Pachinko machine

The gaming machine design improves communication efficiency by separating game and value control components with distinct communication functions and storage, addressing limitations in existing serial communication circuits.

JP7701258B2Active Publication Date: 2025-07-01SANKYO CO LTD

Patent Information

Application Number
JP2021204184
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-16
Publication Date
2025-07-01
Estimated Expiration
2041-12-16

AI Technical Summary

Technical Problem

Existing gaming machines with serial communication circuits have limitations in effective data transmission and reception, necessitating improvements in communication efficiency and functionality.

Method used

A gaming machine design where game control and value control means are mounted on separate substrates, with distinct communication capabilities and storage capacities, enabling efficient data transmission and reception processes, including periodic and response command transmissions.

Benefits of technology

Enhances communication efficiency and functionality in gaming machines by optimizing data flow between components, ensuring seamless operation and improved player interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that is improved regarding execution of communication by using a serial communication circuit.SOLUTION: A game machine includes: specific control means; first control means capable of receiving data from the specific control means and capable of transmitting data to the specific control means; and second control means capable of receiving data from the specific control means and incapable of transmitting data to the specific control means. The specific control means includes first communication means and second communication means, transmits data to the first control means by using the first communication means, and transmits data to the second control means by using second communication means.SELECTED DRAWING: Figure 80
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of performing a game.

Background Art

[0002] There is a gaming machine (for example, Patent Document 1) that includes a serial communication circuit and performs communication using the serial communication circuit.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machine of Patent Document 1, there was room for improvement in performing communication using the serial communication circuit.

[0005] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a gaming machine improved in performing communication using a serial communication circuit.

Means for Solving the Problems

[0006] (A) A gaming machine capable of performing a game, A game that controls the progress of the game control means, Means for controlling the game value owned by the player, the Game control means capable of receiving data from the control means and transmitting data to the control means, Game and a second control means capable of receiving data from the control means but not transmitting data to the control means, Value control means, Means for controlling the performance, the Game control means capable of receiving data from the control means and transmitting data to the control means, Game and a second control means capable of receiving data from the control means but not transmitting data to the control means, the GameThe control means and the Value control means are mounted on the same substrate, the Game control means and the Performance control means are mounted on different substrates, the Game control means comprises a first communication means having a transmission function and a reception function, and a second communication means having only a transmission function among the transmission function and the reception function, transmitting data to the Value control means using the first communication means, transmitting data to the Performance control means using the second communication means, and storage means having a first storage area for setting the functions of the first communication means and a second storage area for setting the functions of the second communication means, the capacity of the first storage area in the first communication means is a first amount, the capacity of the second storage area in the second communication means is a second amount smaller than the first amount And, The game control means transmits a command to the value control means according to the progress of the game, The value control means, A periodic command transmission process for transmitting a value control side information command capable of specifying the control state of the value control means to the game control means every predetermined period, And a response command transmission process for transmitting a response command according to the command when the command from the game control means is received by the game control means, A value control side first transmission means for transmitting a command stored in a value control side first transmission buffer capable of storing data for transmission, And a value control side second transmission means for transmitting a command stored in a value control side second transmission buffer capable of storing data for transmission, The command transmitted by the periodic command transmission process is transmitted to the game control means using the value control side first transmission means, The command transmitted by the response command transmission process is transmitted to the game control means using the value control side second transmission means.

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Brief Description of the Drawings

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Embodiments for Carrying Out the Invention

[0008] A form for implementing a slot machine, which is an example of a gaming machine according to the present invention, will be described below based on examples.

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

[0010] Referring to FIG. 1, in each gaming island (not shown) arranged in a plurality in a game hall, a slot machine (hereinafter sometimes abbreviated as S units) 2 is provided, and a card unit (hereinafter sometimes abbreviated as CU), which is an example of a gaming device, is installed in a one-to-one correspondence at a side 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".

[0011] The S units 2 are gaming machines in which a player does not take medals by hand and insert them into the 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 use in the game (hereinafter also referred to as "gaming medals")) according to a lending operation or the like. The added credit number (number of gaming medals) is displayed on the credit display 11. Also, unlike a conventional slot machine, the upper limit number that can be added as the credit number is not limited to "50", and it may be provided within the range of numbers that can be displayed on the credit display 11. Further, the upper limit number may not be provided. Hereinafter, the credit number may sometimes be referred to as the number of gaming medals.

[0012] Moreover, unlike conventional slot machines, not only are there no medal insertion slots or payout openings, but there is also no need to provide devices for controlling inserted medals such as medal selectors and hoppers. Such a slot machine that does not require any medals is referred to as a "managed gaming machine" or a "medal-less slot machine."

[0013] Inside S unit 2, there are reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, middle reel, and right reel) with a plurality of types of symbols arranged on the outer periphery, arranged horizontally side by side. Among the symbols arranged on these reels 2L, 2C, and 2R, three consecutive symbols are arranged so as to be visible through the transparent window 3W.

[0014] Each of the reels 2L, 2C, and 2R is rotated by reel motors 32L, 32C, and 32R provided correspondingly as shown in FIG. 2. As a result, the symbols on each of the reels 2L, 2C, and 2R are continuously changed and displayed in 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 in the transparent window 3W.

[0015] Inside the reels 2L, 2C, and 2R, there are reel LEDs 55 shown in FIG. 2. 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 of the reels 2L, 2C, and 2R, and each symbol can be independently irradiated.

[0016] At the front side (player side) positions of each of the reels 2L, 2C, and 2R, there is arranged the display area of the liquid crystal display 51. The liquid crystal display 51 is configured such that the player can visually recognize each of the reels 2L, 2C, and 2R from the player side through the transparent area corresponding to the transparent window 3W in the display area and through the transparent window 3W.

[0017] 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 identifiable: "character", "black 7", "white 7", "BAR", "replay", "plum", "cherry", "watermelon", "moon", "orange") are arranged in a predetermined order.

[0018] From a position below the transparent window 3W, an inclined surface is formed that gently slopes from the back to the front side, and an operation portion is formed so as to further protrude to the front side therefrom. On the upper surface of the operation portion, a MAXBET switch 6, a 1BET switch 20, a bet number clear switch 21, a 1BET LED 14, a 2BET LED 15, a 3BET LED 16, a credit display 11, and a game assist display 12 are provided. On the front side side surface of the operation portion, a start switch 7, stop switches 8L, 8C, 8R, and a count button 10 are provided.

[0019] The credit display 11 is composed of a 7-segment type LED display and is controlled by the medal number control unit 171 shown in FIG. 2. The game assist display 12 displays the number of medals paid out due to the occurrence of a winning, operation information (navigation notification) corresponding to the operation mode, and the like. Hereinafter, the number of medals paid out displayed by the game assist display 12 may be referred to as the "payout number". That is, the game assist display 12 displays the game value given to the player according to the result of one game. The game assist display 12 is composed of a 7-segment type LED display and is controlled by the main control unit 161.

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

[0021] The 1BET LED 14 notifies by lighting that the bet number is set to 1. The 2BET LED 15 notifies by lighting that the bet number is set to 2. The 3BET LED 16 notifies by lighting that the bet number is set to 3.

[0022] 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 into the number of medals in hand.

[0023] Inside the front door of the S machine 2, a door opening detection switch 25 shown in FIG. 2 is provided. The door opening 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 the error state or the 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.

[0024] In this embodiment, among the three reels 2L, 2C, and 2R that start 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.

[0025] Next, the game flow in the S machine 2 will be described. When playing a game on the S machine 2, first, a lending operation is performed at the CU3 to secure credits (game medals). This lending operation corresponds to the two-step operation of "lending operation of medals" and "operation of manually inserting the lent medals into the insertion slot" in a conventional slot machine with a medal payout method.

[0026] 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.

[0027] 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.

[0028] 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 of 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.

[0029] 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 given to the player. These points are added to the credit.

[0030] 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 a card at the end of the game.

[0031] In the present embodiment, when the count button 10 is pressed once, all of 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, not limited to this, 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 each time the 0.3 - second pressing state continues). Also, regardless of the continuous pressing time, when pressed once, counting from the game balls to held medals may be performed for a predetermined number (for example, 50).

[0032] 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 - segments and displays 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.

[0033] [Configuration of Card Unit] Referring to FIG. 1, the configuration of the CU3 according to the present embodiment will be described. This CU3 accepts a visitor card (also referred to as a general card) having a prepaid function, which is a game storage medium issued to general players who have not registered as members, and a member card, which is a game storage medium issued to member players who have registered as members at the game arcade. The visitor card and the member card are composed of IC cards.

[0034] The CU3 that receives those cards has a function of converting the game value owned by the player specified by the memory information of the card (such as prepaid balance, number of medals in hand, or number of stored medals (also referred to as "number of stored balls")) into the number of credits (number of game medals).

[0035] On the front side of the CU3, there are provided a bill insertion slot 302 for inserting bills, a protruding portion 305 formed to protrude in the front direction of the apparatus from the front surface of the apparatus, a card insertion / discharge port 309 for inserting a membership card or a visitor card, etc. The membership card or visitor card inserted into this card insertion / discharge port 309 is received by a card reader / writer (not shown), and the information recorded on the card is read.

[0036] In the aforementioned protruding 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 membership card ID (simply referred to as card ID, C-ID) recorded on the membership card and the number of stored medals (number of stored balls) specified by the membership card ID when the membership card is received, and an IR photosensitive unit 320 that receives an infrared signal from a remote control (not shown) held by a staff member of the game hall, converts it into an electronic signal, and outputs it.

[0037] The display 312 can display the prepaid balance (card balance or simply balance) recorded on the inserted game recording medium (card), the number of medals in hand, the number of credits (number of game 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 portion of the display 312 with a finger.

[0038] When the held medal button 324 is operated, a part of the number of held medals recorded on the inserted card is deducted and converted into the credit number (number of game medals). When the replay button 319 is operated, if the number of held medals acquired by the player is stored on the inserted card, a part of the number of held medals is deducted and converted into credit, and it becomes possible to play a game on the S platform 2 based on the converted credit.

[0039] On the other hand, when the inserted card is a membership card and the number of held medals is not stored and the stored medals are stored in a hall management computer or the like, a part of the stored medals is deducted and converted into credit, and it becomes possible to play a game on the S platform 2. That is, when both the stored medals and the held medals are stored in association with the inserted card, the held medals are preferentially deducted. In addition to the replay button 319, a dedicated held medal payout button for deducting held medals may be provided, and the replay button 319 may be a dedicated button for deducting stored medals.

[0040] Here, the "credit number (number of game medals)" is data that can be used for bet number setting and can be converted into the "number of held medals". The "credit number" is generated in exchange for deducting the remaining balance of the prepaid card, the number of held medals, or the number of stored medals.

[0041] The "number of held medals" is obtained by counting and converting the credit number (number of game medals) owned by the player as a result of the player playing a game on the gaming machine. This "number of held medals" is stored in a manner that can be specified by the player's card. The number of held medals may be managed by a management device for managing the number of held medals set in the game hall.

[0042] The "number of stored medals (number of stored balls)" refers to the number of medals held deposited in the game arcade. The number of medals held obtained by the player in the game is managed as the number of medals held during the same day, but is managed as the "number of stored medals" from the day after the acquisition. That is, the credit number (number of game medals) obtained and counted by the player on the same day in the game arcade is called "points", and the number of medals held obtained by the player before the previous day and deposited in the game arcade is called the "number of stored medals". This "number of stored medals" is generally managed by the hall management computer or other management computers installed in the game arcade.

[0043] If the convertible directions of the data of the above "balance", "number of stored medals (number of stored balls)", "number of medals held", and "credit number (number of game medals)" are represented by arrows, it becomes "『balance, number of stored medals, number of medals held』→『credit number』→『number of medals held』→『number of stored medals』".

[0044] 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 the hall management computer in association with the membership card number, and is configured to be able to search for the corresponding number of stored medals based on the membership card number. On the other hand, the number of medals held is directly recorded on the card.

[0045] However, both may be stored in the upper server in association with the card number. In the case of a visitor card, the number of medals held is directly recorded on the visitor card. However, the number of medals held may also be stored in the upper server in association with the card number. When storing in 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 (membership card, visitor card). Also, the prepaid balance is directly written to and discharged from the card (membership card, visitor card).

[0046] Note that the timing for storing the number of medals in hand in the card (member card, visitor card) or the upper server is, for example, the timing when the counting button 10 is operated and the counting process is performed. However, alternatively, it may be stored all at once when the card is returned.

[0047] Also, when the player finishes the game and returns the card from CU3, the medals in hand stored in CU3 are once stored as stored balls in the hall server. When the player inserts the card into the same or another CU3 again on the same day when the player received the card return, only the medals in hand for that day stored as stored balls are stored in that CU3 again, and credits are added within the range of the medals in hand so that the player can play the game.

