Slot machine
By implementing a difference counter in a slot machine to track the difference between granted and used game values, the slot machine can optimally transition between advantageous and normal sections, improving player experience and revenue management.
Patent Information
- Application Number
- JP2022045118
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-03-22
- Publication Date
- 2025-06-17
- Estimated Expiration
- 2042-03-22
AI Technical Summary
Existing slot machines have limitations in controlling the transition between advantageous and normal sections based on the difference between granted and used game values, leading to suboptimal player experience and revenue management.
A slot machine with a difference counter that tracks the difference between granted and used game values, using this count to determine when to transition from an advantageous section to a normal section, thereby optimizing the game state and player benefits.
The solution enables more precise control over game state transitions, enhancing player engagement and revenue management by ensuring that advantageous conditions are maintained until specific thresholds are met.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a slot machine that includes a variable display unit capable of variably displaying a plurality of types of identifiable identification information, derives a display result by stopping the variable display of the variable display unit after variably displaying the variable display unit, and is capable of generating a winning according to the display result.
Background Art
[0002] As a slot machine, there has been proposed one that ends control to an advantageous section when the net increase in the number of medals in the advantageous section exceeds a specified number. For example, the slot machine described in Japanese Unexamined Patent Application Publication No. 2019-187897 (hereinafter referred to as Patent Document 1) shifts the game section from the advantageous section to the normal section when the net increase in the number of medals exceeds 2388.
[0003] It is described in Patent Document 1 that the net increase in the number of medals is counted using a net increase counter. In such a slot machine, the value of the net increase counter is updated for each game.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Regarding the control for determining that the net increase in the number of medals has exceeded the specified number in the slot machine of Patent Document 1, there is room for improvement.
[0006] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a slot machine in which improvements have been made to the control for determining that the difference between the number of grants and the number of uses in the advantageous section exceeds a specific number.
Means for Solving the Problem
[0007] A slot machine (for example, Slot Machine 2) having a variable display unit capable of variably displaying a plurality of types of identification information that can be individually identified, and after variably displaying the variable display unit, deriving a display result by stopping the variable display of the variable display unit, and a winning can occur according to the display result, equipped with game control means (for example, main control unit 161) for controlling the progress of the game, The game control means, controls the state of the slot machine into a normal section (for example, the normal section shown in FIG. 4) and an advantageous section (for example, the advantageous section shown in FIG. 4), has a difference counter (for example, a 2-byte difference counter stored in RAM 161c as shown in FIG. 89) that counts the difference between the total number of game values granted in the advantageous section and the total number of game values used in the advantageous section as a difference count value, when a game value is used in the advantageous section, subtracts a value corresponding to the used game value (for example, 3 pieces) from the difference count value (for example, subtracts the difference count value when used as shown in FIG. 91), when a game value is granted in the advantageous section, adds a value corresponding to the granted game value (for example, 8 pieces) to the difference count value (for example, adds the difference count value when granted as shown in FIG. 91), determines whether or not a specific event (for example, as shown in FIG. 91, the 15th bit of the difference counter changes from "0" to "1") based on the carry of the difference count value has occurred, and when the specific event has occurred, ends the control to the advantageous section and starts the control to the normal section, The initial value of the difference count value (for example, 13983 in the example of FIG. 91) is set such that when the difference between the total number of granted values and the total number of used values exceeds a specific number (for example, +2400), the difference count value overflows, and thus the specific event occurs. (For example, as shown in FIG. 91, the initial value is set such that the difference count value becomes "16383" and the 15th bit changes from "0" to "1".) The advantageous section includes a normal state (for example, normal advantageous section) and an advantageous state (for example, AT1 state). When the game control means is controlled to be in the advantageous state, if the difference count value is greater than a threshold value (for example, +2000 in the example of FIG. 104), the ratio of continuing the advantageous state is higher than when the difference count value is smaller than the threshold value. (For example, as shown in SbPos11 of FIG. 88, when the difference count value is smaller than 16383, the advantageous state can be continued without ending the advantageous section. On the other hand, when the difference count value reaches 16383, the advantageous section ends, and thus the advantageous state also ends.)
[0008] A slot machine (for example, S machine 2) including a variable display unit capable of variably displaying a plurality of types of identifiable identification information, each of which is identifiable, and after variably displaying the variable display unit, deriving a display result by stopping the variable display of the variable display unit, and enabling a winning to occur according to the display result. It includes game control means (for example, main control unit 161) for controlling the progress of the game. The game control means controls the state of the slot machine into a normal section (for example, the normal section shown in FIG. 4) and an advantageous section (for example, the advantageous section shown in FIG. 4). It has a difference counter (for example, a 2-byte difference counter stored in RAM161c as shown in FIG. 89) that counts the difference between the total number of granted game values totaled in the advantageous section and the total number of used game values totaled in the advantageous section as a difference count value. When game values are used in the advantageous section, a value corresponding to the used game values (for example, 3 pieces) is subtracted from the difference count value, (for example, when used as shown in FIG. 96, the difference counter is subtracted) When game values are given in the advantageous section, a value corresponding to the given game values (for example, 8 pieces) is added to the difference count value, (for example, when given as shown in FIG. 96, the difference counter is added) A determination value (for example, 1983 in the example of FIG. 96) is added to the difference count value (for example, the process of SbPos5A shown in FIG. 95), and it is determined whether a specific event (for example, as shown in FIG. 96, the 15th bit of the difference counter changes from "0" to "1") occurs based on the carry of the difference count value. When the specific event occurs, the control to the advantageous section is terminated and the control to the normal section is started. The determination value is set such that the specific event occurs when the carry of the difference count value to which the determination value is added when the difference between the total given number and the total used number exceeds a specific number (for example, +2400), (for example, as shown in FIG. 96, the determination value is set such that the difference count value becomes 16383 and the 15th bit changes from "0" to "1"). The advantageous section includes a normal state (for example, advantageous section normal) and an advantageous state (for example, AT1 state) that is more advantageous to the player than the normal state. When the game control means is controlled to the advantageous state, if the difference count value is greater than a threshold value (for example, +2000 in the example of FIG. 104), the ratio of continuing the advantageous state is higher than when the difference count value is smaller than the threshold value. (For example, as shown in SbPos11 of FIG. 88, when the difference count value is smaller than 16383, the advantageous state can be continued without ending the advantageous section, while when the difference count value becomes 16383, the advantageous state ends because the advantageous section ends.)
Brief Description of the Drawings
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Embodiments for Carrying Out the Invention
[0010] A mode for implementing the slot machine according to the present invention will be described below based on an embodiment.
[0011] Embodiment 1. [Configuration of Slot Machine] FIG. 1 is a front view of a card unit and a slot machine.
[0012] Referring to FIG. 1, in each gaming island (not shown) arranged in a plurality in a casino (hall), a slot machine (hereinafter sometimes abbreviated as S units) 2 is provided, and a card unit (hereinafter sometimes also abbreviated as CU), which is an example of a gaming device, is installed in a one-to-one correspondence with the S units 2 at a lateral position on a predetermined side of the S units 2. Note that the card unit is also referred to as a "gaming medal lending device".
[0013] The S units 2 are slot machines in which a player does not take medals by hand and insert them into an insertion port, and medals are not paid out to the player's hand. For this reason, the gaming value is directly added to the credit (gaming points available for games (hereinafter, also referred to as "gaming medals" or simply "medals")) according to a lending operation or the like.
[0014] In addition, unlike conventional slot machines, not only are there no medal insertion ports or payout ports, but there is also no need to provide a device for controlling inserted medals such as a medal selector or a hopper. Such a slot machine that does not require any medals is called a "managed gaming machine" or a "medal-less slot machine".
[0015] FIG. 1 shows the S units 2 as viewed from the front (front) side. Inside the S units 2, reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, the middle reel, and the right reel) having a plurality of types of symbols arranged on the outer periphery are arranged side by side in the horizontal direction, and three consecutive symbols among the symbols arranged on these reels 2L, 2C, and 2R are arranged so as to be visible through a transmission window 3W.
[0016] Each of the reels 2L, 2C, and 2R is rotated by reel motors 32L, 32C, and 32R respectively provided as shown in FIG. 2. As a result, the symbols on each of the reels 2L, 2C, and 2R are continuously changed and displayed through the transparent window 3W. Also, by stopping the rotation of each of the reels 2L, 2C, and 2R, three consecutive symbols are derived and displayed as a display result through the transparent window 3W.
[0017] Inside the reels 2L, 2C, and 2R, reel LEDs 55 shown in FIG. 2 are provided. The reel LEDs 55 irradiate the reels 2L, 2C, and 2R shown in FIG. 1 from the back. Also, the reel LEDs 55 are composed of 12 LEDs corresponding to three consecutive symbols on the reels 2L, 2C, and 2R, and each symbol can be independently irradiated.
[0018] At the front side (player side) positions of each of the reels 2L, 2C, and 2R, the display area of the liquid crystal display 51 is arranged. The liquid crystal display 51 is configured such that the player can view each of the reels 2L, 2C, and 2R through the transparent area corresponding to the transparent window 3W of the display area and through the transparent window 3W.
[0019] FIG. 3 is a diagram showing the symbol arrangement of the reels. As shown in FIG. 3, on each reel, a plurality of types of symbols (each distinguishable: "character", "black 7", "white 7", "BAR", "replay", "plum", "cherry", "watermelon", "moon", "orange") are arranged in a predetermined order.
[0020] The protruding portion 94 protrudes toward the front side of the S base 2. By protruding the protruding portion 94 toward the front side of the S base 2, an upper surface 95 is formed on the protruding portion 94. On the upper surface 95 of the protruding portion 94, a MAXBET switch 6, a 1BET switch 20, a bet number clear switch 21, and a game information display unit 90 are provided, and on the front side side surface of the protruding portion 94, a start switch 7, stop switches 8L, 8C, 8R, and a count button 10 are provided. Note that the upper surface 95 may be an inclined surface that gently slopes from a position below the transparent window 3W from the back to the front side.
[0021] The start switch 7 is a switch for starting the rotation of the reels after setting the bet number. The stop switches 8L, 8C, and 8R are switches for stopping the rotation of the reels during rotation, where 8L corresponds to the left reel, 8C corresponds to the middle reel, and 8R corresponds to the right reel. The count button 10 is a switch that is operated when counting the credit number (number of game medals) and converting it to the number of owned medals.
[0022] Inside the front door of the S unit 2, a door open detection switch 25 shown in FIG. 2 is provided. The door open detection switch 25 detects the open state of the front door. Further, inside the housing, a power supply box is provided. On the front of the power supply box, a setting key switch 37 and a reset / setting switch 38 shown in FIG. 2 are provided. The setting key switch 37 switches to the setting change state or the setting confirmation state. The reset / setting switch 38 functions as a reset switch for releasing an error state or a pause state during normal times, and functions as a setting switch for changing the set value of the winning probability (payout rate) of the internal lottery in the setting change state.
[0023] In this embodiment, among the three reels 2L, 2C, and 2R that have started rotating, the first reel to stop is referred to as the first stop reel, and its stop is referred to as the first stop. Similarly, the second reel to stop is referred to as the second stop reel, and its stop is referred to as the second stop. The third reel to stop is referred to as the third stop reel, and its stop is referred to as the third stop, the final stop, or the all-reel stop.
[0024] Next, the game flow in the S unit 2 will be described. When playing a game on the S unit 2, first, a lending operation is performed at the CU3 to secure credits (game medals). This lending operation corresponds to a two-step operation in a conventional slot machine with a medal payout method, namely, the "medal lending operation" and the "operation of manually inserting the lent medals into the insertion slot".
[0025] When the MAXBET switch 6 is operated with credit available, the bet count is additionally set to the maximum within the credit range, and the credit count is decreased by that additional setting amount. When the bet count is set, the winning lines determined according to the bet count and the game state among the winning lines L1 to L5 become valid, and the operation of the start switch 7 becomes valid, that is, the game can be started.
[0026] Here, the winning line is a line set to determine whether the combination of symbols displayed in the transparent windows 3W of each reel 2L, 2C, 2R is a winning symbol combination. In the present embodiment, as shown in FIG. 1, the winning line L1 set across the symbols arranged in the middle stage of each reel 2L, 2C, 2R, the winning line L2 set across the symbols arranged in the upper stage of each reel 2L, 2C, 2R, the winning line L3 set across the symbols arranged in the lower stage of each reel 2L, 2C, 2R, the winning line L4 set across the symbols arranged in the upper stage of reel 2L, the middle stage of reel 2C, and the lower stage of reel 2R, that is, the symbols arranged diagonally downward, and the winning line L5 set across the symbols arranged in the lower stage of reel 2L, the middle stage of reel 2C, and the upper stage of reel 2R, that is, the symbols arranged diagonally upward are defined as the five types of winning lines.
[0027] When the start switch 7 is operated in a state where the game can be started, each reel 2L, 2C, 2R rotates, and the symbols on each reel 2L, 2C, 2R continuously change. When any of the stop switches 8L, 8C, 8R is operated in this state, the rotation of the corresponding reel 2L, 2C, 2R stops, and the display result is derived and displayed in the transparent window 3W.
[0028] When all the reels 2L, 2C, 2R stop, one game ends. When a predetermined symbol combination stops as the display result of each reel 2L, 2C, 2R on any of the activated winning lines L1 to L5, a winning occurs. When a winning occurs, points determined according to the winning are awarded to the player. These points are added to the credit.
[0029] Credits can be counted and converted into held medals by operating the count button 10. By converting them into held medals, it becomes possible to record those held medals on the card at the end of the game.
[0030] In this embodiment, when the count button 10 is pressed once, all the game balls currently owned by the player are counted regardless of the pressing time (regardless of whether it is a long press or not). However, it is not limited to this, and the counting operation may be repeatedly executed according to the time for which the count button 10 is continuously pressed (for example, 50 counting processes are executed every time the 0.3 - second pressing state continues). Also, regardless of the continuous pressing time, when pressed once, counting of a predetermined number (for example, 50) of game balls into held medals may be performed.
[0031] Above the liquid crystal display 51, a credit display segment 7S and speakers 53, 54 are provided. The credit display segment 7S is formed from five 7 - segment displays and shows the number of credits held by the player. Since the credit display segment 7S is provided above the S - table 2, it can display the number of credits stored in the S - table 2 for players or store clerks other than the player playing on the S - table 2. The speakers 53, 54 emit effect sounds according to the performance.
[0032] The lower panel switch 57 is provided approximately at the center of the lower panel located below the stop switches 8L, 8C, 8R. The lower panel switch 57 is a switch that protrudes toward the front side of the S - table 2. The player can operate the lower panel switch 57 by pressing it from the front side to the back side of the S - table 2. The lower panel switch 57 is equipped with an LED inside and can notify whether the operation of the player is validly received by lighting and extinguishing.
[0033] For example, when the lower panel switch 57 lights up, the player is notified that the operation of the lower panel switch 57 is effectively accepted. In this way, by lighting up the lower panel switch 57, the player's effect operation can be promoted. On the other hand, when the lower panel switch 57 goes out, the player is notified that the operation of the lower panel switch 57 is not effectively accepted.
[0034] Also, the lower panel switch 57 is provided at a position relatively close to the stop switches 8L, 8C, and 8R, and the operation direction of the lower panel switch 57 is the same as the operation directions of the stop switches 8L, 8C, and 8R. Therefore, if the player presses the lower panel switch 57 too strongly, there is a risk of accidentally touching the stop switches 8L, 8C, and 8R and the stop switches 8L, 8C, and 8R being pressed regardless of the player's will. Thus, in the present embodiment, the effect operation of the lower panel switch 57 is promoted only when the operation of the stop switches 8L, 8C, and 8R does not affect the player's advantage (profit). That is, the lower panel switch 57 is a switch used for effects.
[0035] As described above, the MAXBET switch 6 is a switch used to set the number of bets to the maximum number. That is, the MAXBET switch 6 is used for the progress of the game. Also, the MAXBET switch 6 in the present embodiment is also used for effects. That is, when the same operation is performed on the MAXBET switch 6, the processing executed when the operation is a valid operation and when it is an invalid operation is changed. Thereby, the MAXBET switch 6 is used for both the progress of the game and effects.
[0036] Hereinafter, the valid operation and the invalid operation of the MAXBET switch 6 will be described. The valid operation of the MAXBET switch 6 is an operation performed on the MAXBET switch 6 in a bet number setting possible situation where the bet number can be set. The bet number setting possible situation is, for example, a period during which the bet number can be accepted, such as "a situation where 1 or more credits remain and less than 3 bet numbers are set" or "a situation where 1 or more credits remain and no bet number is set". In the situation of "1 or more credits remain and less than 3 bet numbers are set in the BET counter", when the MAXBET switch is operated, the bet number is set up to 3, up to the remaining credit amount. In the situation of "1 or more credits remain and no bet number is set", when the MAXBET switch is operated, the bet number is set up to 3, up to the remaining credit amount. Thus, the MAXBET switch 6 is used as a switch for advancing the game that sets the bet number when a valid operation is performed in a bet number setting possible situation.
[0037] On the other hand, the invalid operation of the MAXBET switch 6 is an operation performed on the MAXBET switch 6 in a bet number setting impossible situation where the bet number cannot be set. The bet number setting impossible situation includes "the period from the start to the end of the game". That is, during the period when the reels are rotating and the game is being played, the operation on the MAXBET switch 6 becomes an invalid operation. In the present embodiment, in the S machine 2, during the period when the reels are rotating, an operation promotion image that prompts the invalid operation of the MAXBET switch 6 can be displayed. At this time, when the invalid operation of the MAXBET switch 6 is performed by the player, an effect such as displaying an image indicating the degree of advantage is performed. Thus, the MAXBET switch 6 in the present embodiment is used as a trigger for displaying an effect image when an invalid operation is performed in a bet number setting impossible situation. That is, the MAXBET switch 6 is used for advancing the game during the valid operation reception period and for the effect during the invalid operation reception period.
[0038] [Configuration of Card Unit] Referring to FIG. 1, the configuration of the CU3 according to this embodiment will be described. This CU3 accepts a visitor card (also referred to as a general card) having a prepaid function, which is a gaming storage medium issued to general players who have not registered as members, and a member card, which is a gaming storage medium issued to member players who have registered as members at the casino. The visitor card and the member card are constituted by IC cards.
[0039] The CU3 that has received those cards has a function of converting the gaming value owned by the player (for example, prepaid balance, number of held medals, or number of stored medals (also referred to as "number of stored balls")) specified by the stored information of the card into the number of credit (number of gaming medals).
[0040] On the front side of the CU3, there are provided a bill insertion slot 302 for inserting bills, an overhanging portion 305 protruding forward from the front of the device in the front direction of the device, a card insertion / ejection port 309 for inserting a member card or a visitor card, etc. The member card or the visitor card inserted into this card insertion / ejection port 309 is received by a card reader / writer (not shown), and the information recorded on the card is read.
[0041] In the above-mentioned overhanging portion 305, on the surface facing the player, there are provided a display 312, a replay button 319 for implementing a replay game using the member card ID (simply referred to as card ID, C-ID) recorded on the member card and the number of stored medals (number of stored balls) specified by the member card ID when the member card is received, and an IR photosensitive unit 320 that receives an infrared signal from a remote control (not shown) held by a casino staff member, converts it into an electronic signal, and outputs it.
[0042] The display 312 can display the prepaid balance (also referred to as the card balance or simply the balance) recorded on the inserted gaming recording medium (card), the number of medals in hand, the number of credits (number of gaming medals), and other various information, and its surface is composed of a transparent touch panel. Various operations can be input by touching the various display items displayed on the display section of the display 312 with a finger.
[0043] When the medal-in-hand button 324 is operated, a part of the number of medals in hand recorded on the inserted card is withdrawn and converted into the number of credits (number of gaming medals). When the replay button 319 is operated, if the number of medals in hand acquired by the player is stored on the inserted card, a part of the number of medals in hand is withdrawn and converted into credits, and a game can be played on the S-stage 2 based on the converted credits.
[0044] On the other hand, when the inserted card is a membership card and the number of medals in hand is not stored and the stored medals are stored in a hall management computer or the like, a part of the stored medals is withdrawn and converted into credits, and a game can be played on the S-stage 2. That is, when both the stored medals and the medals in hand are stored in association with the inserted card, the medals in hand are preferentially withdrawn. In addition to the replay button 319, a dedicated medal-in-hand payout button for withdrawing the medals in hand may be provided, and the replay button 319 may be a dedicated button for withdrawing the stored medals.
[0045] Here, the "number of credits (number of gaming medals)" is data that can be used for bet number setting and can be converted into the "number of medals in hand". The "number of credits" is generated in exchange for withdrawing the balance of the prepaid card, the number of medals in hand, or the number of stored medals.
[0046] The "number of medals in hand" is the result of a player playing a game on a slot machine, which is obtained by counting and converting the number of credits (game medals) that have become the player's property. This "number of medals in hand" is stored in a manner that can be specified by the player's card. Note that the number of medals in hand may be managed by a management device for managing the number of medals in hand set in the game arcade.
[0047] The "number of stored medals (number of stored balls)" is the number of medals in hand deposited in the game arcade. The number of medals in hand obtained by the player in the game is managed as the number of medals in hand during the same day, but is managed as the "number of stored medals" on and after the day following the acquisition. That is, in the game arcade, the number of credits (game medals) counted and obtained by the player on the same day is referred to as "points", and the number of medals in hand obtained by the player before the previous day and deposited in the game arcade is referred to as the "number of stored medals". This "number of stored medals" is generally managed by a hall management computer or other management computers installed in the game arcade.
[0048] When the convertible directions of the data of the above "balance", "number of stored medals (number of stored balls)", "number of medals in hand", and "number of credits (game medals)" are represented by arrows, it becomes "『balance, number of stored medals, number of medals in hand』→『number of credits』→『number of medals in hand』→『number of stored medals』".
[0049] In this embodiment, the data of the number of stored medals is not directly recorded on the membership card, but is stored in an upper server such as a hall management computer in association with the membership card number so that the corresponding number of stored medals can be retrieved based on the membership card number. On the other hand, the number of medals in hand is directly recorded on the card.
[0050] However, both may be stored in the upper server in association with the card number. In the case of the visitor card, the number of medals in possession is directly recorded on the visitor card. However, the number of medals in possession may also be stored in the upper server in association with the card number. When storing in the upper server in association with the card number, data that can identify the time stored in the upper server may be written to and discharged from the card (member card, visitor card). Also, the prepaid balance is directly written to and discharged from the card (member card, visitor card).
[0051] Note that the timing for storing the number of medals in possession in the card (member card, visitor card) or the upper server is, for example, the timing when the counting button 10 is operated and counting processing is performed. However, alternatively, it may be stored all at once when the card is returned.
[0052] Also, when the player finishes the game and returns the card from CU3, the medals in possession stored in CU3 are temporarily stored as stored balls in the hall server. When the same player inserts the card into the same or another CU3 again on the same day as the day the card was returned, only the medals in possession for that day temporarily stored as stored balls are stored in that CU3 again, and credit is added within the range of those medals so that the player can play the game.
[0053] The bills inserted into the bill insertion slot 302 are taken in by a currency discriminator (not shown) and their authenticity and bill type are identified.
[0054] On the front side of CU3, there are further provided a lending button 321 and a card return button 322. The lending button 321 is a button for performing an operation to obtain credit points by deducting the remaining balance recorded on the inserted card. Specifically, the credit points are added according to the remaining balance deducted by operating the lending button 321. The card return button 322 is an operation button that is operated when the player finishes the game, and is used to store and discharge the determined number of medals in hand at the end of the game (the number of medals in hand at the time of card insertion - the number of conversions from the number of medals in hand to credit points + the number counted by the counting operation) in the inserted card.
