operation information is data stored in the 4th byte of the reel information command. The reel operation information is composed of 1 byte of data from the 0th to 7th bits. The 0th bit stores "Type 1" information indicating whether the RB is in operation. The 1st bit stores "Type 1 consecutive" information indicating whether the BB is in operation. The 2nd bit stores "Type 2" information indicating whether the CT is in operation. The 3rd bit stores "Type 2 consecutive" information indicating whether the CB is in operation. The 5th bit stores "Normal reel" information indicating whether the SB is in operation. The 4th, 6th, and 7th bits are not used and store "0".

[0142] 18 is a diagram showing the configuration of the advantageous zone information command. The advantageous zone information command is a command for the medal count control board 17 to update the gaming machine performance information and the role ratio monitor information. The advantageous zone information command is sent after the end command is sent.

[0143] The advantageous zone information command is composed of 5 bytes of data. The first byte stores the message length of the reel information command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the advantageous zone information command is "2".

[0144] The fourth byte stores advantageous zone information. The advantageous zone information is data related to replay and instruction information in the advantageous zone. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.

[0145] 19 is a diagram showing details of the advantageous zone information. The advantageous zone information is data stored in the fourth byte of the advantageous zone information command, and is data showing information about the game played before the advantageous zone information command is transmitted.

[0146] The advantageous zone information is composed of one byte of data from the 0th bit to the 7th bit. The 0th bit stores information indicating whether or not the game played before the advantageous zone information command was sent was in an advantageous zone. If it was in an advantageous zone, "1" is stored in the 0th bit. The 1st bit stores information indicating whether or not instruction information was present in the game played before the advantageous zone information command was sent. If instruction information was present, "1" is stored in the 1st bit. The 4th bit stores information indicating whether or not a replay symbol combination was displayed in the game played before the advantageous zone information command was sent. If a replay symbol combination was displayed, "1" is stored in the 4th bit. The 2nd, 3rd, 5th, 6th, and 7th bits are not used and "0" is stored in them.

[0147] FIG. 20 is a diagram showing the configuration of an insertion command. The insertion command is transmitted from the main control board 16 to the medal count control board 17 when the 1BET switch 20 is pressed or when the MAXBET switch 6 is pressed. That is, the main control board 16 transmits an insertion command to the medal count control board 17 when it receives a bet number setting operation for setting the bet number for starting one game. Also, referring to FIG. 13, since the insertion command is a bidirectional command, the medal count control board 17 transmits a response command in response to the insertion command to the main control board 16 when it receives the insertion command. The insertion command is composed of 5 bytes of data. The first byte stores the message length of the insertion command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the insertion command is "3".

[0148] The number of medals inserted is stored in the fourth byte. When the 1BET switch 20 is pressed with the number of bets being 0, 1, or 2, the number of medals inserted is 1. When the MAXBET switch 6 is pressed with the number of bets being 0, the number of medals inserted is 3, when the MAXBET switch 6 is pressed with the number of bets being 1, the number of medals inserted is 2, and when the MAXBET switch 6 is pressed with the number of bets being 2, the number of medals inserted is 1. When the 1BET switch 20 or the MAXBET switch 6 is pressed and an insertion command is sent in the replay operation state, no data is stored in the number of medals inserted. The fifth byte stores a checksum for determining whether or not an error has occurred in the information sent in the first to fourth bytes. The "replay operation state" refers to the state after the replay role has won.

[0149] FIG. 21 is a diagram showing the configuration of a settlement command. When the bet number clear switch 21 is pressed, the settlement command is transmitted from the main control board 16 to the medal count control board 17. That is, when the main control board 16 receives a settlement operation for canceling the bet number for starting one game, the main control board 16 transmits the settlement command to the medal count control board 17. Also, referring to FIG. 13, since the settlement command is a bidirectional command, when the medal count control board 17 receives the settlement command, it transmits a response command in response to the settlement command to the main control board 16. The settlement command is composed of 5 bytes of data. The first byte stores the message length of the settlement command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the settlement command is "4".

[0150] The fourth byte stores the number of settled medals. When the bet number clear switch 21 is pressed with the number of bets at one, the number of settled medals becomes one, when the bet number clear switch 21 is pressed with the number of bets at two, the number of settled medals becomes two, and when the bet number clear switch 21 is pressed with the number of bets at three, the number of settled medals becomes three. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.

[0151] FIG. 22 is a diagram showing the configuration of the start command. The start command is transmitted from the main control board 16 to the medal count control board 17 when the start switch 7 is pressed. That is, the main control board 16 transmits the start command to the medal count control board 17 when starting one game. The start command is transmitted even when the start switch 7 is pressed in the replay operation state. The start command is a command that does not directly affect the number of credits managed by the medal count control board 17. Therefore, when the medal count control board 17 receives the start command, it does not transmit a response command to the start command to the main control board 16, but performs control according to the start command. The control according to the start command corresponds to, for example, a process of controlling to a waiting state for the game to end and a preparation process for receiving the end command. After transmitting the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is, for example, a control to drive the reels.

[0152] The start command consists of 5 bytes of data. The first byte stores the text length of the start command. The second byte stores a sequence number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the start command is "6".

[0153] The fourth byte stores the number of input pulses (1 to 3) to be sent to the hall computer. Even in the replay operation state, the specified number of input pulses is sent. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.

[0154] FIG. 23 is a diagram showing the configuration of the end command. The end command is transmitted from the main control board 16 to the medal count control board 17 when all the reels have stopped, that is, when the reels have been stopped for the third time. In other words, the main control board 16 transmits the end command to the medal count control board 17 when one game is ended. The end command includes the number of medals to be paid out, which is determined according to the combination of the derived symbols. When medals are paid out to the player, the number of credits increases. Therefore, the end command is a command that directly affects the number of credits managed by the medal count control board 17. Therefore, when the medal count control board 17 receives the end command, it transmits a response command to the main control board 16. After transmitting the end command, the main control board 16 performs the next control on the condition that the response command has been received. The next control corresponds to an update process of the data displayed on the game support display device 12, etc.

[0155] In other words, when the medal count control board 17 receives the end command, it transmits a response command in response to the end command to the main control board 16 and performs control according to the end command. The control according to the end command is, for example, control to add the number of medals paid out to the number of credits.

[0156] The termination command consists of 5 bytes of data. The first byte stores the message length of the termination command. The second byte stores a sequence number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the termination command is "5".

[0157] The fourth byte stores the number of medals to be paid out. The number of medals to be paid out can be up to 15 medals. If a replay symbol combination is derived, or if there are no medals to be paid out, "0" is stored in the fourth byte. In other words, the end command is a command that can specify the game value to be given to a player according to the result of a game when the game ends. The fifth byte stores a checksum to determine whether or not an error has occurred in the information sent in the first to fourth bytes.

[0158] FIG. 24 is a diagram showing the configuration of the payout pulse command. The payout pulse command is transmitted from the main control board 16 to the medal count control board 17 when all reels are stopped, that is, when the third stop is reached. The payout pulse command is a pulse signal for transmitting the number of medals to be awarded to the player in response to winning to a hall computer (not shown) connected to the medal count control board 17. After receiving the payout pulse command, the medal count control board 17 transmits a payout pulse signal to the hall computer (not shown). This allows the hall computer to store the number of medals paid out at the S machine 2. The payout pulse command is transmitted to the medal count control board 17 even when the replay operation state is in progress. After transmitting the payout pulse command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17.

[0159] The discharge pulse command is composed of 5 bytes of data. The first byte stores the message length of the discharge pulse command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the discharge pulse command is "7".

[0160] The fourth byte stores the number of payout pulses to be sent to the hall computer. The maximum number of payout pulses is 15. If a replay symbol combination is derived, or if there are no payout medals, "0" is stored in the fourth byte. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.

[0161] Fig. 25 is a diagram showing the configuration of a jackpot command. The jackpot command is sent from the main control board 16 to the medal count control board 17 at the start and end of a jackpot. The jackpot command is also sent from the main control board 16 to the medal count control board 17 in the case of a hot start when the power is turned on. This allows the S machine 2 to restore the hall computer signal without backing up the hall computer signal.

[0162] The jackpot command consists of 5 bytes of data. The first byte stores the message length of the jackpot command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the jackpot command is "8."

[0163] The fourth byte stores the hall computer signal. The hall computer signal is a signal for notifying the hall computer of the jackpot information of S-machine 2. The jackpot type, such as RB, BB, or AT, is stored. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.

[0164] FIG. 26 is a diagram showing details of the hall computer signal. The hall computer signal is data stored in the fourth byte of the jackpot command. The hall computer signal is composed of one byte of data from the 0th bit to the 7th bit. The 0th bit stores information indicating that the jackpot type is RB. The 1st bit stores information indicating that the jackpot type is BB. The 2nd bit stores information indicating that the jackpot type is AT. The 3rd to 7th bits are not used and store "0".

[0165] 27 is a diagram showing the configuration of the gaming machine rigging 1 command. The gaming machine rigging 1 command is transmitted from the main control board 16 to the medal count control board 17 at the start and end of setting change and setting confirmation.

[0166] The gaming machine fraud 1 command is composed of 5 bytes of data. The first byte stores the message length of the gaming machine fraud 1 command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the gaming machine fraud 1 command is "9."

[0167] The fourth byte stores the setting information. The setting information is information for when the setting is changed or confirmed, and information indicating whether or not any fraud was detected at that time. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.

[0168] FIG. 28 is a diagram showing details of the setting information. The setting information is data stored in the 4th byte of the gaming machine fraud 1 command. The setting information is made up of 1 byte of data from the 0th to 7th bits. The 0th bit stores data indicating whether or not the setting is being changed. The 1st bit stores data indicating whether or not the setting is being confirmed. The 2nd to 4th bits store data indicating whether or not a manufacturer-defined fraud has been detected. The 6th and 7th bits are not used and store "0".

[0169] FIG. 29 is a diagram showing the configuration of the gaming machine fraud 2 command. The gaming machine fraud 2 command is an unused command in the S machine 2. In the S machine 2, the door open detection switch 25 is connected to the medal count control board 17. Therefore, the main control board 16 does not need to transmit door information to the medal count control board 17. Therefore, "0" is stored in the fourth byte.

[0170] 30 is a diagram showing details of the door information. Since the medal count control board 17 detects whether the door is open or closed, all bits included in the door information are not used and "0" is stored.

[0171] 31 is a diagram showing the configuration of the gaming machine fraud 3 command. The gaming machine fraud 3 command is an unused command in the S machine 2. The gaming machine fraud 3 command is an expansion command, and will be used when it becomes necessary to transmit a new command from the main control board 16 to the medal count control board 17 in the future.

[0172] 32 is a diagram showing the configuration of a main control status command. The main control status command is a command that indicates the status of the main control board 16. The main control status command is transmitted from the main control board 16 to the medal count control board 17 at a predetermined timing. The medal count control board 17 can obtain the status of the main control board 16 or the S-stand 2 by receiving the main control status command.

[0173] The main control status command is composed of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the main control status command is "12". The fourth byte stores a gaming machine status signal. The fifth byte stores a checksum for determining whether or not there is an error in the information sent in the first to fourth bytes.

[0174] 33 is a diagram showing the configuration of the main control board error command. The main control board error command is a command that indicates the type of error that has occurred in the main control board 16. The main control board error command is sent from the main control board 16 to the medal count control board 17 when an error occurs in the main control board 16 and when the error that has occurred is resolved.

[0175] The main control board error command is composed of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the main control board error command is "13." The fourth byte stores an error number. The error number is a number indicating the type of error that has occurred in the main control board 16. The fifth byte stores a checksum for determining whether or not there was an error in the information sent in the first to fourth bytes.

[0176] FIG. 34 is a diagram showing a list of main control board errors. The error numbers shown in FIG. 34 are error numbers stored in the fourth byte of the main control board error command. E6 is an error number indicating a reel rotation error. When the main control board 16 cannot detect an input from the origin sensor three consecutive times, it determines that a reel rotation error has occurred. When a reel rotation error occurs, the main control board 16 transmits the value of the fourth byte of the main control board error command as "E6". When an error release switch (not shown) is pressed, the main control board 16 determines that the error has been resolved. Even when the error has been resolved, the main control board 16 transmits a main control board error command.

[0177] E7 is an error number indicating a medal count overflow error. The main control board 16 determines that a medal count overflow error has occurred when the medal count exceeds 16,383. When a medal count overflow error occurs, the main control board 16 transmits the fourth byte of the main control board error command as "E7". The main control board 16 determines that the error has been resolved when an error release switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 transmits the main control board error command.

[0178] E8 is an error number indicating a backup error. When the RAM is inspected after power is turned on and the value does not match the RAM value backed up before the power was cut off, the main control board 16 determines that a backup error has occurred. When a backup error occurs, the main control board 16 sends the fourth byte value of the main control board error command as "E8". The main control board 16 determines that the error has been resolved when the power to S-unit 2 is turned off and the settings are changed again. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0179] E9 is an error number indicating a communication abnormality error. If the main control board 16 does not receive a response command before 40 ms has elapsed after sending a command requiring a response command to the medal count control board 17, it determines that a communication abnormality error has occurred. When a communication abnormality error occurs, the main control board 16 sends the fourth byte value of the main control board error command as "E9". When an error release switch (not shown) is pressed, the main control board 16 determines that the error has been resolved. Even when the error has been resolved, the main control board 16 sends a main control board error command.

[0180] 35 is a diagram showing the configuration of the gaming machine performance information (preliminary) command. The gaming machine performance information is information for the purpose of tallying up performance information. The gaming machine performance information is for outputting the results calculated based on the game.

[0181] The gaming machine performance information (preliminary) command is composed of 28 bytes of data. The first byte stores the message length of the gaming machine performance information (preliminary) command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the gaming machine performance information (preliminary) command is "14". The fourth to 27th bytes may store gaming machine performance information. In this embodiment, "0" is stored in the preliminary area. The 28th byte stores a checksum for determining whether or not an error has occurred in the information transmitted in the first to 27th bytes.

[0182] 36 is a diagram showing a list of commands from the medal count control board 17 to the main control board 16. The medal count control board 17 transmits two types of commands to the main control board 16.

[0183] The response command is a command for responding to a command received from the main control board 16. For example, when the medal count control board 17 receives an end command, the medal count control board 17 transmits a response command because the end command is a command that affects the number of credits. In other words, the response command is a bidirectional command that responds in response to receiving the command. A command number of 3 to 5 can be set for the response command. The message length of the response command is 4 bytes.

[0184] The frame side information command is a command to transmit system information including connection information between the medal count control board 17 and CU3. The medal count control board 17 transmits the frame side information command to the main control board 16 every 0.3 seconds. The predetermined period during which the frame side information command is transmitted may be other periods instead of 0.3 seconds. The main control board 16 does not respond even when it receives a frame side information command. Therefore, the frame side information command is a command that continues to be transmitted unidirectionally from the medal count control board 17 to the main control board 16, which does not have bidirectionality. The command number of the frame side information command is "81h", and the message length is 4 bytes.

[0185] FIG. 37 is a diagram showing the structure of a response command. A response command is composed of 4 bytes of data. The first byte stores the message length of the response command. The second byte stores a value indicating the command number. The command number in the response command stores the command number of the received command to which the response is directed. When sending a response command in response to an input command, the medal count control board 17 stores "3" as the command number. When sending a response command in response to a settlement command, the medal count control board 17 stores "4" as the command number. When sending a response command in response to a termination command, the medal count control board 17 stores "5" as the command number.

[0186] The third byte stores information indicating the result of receiving the response command. The third byte includes a data area of ​​1 to 4 bits. When the 0th bit in the data area of ​​the third byte is "1", the response command indicates "received OK". "Received OK" indicates that the received command received by the medal count control board 17 is normal. In the following, a response command in which the 0th bit in the data area of ​​the third byte is "1" may be referred to as a "response command indicating received OK". In other words, the response command is a command that notifies the main control board 16 that the received command has been received normally. The received command is a command transmitted from the main control board 16 that is the target of the response command. When the 1st bit in the data area of ​​the third byte is "1", the response command indicates "serial number mismatch". "Serial number mismatch" indicates that the received command received by the medal count control board 17 is not normal. In the following, a response command in which the 1st bit in the data area of ​​the third byte is "1" may be referred to as a "response command indicating serial number mismatch". In other words, the response command indicates that the serial number of the received command that was the subject of the response did not match the serial number calculated by the medal count control board 17.

[0187] If the second bit in the data area of ​​the third byte is "1", the response command indicates "insufficient number of game medals". When the medal number control board 17 receives an insertion command as a received command and is requested to subtract the number of credits, but the number of credits is insufficient, a response command with "1" stored in the second bit is transmitted.

[0188] When the third bit in the data area of ​​the third byte is "1", the response command indicates "game medal count overflow". When the medal count control board 17 receives a settlement command as a received command and the number of credits (game medal count) is at the upper limit, a response command with "1" stored in the third bit is transmitted. The fourth byte stores a checksum to determine whether or not there was an error in the information transmitted in the first to third bytes.

[0189] 38 is a diagram showing the configuration of a frame side information command. As described above, the frame side information command is transmitted from the medal count control board 17 to the main control board 16 every 0.3 seconds.

[0190] The frame side information command is composed of 4 bytes of data. The first byte stores the message length of the frame side information command. The second byte stores the command number. The command number of the frame side information command is "81h". The third byte stores information indicating the system status of the medal count control board 17. The system status of the medal count control board 17 includes information on whether the count button has been pressed or not, and whether the CU3 and medal count control board 17 are normally connected or not. The fourth byte stores a checksum for determining whether an error has occurred in the information sent in the first to third bytes.

[0191] [About communication between the main control board and the medal count control board] Fig. 39 is a diagram showing an example of communication between the main control board 16 and the medal count control board 17. Serial communication is adopted for communication between the main control board 16 and the medal count control board 17. As shown in Fig. 39, the main control board 16 transmits an input command in response to a bet number setting operation. The bet number setting operation includes pressing the 1BET switch 20 or the MAXBET switch 6.

[0192] When the medal count control board 17 receives a command from the main control board 16, it measures the elapsed time using a counter. If the reception of the command is not completed within 10 ms from the time of receiving the command from the main control board 16, the medal count control board 17 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of FIG. 39, the reception of the insertion command is completed before 10 ms has elapsed since the medal count control board 17 received the command, so a timeout error does not occur.