[0048] The bills inserted into the bill insertion slot 302 are taken in by a currency discriminator (not shown) and the authenticity and bill type are identified.

[0049] 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 a credit number by debiting the balance recorded on the inserted card. Specifically, the credit number is added according to the debited balance when the lending button 321 is operated. The card return button 322 is operated when the player finishes the game, and is an operation button for storing and discharging 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 conversion number from the number of medals in hand to the credit number + the number counted by the counting operation) in the inserted card.

[0050] As described above, according to the S platform 2 according to the present embodiment, it is possible to convert the number of medals held specified by the card into the number of credits (number of game medals), and further, it is possible to set the bet number using the number of credits. 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 loaned medals, insert those medals to secure credits, and set the bet number using those credits.

[0051] [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. With reference to FIG. 2, the outline of the control circuits of the CU 3 and the S platform 2 will be described.

[0052] The CU 3 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 the CU 3, and stores a CPU as the control center, a ROM that stores programs and control data for the CPU to operate, a RAM that functions as the work area of the CPU, and an input / output interface for maintaining signal integrity with peripheral devices.

[0053] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with a hall management computer for hall use or a hall server that performs security management. The CU 3 transmits the state of the CU 3 and the gaming machine state information received from the S platform 2 to the outside, such as a hall management computer (hall computer) or a hall server that performs security management, via the external output terminal. The CU control unit 323 communicates with the medal number control board 17 of the S platform 2 via a 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 a connection terminal board 1000.

[0054] The communication between the CU control unit 323 and the medal count control board 17 is bidirectional for lending information (information regarding the operation of deducting the remaining balance stored in the inserted card and using it for the game on S unit 2) and lending response information (response information for the lending information), and for other count information (information regarding the count process from credit to owned medals) and gaming machine information, it is performed in one direction from the medal count control board 17 to the CU control unit 323. Therefore, the S unit 2 side does not recognize whether the CU3 has received the count information and the gaming machine information. The CU3 is provided with a connection part to the S unit 2 side (not shown in the figure), and the S unit 2 is provided with a connection part to the CU3 side (not shown in the figure). These connection parts are composed of, for example, connectors and the like.

[0055] When the player is playing the game, the CU control unit 323 manages and stores the player's owned medals. On the display 312, an image corresponding to data such as the remaining balance or the number of owned medals 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 the configuration provided on the CU3, and it may be configured to be provided on the S unit 2 and 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.

[0056] On the S unit 2, there are provided a main control board 16 that controls the progress of the game on the S unit 2, a medal count control board 17 that controls the player-owned credit, an effect control board 15 that controls the effects according to the game state, and a power supply board 101. The power supply board 101 generates the drive power for the electrical components constituting the S unit 2 and supplies it to each part.

[0057] The power supply board 101 is supplied with an external AC 100V power supply, and a DC voltage necessary for driving the electrical components constituting the S units 2 is generated from this AC 100V power supply and supplied to the main control board 16, the medal number control board 17, and the effect control board 15.

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

[0059] The medal number control board 17 is connected to 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 input. Also, the medal number control board 17 is connected to a count button 10, and the detection signal of the count button 10 is input.

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

[0061] The role ratio monitor 89 usually displays numerical values indicating the performance of the slot machine (hereinafter also referred to as "role ratio information"). The numerical values indicating the performance of the slot machine are, for example, the indicated winning combination payout ratio with respect to the total cumulative payout number, the consecutive winning combination payout ratio during the past 6000 games, the winning combination payout ratio during the past 6000 games, the consecutive winning combination payout ratio with respect to the total cumulative payout number, the winning combination payout ratio with respect to the total cumulative payout number, and the winning combination and other state ratio with respect to the total cumulative payout number. Details of these information will be described later with reference to FIG. 58.

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

[0063] 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.

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

[0065] The effect control board 15 is equipped with an effect control microcomputer which is the effect control unit 151. The effect control unit 151 includes a CPU 151a as the 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 integrity with peripheral devices.

[0066] An effect control board 15 is connected to an effect switch 56, and a detection signal of the effect switch 56 is input. Further, the effect control board 15 is connected to effect devices such as a liquid crystal display 51, effect LEDs 52, speakers 53 and 54, reel LEDs 55, and credit display segments 7S, and these effect devices are driven based on the control by an effect control unit 151.

[0067] Also, 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.

[0068] 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 only in one direction, and no commands are 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.

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

[0070] Also, the medal count 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 count 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.

[0071] The set bet count is stored in a predetermined area of the RAM 161c. Specifically, the set bet count 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 count".

[0072] In the medal-less slot machine that does not require medals as described above, a medal count control board 17 is provided. And the functions related to the insertion and payout of medals in the 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 the medal-less slot machine, such devices are unnecessary.

[0073] Also, by configuring a medal-less slot machine as in the present 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 by sharing parts.

[0074] 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.

[0075] The types of winning roles are determined according to the game state. Generally speaking, there are special roles that lead to the transition to the Big Bonus (BB) or Regular Bonus (RB), small roles that involve the payout of medals, and replay roles (replays) that enable the start of the next game without the need to set the bet count.

[0076] The main control unit 161 conducts a lottery for the winning roles, rotates the reels, and then waits for the player to stop the reels. When any of the stop switches 8L, 8C, 8R is operated, the main control unit 161 stops the rotation of the reel corresponding to the stop switch 8L, 8C, 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 corresponding number of credits according to the type of win. The main control unit 161 subtracts and displays the credit display on the credit display 11 according to the subtraction of the credit count and adds and displays the credit display on the credit display 11 according to the addition of the credit count. A power switch 102 is connected to the power supply board 101, and a detection signal of the power switch 102 is input.

[0077] In addition, in this embodiment, the "game" refers to the period from when the start switch 7 is operated until the reels 2L, 2C, 2R stop. When playing the game, the bet count is set before operating the start switch 7, and after the reels 2L, 2C, 2R stop, medal payouts and game state transitions are also performed. These additional processes are also included in the "game" in a broad sense.

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

[0079] In addition, the S unit 2 is configured such that the medal payout rate changes according to the set value. Specifically, by using the winning probability according to the set value in a lottery that affects the 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. When 6 is set as the set value, the payout rate is the highest, and as the values decrease in the order of 5, 4, 3, 2, 1, the payout rate decreases. That is, when 6 is set as the set value, it is the most advantageous for the player, and as the values decrease in the order of 5, 4, 3, 2, 1, the advantage gradually decreases.

[0080] 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 unit 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 system shifts to a setting change state in which 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. 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 proceeds to a playable state.

[0081] [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 ball payout rate.

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

[0083] On the other hand, in the non - internal state, it is not played by the player, or even if it is played, the time is extremely short. When a BB is won in the non - internal state and the winning of the BB is missed, the game state transitions to the internal state from the next game. That is, in the internal state, the winning of the BB is carried over.

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

[0085] In the internal state, the winning of the BB is carried over. Here, when the BB and a small winning combination are won simultaneously, reel control is performed so as to preferentially derive the symbol combination of the small winning combination. Further, if the small winning combination is a non - missable combination, in the game in which the BB and the small winning combination are won simultaneously, regardless of the operation of the stop switches 8L, 8C, 8R, the small winning combination always wins and the BB cannot win. Similarly, when the BB and a replay winning combination are won simultaneously, reel control is performed so as to preferentially derive the symbol combination of the replay winning combination. Generally, since the replay winning combination is a non - missable combination, in the game in which the BB and the replay winning combination are won simultaneously, regardless of the operation of the stop switches 8L, 8C, 8R, the replay winning combination always wins and the BB cannot win. Therefore, in the internal state, only in the game that loses in the internal lottery (a game that does not win any combination), if the symbol combination of the BB can be derived according to the operation of the stop switches 8L, 8C, 8R, the BB is won. In this case, the game state is controlled by the BB from the next game. That is, in the internal state, the game that loses in the internal lottery becomes a BB - winning - possible game.

[0086] In BB, the BB in-game is played over a predetermined number of games (for example, 60G). However, since the payout rate in BB is approximately 101%, the net increase in the number of sheets is hardly increased. Therefore, BB is merely in a state where it consumes a predetermined number of games (for example, 60G) for the player. When BB ends, the game state shifts back to the non-internal state again.

[0087] The states during the internal state include a normal section and a favorable section. The normal section is a state where the navigation is not executed and it is a non-notification state where navigation information cannot be notified. The favorable section is a state where the navigation can be executed and it is a notification state where navigation information can be notified. In the present embodiment, among the favorable sections, in the normal favorable section, the navigation is not executed, but in both the AT state and the ending state, the navigation can be executed. Note that the navigation may be executed even in the normal favorable section, but in the AT state and the ending state, the execution probability of the navigation for causing the main character to win when selecting the main character in the push order role is higher than that in the normal favorable section. Thus, in the AT state in the favorable section such as the AT state and the ending state, the navigation is performed with a higher probability than when it is in the favorable section or the normal favorable section.

[0088] 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 of the roles that can be won during the normal state is a condition for winning the favorable section, the stay of the game during the normal state 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 the normal state is won.

[0089] In the normal interval, since the navigation is not executed in the game in which the push-order winning combination is won, 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. Note that the net increase 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 payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0090] The advantageous interval generally includes the AT state and the ending state. In the advantageous interval generally, since the navigation is not executed in the game in which the push-order winning combination is won, 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 advantageous interval generally is set to 40%. Thus, in the advantageous interval generally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0091] In the present embodiment, when a specific symbol (watermelon, strong cherry) is won, the advantage degree of the player is increased. Specifically, in the AT state, when the strong cherry is won, an addition to the number of games in the AT state is determined.

[0092] In the advantageous interval generally, processes such as a lottery related to control to the AT state are performed. In the advantageous interval generally, the main control unit 161 performs, for example, 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. Further, when the value of the point counter reaches a specified value, the main control unit 161 executes an AT lottery. Note that the main control unit 161 may execute the AT lottery based on the winning of a specific symbol (watermelon, strong cherry) without using points.

[0093] In the advantageous section, when the total number of medals generated by the winning in the advantageous section updated based on the progress of the game reaches a predetermined number of ED transition medals, the ending state is controlled. The number of ED transition medals is updated in the advantageous section and not updated in the normal section or BB. The ending state is, for example, a state where the control to the advantageous section state continues until the total value of the net increase medals reaches the upper limit number of medals (for example, 2,400 medals), or until the number of played games in the advantageous section reaches the upper limit number of games (for example, 1,500G). The number of ED transition medals is set when transitioning from the normal section to the advantageous section. Note that the number of ED transition medals may be determined by lottery or may be predetermined. The number of ED transition medals is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the number of ED transition medals. The main control unit 161 cumulatively counts the number of ED transition medals and ends the advantageous section according to the counting process.

[0094] When the limiter condition is satisfied in the advantageous section, it is controlled from the advantageous section to the normal section. Specifically, when the number of medals in the advantageous section (net increase medals in the advantageous section) reaches 2,400 medals, the advantageous section ends and is controlled to the normal section. Note that the number of medals in the advantageous section is counted by the medal count in the advantageous section counter stored in the RAM 161c. That is, when the number of medals in the advantageous section reaches the upper limit number of medals, it is said that the "limiter condition" is satisfied. Alternatively, in the advantageous section, when the total number of played games (number of games in the advantageous section G) updated based on the progress of the game reaches a predetermined upper limit number of games (for example, 1,500G), the advantageous section ends and is controlled to the normal section. Note that the number of games in the advantageous section G is counted by the net increase medal counter stored in the RAM 161c.

[0095] When controlled from the advantageous section to the normal section, the total value of the number of played games and net increase medals counted in the advantageous section, as well as the points that can be obtained during the game, are also initialized. The number of games in the advantageous section G and the net increase medals in the advantageous section are updated not only in the advantageous section but also in BB, and not updated in the normal section.

[0096] When a setting change is made within the advantageous section, it is controlled to the normal section. At this time, the total value of the number of digestion games and the net increase in the number of sheets counted in the advantageous section, as well as the points that can be obtained during the game, are also reset. The S machine 2 of the present embodiment has a medal payout rate that 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 is changed. A store clerk or the like of the game parlor can change this set value by making a setting change.

[0097] In this way, the conditions for the state to transition from the advantageous section to the normal section include the limiter condition and the arbitrary end condition that are established based on the progress of the game, and the condition that a setting change is made.