[0055] As described above, according to the S unit 2 according to the present embodiment, it is possible to convert the number of medals in hand specified by the card into the number of credit points (number of game medals), and further to set the bet number using the credit points. Therefore, it is possible to provide a game using a new slot machine (managed gaming machine) that does not use medals without confusing players who are accustomed to conventional slot machines where they receive a loan of medals, insert those medals to secure credit, and set the bet number using that credit.
[0056] [Internal Configuration of Card Unit and Slot Machine] FIG. 2 is a block diagram showing the internal configuration of the card unit and the slot machine. Referring to FIG. 2, the outline of the control circuits of CU3 and the S unit 2 will be described.
[0057] CU3 is provided with a CU control board 32, and this CU control board 32 is provided with a CU control unit 323 composed of a microcomputer or the like. This CU control unit 323 is the main control functional unit of 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, and an input / output interface for maintaining signal integrity with peripheral devices.
[0058] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with a management computer for halls or a hall server that performs security management. The CU 3 transmits, via the external output terminal, the state of the CU 3 and the gaming machine state information received from the S unit 2 to the outside, such as a management computer for halls (hall computer) or a hall server that performs security management. The CU control unit 323 communicates with the medal number control board 17 of the S unit 2 via the communication control IC 325. The communication control IC 325 and the medal number control board 17 are connected, for example, by an asynchronous serial communication port. The communication between the communication control IC 325 and the medal number control board 17 is performed via the connection terminal board 1000.
[0059] The communication between the CU control unit 323 and the medal number control board 17 is performed bidirectionally for lending information (information regarding an operation for deducting the remaining amount stored in the inserted card and using it for gaming by the S unit 2) and lending response information (response information for the lending information), and the other counting information (information regarding the counting process from credit to held medals) and gaming machine information are communicated in one direction from the medal number control board 17 to the CU control unit 323. Therefore, the S unit 2 side does not recognize whether the CU 3 has received the counting information and the gaming machine information. The CU 3 is provided with a connection part (not shown) to the S unit 2 side, and the S unit 2 is provided with a connection part (not shown) to the CU 3 side. These connection parts are composed of, for example, connectors.
[0060] When the player is playing the game, the CU control unit 323 manages and stores the medals the player has. On the display 312, an image corresponding to data such as the remaining amount or the number of medals held output from the CU control unit 323 is displayed. Also, if 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. Note that the lending button 321 is not limited to being provided on the CU3, and may be provided on the S platform 2 and configured to input the 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.
[0061] On the S platform 2, a main control board 16 that controls the progress of the game on the S platform 2, a medal number control board 17 that controls the credits owned by the player, an effect control board 15 that controls the effects according to the game state, and a power supply board 101 are provided. The power supply board 101 generates a driving power supply for the electrical components that make up the S platform 2 and supplies it to each part.
[0062] The power supply board 101 is supplied with an external AC100V power supply, and a DC voltage required for driving the electrical components that make up the S platform 2 is generated from this AC100V power supply and supplied to the main control board 16, the medal number control board 17, and the effect control board 15.
[0063] The medal number control board 17 is equipped with a payout control microcomputer that is the medal number control unit 171. The medal number control unit 171 is provided with a CPU171a as a control center, a ROM171b that stores programs and control data for the operation of the CPU171a, a RAM171c that functions as a work area for the CPU171a, and an input / output interface for maintaining signal consistency with peripheral devices.
[0064] The medal count control board 17 is connected with a RAM clear switch 293 for erasing the information stored in the RAM 171c and a door open detection switch 25, and the detection signals of these connected switches are inputted. Also, the medal count control board 17 is connected with a count button 10, and the detection signal of the count button 10 is inputted.
[0065] The medal count control board 17 is connected with a pay ratio monitor 89, and the display is controlled by the medal count control unit 171. Also, the medal count control board 17 is connected with a backup memory 294, and the pay ratio information for the medal count control board 17 to display on the pay ratio monitor 89 is backed up.
[0066] The pay ratio monitor 89 usually displays numerical values indicating the performance of the slot machine (hereinafter also referred to as "pay ratio information"). The numerical values indicating the performance of the slot machine are, for example, the pay ratio of the designated winning combination payout to the total cumulative payout number, the continuous winning combination payout ratio during the past 6000 games, the winning combination payout ratio during the past 6000 games, the continuous winning combination payout ratio to the total cumulative payout number, the winning combination payout ratio to the total cumulative payout number, and the winning combination etc. state ratio to the total cumulative payout number. Details of these information will be described later.
[0067] The main control board 16 is equipped with a game control microcomputer which is the main control unit 161. The main control unit 161 is provided with a CPU 161a as the control center, a ROM 161b storing programs and control data etc. for the CPU 161a to operate, a RAM 161c functioning as the work area of the CPU 161a, an input / output interface for maintaining signal consistency with peripheral devices, etc.
[0068] The main control board 16 is connected to reel motors 32L, 32C, and 32R, and is driven based on the control of the main control unit 161. Also, the main control board 16 is connected to a setting key switch 37, a reset / setting switch 38, and a start switch 7, and detection signals of these connected switches are input. Further, the main control board 16 is connected to a game auxiliary display 12, and the display is controlled by the main control unit 161.
[0069] Also, the main control board 16 is connected, via a relay board 1100, to a bet number clear switch 21, a 1BET switch 20, stop switches 8L, 8C, 8R, a door open detection switch 25, and a MAXBET switch 6, and detection signals of these connected switches are input. Further, the main control board 16 is connected, via the relay board 1100, to 1~3BET LEDs 14~16, and the display is controlled by the main control unit 161. When the main control unit 161 detects that the MAXBET switch 6 has been operated during the acceptance period of an invalid operation of the MAXBET switch 6, the main control unit 161 transmits an operation command indicating that an invalid operation of the MAXBET switch 6 has been performed to the effect control unit 151.
[0070] The effect control board 15 is equipped with an effect control microcomputer which is the effect control unit 151. The effect control unit 151 is provided with a CPU 151a as a control center, a ROM 151b that stores programs and control data for the operation of the CPU 151a, a RAM 151c that functions as a work area for the CPU 151a, and an input / output interface for maintaining signal compatibility with peripheral devices.
[0071] The effect control board 15 is connected to a lower panel switch 57, and a detection signal of the lower panel switch 57 is input. Also, the effect control board 15 is connected to effect devices such as a liquid crystal display 51, effect LEDs 52, speakers 53, 54, reel LEDs 55, and credit display segments 7S, and these effect devices are driven based on the control by the effect control unit 151.
[0072] In addition, a light quantity / volume adjustment board 111 is connected to the effect control board 15. Switches for adjusting the light quantity and volume are connected to the light quantity / volume adjustment board 111, and detection signals from these switches are input to the effect control board 15 via the light quantity / volume adjustment board 111.
[0073] The main control unit 161 transmits various commands to the effect control unit 151. The commands transmitted from the main control unit 161 to the effect control unit 151 are sent in only one direction, and commands are not sent from the effect control unit 151 to the main control unit 161. The effect control unit 151 performs various controls for performing effects in response to the commands transmitted from the main control unit 161.
[0074] The medal number control unit 171 transmits various commands to the main control unit 161. Also, the main control unit 161 transmits various commands to the medal number control unit 171. That is, the communication between the medal number control unit 171 and the main control unit 161 is two-way communication. Also, a backup power supply for the main control board 16 is supplied from the medal number control board 17.
[0075] In addition, the medal number control unit 171 stores credits in a predetermined area of the RAM 171c. Specifically, the number of credits is stored in a credit counter. The medal number control unit 171 updates the credits stored in the predetermined area of the RAM 171c in the credit addition process or the credit subtraction process.
[0076] The set bet number is stored in a predetermined area of the RAM 161c. Specifically, the set bet number 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 the "bet number".
[0077] In the medal-less slot machine as described above, a medal count control board 17 is provided. And the functions related to the insertion and payout of medals in a conventional slot machine are concentrated on the medal count control board 17. Also, in the case of a conventional slot machine that requires medals, it is necessary to provide devices related to the insertion and payout of medals such as a medal selector and a hopper, but in a medal-less slot machine, such devices are unnecessary.
[0078] Also, by configuring a medal-less slot machine as in this embodiment, parts can be shared with a conventional slot machine. Specifically, since the function of updating credit (functions related to the insertion and payout of medals) is concentrated on 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, in addition to providing the medal count control board 17 with functions related to the insertion and payout of medals, devices related to the insertion and payout of medals such as a medal selector and a hopper may be connected to the medal count control board 17. By adopting such a configuration, compatibility with a conventional slot machine can be achieved, and cost reduction can be achieved in the design and manufacture of the slot machine through the sharing of parts.
[0079] When a detection signal is input from the start switch 7, the main control unit 161 rotationally drives the reel motors 32L, 32C, and 32R and performs a lottery for winning combinations.
[0080] The types of winning combinations are determined according to the game state. Generally speaking, there are special combinations that lead to a big bonus (BB) or a regular bonus (RB), small combinations that involve medal payout, and a replay combination that enables the start of the next game without the need to set the bet number.
[0081] The main control unit 161 conducts a lottery for winning combinations, rotates the reels, and then waits for the player to stop the reels. When any of the stop switches 8L, 8C, or 8R is operated, the main control unit 161 stops the rotation of the reel corresponding to the operated stop switch 8L, 8C, or 8R. The main control unit 161 stops three symbols and executes a winning determination process to determine the presence or absence of a win. If a win is determined, the player is given the number of credits corresponding to the type of win. A power switch 102 is connected to the power supply board 101, and a detection signal of the power switch 102 is input.
[0082] Note that the "game" in this embodiment refers to the period from when the start switch 7 is operated until the reels 2L, 2C, and 2R stop. When playing the game, since the bet amount is set before operating the start switch 7 and medals are paid out and the game state is shifted after the reels 2L, 2C, and 2R stop, these additional processes are also included in the "game" in a broad sense.
[0083] Also, 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 is also referred to as the start operation, the operations of the stop switches 8L, 8C, and 8R are also referred to as the stop operations, the operation of the count button 10 is also referred to as the count operation, the operation of the lending button 321 is also referred to as the lending operation, and the operation of the card return button 322 is also referred to as the return operation.
[0084] Also, the S machine 2 is configured such that the medal payout rate changes according to the set value. Specifically, by using a winning probability according to the set value in a lottery that affects the degree of advantage for the player, such as an internal lottery, the medal payout rate changes. The set value consists of six levels from 1 to 6, with 6 having the highest payout rate, and the payout rate decreasing as the values decrease in the order of 5, 4, 3, 2, 1. That is, when 6 is set as the set value, it is the most advantageous for the player, and the degree of advantage gradually decreases as the values decrease in the order of 5, 4, 3, 2, 1.
[0085] To change the set value, it is necessary to turn on the setting key switch 37 and then turn on the power of the S machine 2. 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 the display value on the set value display, and the state changes to a setting change state where the set value can be changed by operating the reset / setting switch 38. In the setting change state, when the reset / setting switch 38 is operated, the display value displayed on the set value display is updated one by one (when further operated from the set value 6, it returns to the set value 1). Then, when the start switch 7 is operated, the display value is determined as the set value. And when the setting key switch 37 is turned off, the determined display value (set value) is stored in the RAM 161c of the main control unit 161, and the game progresses to a playable state.
[0086] [State Transition] Figure 4 is a diagram for explaining the transition of the game state. As shown in Figure 4, the states managed by the main control unit 161 include game states related to the medal payout rate.
[0087] The game states include non-internal, internal, and BB. The internal state is a state where 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.
[0088] On the other hand, the non-internal state is a state where the player does not play the game, or even if the player plays, the time is extremely short. In the non-internal state, when winning the BB and missing the winning of the BB, the game state changes to the internal state from the next game. That is, the internal state is a state where the winning of the BB is carried over.
[0089] In both the non-internal state and the internal state, a game in which it is possible to win the BB (hereinafter also referred to as the "BB-win possible game") may be played. Specifically, in the non-internal state, if in the game in which the BB is won, the symbol combination of the BB can be derived according to the operations of the stop switches 8L, 8C, and 8R, the player wins the BB. In this case, the game state is controlled to the BB from the next game. That is, in the non-internal state, the game in which the BB is won becomes the BB-win possible game.
[0090] In the internal state, the winning of the BB is carried over. Here, when the BB and a minor winning are simultaneously won, reel control is performed so as to preferentially derive the symbol combination of the minor winning. Further, if the minor winning is a non-missable winning, in the game in which the BB and the minor winning are simultaneously won, regardless of the operations of the stop switches 8L, 8C, and 8R, the minor winning always wins, and the BB cannot win. Similarly, when the BB and a replay winning are simultaneously won, reel control is performed so as to preferentially derive the symbol combination of the replay winning. Generally, since the replay winning is a non-missable winning, in the game in which the BB and the replay winning are simultaneously won, regardless of the operations of the stop switches 8L, 8C, and 8R, the replay winning always wins, and the BB cannot win. Therefore, in the internal state, only in the game in which the player loses in the internal lottery (a game in which the player does not win any winning), if the symbol combination of the BB can be derived according to the operations of the stop switches 8L, 8C, and 8R, the player wins the BB. In this case, the game state is controlled to the BB from the next game. That is, in the internal state, the game in which the player loses in the internal lottery becomes the BB-win possible game.
[0091] During the BB state, the BB games are played for a predetermined number of games (for example, 60G). However, since the payout rate during the BB state is about 101%, the net increase in the number of balls is almost non-existent. Therefore, the BB is merely in a state of consuming a predetermined number of games (for example, 60G) for the player. When the BB ends, the game state returns to the non-internal state again.
[0092] The states inside include a normal section and a favorable section. The normal section is a state where navigation is not executed and is a non-notification state where navigation information cannot be notified. The favorable section is a state where navigation can be executed and is a notification state where navigation information can be notified. In the present embodiment, among the favorable sections, usually in the favorable section, navigation is not executed, but in the high-probability state, the AT1 state, the AT2 state, and the ending state, navigation can all be executed. Note that even if navigation is executed in the normal favorable section, in the high-probability state, the AT1 state, the AT2 state, and the ending state, the execution probability of navigation for winning the main role when selecting the pushing order role is higher than that in the normal favorable section. Thus, in the high-probability state, the AT1 state, the AT2 state, and the ending state, navigation is performed with a higher probability than when it is the normal favorable section.
[0093] In the normal section, when winning in the favorable section transition lottery (winning the favorable section), the state is controlled to the favorable section. Note that in the present embodiment, since the winning of most roles that can be won during normal times is a condition for winning the favorable section, the stay of the game during normal times is about 1G. Note that the condition for winning the favorable section may be established when any one of all the roles that can be won during normal times is won.
[0094] In the normal section, since navigation is not executed in the game where the pushing order role is won, the net increase number of medals per game that the player can obtain is 0 or negative considering the number of medals used for setting the bet number. Note that the net increase number of medals per game is the number obtained by subtracting the number of medals used for setting the bet number per game from the number of medals paid out per game. In the present embodiment, the normal medal payout rate is set to 40%. Thus, usually, the medal payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0095] The advantageous section generally includes the high-probability state, the AT1 state, the AT2 state, and the ending state. In the normal advantageous section, since navigation is not executed in the game in which the pushing winning combination is selected, the net increase per game that can be obtained by the player becomes 0 or negative when considering the number of medals used for setting the bet number. In the present embodiment, the payout rate in the normal advantageous section is set to 40%. Thus, in the normal advantageous section, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0096] In the present embodiment, the AT1 state ends when a predetermined number of games are played. That is, as shown in the figure, it shifts to the normal section. The predetermined number of games in the AT1 state can increase by the winning of a specific symbol (for example, watermelon, strong cherry). That is, in the present embodiment, when a specific symbol (watermelon, strong cherry) wins, the advantage degree of the player increases.
[0097] In the normal advantageous section, processes such as lottery related to the control to the high-probability state and the AT1 state are performed. In the normal advantageous section, the main control unit 161 performs a lottery to the AT1 state by a point acquisition lottery. The points updated by the point acquisition lottery are managed by the main control unit 161. The main control unit 161 includes a point counter (not shown) for counting points inside. Also, when the value of the point counter reaches a specified value, the main control unit 161 executes an AT lottery for performing a lottery as to whether or not to control to the AT1 state. Note that the main control unit 161 may execute the AT lottery based on the winning of a specific symbol (watermelon, strong cherry) without using points. The high-probability state is a state in which the number of points given is larger than that in the normal advantageous section. That is, the high-probability state is a state in which it is easier to shift to the AT1 state than in the normal advantageous section.
[0098] Control to the AT2 state can be performed when in the advantageous section normal and high probability states. The AT2 state is a so-called pseudo-bonus that can increase the net number of medals that a player can obtain by following the navigation. A winning that is directly controlled from the advantageous section normal or high probability state to the AT2 state without going through the AT1 state is also referred to as a "direct hit pseudo-bonus winning". Also, a winning that is controlled from the AT1 state to the AT2 state is also referred to as a "pseudo-bonus winning". In the pseudo-bonus, since the navigation is executed in the game where the winning for the push order combination is achieved, the net number of medals per game that the player can obtain becomes positive even considering the number of medals used for the bet setting.
[0099] In the advantageous section, when the number of obtained medals (difference) described later reaches a predetermined ending transition number of medals, it is controlled to the ending state. The number of obtained medals during the advantageous section is a value obtained by subtracting the number of medals used by the player from the number of medals given to the player by winning after the control to the advantageous section is started. In the present embodiment, the number of obtained medals is counted using the difference count value described in detail later. The ending state is, for example, a state where it is determined that the control to the state of the advantageous section continues until the total value of the number of obtained medals during the advantageous section reaches the upper limit number of medals (for example, 2400).
[0100] The ending transition number of medals is set when transitioning from the normal section to the advantageous section. Note that the ending transition number of medals may be determined by lottery or may be predetermined. The ending transition number of medals is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the ending transition number of medals. The ending transition number of medals is, for example, 2300. That is, the main control unit 161 cumulatively counts the difference count value, and in the process of counting, when the difference count value reaches the ending transition number of medals, the advantageous section ends.
[0101] When the limiter condition is satisfied in the advantageous section, the control shifts from the advantageous section to the normal section. More specifically, when the number of medals obtained during the advantageous section reaches 2400, the advantageous section ends and the control shifts to the normal section. The number of medals obtained during the advantageous section is counted by a counter stored in the RAM 161c. The situation where the number of medals obtained during the advantageous section reaches the upper limit is referred to as the "limiter condition" being satisfied.
[0102] In this way, the advantageous section includes an ending state that is advantageous to the player. When the main control unit 161 determines that the number of medals obtained is greater than 2300, it controls to the ending state. Thereby, when the number of medals obtained becomes greater than 2300, it becomes easier to continue the advantageous section.
[0103] When the control shifts from the advantageous section to the normal section, the number of medals obtained during the advantageous section that was being counted in the advantageous section, as well as the points that can be obtained during the game, are also initialized. The number of medals obtained during the advantageous section is updated not only during the advantageous section but also during BB, and is not updated during the normal section.
[0104] The S machine 2 of this embodiment is such that the medal payout rate changes according to the set value. Specifically, by varying the winning probability in a predetermined lottery such as a point acquisition lottery according to the set value (for example, 1, 2, 4, 5, 6), the medal payout rate changes. Store employees of the game parlor, etc. can change this set value by making a setting change.
[0105] In this way, the conditions for the state to shift from the advantageous section to the normal section include the limiter condition and arbitrary end conditions that are satisfied based on the progress of the game, and the condition that a setting change is made.
[0106] Also, in the S platform 2 of the present embodiment, the upper limit of the number of games is determined during the normal advantageous period. By reaching the upper limit of the number of games determined in advance during the normal advantageous period, an AT right is granted to force a transition to the AT1 state regardless of the reaching point. The upper limit of the number of games during the normal advantageous period is, for example, 1280 games. The upper limit of the number of games is so-called "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 during the normal advantageous period in the lottery counter in the RAM 161c. The main control unit 161 adds the value of the lottery counter each time a game during the normal advantageous period is executed. For example, when the upper limit value of the number of games during the normal advantageous period 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 value of the number of games during the normal advantageous period is not limited to 700 games and may be, for example, 1280 games.
[0107] [Winning combination] FIGS. 5 to 8 are diagrams for explaining the types of winning combinations, the symbol combinations of the winning combinations, and the awards at the time of winning. In the name column of FIGS. 5 to 8, the names of the winning combinations are shown, and in the symbol combination column, the symbol combinations in which the winning combination wins are shown. Also, in the award column, the values (number of medals paid out, additional game award, etc.) awarded at the time of winning are shown.
[0108] As shown in FIG. 5, as replay game roles, REP1 to REP6 are provided. As shown in FIG. 6, as special roles, BB is provided. As shown in FIGS. 6 to 8, as minor roles, Plum 1 to 6, Watermelon, and Single-coin roles 1 to 33 are provided. Plum 1 to 6 are main roles that can win a prize when winning the draw order role. When winning a prize, 9 medals, which are more than the number of medals (3) used for the bet, are paid out. Plum 1 to 6 are also collectively referred to as the "Plum role". Single-coin roles 1 to 33 are secondary roles that can win a prize when winning the draw order role. When winning a prize, 1 medal, which is less than the number of medals (3) used for the bet, is paid out. Single-coin roles 1 to 33 are also collectively referred to as the "Single-coin role".
[0109] As shown in FIG. 7, among the symbol combinations in which a winning of Single-coin role 22 occurs, when "Character - Character - Black 7" is derived on Reels 2L, 2C, and 2R, three Character symbols are arranged side by side on the reel. Specifically, the Character symbols are derived at the lower stage of the left reel 2L, the middle stage of the middle reel 2C, and the upper stage of the right reel 2R, respectively, so that the Character symbols are arranged side by side diagonally upward. Note that the arrangement of the Character symbols side by side is also referred to as "Character alignment".
[0110] As shown in FIG. 8, among the symbol combinations in which a winning of Single-coin role 23 occurs, when "Character - Character - Plum" or "Character - Plum - Plum" is derived on Reels 2L, 2C, and 2R, three 7 symbols are arranged side by side on the reel. Specifically, the 7 symbols are derived at the upper stage of the left reel 2L, the upper stage of the middle reel 2C, and the upper stage of the right reel 2R, respectively, so that the 7 symbols are arranged side by side at the upper stage. Note that the arrangement of the 7 symbols side by side is also referred to as "7 alignment".
[0111] [Lottery target roles] FIG. 9 is a diagram for explaining combinations of winning roles read as lottery target roles for each gaming state. In the role number column of FIG. 9, role numbers determined for each lottery target role are shown. In the flag category column, flag categories assigned for each type of lottery target role are shown. In the lottery target role column, their names are shown. In the gaming state column, for each gaming state, it is indicated by a circle that the lottery target role is a lottery target. In the advantageous section winning column, the presence or absence of advantageous section winning is shown. Also, in the winning role combination column in FIG. 9, combinations of winning roles included in each lottery target role are shown.
[0112] As shown in FIG. 9, as lottery target roles for special roles, BB is provided. As lottery target roles for replay roles, normal repl, 7 complete repl, 7 incomplete repl, character complete repl, and character incomplete repl are provided. As lottery target roles for minor roles, common plum, 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, 321-choice roles A to D, watermelon, 7 complete 1 card 1, 2, character complete 1 card, weak cherry, strong cherry, and chance eyes A, B are provided. As minor roles in BB, BB minor role and BB 1 card are provided. Note that 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D are roles for which navigation can be executed when winning, so they are a type of push order role. 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D are collectively also referred to as "push order bells". Also, 7 complete 1 card 1, 2 are collectively also referred to as "7 complete 1 card".
[0113] In non-internal, roles other than BB minor role and BB 1 card can be won, but in internal, since the winning of BB has already been carried over, BB, BB minor role, and BB 1 card have become impossible to win.