[0193] The medal count control board 17 transmits a response command in response to receiving the insertion command. When the main control board 16 receives a command from the medal count control board 17, it measures the elapsed time using a counter. If the reception of the command is not completed within 2.24 ms from the reception of the command from the medal count control board 17, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of FIG. 39, the reception of the response command is completed before 2.24 ms has elapsed since the main control board 16 received the command, so a timeout error does not occur.

[0194] In addition, when the main control board 16 transmits a command that requires a response command from the medal count control board 17, such as an insertion command, it uses a counter to measure the elapsed time from the time when the bet number setting operation that triggered the transmission of the insertion command was performed.

[0195] If the reception of the response command from the medal count control board 17 is not completed within 40 ms from the occurrence of an event such as a bet number setting operation, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of Fig. 39, the reception of the response command is completed before 40 ms has elapsed since the bet number setting operation, so a timeout error does not occur.

[0196] After receiving the response command to the input command, the main control board 16 starts control corresponding to the bet amount setting operation. That is, the main control board 16 subtracts the number of credits displayed on the credit display 11.

[0197] Next, the start switch 7 of S machine 2 is pressed by the player. Based on the start switch 7 being pressed, the main control board 16 transmits a start command to the medal count control board 17. As described above, the start command is a command that does not require a response command from the medal count control board 17. Therefore, the medal count control board 17 does not transmit a response command.

[0198] Finally, when the player operates the third stop, all the reels stop. Based on the fact that all the reels have stopped, the main control board 16 transmits an end command to the medal count control board 17. In this example, even though the end command requires a response command, the medal count control board 17 does not transmit the response command. Therefore, the main control board 16 does not receive a response command until 40 ms has elapsed since all the reels stopped, and determines that a timeout error has occurred.

[0199] Fig. 40 is a diagram for explaining the communication of the frame side information command. As shown in Fig. 40, the medal count control board 17 transmits the frame side information command to the main control board 16 every 300 ms. If a period of more than 2.24 ms has elapsed from the start of reception of the frame side information command until the reception is completed, the main control board 16 determines that a timeout error has occurred.

[0200] Fig. 41 is a flowchart showing the process when the main control board 16 receives a command. As shown in Fig. 36, the medal count control board 17 transmits two types of commands to the main control board 16: a response command or a frame side information command.

[0201] Referring to FIG. 41, the main control board 16 receives a command from the medal count control board 17 (step S10). The main control board 16 judges whether the received command is a frame side information command or not (step S11). If the received command is a frame side information command (YES in step S11), the main control board 16 checks whether the frame side information command contains error information or not (step S12). The error information is information indicating whether the CU3 is normally connected to the S stand 2 or not. If the frame side information command contains error information (YES in step S12), the main control board 16 transmits the error information to the performance control board 15 and ends the process. This allows the performance control board 15 to display on the liquid crystal display 51 that an error has occurred in which the CU3 is not connected to the S stand 2. If the frame side information command does not contain error information (NO in step S12), the process ends.

[0202] If the received command is not a frame-side information command (NO in step S11), that is, if the received command is a response command, the main control board 16 executes processing according to the response command and ends the processing.

[0203] FIG. 42 is a diagram showing the flow of communication between the main control board 16 and the medal count control board 17 after the power is turned on. When the power-on switch 102 is pressed and the power is turned on to the main control board 16, the main control board 16 transmits a gaming machine installation information command. After that, when the bet number setting operation is performed, the main control board 16 transmits an insertion command. Since the insertion command is a command that requires a response command, the medal count control board 17 transmits a response command to the main control board 16 based on receiving the insertion command. For example, when there is a surplus of game medals, the medal count control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), when the serial numbers do not match, the 1st bit in the 3rd byte of the response command to "1" (serial number mismatch), and when the number of game medals is insufficient, the 2nd bit in the 3rd byte of the response command to "1" (insufficient number of game medals).

[0204] Next, the main control board 16 transmits a settlement command to the medal count control board 17 based on the settlement operation being performed. The settlement operation is an operation indicating that the bet number clear switch 21 has been pressed. This executes a process of returning the bet number to the credit number. Since the settlement command is a command that requires a response command, the medal count control board 17 transmits a response command to the main control board 16 based on receiving the settlement command. For example, if there is a margin in the number of game medals, the medal count control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), if the serial numbers do not match, the 1st bit in the 3rd byte of the response command to "1" (serial number mismatch), and if the number of game medals overflows, the 3rd bit in the 3rd byte of the response command to "1" (game medal number overflow).

[0205] In FIG. 42, the bet number setting operation is performed again, and communication based on the bet number setting operation is performed. Next, based on the start switch 7 being pressed, the main control board 16 transmits a start command to the medal count control board 17. After transmitting the start command, the main control board 16 performs control to progress the game, such as control to drive the reels, without waiting for a response from the medal count control board 17. When the medal count control board 17 receives the start command from the main control board 16, it controls to a state of waiting for the game to end, as control according to the start command. Since the start command is a command that does not require a response command, the medal count control board 17 does not transmit a response command.

[0206] Based on the fact that all reels have stopped, the main control board 16 transmits an end command to the medal count control board 17. Based on receiving the end command, the medal count control board 17 transmits a response command to the main control board 16. For example, if the end command is normal, the medal count control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), and if the serial numbers do not match, sets the 1st bit in the 3rd byte of the response command to "1" (serial numbers do not match). Next, the main control board 16 transmits the role information command, the advantageous zone command, and the payout pulse command to the medal count control board 17 in that order.

[0207] In this way, when starting a game, the main control board 16 executes the next control without waiting for a response from the medal count control board 17 after transmitting a start command since it does not affect the number of credits, and when ending a game, the main control board 16 executes the next control on the condition that it has received a response command transmitted from the medal count control board 17 after transmitting an end command since it may affect the number of credits. In this way, by improving the communication between the main control board 16 and the medal count control board 17, the main control board 16 can progress the game while checking the status of the medal count control board 17.

[0208] [Example of processing for serial numbers] As described above, the main control board 16 and the medal count control board 17 communicate using serial numbers. That is, the medal count control board 17 executes a process to check whether the serial numbers match in order to determine whether the command sent from the main control board 16 is normal or not. An example of the process for the serial numbers will be explained below with reference to Figs. 43 to 45. Fig. 43 is a diagram showing an example of communication when the serial number is normal.

[0209] When the power is turned on, the main control board 16 transmits a gaming machine installation information command to the medal count control board 17. As explained above, the serial number given to the gaming machine installation information command is "0". The medal count control board 17 determines the initial value and the additional value of the serial number based on the main chip ID included in the gaming machine installation information command. In the example of FIG. 43, the medal count control board 17 determines the initial value of the serial number to be "137" and the additional value to be "13". Using the same calculation method, the main control board 16 determines the initial value of the serial number to be "137" and the additional value to be "13" based on the main chip ID.

[0210] After transmitting the gaming machine installation information command, the bet number is set, and the main control board 16 transmits a deposit command. The deposit command is the first command transmitted to the medal count control board 17 after the gaming machine installation information command is transmitted. Therefore, the main control board 16 transmits the deposit command with the initial value of "137" as a serial number. The medal count control board 17 transmits a response command to the deposit command. At this time, the medal count control board 17 transmits a response command indicating that the reception is OK to the main control board 16, since the communication was normal. In other words, when the medal count control board 17 determines that the deposit command transmitted from the main control board 16 is normal by the process of checking whether the serial numbers match, it transmits a response command indicating that the deposit command is normal to the main control board 16 in response to the deposit command.

[0211] Next, when the start switch 7 is pressed, the main control board 16 transmits a start command. At this time, the main control board 16 transmits a value obtained by adding an additional value of "13" to the previously transmitted serial number value of "137". In other words, the main control board 16 transmits the start command with a serial number of "150".

[0212] When the medal count control board 17 receives an input command with a serial number of "137", it calculates that the serial number of the next command to be received will be "150" based on the added value. When the medal count control board 17 receives a start command, it executes a process to check whether the serial number value calculated before reception matches the serial number value assigned to the start command actually received. Since the serial numbers match, the medal count control board 17 determines that communication is normal.

[0213] Fig. 44 is a diagram showing an example of communication when a serial number mismatch error occurs. The process until the main control board 16 receives a response command corresponding to the bet number setting operation is the same as that in Fig. 42, so the explanation will not be repeated. As described above, the medal number control board 17 calculates that the serial number assigned to the next command to be received at the time of receiving the insertion command is "150".

[0214] In the example of FIG. 44, after the bet number setting operation, an illegal operation is performed. As described above, an illegal operation refers to, for example, an operation in which the command transmitted and received between the main control board 16 and the medal count control board 17 is altered, or an operation in which a fraudster controls the main control board 16 or the medal count control board 17. In FIG. 44, the main control board 16 is controlled by a fraudster, so that the main control board 16 transmits a finish command even though all the reels have not stopped. That is, in FIG. 44, a fraudulent operation is performed with the aim of making the medal count control board 17 execute a payout process even though no winning has occurred. However, since the fraudster cannot obtain the initial value and the added value of the serial number determined based on the main chip ID of the main control board 16, and further the number of times the command has been transmitted and received, he cannot know the value of the serial number to be assigned to the next command. Therefore, in the example of FIG. 44, the fraudster sends the end command with a serial number "78", but the medal count control board 17 judges that a serial number mismatch error has occurred because the calculated serial number "150" does not match the actually received serial number "78", and sends a response command indicating that the serial numbers do not match to the main control board 16. That is, when the medal count control board 17 judges that the end command sent from the main control board 16 is not normal by the process of checking whether the serial numbers match, it responds to the end command and sends a response command indicating that the end command is not normal to the main control board 16. The main control board 16, which receives the response command indicating that the serial numbers do not match, does not execute the payout control that is performed after the end command. This makes it possible to prevent fraudulent operations.

[0215] Unauthorized operations include not only those that cause the main control board 16 to send an end command even though no winning has occurred, as shown in Figure 44, but also the following types of unauthorized operations.

[0216] For example, a possible fraudulent operation is to have the main control board 16 send a bet cancellation command even though the bet amount set in the BET counter of the RAM 161c in the main control board 16 is 0. This allows a fraudster to increase the number of credits stored in the medal number control board 17 even though the bet amount has not been set.

[0217] Another possible fraudulent operation is altering the response command sent by the medal count control board 17 in response to the insertion command sent by the main control board 16. For example, a fraudster may make the medal count control board 17 send a response command indicating receipt OK to the main control board 16, even though the number of credits is "0". This allows the fraudster to set the bet number even though the number of credits is "0".

[0218] Thus, possible types of fraudulent operations include fraudulent operations of forging commands sent by the main control board 16 and fraudulent operations of forging commands sent by the medal count control board 17. In the S-machine 2 of this embodiment, by using a "serial number," all of the fraudulent operations described above can be prevented.

[0219] Next, a start command with the serial number "150" attached is sent to the medal count control board 17. The serial number "150" attached to the start command matches the serial number calculated in advance by the medal count control board 17. Due to the match, the medal count control board 17 determines that the serial number mismatch error has been resolved, and sends a response command indicating receipt OK to the main control board 16. In this way, the S machine 2 can easily determine that the medal count control board 17 has resolved the serial number mismatch error.

[0220] 43 and 44, when the medal count control board 17 receives a command transmitted from the main control board 16, it uses the initial value of the serial number and the additional value to determine whether the command transmitted from the main control board 16 is normal or not. That is, when the medal count control board 17 receives a command that requires a response, it transmits a response command, and further, the response command is provided with information indicating whether the communication is normal or not, so that the main control board 16 can proceed with the game while checking the status of the medal count control board 17.

[0221] Furthermore, as shown in Figure 44, since the serial numbers do not match, it is possible to know that tampering may have occurred, thereby increasing security regarding communication between the main control board 16 and the medal count control board 17.

[0222] FIG. 45 is a diagram showing an example of communication when an error related to game medals occurs. The process until the medal count control board 17 receives the start command is the same as that in FIG. 42, so the description will not be repeated. After transmitting the start command, the main control board 16 transmits an end command with the serial number "163" based on the fact that all reels have stopped. At this time, the end command is provided with the number of medals to be paid out, but since the number of credits is the upper limit, an error related to game medals occurs. Therefore, the medal count control board 17 transmits a response command indicating an overflow of the number of game medals to the main control board 16. As a result, the main control board 16 does not execute the process related to payout.

[0223] After that, the number of credits is subtracted based on the operation of the counting button 10, etc., and the medal count control board 17 becomes able to accept the payment of medals. In other words, the error related to the game medals is resolved. After that, the main control board 16 again transmits an end command with the serial number "163" to the medal count control board 17. In response, the medal count control board 17 transmits a response command indicating that the medals have been received, since no error related to the game medals has occurred.

[0224] [Communication before sending and receiving gaming machine installation information command] 46 is a diagram showing an example of communication occurring before the transmission and reception of the gaming machine installation information command. As described above, the main control board 16 transmits the gaming machine installation information command to the medal count control board 17 after the power is turned on.

[0225] In the example of Fig. 46, the main control board 16 transmits an end command to the medal count control board 17 after power-on and before transmitting the gaming machine installation information command. If the medal count control board 17 receives a command from the main control board 16 before receiving the gaming machine installation information command, it discards the command regardless of the type of the command and the assigned serial number. In other words, the medal count control board 17 does not execute processing according to commands other than the gaming machine installation information command from the main control board 16 until it receives at least the gaming machine installation information command.

[0226] As a result, the medal count control board 17 does not communicate with the main control board 16 when communication with the main control board 16 based on the gaming machine installation information command has not been established, thereby improving security regarding communication between the main control board 16 and the medal count control board 17. In other words, it is possible to prevent unauthorized operations performed before receiving the gaming machine installation information command.

[0227] In the example of Fig. 46, after the end command is discarded, in response to power-on, a gaming machine installation information command A is transmitted to the medal count control board 17. The medal count control board 17 determines the initial value and the additional value in the serial number based on receiving the gaming machine installation information command A.

[0228] 46, the medal count control board 17 receives gaming machine installation information command B from the main control board 16. At this time, since the medal count control board 17 has already received gaming machine installation information command A, it does not update the initial value and the additional value of the serial number based on gaming machine installation information command B. In other words, even if the gaming machine installation information command is transmitted again from the main control board 16 after receiving the gaming machine installation information command, the medal count control board 17 does not execute processing according to the gaming machine installation information command.

[0229] This makes it possible for the medal count control board 17 to prevent, for example, spoofing of the main control board 16 by an illegal board other than the main control board 16 connected to the medal count control board 17. In other words, it is possible to prevent the initial value and the additional value of the serial number from being illegally rewritten.

[0230] [Power-on timeout] 47 is a diagram showing an example of a timeout when the power is turned on. The main control board 16 transmits a gaming machine installation information command when the power is turned on. The main control board 16 measures the elapsed time from when the power is turned on using a counter.

[0231] If the main control board 16 does not complete transmission of the gaming machine installation information command until 5000 ms has elapsed since the main control board 16 was powered on, the main control board 16 judges that an error has occurred in the communication between the main control board 16 and the medal count control board 17. That is, the medal count control board 17 controls to an abnormal state when it is unable to receive the gaming machine installation information command within 5000 ms after the power of the S unit 2 is turned on. In the example of FIG. 47, since the gaming machine installation information command has not been transmitted until 5000 ms has elapsed since the power of the main control board 16 was turned on, the medal count control board 17 judges that a communication error has occurred. The medal count control board 17 displays the occurrence of a communication error on the display 312 of the CU3.

[0232] As a result, if communication cannot be established with the medal count control board 17 based on the gaming machine installation information command after the power to S-machine 2 is turned on, the medal count control board 17 can notify the outside that there is a communication abnormality.

[0233] The medal count control board 17 is connected to the CU control board 32. Even if a communication error occurs in the main control board 16, the medal count control board 17 can communicate with the CU control board 32.

[0234] The communication error that occurred in the main control board 16 is resolved by turning the power back on, the gaming machine installation information command being sent successfully within 5000 ms from the time the main control board 16 was powered on, and a response command indicating receipt OK being sent from the medal count control board 17.

[0235] [About bet setting and settlement operations] Fig. 48 is a diagram for explaining the bet number setting operation and the settlement operation. As described above, the main control board 16 transmits an insertion command to the medal number control board 17 based on the bet number setting operation in which the 1BET switch 20 or the MAXBET switch 6 is pressed. In addition, the main control board 16 transmits a settlement command to the medal number control board 17 based on the settlement operation in which the bet number clear switch 21 is pressed.

[0236] As shown in FIG. 48, the main control board 16 transmits an insertion command to the medal count control board 17 based on the bet number setting operation. The insertion command is a command including the number of inserted medals. The medal count control board 17 reads the number of inserted medals included in the received insertion command and performs the bet number setting process. Specifically, the medal count control board 17 subtracts the number of inserted medals from the number of credits managed by the medal count control board 17 and adds the number of inserted medals to the bet number. For example, if the number of bets before the bet number setting process is executed is 0 and the MAXBET switch 6 is pressed as the bet number setting operation, the medal count control board 17 subtracts 3 from the number of credits and adds 3 to the bet number. The medal count control board 17 transmits a response command to the main control board 16 based on the reception of the insertion command.

[0237] Next, the main control board 16 transmits a settlement command to the medal count control board 17 based on the settlement operation. The settlement command is a command including the settled medal count. The medal count control board 17 reads the settled medal count included in the received settlement command and performs a bet number cancellation process. Specifically, the medal count control board 17 subtracts the settled medal count from the bet number managed by the medal count control board 17 and adds the settled medal count to the credit number. For example, if the bet number before the bet number cancellation process is executed is three coins and the bet number clear switch 21 is pressed, the medal count control board 17 subtracts three coins from the bet number and adds three coins to the credit number. The medal count control board 17 transmits a response command to the main control board 16 based on the receipt of the settlement command.

[0238] Here, the medal count control board 17 transmits a common response command to the insertion command and the settlement command. That is, the medal count control board 17 transmits a common response command to the main control board 16 when it receives an insertion command and when it receives a settlement command. Specifically, the medal count control board 17 transmits a response command to the main control board 16 when it receives an insertion command and when it receives a settlement command. Here, when the medal count control board 17 receives an insertion command, it does not execute a process of adding the credit number (game medal number), so that a game medal number overflow cannot occur. Therefore, the medal count control board 17 does not store "1" in the third bit of the third byte of the response command to the insertion command and transmit it.