[0098] Also, in the S machine 2 of the present embodiment, an upper limit of the number of games is defined in the advantageous section normally. By reaching the upper limit of the number of games predetermined in the advantageous section normally, an AT right for forcibly transitioning to the AT state is granted regardless of the reached points. The upper limit of the number of games in the advantageous section normally is, for example, 1280 games. The upper limit number of games is so-called "ceiling". The main control unit 161 has a lottery counter in the RAM 161c in order to determine whether the ceiling has been reached. That is, the main control unit 161 stores the number of games executed in the advantageous section normally in the lottery counter in the RAM 161c. The main control unit 161 adds the value of the lottery counter each time a game in the advantageous section normally is executed. For example, when the upper limit value of the number of games in the advantageous section normally 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 in the advantageous section normally is not limited to 700 games, and may be, for example, 1280 games.

[0099] [Winning combination] Figures 5 to 8 are diagrams for explaining the types of winning roles, the symbol combinations of winning roles, and the awards given upon winning. In the name column of Figures 5 to 8, the names of the winning roles are shown, and in the symbol combination column, the symbol combinations for which the winning role wins are shown. Also, in the award column, the values awarded upon winning (number of medals paid out, additional game award, etc.) are shown.

[0100] As shown in Figure 5, as replay roles, REP1 to REP6 are provided. As shown in Figure 6, as special roles, BB is provided. As shown in Figures 6 to 8, as minor roles, Plum 1 to 6, Watermelon, and Single Symbol 1 to 33 are provided. Plum 1 to 6 are main roles that can win when winning the draw order role. When winning, 9 medals, which is more than the number of medals (3) used for betting, are paid out. Plum 1 to 6 are also collectively referred to as the "Plum Role". Single Symbol 1 to 33 are sub-roles that can win when winning the draw order role. When winning, 1 medal, which is less than the number of medals (3) used for betting, is paid out. Single Symbol 1 to 33 are also collectively referred to as the "Single Symbol Role".

[0101] As shown in Figure 7, among the symbol combinations in which the winning of Single Symbol 22 occurs, when "Character - Character - Black 7" is derived on Reels 2L, 2C, and 2R, 3 character symbols are arranged side by side on the reel. Specifically, by deriving character symbols 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, the character symbols are arranged side by side in an upward - right direction. Note that the arrangement of character symbols side by side is also referred to as "character alignment".

[0102] As shown in Figure 8, among the symbol combinations in which the winning of Single Symbol 23 occurs, when "Character - Character - Plum" or "Character - Plum - Plum" is derived on Reels 2L, 2C, and 2R, 3 number 7 symbols are arranged side by side on the reel. Specifically, by deriving number 7 symbols 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, the number 7 symbols are arranged side by side at the upper stage. Note that the arrangement of number 7 symbols side by side is also referred to as "7 alignment".

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

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

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

[0106] Flag categories have flag categories common to all roles, whether in non-internal, internal, or BB. Also, while the role number is determined for each target role in the lottery, the flag category is assigned for each type of target role in the lottery. For this reason, the number of flag categories is less 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 also collectively referred to as "lotteries related to AT control") are performed based on the flag category. For this reason, the processing burden can be reduced compared to performing these lotteries related to the control of these AT states based on the role number.

[0107] In the present embodiment, flag categories are also assigned to losing 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.

[0108] [Reel control for the pressing order role] FIG. 10 is a diagram for explaining the reel control when the pressing order role is won. As described above, in the present embodiment, in a game in which the pressing 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.

[0109] 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.

[0110] The "normal procedure" is not set as the "correct procedure", while the "irregular procedure" can be set as the "correct procedure". That is, in a game 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.

[0111] Figure 11 is a diagram showing the game start command that the main control unit 161 transmits 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 transmits a command group including predetermined information to the effect control unit 151 according to the result of the internal lottery process. Hereinafter, the command groups No. 1 to No. 13 shown in Figure 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 of No. 1 to No. 13. For each command, a serial number is defined as the "set serial number" with the same number as No. Each command stores various information managed by the main control unit 161.

[0112] For example, the command "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 switch 8L, the stop switch 8C, and the stop switch 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", a navigation production is executed on the liquid crystal display 51. In addition, the production control unit 151 outputs a sound for notifying the player of the operation procedure from the speaker 53 based on the operation procedure that can be specified from the command "Instruction Number".

[0113] 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 "Section 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 "Section State" of No. 6 stores information indicating whether the currently controlled state is a normal section, a favorable section, and further, among the favorable sections, whether it is a normal favorable section, an AT state, or an ending state. Based on receiving the command "Section State" of No. 6, the production control unit 151 can identify which section 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 "Point" 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.

[0114] In addition, when the main control unit 161 transmits a game start command, it 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.

[0115] FIG. 12 shows a game end command that the main control unit 161 transmits 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.

[0116] In the command "Point" of No. 10 in the game end command, the number of points obtained in the point acquisition lottery process at the third stop described later is stored. In addition, when the main control unit 161 transmits a game end command, it 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.

[0117] [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.

[0118] When the predetermined command transmitted from the main control board 16 is a command that requires a predetermined response, the medal count control board 17 transmits a response command to the main control board 16. For example, triggered by the power-on with the S machine 2 installed in the game arcade 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 machine 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.

[0119] 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, operations in which the commands transmitted and received between the main control board 16 and the medal count control board 17 are modified, or operations in which an illegal person controls the main control board 16 or the medal count control board 17. An illegal person performs illegal operations, for example, by connecting a device that executes illegal operations (hereinafter referred to as an illegal device) to the main control board 16 or the medal count control board 17.

[0120] The initial value and 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 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.

[0121] 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".

[0122] 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.

[0123] 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.

[0124] 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 will be described in which a gaming machine installation information command is transmitted to the medal count control board 17, and after 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, a predetermined event A occurs.

[0125] 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 the 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 sends it.

[0126] 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.

[0127] 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 increment 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 increment value "13" to the previously sent "137", to command B and 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.

[0128] That is, each time the main control board 16 sends a command, it assigns as the serial number a value obtained by adding an increment value to the value of the serial number sent last time. Also in the medal count control board 17, since the initial value and the increment value are stored, the value of the serial number to be assigned to the next received command can be calculated in advance, and it can be determined whether the serial number is normal each time a command is received. If the serial number assigned to the received command does not match the calculated serial number value, the medal count control board 17 determines that a communication abnormality has occurred between the main control board 16 and the medal count control board 17.

[0129] When the value obtained by adding the addition value to the value of the sequence number transmitted last time exceeds 255, the main control board 16 transmits the value obtained by subtracting 255 from the value as the sequence 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 sequence number of the command to be transmitted after the response command, and transmits again with the same sequence number assigned.

[0130] [Commands transmitted from the main control board to the medal count control board] FIG. 13 is a diagram showing the types of commands that the main control board 16 transmits to the medal count control board 17. In 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, a favorable 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 irregularity 1 command, a gaming machine irregularity 2 command, a gaming machine irregularity 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.

[0131] The two-way column indicates whether or not the medal count control board 17 needs to transmit a response command after the main control board 16 transmits a command. For example, when the medal count control board 17 receives a start-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.

[0132] 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.

[0133] FIG. 14 is a diagram for explaining the gaming machine installation information command. As shown in FIG. 14, the gaming machine installation information command is a command having a length of 22 bytes. 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 of 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.

[0134] 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 from the first byte to the twenty-first byte is stored.

[0135] Figure 15 is a diagram showing 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). When S machine 2 is equipped with RB, bit 0 becomes "1", and when S machine 2 is not equipped with RB, bit 0 becomes "0".

[0136] Bit 1 indicates whether S machine 2 is equipped with BB (Big Bonus). When S machine 2 is equipped with BB, bit 1 becomes "1", and when 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). When S machine 2 is equipped with CT, bit 2 becomes "1", and when 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). When S machine 2 is equipped with CB, bit 3 becomes "1", and when S machine 2 is not equipped with CB, bit 3 becomes "0".

[0137] Bit 4 indicates whether S machine 2 is equipped with SB (Single Bonus). When S machine 2 is equipped with SB, bit 4 becomes "1", and when 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. When S machine 2 is equipped with an instruction function, bit 5 becomes "1", and when S machine 2 is not equipped with an instruction function, bit 5 becomes "0". Bit 6 indicates the instruction type of S machine 2. When the instruction type of S machine 2 is the 7P type, bit 6 becomes "1", and when the instruction type of S machine 2 is the 7U type, bit 6 becomes "0". Bit 7 is not used and "0" is stored.

[0138] 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.

[0139] The accessory information command is composed of 5 bytes of data. In the first byte, the message 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".

[0140] In the fourth byte, accessory operation information is stored. The accessory operation information currently stores information indicating whether any bonus is won. 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.

[0141] 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, "a certain type" of information indicating whether RB is operating is stored. In bit 1, "a certain type continuous" of information indicating whether BB is operating is stored. In bit 2, "a second type" of information indicating whether CT is operating is stored. In bit 3, "a second type continuous" of information indicating whether CB is operating is stored. In bit 5, "ordinary accessory" of information indicating whether SB is operating is stored. Bits 4, 6, and 7 are not used and "0" is stored.

[0142] 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 gaming machine performance information and the winning ratio monitor information. The advantageous section information command is transmitted after the end command is transmitted.

[0143] The advantageous section information command is composed of 5 bytes of data. In the first byte, the message 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".

[0144] In the fourth byte, 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.

[0145] Figure 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 played before the advantageous section information command is transmitted.

[0146] 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 played before the advantageous section information command was transmitted was in the advantageous section is stored. If it was in the advantageous section, '1' is stored in bit 0. In bit 1, information indicating whether there was instruction information in the game played before the advantageous section information command was transmitted is stored. If there was instruction information, '1' is stored in bit 1. In bit 4, information indicating whether a replay symbol combination was displayed in the game played before the advantageous section information command was 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.

[0147] Figure 20 is a diagram showing the configuration of the 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, when the main control board 16 receives a bet number setting operation for setting the bet number for starting a game, it transmits the input command to the medal number control board 17. 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".

[0148] 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 the 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.

[0149] 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".

[0150] 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 becomes 1. When the bet number clear switch 21 is pressed with the bet number being 2, the settlement medal number becomes 2. When the bet number clear switch 21 is pressed with the bet number being 3, the settlement medal number becomes 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.

[0151] 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 start command to the main control board 16, but performs control according to the start command. The control according to the start command includes, for example, processing for controlling 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, for example, control for driving the reels.

[0152] 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".

[0153] 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 an error has occurred in the information transmitted in the first byte to the fourth byte is stored.

[0154] FIG. 23 is a diagram showing the configuration of the end command. The end command is transmitted from the main control board 16 to the medal number control board 17 when all reels have stopped, that is, when the third reel has stopped. In other words, when the main control board 16 ends one game, it transmits the end command to the medal number control board 17. The end command includes the number of payout medals determined according to the derived symbol combination. 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.

[0155] 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.

[0156] 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".

[0157] In the fourth byte, the number of medals paid out is stored. The number of medals paid out is at most 15 medals. When a winning 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 to fourth bytes is stored.

[0158] FIG. 24 is a diagram showing the configuration of a 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 have stopped, that is, when the third reel has stopped. 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 a 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.

[0159] The payout pulse command is composed of 5-byte 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 FIG. 13, the command number of the payout pulse command is "7".

[0160] In the fourth byte, the number of payout pulses to be sent to the hall computer is stored. The number of payout pulses can be up to 15 pulses. When a winning combination for a replay is derived, or when there is no number of payout medals, "0" is stored in the fourth byte. In the fifth byte, a checksum for determining whether there is an error in the information sent to the first to fourth bytes is stored.

[0161] Figure 25 is a diagram showing the configuration of the jackpot command. The jackpot command is sent from the main control board 16 to the medal number control board 17 at the start and end of the jackpot. Also, the jackpot command is sent 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.

[0162] The jackpot command is composed of 5 bytes of data. In the first byte, the telegram length of the jackpot 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 jackpot command is "8".

[0163] In the fourth byte, the hall computer signal is stored. 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. In the fifth byte, a checksum for determining whether there is an error in the information sent to the first to fourth bytes is stored.

[0164] 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.

[0165] 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.

[0166] 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".

[0167] 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 to the first to fourth bytes is stored.

[0168] 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.

[0169] Figure 29 is a diagram showing the configuration of the gaming machine illegal 2 - command. The gaming machine illegal 2 - command is a command not used in S - table 2. In S - table 2, the door - opening 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, '0' is stored in the fourth byte.

[0170] Figure 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.

[0171] Figure 31 is a diagram showing the configuration of the gaming machine illegal 3 - command. The gaming machine illegal 3 - command is a command not used in S - table 2. The gaming machine illegal 3 - command is an extended command and is used when it becomes necessary to transmit new commands from the main control board 16 to the medal - number control board 17 in the future.

[0172] Figure 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.