[0114] Flag categories are assigned to each role, which are common among non-internal, internal, and BB. Also, while the role number is determined for each target role of the lottery, the flag category is assigned for each type of target role of the lottery. For this reason, the number of flag categories is smaller than the number of role numbers. Also, both the point acquisition lottery in the normal advantageous section and the privilege lottery in the advantageous section (hereinafter, these are collectively also referred to as "lotteries related to AT control") are performed based on the flag category. For this reason, the processing load can be reduced compared to performing these lotteries related to the control of these AT states based on the role number.
[0115] In the present embodiment, flag categories are also assigned to blanks and BB, and for BB, the same FC1 as other roles such as normal replays is assigned. Also, for the common plum, the same FC4 as watermelon is assigned.
[0116] [Reel control for the pushing order role] FIG. 10 is a diagram for explaining the reel control when the pushing order role is won. As described above, in the present embodiment, in a game in which the pushing order role is won in the advantageous section, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.
[0117] For example, as shown in FIG. 10, in a game in which any one of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated in the correct procedure, the plum role, which is the main role, wins, while when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, the single-role, which is the sub-role, wins. Note that if the winning of the single-role, which is the sub-role, is missed when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, no winning may occur at all.
[0118] 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 where the player wins any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D, as long as the stop switches 8L, 8C, and 8R are operated in the normal procedure, it is impossible to win the main role, the plum role. This can also be a factor that induces the player to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, in this embodiment, if the player operates in the irregular procedure in a game where the navigation is not executed, a penalty 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 where the navigation is not executed.
[0119] FIG. 11 is a diagram showing a game start command transmitted from the main control unit 161 to the effect 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 in accordance with the result of the internal lottery process, transmits a command group including predetermined information to the effect control unit 151. Hereinafter, the command groups No. 1 to No. 13 shown in FIG. 11 are simply referred to as "game start commands". The main control unit 161 transmits each command as a game start command in the order from No. 1 to No. 13. Each command has a serial number defined as the "set serial number" with the same number as the No. Each command stores various information managed by the main control unit 161.
[0120] For example, the command "Instruction Number" of No. 2 stores information related to navigation. That is, the command of No. 2 stores information that can identify the pressing order in the game when the start switch 7 is operated. Specifically, the command "Instruction Number" stores information indicating the order of pressing the stop switches 8L, 8C, and 8R. When the production control unit 151 receives the command "Instruction Number" of No. 2, based on the operation procedure that can be specified from the command "Instruction Number", it executes a navigation production on the liquid crystal display 51. Note that the production control unit 151 outputs a sound that notifies the player of the operation procedure from the speaker 53 based on the operation procedure that can be specified from the command "Instruction Number".
[0121] For example, the command "Minor Winning Category" of No. 3 stores information that can identify whether the winning combination selected by the internal lottery is a minor winning combination, a replay winning combination, or a special winning combination. Also, the command "Interval State" of No. 6 stores information that can identify which state among the states shown in FIG. 4 the game is in when the start switch 7 is operated. Specifically, the command "Interval State" of No. 6 stores information indicating whether the currently controlled state is a normal interval, a favorable interval, and further, among the favorable intervals, whether it is a normal favorable interval, a high probability state, an AT1 state or an AT2 state, or an ending state. Based on receiving the command "Interval State" of No. 6, the production control unit 151 can identify which interval state the game is in when the start switch 7 is operated. Also, in the command "Outcome State" of No. 4, information that can identify the game state of the game when the start switch 7 is operated may be stored. The command "ART Precursor G Number" of No. 9 stores the number of games of the AT continuous production. The command "Points" of No. 10 in the game start command stores the number of points acquired in the previous game. Also, the command "Winning Number" of No. 11 stores information that can identify the winning combination number of the winning combination selected by the internal lottery.
[0122] In addition, when transmitting a game start command, the main control unit 161 stores information indicating that medals have been BET on the command "Medal Insertion" of No. 12. When information indicating that medals have been BET on the command "Medal Insertion" of No. 12 is stored, the effect control unit 151 can determine that it has received a game start command.
[0123] FIG. 12 shows the game end command transmitted by the main control unit 161 to the effect control unit 151 at the third stop. The main control unit 161 transmits a command group from No. 1 to No. 13 to the effect 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 from No. 1 to No. 13 shown in FIG. 12 will be simply referred to as the "game end command". In each command 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 for storing information regarding winning. That is, at the third stop, the main control unit 161 transmits information regarding winning instead of information regarding the winning number.
[0124] The number of points obtained in the point acquisition lottery process at the third stop described later is stored in the command "Point" of No. 10 in the game end command. In addition, when transmitting a game end command, the main control unit 161 stores information indicating that the reel has stopped in the command "Reel Stop" of No. 13. When information indicating that the reel has stopped is stored in the command "Reel Stop" of No. 13, the effect control unit 151 can determine that it has received a game end command. That is, the effect control unit 151 determines whether the received command group is a game start command or a game end command based on the command "Medal Insertion" of No. 12 and the command "Reel Stop" of No. 13. When transmitting a game start command, the main control unit 161 does not need to transmit the command "Reel Stop" of No. 13, and when transmitting a game end command, it does not need to transmit the command "Medal Insertion" of No. 12.
[0125] [Transmission and reception mode 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 the present embodiment, communication by commands is performed 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. The events include that the start switch 7 is pressed, that the 1 BET switch 20 or the MAX BET switch 6 is pressed, that all reels have stopped, and the like.
[0126] When the predetermined command transmitted from the main control board 16 requires a predetermined response, the medal count control board 17 transmits a response command to the main control board 16. For example, triggered by the power-on with the S stand 2 installed in the game parlor and electrically connected, the main control board 16 transmits a game 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, game machine installation information including the main chip ID (main control chip ID) is transmitted from the main control board 16 to the medal count control board 17. That is, when the power of the S stand 2 is turned on, the main control board 16 transmits a game machine installation information command that can identify the main chip ID of the unique information possessed by the main control board 16 to the medal count control board 17.
[0127] Both the main control board 16 and the medal count control board 17 attach a "sequence number" to the command and transmit it. Also, both the main control board 16 and the medal count control board 17 store the received "sequence number". In the S machine 2, by attaching a "sequence number" to the command, it prevents a person who attempts to illegally obtain medals (hereinafter referred to as an illegal person) from illegally operating the S machine 2. Illegal operations include, 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 modified, or an operation in which an illegal person controls the main control board 16 or the medal count control board 17. The illegal person performs illegal operations, for example, by connecting a device for executing illegal operations (hereinafter referred to as an illegal device) to the main control board 16 or the medal count control board 17.
[0128] The initial value and the addition value of the "sequence number" are determined by each of the medal count control board 17 and the main control board 16. The medal count control board 17 determines the initial value and the addition value of the "sequence 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. Each byte included in the main chip ID stores a hexadecimal chip-specific value. The medal count control board 17 adds the hexadecimal values stored in each byte included in the main chip ID to calculate a total value. The medal count control board 17 determines, as the initial value in the "sequence number", the value obtained by converting the value indicated by the lower 2 bytes of the calculated total value to a decimal number.
[0129] For example, when the value of the total value is "189h" (h indicates that "189" is in hexadecimal), the initial value in the sequence number is the value represented by the decimal number of "89h". That is, the initial value in the "sequence number" is "137".
[0130] Furthermore, the medal count control board 17 divides by a predetermined number with respect to the initial value. When the predetermined number is, for example, "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 addition values corresponding to the four types of remainders. 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 the predetermined number, the medal count control board 17 uses the value stored corresponding to the remainder of the division result as the addition value.
[0131] As an example, the remainder of dividing the initial value "137" by 5 is "2". As described above, the medal count control board 17 stores "13" corresponding to the remainder "2" of the division result. Therefore, the medal count control board 17 determines the addition value in the serial number as "13". In this way, the medal count control board 17 generates the initial value and the addition value of the serial number for determining whether the command transmitted from the main control board 16 is normal based on the main chip ID specified from the gaming machine installation information command. Also, in the main control board 16, the initial value and the addition value are generated by performing the same calculation. As a result, the same initial value and addition value are stored in both the main control board 16 and the medal count control board 17.
[0132] As described above, in the present embodiment, when an event occurs, the main control board 16 transmits 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, an example where a predetermined event A occurs after the gaming machine installation information command is transmitted to the medal count control board 17 and both the main control board 16 and the medal count control board 17 determine the initial value and the addition value in the serial number will be described.
[0133] Based on the occurrence of a specified event A, the main control board 16 sends command A to the medal count control board 17. At this time, after sending the gaming machine installation command, the main control board 16 assigns an initial value of the serial number to the command A that is sent for the first time. That is, the main control board 16 assigns the serial number "137" to the command A and then sends it.
[0134] The medal count control board 17 stores "137" as the initial value. Since the serial number assigned to the command A received for the first time after receiving the gaming machine installation command is "137", it determines that the communication is normal.
[0135] Subsequently, when a new event B occurs, the main control board 16 sends command B to the medal count control board 17. At this time, the main control board 16 sends command B with a value obtained by adding an addition value to the value of the serial number sent last time. That is, the main control board 16 assigns the value "150", which is the value obtained by adding the addition value "13" to the previously sent "137", to command B and then sends it. 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 sent is "150". Since the serial number assigned to the received command B is "150" and matches the previously calculated serial number, the medal count control board 17 determines that the communication with the main control board 16 is normal.
[0136] That is, each time the main control board 16 sends a command, it assigns as the serial number a value obtained by adding an addition value to the value of the serial number sent last time. Also in the medal count control board 17, since it stores the initial value and the addition value, it can calculate in advance the value of the serial number to be assigned to the next received command, and can determine whether the serial number is normal each time it receives a command. 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.
[0137] When the value obtained by adding the addition value to the value of the serial number transmitted last time exceeds 255, the main control board 16 transmits the value obtained by subtracting 255 from the value as the serial number. When the main control board 16 receives a response command indicating that an error has occurred from the medal count control board 17, the main control board 16 does not add the addition value to the serial number of the command to be transmitted after the response command, and transmits the same serial number again.
[0138] [Command transmitted from the main control board to the medal count control board] FIG. 13 is a diagram showing the types of commands transmitted from the main control board 16 to the medal count control board 17. In the present embodiment, as shown in the command name column of FIG. 13, the main control board 16 transmits a gaming machine installation information command, a device information command, an advantageous section information command, a credit command, a settlement command, an end-time command, a start-time command, a payout pulse command, a jackpot command, a gaming machine fraud 1 command, a gaming machine fraud 2 command, a gaming machine fraud 3 command, a main control state command, a main control board error command, and a gaming machine performance information (reserve) command to the medal count control board 17. In addition, the number column shows the command numbers preset for each command. Further, the telegram length column shows the telegram length of each command, that is, the byte length.
[0139] 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-time command from the main control board 16, the medal count control board 17 does not transmit a response command in response to the start-time command. That is, the main control board 16 controls the rotation of the reels etc. without waiting for the reception of a response command from the medal count control board 17.
[0140] On the other hand, when the medal count control board 17 receives an input command, a settlement command, or an end 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 input command, the settlement command, and the end command are commands that directly affect the credit count managed by the medal count control board 17. Therefore, after transmitting the input command, the settlement command, and the end command, the main control board 16 performs the next control on the condition that it has received a response command from the medal count control board 17. Hereinafter, with reference to FIGS. 14 to 35, the commands transmitted from the main control board 16 to the medal count control board 17 will be described.
[0141] FIG. 14 is a diagram for explaining a 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. In the first byte, the telegram length of the gaming machine installation information command is stored. In the second byte, the sequence number is transmitted. Since the gaming machine installation information command is transmitted before the medal count control board 17 determines the initial value and the addition value of the sequence number after power-on, the value of "0" is fixedly stored as the sequence number. In the third byte to the sixth byte, values indicating the command number, the gaming machine characteristics, the gaming machine type, and the identification code are stored respectively. In the seventh byte to the tenth byte, the values of the first to fourth bytes of the unique number register included in the main chip ID are stored. The medal count control board 17 determines the initial value and the addition value of the sequence number using the values of the main chip ID in the seventh byte to the tenth byte.
[0142] In the eleventh byte to the thirteenth byte, the manufacturer code is stored. In the fourteenth byte to the twenty-first byte, the product code is stored. In the twenty-second byte, a checksum for determining whether there is an error in the information transmitted in the first byte to the twenty-first byte is stored.
[0143] Figure 15 is a diagram showing the details of the gaming machine characteristics. Below, the details of the gaming machine characteristics indicated in the fourth byte of the gaming installation information command will be described. The gaming machine characteristics are data of one byte from bit 0 to bit 7. Bit 0 indicates whether S machine 2 is equipped with RB (Regular Bonus). If S machine 2 is equipped with RB, bit 0 becomes "1", and if S machine 2 is not equipped with RB, bit 0 becomes "0".
[0144] Bit 1 indicates whether S machine 2 is equipped with BB (Big Bonus). If S machine 2 is equipped with BB, bit 1 becomes "1", and if S machine 2 is not equipped with BB, bit 1 becomes "0". Bit 2 indicates whether S machine 2 is equipped with CT (Challenge Time). If S machine 2 is equipped with CT, bit 2 becomes "1", and if S machine 2 is not equipped with CT, bit 2 becomes "0". Bit 3 indicates whether S machine 2 is equipped with CB (Challenge Bonus). If S machine 2 is equipped with CB, bit 3 becomes "1", and if S machine 2 is not equipped with CB, bit 3 becomes "0".
[0145] Bit 4 indicates whether S machine 2 is equipped with SB (Single Bonus). If S machine 2 is equipped with SB, bit 4 becomes "1", and if S machine 2 is not equipped with SB, bit 4 becomes "0". Bit 5 indicates whether S machine 2 is equipped with an instruction function. If S machine 2 is equipped with an instruction function, bit 5 becomes "1", and if S machine 2 is not equipped with an instruction function, bit 5 becomes "0". Bit 6 indicates the instruction type of S machine 2. If the instruction type of S machine 2 is 7P type, bit 6 becomes "1", and if the instruction type of S machine 2 is 7U type, bit 6 becomes "0". Bit 7 is not used and "0" is stored.
[0146] Figure 16 is a diagram showing the configuration of the accessory information command. The accessory information command is a command for the medal number control board 17 to update the gaming machine performance information and the winning ratio monitor information. The accessory information command is transmitted to the medal number control board 17 after the end command is transmitted.
[0147] The accessory information command is composed of 5 bytes of data. In the first byte, the telegram length of the accessory information command is stored. In the second byte, the serial number is stored. In the third byte, a value indicating the command number is stored. As shown in FIG. 13, the command number of the accessory information command is "1".
[0148] In the fourth byte, accessory operation information is stored. The accessory operation information currently stores information indicating whether or not any bonus has been won. In the fifth byte, a checksum for determining whether there is an error in the information transmitted in the first byte to the fourth byte is stored.
[0149] FIG. 17 is a diagram showing details of the accessory operation information. The accessory operation information is data stored in the fourth byte of the accessory information command. The accessory operation information is composed of 1 byte of data from bit 0 to bit 7. In bit 0, "type 1" information indicating whether RB is operating is stored. In bit 1, "type 1 continuous" information indicating whether BB is operating is stored. In bit 2, "type 2" information indicating whether CT is operating is stored. In bit 3, "type 2 continuous" information indicating whether CB is operating is stored. In bit 5, "ordinary accessory" information indicating whether SB is operating is stored. Bits 4, 6, and 7 are not used and "0" is stored.
[0150] FIG. 18 is a diagram showing the configuration of the advantageous section information command. The advantageous section information command is a command for the medal number control board 17 to update the game machine performance information and the winning ratio monitor information. The advantageous section information command is transmitted after the end command is transmitted.
[0151] The advantageous section information command is composed of 5 bytes of data. In the first byte, the telegram length of the accessory information command is stored. In the second byte, the serial number is stored. In the third byte, a value indicating the command number is stored. As shown in FIG. 13, the command number of the advantageous section information command is "2".
[0152] In the fourth byte, the advantageous section information is stored. The advantageous section information is data regarding replay games and instruction information in the advantageous section that is transmitted. In the fifth byte, a checksum for determining whether there is an error in the information transmitted in the first to fourth bytes is stored.
[0153] FIG. 19 is a diagram showing details of the advantageous section information. The advantageous section information is data stored in the fourth byte of the advantageous section information command, and is data indicating information regarding the game performed before the advantageous section information command is transmitted.
[0154] The advantageous section information is composed of one byte of data from bit 0 to bit 7. In bit 0, information indicating whether the game performed before the advantageous section information command is transmitted is within the advantageous section is stored. If it is within the advantageous section, "1" is stored in bit 0. In bit 1, information indicating whether there is instruction information in the game performed before the advantageous section information command is transmitted is stored. If there is instruction information, "1" is stored in bit 1. In bit 4, information indicating whether a replay symbol combination was displayed in the game performed before the advantageous section information command is transmitted is stored. If a replay symbol combination was displayed, "1" is stored in bit 4. Bits 2, 3, 5, 6, and 7 are not used and "0" is stored.
[0155] FIG. 20 is a diagram showing the configuration of an input command. The input command is transmitted from the main control board 16 to the medal number control board 17 when the 1 BET switch 20 is pressed or when the MAX BET switch 6 is pressed. That is, the main control board 16 transmits an input command to the medal number control board 17 when it receives a bet number setting operation for setting the bet number for starting a game. Also, referring to FIG. 13, since the input command is a bidirectional command, when the medal number control board 17 receives the input command, it transmits a response command in response to the input command to the main control board 16. The input command is composed of 5-byte data. In the first byte, the telegram length of the input command is stored. In the second byte, the serial number is stored. In the third byte, a value indicating the command number is stored. As shown in FIG. 13, the command number of the input command is "3".
[0156] In the fourth byte, the number of inserted medals is stored. When the 1 BET switch 20 is pressed in a state where the bet number is 0, 1, or 2, the number of inserted medals becomes 1. When the MAX BET switch 6 is pressed in a state where the bet number is 0, the number of inserted medals becomes 3. When the MAX BET switch 6 is pressed in a state where the bet number is 1, the number of inserted medals becomes 2. When the MAX BET switch 6 is pressed in a state where the bet number is 2, the number of inserted medals becomes 1. In the replay operation state, when the 1 BET switch 20 or the MAX BET switch 6 is pressed and an input command is transmitted, no data is stored in the number of inserted medals. In the fifth byte, a checksum for determining whether an error has occurred in the information transmitted in the first byte to the fourth byte is stored. The "replay operation state" indicates the state after the replay winning combination has won.
[0157] FIG. 21 is a diagram showing the configuration of a settlement command. The settlement command is transmitted from the main control board 16 to the medal number control board 17 when the bet number clear switch 21 is pressed. That is, when the main control board 16 receives a settlement operation for canceling the bet number for starting a game, the main control board 16 transmits a settlement command to the medal number control board 17. Also, referring to FIG. 13, since the settlement command is a bidirectional command, when the medal number control board 17 receives the settlement command, the medal number control board 17 transmits a response command in response to the settlement command to the main control board 16. The settlement command is composed of 5-byte data. In the first byte, the telegram length of the settlement command is stored. In the second byte, the serial number is stored. In the third byte, a value indicating the command number is stored. As shown in FIG. 13, the command number of the settlement command is "4".
[0158] In the fourth byte, the settlement medal number is stored. When the bet number clear switch 21 is pressed with the bet number being 1, the settlement medal number is 1. When the bet number clear switch 21 is pressed with the bet number being 2, the settlement medal number is 2. When the bet number clear switch 21 is pressed with the bet number being 3, the settlement medal number is 3. In the fifth byte, a checksum for determining whether there is an error in the information transmitted in the first byte to the fourth byte is stored.
[0159] Figure 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, when starting a game, the main control board 16 transmits the start command to the medal count control board 17. The start command is also 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 credit count 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 main control board 16 for the start command, but performs control according to the start command. The control according to the start command includes, for example, processing to control to the game end waiting state and preparation processing 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 control to drive the reel, etc.
[0160] The start command is composed of 5 - byte data. In the first byte, the telegram length of the start command is stored. In the second byte, the serial number is stored. In the third byte, a value indicating the command number is stored. As shown in Figure 13, the command number of the start command is "6".
[0161] In the fourth byte, the number of input pulses 1 - 3 to be transmitted to the hall computer is stored. Even in the replay operation state, the number of input pulses corresponding to the specified number of inputs is transmitted. In the fifth byte, a checksum for determining whether there is an error in the information transmitted in the first byte to the fourth byte is stored.
[0162] 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 number control board 17 when all the reels have stopped, that is, when the third reel has stopped. In other words, the main control board 16 transmits the end command to the medal number control board 17 when ending a game. The end command includes the number of payout medals determined according to the derived combination of symbols. When medals are paid out to the player, the credit number increases. Therefore, the end command is a command that directly affects the credit number managed by the medal number control board 17. Thus, when the medal number control board 17 receives the end command, it transmits a response command to the main control board 16. Also, after transmitting the end command, the main control board 16 performs the next control on the condition that it has received the response command. The next control includes, for example, the update process of the data displayed on the game auxiliary display 12.
[0163] In short, when the medal number control board 17 receives the end command, it transmits a response command responding 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 payout medals to the credit number.
[0164] The end command is composed of 5-byte data. In the first byte, the telegram length of the end command is stored. In the second byte, the serial number is stored. In the third byte, a value indicating the command number is stored. As shown in FIG. 13, the command number of the end command is "5".
[0165] In the fourth byte, the number of medals paid out is stored. The number of medals paid out is at most 15 medals. When the symbol combination for a replay game is derived, or when there is no number of medals paid out, "0" is stored in the fourth byte. That is, the end command is a command that can specify the game value given to the player according to the result of the one game when ending the one game. In the fifth byte, a checksum for determining whether there is an error in the information transmitted to the first byte to the fourth byte is stored.
[0166] Figure 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 number control board 17 when all reels stop, that is, when the third reel stops. The payout pulse command is a pulse signal for transmitting the number of medals given to the player according to a winning to a hall computer (not shown) connected to the medal number control board 17. After receiving the payout pulse command, the medal number control board 17 transmits a payout pulse signal to a hall computer (not shown). Thereby, the hall computer can store the number of payout pieces in S machine 2. The payout pulse command is also transmitted to the medal number control board 17 even when in the replay operation state. After transmitting the payout pulse command, the main control board 16 performs the next control without waiting for a response from the medal number control board 17.
[0167] The payout pulse command is composed of 5 bytes of data. In the first byte, the telegram length of the payout pulse command is stored. In the second byte, the serial number is stored. In the third byte, a value indicating the command number is stored. As shown in Figure 13, the command number of the payout pulse command is "7".
[0168] The fourth byte stores the number of payout pulses to be sent to the hall computer. The number of payout pulses can be up to 15 pulses. If a winning combination of symbols for a replay is derived or if there is no number of payout medals, "0" is stored in the fourth byte. The fifth byte stores a checksum for determining whether an error has occurred in the information transmitted to the first to fourth bytes.
[0169] Figure 25 is a diagram showing the configuration of the jackpot command. The jackpot command is transmitted from the main control board 16 to the medal number control board 17 at the start and end of a jackpot. Also, the jackpot command is transmitted from the main control board 16 to the medal number control board 17 even when it is a hot start at power-on. As a result, in the S machine 2, the hall computer signal can be restored without backing up the hall computer signal.
[0170] The jackpot command is composed of 5 bytes of data. The first byte stores the telegram length of the jackpot command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the jackpot command is "8".
[0171] 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 the S machine 2. Jackpot types such as RB, BB, and AT are stored. The fifth byte stores a checksum for determining whether an error has occurred in the information transmitted to the first to fourth bytes.
[0172] Figure 26 is a diagram showing details of the whole computer signal. The whole computer signal is data stored in the fourth byte of the jackpot command. The whole computer signal is composed of one byte of data from bit 0 to bit 7. In bit 0, information indicating that the type of jackpot is RB is stored. In bit 1, information indicating that the type of jackpot is BB is stored. In bit 2, information indicating that the type of jackpot is AT is stored. Bits 3 to 7 are not used and "0" is stored.