[0239] In addition, when the medal count control board 17 receives a settlement command, it does not execute the process of subtracting the number of credits, so there is no shortage of medals. Therefore, the medal count control board 17 does not transmit a response command to an input command with "1" stored in the second bit of the third byte.

[0240] In this way, the medal count control board 17 notifies the main control board 16 of a shortage in the number of game medals or an overflow in the number of game medals by using different data stored in the third byte depending on whether an insertion command is received or a settlement command is received. This allows the medal count control board 17 to use a common response command when a bet number setting operation is performed and when a bet number cancellation operation is performed, thereby reducing the processing load.

[0241] Fig. 49 is a diagram showing an example in which a new bet number setting operation is performed after a bet number setting operation and before a response command is received. As shown in Fig. 49, the main control board 16 transmits a throw-in command based on the bet number setting operation A. The main control board 16 controls the throw-in command so that it is completed before 40 ms has elapsed since the start of transmission so as not to cause a timeout error. The medal number control board 17 transmits a response command in response to receiving the throw-in command.

[0242] In the example of FIG. 49, after accepting the bet number setting operation A, a new bet number setting operation B is performed before receiving a response command to the input command based on the bet number setting operation A. The main control board 16 does not accept the bet number setting operation B. In other words, after transmitting an input command to the medal number control board 17, the main control board 16 does not accept a new bet number setting operation until receiving a response command from the medal number control board 17. This makes it possible to prevent a new bet number setting operation B from being accepted in a situation where the processing according to the bet number setting operation A has not been confirmed in the medal number control board 17.

[0243] FIG. 50 is a diagram showing an example in which a new settlement operation is performed after a settlement operation and before a response command is received. As shown in FIG. 50, the main control board 16 transmits a settlement command based on settlement operation A. The main control board 16 controls the transmission of the settlement command so that it is completed before 40 ms has elapsed since the start of transmission so as not to cause a timeout error. The medal count control board 17 transmits a response command in response to receiving the settlement command.

[0244] In the example of FIG. 50, after accepting a settlement operation A, a new settlement operation B is performed before receiving a response command to the input command based on the settlement operation A. The main control board 16 does not accept the settlement operation B. In other words, after sending a settlement command to the medal count control board 17, the main control board 16 does not accept a new settlement operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new settlement operation B from being accepted in a situation where the processing according to the settlement operation A has not been confirmed in the medal count control board 17.

[0245] Fig. 51 is a diagram showing an example in which a new settlement operation is performed after the bet amount setting operation and before receiving a response command. As shown in Fig. 51, the main control board 16 transmits an insertion command based on the bet amount setting operation. The medal count control board 17 transmits a response command in response to receiving the insertion command.

[0246] In the example of Fig. 51, after accepting the bet number setting operation, a new settlement operation is performed before receiving a response command to the input command based on the bet number setting operation. The main control board 16 does not accept the settlement operation. In other words, after sending an input command to the medal count control board 17, the main control board 16 does not accept a new settlement operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new settlement operation from being accepted in a situation where the processing according to the bet number setting operation has not been confirmed in the medal count control board 17.

[0247] Fig. 52 is a diagram showing an example in which a new bet number setting operation is performed after a settlement operation and before a response command is received. As shown in Fig. 52, the main control board 16 transmits an insertion command based on the settlement operation. The medal count control board 17 transmits a response command in response to receiving the insertion command.

[0248] In the example of FIG. 52, after accepting a settlement operation, a new bet number setting operation is performed before receiving a response command to the settlement command based on the settlement operation. The main control board 16 does not accept the bet number setting operation. In other words, after sending a settlement command to the medal count control board 17, the main control board 16 does not accept a new bet number setting operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new bet number setting operation from being accepted in a situation where the processing according to the settlement operation has not been confirmed in the medal count control board 17.

[0249] [Bet setting operation and serial number] Fig. 53 is a diagram explaining a serial number error in a bet number setting operation. As shown in Fig. 53, the medal number control board 17 determines the initial value of the serial number to be "137" based on receiving a gaming machine installation information command.

[0250] After that, a bet number setting operation is performed on S-machine 2. The main control board 16 transmits an insertion command based on the bet number setting operation. The insertion command is assigned the serial number "78". In other words, the serial number assigned to the insertion command does not match the initial serial number value. Therefore, the medal count control board 17 transmits a response command indicating a serial number mismatch to the main control board 16. After receiving the response command indicating a serial number mismatch, the main control board 16 does not accept new bet number setting operations. In other words, when the main control board 16 receives a response command indicating an abnormality, it does not resume accepting bet number setting operations.

[0251] Fig. 54 is a diagram explaining a serial number error during a settlement operation. As shown in Fig. 54, the medal count control board 17 determines the initial value of the serial number to be "137" based on receiving a gaming machine installation information command.

[0252] After that, a bet number setting operation is performed on S machine 2. The main control board 16 transmits a deposit command based on the bet number setting operation. The deposit command is assigned the serial number "137". In other words, the serial number assigned to the deposit command matches the initial serial number value. Therefore, the medal count control board 17 transmits a response command indicating receipt OK to the main control board 16. Based on receiving the response command indicating receipt OK, the main control board 16 accepts the bet number setting operation and performs the next control.

[0253] Next, in FIG. 54, a settlement operation is performed. The main control board 16 transmits a settlement command based on the settlement operation. The settlement command is assigned the serial number "78". In other words, the serial number assigned to the settlement command does not match the serial number calculated by the medal count control board 17. Therefore, the medal count control board 17 transmits a response command indicating a serial number mismatch to the main control board 16. The main control board 16 does not accept a new settlement operation based on receiving the response command indicating a serial number mismatch. In other words, when the main control board 16 receives a response command indicating that it is not normal, it does not resume accepting settlement operations.

[0254] Referring to Figures 53 and 54, the main control board 16 can prevent a new bet number setting operation or bet number cancellation operation from being accepted when processing corresponding to the bet number setting operation or settlement operation has not been confirmed in the medal number control board 17.

[0255] [Frame side information confirmation process] Fig. 55 is a diagram explaining the confirmation process of the frame side information. As described above, the medal count control board 17 transmits a frame side information command to the main control board 16 at regular intervals. The system information contained in the frame side information command includes information indicating the connection status indicating whether the medal count control board 17 and the CU control board 32 are normally connected or not.

[0256] In the example of Fig. 55, the connection between the medal count control board 17 and the CU control board 32 is cut off. After the connection is cut off, the medal count control board 17 sends a frame side information command indicating a connection abnormality to the main control board 16. After the main control board 16 receives the frame side information command indicating a connection abnormality, the start switch 7 is pressed. At this time, the main control board 16 does not send a start command.

[0257] On the other hand, as shown in FIG. 55, even after the main control board 16 receives a frame side information command indicating a connection abnormality, if a bet number setting operation and a settlement operation are performed, the main control board 16 transmits a deposit command and a settlement command. That is, when the main control board 16 receives a bet number setting operation for setting a bet number for starting one game, the main control board 16 transmits a deposit command to the medal number control board 17 regardless of whether the connection between the medal number control board 17 and the CU3 is normal or not. In addition, when the main control board 16 receives a settlement operation for canceling the bet number for starting one game, the main control board 16 transmits a settlement command to the medal number control board 17 regardless of whether the connection between the medal number control board 17 and the CU3 is normal or not. Furthermore, the main control board 16 transmits a start command after the connection between the medal number control board 17 and the CU control board 32 is restored and the main control board 16 receives a frame side information command indicating a normal connection. That is, the main control board 16 checks the connection status between the medal count control board 17 and CU3 based on the frame side information command at the start of one game, and starts the one game if the connection between the medal count control board 17 and CU3 is normal. After sending the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is, for example, drive control of the reels to start the game.

[0258] As a result, the main control board 16 starts one game on the condition that the connection between the medal count control board 17 and CU3 is normal, so the game can be progressed while checking the status of the medal count control board 17. Furthermore, since the main control board 16 does not affect the game value when starting one game, after transmitting the start command, it can execute the next control without waiting for a response from the medal count control board 17.

[0259] In addition, the main control board 16 can send an input command in response to a bet number setting operation, and can send a settlement command in response to a settlement operation, regardless of whether the connection between the medal count control board 17 and CU3 is normal or not.

[0260] [Display of payout quantity] FIG. 56 is a diagram for explaining the display control of the payout number. After all reels are stopped, the main control board 16 transmits an end command to the medal count control board 17. The end command shown in FIG. 56 is a command that accompanies at least one or more payout medals. The medal count control board 17 transmits a response command based on receiving the end command. In addition, the medal count control board 17 adds the number of credits and updates the credit display 11 according to the number of payout medals indicated by the end command. After receiving the response command, the main control board 16 displays the number of payout medals on the game auxiliary display 12. That is, after transmitting the end command, the main control board 16 causes the game auxiliary display 12 to display the number of payout medals on the condition that the response command is received. This allows the main control board 16 to display the number of payout medals on the game auxiliary display 12 while checking the status of the medal count control board 17.

[0261] After transmitting the response command, the main control board 16 transmits a role information command, an advantageous zone command, and a payout pulse command. That is, after transmitting the end command, the main control board 16 transmits a role information command and an advantageous zone command that can specify whether or not the special role is controlled to a winning state, to the medal count control board 17, on the condition that the response command is received. As a result, the main control board 16 can inform the medal count control board 17 of whether or not it is controlled to an advantageous zone while checking the status of the medal count control board 17, and can cause the medal count control board 17 to output the proportion of the payout number provided in the advantageous zone while checking the status of the medal count control board 17.

[0262] [About the Yakubi Monitor] FIG. 57 is a diagram showing the role ratio monitor 89. In FIG. 57, the role ratio monitor 89 when turned off is shown. As shown in FIG. 57, the role ratio monitor 89 is composed of five role ratio information indicators 50a, 50b, 50c, 50d, and 50e that can turn on / off the first segment A, the second segment B, the third segment C, the fourth segment D, the fifth segment E, the sixth segment F, the seventh segment G, and the eighth segment DP, respectively, and the medal count control board 17 is an indicator that can display various information by turning on or off the first to eighth segments A to DP by setting display data for each of the role ratio information indicators 50a, 50b, 50c, 50d, and 50e.

[0263] FIG. 58 is a diagram showing a display example of the role ratio monitor 89. The medal count control board 17 displays on the role ratio monitor 89, in the order of (1) to (6), (1) the instructed role payout ratio to the total cumulative payout number, (2) the consecutive role payout ratio for the past 6000 games, (3) the role payout ratio for the past 6000 games, (4) the consecutive role payout ratio to the total cumulative payout number, (5) the role payout ratio to the total cumulative payout number, and (6) the role etc. status ratio to the total cumulative payout number. Hereinafter, the information shown in (1) to (6) may be referred to as the display contents.

[0264] The payout ratio of the special role (BB) indicates the ratio of the payout number of the special role (RB) to the payout number in a specified period. The continuous role ratio indicates the ratio of the payout number of the special role (RB) to the payout number in a specified period. The payout ratio of the special role including instructions indicates the ratio of the payout number of the special role to the payout number in a specified period when the payout number at the time of the instruction (navigation) is included in the payout number of the special role. In other words, it is the ratio of the cumulative number of the medals paid out when the navigation notification is performed and the cumulative number of the medals paid out in BB or RB to the total cumulative payout number of the medals. The ratio of the special role, etc. state indicates the ratio of the number of games played when the special role (BB, RB, CB, and SB) is won to the number of games played in a specified period. In other words, the role ratio monitor 89 outputs the ratio of the number of medals paid out when the special role is won to the total number of medals paid out. The display contents displayed on the role ratio monitor 89 are calculated by the medal number control board 17.

[0265] When the medal count control unit 171 switches and displays the display content in the display order of (1) to (6) shown in Figure 58 and described above at predetermined intervals, even if the game progresses and these values ​​can be updated to new values ​​within a certain period until each display has completed a cycle, the medal count control unit 171 restricts the updating to new values ​​and completes the display cycle using the original values.

[0266] In detail, if the game progresses and these values ​​can be updated to new values ​​within a period until these displays are completed, new values ​​are calculated and stored in the RAM 171c, but the original values ​​are set without setting the new values ​​in the output buffer for displaying the display contents on the role ratio monitor 89, so that the display on the role ratio monitor 89 is completed using the original values ​​set in the output buffer, and from the time when the display of one round is completed, a new value is set in the output buffer, and then the display is performed with the new values. Also, if these values ​​can be updated to new values ​​within a period until these displays are completed, the calculation for obtaining new values ​​is restricted, the display on the role ratio monitor 89 is completed, and when the display of one round is completed, a calculation for obtaining new values ​​is performed, and then the display on the role ratio monitor 89 is performed using the new values. In this way, it is possible to prevent values ​​calculated at different times from being mixed during the period until the display contents on the role ratio monitor 89 are completed.

[0267] In addition, when the consecutive payout ratio of the past 6000 games and the consecutive payout ratio of the total cumulative payout number exceed a prescribed ratio (for example, 60%), the medal count control board 17 displays the consecutive payout ratio in a different display mode from the normal mode (for example, if the normal mode is always on, the upper two digits of the role ratio monitor 89 flash). In addition, when the consecutive payout ratio of the past 6000 games and the consecutive payout ratio of the total cumulative payout number exceed a prescribed ratio (for example, 70%), the medal count control board 17 displays the consecutive payout ratio in a different display mode from the normal mode (for example, if the normal mode is always on, the upper two digits of the role ratio monitor 89 flash).

[0268] In this way, when the continuous reel payout ratio and reel payout ratio exceed a prescribed ratio, they are displayed in a different manner than usual, so that it is possible to warn that the reel may be controlled to a highly gambling state.

[0269] In addition, when the medal count control board 17 displays the consecutive payout ratio and payout ratio of the past 6000 games on the role ratio monitor 89, if the total number of games played since the power is turned on has not reached 6000 games, the medal count control board 17 controls the display mode to be different from the normal display mode, for example, by blinking all the digits on the role ratio monitor 89, so that it can be recognized that the total has not reached 6000 games. That is, in the process of calculating the display contents to be displayed on the role ratio monitor 89, the medal count control board 17 blinks all the digits on the role ratio monitor 89 when the period in which 6000 games are consumed has not elapsed since the start of accumulation of data used in the process. Note that, in the process of calculating the display contents to be displayed on the role ratio monitor 89, the medal count control board 17 may blink some of the digits on the role ratio monitor 89 when the period in which 6000 games are consumed has not elapsed since the start of accumulation of data used in the process. This makes it possible to recognize the possibility of bias in the displayed ratios and rates, and the medal count control board 17 can notify the outside that there is a risk of insufficient data when displaying the continuous role payout ratio and role payout ratio on the role ratio monitor 89.

[0270] In addition, the medal count control board 17 may display "00" in the lower two digits of the role ratio monitor 89 when 6000 games have not been reached, and may display the ratio or rate to be displayed in the lower two digits of the role ratio monitor 89 after 6000 games have been reached. In other words, it is preferable to configure the display mode of the lower two digits of the role ratio monitor 89 to be different from the display mode after 6000 games when 6000 games have not been reached. By configuring in this way, when 6000 games have not been reached, it is possible to recognize that the tally of the consecutive role payout ratio and the like specified by the display of the upper two digits of the role ratio monitor 89 (for example, "1C") has not reached 6000 games, and it is possible to recognize that there is a bias in the displayed ratio or rate. In addition, by configuring the lowest two digits of the role ratio monitor 89 to display "00" when 6000 games have not been reached, data will always be displayed in the lowest two digits of the role ratio monitor 89 when 6000 games have not been reached.For example, if no data is displayed in one of the lowest two digits of the role ratio monitor 89, an abnormality in the role ratio monitor 89 can be recognized.

[0271] In addition, when the medal count control board 17 displays the successive feature payout ratio to the total cumulative payout number on the feature ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the successive feature payout ratio converges roughly to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from normal, for example by blinking the top two digits of the feature ratio monitor 89, so that it is possible to recognize that the specified number of games at which the successive feature payout ratio converges roughly to the design value of the slot machine has not been reached and that there may be a bias in the displayed rate and ratio.

[0272] In addition, when the medal count control board 17 displays the reel payout ratio to the total cumulative payout number on the reel ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the reel payout ratio generally converges to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from normal, for example by blinking the top two digits of the reel ratio monitor 89, so that it is possible to recognize that the specified number of games at which the reel payout ratio generally converges to the design value of the slot machine has not been reached and that there may be a bias in the displayed rate and ratio.

[0273] In addition, when the medal count control board 17 displays the instruction-based feature payout ratio relative to the total cumulative payout number on the role ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the instruction-based feature payout ratio converges roughly to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from normal, for example by flashing the top two digits of the role ratio monitor 89, so that it is possible to recognize that the specified number of games at which the instruction-based feature payout ratio converges roughly to the design value of the slot machine has not been reached and it is possible to recognize that there may be a bias in the displayed proportions and rates.

[0274] In addition, the medal count control board 17 judges whether the data used to calculate the consecutive feature payout ratio and feature payout ratio for the past 6000 games is normal or not, and if it is judged to be abnormal (for example, if the stored value is in a certain data format (such as 01 repetition)), it initializes the data judged to be abnormal and the data related to that data, and causes the feature ratio monitor 89 to display (for example, "FFFF") that an abnormality has been detected, thereby notifying the player of this fact, so that the player can recognize that the calculation of this data is not being performed normally.

[0275] When initializing data determined to be abnormal and data related to that data, for example, if any one of the consecutive feature payout ratios or feature payout ratios over the past 6,000 games is determined to be abnormal, the data relating to all of this may be initialized, or only a portion of the data may be initialized.

[0276] In addition, the data used to calculate the continuous feature payout ratio, feature payout ratio, and command-included feature payout ratio for the past 6000 games or the total cumulative payout number may be judged as normal, and if an abnormality is judged, a notification to that effect may be given, and then the data may be initialized by performing a predetermined operation (for example, operating switches such as start switch 7, stop switches 8L, 8C, 8R, and setting key switch 37 in a predetermined sequence).