[0173] The main control state command is composed of 5 - byte data. In the first byte, the telegram length of the main control state 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 Figure 13, the command number of the main control state command is '12'. In the fourth byte, the gaming machine state signal is stored. 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.

[0174] Figure 33 is a diagram showing the configuration of the main control board error command. The main control board error command is a command indicating the type of error that occurred in the main control board 16. The main control board error command is transmitted 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 occurred error is resolved.

[0175] The main control board error command is composed of 5 bytes of data. In the first byte, the telegram length of the main control state 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 Figure 13, the command number of the main control board error command is "13". In the fourth byte, the error number is stored. The error number is a number indicating the type of error occurring in the main control board 16. 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 34 is a diagram showing a list of main control board errors. The error numbers shown in Figure 34 are the error numbers stored in the fourth byte of the main control board error command. E6 is an error number indicating a reel rotation error. The main control board 16 determines that a reel rotation error has occurred when it cannot detect the input from the home sensor three times in a row. When a reel rotation error occurs, the main control board 16 transmits the value in the fourth byte of the main control board error command as "E6". The main control board 16 determines that the error has been resolved when an error release switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 transmits the main control board error command.

[0177] E7 is an error number indicating an overflow error in the number of game medals. When the main control board 16 determines that the number of game medals exceeds 16383, it judges that an overflow error in the number of game medals has occurred. When an overflow error in the number of game 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 cancel 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.

[0178] 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.

[0179] E9 is an error number indicating a communication error. When the main control board 16 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, it judges that a communication error has occurred. 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 cancel 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.

[0180] Figure 35 is a diagram showing the configuration of the game machine performance information (reserve) command. The game machine performance information is information for the purpose of aggregating performance information. The game machine performance information outputs the result calculated based on the game.

[0181] The gaming machine performance information (reserve) command is composed of 28 bytes of data. In the first byte, the telegram length of the gaming machine performance information (reserve) 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 (reserve) 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 reserve 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.

[0182] 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.

[0183] 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 as 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.

[0184] 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 without 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.

[0185] FIG. 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 to which the response is directed. When transmitting a response command to an input command, the medal count control board 17 stores "3" as the command number. When transmitting a response command to a settlement command, the medal count control board 17 stores "4" as the command number. When transmitting a response command to an end command, the medal count control board 17 stores "5" as the command number.

[0186] 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 becomes a command for notifying 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.

[0187] 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 the input command as the received command and the credit number is insufficient despite the requirement to subtract the credit number, a response command with "1" stored in the second bit is transmitted.

[0188] When the third bit in the data area of the third byte is "1", the response command indicates "game medal number overflow". When the medal number control board 17 receives the settlement command as the 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.

[0189] 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.

[0190] 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.

[0191] [Regarding the communication between the main control board and the 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.

[0192] 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 receiving the command 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.

[0193] 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 receiving the command 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.

[0194] 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 when the bet number setting operation that triggered the transmission of the input command was performed.

[0195] 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.

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

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

[0198] Finally, when the player performs an operation for the third stop, all the reels stop. Based on the fact that all the reels have stopped, the main control board 16 transmits an end command to the medal count control board 17. In this example, although the end command 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 a response command within 40 ms after all the reels have stopped.

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

[0200] Figure 41 is a flowchart showing the process when the main control board 16 receives a command. As shown in Figure 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.

[0201] Referring to Figure 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 indicates whether CU3 is normally connected to S unit 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 unit 2. If error information is not included in the frame-side information command (NO in step S12), the process ends.

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

[0203] 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. When the power-on switch 102 is pressed and the main control board 16 is powered on, the main control board 16 transmits a gaming machine installation information command. Thereafter, in response to a bet number setting operation, 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 serial numbers do not match, the medal number control board 17 sets the 1st bit in the 3rd byte of the response command to "1" (serial number mismatch), and when there are not enough gaming medals, the medal number control board 17 sets the 2nd bit in the 3rd byte of the response command to "1" (insufficient gaming medals).

[0204] Subsequently, the main control board 16 transmits a settlement command to the medal number control board 17 based on a settlement operation. 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 serial numbers do not match, the medal number control board 17 sets the 1st bit in the 3rd byte of the response command to "1" (serial number mismatch), and when there is an overflow of gaming medals, the medal number control board 17 sets the 3rd bit in the 3rd byte of the response command to "1" (overflow of gaming medals).

[0205] 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 is 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.

[0206] Based on all the reels stopping, 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.

[0207] 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.

[0208] [Example of processing in draw number] As described above, the main control board 16 and the medal number control board 17 communicate using the serial number. That is, the medal number control board 17 executes a process of checking whether the serial numbers match in order to determine whether the command transmitted from the main control board 16 is normal. Hereinafter, an example of the process in the serial number will be described with reference to FIGS. 43 to 45. FIG. 43 is a diagram showing an example of communication when the serial number is normal.

[0209] Based on the power-on, the main control board 16 transmits a gaming machine installation information command to the medal number control board 17. As described above, the serial number assigned to the gaming machine installation information command is "0". The medal number control board 17 determines the initial value and the addition value in the serial number based on the main chip ID included in the gaming machine installation information command. In the example of FIG. 43, the medal number control board 17 determines the initial value in the serial number as "137" and the addition value as "13". The main control board 16 determines the initial value in the serial number as "137" and the addition value as "13" based on the main chip ID using the same calculation method.

[0210] 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 number 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 serial number. The medal number control board 17 transmits a response command for the input command. At this time, since the communication is normal, the medal number control board 17 transmits a response command indicating reception OK to the main control board 16. That is, when the medal number control board 17 determines that the input command transmitted from the main control board 16 is normal by the process of checking whether the serial numbers match, it transmits a response command indicating that the input command is normal in response to the input command to the main control board 16.

[0211] 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 the 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.

[0212] 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 calculated sequence number value 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.

[0213] FIG. 44 is a diagram showing an example of communication when a sequence number mismatch error occurs. The processing until the main control board 16 receives a response command corresponding to the bet number setting operation is the same as that in FIG. 42, so the 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".

[0214] 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 command transmission and reception, 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, since the calculated serial number "150" does not match the actually received serial number "78" in the medal number control board 17, it is determined that a serial number mismatch error has occurred, and a response command indicating that there is a serial number mismatch is transmitted 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, a response command indicating that the end command is abnormal is transmitted to the main control board 16 in response to the end command. 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.

[0215] 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 illegal operations as shown below.

[0216] 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 cheater can increase the credit number stored in the medal number control board 17 even though no bet number is set.

[0217] Also, as an illegal operation, it is conceivable to modify the response command sent by the medal number control board 17 for the input command sent by the main control board 16. For example, even though the credit number is "0", the cheater can cause the medal number control board 17 to send a response command indicating receipt OK to the main control board 16. As a result, the cheater can set the bet number even though the credit number is "0".

[0218] As described above, illegal operations include an illegal operation of forging a command sent by the main control board 16 and an illegal operation of forging a command 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.

[0219] 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 previously calculated by the medal number control board 17. Since they match, the medal number control board 17 determines that the sequence number mismatch error has been resolved and sends a response command indicating receipt 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.

[0220] 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 of the serial number and the addition value. 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.

[0221] Also, as shown in FIG. 44, it can be grasped that there is a possibility of an illegal operation due to the difference in the serial number, and the security regarding the communication between the main control board 16 and the medal number control board 17 is enhanced.

[0222] 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 number of paid-out medals 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 the payout.

[0223] Thereafter, based on the fact that the count button 10 has been operated, etc., 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 receipt OK.

[0224] [Communication before Transmission and Reception of Pachinko Machine Installation Information Command] FIG. 46 is a diagram showing an example in which communication occurs before transmission and reception of a pachinko machine installation information command. As described above, after power-on, the main control board 16 transmits a pachinko machine installation information command to the medal count control board 17.

[0225] In the example of FIG. 46, after power-on and before transmitting the pachinko 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 pachinko machine installation information command, it discards the command regardless of the type of the command and the assigned serial number. That is, until at least receiving the pachinko machine installation information command, the medal count control board 17 does not execute processing corresponding to commands other than the pachinko machine installation information command from the main control board 16.

[0226] 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 pachinko machine installation information command has not been established, security regarding communication between the main control board 16 and the medal count control board 17 can be enhanced. That is, it is possible to prevent unauthorized operations performed before receiving the pachinko machine installation information command.

[0227] In the example of FIG. 46, after the end command is discarded, in response to power-on, a pachinko machine installation information command A is transmitted to the medal count control board 17. Based on receiving the pachinko machine installation information command A, the medal count control board 17 determines an initial value and an addition value in the serial number.

[0228] 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.

[0229] 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.

[0230] [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.

[0231] 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, the medal count control board 17 controls to an abnormal state when it cannot receive the gaming machine installation information command within 5000 ms after the power of S unit 2 is turned on. In the example of FIG. 47, since the gaming machine installation information command has not been transmitted until 5000 ms has elapsed since the power-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.

[0232] As a result, when the medal count control board 17 fails to establish communication with the main control board 16 based on the gaming 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.

[0233] 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.

[0234] The communication error that occurred in the main control board 16 is resolved by turning the power on again, the gaming machine installation information command being normally transmitted before 5000 ms elapses since the power of the main control board 16 was turned on, and a response command indicating reception OK being transmitted from the medal count control board 17.

[0235] [Regarding the bet count setting operation and the settlement operation] FIG. 48 is a diagram for explaining the bet count 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 count 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 count clear switch 21 is pressed.

[0236] 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, the number of inserted medals is subtracted from the credit number managed by the medal number control board 17, and the number of inserted medals is added to the bet number. For example, if the bet number before the execution of the bet number setting process is 0 and the MAXBET switch 6 is pressed 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 the reception of the input command.

[0237] 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, the number of settlement medals is subtracted from the bet number managed by the medal number control board 17, and the number of settlement medals is added to the credit number. For example, if the bet number before the execution of the bet number cancellation process 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 the reception of the settlement command.

[0238] 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 receives the input command or the settlement command. Here, in the medal count control board 17, when it receives the input command, it does not execute the process of adding the credit count (number of game medals), so a game medal count overflow 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.

[0239] Also, in the medal count control board 17, when it receives the settlement command, it does not execute the process of subtracting the credit count, 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.

[0240] 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 a game medal count overflow. 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.

[0241] 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.

[0242] 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 receive the bet number setting operation B. That is, after the main control board 16 transmits the input command to the medal number control board 17, it does not receive a new bet number setting operation until it receives a response command from the medal number control board 17. Thereby, it is possible to prevent a new bet number setting operation B from being received in a situation where the process corresponding to the bet number setting operation A has not been determined in the medal number control board 17.

[0243] FIG. 50 is a diagram showing an example in which a new settlement operation is performed after 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.

[0244] 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, the main control board 16 does not accept a new settlement operation after sending the settlement command to the medal count control board 17 until receiving the response command from the medal count 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 finalized in the medal count control board 17.

[0245] FIG. 51 is a diagram showing an example in which a new settlement operation is performed after the bet 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 count control board 17 sends a response command in response to receiving the input command.

[0246] 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, the main control board 16 does not accept a new settlement operation after sending the input command to the medal count control board 17 until receiving the response command from the medal count 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 finalized in the medal count control board 17.

[0247] FIG. 52 is a diagram showing an example in which a new bet number setting operation is performed after 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 count control board 17 sends a response command in response to receiving the input command.

[0248] 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, after the main control board 16 transmits a settlement command to the medal number control board 17, it does not accept a new bet number setting operation until it receives a response command from the medal number control board 17. This can 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.

[0249] [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 a gaming machine installation information command, the medal number control board 17 determines the initial value of the serial number to be "137".

[0250] After that, 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. When the main control board 16 receives a response command indicating a serial number mismatch, it does not accept a new bet number setting operation. That is, when the main control board 16 receives a response command indicating something is abnormal, it does not resume accepting bet number setting operations.

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

[0252] After that, on the 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 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 transmits 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.

[0253] Subsequently, in FIG. 54, a settlement operation is performed. The main control board 16 transmits a settlement command based on the settlement operation. The settlement command is assigned the serial number "78" 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 transmits 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.

[0254] 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.

[0255] [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 transmits 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.

[0256] In the example of FIG. 55, the connection between the medal count control board 17 and the CU control board 32 is disconnected. 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.

[0257] 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. Also, 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. Further, 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, the drive control of the reels for starting the game.

[0258] 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.

[0259] 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.

[0260] [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 adds the credit number, updates the credit display 11, etc. 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.

[0261] After transmitting the response command, the main control board 16 transmits the accessory information command, the advantageous section command, and the payout pulse command. That is, after transmitting the end-time command, the main control board 16 transmits the accessory information command and the advantageous section command, which can identify whether or not the main control board 16 is controlled to be in 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. As a result, the main control board 16 can notify the medal count control board 17 of whether or not it is controlled in an advantageous section or the like while checking the status of the medal count control board 17. Therefore, while checking the status of the medal count control board 17, the medal count control board 17 can be made to output the ratio occupied by the number of payout medals given in an advantageous section or the like.