[0173] Figure 27 is a diagram showing the configuration of the gaming machine fraud 1 command. The gaming machine fraud 1 command is transmitted from the main control board 16 to the medal number control board 17 at the start and end of setting change / setting confirmation.
[0174] The gaming machine fraud 1 command is composed of 5 bytes of data. In the first byte, the telegram length of the gaming machine fraud 1 command is stored. In the second byte, the serial number is stored. In the third byte, a value indicating the command number is stored. As shown in Figure 13, the command number of the gaming machine fraud 1 command is "9".
[0175] In the fourth byte, setting information is stored. The setting information is information indicating information at the time of setting change / setting confirmation and whether fraud was detected at that time. In the fifth byte, a checksum for determining whether an error has occurred in the information transmitted in the first byte to the fourth byte is stored.
[0176] Figure 28 is a diagram showing details of the setting information. The setting information is data stored in the fourth byte of the gaming machine fraud 1 command. The setting information is composed of one byte of data from bit 0 to bit 7. In bit 0, data indicating whether setting change is in progress is stored. In bit 1, data indicating whether setting confirmation is in progress is stored. In bits 2 to 4, data indicating whether manufacturer-defined fraud has been detected is stored. Bits 6 and 7 are not used and "0" is stored.
[0177] FIG. 29 is a diagram showing the configuration of the gaming machine illegal 2 - command. The gaming machine illegal 2 - command is an unused command in S - table 2. In S - table 2, the door open detection switch 25 is connected to the medal number control board 17. Therefore, the main control board 16 does not need to transmit door information to the medal number control board 17. For this reason, the fourth byte stores "0".
[0178] FIG. 30 is a diagram showing the details of the door information. Since the medal number control board 17 detects the opening or closing of the door, not all bits included in the door information are used and "0" is stored.
[0179] FIG. 31 is a diagram showing the configuration of the gaming machine illegal 3 - command. The gaming machine illegal 3 - command is an unused command in S - table 2. The gaming machine illegal 3 - command is an extended command and is used when it becomes necessary to transmit a new command from the main control board 16 to the medal number control board 17 in the future.
[0180] FIG. 32 is a diagram showing the configuration of the main control state command. The main control state command is a command indicating the state of the main control board 16. The main control state command is transmitted from the main control board 16 to the medal number control board 17 at a predetermined timing. The medal number control board 17 can acquire the state of the main control board 16 or S - table 2 by receiving the main control state command.
[0181] The main control state command is composed of 5 - byte data. The first byte stores the telegram length of the main control state command. The second byte stores the sequence number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the main control state command is "12". The fourth byte stores the gaming machine state signal. The fifth byte stores a checksum for determining whether an error has occurred in the information transmitted in the first byte to the fourth byte.
[0182] 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.
[0183] 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.
[0184] 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.
[0185] E7 is an error number indicating an overflow error in the number of gaming medals. When the main control board 16 determines that the number of gaming medals exceeds 16383, it judges that an overflow error in the number of gaming medals has occurred. When an overflow error in the number of gaming medals occurs, the main control board 16 transmits the value of the fourth byte of the main control board error command as "E7". When an error release switch (not shown) is pressed, the main control board 16 judges that the error has been resolved. Even when the error has been resolved, the main control board 16 transmits the main control board error command.
[0186] E8 is an error number indicating a backup error. When the main control board 16 judges that a backup error has occurred if the value of the RAM backed up before power-off does not match the value of the RAM during the inspection of the RAM after power-on. When a backup error occurs, the main control board 16 transmits the value of the fourth byte of the main control board error command as "E8". When the power of S unit 2 is turned off and the settings are changed again, the main control board 16 judges that the error has been resolved. Even when the error has been resolved, the main control board 16 transmits the main control board error command.
[0187] E9 is an error number indicating a communication error. When the main control board 16 judges that a communication error has occurred if it does not receive a response command before 40 ms elapses after transmitting a command that requires a response command to the medal number control board 17. When a communication error occurs, the main control board 16 transmits the value of the fourth byte of the main control board error command as "E9". When an error release switch (not shown) is pressed, the main control board 16 judges that the error has been resolved. Even when the error has been resolved, the main control board 16 transmits the main control board error command.
[0188] FIG. 35 is a diagram showing the configuration of a gaming machine performance information (reserve) command. The gaming machine performance information is information for the purpose of aggregating performance information. The gaming machine performance information outputs the result calculated based on the game.
[0189] The gaming machine performance information (preliminary) command is composed of 28 bytes of data. In the first byte, the telegram length of the gaming machine performance information (preliminary) command is stored. In the second byte, the sequence number is stored. In the third byte, a value indicating the command number is stored. As shown in FIG. 13, the command number of the gaming machine performance information (preliminary) command is "14". From the fourth byte to the 27th byte, gaming machine performance information may be stored. In the present embodiment, "0" is stored in the preliminary area. In the 28th byte, a checksum for determining whether there is an error in the information transmitted from the first byte to the 27th byte is stored.
[0190] FIG. 36 is a diagram showing a list of commands from the medal number control board 17 to the main control board 16. The medal number control board 17 transmits two types of commands to the main control board 16.
[0191] The response command is a command for responding to the command received from the main control board 16. For example, when the medal number control board 17 receives an end command, since the end command is a command that affects the credit number, a response command is transmitted. That is, the response command is a command with bidirectionality because it responds according to what is received. The response command may have command numbers from 3 to 5. The telegram length of the response command is 4 bytes.
[0192] The frame side information command is a command for transmitting system information including connection information between the medal number control board 17 and the CU3. The medal number control board 17 transmits the frame side information command to the main control board 16 every 0.3 seconds. Note that the predetermined period during which the frame side information command is transmitted may be other than 0.3 seconds. The main control board 16 does not give a response even when it receives the frame side information command. Therefore, the frame side information command is a command that continues to be transmitted unidirectionally from the medal number control board 17 having no bidirectionality to the main control board 16. The command number of the frame side information command is "81h", and the telegram length is 4 bytes.
[0193] Figure 37 is a diagram showing the configuration of a response command. The response command is composed of 4 bytes of data. In the first byte, the telegram length of the response command is stored. In the second byte, a value indicating the command number is stored. The command number in the response command stores the command number of the received command that is the target of the response. When transmitting a response command for an input command, the medal count control board 17 stores "3" as the command number. When transmitting a response command for a settlement command, the medal count control board 17 stores "4" as the command number. When transmitting a response command for an end command, the medal count control board 17 stores "5" as the command number.
[0194] In the third byte, information indicating the reception result of the response command is stored. The third byte includes a data area of bits 1 to 4. 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. Hereinafter, 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". That is, the response command is a command that notifies the main control board 16 that the received command has been normally received. The received command is a command transmitted from the main control board 16 that is the target of the response of the response command. When the 1st bit in the data area of the third byte is "1", the response command indicates "sequence number mismatch". "Sequence number mismatch" indicates that the received command received by the medal count control board 17 is not normal. Hereinafter, 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 sequence number mismatch". That is, the response command indicates that the sequence number of the received command that is the target of the response does not match the sequence number calculated by the medal count control board 17.
[0195] When 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 input command as a received command and the credit number is insufficient despite being requested to subtract the credit number, a response command with "1" stored in the second bit is transmitted.
[0196] When the third bit in the data area of the third byte is "1", the response command indicates "game medal number overflow". When the medal number control board 17 receives a settlement command as a received command and the credit number (number of game medals) is at the upper limit, a response command with "1" stored in the third bit is transmitted. In the fourth byte, a checksum for determining whether there is an error in the information transmitted in the first to third bytes is stored.
[0197] Figure 38 is a diagram showing the configuration of the frame-side information command. As described above, the frame-side information command is transmitted from the medal number control board 17 to the main control board 16 every 0.3 seconds.
[0198] The frame-side information command is composed of 4 bytes of data. In the first byte, the telegram length of the frame-side information command is stored. In the second byte, the command number is stored. The command number of the frame-side information command is "81h". In the third byte, information indicating the system state of the medal number control board 17 is stored. The system state of the medal number control board 17 includes information on whether the count button has been pressed and whether CU3 and the medal number control board 17 are properly connected. In the fourth byte, a checksum for determining whether there is an error in the information transmitted in the first to third bytes is stored.
[0199] [Regarding Communication between Main Control Board and Medal Number Control Board] FIG. 39 is a diagram showing an example of communication between the main control board 16 and the medal number control board 17. Serial communication is adopted for the communication between the main control board 16 and the medal number control board 17. As shown in FIG. 39, when a bet number setting operation is performed, the main control board 16 transmits an input command. The bet number setting operation includes pressing the 1 BET switch 20 or the MAX BET switch 6.
[0200] When the medal number 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 after the command is received from the main control board 16, the medal number control board 17 determines that a timeout error has occurred in the communication between the main control board 16 and the medal number control board 17. In the example of FIG. 39, since the input command is received by the medal number control board 17 before 10 ms elapses, no timeout error occurs.
[0201] In response to receiving the input command, the medal number control board 17 transmits a response command. When the main control board 16 receives a command from the medal number control board 17, it measures the elapsed time using a counter. If the reception of the command is not completed within 2.24 ms after the command is received from the medal number 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 number control board 17. In the example of FIG. 39, since the response command is received by the main control board 16 before 2.24 ms elapses, no timeout error occurs.
[0202] Also, when the main control board 16 transmits a command that requires a response command from the medal number control board 17, such as an input command, it measures the elapsed time using a counter from the time when the bet number setting operation that triggered the transmission of the input command was performed.
[0203] If the reception of the response command from the medal count control board 17 is not completed within 40 ms after an event such as a bet number setting operation occurs, 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, since the reception of the response command is completed before 40 ms elapses after the bet number setting operation is performed, no timeout error occurs.
[0204] After receiving the response command for the input command, the main control board 16 starts control corresponding to the bet number setting operation.
[0205] Subsequently, the start switch 7 of the S unit 2 is pressed by the player. Based on the fact that the start switch 7 has been 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.
[0206] Finally, when the player performs the third stop operation, 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, although the end command is a command that requires a response command, the medal count control board 17 does not transmit a response command. Therefore, the main control board 16 determines that a timeout error has occurred because it does not receive the response command within 40 ms after all the reels have stopped.
[0207] 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 exceeding 2.24 ms elapses from the start of receiving the frame side information command by the main control board 16 until the reception is completed, the main control board 16 determines that a timeout error has occurred.
[0208] 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, a response command or a frame side information command, to the main control board 16.
[0209] 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 determines whether the received command is a frame side information command (step S11). If the received command is a frame side information command (YES in step S11), the main control board 16 checks whether error information is included in the frame side information command (step S12). The error information is information indicating whether CU3 is normally connected to S machine 2. If error information is included in the frame side information command (YES in step S12), the main control board 16 transmits the error information to the effect control board 15 and ends the process. Thereby, the effect control board 15 can display on the liquid crystal display 51 that an error has occurred in which CU3 is not connected to S machine 2. If error information is not included in the frame side information command (NO in step S12), the process ends.
[0210] 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 corresponding to the response command and ends the process.
[0211] FIG. 42 is a diagram showing the communication flow between the main control board 16 and the medal number control board 17 from power-on. In response to the power-on switch 102 being pressed and power being supplied to the main control board 16, the main control board 16 transmits a gaming machine installation information command. Thereafter, in response to a bet number setting operation being performed, the main control board 16 transmits an input command. Since the input command is a command that requires a response command, the medal number control board 17 transmits a response command to the main control board 16 based on receiving the input command. For example, when there is a surplus of gaming medals, the medal number control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), when the draw numbers do not match, it sets the 1st bit in the 3rd byte of the response command to "1" (draw number mismatch), and when there are not enough gaming medals, it sets the 2nd bit in the 3rd byte of the response command to "1" (insufficient gaming medals).
[0212] Subsequently, the main control board 16 transmits a settlement command to the medal number control board 17 based on a settlement operation being performed. The settlement operation is an operation indicating that the bet number clear switch 21 has been pressed. Thereby, a process of returning the bet number to the credit number is executed. Since the settlement command is a command that requires a response command, the medal number control board 17 transmits a response command to the main control board 16 based on receiving the settlement command. For example, when there is a surplus of gaming medals, the medal number control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), when the draw numbers do not match, it sets the 1st bit in the 3rd byte of the response command to "1" (draw number mismatch), and when the number of gaming medals overflows, it sets the 3rd bit in the 3rd byte of the response command to "1" (gaming medal number overflow).
[0213] In FIG. 42, again, a bet number setting operation is performed, and communication based on the bet number setting operation is carried out. Subsequently, based on the fact that the start switch 7 has been pressed, the main control board 16 transmits a start command to the medal number control board 17. After transmitting the start command, the main control board 16 performs control to advance the game, such as control to drive the reels, without waiting for a response from the medal number control board 17. When the medal number control board 17 receives the start command from the main control board 16, it controls to enter a game end waiting state as control corresponding to the start command. Since the start command is a command that does not require a response command, the medal number control board 17 does not transmit a response command.
[0214] Based on all the reels having stopped, the main control board 16 transmits an end command to the medal number control board 17. Based on receiving the end command, the medal number control board 17 transmits a response command to the main control board 16. For example, when the end command is normal, the medal number control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (receiving OK), and when the draw numbers do not match, it sets the 1st bit in the 3rd byte of the response command to "1" (draw number mismatch). Subsequently, the main control board 16 transmits a device information command, a favorable section command, and a payout pulse command to the medal number control board 17 in this order.
[0215] In this way, when starting a game, since the main control board 16 does not affect the credit number, after transmitting the start command, it executes the next control without waiting for a response from the medal number control board 17. When ending a game, since it may affect the credit number, after transmitting the end command, it executes the next control on the condition that it has received the response command transmitted from the medal number control board 17. By improving the communication between the main control board 16 and the medal number control board 17 in this way, the main control board 16 can advance the game while checking the status of the medal number control board 17.
[0216] [Example of processing in draw numbers] As described above, the main control board 16 and the medal count control board 17 communicate using the communication number. That is, the medal count control board 17 executes a process of checking whether the communication numbers match in order to determine whether the command transmitted from the main control board 16 is normal. Below, an example of the process in the communication number will be described with reference to FIGS. 43 to 45. FIG. 43 is a diagram showing an example of communication when the communication number is normal.
[0217] Based on the power-on, the main control board 16 transmits a gaming machine installation information command to the medal count control board 17. As described above, the communication number assigned to the gaming machine installation information command is "0". The medal count control board 17 determines the initial value and the addition value in the communication 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 in the communication number as "137" and the addition value as "13". The main control board 16 determines the initial value in the communication number as "137" and the addition value as "13" based on the main chip ID using the same calculation method.
[0218] After transmitting the gaming machine installation information command, a bet number setting operation is performed, and the main control board 16 transmits an input command. The input 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 input command with the initial value "137" as the communication number. The medal count control board 17 transmits a response command to the input command. At this time, since the communication is normal, the medal count control board 17 transmits a response command indicating reception OK to the main control board 16. That is, when the medal count control board 17 determines that the input command transmitted from the main control board 16 is normal through the process of checking whether the communication numbers match, it transmits a response command indicating that the input command is normal in response to the input command to the main control board 16.
[0219] Subsequently, 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 by assigning a value obtained by adding an addition value "13" to the sequence number value "137" transmitted last time. That is, the main control board 16 transmits by assigning "150" as the sequence number of the start command.
[0220] When the medal number control board 17 receives an input command with a sequence number of "137", it calculates that the sequence number of the next command to be received is "150" based on the addition value. When the medal number control board 17 receives the start command, it executes a process of checking whether the sequence number value calculated before reception matches the sequence number value assigned to the actually received start command. Since the sequence numbers match, the medal number control board 17 determines that the communication is normal.
[0221] FIG. 44 is a diagram showing an example of communication when a sequence number mismatch error occurs. Since 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, the description will not be repeated. As described above, when the medal number control board 17 receives the input command, it calculates that the sequence number assigned to the next command to be received is "150".
[0222] In the example of FIG. 44, after the bet number setting operation, an illegal operation is performed. As described above, the illegal operation refers to, for example, an operation in which the command transmitted and received between the main control board 16 and the medal number control board 17 is modified, or an operation in which an illegal person controls the main control board 16 or the medal number control board 17. In FIG. 44, since the main control board 16 is controlled by an illegal person, the main control board 16 transmits an end command even though all the reels are not stopped. That is, in FIG. 44, an illegal operation is performed for the purpose of causing the medal number control board 17 to execute a payout process even though no winning has occurred. However, since the illegal person cannot obtain the initial value and addition value of the serial number determined based on the main chip ID of the main control board 16, and further the number of times of transmission and reception of the command, the illegal person cannot know the value of the serial number to be assigned to the next command. Therefore, in the example of FIG. 44, although the illegal person assigns the serial number "78" to the end command and transmits it, the medal number control board 17 determines that a serial number mismatch error has occurred because the calculated serial number "150" does not match the actually received serial number "78", and transmits a response command indicating that there is a serial number mismatch to the main control board 16. That is, when the medal number control board 17 determines that the end command transmitted from the main control board 16 is abnormal by a process of checking whether the serial numbers match, the medal number control board 17 transmits a response command indicating that the end command is abnormal in response to the end command to the main control board 16. The main control board 16 that has received the response command indicating a serial number mismatch does not execute the payout control performed after the end command. Thereby, it is possible to prevent an illegal operation from being performed.
[0223] The illegal operation includes not only causing the main control board 16 to transmit an end command even though no winning has occurred as shown in FIG. 44, but also the following illegal operations.
[0224] For example, as an illegal operation, it is conceivable to send a bet number cancellation command to the main control board 16 even though the bet number set in the BET counter of the RAM 161c on the main control board 16 is 0. As a result, the illegal person can increase the credit number stored in the medal number control board 17 even though the bet number is not set.
[0225] Also, as an illegal operation, it is conceivable to modify the response command sent by the medal number control board 17 with respect to the input command sent by the main control board 16. For example, even though the credit number is "0", the illegal person causes the medal number control board 17 to send a response command indicating reception OK to the main control board 16. As a result, the illegal person can set the bet number even though the credit number is "0".
[0226] As described above, for illegal operations, there are conceivable illegal operations of forging the commands sent by the main control board 16 and illegal operations of forging the commands sent by the medal number control board 17. In the S machine 2 of the present embodiment, by using the "sequence number", all of the above-described illegal operations can be prevented.
[0227] Subsequently, a start command with the sequence number "150" is sent to the medal number control board 17. The sequence number "150" assigned to the start command matches the sequence number calculated in advance by the medal number control board 17. Due to the match, the medal number control board 17 determines that the sequence number mismatch error has been resolved and sends a response command indicating reception OK to the main control board 16. In this way, in the S machine 2, it is possible to easily determine that the sequence number mismatch error has been resolved in the medal number control board 17.
[0228] As shown in FIGS. 43 and 44, when the medal number control board 17 receives a command transmitted from the main control board 16, it determines whether the command transmitted from the main control board 16 is normal by using the initial value and addition value of the serial number. That is, when the medal number control board 17 receives a command that requires a response, it transmits a response command. Further, since information indicating whether the communication is normal is attached to the response command, the main control board 16 can proceed with the game while checking the status of the medal number control board 17.
[0229] Also, as shown in FIG. 44, it can be grasped that there is a possibility of unauthorized operation due to the serial number being inconsistent, and the security regarding the communication between the main control board 16 and the medal number control board 17 is enhanced.
[0230] FIG. 45 is a diagram showing an example of communication when an error related to the game medal occurs. Since the processing until the medal number control board 17 receives the start command is the same as that in FIG. 42, 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 the reels have stopped. At this time, the payout medal number is attached to the end command, but since the credit number is at the upper limit value, an error related to the game medal occurs. Therefore, the medal number control board 17 transmits a response command indicating an overflow of the game medal number to the main control board 16. As a result, the main control board 16 does not execute the processing related to payout.
[0231] Thereafter, based on the operation of the count button 10 or the like, the credit number is subtracted, and the medal number control board 17 can be in a state where it allows the payout of medals. That is, the error related to the game medal is resolved. Thereafter, the main control board 16 transmits an end command with the serial number "163" again to the medal number control board 17. In response to this, since no error related to the game medal occurs, the medal number control board 17 transmits a response command indicating reception OK.
[0232] [Communication before Transmission and Reception of Game Machine Installation Information Command] FIG. 46 is a diagram showing an example in which communication occurs before transmission and reception of a game machine installation information command. As described above, after power-on, the main control board 16 transmits a game machine installation information command to the medal count control board 17.
[0233] In the example of FIG. 46, after power-on and before transmitting the game machine installation information command, the main control board 16 transmits an end command to the medal count control board 17. When the medal count control board 17 receives a command from the main control board 16 before receiving the game machine installation information command, the medal count control board 17 discards the command regardless of the type of the command and the assigned serial number. That is, until at least receiving the game machine installation information command, the medal count control board 17 does not execute processing corresponding to commands other than the game machine installation information command from the main control board 16.
[0234] Thereby, since the medal count control board 17 does not communicate with the main control board 16 in a state where communication with the main control board 16 based on the game machine installation information command is not established, security regarding communication between the main control board 16 and the medal count control board 17 can be enhanced. That is, an unauthorized operation performed before receiving the game machine installation information command can be prevented.
[0235] In the example of FIG. 46, after the end command is discarded, in response to power-on, a game machine installation information command A is transmitted to the medal count control board 17. Based on receiving the game machine installation information command A, the medal count control board 17 determines an initial value and an addition value in the serial number.
[0236] Next, in FIG. 46, the medal count control board 17 receives the 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 the gaming machine installation information command A, it does not update the initial value and addition value of the serial number based on the gaming machine installation information command B. That is, 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 even if the gaming machine installation information command is transmitted again from the main control board 16.
[0237] Thereby, the medal count control board 17 can prevent, for example, the impersonation of the main control board 16 by an unauthorized board other than the main control board 16 connected to the medal count control board 17. That is, it is possible to prevent the initial value and addition value of the serial number from being illegally rewritten.
[0238] [Timeout at Power-On] FIG. 47 is a diagram showing an example of timeout at power-on. The main control board 16 transmits a gaming machine installation information command based on the power-on. The main control board 16 measures the elapsed time since the power-on using a counter.
[0239] If the main control board 16 does not complete the transmission of the gaming machine installation information command until 5000 ms has elapsed since the power-on of the main control board 16, the main control board 16 determines that an error has occurred in the communication between the main control board 16 and the medal count control board 17. That is, when the medal count control board 17 cannot receive the gaming machine installation information command within 5000 ms after the power of S stand 2 is turned on, it controls to an abnormal state. 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-on of the main control board 16, the medal count control board 17 determines that a communication error has occurred. The medal count control board 17 causes the display 312 of the CU3 to display that a communication error has occurred.
[0240] As a result, when the medal count control board 17 fails to establish communication with the main control board 16 based on the game machine installation information command after the power of the S stand 2 is turned on, the medal count control board 17 can notify the outside that there is a communication abnormality.
[0241] The medal count control board 17 is connected to the CU control board 32. Even when a communication error occurs in the main control board 16, the medal count control board 17 can communicate with the CU control board 32.
[0242] The communication error that occurred in the main control board 16 is resolved when the power is turned on again, the game machine installation information command is normally transmitted before 5000 ms elapses since the power of the main control board 16 is turned on, and a response command indicating reception OK is transmitted from the medal count control board 17.
[0243] [Regarding the bet number setting operation and the settlement operation] 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 input command to the medal count control board 17 based on the bet number setting operation in which the 1 BET switch 20 or the MAX BET switch 6 is pressed. Further, the main control board 16 transmits a settlement command to the medal count control board 17 based on the settlement operation in which the bet number clear switch 21 is pressed.