[0277] In addition, when notifying that an abnormality has been detected, as described above, the role ratio monitor 89 may display an indication that an abnormality has been detected (for example, "FFFF") to notify the user of this, or, when an abnormality is determined, a command that can identify this may be sent to the performance control unit 151, and the performance control unit 151 may notify the user of the abnormality by using the LCD display 51 or the like.

[0278] In this embodiment, during the period from when the power is turned on until the power supply is stopped, the commanded payout ratio of the total cumulative payout number, the continuous payout ratio of the past 6000 games, the payout ratio of the past 6000 games, the continuous payout ratio of the total cumulative payout number, the payout ratio of the total cumulative payout number, and the ratio of the status of the game etc. to the total cumulative payout number are switched and displayed every predetermined period, but they may be displayed only when the open state of the front door 1b is detected, or only when the operation of a predetermined operation switch (for example, the reset / setting switch 38) is detected, or when not playing a game, or when the settings are changed or checked, or only for a predetermined period after the power is turned on. Also, instead of automatically switching every predetermined period, the display contents may be switched every time a predetermined operation is performed.

[0279] In addition, in this embodiment, the role ratio monitor 89 is used to notify when an abnormality has been detected in the data used to calculate the display content of the role ratio monitor 89, or when there is a period of time when the data for calculating the display content is insufficient, but a command that can identify this may be sent to the performance control unit 151 so that it can be confirmed on the LCD display 51 or performance device controlled by the performance control unit 151.

[0280] In addition, in this embodiment, the instructed feature payout ratio to the total cumulative payout number, the consecutive feature payout ratio for the past 6000 games, the feature payout ratio for the past 6000 games, the consecutive feature payout ratio to the total cumulative payout number, the feature payout ratio to the total cumulative payout number, and the feature etc. status ratio to the total cumulative payout number are configured to be displayed on the feature ratio monitor 89, but in addition to these displays, the feature ratio monitor 89 may be configured to display information that allows the user to recognize when the RAM 171c has been initialized due to a setting change, or when a break has been detected in the wiring (such as the wiring for the backup power supply) installed on the S-stand 2, for example.

[0281] In particular, when the setting is changed during a bonus, during an advantageous period, or while a bonus is being carried over, and the bonus or advantageous period is forcibly ended, or the carried-over bonus is cleared, or when a game is played more than a specified number of times while the bonus is being carried over, or when an operation to intentionally end the advantageous period is performed, that is, when a game state relatively favorable to the player is intentionally shifted to an unfavorable game state, or when a possibility that the connection is not normal due to a disconnection or the like in the role ratio monitor 89 is detected, the fact is notified in a specific manner. In this way, it is possible to recognize the possibility that an illegal operation has been performed so that correct information such as the role payout ratio, continuous role payout ratio, and instruction-included role payout ratio is not displayed.

[0282] In addition, in a configuration in which the total cumulative data is initialized to avoid overflow of the total cumulative number of games played or the total cumulative number of payouts, it is preferable to notify the fact in a manner that is identifiable and different from the case where there is a possibility of fraudulent operation being performed so that correct information is not displayed as the above-mentioned feature payout ratio, continuous feature payout ratio, instruction-included feature payout ratio, etc. In this way, it is possible to recognize that the total cumulative number of games played or the total cumulative number of payouts has been initialized by the process to avoid overflow, separately from the initialization due to fraudulent operation to prevent correct information from being displayed as the feature payout ratio, etc.

[0283] As mentioned above, if there is a possibility of fraudulent operation so that correct information such as the reel payout ratio, continuous reel payout ratio, and instructed reel payout ratio is not displayed, this may be detected and the history of the detection may be recorded on the medal count control board 17 side, and without any notification at the time of detection, a specified operation may be performed thereafter, so that these histories may be confirmed on a display provided on the medal count control board 17 side (for example, the reel ratio monitor 89), a display provided on the performance control unit 151 side (for example, the LCD display 51), or an external display of the S-stand 2 (for example, the display 312).

[0284] Also, it may be possible to confirm on a display or a performance device controlled by the performance control unit 151 that the setting has been changed, that a disconnection has been detected, that a connection failure has occurred in the role ratio monitor 89 and correct information may not be displayed as the role payout ratio, the continuous role payout ratio, the instruction-included role payout ratio, etc., and that as described above, the role payout ratio, the continuous role payout ratio, the instruction-included role payout ratio, etc. may have been illegally operated so as not to display correct information. Also, the performance control unit 151 may record a history of detection that the setting has been changed during a bonus, during an advantageous zone, or during a bonus carryover, forcing the bonus or advantageous zone to end, or clearing a carried-over bonus so that correct information may not be displayed as the role payout ratio, the continuous role payout ratio, the instruction-included role payout ratio, etc., and allow these histories to be confirmed by a predetermined operation.

[0285] In addition, each ratio display may be configured to be displayed not only on the winning ratio monitor 89 but also on the credit display 11. The credit display 11 is a display that displays information according to the progress of the game, and since the ratio display cannot be displayed all the time, it is preferable that the ratio display is displayed when a predetermined operation is performed by a gaming store employee or the like when no game is being played, and when the ratio display is displayed on the credit display 11, if any of the following is detected: closure of the front door 1b, an operation to set the number of bets on S machine 2, the occurrence of an error, operation of the setting key switch 37, operation of the number of bets clear switch 21, or a stop in the power supply to S machine 2, the display is switched back to the original display content that was displayed before the ratio display was displayed, and the ratio display is terminated.

[0286] [Initialization process of the ratio information] Fig. 59 is a diagram for explaining the initialization process of the role ratio information. As shown in Fig. 59, after the power is turned on, the main control board 16 transmits the gaming machine installation information command A to the medal count control board 17. After that, the game is repeated, and the main control board 16 transmits the advantageous zone command and the payout pulse command to the medal count control board 17.

[0287] Based on receiving the payout pulse command, the medal count control board 17 executes a backup process to store the role ratio information in the backup memory 294. The role ratio information is data used to calculate data to be displayed on the role ratio monitor 89, and is included in the role information command, the advantageous zone command, and the payout pulse command. The medal count control board 17 may store the role ratio information in the backup memory 294 every time it receives a command including the role ratio information.

[0288] In the example of FIG. 59, after the backup process is executed, an illegal operation is performed on the main control board 16. As described above, the "illegal operation" refers to an operation in which the command exchanged between the main control board 16 and the medal count control board 17 is altered, or an operation in which the main control board 16 or the medal count control board 17 is illegally controlled. In the example of FIG. 44, due to the illegal operation, the main control board 16 is controlled by an illegally connected device, and the main control board 16 transmits a gaming machine installation information command B to the medal count control board 17. At this time, the medal count control board 17 again executes backup initialization to initialize the role ratio information stored in the backup memory 294 based on the reception of the gaming machine installation information command. That is, the medal count control board 17 initializes the data used for displaying the role ratio monitor 89 when the main chip ID identified from the gaming machine installation information command is different from the main chip ID identified from the gaming machine installation information command received last time.

[0289] As a result, the medal count control board 17 initializes the data used to display the role ratio information if the main control board 16 is not legitimate based on the main chip ID possessed by the main control board 16, thereby ensuring that the normal role ratio corresponding to each slot machine is output.

[0290] [Regarding gaming programs and non-gaming programs] The main control unit 161 of the S unit 2 in this embodiment executes a game program and a non-game program. A game program is a program in which instructions related to the progress of a game, such as an internal lottery process, are written. A non-game program is a program in which instructions that are not directly related to the progress of a game, such as an output process of data to a winning combination monitor, are written. If data is unintentionally mixed between a game program and a non-game program, a malfunction may occur. For example, if data in a non-game RAM area is rewritten despite the fact that data in the game RAM area should be rewritten by an instruction from a game program, this may result in a malfunction of the program. In order to prevent such malfunctions, the main control unit 161 distinguishes between a game program and a non-game program, executes the program, and progresses the game.

[0291] The areas in which non-game programs and game programs are stored will be described below with reference to Fig. 60. Fig. 60 is an address map of the memory area used by the main control unit 161. As shown in Fig. 60, the memory area used by the main control unit 161 includes a memory area (0000H to EFFFH) allocated to the ROM 161b and a memory area (F000H to FFFFH) allocated to the RAM 161c.

[0292] The memory area of ​​the ROM 161b consists of a program / data area where programs and fixed data are stored, an unused area where access is prohibited, and other areas. The other areas include a ROM comment area where any data such as the title and version of a program can be set, a vector table area where the upper addresses of the subroutines of the CALLV instruction and the top address of the timer interrupt process (main) are set, a HW parameter area where parameters for setting the internal functions of the main control unit 161 in terms of hardware are set, and an unused area where access is prohibited.

[0293] The memory area of ​​the RAM 161c consists of a usable area (F000H to F400H) that can be used as a work area, and other areas (F401H to FFFFH). The other areas include an internal function register area (FE00H to FEACH) that stores a group of registers for controlling each function mounted on the main control unit 161. Each function mounted on the main control unit 161 includes, for example, the function of a serial communication circuit, which will be described later. In other words, the internal function register area of ​​the RAM 161c includes a storage area for setting the functions of the serial communication circuit.

[0294] The program / data areas in ROM 161b include a game program area in which game programs related to the progress of the game are stored, a game data area in which game data used by the game programs is stored, unused area 1, a non-game program area in which non-game programs not related to the progress of the game are stored, a non-game data area in which non-game data used by the non-game programs is stored, and unused area 2.

[0295] In addition, the progression of a game refers to the progression of a series of processes that make up the game, and in the case of a slot machine, this refers to the progression of the stages of setting the bet amount so that the game can be started, starting the game and spinning the reels, stopping the reels to derive the display result, and awarding value such as medals based on the display result.

[0296] In the above, the term "before and after" refers to the relationship between the address values ​​assigned to the storage areas, with the smaller address being the front and the larger address being the back. Therefore, a storage area allocated behind a certain storage area corresponds to a storage area with a larger address value than the certain storage area, and a storage area allocated ahead of a certain storage area corresponds to a storage area with a smaller address value than the certain storage area.

[0297] RAM 161c includes a game RAM area used by game programs as a work area, an unused area 3, a stack area to which game programs save data, a non-game RAM area used by non-game programs as a work area, an unused area 4, and a stack area to which non-game programs save data.

[0298] The game RAM area is composed of areas A to D. Here, areas A to D are called the areas to be fully initialized, areas B to D are called the areas to be initialized when a setting change ends, areas C to D are called the areas to be initialized when a bonus (BB) ends, and area D is called the area to be initialized when every game ends. The areas to be fully initialized are areas that are initialized by performing a specified operation when a RAM error occurs. The areas to be initialized when a setting change ends are areas that are initialized when a setting change ends. The areas to be initialized when a bonus ends are areas that are initialized when a bonus ends. The areas to be initialized when every game ends are areas that are initialized every time a game ends.

[0299] In the following, the game program area, game data area, and game RAM area may be collectively referred to as the game area, and the non-game program area, non-game data area, and non-game RAM area may be collectively referred to as the non-game area.

[0300] The non-game RAM area is composed of areas E and F. Area E is called the area to be initialized at the end of each game, and area F is called the area to be initialized when the power is turned on. The area to be initialized at the end of each game in the non-game RAM area (area E) is an area that is initialized every time a game ends, similar to the area to be initialized at the end of each game in the game RAM area (area D). The area to be initialized at the time of power turning on (area F) is an area that is initialized when the power is turned back on after the power to S-machine 2 is cut off. Area F stores various variables for counting the difference number used in the safety device processing described later. Area E stores a play stop flag used in the safety device processing described later.

[0301] [Instructions used by the program]

[0302] The programs executed by main control unit 161 include a main routine that manages the progress of the entire program, and subroutines that are called during the execution of other programs.

[0303] The LD instruction is included as an instruction for reading data stored in the program / data area in the main control unit 161. The LD instruction is an instruction for reading one byte of data stored at an address specified in the main routine or subroutine to a specified register. The main control unit 161 reads the data stored at the address specified by the LD instruction and stores the read data in the register specified by the LD instruction.

[0304] The LD instruction includes a normal LD ​​instruction and a special LD ​​instruction, the LDQ instruction. The normal LD ​​instruction is an instruction that specifies both an upper address and a lower address, and reads data stored in a specific area of ​​the ROM 161b or the RAM 161c by the specified upper address and lower address. In contrast, the LDQ instruction is an instruction that specifies only the lower address, and reads data stored in a specific area of ​​the ROM 161b or the RAM 161c by specifying an address by a pre-set upper address and a specified lower address in a special register (Q register) in the internal function register area of ​​the RAM 161c, and stores the read data in the specified register, making it possible to store specified data in a specified register with a smaller amount of data than the normal LD ​​instruction.

[0305] When reading data stored in a specific area of ​​ROM 161b or RAM 161c in the main routine or subroutine, it is possible to read data from the specific area by specifying only the lower part of the address, instead of specifying all addresses (upper and lower parts) that indicate the specific area, by using the LDQ instruction, which is a special LD ​​instruction. By using the LDQ instruction, it is possible to read data with a smaller amount of data compared to the normal LD ​​instruction that specifies both the upper and lower addresses to read data, and it is possible to reduce waste in the program for specifying addresses when reading data.

[0306] Furthermore, among the game data stored in the game RAM area of ​​RAM 161c, particularly frequently used game data is stored in an area of ​​the game RAM area whose starting address is a specific value, and this specific value is set in a special register (Q register) as the upper address of the game data. When the main control unit 161 reads out the game data, the game data is read out by specifying only the lower address using the LDQ command. In this case, it becomes possible to read out the game data with a smaller amount of data compared to a normal LD ​​command which reads out data by specifying both the upper and lower addresses, thereby reducing the waste of programs for specifying addresses when reading out this game data.

[0307] In addition, the main control unit 161 can change the value set in the special register (Q register) in the main routine or subroutine, and as described later, in the setting of the built-in register in the initial setting process performed at the time of startup, a specific value indicating the head address of game data that is frequently used by the game program is set in the special register (Q register). In this embodiment, the special register (Q register) includes two registers, a first Q register and a second Q register, but hereinafter, the first Q register and the second Q register are collectively referred to simply as the "special register (Q register)". For example, "F0" is stored in the special register (Q register). As a result, when the game program is executed, a specific value indicating the head address of game data that is frequently used by the game program is set in the special register (Q register), and the game program can read out the frequently used game data using the LDQ command.

[0308] In addition, the upper address used when reading with the LDQ instruction as a special LD ​​instruction may be set in a predetermined storage area other than a special register (for example, Q register), for example, a vector table area, and if a special LD ​​instruction is used in which a part of the address is specified using a value stored in a predetermined storage area such as a vector table area, and the remaining part of the address is specified by a program, the waste of the program for specifying the address when reading data can be reduced. Also, even if a special LD ​​instruction is used in which, for example, an identification value with a data amount smaller than the address is assigned to each of a plurality of areas constituting the vector table area, and the storage address of data is set in each of the plurality of areas, and the identification value is specified, the waste of the program for specifying the address when reading data can be reduced.

[0309] Also included is a CALL instruction (call instruction) as an instruction for causing the main control unit 161 to execute a program stored in the program / data area. The CALL instruction is an instruction for calling and executing a subroutine stored at a specified address in a main routine or subroutine. When calling a subroutine with the CALL instruction, the main control unit 161 stores the address of the caller in the stack area, and calls and executes the subroutine stored at the specified address. Then, at the end of the subroutine, a RET instruction (return instruction) is used to return to the address of the caller stored in the stack area, i.e., the main routine or subroutine program of the caller that executed the CALL instruction.

[0310] Furthermore, a CALLEX instruction (call instruction) is included as an instruction for making the main control unit 161 execute a program stored in the program / data area. The CALLEX instruction not only calls a subroutine stored at an address specified in a main routine or a subroutine, but also switches register banks. Fig. 61 is a diagram for explaining register banks included in the CPU 161a of the main control unit 161. As shown in Fig. 61, the CPU 161a has a first register bank R1 and a second register bank R2.

[0311] The first register bank R1 includes ten registers, namely, a 1Q register, a 1U register, a 1A register, a 1B register, a 1C register, a 1D register, a 1E register, a 1F register, a 1H register, and a 1L register. Similarly, the second register bank R2 includes ten registers, namely, a 2Q register, a 2U register, a 2A register, a 2B register, a 2C register, a 2D register, a 2E register, a 2F register, a 2H register, and a 2L register.

[0312] In the present embodiment, the main control unit 161 uses the first register bank R1 when executing instructions according to a program described in the game program area, and uses the second register bank R2 when executing instructions according to a program described in the non-game program area. In other words, the main control unit 161 does not use the second register bank R2 when executing instructions according to a program described in the game program area, and does not use the first register bank R1 when executing instructions according to a program described in the non-game program area. This prevents data from being unintentionally mixed between game programs and non-game programs in the S-machine 2 in the present embodiment, which causes malfunctions. In the following, the program described in the game program area is simply referred to as a "game program", and the program described in the non-game program area is simply referred to as a "non-game program".

[0313] That is, the main control unit 161 uses the first register bank R1 when executing a game program as a main routine, but switches from the first register bank R1 to the second register bank R2 when a non-game program is called as a subroutine by the CALLEX command. More specifically, when the main control unit 161 calls a non-game program area as a subroutine by the CALLEX command, it stores the address of the caller in the stack area, calls and executes the subroutine stored at the specified address. Then, at the end of the subroutine, it returns to the address of the caller stored in the stack area, i.e., the game program that executed the CALLEX command, by the RETEX command (return command), and switches from the second register bank R2 to the first register bank R1. As a result, in the S unit 2 in this embodiment, different register banks can be used when executing a game program and when executing a non-game program, and it is possible to prevent the processing contents in the game program area and the processing contents in the non-game program area from being mixed on the register.

[0314] [Q register setting] 62 is a flow chart showing the start-up process of the main control unit 161. The main control unit 161 is realized as a control computer such as a microcomputer. In the main control unit 161, a start-up process is executed to set, for example, the hardware functions of the microcomputer before the user program is executed. The user program is a program for controlling the progress of the game, is a program stored in the ROM 161b, and means a program designed by a gaming machine manufacturer or the like. On the other hand, the start-up process is a process provided in the main control unit 161 itself, and is executed automatically when the main control unit 161 is started.