[0262] [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 being turned off is shown. As shown in FIG. 57, the accessory ratio monitor 89 is composed of five accessory information displays 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 information displays 50a, 50b, 50c, 50d, and 50e.

[0263] 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 ratio of accessory payouts to the total cumulative number of payouts, (2) the ratio of consecutive accessory payouts during the past 6000 games, (3) the ratio of accessory payouts during the past 6000 games, (4) the ratio of consecutive accessory payouts to the total cumulative number of payouts, (5) the ratio of accessory payouts to the total cumulative number of payouts, and (6) the ratio of the accessory status to the total cumulative number of payouts in the order of (1) to (6). Hereinafter, the information indicated by (1) to (6) may be referred to as the display content.

[0264] The payout ratio of special prizes refers to the ratio of the number of special prize payouts when winning a special prize (BB) to the number of payouts during a predetermined period. The consecutive special prize ratio refers to the ratio of the number of special prize payouts when winning a special prize (RB) to the number of payouts during a predetermined period. Also, the instructed payout ratio of special prizes refers to the ratio of the number of special prize payouts to the number of payouts during a predetermined period when including the number of payouts at the time of an instruction (navigation) in the number of special prize payouts. 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 state ratio of special prizes and the like refers to the ratio of the number of game plays when winning a special prize (BB, RB, CB, and SB) to the number of game plays during a predetermined period. That is, the ratio monitor 89 outputs the ratio occupied by the number of payout medals granted in a state where a special prize is won among all the granted payout medals. The display content displayed on the ratio monitor 89 is calculated by the medal number control board 17.

[0265] 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.

[0266] 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 cycle of the 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 is restricted, and the display on the role ratio monitor 89 is cycled. When the cycle of the 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.

[0267] In addition, when the continuous special item payout ratio during the past 6000 games and the continuous special item 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 special item payout ratio is displayed in a display mode different from normal (for example, if it is normally always lit, the upper two digits of the role ratio monitor 89 blink). Also, when the special item payout ratio during the past 6000 games and the special item 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 special item payout ratio is displayed in a display mode different from normal (for example, if it is normally always lit, the upper two digits of the role ratio monitor 89 blink).

[0268] In this way, when the continuous special item payout ratio and the special item 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.

[0269] Also, when the medal count control board 17 displays the continuous accessory payout ratio and the accessory payout ratio on the ratio monitor 89, if the total number of past games has not reached 6,000 games since power-on, 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 tally has not reached 6,000 games. That is, in the process of calculating the display content to be displayed on the ratio monitor 89, the medal count control board 17 blinks all digits of the ratio monitor 89 when the period of 6,000 games has not elapsed since the start of accumulation of the data used in the process. Note that the medal count control board 17 may blink some digits of the ratio monitor 89 when the period of 6,000 games has not elapsed since the start of accumulation of the data used in the process of calculating the display content to be displayed on the ratio monitor 89. Thereby, it becomes possible to recognize the possibility that there is 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 continuous accessory payout ratio and the accessory payout ratio on the ratio monitor 89.

[0270] 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, and when it has reached 6,000 games or more, the ratio or percentage to be displayed may be shown in the lower two digits of the winning ratio monitor 89. That is, 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 when the number of games has not reached 6,000. With such a configuration, when the number of games has not reached 6,000, 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 number of games has not reached 6,000, 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 number of games has not reached 6,000. 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.

[0271] 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, when the number of past games has not reached the specified number of games (for example, 175,000 games) at which the continuous special winning payout ratio converges to the design value of the slot machine, for example, 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 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.

[0272] Also, 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, when 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, for example, by controlling to a display mode different from normal, such as blinking the upper two digits of the accessory ratio monitor 89, it is possible to recognize 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 is possible to recognize that there may be a bias in the displayed percentage and ratio.

[0273] Also, 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, when 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, for example, by controlling to a display mode different from normal, such as blinking the upper two digits of the accessory ratio monitor 89, it is possible to recognize 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 is possible to recognize that there may be a bias in the displayed percentage and ratio.

[0274] Also, 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. When it is determined to be abnormal (such as when the stored value has a certain data format (such as 01 repeated)), the data determined to be abnormal and the data related to the said data are initialized, and the accessory ratio monitor 89 is caused to display that an abnormality has been detected (for example, "FFFF"), and to notify that fact. Thus, it is possible to recognize that the calculation of these data has not been performed normally.

[0275] 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.

[0276] Also, determine whether the data used to calculate the continuous accessory payout ratio, accessory payout ratio, and indicated accessory payout ratio for the total cumulative payout number during the past 6000 games is normal. If it is determined to be abnormal, notify to that effect, and then, 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), initialization regarding the said data may be performed.

[0277] Also, in the notification that an abnormality has been determined, as described above, the ratio monitor 89 may be made 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 effect control unit 151, and the effect control unit 151 may be made to notify that an abnormality has been determined by means of a liquid crystal display 51 or the like.

[0278] In addition, in this embodiment, during the period from power-on to power-off, 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 status ratio to the total cumulative payout number are switched and displayed at predetermined intervals. However, it may be displayed only when the open state of the front door 1b is detected, or only when the operation of a predetermined operation switch (for example, the reset / setting switch 38) is detected, or displayed only when not in a game, or displayed during a setting change state or during setting confirmation, or displayed only for a predetermined period after power-on. Further, instead of automatically switching at predetermined intervals, the display content may be switched each time a predetermined operation is performed.

[0279] In addition, in this embodiment, a configuration is provided in which it is notified using the accessory ratio monitor 89 that data abnormality has been determined for the data used to calculate the display content of the accessory ratio monitor 89 or that the period is one in which the data for calculating the display content is insufficient. However, a command capable of specifying that fact may be transmitted to the production control unit 151 so that it can be confirmed on the liquid crystal display 51 or the production device controlled by the production control unit 151.

[0280] In addition, in this 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 status 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 by a setting change, or when a disconnection of a wiring (such as the wiring of the backup power supply) provided on the S unit 2 is detected, etc., content that enables recognition of that fact may be displayed on the accessory ratio monitor 89.

[0281] In particular, during a bonus, in a favorable section, or during carry-over of a bonus, if a setting change is made and the bonus or favorable section is forcibly terminated, or if the carry-over bonus is cleared, or if the game is played more than the specified number while the bonus is still 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 not being properly connected due to a disconnection or the like occurring in the winning combination monitor 89, etc., such fact shall be notified in a manner that enables identification. By doing so, it can be recognized that there is a possibility of being illegally operated so that correct information is not displayed as the accessory payout ratio, consecutive accessory payout ratio, designated accessory payout ratio, etc.

[0282] Also, in a configuration where the total cumulative data such as the total cumulative game count and the total cumulative payout number of medals is initialized to avoid overflow, in a manner different from the case where there is a possibility of being illegally operated so that correct information is not displayed as the accessory payout ratio, consecutive accessory payout ratio, designated accessory payout ratio, etc. as described above, it is preferable to notify such fact in a manner that enables identification. By doing so, it can be separately recognized that the total cumulative game count, the total cumulative payout number of medals, etc. have been initialized due to the overflow avoidance process, rather than being initialized due to an illegal operation for the purpose of not displaying correct information as the accessory payout ratio, etc.

[0283] In addition, in the case where there is a possibility of being illegally operated so that correct information is not displayed as the accessory payout ratio, consecutive accessory payout ratio, designated accessory payout ratio, etc. as described above, such fact shall be detected and the history of such detection shall be recorded on the medal count control board 17 side. At the time of such detection, it shall not be notified, and thereafter, by performing a predetermined operation, these histories can be made viewable on a display provided on the medal count control board 17 side (for example, the winning combination 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 stand 2 (for example, the display 312), etc.

[0284] 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, a disconnection has been detected, a connection failure has occurred in the role ratio monitor 89, and correct information may not be displayed as the accessory payout ratio, continuous accessory payout ratio, instructed accessory payout ratio, etc., and that there is a possibility of being illegally operated so that correct information is not displayed as the accessory payout ratio, continuous accessory payout ratio, instructed accessory payout ratio, etc. as described above. Also, during a bonus, during a winning period, or during carryover of a bonus, if a setting change is made and the bonus or winning period is forcibly ended, or the carryover bonus is cleared, and it is detected that there is a possibility of being illegally operated so that correct information is not displayed as the accessory payout ratio, continuous accessory payout ratio, instructed accessory 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.

[0285] Note that each ratio display may be configured to be displayed not only on the role ratio monitor 89 but also on the credit display 11. The credit display 11 is a display on which information corresponding to the progress of the game is displayed, and since it is not possible to always display the ratio display, when a predetermined operation is performed by a store clerk or the like of the game parlor in a situation where no game is being played, the ratio display is displayed. When the ratio display is displayed on the credit display 11, if any of the closing of the front door 1b, the bet number setting operation to the S table 2, the occurrence of an error, the operation of the setting key switch 37, the operation of the bet number clear switch 21, or the stop of the power supply to the S table 2 is detected, it is preferable to switch to the original display content displayed before the ratio display was displayed and end the ratio display.

[0286] [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 number 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 number control board 17.

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

[0288] In the example of FIG. 59, after the backup process is executed, an improper operation is performed on the main control board 16. As described above, the "improper operation" refers to an operation in which the 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 improperly controlled. In the example of FIG. 44, due to the improper operation, the main control board 16 is controlled by an improperly connected device, and the main control board 16 transmits the game machine installation information command B to the medal count control board 17. At this time, the medal count control board 17 executes a backup initialization to initialize the ratio information stored in the backup memory 294 based on receiving the game machine installation information command again. That is, when the main chip ID specified from the game machine installation information command is different from the main chip ID specified from the previously received game machine installation information command, the medal count control board 17 initializes the data used for the display on the ratio monitor 89.

[0289] Thereby, based on the main chip ID of the main control board 16, the medal count control board 17 can ensure that a normal ratio corresponding to each slot machine is output because it initializes the data used for the display of the ratio information when the main control board 16 is not legitimate.

[0290] [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 cause a problem with the program. To prevent such problems, the main control unit 161 distinguishes between the game program and the non-game program, executes the programs, and advances the game.

[0291] 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.

[0292] The memory area of the ROM 161b consists of a program / data area where programs and fixed data are stored, an unused area where access is prohibited, and other areas. The other areas include a ROM comment area where 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 hardware setting of the internal functions of the main control unit 161 are set, and an unused area where access is prohibited.

[0293] The memory area of RAM161c 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 a serial communication circuit described later. That is, the internal function register area of RAM161c includes a storage area for function settings of the serial communication circuit.

[0294] The program / data area in ROM161b includes a game program area where game programs related to the progress of the game are stored, a game data area where game data used by the game programs is stored, an unused area 1, a non-game program area where non-game programs not related to the progress of the game are stored, a non-game data area where non-game data used by the non-game programs is stored, and an unused area 2.

[0295] 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 is to advance 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.

[0296] Note that the front and back of the above 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.

[0297] 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.

[0298] 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.

[0299] 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.

[0300] 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. Various variables for counting the differences 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.

[0301] [Instructions Used by the Program]

[0302] 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.

[0303] 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.

[0304] 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 specifying 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, it identifies the address and reads the data stored in a specific area of the ROM 161b or RAM 161c and stores the data read in the specified register. Compared with the normal LD instruction, it is possible to store predetermined data in a predetermined register with a smaller amount of data.

[0305] 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.

[0306] 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.

[0307] 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). Thus, 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.

[0308] 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. By using the value stored in a predetermined storage area such as the vector table area to specify part of the address and specifying the remaining part of the address by the program, a special LD instruction that can specify the storage address of data can be used. In such a configuration, 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 each assigned an identification value smaller in data amount than the address, and the storage address of data is set in each of these plurality of areas. By specifying the identification value, even in a configuration using a special LD instruction that can specify the storage address of the data stored in the area corresponding to the identification value, the waste of the program for specifying the address when reading data can be reduced.

[0309] In addition, as an instruction for causing the main control unit 161 to execute a program stored in the program / data area, it includes a CALL instruction (call instruction). The CALL instruction is an instruction for calling and executing a subroutine stored at a specified address 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.

[0310] Furthermore, as an instruction for causing the main control unit 161 to execute a program stored in the program / data area, it includes a CALLEX instruction (call instruction). In addition to calling a subroutine stored at a specified address 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.

[0311] 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.