[0244] As shown in FIG. 48, based on the fact that a bet number setting operation has been performed, the main control board 16 transmits an input command to the medal number control board 17. The input command is a command including the number of inserted medals. The medal number control board 17 reads the number of inserted medals included in the received input command and performs a bet number setting process. Specifically, it subtracts the number of inserted medals from the credit number it manages and adds the number of inserted medals to the bet number. For example, if the bet number before the bet number setting process is executed is 0 and a valid operation of the MAXBET switch 6 is performed as the bet number setting operation, the medal number control board 17 subtracts 3 from the credit number and adds 3 to the bet number. The medal number control board 17 transmits a response command to the main control board 16 based on receiving the input command.
[0245] Subsequently, based on the fact that a settlement operation has been performed, the main control board 16 transmits a settlement command to the medal number control board 17. The settlement command is a command including the number of settlement medals. The medal number control board 17 reads the number of settlement medals included in the received settlement command and performs a bet number cancellation process. Specifically, it subtracts the number of settlement medals from the bet number it manages and adds the number of settlement medals to the credit number. For example, if the bet number before the bet number cancellation process is executed is 3 and the bet number clear switch 21 is pressed, the medal number control board 17 subtracts 3 from the bet number and adds 3 to the credit number. The medal number control board 17 transmits a response command to the main control board 16 based on receiving the settlement command.
[0246] Here, the medal count control board 17 transmits a common response command for the input 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 the input command and when it receives the settlement command. Specifically, the medal count control board 17 transmits a response command to the main control board 16 regardless of whether it has received the input command or the settlement command. Here, in the medal count control board 17, when the input command is received, the process of adding the credit count (number of game medals) is not executed, so an overflow of the game medal count cannot occur. Therefore, in the medal count control board 17, it does not store and transmit a "1" in the 3rd bit of the 3rd byte of the response command for the input command.
[0247] Also, in the medal count control board 17, when the settlement command is received, the process of subtracting the credit count is not executed, so a shortage of game medals cannot occur. Therefore, in the medal count control board 17, it does not store and transmit a "1" in the 2nd bit of the 3rd byte of the response command for the input command.
[0248] In this way, the medal count control board 17 uses the data stored in the 3rd byte differently when it receives the input command and when it receives the settlement command, and notifies the main control board 16 of a shortage of game medals or an overflow of the game medal count. As a result, the medal count control board 17 can make the response command common when the bet count setting operation is performed and when the bet count cancellation operation is performed, so the processing load can be reduced.
[0249] FIG. 49 is a diagram showing an example in which a new bet number setting operation is performed after the bet number setting operation and before receiving a response command. As shown in FIG. 49, the main control board 16 transmits an input command based on the bet number setting operation A. The main control board 16 controls to complete the transmission before 40 ms elapses from the start of transmitting the input command so that a timeout error does not occur. The medal number control board 17 transmits a response command in response to receiving the input command.
[0250] In the example of FIG. 49, after receiving the bet number setting operation A and before receiving a response command for the input command based on the bet number setting operation A, a new bet number setting operation B is performed. The main control board 16 does not accept the bet number setting operation B. That is, after transmitting the 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 can prevent a new bet number setting operation B from being accepted in a situation where the process corresponding to the bet number setting operation A has not been finalized in the medal number control board 17.
[0251] FIG. 50 is a diagram showing an example in which a new settlement operation is performed after the settlement operation and before receiving a response command. As shown in FIG. 50, the main control board 16 transmits a settlement command based on the settlement operation A. The main control board 16 controls to complete the transmission before 40 ms elapses from the start of transmitting the settlement command so that a timeout error does not occur. The medal number control board 17 transmits a response command in response to receiving the settlement command.
[0252] In the example of FIG. 50, after accepting the settlement operation A and before receiving the response command for the input command based on the settlement operation A, a new settlement operation B is performed. The main control board 16 does not accept the settlement operation B. That is, after the main control board 16 sends the settlement command to the medal number control board 17, it does not accept a new settlement operation until it receives the response command from the medal number control board 17. Thereby, it is possible to prevent a new settlement operation B from being accepted in a situation where the process corresponding to the settlement operation A has not been determined in the medal number control board 17.
[0253] FIG. 51 is a diagram showing an example in which a new settlement operation is performed after the bet number setting operation and before receiving the response command. As shown in FIG. 51, the main control board 16 sends an input command based on the bet number setting operation. The medal number control board 17 sends a response command in response to receiving the input command.
[0254] In the example of FIG. 51, after accepting the bet number setting operation and before receiving the response command for the input command based on the bet number setting operation, a new settlement operation is performed. The main control board 16 does not accept the settlement operation. That is, after the main control board 16 sends the input command to the medal number control board 17, it does not accept a new settlement operation until it receives the response command from the medal number control board 17. Thereby, it is possible to prevent a new settlement operation from being accepted in a situation where the process corresponding to the bet number setting operation has not been determined in the medal number control board 17.
[0255] FIG. 52 is a diagram showing an example in which a new bet number setting operation is performed after the settlement operation and before receiving the response command. As shown in FIG. 52, the main control board 16 sends an input command based on the settlement operation. The medal number control board 17 sends a response command in response to receiving the input command.
[0256] In the example of FIG. 52, a new bet number setting operation is performed after receiving a settlement operation and before receiving a response command for the settlement command based on the settlement operation. The main control board 16 does not accept the bet number setting operation. That is, the main control board 16 does not accept a new bet number setting operation after transmitting the settlement command to the medal number control board 17 until receiving a response command from the medal number control board 17. Thereby, it is possible to prevent a new bet number setting operation from being accepted in a situation where the processing corresponding to the settlement operation in the medal number control board 17 has not been finalized.
[0257] [Bet number setting operation and serial number] FIG. 53 is a diagram for explaining a serial number error in a bet number setting operation. As shown in FIG. 53, based on receiving the gaming machine installation information command, the medal number control board 17 determines the initial value of the serial number to be "137".
[0258] Thereafter, in S platform 2, a bet number setting operation is performed. The main control board 16 transmits an input command based on the bet number setting operation. The serial number "78" is assigned to the input command. That is, the serial number assigned to the input command does not match the initial value of the serial number. Therefore, the medal number 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 bet number setting operation since receiving the response command indicating a serial number mismatch. That is, when receiving a response command indicating something is abnormal, the main control board 16 does not resume accepting the bet number setting operation.
[0259] FIG. 54 is a diagram for explaining a serial number error in a settlement operation. As shown in FIG. 54, based on receiving the gaming machine installation information command, the medal number control board 17 determines the initial value of the serial number to be "137".
[0260] After that, on the S platform 2, a bet number setting operation is performed. The main control board 16 sends an input command based on the bet number setting operation. The input command is assigned the serial number "137" as the serial number. That is, the serial number assigned to the input command matches the initial value of the serial number. Therefore, the medal number control board 17 sends a response command indicating reception OK to the main control board 16. Based on receiving the response command indicating reception OK, the main control board 16 accepts the bet number setting operation and performs the next control.
[0261] Subsequently, in FIG. 54, a settlement operation is performed. The main control board 16 sends a settlement command based on the settlement operation. The settlement command is assigned the serial number "78" as the serial number. That is, the serial number assigned to the settlement command does not match the serial number calculated by the medal number control board 17. Therefore, the medal number control board 17 sends a response command indicating a serial number mismatch to the main control board 16. Based on receiving the response command indicating a serial number mismatch, the main control board 16 does not accept a new settlement operation. That is, when the main control board 16 receives a response command indicating that it is not normal, it does not resume accepting the settlement operation.
[0262] Referring to FIGS. 53 and 54, the main control board 16 can prevent a new bet number setting operation or a bet number cancellation operation from being accepted in a situation where the processing corresponding to the bet number setting operation or the settlement operation in the medal number control board 17 has not been finalized.
[0263] [Confirmation Process of Frame-Side Information] FIG. 55 is a diagram for explaining the confirmation process of frame-side information. As described above, the medal number control board 17 sends a frame-side information command to the main control board 16 at regular intervals. The system information included in the frame-side information command includes information indicating the connection status indicating whether the medal number control board 17 and the CU control board 32 are normally connected.
[0264] In the example of FIG. 55, the connection between the medal count control board 17 and the CU control board 32 is severed. After the disconnection, the medal count control board 17 transmits 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 transmit a start command.
[0265] On the other hand, as shown in FIG. 55, even after the main control board 16 receives the 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 an input command and a settlement command. That is, when the main control board 16 receives a bet number setting operation for setting the bet number for starting a game, it transmits an input command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and the CU3 is normal. Further, when the main control board 16 receives a settlement operation for canceling the bet number for starting a game, it transmits a settlement command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and the CU3 is normal. Furthermore, after the connection between the medal count control board 17 and the CU control board 32 is restored and the main control board 16 receives a frame-side information command indicating normal connection, it transmits a start command. That is, at the start of a game, the main control board 16 checks the connection status between the medal count control board 17 and the CU3 based on the frame-side information command, and starts the game when the connection between the medal count control board 17 and the CU3 is normal. Also, 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, drive control of the reels for starting the game.
[0266] As a result, the main control board 16 can start a game on the condition that the connection between the medal number control board 17 and the CU3 is normal, and can proceed with the game while checking the status of the medal number control board 17. Furthermore, when starting a game, since it does not affect the game value, the main control board 16 can execute the next control without waiting for a response from the medal number control board 17 after sending the start command.
[0267] In addition, regardless of whether the connection between the medal number control board 17 and the CU3 is normal or not, 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.
[0268] [Regarding the display of the payout number] FIG. 56 is a diagram for explaining the display control of the payout number of medals. After all the reels stop, the main control board 16 sends an end command to the medal number control board 17. The end command shown in FIG. 56 is a command accompanied by at least one or more payout medals. Based on receiving the end command, the medal number control board 17 sends a response command. Also, the medal number control board 17 performs operations such as adding the credit number according to the number of payout medals indicated by the end command. After receiving the response command, the main control board 16 displays the payout number of medals on the game auxiliary display 12. That is, the main control board 16 causes the game auxiliary display 12 to display the number of payout medals on the condition that it has received the response command after sending the end command. As a result, the main control board 16 can display the payout number of medals on the game auxiliary display 12 while checking the status of the medal number control board 17.
[0269] After transmitting the response command, the main control board 16 transmits a accessory information command, a favorable interval command, and a payout pulse command. That is, after transmitting the end command, the main control board 16 transmits an accessory information command and a favorable interval command that can identify whether or not the main control board 16 is controlled to a state where a special accessory has won, on the condition that the response command has been received, to the medal count control board 17. Thereby, since the main control board 16 can notify the medal count control board 17 of whether or not it is controlled in a favorable interval or the like while checking the status of the medal count control board 17, it is possible to cause the medal count control board 17 to output the ratio occupied by the number of payout medals given in a favorable interval or the like while checking the status of the medal count control board 17.
[0270] [Regarding the accessory ratio monitor] FIG. 57 is a diagram showing the accessory ratio monitor 89. In FIG. 57, the accessory ratio monitor 89 at the time of turning off the light is shown. As shown in FIG. 57, the accessory ratio monitor 89 is composed of five accessory ratio indicators 50a, 50b, 50c, 50d, and 50e capable of turning 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. The medal count control board 17 is a display capable of displaying various information by turning on or off the first to eighth segments A to DP by setting display data for each of the accessory ratio indicators 50a, 50b, 50c, 50d, and 50e.
[0271] FIG. 58 is a diagram showing a display example of the accessory ratio monitor 89. The medal count control board 17 causes the accessory ratio monitor 89 to display (1) the accessory payout ratio for the total cumulative payout number, (2) the continuous accessory payout ratio during the past 6000 games, (3) the accessory payout ratio during the past 6000 games, (4) the continuous accessory payout ratio for the total cumulative payout number, (5) the accessory payout ratio for the total cumulative payout number, and (6) the accessory status ratio for the total cumulative payout number in the order of (1) to (6). Hereinafter, the information indicated by (1) to (6) may be referred to as display content.
[0272] The prize payout ratio of game devices refers to the ratio of the number of game devices paid out when winning a special prize (BB) to the number of payouts within a predetermined period. The continuous game device ratio refers to the ratio of the number of game devices paid out when winning a special prize (RB) to the number of payouts within a predetermined period. Also, the instructed payout game device ratio refers to the ratio of the number of game devices paid out to the number of payouts within a predetermined period when including the number of payouts at the time of an instruction (navigation) in the number of game devices paid out. That is, it is the ratio of the total cumulative number of medal payouts to the cumulative number of medals paid out when a navigation notification is made and the number of medals paid out for BB or RB. The game device status ratio refers to the ratio of the number of games won when winning a special prize (BB, RB, CB, and SB) to the number of games played within a predetermined period. That is, the game ratio monitor 89 outputs the ratio occupied by the number of paid-out medals granted in a state where a special prize is won among all the paid-out medals that have been granted. The display content displayed on the game ratio monitor 89 is calculated by the medal number control board 17.
[0273] When the medal number control unit 171 switches and displays the display content at each predetermined period in the display order shown in FIG. 58 and (1) to (6) described above, even if the game progresses and these values can be updated to new values within one period until each display cycle is completed, it restricts updating to new values and causes the display to cycle using the original values.
[0274] Specifically, within a certain period until these displays complete one cycle, if the game is in progress and these values can be updated to new values, the new values are calculated and stored in the RAM 171c. However, instead of setting the new values in the output buffer for displaying the content on the role ratio monitor 89, the original values are set. By doing so, the display on the role ratio monitor 89 is cycled using the original values set in the output buffer. After the one-cycle display ends, the new values are set in the output buffer, and then the display may be performed using the new values. Also, within a certain period until these displays complete one cycle, if these values can be updated to new values, the calculation for obtaining the new values may be restricted to cycle the display on the role ratio monitor 89. When the one-cycle display ends, the calculation for obtaining the new values is performed, and then the display on the role ratio monitor 89 may be performed using the new values. By doing this, it is possible to prevent the values calculated at different times from being mixed during the period until the display content on the role ratio monitor 89 completes one cycle.
[0275] In addition, when the continuous bonus payout ratio during the past 6000 games and the continuous bonus payout ratio with respect to the total cumulative payout number exceed a specified ratio (for example, 60%) on the medal number control board 17, the continuous bonus payout ratio is displayed in a display mode different from normal (for example, if normal is always on, the upper two digits of the role ratio monitor 89 blink). Also, when the bonus payout ratio during the past 6000 games and the bonus payout ratio with respect to the total cumulative payout number exceed a specified ratio (for example, 70%) on the medal number control board 17, the bonus payout ratio is displayed in a display mode different from normal (for example, if normal is always on, the upper two digits of the role ratio monitor 89 blink).
[0276] In this way, when the continuous bonus payout ratio and the bonus payout ratio exceed the specified ratio, they are displayed in a display mode different from normal, and it is possible to warn that there may be a possibility that the game is controlled to a state with a high probability of winning.
[0277] In addition, when the medal count control board 17 displays the consecutive accessory payout ratio and the accessory payout ratio on the ratio monitor 89 during the past 6000 games, if the total number of past games since power-on has not reached 6000 games, for example, it controls to a display mode different from normal, such as blinking all digits of the ratio monitor 89, so that it can be recognized that the aggregation has not reached 6000 games. That is, in the process of calculating the display content to be displayed on the ratio monitor 89, when the period of 6000 games has not elapsed since the start of accumulation of the data used in the process, the medal count control board 17 blinks all digits of the ratio monitor 89. Note that the medal count control board 17 may blink some digits of the ratio monitor 89 when the period of 6000 games has not elapsed since the start of accumulation of the data used in the process in the process of calculating the display content to be displayed on the ratio monitor 89. As a result, it can be recognized that there may be a bias in the displayed percentage and ratio, and the medal count control board 17 can notify the outside that there may be insufficient data when displaying the consecutive accessory payout ratio and the accessory payout ratio on the ratio monitor 89.
[0278] Note that when the medal count control board 17 has not reached 6,000 games, "00" is displayed in the lower two digits of the winning ratio monitor 89. After reaching 6,000 games, the ratio or percentage to be displayed may be shown in the lower two digits of the winning ratio monitor 89. That is, when the medal count control board 17 has not reached 6,000 games, it is preferable to configure the display mode of the lower two digits of the winning ratio monitor 89 to be different from the display mode after 6,000 games. With such a configuration, when the medal count control board 17 has not reached 6,000 games, it can be recognized that the aggregation such as the continuous special winning payout ratio specified by the display of the upper two digits of the winning ratio monitor 89 (for example, "1C") has not reached 6,000 games, and it can be recognized that there may be a bias in the displayed ratio or percentage. Also, when the medal count control board 17 has not reached 6,000 games, by configuring to display "00" in the lower two digits of the winning ratio monitor 89, data will always be displayed in the lower two digits of the winning ratio monitor 89 when the medal count control board 17 has not reached 6,000 games. For example, when data is not displayed on one of the lower two digits of the winning ratio monitor 89, an abnormality of the winning ratio monitor 89 can be recognized.
[0279] Also, when the medal count control board 17 causes the winning ratio monitor 89 to display the continuous special winning payout ratio with respect to the total cumulative payout number of medals, when the number of past games has not reached a specified number of games (for example, 175,000 games) at which the continuous special winning payout ratio generally converges to the design value of the slot machine, by controlling to a display mode different from normal, such as blinking the display of the upper two digits of the winning ratio monitor 89, it can be recognized that the specified number of games at which the continuous special winning payout ratio generally converges to the design value of the slot machine has not been reached, and it can be recognized that there may be a bias in the displayed ratio or percentage.
[0280] In addition, when the medal number control board 17 causes the accessory payout ratio with respect to the total cumulative payout number of medals to be displayed on the accessory 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 accessory payout ratio converges to the design value of the slot machine, the display of the upper two digits of the accessory ratio monitor 89 is controlled to blink, for example, so that it can be recognized that the specified number of games at which the accessory payout ratio converges to the design value of the slot machine has not been reached, and it can be recognized that there may be a bias in the displayed ratio.
[0281] In addition, when the medal number control board 17 causes the instructed accessory payout ratio with respect to the total cumulative payout number of medals to be displayed on the accessory 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 instructed accessory payout ratio converges to the design value of the slot machine, the display of the upper two digits of the accessory ratio monitor 89 is controlled to blink, for example, so that it can be recognized that the specified number of games at which the instructed accessory payout ratio converges to the design value of the slot machine has not been reached, and it can be recognized that there may be a bias in the displayed ratio.
[0282] In addition, the medal number control board 17 determines whether the data used to calculate the continuous accessory payout ratio and the accessory payout ratio during the past 6,000 games is normal. If it is determined to be abnormal (for example, when the stored value has a certain data format such as 01 repetition), the abnormal data and the data related to the said data are initialized, and the accessory ratio monitor 89 is made to display that an abnormality has been detected (for example, "FFFF") to notify the fact, so that it can be recognized that the calculation of these data has not been performed normally.
[0283] When initializing the data determined to be abnormal and the data related to the said data, for example, when any one of the continuous accessory payout ratios or accessory payout ratios during the past 6000 games is determined to be abnormal, the data related to all of these may be initialized, or only some of the data may be initialized.
[0284] Also, determine whether the data used to calculate the continuous accessory payout ratio, accessory payout ratio, and instructed accessory payout ratio for the total cumulative payout number during the past 6000 games or the total cumulative payout number is normal. If it is determined to be abnormal, notify to that effect, and then perform initialization related to the said data by performing a predetermined operation (for example, switches such as start switch 7, stop switches 8L, 8C, 8R, and setting key switch 37 are operated in a predetermined procedure).
[0285] Also, for the notification that an abnormality has been determined, as described above, the ratio monitor 89 may be caused to display that an abnormality has been detected (for example, "FFFF") to notify to that effect, or when an abnormality is determined, a command capable of specifying to that effect may be transmitted to the production control unit 151, and the production control unit 151 may cause the liquid crystal display 51 or the like to notify that an abnormality has been determined.
[0286] In addition, in the present embodiment, during the period from when the power is turned on until the power supply stops, the payout ratio of the instructed accessory to the total cumulative payout number, the continuous accessory payout ratio during the past 6000 games, the accessory payout ratio during the past 6000 games, the continuous accessory payout ratio to the total cumulative payout number, the accessory payout ratio to the total cumulative payout number, and the accessory state ratio to the total cumulative payout number are switched and displayed at predetermined intervals. However, it may be configured to be displayed only when the open state of the front door 1b is detected, or only when an operation of a predetermined operation switch (for example, the reset / setting switch 38) is detected, or to be displayed when not in the middle of a game, or to be displayed during a setting change state or during a setting confirmation, or to be displayed only for a predetermined period after the power is turned on. Further, instead of automatically switching at predetermined intervals, the display content may be switched each time a predetermined operation is performed.
[0287] Also, in the present embodiment, it is configured that when it is determined that there is an abnormality in the data used to calculate the display content of the accessory ratio monitor 89 or when the data for calculating the display content is insufficient for a certain period, it is notified using the accessory ratio monitor 89. However, a command capable of specifying the matter may be transmitted to the effect control unit 151 so that it can be confirmed by the liquid crystal display 51 or the effect device controlled by the effect control unit 151.
[0288] Also, in the present embodiment, the payout ratio of the instructed accessory to the total cumulative payout number, the continuous accessory payout ratio during the past 6000 games, the accessory payout ratio during the past 6000 games, the continuous accessory payout ratio to the total cumulative payout number, the accessory payout ratio to the total cumulative payout number, and the accessory state ratio to the total cumulative payout number are configured to be displayed on the accessory ratio monitor 89. However, in addition to these displays, when the RAM 171c is initialized due to a setting change, or when a disconnection of a wiring (such as a backup power supply wiring) provided in the S unit 2 is detected, etc., content that enables recognition of the matter may be displayed on the accessory ratio monitor 89.
[0289] In particular, during a bonus, in a favorable section, or during carry-over of a bonus, if the settings are changed and the bonus or favorable section is forcibly ended, or if the carry-over bonus is cleared, or if the game is played more than the specified number of times while the bonus is being carried over, or if an operation is performed to deliberately end the favorable section, that is, if the game state is deliberately shifted from a relatively favorable state for the player to an unfavorable state, and also if it is detected that there is a possibility of disconnection or the like in the combination ratio monitor 89 and thus it is not properly connected, then a notification is made to specify the situation. By doing so, it can be recognized that there is a possibility of improper operation so that correct information is not displayed as the accessory payout ratio, consecutive accessory payout ratio, designated accessory payout ratio, etc.
[0290] Also, in a configuration where the total cumulative data such as the total cumulative number of games and the total cumulative number of payouts is initialized to avoid overflow, in a manner different from the case where there is a possibility of improper operation so that correct information is not displayed as the accessory payout ratio, consecutive accessory payout ratio, designated accessory payout ratio, etc., it is preferable to notify the situation in a manner that can specify it. By doing so, it can be recognized separately that the total cumulative number of games, the total cumulative number of payouts, etc. have been initialized due to the overflow avoidance process from the initialization due to improper operation to prevent correct information from being displayed as the accessory payout ratio, etc.
[0291] In addition, when there is a possibility of improper operation so that correct information is not displayed as the accessory payout ratio, consecutive accessory payout ratio, designated accessory payout ratio, etc. as described above, the situation is detected and the history of the detection is recorded on the medal count control board 17 side. At the time of detection, no notification is made, and then, when a predetermined operation is performed, these histories can be confirmed by a display provided on the medal count control board 17 side (for example, the combination ratio monitor 89, etc.), a display provided on the effect control unit 151 side (for example, the liquid crystal display 51, etc.), a display outside the S unit 2 (for example, the display 312), etc.