[0315] The main control unit 161 executes the startup process of the main control unit 161 shown in Fig. 62 based on the supply of power to the main control unit 161. In Fig. 62, as an example of a setting process related to the hardware functions of the main control unit 161, initial values ​​are set in the first Q register and the second Q register (step Sj1). After executing step Sj1, although not shown, the main control unit 161 may perform a setting process related to the hardware functions of the main control unit 161. The setting process related to the hardware functions may, for example, set the functions of a serial communication circuit.

[0316] In step Sj1 of this embodiment, the initial value of the first Q register is, for example, "F0", and the initial value of the second Q register is, for example, "F3". This allows the main control unit 161 to reduce the waste of the program for specifying an address when calling a game RAM area that is frequently referenced and written when a game program is executed. Similarly, the main control unit 161 can reduce the waste of the program for specifying an address when calling a non-game RAM area that is frequently referenced and written when a non-game program is executed. This allows the main control unit 161 of this embodiment to reduce the program capacity at the time of command execution in each of the game program and the non-game program.

[0317] In step Sj1, the main control unit 161 sets initial values ​​in the first Q register and the second Q register, and then executes the user program (step Sj2). The user program includes an initial setting process, which will be described later in FIG. 63, and a main process, which will be described later in FIG. 66. In this way, before the user program starts controlling the game, an initial value is set in the first Q register, and an initial value is also set in advance in the second Q register. As a result, the main control unit 161 sets initial values ​​in the first Q register and the second Q register in advance before starting control of the game, and can simplify the processing. In addition, with this configuration, it is not necessary to set values ​​in the first Q register and the second Q register in the user program. That is, the processing performed in the user program can be reduced. In this embodiment, the initial value of the first Q register and the initial value of the second Q register are different values, but the same value may be set as the initial value.

[0318] [Initial setting process for main control board 16] 63 is a diagram for explaining the initial setting process performed by the main control board 16. The initial setting process is included in the user program and is described in the game program area of ​​the ROM 161b.

[0319] When power supply to the S unit 2 is started, the main control board 16 starts up with timer interruption set to prohibited due to a reset, and performs various processes according to the program stored in the ROM 161b of the main control board 16. After starting up, first, all output ports 0 to 9 are initialized, and an initial setting process included in the game program is performed.

[0320] The initial setting process is started in a state where timer interruption is prohibited, and as shown in FIG. 63, in the initial setting process, first, a predetermined area of ​​the input port is referenced (Sa1) to determine whether or not the power interruption detection signal output from the power interruption detection circuit is in the ON state (Sa2). If the power interruption detection signal is in the ON state, the process waits until the power interruption detection signal becomes in the OFF state. After that, the power supply voltage of S-unit 2 becomes normal and the power interruption detection signal becomes in the OFF state, and then the main control unit 161 sets values ​​in the first Q register and the second Q register (Sa2Q). In step Sa2Q, "F0" is set in the first Q register, and "F3" is set in the second Q register. That is, in step Sa2Q, the same process as step Sj1 in FIG. 62 is performed. In other words, the same value is reset in the first Q register and the second Q register.

[0321] In this way, the main control unit 161 sets a value in the first Q register and also sets a value in the second Q register not only in the startup process but also in the user program. This allows the main control unit 161 to set any value in the first Q register and the second Q register in the user program. Even if an abnormality occurs in the startup process of the main control unit 161 and initial values ​​are not set in the first Q register and the second Q register in step Sj2, values ​​are set in the first Q register and the second Q register in the user program, so that it is possible to prevent an abnormality from occurring in the user program due to values ​​not being set in the first Q register and the second Q register. In the S unit 2 of this embodiment, values ​​are set in the first Q register and the second Q register in both the process of step Sj1 in FIG. 62 and the process of step Sa2Q in FIG. 63, but the S unit 2 may be configured to perform only one of the processes of step Sj1 in FIG. 62 and step Sa2Q in FIG. 63.

[0322] Next, the main control unit 161 calculates the parity of a predetermined area of ​​the RAM 161c (Sa3), and sets a predetermined initial address to the stack pointer (Sa4). Then, it is determined whether the parity calculated in step Sa3 is normal (Sa5), and if the parity is normal, it acquires fixed data for RAM destruction diagnosis set in a predetermined area of ​​the RAM 161c at the time of power outage (Sa6), and diagnoses whether the memory contents of the RAM 161c are destroyed based on the fixed data for RAM destruction diagnosis (Sa7).

[0323] If it is determined in step Sa5 that the parity is normal, or if the contents stored in RAM 161c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in RAM 161c based on the RAM parity calculated in step Sa3 and the result of the diagnosis in Sa7 (Sa8). Note that an abnormality in RAM 161c occurs when the parity is not normal, or when the parity is normal but the stored contents are diagnosed as abnormal.

[0324] Then, when there is an abnormality in the RAM 161c, the value of the flag register in which the calculation result is stored among the registers provided in the main control board 16 is saved by storing it in a predetermined order in the game stack area of ​​the game RAM area, and then the non-game RAM area initialization process included in the non-game program is called and performed (Sa10). That is, the process of step Sa10 is a process of calling a non-game program from a game program. Therefore, the process name of step Sa10 is preceded by the wording "(non-game)". In the initial setting process shown in FIG. 63 and the main process shown in FIG. 66, the process name of the process of calling a non-game program from a game program is preceded by the wording "(non-game)". Specifically, steps Sa10, SaF1, and Sa30 in FIG. 63 and steps Sb2, Sb13, Sb36, and Sb50 in FIG. 66 correspond to the process of calling a non-game program from a game program. Hereinafter, such a process of calling a non-game program from a game program will be simply referred to as a “non-game program calling process.” The above-described CALLEX command can be used for the non-game program calling process.

[0325] When a non-game program call process such as the non-game RAM area initialization process shown in step Sa10 is executed, the main control unit 161 executes a process of switching the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2 and a process of setting the value of the second Q register at the beginning of the process corresponding to the non-game program call process. At this time, "F3" is set in the second Q register. That is, in the non-game program call process, the value of the second Q register is reset in the same manner as in step Sj1 in FIG. 62 and step Sa2Q in FIG. 63.

[0326] In this way, the main control unit 161 sets a value in the first Q register in step Sj1 in FIG. 62 and step Sa2Q in FIG. 63 before the control of the game is started, and sets a value in the second Q register each time a non-game program call process for calling a non-game program from a game program is executed. As a result, in the S machine 2 in this embodiment, even if an unintended value is set in the second Q register of the second register bank R2, the value of the second Q register of the second register bank R2 can be reset each time a non-game program is called, so that malfunction prevention can be ensured. Note that the main control unit 161 does not need to set a value in the second Q register each time a non-game program is called. That is, as described above, in the S machine 2 in this embodiment, values ​​are set in the first Q register and the second Q register in advance in the process of step Sj1 in FIG. 62 and the process of step Sa2Q in FIG. 63 before the control of the progress of the game is performed, so that the value is already set in the second Q register even if the value of the second Q register is not set each time a non-game program is called.

[0327] In addition, the main control unit 161 may set a value only in the first Q register without setting a value in the second Q register in the process of step Sj1 in FIG. 62 and the process of step Sa2Q in FIG. 63, and may set the value of the second Q register when a non-game program is called. In this case, the main control unit 161 may set the value of the second Q register only when a non-game program is called for the first time after power-on. That is, as described above, in order to ensure prevention of malfunctions, the value of the second Q register is not reset every time a non-game program is called, and the value of the second Q register is set only when a non-game program is called for the first time after power-on, thereby simplifying the process.

[0328] Then, the non-game RAM area is initialized, which is the object of the non-game RAM area initialization process. More specifically, the main control unit 161 specifies the start address (the first address of the unused area) and end address (the last address of the non-game RAM area) of the RAM to be initialized, and repeatedly executes a process of clearing the data of the specified address with the start address as the initial value of the specified address, and then updating the specified address to the next address until the specified address becomes the end address, thereby initializing the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area to the end of the non-game RAM area). Then, a process of switching the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1 is executed. After initializing the non-game RAM area of ​​the RAM 161c, the process returns to the initial setting process.

[0329] In addition, in the non-game RAM area initialization process, the capacity of the RAM to be initialized may be calculated by specifying the starting address and ending address of the RAM to be initialized, and the RAM area of ​​that capacity may be cleared sequentially from the starting address of the RAM to be initialized, thereby initializing the area from the starting address to the ending address of the RAM to be initialized.

[0330] If it is determined in step Sa8 that there is no abnormality in RAM 161c, the fixed data for RAM destruction diagnosis set in RAM 161c is cleared (Sa12), and an initialization start address at the time of RAM destruction is set to specify the address of the game RAM area that is to be subjected to initialization processing if there is an abnormality in RAM 161c (Sa13).

[0331] Next, in the S machine 2 in this embodiment, the area F initialization process, which is a non-game program call process, is executed (SaF1). The area F initialization process is a process for initializing the area F included in the non-game RAM area shown in FIG. 60. Details of the area F initialization process will be described later. After that, the input port 2 is referenced to determine whether the setting key switch 37 is in the ON state (Sa14).

[0332] If it is determined in step Sa14 that the setting key switch 37 is in the ON state, a gaming machine installation information command is sent to the medal count control board 17 (Sa14a) and a setting change process is performed. In the setting change process, the reset / setting switch 38 and the start switch 7 are operated in a predetermined procedure to confirm the setting value, and when it is detected that the setting key switch 37 has been turned OFF, the setting change process is terminated and the game is moved to a state in which it can proceed. In addition, in the setting change process, when the setting change process is started, a setting command (start) indicating that the setting change process is to be started is sent to the performance control unit 151, and when the setting change process is ended, a setting command (end) indicating that the setting change process is to be ended is sent. In addition, in the setting change process, when the setting change process is ended, the start address of the RAM area to be initialized at the time of the setting change is specified, and the process returns to step Sb47 of the main process described later. Then, by performing the RAM initialization process in step Sb47, the area from the start address of the RAM area to be initialized at the time of the setting change to the end address of the game RAM area, that is, all game RAM areas, are initialized. In addition, the configuration may be such that all game RAM areas except for the stack area currently in use in RAM 161c are initialized.

[0333] If it is determined in step Sa14 that the setting key switch 37 is not ON, it is determined whether or not there is an abnormality in the RAM 161c based on the parity of the RAM calculated in step Sa3 and the diagnosis result in Sa7 (Sa15), and if it is determined that there is no abnormality in the RAM 161c, the output buffer for outputting the external output signal is cleared (Sa16). In addition, a reel error counter that is set in a predetermined area of ​​the RAM 161c and that counts the number of times a reel rotation error is detected in the main processing described later is cleared (Sa17). Then, the stack pointer SP is set to the address at the time of power failure based on the memory contents of the RAM 161c, thereby restoring the stack pointer to the state at the time of power failure (Sa18). Then, a gaming machine installation information command is sent to the medal count control board 17 (Sa15a), and the port input processing is performed twice in succession (Sa19, Sa20).

[0334] The port input process is a process for updating input state data (input data indicating the current input state of the various switches, decision data indicating that the previous and current input data are in the same state, and edge data indicating that the decision data has changed since the previous time) relating to the input state of the detection signals of the various switches input to the parallel input port. In a predetermined area of ​​the game RAM area of ​​the RAM 161c, port input buffers 0 to 2 for storing the input state data of the various switches are provided, and the input state data of the various switches updated by the port input process is stored in a predetermined bit of the port input buffer that is predetermined for each type. In the port input process, the input ports 0 to 2 of the parallel input port are set.

[0335] The detection state (ON state or OFF state) of various switches is stored as input data in a predetermined bit of the port input buffer. Also, the detection state (ON state or OFF state) in the previous and current port input processing is compared, and if the current and previous input data are the same, the finalized data is updated to indicate the detection state of the current input data, while if the current and previous input data are different, the previous finalized data is maintained. Also, the current and previous finalized data are compared, and if the finalized data changes from an OFF state to an ON state, ON edge data indicating that the finalized data has changed from an OFF state to an ON state is stored in a predetermined bit of the port input buffers 0 to 2, and if the finalized data changes from an ON state to an OFF state, OFF edge data indicating that the finalized data has changed from an ON state to an OFF state is stored in a predetermined bit of the port input buffers 0 to 2. The input data, finalized data, and edge data of various switches stored in the port input buffer can be referenced from a game program and a non-game program.

[0336] In addition, by performing the port input process twice in succession in the initial setting process, when the port input process is performed thereafter, input state data related to the input state of the detection signals of the various switches is created based on the input state of the various switches after the initial setting process, i.e., the input state of the various switches after the power supply to the S unit 2 is resumed, so that it is possible to prevent an unintended input situation from being identified. In addition, the port input process may be configured to create finalized data based on input data acquired by three or more port input processes (for example, input data from the current, previous, and previous-to-previous times). In such a configuration, by performing the port input process in succession in the initial setting process one less time than the number of port input processes required to create finalized data, when the port input process is performed after the initial setting process, input state data can be created based on the input state of the various switches after the initial setting process.

[0337] After the port input processing is performed in steps Sa19 and Sa20, a specified input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22). If the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a specified area of ​​RAM 161c (Sa23).

[0338] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, a recovery command indicating that the control state before the power cut has been restored is sent to the performance control unit 151 (Sa24), and then in the command sending process of the timer interrupt process (main), a door command sending flag indicating that a door command indicating the detection state of the door open detection switch 25 is to be sent is set in a predetermined area of ​​the RAM 161c (Sa25). In the command sending process, a door command is normally sent when the detection state of the door open detection switch 25 has changed, but if the door command sending flag is set in the predetermined area of ​​the RAM 161c, a door command indicating the detection state of the door open detection switch 25 is sent regardless of whether the detection state of the door open detection switch 25 has changed.

[0339] Then, after setting the door command sending flag in step Sa25, all registers are restored to the state before the power was cut off stored in RAM 161c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is terminated and the process transitions to the timer interrupt process (main), and then the process returns to the main process that was being executed before the power supply to S stand 2 was cut off.

[0340] On the other hand, if it is determined in step Sa15 that the RAM 161c is abnormal, a gaming machine installation information command is sent to the medal count control board 17 (Sa15b), a gaming RAM initialization process is performed (Sa28), and the area from the RAM destruction initialization start address set in step Sa13 to the end of the gaming RAM area of ​​the RAM 161c is initialized. Thereafter, similar to the process of Sa10, the main control unit 161 executes a non-game RAM area initialization process, which is a non-game program call process (Sa30). That is, at the beginning of the process, the main control unit 161 executes a process of switching the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2, and a process of setting the value of the second Q register. Next, after initializing the non-game RAM area, the main control unit 161 executes a process of switching the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1. Next, the main control unit 161 sets the door command transmission flag (Sa32), enables the timer interrupt (Sa33), prepares a RAM abnormality error number indicating that there is an abnormality in the RAM 161c in a specified register (Sa34), terminates the initial setting process, and transitions to error processing.

[0341] The error process is a process for controlling the game to an error state in which the game progress is disabled. An error command capable of identifying an error number prepared in a specified register is sent to the performance control unit 151, and the error number is set in a specified area of ​​the RAM 161c as an error flag that can also be referenced in other processes (for example, a sensor monitoring process described later). The game control unit 151 also controls the game support display 12 to display the error number. After that, the game control unit 151 controls the error state until it is identified that the condition for releasing the error state corresponding to the error number prepared in the specified register has been established. When the RAM abnormality error number is prepared in the specified register and the game is moved to an error state, the setting key switch 37 is turned on and the power switch is turned on to move to a setting change state and initialize all game RAM areas, thereby reliably eliminating the abnormality in the data of the RAM 161c and releasing the error state. On the other hand, when the power switch is turned on without turning on the setting key switch 37, the abnormality in the RAM 161c is detected again, and the game is again moved to an error state.

[0342] In this way, after the power supply to the S-stand 2 is started, the main control board 16 executes the startup process of the main control unit 161 shown in Fig. 62, and then executes a user program including an initial setting process. In the initial setting process, depending on the state of the main control board 16 when the power supply to the S-stand 2 is started, the main control board 16 transitions to one of timer interrupt processing (main), setting change processing, and error processing. When transitioning to these processes, a command capable of identifying the type of processing to transition is sent to the performance control unit 151. When transitioning to timer interrupt processing (main), that is, when returning to the control state before the power supply to the S-stand 2 is stopped, a return command is sent to the performance control unit 151. When starting setting change processing and transitioning to the setting change state, a setting command (start) is sent to the performance control unit 151. When starting error processing and transitioning to the error state due to an abnormality in the RAM 161c, an error command is sent to the performance control unit 151.

[0343] After transitioning from the initial setting process to the setting change process, the main control board 16 passes through the setting change state and returns to a state in which the game can progress, and when returning to the state in which the game can progress, it transmits a setting command (end) that can specify that the setting change state has ended to the performance control unit 151, but does not transmit a return command. Also, after transitioning to error processing due to an abnormality in the RAM 161c, transition is made to the setting change process as described above, and the error state is released, thereby returning to a state in which the game can progress, and even when the error processing is terminated and the state in which the game can progress is returned to, a return command is not transmitted to the performance control unit 151.

[0344] In this manner, the main control board 16 of this embodiment is started when the power supply to the S unit 2 is started, and initializes all output ports 0 to 9. After initializing the output ports 0 to 9, the main control board 16 performs an initial setting process included in the game program. In the initial setting process, if it is determined that there is an abnormality in the RAM 161c, a non-game RAM area initialization process included in the non-game program is called to initialize a predetermined area of ​​the non-game RAM area of ​​the RAM 161c. In the initial setting process, a RAM initialization process included in the game program is called to initialize a predetermined area of ​​the game RAM area of ​​the RAM 161c, and the game RAM area is initialized by the game program, and the non-game RAM area is initialized by the non-game program.

[0345] [Safety device processing] In the S machine 2 in this embodiment, an upper limit is set on the number of medals a player can acquire over an entire day, and a safety device process is executed to restrict the player from acquiring too many medals. The number of medals acquired is the number of medals awarded to the player over an entire day minus the number of medals used by the player. When the sign of the number of medals acquired is a positive value, it means that a large number of medals have been awarded to the player. On the other hand, when the sign of the number of medals acquired is a negative value, it means that a large number of medals have been used by the player.