[0312] When the main control unit 161 in this embodiment executes instructions according to the program described in the game program area, it uses the first register bank R1. When executing instructions according to the 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 instructions according to the program described in the game program area, it does not use the second register bank R2. When executing instructions according to the program described in the non-game program area, it does not use the first register bank R1. Thereby, in the S machine 2 in this embodiment, it is possible to prevent data from being unintentionally mixed between the game program and the non-game program and malfunctions 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".

[0313] That is, when the main control unit 161 is executing the game program as the main routine, it uses the first register bank R1. However, when the non-game program is called as a subroutine by the 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 the 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 the 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 machine 2 in this embodiment, different register banks can be used when the game program is being executed and when the non-game program is being executed, and it is possible to prevent the processing contents in the game program area and the processing contents in the non-game program area from being mixed on the register.

[0314] [Q Register Settings] 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.

[0315] 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 setting processes related to the hardware functions of the main control unit 161. The setting process related to the hardware functions includes, for example, setting the functions of the serial communication circuit.

[0316] 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 the call process of the game RAM area that is frequently referred to and written when executing the game program, it can reduce the waste of the program for specifying the address. Similarly, when the main control unit 161 performs the call process of the non-game RAM area that is frequently referred to and written when executing the non-game program, it can reduce the waste of the program for specifying the address. Thereby, in the main control unit 161 of the present embodiment, in each of the game program and the non-game program, the program capacity at the time of instruction execution can be reduced.

[0317] The main control unit 161 sets initial values in the first Q register and the second Q register in step Sj1, and then executes a user program (step Sj2). The user program includes an initial setting process to be described later with reference to FIG. 63, a main process to be 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 processing. 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.

[0318] [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.

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

[0320] The initial setting process starts with the timer interrupt disabled. As shown in FIG. 63, in the initial setting process, first, a predetermined area of the input port is referenced (Sa1), and it is determined whether 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, it waits until the power-off detection signal becomes the OFF state. After that, after the power supply voltage of the S unit 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 processing as step Sj1 in FIG. 62 is performed. In other words, the same values are reset in the first Q register and the second Q register.

[0321] In this way, the main control unit 161 sets values not only in the startup process but also in the user program in the first Q register and the second Q register. Thereby, the main control unit 161 can set arbitrary values in the first Q register and the second Q register in the user program. Also, even if an abnormality occurs in the startup process of the main control unit 161 and the initial values are not set in the first Q register and the second Q register in step Sj2, since values are set in 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.

[0322] 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 determines whether the parity calculated in step Sa3 is normal (Sa5). If the parity is normal, it acquires the fixed data for RAM destruction diagnosis set in the predetermined area of the RAM 161c at the time of power failure (Sa6), and diagnoses whether the stored content of the RAM 161c has been destroyed based on the fixed data for RAM destruction diagnosis (Sa7).

[0323] If it is determined in step Sa5 that the parity is normal, and if the stored content of the RAM 161c is diagnosed in step Sa7, it determines 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.

[0324] When there is an abnormality in the RAM 161c, the value of the flag register in which the operation result is stored among the registers provided in the main control board 16 is saved by storing it in the game stack area of the game RAM area in a predetermined order, and then the 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 "non-game program call process". The CALLEX instruction described above can be used for the non-game program call process.

[0325] When a non-game program call process such as the non-game RAM area initialization process shown in step Sa10 is executed, the main control unit 161 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.

[0326] 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 that calls the non-game program from the game program is executed. As a result, in the S platform 2 in the present embodiment, even if an unintended value is set in the second Q register of the second register bank R2, the value of the second Q register of the second register bank R2 can be reset 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 values are 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, so that the value of the second Q register is already set even if the value of the second Q register is not set every time the non-game program is called.

[0327] 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.

[0328] 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 with 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.

[0329] 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 is calculated, and the area from the start address to the end address of the RAM to be initialized is initialized by sequentially clearing the RAM area corresponding to the calculated capacity from the start address of the RAM to be initialized. This configuration may also be used.

[0330] 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, the RAM destruction initialization start address for designating the address of the game RAM area to be initialized is set (Sa13).

[0331] 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).

[0332] When it is determined in step Sa14 that the setting key switch 37 is in the ON state, 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 transmitted. Also, 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 step Sb47 of the main process described later. Then, by performing the RAM initialization process in step Sb47, the area from the start address of the RAM area to be initialized at the time of 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 in the RAM 161c.

[0333] 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, based on the stored content of the RAM161c, the stack pointer SP is set to the address at the time of power-off, thereby restoring the stack pointer to the state at the time of power-off (Sa18). Then, a game 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).

[0334] The port input process is a process of updating input state data (input data indicating the current input states of various switches, confirmation data indicating that the input data this time is the same as the previous time, and edge data indicating that the confirmation data has changed since the previous time) regarding the input states such as 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 predetermined bits of the predetermined port input buffer for each type. In the port input process, it is performed on input ports 0 to 2 of the parallel input port.

[0335] The detection states (ON state or OFF state) of various switches are stored as input data in predetermined bits of the port input buffer. Also, the detection states (ON state or OFF state) in the previous and current port input processes are compared. When the current and previous input data are in the same state, the confirmed data is updated to indicate the detection state of the current input data. On the other hand, when the current and previous input data are in different states, the previous confirmed data is maintained. Further, when comparing the current and previous confirmed data, if the confirmed data changes from the OFF state to the ON state, ON edge data indicating that the confirmed data has changed from the OFF state to the ON state is stored in predetermined bits of port input buffers 0 to 2. If the confirmed data changes from the ON state to the OFF state, OFF edge data indicating that the confirmed data has changed from the ON state to the OFF state is stored in 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.

[0336] Also, in the initial setting process, by performing the port input process twice in a row, thereafter, 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 S unit 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, the confirmed data may be created based on the input data obtained by three or more port input processes (for example, the current, previous, and the input data before the previous). 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, the input state data can be created based on the input states of various switches after the initial setting process.

[0337] 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).

[0338] 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 return to the control 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.

[0339] 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 proceeds to the timer interrupt process (main). Then, before the power supply to S unit 2 is stopped, the process returns to the process in the main process that was being executed.

[0340] 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. After that, in the same manner as the processing in 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), terminates the initial setting processing, and shifts to error processing.

[0341] Error processing is processing for controlling to an error state in which the progress of the game becomes impossible. An error command capable of specifying an 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 error state release condition corresponding to the error number prepared in the predetermined register is satisfied. When a RAM abnormality error number is prepared in a predetermined register and the state shifts to an error state, by turning on the power switch with the setting key switch 37 turned on, the state shifts to the setting change state and all game RAM areas are initialized, so that the abnormality of the data in the RAM 161c can be surely eliminated and the error state can be released. 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.

[0342] As described above, 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 capable of specifying 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.

[0343] 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 through the setting change state. When returning to the state where the game can proceed, while transmitting a setting command (end) that can specify that the setting change state has ended to the effect control unit 151, a return command is not transmitted. 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 transmitted to the effect control unit 151.

[0344] In this way, the main control board 16 of the present embodiment is activated when the power supply to the S machine 2 is started, and initializes all output ports 0 to 9. Also, after initializing the output ports 0 to 9, the main control board 16 performs the initial setting process included in the game program. And in the initial setting process, when it is determined that there is an abnormality in the RAM 161c, the 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, the 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.

[0345] [Regarding the safety device process] In the S machine 2 in the present embodiment, a safety device process is executed to set an upper limit value for the number of medals acquired by the player throughout the day and limit the excessive acquisition of medals by the player. The number of acquired medals is a value obtained by subtracting the number of medals used by the player from the number of medals given to the player throughout the day. When the sign of the number of acquired medals is a positive value, it means that the number of medals given to the player side is large. On the other hand, when the sign of the number of acquired medals is a negative value, it means that the number of medals used by the player side is large.

[0346] The safety device process executed by the main control unit 161 is a process that disables the progress of the game when the number of acquired medals reaches the limit number. By executing the safety device process, it is possible to prevent the number of acquired medals from increasing excessively. Thereby, the S machine 2 in the present embodiment can prevent medals from being excessively paid out from the slot machine illegally. Also, if the number of medals acquired by a specific player increases throughout the day, it may become a state that significantly incites the gambling mentality. Therefore, by setting an upper limit and setting the limit number for the number of medals acquired throughout the day, it is possible to suppress the state of significantly inciting the gambling mentality in the S machine 2. Hereinafter, the safety device process will be described in detail with reference to the drawings.

[0347] FIG. 64 is a diagram showing variables related to the safety device process. In FIG. 64, as variables related to the safety device process, the number of winning medals, the number of inserted medals, the calculation re - play flag, the cumulative awarding number, the cumulative usage number, the difference number, the remaining number of times the safety device is activated, and the stop flag are shown. These variables are stored in a predetermined area in the non - game RAM area. A variable is a storage area for reading and writing data having a specific meaning.

[0348] The "number of winning medals" is a variable having a size (area) of 1 byte and is a variable indicating the number of medals given to the player in one game. For example, when the plum combination wins at the time of selecting the push - order combination and 9 medals are paid out, data indicating 9 medals is stored in the number of winning medals. Or, when combination 1 - 33 of the single - medal combination wins at the time of selecting the push - order combination and 1 medal is paid out, data indicating 1 medal is stored in the number of winning medals. The number of winning medals is stored in area F included in the non - game RAM area.

[0349] The "number of medals inserted" is a variable with a size of 1 byte, and it is a variable indicating the number of medals used by the player in one game. For example, when the MAXBET switch 6 is pressed and three medals, which is the maximum number of bets, are wagered, and the start switch 7 is pressed, data indicating three medals is stored in the number of medals inserted. Also, for example, when the 1BET switch 20 is pressed only once and one medal is wagered, and the start switch 7 is pressed, data indicating one medal is stored in the number of medals inserted. The number of medals inserted is stored in area F included in the non-game RAM area.

[0350] In addition, in this embodiment, for the safety device process, variables such as the "number of winning medals" and the "number of medals inserted" are newly provided in the non-game RAM area, but the main control unit 161 may refer to the variables used for the progress of the game. The variables used for the progress of the game are, for example, variables stored in the game RAM area, and similar to the "number of winning medals" and the "number of medals inserted", they are variables that store the number of medals when winning and variables that store the number of medals set as the number of bets. That is, when executing the safety device process, the main control unit 161 may refer to the variables stored in the game RAM area.

[0351] The "re-play flag for calculation" is a variable with a size of 1 byte, and it is a flag regarding the re-play operation state. In other words, the re-play flag for calculation is a flag indicating whether it is in the re-play operation state. The re-play flag for calculation is a variable stored in area F included in the non-game RAM area.

[0352] The "cumulative grant number" is a variable with a size of 3 bytes, and it is a variable indicating the grant number for the whole day. The grant number for the whole day is the total value of the number of medals granted to the player throughout the day. In other words, it is the value obtained by accumulating the number of medals granted in one game. The cumulative grant number is stored in area F included in the non-game RAM area.

[0353] "Cumulative usage count" is a variable with a size of 3 bytes and represents the usage count for the whole day. The total number of medals given for the whole day is the sum of the medals used by the player throughout the day. In other words, it is the value obtained by accumulating the number of medals used in one game. The cumulative usage count is stored in area F included in the non-game RAM area.

[0354] "Difference number" is a variable with a size of 3 bytes and represents the number of acquired medals described above. As described above, the number of acquired medals is the number obtained by subtracting the number of medals used by the player from the number of medals given to the player throughout the day. That is, the difference number stores the number obtained by subtracting the "cumulative given count" from the "cumulative usage count". However, when the sign of the difference number becomes negative, the main control unit 161 stores "0" in the difference number. The difference number is stored in area F included in the non-game RAM area.

[0355] "Remaining number of times the safety device is activated" is a variable with a size of 1 byte and represents the remaining number up to the limit number. The limit number is the upper limit of the number of acquired medals for the whole day and is a predetermined number. The limit number in this embodiment is 19,000, but it may be other numbers such as 20,000 or 15,000. For example, when data indicating 100 is stored in the remaining number of times the safety device is activated, it means that the difference number is +18,900. The remaining number of times the safety device is activated is stored in area F included in the non-game RAM area.

[0356] "Stop flag" is a variable with a size of 1 byte and is a flag indicating whether the progress of the game has been disabled by the safety device process. When the difference number reaches the limit number and the progress of the game is disabled by the main control unit 161, for example, "1" is stored in the stop flag as information indicating ON. On the other hand, when the difference number is less than the limit number and the progress of the game is possible, for example, "0" is stored in the stop flag as information indicating OFF. Different from the variables related to other safety device processes, the stop flag is stored in area E included in the non-game RAM area.