[0292] In addition, it may be possible to confirm on a display or an effect device controlled by the effect control unit 151 that a setting change has been made, 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 prize payout ratio, continuous prize payout ratio, designated prize payout ratio, etc., and that there may have been unauthorized operation so that correct information is not displayed as the prize payout ratio, continuous prize payout ratio, designated prize payout ratio, etc. as described above. Also, during a bonus, during a winning period, or during carry-over of a bonus, if a setting change is made and the bonus or winning period is forcibly ended, or the carry-over bonus is cleared, and it is detected that there may have been unauthorized operation so that correct information is not displayed as the prize payout ratio, continuous prize payout ratio, designated prize payout ratio, etc., the history of this detection may be recorded on the side of the effect control unit 151, and these histories may be made viewable by a predetermined operation.
[0293] [Initialization Process of Role Ratio Information] FIG. 59 is a diagram for explaining the initialization process of role ratio information. As shown in FIG. 59, after power-on, the main control board 16 transmits a game machine installation information command A to the medal count control board 17. Thereafter, the game is repeated, and the main control board 16 transmits a winning period command and a payout pulse command to the medal count control board 17.
[0294] Based on receiving the payout pulse command, the medal count control board 17 executes a backup process of storing the role ratio information in the backup memory 294. The role ratio information is data used to calculate the data displayed on the role ratio monitor 89 and is included in the prize information command, winning period command, and payout pulse command. The medal count control board 17 may store the role ratio information in the backup memory 294 each time it receives a command including the role ratio information.
[0295] In the example of FIG. 59, after the backup process is executed, an unauthorized operation is performed on the main control board 16. As described above, the "unauthorized operation" refers to an operation in which a command exchanged between the main control board 16 and the medal count control board 17 is modified, 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 unauthorized operation, the main control board 16 is controlled by an illegally connected device, and the main control board 16 transmits the gaming machine installation information command B to the medal count control board 17. At this time, based on receiving the gaming machine installation information command again, the medal count control board 17 executes backup initialization to initialize the role ratio information stored in the backup memory 294. That is, when the main chip ID specified from the gaming machine installation information command is different from the main chip ID specified from the previously received gaming machine installation information command, the medal count control board 17 initializes the data used for the display of the role ratio monitor 89.
[0296] Thereby, based on the main chip ID of the main control board 16, when the main control board 16 is not legitimate, the medal count control board 17 can ensure that normal role ratios corresponding to each slot machine are output by initializing the data used for the display of the role ratio information.
[0297] [Regarding the game program and the non-game program] The main control unit 161 of the S platform 2 in this embodiment executes a game program and a non-game program. The game program is a program in which instructions related to the progress of a game, such as internal lottery processing, are described. The non-game program is a program in which instructions not directly related to the progress of a game, such as data output processing to a role ratio monitor, are described. If data is inadvertently mixed between the game program and the non-game program, problems may occur. For example, if the data in the non-game RAM area is rewritten when the data in the game RAM area should be rewritten according to the instructions of the game program, it may be a problem with the program. In order to prevent such problems, the main control unit 161 distinguishes between the game program and the non-game program, executes the program, and advances the game.
[0298] Hereinafter, with reference to FIG. 60, the areas in which the non-game program and the game program are stored will be described. 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) assigned to the ROM 161b and a memory area (F000H to FFFFH) assigned to the RAM 161c.
[0299] The memory area of the ROM 161b consists of a program / data area in which 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 arbitrary data such as the title and version of the program can be set, a vector table area where the upper address of the subroutine of the CALLV instruction and the start 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 are set in hardware, and an unused area where access is prohibited.
[0300] The memory area of the RAM 161c consists of an available area (F000H to F400H) that can be used as work and other areas (F401H to FFFFH). The other areas include an internal function register area (FE00H to FEACH) where a register group for controlling each function mounted on the main control unit 161 is stored. Each function mounted on the main control unit 161 includes, for example, the function of the serial communication circuit described later. That is, the internal function register area of the RAM 161c includes a storage area for function settings of the serial communication circuit.
[0301] The program / data area in the ROM 161b includes a game program area where a game program related to the progress of the game is stored, a game data area where game data used by the game program is stored, an unused area 1, a non-game program area where a non-game program not related to the progress of the game is stored, a non-game data area where non-game data used by the non-game program is stored, and an unused area 2.
[0302] Note that the progress of the game means advancing a series of processes that make up the game. In the case of a slot machine, it means advancing the stages of setting the bet number to enable the start of the game, starting the game and rotating the reels, stopping the reels to derive the display result, and awarding values such as medals according to the display result.
[0303] Note that in the above, the front and back of the storage area refer to the magnitude relationship of the address values assigned to the storage area. The area with a smaller address is the front, and the area with a larger address is the back. Therefore, a storage area assigned behind a certain storage area corresponds to a storage area with a larger address value than the certain storage area, and a storage area assigned in front of a certain storage area corresponds to a storage area with a smaller address value than the certain storage area.
[0304] The RAM 161c includes a game RAM area used by the game program as work, an unused area 3, a stack area where the game program stores data, a non-game RAM area used by the non-game program as work, an unused area 4, and a stack area where the non-game program stores data.
[0305] The game RAM area is composed of areas A to D. Here, areas A to D are called all-initialization target areas, areas B to D are called initialization target areas at the end of setting change, areas C to D are called initialization target areas at the end of bonus (BB), and area D is called an initialization target area at the end of each game. The all-initialization target area is an area that is initialized by performing a predetermined operation when a RAM error occurs. The initialization target area at the end of setting change is an area that is initialized when the setting change is completed. The initialization target area at the end of bonus is an area that is initialized at the end of the bonus. The initialization target area at the end of each game is an area that is initialized every time the game ends.
[0306] Hereinafter, the game program area, the game data area, and the game RAM area may be collectively referred to as the game area, and the non-game program area, the non-game data area, and the non-game RAM area may be collectively referred to as the non-game area.
[0307] The non-game RAM area is composed of areas E and F. Here, area E is called an initialization target area at the end of each game, and area F is called an initialization area at power-on. The initialization target area at the end of each game (area E) in the non-game RAM area is an area that is initialized every time the game ends, similar to the initialization target area at the end of each game (area D) in the game RAM area. Also, the initialization area at power-on (area F) is an area that is initialized based on the fact that the power is re-supplied after the power-off of S unit 2. Variables used in the safety device process described later are stored in area F. Also, a stop flag used in the safety device process described later is stored in area E.
[0308] [Instructions used by the program]
[0309] The program executed by the main control unit 161 includes a main routine that manages the progress of the entire program and subroutines that are called during the execution of other programs.
[0310] The main control unit 161 includes an LD instruction as an instruction to read data stored in the program / data area. The LD instruction is an instruction to read 1-byte data stored at a specified address in a specified register in the main routine or subroutine. The main control unit 161 reads the data stored at the address specified by the LD instruction and stores the data read in the register specified by the LD instruction.
[0311] The LD instruction includes a normal LD instruction and an LDQ instruction which is a special LD instruction. The normal LD instruction specifies both the upper address and the lower address, and is an instruction to read data stored in a specific area of the ROM 161b or RAM 161c by the specified upper address and lower address. In contrast, the LDQ instruction specifies only the lower address, and by using the upper address preset in a special register (Q register) in the internal function register area of the aforementioned RAM 161c and the specified lower address to identify the address, reads the data stored in a specific area of the ROM 161b or RAM 161c and stores the data read in the specified register. It is possible to store predetermined data in a predetermined register with a smaller amount of data compared to the normal LD instruction.
[0312] When reading data stored in specific areas of ROM161b and RAM161c in the main routine or subroutine, instead of specifying all addresses (upper and lower parts) indicating the specific area using the LDQ instruction, which is a special LD instruction, it is possible to read the data in the specific area by specifying only the lower part of the address. By using the LDQ instruction, it becomes possible to read data with a smaller data volume compared to the normal LD instruction that reads data by specifying both the upper and lower addresses, and it is possible to reduce the waste of the program for specifying addresses when reading data.
[0313] Also, among the game data stored in the game RAM area of RAM161c, the game data with particularly high usage frequency is stored in the area where the starting address in the game RAM area is a specific value, and the specific value is set as the upper address of the game data in a special register (Q register). When the main control unit 161 reads the game data, by specifying only the lower address using the LDQ instruction, when configured to read the game data, it becomes possible to read the game data with a smaller data volume compared to the normal LD instruction that reads data by specifying both the upper and lower addresses, and it is possible to reduce the waste of the program for specifying addresses when reading these game data.
[0314] Further, the main control unit 161 can change the value set in a special register (Q register) in the main routine or subroutine. In the initial setting process performed at startup as described later, in the setting of the built-in register, a specific value indicating the head address of game data frequently used by the game program is set in the special register (Q register). In the present embodiment, the special register (Q register) includes two registers, a first Q register and a second Q register. 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). Thereby, when the game program is being executed, a specific value indicating the head address of game data frequently used by the game program is set in the special register (Q register), and the game program can read the game data with high usage frequency using the LDQ instruction.
[0315] Note that, as a configuration, 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 the special register (for example, Q register), such as a vector table area. If a configuration uses a special LD instruction 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 the program, the waste of the program for specifying the address when reading data can be reduced. Also, for example, a plurality of areas constituting the vector table area are respectively assigned identification values smaller in data amount than the address, and the storage addresses of data are set in these plurality of areas, and by specifying the identification value, the storage address of the data stored in the area corresponding to the identification value can be specified. Even in such a configuration using a special LD instruction, the waste of the program for specifying the address when reading data can be reduced.
[0316] In addition, as an instruction for causing the main control unit 161 to execute a program stored in the program / data area, a CALL instruction (call instruction) is included. The CALL instruction is an instruction for calling and executing a subroutine stored at an address specified in the main routine or subroutine. When the main control unit 161 calls a subroutine by the CALL instruction, it stores the address of the calling source in the stack area, and calls and executes the subroutine stored at the specified address. Then, at the end of the subroutine, by the RET instruction (return instruction), it returns to the address of the calling source stored in the stack area, that is, the program of the main routine or subroutine of the calling source that executed the CALL instruction.
[0317] Furthermore, as an instruction for causing the main control unit 161 to execute a program stored in the program / data area, a CALLEX instruction (call instruction) is included. In addition to calling a subroutine stored at an address specified in the main routine or subroutine, the CALLEX instruction switches the register bank. FIG. 61 is a diagram for explaining the register bank 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.
[0318] The first register bank R1 includes ten registers: a first Q register, a first U register, a first A register, a first B register, a first C register, a first D register, a first E register, a first F register, a first H register, and a first L register. Similarly, the second register bank R2 includes ten registers: a second Q register, a second U register, a second A register, a second B register, a second C register, a second D register, a second E register, a second F register, a second H register, and a second L register.
[0319] When the main control unit 161 in the present embodiment executes an instruction according to a program described in the game program area, it uses the first register bank R1, and when executing an instruction according to a program described in the non-game program area, it uses the second register bank R2. In other words, when the main control unit 161 executes an instruction according to a program described in the game program area, it does not use the second register bank R2, and when executing an instruction according to a program described in the non-game program area, it does not use the first register bank R1. Thereby, in the S platform 2 in the present embodiment, it is possible to prevent data from being unintentionally mixed between the game program and the non-game program and to prevent problems from occurring. Hereinafter, the program described in the game program area will be simply referred to as the "game program", and the program described in the non-game program area will be simply referred to as the "non-game program".
[0320] That is, when the main control unit 161 is executing a game program as the main routine, it uses the first register bank R1, but when a non-game program is called as a subroutine by a CALLEX instruction, it switches from the first register bank R1 to the second register bank R2. More specifically, when the main control unit 161 calls the non-game program area as a subroutine by a CALLEX instruction, it stores the address of the calling source in the stack area and calls and executes the subroutine stored at the specified address. Then, at the end of the subroutine, by a RETEX instruction (return instruction), it returns to the address of the calling source stored in the stack area, that is, the game program of the calling source that executed the CALLEX instruction, and switches from the second register bank R2 to the first register bank R1. Thereby, in the S platform 2 in the present 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.
[0321] Each register included in the first register bank and the second register bank is given a role and a function. The first A register and the second A register are general-purpose registers called accumulators and have various functions. The first B register, the second B register, the first C register, and the second C register are also general-purpose registers, but have fewer unique functions than the A registers.
[0322] The first F register and the second F register are referred to as flag registers. The flag register is configured to change according to the result of an operation. Each of the first F register and the second F register is composed of 8 bits, and stores a flag for determining whether an overflow has occurred in the second bit. When an overflow occurs as a result of an operation in the first register bank R1 and the second register bank R2, "1" is stored in the second bit of the flag register. Hereinafter, the fact that "1" is stored in the second bit of the flag register due to an overflow is referred to as "the flag register is in an on state".
[0323] Also, overflow (carry) includes both overflow due to addition and overflow due to subtraction. That is, overflow means the result of an operation that exceeds the capacity of a predetermined storage area. Overflow includes both exceeding the upper limit of the storage capacity and falling below the lower limit of the storage capacity. More specifically, overflow includes the process of adding "1" to an 8-byte storage area in which "1111 1111 1111 1111" is stored. Overflow includes the process of subtracting "1" from an 8-byte storage area in which "0000 0000 0000 0000" is stored. Note that overflow due to subtraction may also be referred to as underflow. As a result, the main control unit 161 can detect whether an overflow has occurred in the operation result using the flag register. Since the detection process of the overflow can be detected using the function of the register, the processing speed is faster and the processing load is smaller than detecting on the program.
[0324] [Q register setting] FIG. 62 is a flowchart showing the startup process of the main control unit 161. The main control unit 161 is realized as a control computer such as a microcomputer, for example. In the main control unit 161, before the user program is executed, a startup process for setting, for example, settings related to the hardware functions of the microcomputer 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 game machine manufacturer or the like. On the other hand, the startup process is a process provided in the main control unit 161 itself and is automatically executed when the main control unit 161 is started up.
[0325] Based on the fact that power is supplied to the main control unit 161, the main control unit 161 executes the startup process of the main control unit 161 shown in FIG. 62. In FIG. 62, as an example of the 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 the execution of step Sj1, although not shown, the main control unit 161 can perform a setting process related to the hardware functions of the main control unit 161. The setting process related to the hardware functions and the like includes, for example, performing function settings of the serial communication circuit.
[0326] In step Sj1 of the present 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". Thereby, when the main control unit 161 performs a call process for a game RAM area that is frequently referred to and written to when executing a game program, it is possible to reduce the waste of the program for specifying an address. Similarly, when the main control unit 161 performs a call process for a non-game RAM area that is frequently referred to and written to when executing a non-game program, it is possible to reduce the waste of the program for specifying an address. Thereby, in the main control unit 161 of the present embodiment, in each of the game program and the non-game program, it is possible to reduce the program capacity at the time of instruction execution.
[0327] In step Sj1, the main control unit 161 sets initial values in the first Q register and the second Q register, and then executes a user program (step Sj2). The user program includes an initial setting process described later with reference to FIG. 63, a main process described later with reference to FIG. 66, and the like. In this way, before starting the control of the game by the user program, an initial value is set in the first Q register, and an initial value is also set in the second Q register in advance. Thereby, the main control unit 161 can preset initial values in the first Q register and the second Q register before starting the control of the game, and can simplify the process. Further, according to such a configuration, it is not necessary to set the values of 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 the present embodiment, the initial value of the first Q register and the initial value of the second Q register are different from each other, but the same value may be set as the initial value.
[0328] [Regarding the Initial Setting Process of the Main Control Board 16] FIG. 63 is a diagram for explaining the initial setting process performed by the main control board 16. The initial setting process is a process included in the user program and described in the game program area of the ROM 161b.
[0329] When the power supply to the S stand 2 is started, the main control board 16 starts up with timer interrupts prohibited due to the generation of a reset, and performs various processes according to the program stored in the ROM 161b provided in the main control board 16. After startup, first, all output ports 0 to 9 are initialized, and initial setting processes included in the game program are performed.
[0330] The initial setting process starts with timer interrupts prohibited. As shown in FIG. 63, in the initial setting process, first, a predetermined area of the input port is referred to (Sa1), and it is determined whether or not the power-off detection signal output from the power-off detection circuit is in the ON state (Sa2). If the power-off detection signal is in the ON state, the process waits until the power-off detection signal becomes the OFF state. After that, after the power supply voltage of the S stand 2 becomes normal and the power-off detection signal becomes the OFF state, 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 being performed. In other words, the same values are reset in the first Q register and the second Q register.
[0331] In this way, the main control unit 161 sets values in the first Q register and also sets values in the second Q register not only during the startup process but also in the user program. As a result, in the user program, the main control unit 161 can set arbitrary values in the first Q register and the second Q register. Also, even if an abnormality occurs in the startup process of the main control unit 161 and the initial values are not set for the first Q register and the second Q register in step Sj2, since values are set for the first Q register and the second Q register in the user program, it is possible to prevent an abnormality from occurring in the user program due to the values not being set in the first Q register and the second Q register. Note that in the S unit 2 of the present 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. However, the S unit 2 may be configured such that only one of the process of step Sj1 in FIG. 62 and the process of step Sa2Q in FIG. 63 is performed.
[0332] Subsequently, the main control unit 161 calculates the parity of a predetermined area of the RAM 161c (Sa3), and sets a predetermined initial address in the stack pointer (Sa4). Then, it is determined whether the parity calculated in step Sa3 is normal (Sa5). If the parity is normal, fixed data for RAM destruction diagnosis set in the predetermined area of the RAM 161c at the time of power failure is acquired (Sa6), and based on the fixed data for RAM destruction diagnosis, it is diagnosed whether the stored content of the RAM 161c has been destroyed (Sa7).
[0333] When it is determined in step Sa5 that the parity is normal, and when the stored content of the RAM 161c is diagnosed in step Sa7, it is determined whether there is an abnormality in the RAM 161c based on the parity of the RAM calculated in step Sa3 and the result of the diagnosis in Sa7 (Sa8). Note that the case where there is an abnormality in the RAM 161c is a case where the parity is not normal, or a case where the parity is normal but an abnormality is diagnosed in the stored content.
[0334] When there is an abnormality in the RAM 161c, after saving the value of the flag register in which the operation result is stored among the registers provided in the main control board 16 in a predetermined order in the game stack area of the game RAM area and then performing a backup, a non-game RAM area initialization process included in the non-game program is called and executed (Sa10). That is, the process of step Sa10 is a process of calling a non-game program from the game program. Therefore, the word "(non-game)" is attached to the beginning of the process name of step Sa10. In the initial setting process shown in FIG. 63 and the main process shown in FIG. 66, the word "(non-game)" is attached to the beginning of the process name of the process of calling a non-game program from the game program. Specifically, steps Sa10, SaF1, Sa30 in FIG. 63 and steps Sb2, Sb13, Sb36, Sb50 in FIG. 66 correspond to the process of calling a non-game program from the game program. Hereinafter, such a process of calling a non-game program from the game program will be simply referred to as a "non-game program call process". The CALLEX instruction described above can be used for the non-game program call process.
[0335] 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 switches the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2, and sets 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 step Sj1 in FIG. 62 and step Sa2Q in FIG. 63.
[0336] In this way, before the control of the game starts, 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, and sets the value of the second Q register every time a non-game program call process for calling a non-game program from the game program is executed. As a result, in the S platform 2 in the present embodiment, even when 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 every time the non-game program is called, so that malfunction prevention can be ensured. Note that the main control unit 161 does not necessarily have to set the value of the second Q register every time the non-game program is called. That is, as described above, in the S platform 2 in the present embodiment, before the control of the progress of the game is performed, the value is set in the first Q register and the second Q register in advance by the process of step Sj1 in FIG. 62 and the process of step Sa2Q in FIG. 63. Therefore, even if the value of the second Q register is not set every time the non-game program is called, the value is already set in the second Q register.
[0337] Also, in the process of step Sj1 in FIG. 62 and the process of step Sa2Q in FIG. 63, the main control unit 161 may set a value only in the first Q register without setting a value in the second Q register, and set the value of the second Q register when the non-game program is called. At this time, the main control unit 161 may set the value of the second Q register only when the non-game program is called for the first time after the power is turned on. That is, as described above, in order to ensure malfunction prevention, without resetting the value of the second Q register every time the non-game program is called, and by setting the value of the second Q register only when the non-game program is called for the first time after the power is turned on, simplification of the process can be achieved.
[0338] After that, initialization of the non-game RAM area, which is the purpose of the non-game RAM area initialization process, is performed. More specifically, the main control unit 161 designates the start address (the first address of the unused area) and the end address (the last address of the non-game RAM area) of the RAM to be initialized, clears the data at the designated address using the start address as the initial value of the designated address, and then updates the designated address to the next address. This process is repeatedly executed until the designated 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.
[0339] Note that in the non-game RAM area initialization process, by designating the start address and the end address of the RAM to be initialized, the capacity of the RAM to be initialized can be calculated, and the area from the start address to the end address of the RAM to be initialized can be initialized by sequentially clearing the RAM area corresponding to the calculated capacity from the start address of the RAM to be initialized.
[0340] If it is determined in step Sa8 that there is no abnormality in the RAM 161c, the fixed data for RAM destruction diagnosis set in the RAM 161c is cleared (Sa12), and if there is an abnormality in the RAM 161c, a RAM destruction initialization start address for designating the address of the game RAM area to be initialized is set (Sa13).
[0341] Subsequently, in S platform 2 of this embodiment, an area F initialization process, which is a non-game program call process, is executed (SaF1). The area F initialization process is a process of initializing 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, it is determined whether the setting key switch 37 is in the ON state by referring to the input port 2 (Sa14).
[0342] When it is determined that the setting key switch 37 is in the ON state in the step of Sa14, a game machine installation information command is transmitted to the medal count control board 17 (Sa14a), and setting change processing is performed. In the setting change processing, the set value is determined by operating the reset / setting switch 38 and the start switch 7 in a predetermined procedure, and when it is detected that the setting key switch 37 has been turned OFF, the setting change processing is terminated and the game proceeds to a playable state. Also, in the setting change processing, when starting the setting change processing, a setting command (start) indicating the start of the setting change processing is transmitted to the effect control unit 151, and when ending the setting change processing, a setting command (end) indicating the end of the setting change processing is sent. Further, in the setting change processing, when ending the setting change processing, the start address of the RAM area to be initialized at the time of setting change is specified, and the process returns to the step of Sb47 in the main processing described later. Then, by performing the RAM initialization processing in the step of Sb47, the area from the start address of the RAM area to be initialized at the time of setting change to the end address of the game RAM area, that is, all the game RAM areas, are initialized. Note that it may be configured to initialize all the game RAM areas except the stack area in use of the RAM 161c.
[0343] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, then based on the parity of the RAM calculated in step Sa3 and the diagnostic result in Sa7, it is determined whether there is an abnormality in the RAM161c (Sa15). If it is determined that there is no abnormality in the RAM161c, the output buffer for outputting the external output signal is cleared (Sa16). Also, a reel error counter that is set in a predetermined area of the RAM161c and counts the number of times a reel rotation error is detected in the main process described later is cleared (Sa17). Then, by setting the power-off address in the stack pointer SP based on the stored content of the RAM161c, the stack pointer is restored to the state at the time of power-off (Sa18). Then, a gaming machine installation information command is transmitted to the medal number control board 17 (Sa15a), and the port input process is performed twice in a row (Sa19, Sa20).
[0344] The port input process is a process of updating input state data (input data indicating the current input state of various switches, confirmation data indicating that the input data of the previous time and the current time are in the same state, and edge data indicating that the confirmation data has changed since the previous time) regarding the input state such as the detection signals of various switches input to the parallel input port. In a predetermined area of the game RAM area of the RAM161c, port input buffers 0 to 2 for storing the input state data of various switches are provided, and the input state data of various switches updated by the port input process is stored in a predetermined bit of the port input buffer determined in advance for each type thereof. In the port input process, it is performed on input ports 0 to 2 of the parallel input port.