[0346] The safety device process executed by the main control unit 161 is a process that disables the progress of the game when the number of medals acquired reaches the limit number. By executing the safety device process, it is possible to prevent the number of medals acquired from increasing excessively. As a result, the S machine 2 in this embodiment can prevent excessive medals from being paid out from the slot machine due to fraud. Furthermore, if the number of medals acquired by a specific player increases throughout the day, it may become a state that is likely to stimulate gambling. Therefore, by setting an upper limit and limiting the number of medals acquired throughout the day, it is possible to prevent the S machine 2 from becoming a state that stimulates gambling excessively. The safety device process will be described in detail below with reference to the drawings.

[0347] Fig. 64 is a diagram showing variables related to safety device processing. Fig. 64 shows the number of winning medals, the number of medals already inserted, the replay flag for calculation, the cumulative number of medals awarded, the cumulative number of medals used, the difference number, the number of medals remaining until the safety device is activated, and the stop flag as variables related to the safety device processing. These variables are stored in a specified area in the non-play RAM area. A variable is a storage area for reading and writing data with a specific meaning.

[0348] The "number of winning medals" is a variable with a size (area) of 1 byte, and indicates the number of medals awarded to a player in one game. For example, if a plum role is won when the push order role is won and 9 medals are paid out, data indicating 9 medals is stored in the number of winning medals. Alternatively, if a 1-coin role 1 to 33 is won when the push order role is won and 1 medal is paid out, data indicating 1 medal is stored in the number of winning medals. The number of winning medals is stored in area F included in the non-game RAM area.

[0349] The "number of inserted medals" is a variable having a size of 1 byte, and indicates the number of medals used by a player in one game. For example, when the MAXBET switch 6 is pressed to bet the maximum number of medals, 3 medals, and the start switch 7 is pressed, data indicating 3 medals is stored in the number of inserted medals. Also, when the 1BET switch 20 is pressed only once to bet 1 medal, and the start switch 7 is pressed, data indicating 1 medal is stored in the number of inserted medals. The number of inserted medals is stored in area F included in the non-game RAM area.

[0350] In this embodiment, the variables "number of winning medals" and "number of inserted medals" are newly provided in the non-game RAM area for the safety device processing, but the main control unit 161 may refer to variables used to progress the game. The variables used to progress the game are, for example, variables stored in the game RAM area, and like the "number of winning medals" and the "number of inserted medals", variables that store the number of medals at the time of winning and variables that store the number of medals set as the bet amount. In other words, the main control unit 161 may refer to variables stored in the game RAM area when executing the safety device processing.

[0351] The "calculation replay flag" is a variable having a size of 1 byte, and is a flag related to the replay operation state. In other words, the calculation replay flag is a flag indicating whether or not the replay operation state is in progress. The calculation replay flag is a variable stored in the area F included in the non-play RAM area.

[0352] "Cumulative Award Number" is a variable with a size of 3 bytes, which indicates the number of medals awarded throughout the day. The number of medals awarded throughout the day is the total number of medals awarded to a player throughout the day. In other words, it is the cumulative number of medals awarded in one game. The cumulative award number is stored in area F, which is included in the non-game RAM area.

[0353] "Cumulative usage count" is a variable with a size of 3 bytes, which indicates the number of usages throughout the day. The number of medals awarded throughout the day is the total number of medals used by the player throughout the day. In other words, it is the cumulative number of medals used in one game. The cumulative usage count is stored in area F, which is included in the non-game RAM area.

[0354] The "difference number" is a variable having a size of 3 bytes, and is a variable that represents the number of medals acquired as described above. As described above, the number of medals acquired is the number of medals awarded to a player over the course of a day minus the number of medals used by the player, that is, the difference number stores the number obtained by subtracting the "cumulative number used" from the "cumulative number awarded." However, if the sign of the difference number is negative, the main control unit 161 stores "0" in the difference number. The difference number is stored in area F, which is included in the non-game RAM area.

[0355] The "safety activation remaining number" is a variable having a size of 1 byte, and indicates the remaining number up to the limit number. The limit number is the upper limit of the number of medals that can be won throughout the day, and is a predetermined number. In this embodiment, the limit number is 19,000 medals, but it may be other numbers such as 20,000 medals or 15,000 medals. For example, when data indicating 100 medals is stored in the safety activation remaining number, this means that the difference is +18,900 medals. The safety activation remaining number is stored in area F, which is included in the non-game RAM area.

[0356] The "stop flag" is a variable having a size of 1 byte, and is a flag indicating whether or not progress of the game has been disabled by the safety device processing. When the difference number reaches the limit number and progress of the game is disabled by the main control unit 161, the stop flag stores, for example, "1" as information indicating ON. On the other hand, when the difference number is less than the limit number and progress of the game is possible, the stop flag stores, for example, "0" as information indicating OFF. Unlike other variables related to safety device processing, the stop flag is stored in area E included in the non-game RAM area.

[0357] It has been explained that the area F initialization process is executed in step SaF1 of the initial setting process in FIG. 63. As explained in FIG. 64, variables related to the safety device process, other than the play stop flag, are stored in the area F of the non-game RAM area. The safety device process is a process that sets a limit on the number of medals acquired throughout the day, in other words, sets a limit on the number of medals acquired from the opening of the gaming establishment to the closing of the establishment. In other words, the data stored in the "difference number" stored as a variable corresponding to the number of medals acquired is initialized for each business day.

[0358] FIG. 65 is a diagram for explaining the area F initialization process performed by the main control board 16. The area F initialization process is a process included in the initial setting process shown in FIG. 63. The area F initialization process is executed regardless of whether the setting key switch is ON or OFF and whether there is an abnormality in the RAM. In other words, when the power is turned on to the S machine 2, the main control unit 161 executes the area F initialization process. This allows the main control unit 161 to cumulatively count the number of gaming values ​​granted and used in games played throughout the day.

[0359] As described in FIG. 63, the area F initialization process corresponds to the non-game program call process. Therefore, as shown in FIG. 65, the main control unit 161 switches the register bank at the beginning of the area F initialization process (step SQ1). That is, the main control unit 161 switches the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2. Next, the main control unit 161 sets the value of the second Q register (step SQ2). That is, the main control unit 161 sets "F3" to the second Q register. As a result, even if an unintended value is set in the second Q register of the second register bank R2 in the S machine 2, the value of the second Q register is set every time the non-game RAM area is called, so that malfunction prevention can be ensured.

[0360] Next, the main control unit 161 judges whether the betting stop flag is OFF (step Sh1). If the betting stop flag is OFF (YES in step Sh1), the main control unit 161 initializes the difference number, the cumulative awarded number, the cumulative used number, the remaining number of safety device activations, and the calculation replay flag (step Sh2). In other words, the main control unit 161 initializes (clears) the variables related to the safety device processing stored in the area F. The bits of each variable can be initialized to "0" by being initialized. After the initialization, the main control unit 161 switches the register bank (step Sh3) and ends the processing. That is, the main control unit 161 returns the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1. The register bank switching process can be performed based on the above-mentioned CALLEX command. If the stop flag is ON and not OFF (NO in step Sh1), the main control unit 161 returns the register bank (step Sh3) without performing the initialization process in Sh2, and ends the process.

[0361] In this manner, in S machine 2 in this embodiment, the variables related to the safety device processing included in area F are initialized based on powering on S machine 2. The difference number, cumulative awarded number, cumulative used number, and remaining number of safety devices are all variables for determining whether or not to disable game progress on S machine 2, and by initializing these variables by powering on S machine 2, it becomes possible to limit the number of medals acquired for each business day. In other words, the number of gaming values ​​used throughout the day and the number of gaming values ​​awarded throughout the day are initialized by powering S machine 2 back on. This allows the difference number throughout the day to be stored in an appropriate manner.

[0362] The replay flag for calculation is also initialized (cleared) when the power is restored from a power outage to S unit 2. This makes it possible to prevent the number of medals used from being erroneously updated to 0 in the game after the power is restored.

[0363] In addition, when the main control unit 161 controls the state of the S machine 2 to a state in which game progress is impossible, the difference number, the cumulative awarded number, the cumulative used number, the remaining number for safety device activation, and the replay flag for calculation are not initialized and are retained. As a result, even if the state is controlled to a state in which game progress is possible due to a malfunction, it is possible to control it to a state in which game progress is impossible again. In other words, even if the power supply of the S machine 2 is turned on when the play stop flag is unintentionally turned ON due to a malfunction even though the difference number has not reached the limit number, the difference number, the cumulative awarded number, the cumulative used number, the remaining number for safety device activation, and the replay flag for calculation are not initialized, so that the main control unit 161 can continue to count (count) the values ​​of the difference number, the cumulative awarded number, the cumulative used number, and the remaining number for safety device activation. In addition, since the replay flag for calculation is not initialized, it is possible to prevent the number of medals used from being erroneously set to 0 and updated in the game after the power supply is restored.

[0364] Next, the timing at which the variables related to the safety device processing are counted will be described in detail with reference to a flowchart. The safety device processing is included in the main processing repeatedly executed by the main control unit 161, and is executed once for each unit game.

[0365] FIG. 66 is a diagram for explaining the control contents of the main processing performed by the main control board 16. The main processing is repeatedly executed for each unit of play (one game). One cycle of the main processing corresponds to one unit of play. The main processing is included in a game program and includes multiple processes. As explained above, in the main processing shown in FIG. 66, the process names corresponding to non-game program call processes are preceded by the words "(non-game)".

[0366] As shown in Fig. 66, the main control board 16 first performs RT information output processing included in the non-game program (Sb2). Fig. 67 is a diagram for explaining the control contents of the RT information output processing performed by the main control board 16. As described above, in the non-game program call processing, switching of the register bank (SQ4, SQ6) and setting of the value of the second Q register (SQ2) are executed first. Steps SQ4, SQ5, and SQ6 in Fig. 67 are the same as the processing of steps SQ1, SQ2, and SQ3 in Fig. 65, and therefore the description will not be repeated.

[0367] The main control unit 161 sets the stack pointer in the non-game RAM area (step Si2) and acquires the RT status (step Si3). Specifically, it refers to information about the game status (RT status) of the S machine 2 set in a predetermined area of ​​the game RAM area, and sets the information about the game status (for example, the RT status) to be output from the output port as an external output signal.

[0368] That is, in step Si3, the number of the external output signal to be output is read into a register, and external output signal processing is also performed to output an external output signal to an external device such as a call lamp or hall computer. The external output signal includes, for example, a signal indicating whether or not it is being controlled in an advantageous zone. This makes it possible to notify an external device such as a hall computer of whether or not it is being controlled in an advantageous zone. Also, in the main processing, the external output signal processing is executed prior to the safety device related processing (Sb50) described later.

[0369] Next, the main control unit 161 initializes the betting stop flag (step Si4). After that, the register bank is switched to the first register bank R1, and the RT information output process ends. Then, the main control unit 161 executes a process of waiting for multiple interrupts (Sbw1). The process of waiting for multiple interrupts is executed to ensure the output time of information output in the RT information output process. After that, the main control unit 161 executes a process of waiting for the start of a game (Sb5) to be described later, and performs a process from the end of the control of the previous game to the start of the next game. In the process of waiting for the start of a game, a process of setting the number of bets is performed according to the bet number setting operation, and a process of starting the next game is performed when the operation of the start switch 7 is detected with the specified number of bets set.

[0370] Then, an internal lottery process is performed to determine whether or not a winning is allowed to occur (internal lottery) (Sb6). In the internal lottery process, an internal lottery is performed to determine whether or not a winning is allowed to occur (i.e., whether or not derivation of a display result is allowed) based on a preset setting value (1 to 6) in the S machine 2 and a random number value for the internal lottery obtained simultaneously with the start of a game by detecting the start switch 7.

[0371] Then, after the AT lottery and the like are executed, the performance control process (Sb12), the test signal output process (Sb13), the control state command group transmission process (Sb14), and the freeze control execution process (Sb16) are executed in sequence. The test signal output process corresponds to the non-game program call process. In the performance control process, the performance flag that the main control board 16 refers to when performing the performance control is set. In the test signal output process, a test signal is transmitted so that the control state of the S unit 2 can be confirmed by a test device provided outside the gaming machine. In the control state command group transmission process, a control state command group including a plurality of commands that can specify various control states at the start of one game is transmitted to the performance control unit 151. In the freeze control execution process, the presence or absence of a request to perform freeze control that delays the progress of the game until a predetermined end condition is satisfied is confirmed, and if a request is received, the type of freeze control and the timing of performing the freeze control are set in a predetermined area of ​​the RAM 161c.

[0372] A freeze execution process is performed to execute freeze control based on the type of freeze control set in the RAM 161c and the execution timing of the freeze control (Sb16). In the freeze execution process, if it is set in step Sb13 that freeze control is to be performed at the start of a game, freeze control is executed to delay control of the game for a predetermined period. If a type of freeze control involving a performance using the reels 2L, 2C, and 2R (hereinafter referred to as a reel performance) is set as the type of freeze control, a performance acceleration pattern (for example, an acceleration pattern for rotating the reels in a direction different from the rotation of the reels in a game, an acceleration pattern for starting rotation at a speed slower than the rotation of the reels in a game and in the same direction as the rotation of the reels in a game, an acceleration pattern for vibrating the reels, etc.) is set in a predetermined area of ​​the RAM 161c as an excitation pattern for exciting the reel motors 32L, 32C, and 32R, and the reel performance is controlled to be performed within the period in which the freeze control is performed. After that, the main control unit 161 executes a process of waiting for multiple interrupts (Sbw2). The multiple interrupt wait process is executed to guarantee the output time of the information output in the test signal output process.

[0373] After the freeze control execution process is performed in step Sb16, a single game time management timer set in a specified area of ​​RAM161c for measuring the elapsed time from the start of reel rotation in the previous game is referenced (Sb18), and based on the single game time management timer, it is determined whether or not the specified time for one game (4.1 seconds in this embodiment) has elapsed from the start of reel rotation in the previous game (Sb19). Then, if it is determined that the prescribed time for one game has not elapsed, the process waits until the prescribed time for one game has elapsed based on the timer for managing one game time, and after the prescribed time for one game has elapsed based on the timer for managing one game time, a predetermined value (a value corresponding to 4.1 seconds in this embodiment) is set in the timer for managing one game time, and a new measurement of the elapsed time from the start of reel rotation is started (Sb20), the waiting LED 19 is controlled to the OFF state (light-out state) (Sb21), and a reel rotation start command transmission process is performed to transmit to the performance control unit 151 a reel rotation start command that can specify that rotation control of the reels 2L, 2C, and 2R is to be started (Sb22). On the other hand, if it is determined that the prescribed time for one game has elapsed in step Sb19, the process immediately proceeds to steps Sb20 to Sb22. After a predetermined value is set in step Sb20, the timer for managing one game time is decremented every predetermined time and becomes 0 when the specified time for one game (4.1 seconds in this embodiment) has elapsed from the start of reel rotation in a game. It is possible to determine whether or not the specified time for one game has elapsed based on whether the timer for managing one game time is 0.

[0374] After the reel rotation start command sending process is performed in step Sb22, a normal acceleration pattern that controls the rotation of the reels at a predetermined speed for gaming is set in a predetermined area of ​​RAM 161c as the excitation pattern for controlling the excitation of reel motors 32L, 32C, and 32R (Sb23), and a reel start process is performed to start the rotation of the reels by exciting and controlling the reel motors 32L, 32C, and 32R based on the excitation pattern set in RAM 161c (Sb24).

[0375] Then, the navigation notification process is performed (Sb25). In the navigation notification process, the AT is controlled, and when the notification target role is won in the internal lottery, the navigation number that can specify the stop mode that is advantageous to the player according to the notification target role is controlled to be displayed on the game auxiliary display 12, whereas when the AT is not controlled, the navigation number is controlled not to be displayed on the game auxiliary display 12.

[0376] A reel stop initial setting process (Sb26) is performed to set various information required for reel stop control according to the RT state and the result of the internal lottery. Then, a freeze control process (Sb27) is performed, and if freeze control is set to be performed at the relevant timing, the set type of freeze control is performed.

[0377] After the freeze control process is performed in step Sb27, a reel stop control process is performed to control the stop of the reels (Sb28). In the reel stop control process, it is determined whether the reels under rotation control are rotating at a predetermined constant speed, and if there is a reel that is not rotating at a constant speed, a reel error is detected, and an excitation pattern is set to accelerate the corresponding reel to a constant speed, so that all reels under rotation control are rotated at a constant speed. On the other hand, if all reels under rotation control are rotating at a constant speed, acceptance of a stop operation for the reels under rotation control is enabled, and the process waits until a stop operation is performed by a stop switch. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled (ON edge data is detected for a stop switch for which a stop operation is enabled), a reel stop control is performed for the reel for which a valid stop operation has been performed, so that the reel stop control is performed at a predetermined stop position based on information set in the reel stop initial setting process. Such reel stop control is repeatedly performed for the reels under rotation control, and the reel stop process is terminated by stopping the rotation of all reels.

[0378] After the reel stop process is completed, a freeze control process is performed (Sb29). If freeze control is set to be performed at that timing, the set type of freeze control is performed.

[0379] After that, the RT state check process (Sb30) and the winning judgment process (Sb31) are performed. In the RT state check process, it is judged whether or not a combination of RT transition symbols accompanied by a transition to the RT state is stopped on the reels, and if a combination of RT transition symbols is stopped, the current RT state set in a predetermined area of ​​the RAM 161c is updated to the RT state corresponding to the combination of the RT transition symbols. In the winning judgment process, it is judged whether or not an illegal winning has occurred based on the internal lottery result and the symbol combination stopped on the reels 2L, 2C, and 2R.

[0380] After the winning determination process in step Sa31 is performed, a deposit / withdrawal error check process is performed (Sb32), and data processing for the winning ratio monitor, which corresponds to a non-game program call process, is performed (Sb36).

[0381] In the data processing for the role ratio monitor, first, in the same manner as the above-mentioned RT information output processing, the register bank used by the calling game program is switched and the value of the second Q register is set. Each state count processing included in the non-game program is performed to update data on the number of medals paid out in a predetermined period (for example, the period from the current game to 6000 games ago, the period from the current game to 175000 games ago, the period controlled to a state advantageous to the player (advantageous period), etc.).