[0357] In step SaF1 of the initial setting process in FIG. 63, it was explained that the area F initialization process is executed. As described with reference to FIG. 64, in area F of the non-game RAM area, variables other than the stop flag among the variables related to the safety device process are stored. The safety device process is a process that sets a limit on the number of medals acquired throughout the day. In other words, it sets a limit on the number of medals acquired from the start to the end of business at the game parlor. That is, the data stored in the "difference", which is stored as a variable corresponding to the number of medals acquired, is initialized for each business operation.

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

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

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

[0361] As described above, in the S machine 2 of this embodiment, based on the power-on of the S machine 2, the variables related to the safety device process included in area F are initialized. All of the difference, cumulative grant number, cumulative usage number, and remaining number of times the safety device is activated are variables for determining whether to disable the progress of the game of the S machine 2. By initializing these variables when the S machine 2 is powered on, it becomes possible to limit the number of medals acquired per business day. In other words, the number of times the game value is used throughout the day and the number of times the game value is granted throughout the day are initialized by repowering the S machine 2. Thereby, the difference throughout the day can be preferably stored.

[0362] The calculation replay flag is also initialized (cleared) when the S machine 2 recovers from a power-off. Thereby, it is possible to prevent the number of medals used from being erroneously updated to 0 in the game after the power recovery.

[0363] Further, when the main control unit 161 controls the state of the S platform 2 to a state where the progress of the game is impossible, it holds the difference number, the cumulative giving number, the cumulative usage number, the remaining number of times the safety device is activated, and the calculation re-game flag without initializing them. As a result, even if the progress of the game is controlled to a possible state due to a malfunction, it can be controlled to an impossible state again. In other words, even if the difference number has not reached the limit number, if the stop flag is unintentionally turned on due to a malfunction and the power of the S platform 2 is turned on, the difference number, the cumulative giving number, the cumulative usage number, the remaining number of times the safety device is activated, and the calculation re-game flag are not initialized. Therefore, the main control unit 161 can continuously count (count) the values of the difference number, the cumulative giving number, the cumulative usage number, and the remaining number of times the safety device is activated. Also, since the calculation re-game flag is not initialized either, it is possible to prevent the number of medals used from becoming 0 and being updated erroneously in the game after the power is restored.

[0364] Subsequently, the timing at which the variables related to the safety device process are counted (counted) will be described in detail using a flowchart. The safety device process is included in the main process repeatedly executed by the main control unit 161 and is executed once per unit game.

[0365] FIG. 66 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). And one cycle of the main process corresponds to one unit of the game. Also, 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. 66, the processing name of the process corresponding to the non-game program call process is appended with the phrase "(non-game)" at the beginning.

[0366] As shown in FIG. 66, the main control board 16 first performs the RT information output process included in the non-game program (Sb2). FIG. 67 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. Since the steps SQ4, SQ5, and SQ6 in FIG. 67 are the same processes as the steps SQ1, SQ2, and SQ3 in FIG. 65, the description will not be repeated.

[0367] 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, information regarding the game state (RT status) of S platform 2 set in a predetermined area of the game RAM area is referred to, and information regarding the game state (for example, the state of RT) is set to be output from the output port as an external output signal.

[0368] That is, in step Si3, the number of the external output signal to be output is read into 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 hall computer whether or not it is controlled in an advantageous section. Also, in the main process, the external output signal processing is executed prior to the safety device related process (Sb50) described later.

[0369] Subsequently, the main control unit 161 initializes the stop flag (step Si4). After that, the register bank is switched to the first register bank R1, and the RT information output process ends. Then, the main control unit 161 executes a 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. After that, the main control unit 161 performs a game start waiting process described later (Sb5), and performs processes from after the end of the control of the previous game to when the next game is started. In the game start waiting process, 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.

[0370] Then, an internal lottery process is performed to determine (internal lottery) whether or not to allow the occurrence of a winning (Sb6). In the internal lottery process, an internal lottery is performed to determine whether or not to allow the occurrence of a winning (that is, whether or not to allow the derivation of the display result) based on the set value (1 to 6) preset in the S platform 2 and the random number value for internal lottery acquired simultaneously with the start of the game by detecting the start switch 7.

[0371] After that, after an AT lottery or the like is executed, an effect control process (Sb12), a test signal output process (Sb13), a control state command group transmission process (Sb14), and a freeze control execution process (Sb16) are sequentially performed. The test signal output process corresponds to a non-game program call process. In the effect control process, setting of an effect flag referred to when the main control board 16 performs effect control is performed. In the test signal output process, a test signal for allowing the control state of the S platform 2 to be confirmed by a test device provided outside the gaming machine is transmitted. In the control state command group transmission process, a control state command group including a plurality of commands capable of specifying various control states at the start point of a game is transmitted to the effect control unit 151. In the freeze control execution process, regarding the freeze control for delaying the progress of the game until a predetermined end condition is satisfied, the presence or absence of a request to perform the freeze control is confirmed, and when 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.

[0372] A freeze execution process is performed (Sb16) to execute freeze control based on the type of freeze control set in 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. Also, as the type of freeze control, when the type of freeze control accompanied by an effect using 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 RAM161c, and control is performed to perform a reel effect within the period during 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 output process.

[0373] After performing the freeze control execution process in the step of Sb16, referring to the one-game time management timer set in a predetermined area of the RAM161c to measure the elapsed time since the start time of the reel rotation in the previous game (Sb18), it is determined whether the specified time of one game (4.1 seconds in this embodiment) has elapsed since the start time of the reel rotation in the previous game based on the one-game time management timer (Sb19). If it is determined that the specified time of one game has not elapsed, wait until the specified time of one game elapses based on the one-game time management timer. After the specified time of one game elapses based on the one-game time management timer, set a predetermined value (the value corresponding to 4.1 seconds in this embodiment) in the one-game time management timer in advance, start measuring the elapsed time from the new reel rotation start time (Sb20), control the wait LED19 to the OFF state (turned-off state) (Sb21), and perform the reel rotation start command transmission process of transmitting a reel rotation start command that can specify that the rotation control of the reels 2L, 2C, and 2R is to be started to the effect control unit 151 (Sb22). On the other hand, if it is determined in the step of Sb19 that the specified time of one game has elapsed, immediately perform the processes of steps Sb20 to Sb22. Note that the one-game time management timer is subtracted every predetermined time after the predetermined value is set in the step of Sb20, and becomes 0 when the specified time of one game (4.1 seconds in this embodiment) has elapsed since the start time of the reel rotation in the game, so that it is possible to determine whether the specified time of one game has elapsed based on whether the one-game time management timer is 0 or not.

[0374] After performing the reel rotation start command transmission process in the step of Sb22, as an excitation pattern when controlling the excitation of the reel motors 32L, 32C, and 32R, set the normal acceleration pattern for controlling the rotation of the reels at a predetermined speed for the game in a predetermined area of the RAM161c (Sb23), and perform the reel start process of starting the rotation of the reels by controlling the excitation of the reel motors 32L, 32C, and 32R based on the excitation pattern set in the RAM161c (Sb24).

[0375] 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 selected by the internal lottery, a navigation number that can specify 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.

[0376] 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.

[0377] After the freeze control processing is performed 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 the constant speed is set, and control is performed so that all the reels being rotationally controlled 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 waiting is performed 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, thereby ending the reel stop processing.

[0378] After finishing the reel stop process, freeze control processing is performed (Sb29). When it is set to perform freeze control at that timing, the set type of freeze control is performed.

[0379] 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. When 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 combination stopped on the reels 2L, 2C, and 2R.

[0380] After performing the winning determination processing in step Sa31, payout error check processing is performed (Sb32), and data processing for the ratio monitor used for non-game program call processing is performed (Sb36).

[0381] In the data processing for the ratio monitor, first, in the same manner as 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 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.).

[0382] After that, during replay, the LED is controlled to the OFF state (turned off state) (Sb39), the replay-in progress flag indicating that replay is in progress is cleared (Sb40), after clearing the display of the navigation number on the game assist display 12 (Sb41), an end-time command is sent to the medal count control board 17 (Sb42a), freeze control processing is performed (Sb43), and if it is set to perform freeze control at that timing, the set type of freeze control is performed.

[0383] Then, a device information command is sent to the medal count control board 17 (Sb43a), and an advantageous section command is sent (Sb43b). After that, game end-time 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-in progress 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-time setting processing, it is determined whether or not the number of medals in the advantageous section (net increase number of medals during the advantageous section) has reached 2400 (limiter condition). At this time, when the number of medals in the advantageous section reaches 2400, the main control unit 161 ends the advantageous section and controls it to the normal section.

[0384] Then, a payout pulse command is sent to the medal count control board 17 (Sb44a), and a jackpot command is sent (Sb44b). After that, after performing payout control processing for performing payout control at the end of the game (Sb45), 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] Then, as the last process of the main process, the main control unit 161 executes safety device related processing (Sb50). FIG. 68 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 non-game program call processing. Therefore, the main control unit 161 executes the register bank switching process in steps SQ7 and SQ9, and sets the value of the second Q register in step SQ8. Since steps SQ7, SQ8, and SQ9 are the same processes as steps SQ1, SQ2, and SQ3 described above, the description will not be repeated.

[0387] After executing the process of step SQ8, the main control unit 161 executes safety device processing (Sk1). FIG. 69 is a diagram for explaining the control content of the safety device processing performed by the main control board 16. The main control unit 161 sets 0 to the "number of inserted medals" stored in the non-game RAM area described in FIG. 64 (Sg1). The main control unit 161 determines whether or not the "calculated replay flag" stored in the non-game RAM area described in FIG. 64 is ON (Sg2). When the "calculated replay flag" is not ON (NO in Sg2), the main control unit 161 acquires the number of inserted medals (Sg3). Specifically, the main control unit 161 refers to the number of medals set as the bet number stored in the game RAM area. The main control unit 161 updates the "number of inserted medals", which is a variable in the non-game RAM area, with the number of medals set as the bet number referred to from the game RAM area. For example, when 3 medals are set as the bet number, 3 is set to the "number of inserted medals".

[0388] When the "replay flag for calculation" is ON (YES in Sg2), the main control unit 161 does not update the value of the number of inserted medals. When the "replay flag for calculation" is ON, since it is a game played due to the establishment of a replay, the main control unit 161 assumes that the bet number is 0 and retains the number of inserted medals as "0". Subsequently, the main control unit 161 adds the number of inserted medals to the cumulative usage count (Sg4). When the number 3 is set for the number of inserted medals, the main control unit 161 adds 3 to the cumulative usage count included in the non-game RAM area. When the "replay flag for calculation" is ON, since the number of inserted medals remains 0, no value is added to the cumulative usage count. In the example of FIG. 69, although the configuration of executing the process of step Sg4 regardless of whether the "replay flag for calculation" is ON or OFF has been described, the main control unit 161 may execute the process of step Sg4 only when the "replay flag for calculation" is OFF. In this case, the main control unit 161 does not have to execute the process of presetting "0" for the number of inserted medals shown in step Sg1.

[0389] In this way, in S machine 2, for each unit game (1 game), by repeatedly adding the set bet number to the variable cumulative usage count, the cumulative number of medals used by the player can be stored. In other words, the main control unit 161 cumulatively counts the number of medals used in the games played throughout the day.

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

[0391] Subsequently, the main control unit 161 turns off the calculation replay flag stored in the non-game RAM area (Sg7). In this way, the calculation replay flag is initialized (cleared) when the number of medals used is updated to 0 in a new game based on the establishment of a replay. In other words, the initialization process (Sg7) of the calculation replay flag is executed within the safety device process in the same manner as the addition process (Sg4) of the cumulative used medal count. Thereby, even when a power failure occurs, it is possible to prevent an inconsistency from occurring between the number of medals used in a new game and the cumulative usage count for the entire day.

[0392] Also, as shown in FIG. 69, the main control unit 161 sets the number of medals awarded in a game in which a replay is established to 0, and sets the number of medals used in the next game executed due to the establishment of the replay to 0. According to this, the main control unit 161 can manage data without carrying over information from the previous game.

[0393] Subsequently, the main control unit 161 acquires the most significant bit of the cumulative award count (Sg10). As described above, the cumulative award count is a variable having a 3-byte area. The main control unit 161 acquires the most significant bit in the 3-byte area included in the cumulative award count. The main control unit 161 acquires the most significant bit of the cumulative usage count (Sg11). As described above, the cumulative usage count is a variable having a 3-byte area. The main control unit 161 acquires the most significant bit in the area of the least significant byte among the 3 bytes included in the cumulative usage count.