[0345] Using the detection states (ON state or OFF state) of various switches as input data, store them in the predetermined bits of the port input buffer. Also, compare the detection states (ON state or OFF state) in the previous and current port input processes. If the current and previous input data are in the same state, update the confirmed data to indicate the detection state of the current input data. On the other hand, if the current and previous input data are in different states, maintain the previous confirmed data. Also, compare the current and previous confirmed data. If the confirmed data changes from the OFF state to the ON state, store ON edge data indicating that the confirmed data has changed from the OFF state to the ON state in the predetermined bits of port input buffers 0 to 2. If the confirmed data changes from the ON state to the OFF state, store OFF edge data indicating that the confirmed data has changed from the ON state to the OFF state in the predetermined bits of port input buffers 0 to 2. The input data, confirmed data, and edge data of various switches stored in the port input buffer can be referenced from the game program and non-game program.
[0346] Also, in the initial setting process, by performing the port input process twice in a row, then, when the port input process is performed, based on the input states of various switches after the initial setting process, that is, the input states of various switches after the power supply to the S platform 2 is restarted, input state data regarding the input states such as the detection signals of various switches is created, so that it is possible to prevent an unintended input situation from being identified. Also, in the port input process, it may be configured to create confirmed data based on the input data obtained by performing the port input process three or more times (for example, the current, previous, and the time-before-previous input data). In such a configuration, by setting the number of times of performing the port input process in the initial setting process to be one less than the number of times of the port input process required to create the confirmed data, when the port input process is performed after the initial setting process, input state data can be created based on the input states of various switches after the initial setting process.
[0347] After performing port input processing in steps Sa19 and Sa20, with reference to a predetermined input port (Sa21), it is determined 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 predetermined area of the RAM161c (Sa23).
[0348] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after setting the status data in step Sa23, a return command indicating that the control state has returned to the state before power-off is transmitted to the production control unit 151 (Sa24). Then, in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 is to be transmitted is set in a predetermined area of the RAM161c (Sa25). In the command transmission process, usually, a door command is transmitted when the detection state of the door open detection switch 25 changes. However, if the door command transmission flag is set in a predetermined area of the RAM161c, a door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of the door open detection switch 25 has changed.
[0349] After setting the door command transmission flag in step Sa25, all registers are restored to the state before power-off stored in the RAM161c (Sa26), the timer interrupt is set to be permitted (Sa27), the initial setting process is terminated and the process shifts to the timer interrupt process (main). Then, before the power supply to the S unit 2 is stopped, the process returns to the process in the main process that was being executed.
[0350] On the other hand, in step Sa15, if it is determined that there is an abnormality in RAM161c, a game machine installation information command is transmitted to the medal number control board 17 (Sa15b), game RAM initialization processing is performed (Sa28), and the area from the initialization start address at the time of RAM destruction set in step Sa13 to the end of the game RAM area of RAM161c is initialized. Thereafter, in the same manner as the processing of Sa10, the main control unit 161 executes non-game RAM area initialization processing, which is non-game program call processing (Sa30). That is, at the beginning of the processing, the main control unit 161 executes processing to switch the register bank used by the CPU161a from the first register bank R1 to the second register bank R2 and processing to set the value of the second Q register. Subsequently, after initializing the non-game RAM area, the main control unit 161 executes processing to switch the register bank used by the CPU161a from the second register bank R2 to the first register bank R1. Subsequently, the main control unit 161 sets the door command transmission flag (Sa32), sets the timer interrupt to be permitted (Sa33), prepares a RAM error number indicating that there is an abnormality in RAM161c in a predetermined register (Sa34), ends the initial setting processing, and shifts to error processing.
[0351] Error processing is processing that controls to an error state in which the progress of the game becomes impossible. An error command that can identify the error number prepared in a predetermined register is transmitted to the effect control unit 151, and the error number is set as an error flag that can also be referred to in other processes (for example, sensor monitoring processing described later) in a predetermined area of the RAM 161c. Also, control is performed so that the error number is displayed on the game auxiliary display 12. After that, error state control is performed until it is specified that the release condition of the error state corresponding to the error number prepared in the predetermined register has been satisfied. When a RAM abnormality error number is prepared in a predetermined register and the error state is shifted, by turning on the power switch with the setting key switch 37 turned on, shifting to the setting change state and initializing all game RAM areas, it is possible to surely eliminate the abnormality of the data in the RAM 161c and release the error state. On the other hand, when the power switch is turned on without turning on the setting key switch 37, an abnormality in the RAM 161c is detected again and the error state occurs again.
[0352] In this way, after the power supply to the S platform 2 is started, the main control board 16 executes the startup process of the main control unit 161 shown in FIG. 62 and then performs a user program including the 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 platform 2 is started, it shifts to any one of the timer interrupt process (main), setting change process, and error process. And when shifting to these processes, a command that can identify the type of process to be shifted is transmitted to the effect control unit 151. When shifting to the timer interrupt process (main), that is, when returning to the control state before the power supply to the S platform 2 is stopped, a return command is transmitted to the effect control unit 151. When starting the setting change process and shifting to the setting change state, a setting command (start) is transmitted to the effect control unit 151. When starting the error process due to an abnormality in the RAM 161c and shifting to the error state, an error command is transmitted to the effect control unit 151.
[0353] Note that after the main control board 16 shifts from the initial setting process to the setting change process, it returns to a state where the game can proceed after going through the setting change state. When returning to the state where the game can proceed, while sending a setting command (end) that can identify the end of the setting change state to the effect control unit 151, a return command is not sent. Also, after shifting to the error process due to an abnormality in the RAM 161c, as described above, by shifting to the setting change process and releasing the error state, it returns to a state where the game can proceed. Even when the error process ends and the game returns to a state where it can proceed, a return command is not sent to the effect control unit 151.
[0354] As described above, the main control board 16 of the present embodiment is activated when the power supply to the S platform 2 is started, and initializes all output ports 0 to 9. Further, 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, when 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. Also, 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. The game RAM area is initialized by the game program, and the non-game RAM area is configured to be initialized by the non-game program.
[0355] [Regarding the safety device process] In the S platform 2 of the present embodiment, throughout the day, after the medals given to the player tend to increase, a safety device process is executed to limit the excessive acquisition of medals by the player by setting an upper limit value on the number of increased medals. The number of medals given in the safety device process is a value indicating the number of medals given to the player by winning.
[0356] The main control unit 161 determines whether or not the number of medals to be awarded has started to increase, for example, based on whether or not the number of medals awarded within a predetermined number of games (for example, 50 games) is equal to or greater than a threshold value. The main control unit 161 may determine whether or not the number of medals to be awarded has started to increase by other methods. 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 to be awarded after starting to increase reaches the limit number. By executing the safety device process, it is possible to prevent the number of medals awarded to the player from increasing excessively. As a result, the S machine 2 in the present embodiment can prevent medals from being excessively paid out from the slot machine due to an illegal operation. In addition, if the number of medals to be awarded increases, it may become a state that significantly stimulates the gambling mentality. Therefore, by providing an upper limit and restricting the number of medals to be awarded, it is possible to suppress the state of significantly stimulating the gambling mentality in the S machine 2. The safety device process is executed within the safety device-related process in the main process.
[0357] FIG. 64 is a diagram for explaining the control content of the main process performed by the main control board 16. The main process is repeatedly executed for each unit game (one game). One cycle of the main process corresponds to one unit of the game. The main process is included in the game program and includes a plurality of processes. As described above, also in the main process shown in FIG. 64, the name of the process corresponding to the non-game program call process is preceded by the word "(non-game)".
[0358] As shown in FIG. 64, the main control unit 161 first performs the RT information output process (Sb2) included in the non-game program. The main control unit 161 outputs RT information to a test board or the like based on the fact that the game has ended due to the operation of the stop switches 8L, 8C, and 8R in the previous game. FIG. 65 is a diagram for explaining the control content of the RT information output process performed by the main control board 16. As described above, in the non-game program call process, the switching of the register bank (SQ4, SQ6) and the setting of the value of the second Q register (SQ2) are first executed.
[0359] The main control unit 161 sets the stack pointer to the non-game RAM area (step Si2) and acquires the RT status (step Si3). Specifically, it refers to the information regarding the game state (RT status) of S unit 2 set in a predetermined area of the game RAM area, and sets so as to output the information regarding the game state (for example, the state of RT) from the output port as an external output signal.
[0360] That is, in step Si3, the number of the external output signal to be output is read into the register, and external output signal processing for outputting the external output signal to external devices such as a call lamp and a hall computer is also performed. The external output signal includes, for example, a signal indicating whether or not it is controlled in an advantageous section. Thereby, it is possible to notify external devices such as a test board and a hall computer whether or not it is controlled in an advantageous section. Also, in the main process, the external output signal processing for outputting RT information is executed prior to the multiple interrupt waiting process (Sbw1) described later. Further, when the main control unit 161 transmits RT information to the test board, the main control unit 161 transmits the RT information to the test board as a test signal.
[0361] Subsequently, the main control unit 161 initializes the stop flag (step Si4). Thereafter, 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 multiple interrupt waiting process (Sbw1). The multiple interrupt waiting process is executed to ensure the output time of the information output in the RT information output process. That is, the main control unit 161 executes the multiple interrupt waiting process for the purpose of delaying the progress of the game for a predetermined period. The multiple interrupt waiting process is also referred to as a delay process. Thereby, after generating a test signal when the previous game ends, the main control unit 161 waits for a predetermined period, so that it is possible to ensure that an external device such as a test board surely receives the test signal, and it is possible to prevent a discrepancy in information from occurring between the external device and the main control unit 161.
[0362] After that, the main control unit 161 performs a game start waiting process (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 game start waiting process, reception of bet number setting is started, a process of setting the bet number according to the bet number setting operation is performed, and when the operation of the start switch 7 is detected in a state where a specified number of bet numbers are set, a process of starting the next game is performed.
[0363] Then, an internal lottery process (Sb6) for determining whether or not to allow the occurrence of a winning (internal lottery) is performed. In the internal lottery process, an internal lottery for determining whether or not to allow the occurrence of a winning (that is, whether or not to allow the derivation of a display result) is performed based on a set value (1 to 6) preset in the S machine 2 and a random number value for internal lottery acquired simultaneously with the start of the game by detection of the start switch 7.
[0364] Subsequently, the main control unit 161 performs a pre-out ball control process (SbPre) for performing out ball control at the start of the game. The pre-out ball control process is a pre-process for performing out ball control within an advantageous section. Details will be described later.
[0365] After that, after AT lottery or the like is executed, production control processing (Sb12), test signal generation processing (Sb13), control state command group transmission processing (Sb14), and freeze control execution processing (Sb16) are sequentially performed. In the production control processing, setting of production flags referred to when the main control board 16 performs production control is carried out. The test signal generation processing corresponds to non-game program call processing. In the test signal generation processing, a test signal is transmitted so that information indicating the control state of the S machine 2 can be confirmed by a test device provided outside the slot machine. The information indicating the control state of the S machine 2 includes the lottery result of the internal lottery processing in step Sb6. In the control state command group transmission processing, a control state command group including a plurality of commands capable of specifying various control states at the start point of one game is transmitted to the production control unit 151. That is, the main control unit 161 outputs information regarding the result of the internal lottery and information regarding the game state to the production control unit 151. In the freeze control execution processing, regarding the freeze control that delays the progress of the game until a predetermined end condition is satisfied, it is confirmed whether there is a request to perform the freeze control, and if there is a request, the type of the freeze control and the timing for performing the freeze control are set in a predetermined area of the RAM 161c.
[0366] A freeze execution process is performed (Sb16) to execute freeze control based on the type of freeze control set in the RAM161c and the execution timing of the freeze control. In the freeze execution process, when it is set in step Sb13 that freeze control is to be performed at the start of the game, the freeze control is executed to delay the control of the game for a predetermined period. Further, as the type of freeze control, when the type of freeze control accompanied by an effect using the reels 2L, 2C, and 2R (hereinafter referred to as a reel effect) is set, an effect acceleration pattern (for example, an acceleration pattern that rotates in a direction different from the rotation of the reels in the game, an acceleration pattern that starts rotating in the same direction as the rotation of the reels in the game at a slower speed than the rotation of the reels in the game, an acceleration pattern that vibrates the reels, etc.) is set in a predetermined area of the RAM161c, and control is performed to perform a reel effect during the period in which the freeze control is being performed. Thereafter, the main control unit 161 executes a multiple interrupt waiting process (Sbw2). The multiple interrupt waiting process is executed to ensure the output time of the information output in the test signal generation process. That is, the main control unit 161 executes a multiple interrupt waiting process for the purpose of delaying the progress of the game for a predetermined period. The multiple interrupt waiting process in Sbw2 and the multiple interrupt waiting process in Sbw1 are common processes. That is, the main control unit 161 executes a common multiple interrupt waiting process when it is executed when the start switch 7 is operated and the rotation of the reels starts, and when the game ends by operating the stop switches 8L, 8C, and 8R. Thereby, by sharing the delay process performed at the start and end of the game, the storage capacity can be reduced. In the present embodiment, when the multiple interrupt waiting process in Sbw2 is executed, a delay of about 130 milliseconds (0.13 seconds) occurs.
[0367] Further, the main control unit 161 does not execute a determination process as to whether or not to control the state of the S unit 2 to an error state in the multiple interrupt waiting processes that are commonly executed. The determination process as to whether or not to control to an error state is, for example, the error transition process shown in Sb32. Thereby, the main control unit 161 can prevent a discrepancy from occurring between the information of the test signal transmitted to the test substrate and the information of the S unit 2 that has become an error state due to being controlled to an error state during the delay process.
[0368] After performing the multiple interrupt waiting process in the step of Sbw2, refer to the one-game time management timer set in a predetermined area of the RAM 161c (Sb18) to measure the elapsed time from the start time of the reel rotation in the previous game, and determine whether or not the specified time of one game (4.1 seconds in this embodiment) has elapsed based on the one-game time management timer from the start time of the reel rotation in the previous game (Sb19). At this time, the main control unit 161 determines whether or not the specified time of one game (4.1 seconds in this embodiment) has elapsed in consideration of the fact that the multiple interrupt waiting process is performed at Sbw2. The main control unit 161 executes the multiple waiting process at the timing when the multiple interrupt waiting process ends before the specified time of one game (4.1 seconds) elapses depending on the timing when the start switch 7 is operated. More specifically, when the start switch 7 is operated at a timing when the multiple interrupt waiting process can be executed before 3.97 seconds have elapsed from the start time of the reel rotation in the previous game, the main control unit 161 starts executing the multiple interrupt waiting process before at least 3.97 seconds have elapsed.
[0369] Accordingly, it is possible to determine whether or not exactly 4.1 seconds have elapsed without including the 0.13 seconds generated by the delay process within a specific time from the start of the reel rotation of the previous game until the start of the reel rotation of the next game becomes possible. In short, in a predetermined game, the main control unit 161 executes the reel rotation start command transmission process after 4.1 seconds have elapsed since the operation of the start switch 7 in the game preceding the predetermined game. Further, after executing the delay process, the main control unit 161 performs the process of step Sb19 for determining whether or not the specified time of one game has elapsed. That is, the main control unit 161 executes the delay process so that the delay process ends before the end of the specified time of one game.
[0370] And when it is determined that the specified time of one game has not elapsed, it waits based on the one-game time management timer until the specified time of one game elapses. After the specified time of one game has elapsed based on the one-game time management timer, a predetermined value (a value corresponding to 4.1 seconds in this embodiment) is set in the one-game time management timer, and the measurement of the elapsed time from the new reel rotation start time is started (Sb20). The wait lamp 93 is controlled to the OFF state (turned-off state) (Sb21), and a reel rotation start command transmission process is performed to transmit to the effect control unit 151 a reel rotation start command that can specify that the rotation control of the reels 2L, 2C, and 2R is to be started (Sb22). On the other hand, when it is determined in step Sb19 that the specified time of one game has elapsed, the processes of steps Sb20 to Sb22 are immediately performed. Note that the one-game time management timer is subtracted every predetermined time after the predetermined value is set in step Sb20, and becomes 0 when the specified time of one game (4.1 seconds in this embodiment) has elapsed from the reel rotation start time in the game. Based on whether or not the one-game time management timer is 0, it is possible to determine whether or not the specified time of one game has elapsed.
[0371] In this way, after executing the test signal generation process in Sb13, the main control unit 161 in this embodiment executes a process of waiting for multiple interrupts of Sbw2 that delays the progress of the game for a predetermined period. Further, the main control unit 161 executes the reel rotation start-up process shown in Sb24, which starts the rotation of the reels after being delayed for a predetermined period by the process of waiting for multiple interrupts of Sbw2. Thereby, after generating a test signal at the start of the game, the main control unit 161 can ensure that an external device including a test board, for example, reliably receives the test signal by being in a waiting state for a predetermined period due to the delay process, and can prevent information discrepancies from occurring between the external device and the main control unit 161.
[0372] Also, after executing the control state command group transmission process in which the main control unit 161 outputs information regarding the internal lottery result and information regarding the game state to the effect control unit 151 in Sb14, the main control unit 161 executes the reel rotation start-up process shown in Sb24. Thereby, after generating a test signal at the start of the game and outputting information regarding the internal lottery result and the like to the effect control unit 151, the main control unit 161 can ensure that an external device including a test board, for example, reliably receives the test signal, and that the effect control unit 151 reliably receives the information regarding the internal lottery result by being in a waiting state for a predetermined period, and can prevent information discrepancies from occurring among the external device, the main control unit 161, and the effect control unit 151.
[0373] After performing the reel rotation start command transmission process in the step of Sb22, as an excitation pattern for controlling the excitation of the reel motors 32L, 32C, and 32R, a normal acceleration pattern for controlling the rotation of the reels at a predetermined speed for the game is set in a predetermined area of the RAM 161c (Sb23), and a reel start-up process for starting the rotation of the reels is performed by controlling the excitation of the reel motors 32L, 32C, and 32R based on the excitation pattern set in the RAM 161c (Sb24). The main control unit 161 executes external signal processing for transmitting information such as the state of the gaming machine to the outside, such as a hall management computer (hall computer) for hall use or a hall server for security management (Sb24a).
[0374] Then, navigation notification processing is performed (Sb25). In the navigation notification processing, the control of the AT is carried out. When the notified target role is elected by the internal lottery, the navigation number that can identify a stop mode advantageous to the player according to the notified target role is controlled to be displayed on the game assistance display 12. On the other hand, when the control of the AT is not carried out, the navigation number is controlled not to be displayed on the game assistance display 12.
[0375] Reel stop initial setting processing (Sb26) is performed to set various information necessary for the stop control of the reels according to the RT state and the lottery result of the internal lottery. Then, freeze control processing is performed (Sb27). When it is set at that timing to perform freeze control, the set type of freeze control is performed.
[0376] After performing the freeze control processing in the step of Sb27, reel stop control processing for performing the stop control of the reels is performed (Sb28). In the reel stop control processing, it is determined whether the reels being rotationally controlled are rotating at a predetermined constant speed. If there is a reel that is not rotating at a constant speed, a reel error is detected, and an excitation pattern for accelerating the corresponding reel to a constant speed is set, and all the reels being rotationally controlled are controlled to rotate at a constant speed. On the other hand, when all the reels being rotationally controlled are rotating at a constant speed, the acceptance of the stop operation of the reels being rotationally controlled is enabled, and the process waits until a stop operation is performed by the stop switch. Then, when a valid stop operation is detected for the reel for which the stop operation is enabled (when ON edge data is detected for the stop switch for which the stop operation is valid), reel stop control is performed to stop the reel at a predetermined stop position based on the information set in the reel stop initial setting processing and the like. Such reel stop control is repeatedly performed for the reels being rotationally controlled, and the rotation of all the reels is stopped to end the reel stop processing.
[0377] After finishing the reel stop process, freeze control processing is performed (Sb29). If it is set to perform freeze control at that timing, the set type of freeze control is performed.
[0378] Thereafter, RT state check processing (Sb30) and winning determination processing (Sb31) are performed. In the RT state check processing, it is determined whether or not a combination of RT transition symbols that involves a transition to the RT state has stopped on the reel. If the combination of RT transition symbols has stopped, the current RT state set in a predetermined area of the RAM161c is updated to the RT state corresponding to the combination of the RT transition symbols. In the winning determination processing, it is determined whether or not an illegal win has occurred based on the internal lottery result and the symbol combinations stopped on the reels 2L, 2C, and 2R.
[0379] After performing the winning determination processing in the step of Sa31, payout error check processing is performed (Sb32), and data processing for the role ratio monitor corresponding to non-game program call processing is performed (Sb36).
[0380] In the data processing for the role ratio monitor, first, similar to the above-described RT information output processing and the like, switching of the register bank used by the calling game program and setting of the value of the second Q register are performed. Each state count process included in the non-game program is performed to update data regarding the number of medals paid out in a predetermined period (for example, the period from 6000 games before the current game, the period from 175000 games before the current game, a section (advantageous section) controlled to a state advantageous to the player, etc.).
[0381] Subsequently, the main control unit 161 performs post-processing for payout control (SbPos) that performs payout control at the end of the game. The post-processing for payout control is post-processing for performing payout control within the advantageous section. Details will be described later.
[0382] After that, during replay, the LED is controlled to the OFF state (turned off state) (Sb39), the replay flag indicating that it is during replay is cleared (Sb40), after clearing the display of the navigation number on the game auxiliary display 12 (Sb41), an end command is sent to the medal number control board 17 (Sb42a), freeze control processing is performed (Sb43), and if it is set to perform freeze control at this timing, the set type of freeze control is performed.
[0383] Then, a device information command is sent to the medal number control board 17 (Sb43a), and an advantageous section command is sent (Sb43b). After that, game end setting processing is performed (Sb44), it is determined whether or not the symbol combination of the replay winning combination has stopped on reels 2L, 2C, and 2R. If the symbol combination of the replay winning combination has stopped, processing for setting the bet number for performing replay in the next game (in this embodiment, 3 is set as the replay medal to the replay medal counter set in a predetermined area of the RAM 161c), processing for setting the replay flag in a predetermined area of the RAM 161c, processing for controlling the replay LED to the ON state (lit state), etc. are performed. In the game end setting processing, it is determined whether or not the number of medals acquired during the advantageous section has reached 2400 (limiter condition). At this time, when the number of medals acquired during the advantageous section reaches 2400, the main control unit 161 ends the advantageous section and controls to the normal section. Also, the main control unit 161 executes external signal processing for transmitting information such as the game machine state to the outside, such as a hall management computer (hall computer) or a hall server that performs security management (Sb43c).
[0384] Then, a payout pulse command is sent to the medal number control board 17 (Sb44a), and a big win command is sent (Sb44b). After that, the start address of the area of the RAM 161c to be initialized at the end of the game is set (Sb46), RAM initialization processing is performed (Sb47), and the area from the start address to the end of the RAM 161c is initialized.
[0385] Then, after clearing the winning flag that is set in a predetermined area of the RAM 161c and indicates the lottery result of the internal lottery in the game (Sb48), a game end command transmission process is performed to transmit a game end command that can specify that one game has ended to the effect control unit 151 (Sb49).
[0386] That is, in Sb49, the main control unit 161 outputs information regarding the result of the internal lottery and information regarding the game state to the effect control unit 151 based on the fact that the game has ended due to the operation of the stop switches 8L, 8C, and 8R. After the game end command transmission process of Sb49 is executed, the main control unit 161 executes a wait process for multiple interrupts of step Sw1 that delays the progress of the game for a predetermined period. After a delay of a predetermined period by the wait process for multiple interrupts of step Sw1, the main control unit 161 executes a game start wait process that starts accepting bet number settings. Thereby, the main control unit 161 generates a test signal at the end of the game, outputs information regarding the result of the internal lottery, etc. to the effect control unit 151, and then enters a wait state for a predetermined period, so that, for example, an external device can surely receive the test signal, and the effect control unit 151 can surely receive the information regarding the result of the internal lottery, and it is possible to prevent information discrepancies from occurring among the external device, the main control unit 161, and the effect control unit 151.