[0382] After that, the replay LED is controlled to the OFF state (lighting out) (Sb39), the replay in progress flag indicating that replay is in progress is cleared (Sb40), the display of the navigation number on the game support display 12 is cleared (Sb41), an end command is sent to the medal count control board 17 (Sb42a), freeze control processing is performed (Sb43), and if freeze control is set to be performed at that timing, the set type of freeze control is performed.

[0383] Then, the controller 161 transmits a role information command to the medal count control board 17 (Sb43a) and transmits a favorable zone command (Sb43b). After that, the controller 161 performs a game end setting process (Sb44) to determine whether the replay symbol combination is stopped on the reels 2L, 2C, and 2R. If the replay symbol combination is stopped, the controller 161 performs a process of setting the number of bets for replaying in the next game (in this embodiment, the replay medal counter set in a predetermined area of ​​the RAM 161c is set to 3 as the replay medal), a process of setting a replay flag in a predetermined area of ​​the RAM 161c, a process of controlling the replay LED to the ON state (lighting state), and the like. In the game end setting process, the controller 161 determines whether the number of favorable zones (the net increase in the number of favorable zones) has reached 2400 (limiter condition). At this time, if the number of favorable zones has reached 2400, the controller 161 terminates the favorable zone and controls it to the normal zone.

[0384] Then, a payout pulse command is sent to the medal count control board 17 (Sb44a), and a big win command is sent (Sb44b). After that, a payout control process is performed to control the payout at the end of the game (Sb45), and then the top address of the area of ​​the RAM 161c to be initialized at the end of the game is set (Sb46), and a RAM initialization process is performed (Sb47), to initialize the area from the top address to the end of the RAM 161c.

[0385] Then, after clearing the winning flag, which is set in a specified area of ​​RAM 161c and indicates the result of the internal lottery in the game (Sb48), a game end command sending process is performed to send a game end command that can identify that one game has ended to the performance control unit 151 (Sb49).

[0386] Then, the main control unit 161 executes a safety device related process as the final process of the main process (Sb50). FIG. 68 is a diagram explaining the control contents of the safety device related process performed by the main control board 16. The safety device related process corresponds to a non-game program call process. Therefore, the main control unit 161 executes a register bank switching process in steps SQ7 and SQ9, and sets the value of the second Q register in step SQ8. Steps SQ7, SQ8, and SQ9 are the same processes as steps SQ1, SQ2, and SQ3 described above, and therefore the explanation will not be repeated.

[0387] After executing the process of step SQ8, the main control unit 161 executes the safety device process (Sk1). FIG. 69 is a diagram for explaining the control contents of the safety device process performed by the main control board 16. The main control unit 161 sets 0 to the "number of inserted medals" stored in the non-game RAM area described in FIG. 64 (Sg1). The main control unit 161 judges whether the "calculation re-play flag" stored in the non-game RAM area described in FIG. 64 is ON or not (Sg2). If the "calculation re-play flag" is not ON (NO in Sg2), the main control unit 161 acquires the number of inserted medals (Sg3). Specifically, the main control unit 161 refers to the number of medals set as the bet number stored in the game RAM area. The main control unit 161 updates the "number of inserted medals", which is a variable of the non-game RAM area, with the number of medals set as the bet number referred to from the game RAM area. For example, if the bet amount is set to three medals, the "number of medals inserted" is set to three.

[0388] When the "calculation replay flag" is ON (YES in Sg2), the main control unit 161 does not update the value of the number of inserted medals. When the "calculation replay flag" is ON, the game is played due to the establishment of a replay, so the main control unit 161 holds the number of inserted medals as "0" by assuming that the number of bets is 0. Next, the main control unit 161 adds the number of inserted medals to the cumulative usage number (Sg4). When the number of inserted medals is set to 3, the main control unit 161 adds 3 to the cumulative usage number included in the non-play RAM area. When the "calculation replay flag" is ON, the number of inserted medals remains 0, so no value is added to the cumulative usage number. Note that, in the example of FIG. 69, a configuration has been described in which the process of step Sg4 is executed regardless of whether the "calculation replay flag" is ON or OFF, but the main control unit 161 may execute the process of step Sg4 only when the "calculation replay flag" is OFF. In this case, the main control unit 161 does not need to execute the process of setting the number of inserted medals to "0" in advance as shown in step Sg1.

[0389] In this way, the S machine 2 can store the cumulative number of medals used by the player by repeatedly adding the set bet number to the cumulative number of medals used, which is a variable, for each unit of play (one game). In other words, the main control unit 161 cumulatively counts the number of medals used in games played over the course of a day.

[0390] Next, the main control unit 161 acquires the number of winning medals (Sg5). Specifically, the main control unit 161 acquires the number of winning medals determined in the winning determination process (Sb31) of the main process by referring to the game RAM area (Sg6). The main control unit 161 updates the "number of winning medals", which is a variable in the non-game RAM area, with the number of winning medals referenced from the game RAM area. For example, if it is determined in the winning determination process that a plum role has won when the push order role is won, the number of winning medals is set to 9, as data indicating 9 medals. In other words, the main control unit 161 cumulatively counts the number of medals awarded in games played throughout the day.

[0391] Next, the main control unit 161 turns off the calculation replay flag stored in the non-game RAM area (Sg7). In this way, the calculation replay flag is initialized (cleared) when the number of medals used in the new game based on the establishment of a replay is updated to 0. In other words, the initialization process (Sg7) of the calculation replay flag is executed in the safety device process, similar to the addition process (Sg4) of the cumulative medal usage number. This makes it possible to prevent inconsistency between the number of medals used in the new game and the cumulative usage number for the day, even if a power outage occurs.

[0392] 69, the main control unit 161 sets the number of medals awarded in a game in which a replay has been established to 0, and sets the number of medals used in the next game executed as a result of the replay being established to 0. This allows the main control unit 161 to manage data without carrying over information from the previous game.

[0393] Next, the main control unit 161 acquires the most significant bit of the cumulative given number (Sg10). As described above, the cumulative given number is a variable having an area of ​​3 bytes. The main control unit 161 acquires the most significant bit of the 3-byte area contained in the cumulative given number. The main control unit 161 acquires the most significant bit of the cumulative usage number (Sg11). As described above, the cumulative usage number is a variable having an area of ​​3 bytes. The main control unit 161 acquires the most significant bit of the area of ​​the lowest byte of the 3 bytes contained in the cumulative usage number.

[0394] The main control unit 161 judges whether the most significant bits acquired in steps Sg10 and Sg11 are both "1" (step Sg12). If the most significant bits are both "1" (YES in step Sg12), the main control unit 161 performs subtraction processing on the most significant bits of the cumulative awarded number and cumulative used number (step Sg13). If the most significant bit is "1", the cumulative awarded number and cumulative used number store a medal number of 128 or more. That is, the main control unit 161 updates the most significant bit of each of the cumulative awarded number and cumulative used number from "1" to "0". In other words, the same number (the number indicated by the most significant bit) is subtracted from both the cumulative awarded number and cumulative used number. This allows subtraction processing to be performed on the cumulative awarded number and cumulative used number without changing the difference between the cumulative awarded number and cumulative used number, simplifying the subtraction processing to be performed later.

[0395] The main control unit 161 subtracts the cumulative number of uses from the cumulative number of awarded coins to obtain the difference number (Sg14). That is, the difference number, which is a variable stored in the non-game RAM area, is updated to a number indicated by the result of subtracting the cumulative number of uses from the cumulative number of awarded coins. For example, if the cumulative number of awarded coins is 300 coins and the cumulative number of uses is 200 coins, the main control unit 161 stores data indicating +100 coins in the difference number variable. Alternatively, if the cumulative number of awarded coins is 200 coins and the cumulative number of uses is 300 coins, the main control unit 161 stores data indicating -100 coins in the difference number variable.

[0396] The main control unit 161 judges whether the sign of the difference number is negative (Sg15). That is, the main control unit 161 judges whether the number of medals indicated by the difference number is smaller than 0. If the sign of the difference number is negative (YES in Sg15), the main control unit 161 updates the difference number to "0" (Sg16). That is, the main control unit 161 initializes the difference number. As described above, the safety device process is executed to set an upper limit on the number of medals acquired by the player over the course of a day and to restrict the player from acquiring medals excessively. If the sign of the difference number is negative, the player has not acquired any medals, and therefore there is no need to store the data as the difference number. Therefore, if the sign of the difference number is negative, the main control unit 161 in this embodiment updates the difference number to "0".

[0397] In this way, in S machine 2 which executes a safety device process that controls the state of S machine 2 to a state in which game progress is impossible when the difference number, which is the difference between the cumulative number of medals used and the cumulative number of medals awarded, reaches the all-day limit, when the cumulative number of medals awarded is equal to or less than the cumulative number of medals used, the difference number is calculated and stored as 0, thereby eliminating the need to store the difference number when the cumulative number of medals awarded is equal to or less than the cumulative number of medals used, and thereby suppressing an increase in the amount of memory area used.

[0398] The main control unit 161 subtracts the difference from the limit number to obtain the remaining number for activating the safety device (Sg17). As described above, the limit number in this embodiment is +19000 coins. For example, if the difference is +18600 coins, in step Sg17 the main control unit 161 subtracts +18600 coins from +19000 coins to obtain +400 coins. Also, if the difference is +18900 coins, in step Sg17 the main control unit 161 subtracts +18900 coins from +19000 coins to obtain +100 coins.

[0399] The main control unit 161 judges whether the remaining number of safety devices to be activated exceeds 127 (step Sg18). That is, the main control unit 161 judges whether data indicating a number of medals exceeding +127 is stored in the remaining number of safety devices to be activated. More specifically, the main control unit 161 judges whether the 8th bit of the area of ​​the remaining number of safety devices to be activated in the non-play RAM area is "1". That is, the main control unit 161 uses the value of the 8th bit of the remaining number of safety devices to be activated as a judgment value to judge whether the remaining number of safety devices to be activated exceeds 127. This makes it possible to judge whether the difference number is close to the limit number using the value of the 8th bit of the remaining number of safety devices to be activated in the non-play RAM area, and therefore makes it possible to simplify the judgment process. Note that the main control unit 161 may use a numerical value other than the 8th bit of the remaining number of safety devices to be activated as a judgment value. For example, when the remaining number of safety devices to be activated is converted from a binary number to a hexadecimal number, it may be judged whether the remaining number of safety devices to be activated exceeds 127 from the converted hexadecimal number. At this time, a predetermined bit of the remaining number of safety devices to be activated in hexadecimal is used as the judgment value.

[0400] If the remaining number of medals for activating the safety device exceeds 127 (YES in step Sg18), the main control unit 161 updates the remaining number of medals for activating the safety device to 127. In other words, the remaining number of medals for activating the safety device is updated to data indicating 127 medals. If the remaining number of medals for activating the safety device does not exceed 127 (NO in step Sg18), the main control unit 161 does not update the remaining number of medals for activating the safety device. This is because when the remaining number of medals for activating the safety device is transmitted from the main control unit 161 to the performance control unit 151, the available area is 7 bits. Figure 70 is a diagram showing commands transmitted from the main control board 16 to the performance control board 15.

[0401] A two-byte command shown in Fig. 70 is transmitted from the main control board 16 to the performance control board 15. The main control unit 161 transmits the remaining number of safety device activations included in the two-byte command shown in Fig. 70 to the performance control unit 151. Of the two-byte command shown in Fig. 70, the first byte command shown in the upper part of Fig. 70 is a command indicating the type of information. For example, the first byte command shown in the upper part of Fig. 70 stores data indicating the type of information of the command to be transmitted, such as whether it is a command related to an internal lottery or a command indicating the remaining number of safety device activations in safety device processing.

[0402] On the other hand, among the two-byte commands shown in FIG. 70, the second-byte command shown at the bottom of FIG. 70 is a command indicating information content. The first-byte command shown at the bottom of FIG. 70 stores data indicating the lottery result of the internal lottery and the remaining number of safety device activations. In both the first-byte command and the second-byte command, the eighth bit (first bit) stores information for the command itself to distinguish the first-byte command from the second-byte command. More specifically, the performance control unit 151 receives a two-byte command from the main control unit 161. The performance control unit 151 refers to the eighth bit (first bit) of one of the received two-byte commands, and if "0" is stored, it determines that the referenced command is the first-byte command indicating the information type. On the other hand, the performance control unit 151 refers to the eighth bit (first bit) of the other of the received two-byte commands, and if "1" is stored, it determines that the referenced command is the first-byte command indicating the information content.

[0403] That is, the upper limit of the data area for storing the contents of information such as the remaining number of safety device activations is a total of 7 bits from the 1st bit to the 7th bit of the second byte command. The maximum number that can be stored in the 7-bit area is 127. In this way, if the remaining number of safety device activations exceeds 127, it cannot be stored in the 7-bit area, so the main control unit 161 updates the remaining number of safety device activations to 127 in step Sg18 shown in FIG.

[0404] In this way, main control unit 161 transmits a command capable of identifying the difference between the difference number and the limit number to performance control unit 151 when the remaining number for activating the safety device, which is the difference between the stored difference number and the limit number, is smaller than 127. As a result, when the difference between the difference number and the limit number becomes smaller than 127, a command capable of identifying the difference between the difference number and the limit number is transmitted from main control unit 161 to performance control unit 151, thereby making it possible to suppress an increase in data volume caused by communication.

[0405] Furthermore, until the difference between the difference number and the limit number becomes smaller than 127, the main control unit 161 transmits the command shown in FIG. 70 to the performance control unit 151 with the remaining number for activating the safety device set to 127. In this way, when the difference between the difference number and the limit number is 127 or more, the main control unit 161 can make the performance control unit 151 recognize that the difference number has not reached the limit by transmitting a command indicating that the remaining number for activating the safety device is 127. In other words, when the performance control unit 151 receives a command indicating that the remaining number for activating the safety device is 127, it can recognize that the difference number is a value of 127 or more.

[0406] The main control unit 161 judges whether the difference number is equal to or greater than the limit number (19,000) (Sg20). If the difference number is equal to or greater than the limit number (YES in Sg20), the main control unit 161 sets the stop flag ON (Sg21) and ends the process. If the difference number is less than the limit number (NO in Sg20), the main control unit 161 ends the process without setting the stop flag ON.

[0407] In this way, in the safety device process, the main control unit 161 updates the values ​​of the variables shown in FIG. 64 contained in the non-game RAM area every time a unit game is executed. This allows the main control unit 161 to properly store the latest difference number every time a unit game is executed.

[0408] The process of step Sg20 for determining whether the difference number is equal to or greater than the limit number is executed for each unit game. That is, the main control unit 161 in this embodiment executes the process of step Sg20 regardless of the number of bets and the number of winnings set in the unit game. This allows the main control unit 161 to reliably determine whether the difference number is equal to or greater than the limit number for each unit game.

[0409] In addition, when the difference number does not change before and after the unit game is performed, the main control unit 161 may not execute the process of step Sg20. The case where the difference number does not change before and after the unit game is performed is, for example, when three medals are set as the bet number and three medals are paid out by winning. In this case, three medals are added to both the awarded number and the used number, and the difference number does not change before and after the unit game. That is, when the awarded number and the used number in the unit game are the same number, the main control unit 161 may not execute the process of step Sg20. In addition, when a replay role is won, the main control unit 161 may not execute the process of step Sg20 in the game in which the replay role is won. The main control unit 161 executes the process of step Sg20 again from the next game executed by the replay winning.

[0410] Returning to Fig. 68, the main control unit 161 transmits a command including the remaining number of safety device activations to the performance control board 15 (Sk2). That is, as described in Fig. 70, the main control unit 161 stores the remaining number of safety device activations in the area of ​​the 1st to 7th bits of the command (2nd byte) indicating the information content of the 2-byte command, and transmits it to the performance control board 15. This allows the performance control unit 151 in the performance control board 15 to obtain the remaining number of safety device activations from the main control unit 161 every time a unit game is executed.

[0411] The main control unit 161 judges whether the stop flag is ON or not (Sk3). That is, the main control unit 161 judges whether the stop flag is updated to ON or not in Sg21 of the safety device processing. If the stop flag is not ON (NO in Sk3), the main control unit 161 returns the register bank to the first register bank R1 (SQ9) and ends the safety device related processing. If the stop flag is ON (YES in Sk3), the RWM abnormality release flag is turned OFF (Sk4). The RWM abnormality release flag is a flag for judging whether or not to permit RAM clearing when the RAM clear processing is executed. When the RWM abnormality release flag is OFF, the main control unit 161 cannot clear the RAM even if the RAM clear processing is executed. Therefore, by turning the RWM abnormality release flag OFF and restricting the RAM clear processing when the stop flag is ON, the stop flag turned ON in Sg21 is prevented from being updated to OFF due to a malfunction or fraud.

[0412] Next, the main control unit 161 sets a play stop error number (Sk5) and then executes error processing (Sk6). By executing the error processing, the main control unit 161 controls the state of the S machine 2 to a state in which game progress is disabled. That is, referring to the main processing of FIG. 66, the processing in which game progress is disabled because the difference number has reached the limit number is performed in the safety device related processing (step Sb50).

[0413] As shown in Figure 66, the safety device-related processing (step Sb50) is a process that is performed at the end of all processes, such as the external output signal processing (step Sbw3) that notifies external devices such as hall computers whether or not they are controlled in a favorable zone, and the end-of-game setting processing (step Sb44) that determines whether or not the number of coins in the favorable zone (net increase in the number of coins in the favorable zone) has reached 2,400 coins (limiter condition).

[0414] In this way, the safety device-related processing (Sb50), which can disable game progress when the difference number reaches the limit number, is performed at the end of the main processing, and the game end setting processing is performed before controlling the game to a state where game progress is disabled.Therefore, when the limiter condition is established, the game can be controlled to a state where game progress is disabled after being controlled to the normal zone.

[0415] Furthermore, since an external output signal process is performed in step Sb2 before controlling the game to a state in which game progress is disabled, it is possible to control the game to a state in which game progress is disabled after informing an external device whether or not it is controlled to an advantageous zone. In this way, even when the main control unit 161 disables game progress because the difference number has reached the limit number, it can disable game progress after appropriately processing information related to the advantageous zone. This makes it possible to prevent inconsistencies from occurring regarding information related to the advantageous zone after the disablement of game progress is released.

[0416] As described above, the safety device process has been described as a process for disabling the progress of the game when the number of medals acquired by the player over the entire day reaches the limit number. In addition, in this embodiment, it has been described that the game end setting process determines whether the number of medals in the advantageous zone (the net increase in the number of medals during the advantageous zone) has reached 2400 (limiter condition). The determination of the limiter condition in the advantageous zone may be performed in the flowcharts of Figs. 68 and 69 described in the safety device process.

[0417] At this time, the RAM 161c of the main control unit 161 may further store an "advantageous zone difference number" as a variable representing a value obtained by subtracting the number of uses from the number of granted during the advantageous zone. The main control unit 161 starts the counting process of the "advantageous zone difference number" when the advantageous zone starts, and returns the "advantageous zone difference number" to an initial value (0) when the advantageous zone ends, and does not execute the counting process during the normal zone. This allows the main control unit 161 to count the difference number during the advantageous zone. In other words, the safety device process and the limiter condition determination process can be executed as the same process.

[0418] Fig. 71 is a flowchart showing the control contents of the error processing performed by the main control unit 161. As shown in Fig. 71, in the error processing, first, the error number (error number) set before the error processing is executed is stored (Sf1). When the error processing is called in step Sk6 of the safety device related processing, the stop error number is set as the error number. The error number includes a number indicating an error other than the stop error number. For example, when the error processing is called from the deposit / withdrawal error check processing, the error number E4 or E5 is set in a predetermined area of ​​the RAM 161c.

[0419] The main control unit 161 executes an error start command transmission process to transmit an error command capable of identifying an error number (Sf2). The main control unit 161 acquires an error cause corresponding to the error number (Sf3), and executes an error number display process to control the game aid display device 12 to display the error number (Sf3). After that, the main control unit 161 controls the error state until it is determined that the release condition for the error state corresponding to the error number prepared in a predetermined register has been established (Sf5).

[0420] When the play stop error number is set because the difference number has reached the limit number, and the machine transitions to an error state, the machine waits until the setting key switch is turned on and power is applied to the S machine 2 as a condition for canceling the error state. In other words, the S machine 2 is in a state where play cannot proceed until the setting change process is executed. As another example, when the error number (E5) is prepared in the register and the machine transitions to the error state, the machine waits until the detection state of the inserted medal sensors 31a to 31c is in the OFF state and the reset / setting switch 38 or the reset switch 23 is turned on as a condition for canceling the error state.

[0421] If the error release condition is met (YES in Sf5), proceed to Sf6 and perform one interrupt wait process. Then, input buffers 1 and 2 are acquired (Sf7), and based on the acquired input buffers 1 and 2, it is determined whether the payout sensor, inserted medal sensor, and full tank sensor are normal (Sf8). If it is determined that they are normal in Sf8, proceed to Sf9. On the other hand, if it is determined that they are not normal in Sf8, return to Sf6 and repeat steps Sf6 to Sf8 until it is determined that they are normal in Sf8.

[0422] In step Sf9, the ON edge state of input buffer 0 is obtained, and the process waits until the reset / setting switch 38 or the reset switch 23 is in the ON edge state (until it is operated) (NO in Sf10), and when the reset / setting switch 38 or the reset switch 23 is in the ON edge state (YES in Sf9), the process proceeds to Sf11.

[0423] In step Sf11, the dispensed number display data is stored, the error number is cleared (Sf12), and an error reset command transmission process (Sf13) is executed. In the error reset command transmission process, an error reset command is sent to reset the error state. In step Sf14, an interrupt one-time wait process is performed, and the error process is terminated.

[0424] In this way, when the setting change process is performed, the main control unit 161 controls the state of S machine 2 from a state in which game progress is impossible to a state in which game progress is possible. The setting change process is a process in which information related to control of advantageous zones, AT, and BB is initialized, and cannot be executed unless the setting key switch is changed to the ON state by a store clerk. This allows the main control unit 161 to prevent excessive awarding of medals.

[0425] In this way, when error processing is executed based on the difference number reaching the limit number, setting change processing is performed, whereby the error processing shown in Fig. 71 ends and the safety device-related processing shown in Fig. 68 ends. Furthermore, the main control unit 161 ends step Sb50 of the main processing shown in Fig. 66 based on the end of the safety device-related processing.

[0426] As a result, the main control unit 161 returns the process to step Sb2, and repeats steps Sb2 and onward. When the main process is completed, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.

[0427] In this way, the main processing performed by the main control board 16 of this embodiment is included in the game program, and is configured to call processing included in the non-game program, such as RT information output processing, winning information output processing, and role ratio monitor data processing. When calling processing included in a non-game program, the calling game program stores and saves the value of the flag register among the registers provided in the main control board 16 in the game stack area, and the called non-game program stores and saves the value of the stack pointer SP used in the game program in the non-game RAM area, and stores and saves the values ​​of all the registers provided in the main control board 16 in the non-game stack area. Then, processing according to the called non-game program (for example, a process of initializing the non-game RAM area in the non-game RAM area initialization process, a process of counting each state in the role ratio monitor data process described later, a sensor monitoring process in the non-game related process described later, a test signal output process, a role ratio monitor display data selection process, etc.) is performed.

[0428] In addition, after processing a non-game program, the main control board 16 loads the values ​​of all registers that were saved to the non-game stack area at the start of the non-game program into the appropriate registers, restoring the registers to the state they were in at the start of the non-game program, and sets the value of the stack pointer SP that was stored in the non-game RAM area at the start of the non-game program to the stack pointer SP, restoring the stack pointer SP to the state it was in at the start of the non-game program.Furthermore, the main control board 16 loads the values ​​of the flag registers that were stored in the game stack area before the non-game program was called into the appropriate flag register on the calling game program side, thereby restoring the registers to the state they were in before the non-game program was called.

[0429] In addition, when the main control board 16 performs various processes according to a non-game program, it calls the non-game program from the game program using the above-mentioned CALLEX command, etc., performs various processes according to the non-game program, and returns to the game program that called it when each process according to the non-game program is completed.

[0430] [Counting the difference in the production control unit 151] In the above, it has been described that the variables related to the safety device processing are updated for each unit game by the main control unit 161. The performance control unit 151 also holds variables similar to those related to the safety device processing held in the main control unit 161, and updates them for each unit game. That is, in the S-machine 2 of this embodiment, the main control unit 161 and the performance control unit 151 each hold variables related to the safety device processing.

[0431] Fig. 72 is a diagram for explaining command communication between the main control board 16 and the performance control board 15. As shown in Fig. 72, when the start switch 7 is operated (start operation), the main control unit 161 transmits a game start command shown in Fig. 11 to the performance control unit 151. Also, as shown in Fig. 72, when the stop switch is stopped for the third time (when all reels are stopped), the main control unit 161 transmits a game end command shown in Fig. 12 to the performance control unit 151.

[0432] 11, the game start command includes the command No. 12 "insert medal", which stores information indicating that medals have been bet. The game end command includes the command "win number", which stores information regarding the win.

[0433] FIG. 73 is a diagram for explaining the control contents of the addition process of the cumulative number of uses on the performance control side performed by the performance control unit 151. The performance control unit 151 judges whether or not a game start command has been received (Sm1). If the game start command has not been received (NO in Sm1), the performance control unit 151 ends the process without performing the addition process of the cumulative number of uses on the performance control side. If the game start command has been received (YES in Sm1), the performance control unit 151 refers to the command "insert medal" included in the game start command to obtain the number of medals used in the game in which the start switch 7 was pressed (Sm2). After that, the performance control unit 151 adds it to the cumulative number of uses on the performance control side (Sm3). The cumulative number of uses on the performance control side is a variable included in the RAM 151c of the performance control unit 151, and is a variable corresponding to the cumulative number of uses of the main control unit 161. In this way, the performance control unit 151 adds the number of uses each time it receives a command at the start of a game, so that the cumulative number of uses on the performance control unit 151 side and the cumulative number of uses on the main control unit 161 side will be the same at the end of a unit game, unless any fraud or malfunction occurs.

[0434] Next, the cumulative awarded number on the performance control unit 151 side will be described. FIG. 74 is a diagram for explaining the control contents of the addition process of the cumulative awarded number on the performance control side performed by the performance control unit 151. The performance control unit 151 judges whether or not a game end command has been received (Sn1). If the game end command has not been received (NO in Sn1), the performance control unit 151 ends the process without performing the addition process of the cumulative awarded number on the performance control side. If the game end command has been received (YES in Sn1), the performance control unit 151 refers to the command "insert medal" included in the game end command to obtain the number of medals used in the game in which the start switch 7 was pressed (Sn2). After that, the performance control unit 151 adds it to the cumulative awarded number on the performance control side (Sn3). The cumulative awarded number on the performance control side is a variable included in the RAM 151c of the performance control unit 151, and is a variable corresponding to the cumulative awarded number of the main control unit 161. In this way, the performance control unit 151 adds the number of points awarded each time it receives a game end command, so that the cumulative number of points awarded on the performance control unit 151 side and the cumulative number of points awarded on the main control unit 161 side will be the same at the end of a unit game, unless any fraud or malfunction has occurred.

[0435] In this way, the performance control unit 151 counts the cumulative number of used medals and the cumulative number of awarded medals for each unit game, similar to the main control unit 161. That is, the main control unit 161 transmits to the performance control unit 151, for each unit game, a game start command capable of specifying the number of medals used in the unit game and a game end command capable of specifying the number of medals awarded in the unit game. The performance control unit cumulatively counts the number of medals used in games played over the entire day, and cumulatively counts the number of medals awarded in games played over the entire day. This allows the performance control unit 151 to calculate the cumulative number of awarded medals and the cumulative number of used medals for the entire day.

[0436] 75 is a diagram for explaining the control contents of the notification process before the safety device is activated, which is performed by the performance control unit 151. As described above, the main control unit 161 controls the state of the S machine 2 to a state in which the progress of the game is impossible when the difference number reaches the limit number. In the S machine 2 in this embodiment, before the difference number reaches the limit number, the player is notified in advance that there is a possibility that the progress of the game will become impossible.

[0437] The notification process before the safety device is activated shown in Fig. 75 is performed by the performance control unit 151. The performance control unit 151 in this embodiment executes the notification process before the safety device is activated when it receives a game end command, but may execute the notification process at other timings during the unit game period. That is, the notification process before the safety device is activated shown in Fig. 75 is executed once per unit game.

[0438] The performance control unit 151 subtracts the cumulative number of uses on the performance control side from the cumulative number of awards on the performance control side to obtain the difference number on the performance control side (Sp1). The difference number on the performance control side may be stored by the RAM 151c of the performance control unit 151, or may be temporarily stored in a register while the notification process before the safety device is activated is being performed. The performance control unit 151 determines whether the difference number on the performance control side obtained in step Sp1 is less than a specific number (Sp2). The specific number is, for example, 300 coins, but may be another number.

[0439] If the difference number on the performance control side is not less than the specific number (NO in Sp2), the performance control unit 151 ends the processing. If the difference number on the performance control side is less than the specific number (YES in Sp2), the performance control unit 151 judges whether or not a specific state is in place (Sp3). A specific state is a state advantageous to a player in which the increase rate of the number of medals exceeds 1, such as an AT state. A specific state may also include an ending state. The performance control unit 151 judges whether or not a specific state is in place using information contained in the game start command or the game end command.

[0440] If the specific state is not reached (NO in Sp3), the performance control unit 151 ends the process. If the specific state is reached (YES in Sp3), the performance control unit 151 notifies the player that the game will be disabled by newly awarding medals equal to the difference in number. For example, if the difference is "100", the performance control unit 151 displays the following message on the liquid crystal display 51: "The remaining 100 medals will be awarded, and the game will be disabled." Alternatively, the performance control unit 151 issues a warning sound indicating that the game will be disabled by the speakers 53 and 54. This prevents the S machine 2 from suddenly becoming unable to play without any prior notice to the player, which reduces the player's interest in the game. Furthermore, if the specific state is reached and the medal increase rate exceeds 1, the performance control unit 151 notifies the player before the safety device is activated. This allows the performance control unit 151 to notify the difference in number when the increase rate of medals exceeds 1, that is, when the difference in number is decreasing.

[0441] Next, the performance control unit 151 judges whether or not the remaining number of times for activating the safety device is less than 127 (Sp5). That is, the performance control unit 151 judges whether or not the remaining number of times for activating the safety device included in the command transmitted from the main control unit 161 to the performance control unit 151 in step Sk2 of Fig. 68 is less than 127. If the remaining number of times for activating the safety device is not less than 127 (NO in Sp5), the performance control unit 151 ends the process.

[0442] If the remaining number for activating the safety device is less than 127 (YES in Sp5), the performance control unit 151 judges whether or not the difference number on the performance control side and the remaining number for activating the safety device are inconsistent (Sp6). That is, the performance control unit 151 judges whether or not the difference number counted on the performance control unit 151 side and the difference number calculated on the main control unit 161 side are consistent. More specifically, the performance control unit 151 subtracts the difference number on the performance control unit side from the limit number (19,000 coins), and judges whether or not the result of the subtraction is the same as the remaining number for activating the safety device transmitted from the main control unit 161. If the numbers are the same, the performance control unit 151 judges that there is no inconsistency, and if the numbers are not the same, the performance control unit 151 judges that there is an inconsistency.

[0443] If it is determined that there is no inconsistency (NO in Sp6), the performance control unit 151 ends the process. If it is determined that there is an inconsistency (YES in Sp6), the performance control unit 151 notifies the fact that an abnormality has occurred (Sp7). Specifically, the performance control unit 151 sends a command to the main control unit 161 indicating that an abnormality has occurred in which the difference numbers are inconsistent. In addition, the performance control unit 151 displays information on the liquid crystal display 51 indicating that an abnormality has occurred in which the difference numbers are inconsistent.

[0444] [About waiting for the game to start] 76 is a diagram for explaining the control contents of the game start waiting process performed by the main control board 16. The game start waiting process is included in the game program, and is a subroutine called in the main process included in the game program.

[0445] As shown in FIG. 76, in the waiting process for starting a game, first, a bet number display process is performed (Sc1), and the 1-3 BET LEDs 14-16 corresponding to the number of medals set as the bet number are controlled to be in the ON state (lighting state). Then, the process proceeds to step Sc5. The value of the re-play medal counter set in a predetermined area of ​​the RAM 161c is read into a predetermined register (Sc5). Note that the re-play medal counter is set to a value corresponding to the result of the previous game by the game end setting process in the previous main process. If a re-play role is won in the previous game and a re-play is awarded, a numerical value (for example, 3) corresponding to the prescribed number of bets required to play a game is set, whereas if a re-play is not awarded in the previous game, 0 is set.

[0446] Then, the re-play medal counter in the RAM 161c is cleared (Sc6), and it is determined whether the value of the re-play medal counter read in step Sc5 is greater than 0, i.e., whether a re-play has been granted (Sc7), and if a re-play has been granted, a bet number setting process is performed (Sc8). In the bet number setting process, the value of the re-play medal counter is set to the bet number, and the 1-3 BET LEDs 14-16 are set to the ON state (lighted state) to notify that a specified number of bets (3 in this embodiment) has been set. Also, an insertion number command capable of identifying the number of medals used to set the bet number is transmitted to the performance control unit 151.

[0447] If it is determined in step Sc7 that the value of the replay medal counter is 0, i.e., replay has not been granted, and after the bet number setting process is performed in step Sc8 due to replay being granted, a one-time interrupt wait process is performed (Sc10). By performing a one-time interrupt wait process, a timer interrupt process (main) is performed, and the detection states of the various switches, the illumination state of the LEDs, the various timers, etc. are updated, and subsequent processes can be performed in the state in which the detection states of these various switches are updated.

[0448] After the timer interrupt is generated once by performing the interrupt waiting process in step Sc10, various switches are enabled to accept operation, and when an enabled switch is operated, an operation input acceptance process is performed to accept operation by that switch (Sc14).

[0449] In the operation input acceptance process, when the credit set in a predetermined area of ​​the RAM 171c is 1 or more, acceptance of operations by the 1BET switch 20 and the MAXBET switch 6 is enabled. Also, when the bet number set in a predetermined area of ​​the RAM 171c is a specified number, acceptance of operations by the start switch 7 is enabled. Also, acceptance of operations by the bet number clear switch 21 and the setting key switch 37 is enabled.

[0450] In the operation input reception process, when the operation of the start switch 7 is detected while the operation of the start switch 7 is enabled, a start flag indicating that the start switch 7 has been operated is set in a predetermined register. When the operation of the setting key switch 37 is enabled and an operation ...

Claims

[Claim 1] A gaming machine capable of playing a game, A game control means for controlling the progress of a game; A performance control means for controlling the performance, The game control means includes: accumulating the number of uses of the gaming value in games played after a predetermined counting start condition is met; accumulating the number of gaming values ​​awarded in games played after the predetermined counting start condition is met; When the cumulative number of granted items obtained by accumulating the number of granted items is greater than the cumulative number of usages obtained by accumulating the number of usages, a number obtained by subtracting the cumulative number of usages from the cumulative number of granted items is stored as a difference between the cumulative number of granted items and the cumulative number of usages; When the cumulative number of provided items is smaller than the cumulative number of used items, 0 is stored as the difference number; When the stored difference number reaches a limit number, the progress of the game is disabled; In an advantageous zone that can be controlled to an advantageous state that is advantageous to a player, the number of granted gaming values ​​can be controlled to the advantageous zone until the number of granted gaming values ​​reaches an upper limit value; An external signal output is possible in the advantageous section, In a predetermined unit game, when the number of game values ​​awarded in the advantageous zone reaches the upper limit value and the difference number becomes the limited number, the advantageous zone is terminated, and the external signal output is stopped, and then the progress of the game is disabled; When controlling the state of the gaming machine to a state in which game progress is impossible, the difference number is held; Transmitting a command capable of specifying the number of gaming values ​​to be used and a command capable of specifying the number of gaming values ​​to be awarded for each unit game to the performance control means; When the difference between the stored difference number and the limit number is smaller than a predetermined number, a command capable of specifying the difference between the difference number and the limit number for each unit game is transmitted to the presentation control means.

Citation Information

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