[0387] Then, as the last process of the main process, the main control unit 161 executes safety device related processing (Sb50). FIG. 66 is a diagram for explaining the control content of the safety device related processing performed by the main control board 16. The safety device related processing corresponds to a non-game program call process. Therefore, the main control unit 161 executes register bank switching processing in steps SQ7 and SQ9, and sets the value of the second Q register in step SQ8. After executing the process of step SQ8, the main control unit 161 executes safety device processing (Sk1).
[0388] In the safety device processing, the main control unit 161 judges whether the number of medals awarded to the player has started to increase. Specifically, the main control unit 161 judges whether the game has been controlled to the AT1 state. If the main control unit 161 judges that the game has not been controlled to the AT1 state, it ends the safety device processing. If the main control unit 161 judges that the game has been controlled to the AT1 state, it obtains the number of medals won by the player since the game was controlled to the AT1 state.
[0389] The main control unit 161 judges whether the number of medals acquired since control was established in the AT1 state exceeds a predetermined number (for example, 19,000 medals). If the number of medals acquired since control was established in the AT1 state does not exceed the limit number (for example, 19,000 medals), the main control unit 161 ends the safety device processing. If the number of medals acquired since control was established in the AT1 state exceeds a predetermined number (for example, 19,000 medals), the main control unit 161 turns on the limit flag and ends the safety device processing.
[0390] Returning to FIG. 66, 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.
[0391] Subsequently, after setting the stop error number (Sk5), the main control unit 161 executes error processing (Sk6). By executing the error processing, the main control unit 161 controls the state of the S platform 2 to a state where the progress of the game is impossible. That is, referring to the main processing in FIG. 64, the process of making the game progress impossible due to the number of acquired medals reaching the limit number since the state was controlled to the AT1 state is performed in the safety device related processing (step Sb50).
[0392] As shown in FIG. 64, the safety device related processing (step Sb50) is a process performed at the end of all processes such as external output signal processing (step Sbw3) for notifying an external device such as a hall computer whether it is controlled in an advantageous section, and game end setting processing (step Sb44) for determining whether the number of acquired medals during the advantageous section has reached 2400 (limiter condition).
[0393] In this way, since the safety device related processing (Sb50) that can make the game progress impossible due to the number of acquired medals reaching the limit number since the state was controlled to the AT1 state is performed at the end of the main processing, the game end setting processing is performed before controlling the game to a state where the progress is impossible. Therefore, when the limiter condition is satisfied, after controlling to the normal section, the game can be controlled to a state where the progress is impossible.
[0394] Also, since the external output signal processing is performed in step Sb2 before controlling the game to a state where the progress is impossible, after notifying the external device whether it is controlled in the advantageous section, the game can be controlled to a state where the progress is impossible. In this way, even when the main control unit 161 makes the game progress impossible due to the number of acquired medals reaching the limit number since the state was controlled to the AT1 state, after appropriately processing the information regarding the advantageous section, the game progress can be made impossible. Thereby, it is possible to prevent an inconsistency from occurring regarding the information regarding the advantageous section after the impossibility of the game progress is released.
[0395] FIG. 67 is a flowchart showing the control content of the error processing performed by the main control unit 161. As shown in FIG. 67, in the error processing, first, an 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 numbers indicating errors other than the stop error number. For example, when the error processing is called from the input / output error check processing, the error numbers E4 or E5 are set in a predetermined area of the RAM 161c.
[0396] The main control unit 161 executes an error start command transmission process for transmitting an error command capable of specifying the error number (Sf2). The main control unit 161 acquires the error cause corresponding to the error number (Sf3), and performs an error number display process for controlling to display the error number on the game auxiliary display 12 (Sf3). After that, the error state is controlled until it is specified that the release condition of the error state corresponding to the error number prepared in a predetermined register is satisfied (Sf5).
[0397] When the stop error number is set because the number of acquired medals since being controlled to the AT1 state has reached the limit number, when shifting to the error state, as the release condition of the error state, wait until the setting key switch is in the ON state and the power is turned on to S platform 2. That is, until the setting change process is executed, S platform 2 is in a state where the progress of the game is impossible. As another example, when the error number (E5) is prepared in the register and the error state is shifted, as the release condition of the error state, wait until the detection state of the input medal sensors 31a to 31c is in the OFF state and the reset / setting switch 38 or the reset switch 23 is in the ON state.
[0398] When the error state release condition is satisfied (YES at Sf5), the process proceeds to Sf6 and waits for an interrupt once. 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 sensor are normal (Sf8). If it is determined to be normal at Sf8, the process proceeds to Sf9. On the other hand, if it is determined not to be normal at Sf8, the process returns to Sf6, and the steps of Sf6 to Sf8 are repeated until it is determined to be normal at Sf8.
[0399] In the step of Sf9, the ON-edge state of input buffer 0 is acquired, and it waits until the reset / set switch 38 or the reset switch 23 becomes the ON-edge state (until an operation is performed) (NO at Sf10). When the reset / set switch 38 or the reset switch 23 becomes the ON-edge state (YES at Sf9), the process proceeds to Sf11.
[0400] In the step of Sf11, the payout count display data is stored, the error number is cleared (Sf12), and the error release command transmission process (Sf13) is executed. In the error release command transmission process, an error release command indicating that the error state is released is transmitted. In the step of Sf14, it waits for an interrupt once and ends the error process.
[0401] In this way, when the setting change process is performed, the main control unit 161 controls the state of S platform 2 from a state where the game cannot proceed to a state where the game can proceed. The setting change process is a process in which information related to control to the advantageous section, AT, and BB is initialized, and it is a process that cannot be executed unless the setting key switch is changed to the ON state by a store clerk. Thereby, the main control unit 161 can prevent excessive medal awarding.
[0402] When error processing is executed based on the fact that the number of acquired medals since being controlled to the AT1 state has reached the limit number, setting change processing is performed, whereby the error processing shown in FIG. 67 ends, and the safety device related processing shown in FIG. 66 ends. Further, based on the fact that the safety device related processing has ended, the main control unit 161 ends step Sb50 of the main processing shown in FIG. 64.
[0403] As a result, the main control unit 161 returns the process to the step of Sb2 and repeats the steps from Sb2 again. By the main processing making one round, the processing related to the control of one unit of the game ends, and the main processing is repeatedly executed for each unit of the game.
[0404] As described above, the main processing performed by the main control board 16 of the present embodiment is included in the game program and is configured to call the processing included in the non-game program, such as RT information output processing, winning information output processing, and data processing for the role ratio monitor. When calling the processing included in the non-game program, each time the processing of the corresponding non-game program is called, on the game program side of the call source, the value of the flag register among the registers provided in the main control board 16 is stored in the game stack area for backup, and on the non-game program side of the call destination, the value of the stack pointer SP used in the game program is stored in the non-game RAM area for backup, and the process of storing and backing up the values of all the registers provided in the main control board 16 in the non-game stack area is performed. Then, processing corresponding to the called non-game program (for example, processing for initializing the non-game RAM area in the non-game RAM area initialization processing, each state count processing in the data processing for the role ratio monitor described later, sensor monitoring processing, test signal generation processing, role ratio monitor display data selection processing, etc. in the non-game related processing described later) is performed.
[0405] Further, after the main control board 16 has executed the non-game program, on the non-game program side, it reads the values of all the registers that were saved in the non-game stack area at the start of the non-game program into the corresponding registers to restore the registers to the state at the start of the non-game program. It also 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 to restore the stack pointer SP to the state at the start of the non-game program. Furthermore, on the calling game program side, it reads the value of the flag register that was stored in the game stack area before the non-game program was called into the corresponding flag register to restore the register to the state before the non-game program was called, and performs a process to this effect.
[0406] Also, when the main control board 16 performs various processes according to the non-game program, it calls the non-game program from the game program using the above CALLEX instruction or the like, performs various processes according to the non-game program, and returns to the calling game program when each process corresponding to the non-game program is completed.
[0407] [Regarding the game start waiting process] FIG. 68 is a diagram for explaining the control content 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.
[0408] As shown in FIG. 68, in the game start waiting process, first, the bet number display process is performed (Sc1), and the 1 to 3 BET LEDs 14 to 16 corresponding to the number of medals set as the bet number are controlled to the ON state (lit state). Then, the process proceeds to step Sc5. The value of the replay medal counter set in a predetermined area of the RAM 161c is read into a predetermined register (Sc5). Note that the replay medal counter has a value corresponding to the result of the previous game set by the game end setting process in the previous main process. When a replay winning combination wins and a replay is awarded in the previous game, a numerical value corresponding to the specified number of bets required to play the game (for example, 3) is set. On the other hand, when no replay is awarded in the previous game, 0 is set.
[0409] After that, the replay medal counter in the RAM 161c is cleared (Sc6), and it is determined whether the value of the replay medal counter read in step Sc5 is greater than 0, that is, whether a replay is awarded (Sc7). If a replay is awarded, the bet number setting process is performed (Sc8). In the bet number setting process, the value of the replay medal counter is set as the bet number, and the 1 to 3 BET LEDs 14 to 16 are set to the ON state (lit state) to notify that the specified number of bets (in this embodiment, 3) is set. Also, an input number command capable of specifying the number of medals used for setting the bet number is transmitted to the effect control unit 151.
[0410] When it is determined in step Sc7 that the value of the replay medal counter is 0, that is, no replay is awarded, and after the bet number setting process is performed due to the awarding of a replay in step Sc8, the interrupt waiting process for one time is performed (Sc10). By performing the interrupt waiting process for one time, the timer interrupt process (main) is performed, and the detection states of various switches, the lighting states of LEDs, various timers, etc. are updated. Then, the subsequent process can be performed in a state where the detection states of these various switches are updated.
[0411] In the step of Sc10, after waiting for one interrupt process and having one timer interrupt occur, the operations of various switches are enabled to be accepted. When an operation of an enabled switch is performed, operation input reception processing for accepting the operation by the switch is performed (Sc14).
[0412] In the operation input reception processing, when the credit set in a predetermined area of the RAM171c is 1 or more, the acceptance of operations by the 1 BET switch 20 and the MAX BET switch 6 is enabled. Also, when the number of bets set in a predetermined area of the RAM171c is the specified number, the acceptance of operations by the start switch 7 is enabled. Also, the acceptance of operations by the bet number clear switch 21 and the setting key switch 37 is enabled.
[0413] Also, in the operation input reception processing, when an operation by the start switch 7 is detected while the operation by the start switch 7 is valid, a start flag indicating that the start switch 7 has been operated is set in a predetermined register. Also, when an operation by the setting key switch 37 is detected while the operation by the setting key switch 37 is valid, setting value display processing for causing the setting value display 24 to display the setting value is performed. Also, when an operation by the 1 BET switch 20 or the MAX BET switch 6 is detected while the operations by the 1 BET switch 20 and the MAX BET switch 6 are valid, the number of medal pieces up to the specified number within the range possible based on the credit is set as the number of bets, and the number of medal pieces set as the number of bets is subtracted from the credit. After performing the processing corresponding to the detected switches, the operation input reception processing is terminated.
[0414] After performing the operation input reception processing in the step of Sc14, it is determined whether a valid operation by the start switch 7 is detected based on the start flag (Sc15). If it is determined that the start flag is not set in the predetermined register and a valid operation by the start switch 7 is not detected, the process proceeds to the step of Sc16, and LED display processing for controlling the lighting state of the start valid LED is performed.
[0415] In the LED display process, when no operation of switches other than the reset switch is detected in the state where the operation by the start switch 7 is set to be valid by the operation input reception process of step Sc14, the start valid LED is controlled to the ON state (lit state). When an operation of switches other than the reset switch is detected in the state where the operation by the start switch 7 is set to be valid, and when the operation by the start switch 7 is not set to be valid, the start valid LED is controlled to the OFF state (extinguished state), and the lighting state of the start valid LED is used to notify whether the operation by the start switch 7 is valid or invalid.
[0416] In step Sc15, when it is determined that a start flag is set in a predetermined register and a valid operation by the start switch 7 is detected, a random number value for internal lottery is obtained from the random number circuit and set in a predetermined area of the RAM161c (Sc17). Then, lottery number setting state data that can identify the set lottery number is set in a predetermined area of the RAM161c (Sc18), the start valid LED is set to the OFF state (extinguished state) (Sc19), the medal loading permission flag is cleared from a predetermined area of the RAM161c (Sc20), the display of the paid-out number of medals on the game auxiliary display 12 is controlled to be cleared (Sc21), the game start waiting process is terminated, and the process returns to the main process. After that, in the main process, an internal lottery is performed using the random number value obtained in step Sc17, and the rotation of the reels 2L, 2C, and 2R is started in response to the detection of the operation of the start switch 7, thereby starting a game.
[0417] FIG. 69 is a diagram for explaining the control content of the lottery number setting operation reception process performed by the main control board 16. After the operations by the 1 BET switch 20 and the MAX BET switch 6 become valid in the operation input reception process of FIG. 69, when an operation by the 1 BET switch 20 or the MAX BET switch 6 is detected, the main control board 16 executes the lottery number setting operation reception process shown in FIG. 69.
[0418] The main control board 16 acquires the bet counts of 0 to 3 set in the BET counter of the RAM 161c (Sd1). The main control board 16 calculates the number of inserted medals based on the acquired bet counts and whether the switch for which an operation is detected is the 1 BET switch 20 or the MAXBET switch 6 (Sd2). For example, when an operation by the MAXBET switch 6 is detected while the bet count is 0, the number of inserted medals is 3, and when an operation by the 1 BET switch 20 is detected while the bet count is 0 to 2, the number of inserted medals is 1.
[0419] The main control board 16 transmits an insertion command including the calculated number of inserted medals to the medal number control board 17 (Sd3). The medal number control board 17 transmits a response command for the said insertion command. The main control board 16 executes bet count setting processing in response to receiving the said response command (Sd4). That is, the main control board 16 adds the bet count stored in the BET counter of the RAM 161c.
[0420] FIG. 70 is a diagram for explaining the control content of the settlement operation reception processing performed by the main control board 16. The main control board 16 executes the settlement operation reception processing when an operation by the bet count clear switch 21 is detected after the state where the operation by the bet count clear switch 21 is valid in the operation input reception processing of FIG. 70.
[0421] The main control board 16 determines whether or not it is during the operation of a replay game (Se1). If it is during the operation of a replay game, the main control board 16 ends the processing. If it is not during the operation of a replay game, the main control board 16 determines whether or not a bet count of 1 or more is set (Se2). If a bet count of 1 or more is not set, the main control board 16 ends the processing. If a bet count of 1 or more is set, the main control board 16 acquires the bet counts of 1 to 3 set in the BET counter of the RAM 161c (Se3).
[0422] The main control board 16 transmits an accounting command including the acquired number of bets as the number of medals to be redeemed to the medal number control board 17 (Se4). The medal number control board 17 transmits a response command to the input command. The main control board 16 executes an accounting operation process in response to receiving the response command (Se5). That is, the main control board 16 subtracts the number of bets.
[0423] Hereinafter, the communication among the effect control unit 151, the main control unit 161, the medal number control unit 171, and the CU control unit 323 will be described. In the first embodiment, the configuration in which the main control unit 161 is included in the main control board 16 and the medal number control unit 171 is included in the medal number control board 17 has been described. In the S machine 2 when the main control unit 161 and the medal number control unit 171 are integrated, the configuration in which the medal number control unit 171 is included in the main control board 16 together with the main control unit 161 will be described.
[0424] FIG. 71 is a block diagram showing the internal configuration of a card unit and a slot machine when the main control unit 161 and the medal number control unit 171 are integrated. As shown in FIG. 71, the main control unit 161 includes both the medal number control unit 171 and the main control unit 161. That is, the main control unit 161 and the medal number control unit 171 are mounted on the same board. Thereby, it is not necessary to connect between the main control unit 161 and the medal number control unit 171 by a connector or the like, and the security can be enhanced. In addition, by reducing the number of components, the probability of occurrence of a malfunction can be reduced.
[0425] As shown in FIG. 71, the main control unit 161 is connected to the reel motors 32L, 32C, 32R, the setting key switch 37, the reset / setting switch 38, the start switch 7, and the game assist display 12. Note that the main control unit 161 may be configured to be connected to the reel motors 32L, 32C, 32R, the setting key switch 37, the reset / setting switch 38, the start switch 7, the game assist display 12, and the medal count control unit 171 via the medal count control unit 171. That is, the reel motors 32L, 32C, 32R, the setting key switch 37, the reset / setting switch 38, the start switch 7, and the game assist display 12 may be connected to the medal count control unit 171.
[0426] Further, the medal count control unit 171 is connected to the count button 10, the RAM clear switch 293, and the winning ratio monitor 89. Note that the medal count control unit 171 may be configured to be connected to the count button 10, the RAM clear switch 293, the winning ratio monitor 89, and the main control unit 161 via the main control unit 161. The count button 10, the RAM clear switch 293, and the winning ratio monitor 89 may be connected to the main control unit 161.
[0427] FIG. 72 is a diagram for explaining the communication among the effect control unit 151, the main control unit 161, the medal count control unit 171, and the CU control unit 323. As shown in FIG. 72, in the main control board 16 when the main control unit 161 and the medal count control unit 171 are integrated, the medal count control unit 171 and the main control unit 161 are mounted. The main control unit 161 includes a first serial communication circuit SR1, a second serial communication circuit SR2, and a third serial communication circuit SR3. The first serial communication circuit SR1 to the third serial communication circuit SR3 are serial communication circuits mounted on the main control unit 161 realized as a control computer such as a microcomputer. The medal count control unit 171 includes a fourth serial communication circuit SR4, a fifth serial communication circuit SR5, and a sixth serial communication circuit SR6. The fourth serial communication circuit SR4 to the sixth serial communication circuit SR6 are also serial communication circuits mounted on the medal count control unit 171 realized as a control computer such as a microcomputer.
[0428] The first serial communication circuit SR1 and the third serial communication circuit SR3 of the main control unit 161 have a transmission function and a reception function. As shown in FIG. 72, the first serial communication circuit SR1 has a transmission terminal Tx1 and a reception terminal Rx1 as terminals for connecting to other devices. Further, the first serial communication circuit SR1 has a transmission buffer Tb1 which is a buffer for transmission and a reception buffer Rb1 which is a buffer for reception. Also, the third serial communication circuit SR3 also has a transmission terminal Tx3, a reception terminal Rx3, a transmission buffer Tb3, and a reception buffer Rb3.
[0429] On the other hand, the second serial communication circuit SR2 of the main control unit 161 has only a transmission function among the transmission function and the reception function. That is, the second serial communication circuit SR2 is a serial communication circuit dedicated to transmission. As shown in FIG. 72, the second serial communication circuit SR2 has only a transmission terminal Tx2 and a transmission buffer Tb2 which is a buffer for transmission as terminals for connecting to other devices. For this reason, the second serial communication circuit SR2 is configured so as not to be able to receive a signal (command) from other devices. Thereby, signal transmission can be suitably performed when transmitting a signal in one direction. That is, the second serial communication circuit SR2 can be suitably used for communication between the main control unit 161 and the effect control unit 151 which require signal transmission in one direction.
[0430] The fifth serial communication circuit SR5 and the sixth serial communication circuit SR6 of the medal number control unit 171 have a transmission function and a reception function, similar to the first serial communication circuit SR1 and the third serial communication circuit SR3. That is, the fifth serial communication circuit SR5 has a transmission terminal Tx5, a reception terminal Rx5, a transmission buffer Tb5, and a reception buffer Rb5. Also, the sixth serial communication circuit SR6 has a transmission terminal Tx6, a reception terminal Rx6, a transmission buffer Tb6, and a reception buffer Rb6. Also, the fourth serial communication circuit SR4 of the medal number control unit 171 has only a transmission function, similar to the second serial communication circuit of the main control unit 161. That is, the fourth serial communication circuit SR4 has a transmission terminal Tx4 and a transmission buffer Tb4.
[0431] As shown in FIG. 72, the main control unit 161 and the medal count control unit 171 communicate signals using the first serial communication circuit SR1 and the fifth serial communication circuit SR5. As described above, commands having bidirectionality such as an input command and a settlement command are transmitted between the medal count control unit 171 and the main control unit 161. That is, the communication between the medal count control unit 171 and the main control unit 161 includes bidirectional communication. In this way, bidirectional communication is realized by using the first serial communication circuit SR1 and the fifth serial communication circuit SR5 having a transmission function and a reception function.
[0432] Further, since the communication between the medal count control unit 171 and the CU control unit 323 is bidirectional communication, the medal count control unit 171 uses the sixth serial communication circuit SR6 having both a transmission function and a reception function for communication with the connection terminal board 1000. The medal count control unit 171 is connected to the CU control unit 323 via the connection terminal board 1000. The frame side information command is a command that continues to be transmitted in one direction from the medal count control board 17 having no bidirectionality to the main control board 16. The medal count control unit 171 transmits the frame side information command to the third serial communication circuit SR3 of the main control unit 161 using the fourth serial communication circuit SR4 having only a transmission function. The third serial communication circuit SR3 transmits a test signal to the test board 300. In this way, in the S unit 2 when the main control unit 161 and the medal count control unit 171 are integrated, for one-way communication, it is performed using a serial communication circuit having only a transmission function, and for bidirectional communication, it is performed using a serial communication circuit having both a transmission function and a reception function. Thus, the serial communication circuit can be used separately for one-way command transmission a...
Claims
1. A slot machine including a variable display unit capable of variably displaying a plurality of types of discriminable identification information, wherein after variably displaying the variable display unit, a display result is derived by stopping the variable display of the variable display unit, and a winning can occur according to the display result, comprising game control means for controlling the progress of the game, wherein the game control means, controls the state of the slot machine into a normal section and an advantageous section, has a difference counter that counts, as a difference count value, the difference between the total number of game values granted in the advantageous section and the total number of game values used in the advantageous section, when a game value is used in the advantageous section, subtracts a value corresponding to the used game value from the difference count value, when a game value is granted in the advantageous section, adds a value corresponding to the granted game value to the difference count value, determines whether or not a specific event has occurred based on the carry of the difference count value, and when the specific event has occurred, ends the control to the advantageous section and starts the control to the normal section, the initial value of the difference count value is set such that the specific event occurs when the difference between the total number of grants and the total number of uses exceeds a specific number and the difference count value has a carry, the advantageous section includes a normal state and an advantageous state that is more advantageous for the player than the normal state, the game control means, when the difference count value is greater than a threshold value when controlled in the advantageous state, has a higher rate of continuing the advantageous state than when the difference count value is less than the threshold value, a slot machine.
2. A slot machine including a variable display unit capable of variably displaying a plurality of types of discriminable identification information, wherein after variably displaying the variable display unit, a display result is derived by stopping the variable display of the variable display unit, and a winning can occur according to the display result, It is provided with game control means for controlling the progress of the game, The game control means, controls the state of the slot machine into a normal section and an advantageous section, has a difference counter that counts, as a difference count value, the difference between the total number of granted game values totaled in the advantageous section and the total number of used game values totaled in the advantageous section, when a game value is used in the advantageous section, subtracts a value corresponding to the used game value from the difference count value, when a game value is granted in the advantageous section, adds a value corresponding to the granted game value to the difference count value, adds a determination value to the difference count value and determines whether or not a specific event has occurred based on the fact that the difference count value has overflowed. When the specific event has occurred, it ends the control to the advantageous section and starts the control to the normal section, the determination value is set so that the specific event occurs when the difference count value, to which the determination value is added when the difference between the total number of granted values and the total number of used values exceeds a specific number, overflows, the advantageous section includes a normal state and an advantageous state that is more advantageous for the player than the normal state, the game control means, when the difference count value is greater than a threshold value when controlled in the advantageous state, has a higher rate of continuing the advantageous state than when the difference count value is less than the threshold value, a slot machine.
Citation Information
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