[0394] The main control unit 161 determines whether the most significant bits acquired in step Sg10 and step Sg11 are both "1" (step Sg12). If the most significant bits are both "1" (YES in step Sg12), the main control unit 161 performs a subtraction process on the most significant bits of the cumulative grant number and the cumulative usage number (step Sg13). When the most significant bit is "1", it means that the medal number of 128 or more is stored in the cumulative grant number and the cumulative usage number. That is, the main control unit 161 updates the most significant bit of each of the cumulative grant number and the cumulative usage number from "1" to "0". In other words, the same number (the number indicated by the most significant bit) is subtracted from both the cumulative grant number and the cumulative usage number. Thereby, the subtraction process can be performed on the cumulative grant number and the cumulative usage number without changing the difference between the cumulative grant number and the cumulative usage number, and the subsequent subtraction process can be simplified.

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

[0396] The main control unit 161 determines whether the sign of the difference number is negative (Sg15). That is, the main control unit 161 determines whether the number of medals indicated by the difference number is less than 0. When the sign of the difference number is negative (YES in Sg15), the main control unit 161 updates the difference number to "0" (Sg16). That is, the main control unit 161 initializes the difference number. As described above, the safety device process is executed to set an upper limit on the number of medals acquired by the player throughout the day and limit the player from acquiring medals excessively. When the sign of the difference number is negative, since the player has not acquired any medals, there is no need to store the data as the difference number. Therefore, in the present embodiment, when the sign of the difference number is negative, the main control unit 161 updates the difference number to "0".

[0397] In this way, in the S platform 2 that executes the safety device process of controlling the state of the S platform 2 to a state where the progress of the game is impossible when the difference number, which is the difference between the cumulative usage number and the cumulative giving number of the medal number, reaches the limit number for the whole day, when the cumulative giving number is less than or equal to the cumulative usage number, by calculating and storing the difference number as 0, there is no need to store the difference number when the cumulative giving number is less than or equal to the cumulative usage number, and an increase in the usage capacity of the storage area can be suppressed.

[0398] The main control unit 161 subtracts the difference number from the limit number to obtain the remaining number of times the safety device can be activated (Sg17). As described above, the limit number in the present embodiment is +19000 sheets. For example, when the difference number is +18600 sheets, in step Sg17, the main control unit 161 obtains +400 sheets obtained by subtracting +18600 sheets from +19000 sheets. Also, when the difference number is +18900 sheets, in step Sg17, the main control unit 161 obtains +100 sheets obtained by subtracting +18900 sheets from +19000 sheets.

[0399] The main control unit 161 determines whether the remaining number of safety device activations exceeds 127 (step Sg18). That is, the main control unit 161 determines whether data indicating the number of medals exceeding +127 is stored in the remaining number of safety device activations. More specifically, the main control unit 161 determines whether the 8th bit of the area of the remaining number of safety device activations in the non-game RAM area is "1". That is, the main control unit 161 uses the value of the 8th bit of the remaining number of safety device activations as the determination value for determining whether the remaining number of safety device activations exceeds 127. Thereby, since it is possible to determine that the difference number has become close to the limit number using the value of the 8th bit of the remaining number of safety device activations in the non-game RAM area, the determination process can be simplified. Note that the main control unit 161 may use a numerical value other than the 8th bit of the remaining number of safety device activations as the determination value. For example, when the remaining number of safety device activations is converted from binary to hexadecimal, it may be determined whether the remaining number of safety device activations exceeds 127 from the converted hexadecimal number. At this time, a predetermined bit of the hexadecimal remaining number of safety device activations becomes the determination value.

[0400] When the remaining number of safety device activations exceeds 127 (YES in step Sg18), the main control unit 161 updates the remaining number of safety device activations to 127. That is, the remaining number of safety device activations is updated to be data indicating the number of 127 medals. When the remaining number of safety device activations does not exceed 127 (NO in step Sg18), the main control unit 161 does not update the remaining number of safety device activations. This is because when the remaining number of safety device activations is transmitted from the main control unit 161 to the effect control unit 151, the available area becomes 7 bits. FIG. 70 is a diagram showing a command transmitted from the main control board 16 to the effect control board 15.

[0401] From the main control board 16 to the effect control board 15, a 2-byte command shown in FIG. 70 is transmitted. The main control unit 161 includes the remaining number of times the safety device is activated in the 2-byte command shown in FIG. 70 and transmits it to the effect control unit 151. Among the 2-byte commands shown in FIG. 70, the first-byte command shown in the upper part of FIG. 70 is a command indicating the information type. For example, the first-byte command shown in the upper part of FIG. 70 stores data indicating the type of information of the transmitted command, such as whether it is a command related to internal lottery or a command indicating the remaining number of times the safety device is activated in the safety device process.

[0402] On the other hand, among the 2-byte commands shown in FIG. 70, the second-byte command shown in the lower part of FIG. 70 is a command indicating the information content. The first-byte command shown in the lower part of FIG. 70 stores the lottery result of the internal lottery and data indicating the remaining number of times the safety device is activated. In both the first-byte command and the second-byte command, the 8th bit (the first bit) stores information for distinguishing whether the command itself is the first-byte command or the second-byte command. More specifically, the effect control unit 151 receives a 2-byte command from the main control unit 161. The effect control unit 151 refers to one 8th bit (the first bit) of the received 2-byte command. If '0' is stored, it determines that the referred command is the first-byte command indicating the information type. On the other hand, the effect control unit 151 refers to the other 8th bit (the first bit) of the received 2-byte command. If '1' is stored, it determines that the referred command is the first-byte command indicating the information content.

[0403] That is, the upper limit of the data area storing the content of information such as the remaining number of times the safety device is activated is a total of 7 bits from the 1st bit to the 7th bit of the second-byte command. The maximum number that can be stored in the 7-bit area is 127. Thus, when the remaining number of times the safety device is activated exceeds 127 and cannot be stored in the 7-bit area, the main control unit 161 updates the remaining number of times the safety device is activated to 127 in step Sg18 shown in FIG. 69.

[0404] In this way, when the remaining number of times the safety device can be activated, which is the difference between the stored difference number and the limit number, is less than 127, the main control unit 161 transmits a command to the effect control unit 151 that can specify the difference between the difference number and the limit number. As a result, when the difference between the difference number and the limit number becomes less than 127, a command that can specify the difference between the difference number and the limit number is transmitted from the main control unit 161 to the effect control unit 151, thereby suppressing an increase in the data capacity caused by communication.

[0405] Also, until the difference between the difference number and the limit number becomes less than 127, the main control unit 161 transmits the command shown in FIG. 70 with the remaining number of times the safety device can be activated set to 127 to the effect control unit 151. In this way, when the difference between the difference number and the limit number is 127 or more, by uniformly transmitting a command indicating that the remaining number of times the safety device can be activated is 127, the effect control unit 151 can be made to recognize that the difference number has not reached the limit. That is, when the effect control unit 151 receives a command indicating that the remaining number of times the safety device can be activated is 127, it can recognize that the difference number is a value of 127 or more.

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

[0407] In this way, in the safety device process, each time a unit game is executed, the main control unit 161 updates the values of the respective variables shown in FIG. 64 included in the non-game RAM area. As a result, the main control unit 161 can appropriately store the latest difference number each time a unit game is performed.

[0408] The process of step Sg20 for determining whether the difference number is equal to or greater than the limit number is executed for each unit game. That is, the main control unit 161 in the present embodiment executes the process of step Sg20 regardless of the bet number and the winning number set in the unit game. Thereby, the main control unit 161 can surely determine whether the difference number is equal to or greater than the limit number for each unit game.

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

[0410] Returning to FIG. 68, the main control unit 161 transmits a command including the remaining number of times the safety device is activated to the effect control board 15 (Sk2). That is, as described with reference to FIG. 70, the main control unit 161 stores the remaining number of times the safety device is activated in the area of bits 1 to 7 of the command (second byte) indicating the information content among the two-byte commands, and transmits it to the effect control board 15. Thereby, the effect control unit 151 on the effect control board 15 can acquire the remaining number of times the safety device is activated from the main control unit 161 every time a unit game is executed.

[0411] The main control unit 161 determines whether or not the stop flag is ON (Sk3). That is, the main control unit 161 determines whether or not the stop flag was updated to ON in Sg21 of the safety device process. 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 process. If the stop flag is ON (YES in Sk3), the RWM abnormality release flag is set to OFF (Sk4). The RWM abnormality release flag is a flag for determining whether or not to allow RAM clear when the RAM clear process is executed. When the RWM abnormality release flag is OFF, even if the RAM clear process is executed, the main control unit 161 cannot clear the RAM. Therefore, by setting the RWM abnormality release flag to OFF and restricting the RAM clear process when the stop flag becomes ON, it is possible to prevent the stop flag that became ON in Sg21 from being updated to OFF due to a defect or fraud.

[0412] Subsequently, after the main control unit 161 sets the stop error number (Sk5), it 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 process of FIG. 66, the process of making the game progress impossible due to the difference reaching the limit number is performed in the safety device related process (step Sb50).

[0413] As shown in FIG. 66, the safety device related process (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 or not it is controlled in an advantageous section, and game end time setting processing (step Sb44) for determining whether or not the number of advantageous section cards (net increase number of cards during the advantageous section) has reached 2400 (limiter condition).

[0414] In this way, since the safety device related process (Sb50) that can disable the progress of the game by the difference reaching the limit number is performed at the end of the main process, the game end setting process is performed before controlling the game to a state where the progress is disabled. Therefore, when the limiter condition is satisfied, after controlling to the normal section, it is possible to control the game to a state where the progress is disabled.

[0415] Also, before controlling the game to a state where the progress is disabled, since the external output signal process is performed in step Sb2, after notifying whether the external device is controlled to the advantageous section, it is possible to control the game to a state where the progress is disabled. In this way, even when the main control unit 161 disables the progress of the game by the difference reaching the limit number, after appropriately processing the information regarding the advantageous section, it is possible to disable the progress of the game. Thereby, it is possible to prevent an inconsistency from occurring regarding the information regarding the advantageous section after the disabling of the progress of the game is released.

[0416] As described above, the safety device process has been described as a process for disabling the progress of the game when the number of medals acquired by the player throughout the day reaches the limit number. Also, in the present embodiment, it has been described about determining whether the number of advantageous section medals (net increase number during the advantageous section) has reached 2400 (limiter condition) in the game end setting process. Note that the determination of the limiter condition in the advantageous section may be executed within the flowcharts of FIGS. 68 and 69 described in the safety device process.

[0417] At this time, in the RAM 161c of the main control unit 161, "advantageous section difference", which is a variable representing the value obtained by subtracting the used number from the given number during the advantageous section, may be further stored. The main control unit 161 starts the counting process of the "advantageous section difference" when the advantageous section is started, resets the "advantageous section difference" to the initial value (0) based on the end of the advantageous section, and does not execute the counting process in the normal section. Thereby, the main control unit 161 can count the difference during the advantageous section. That is, the safety device process and the limiter condition determination process can be executed as the same process.

[0418] FIG. 71 is a flowchart showing the control content of the error processing performed by the main control unit 161. As shown in FIG. 71, 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.

[0419] 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 the error number to be displayed on the game auxiliary display 12 (Sf3). Thereafter, 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).

[0420] When the stop error number is set due to the difference reaching 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 for 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.

[0421] When the error state release condition is satisfied (YES in 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 in Sf8, the process proceeds to Sf9. On the other hand, if it is determined not to be normal in Sf8, the process returns to Sf6, and the steps of Sf6 to Sf8 are repeated until it is determined to be normal in Sf8.

[0422] In the step of Sf9, the ON-edge state of input buffer 0 is acquired, and it waits (NO in Sf10) until the reset / set switch 38 or the reset switch 23 becomes the ON-edge state (until an operation is performed). When the reset / set switch 38 or the reset switch 23 becomes the ON-edge state (YES in Sf9), the process proceeds to Sf11.

[0423] 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 to be released is transmitted. In the step of Sf14, it waits for an interrupt once to end the error process.

[0424] In this way, when the setting change process is performed, the main control unit 161 controls the state of the S platform 2 from a state where game progress is impossible to a state where game progress is possible. 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.

[0425] When error handling is executed based on the difference reaching the limit number in this way, setting change processing is performed, so that the error handling shown in FIG. 71 ends and the safety device related processing shown in FIG. 68 ends. Further, based on the completion of the safety device related processing, the main control unit 161 ends step Sb50 of the main processing shown in FIG. 66.

[0426] Thereby, the main control unit 161 returns the processing 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.

[0427] As described above, the main processing performed by the main control board 16 of the present embodiment is included in the game program and calls the processing included in the non-game program, for example, RT information output processing, winning information output processing, ratio monitor data processing, etc. When calling the processing included in the non-game program, every time the corresponding non-game program processing is called, on the game program side of the calling 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 called destination, the value of the stack pointer SP used in the game program is stored in the non-game RAM area for backup, and at the same time, the values of all the registers provided in the main control board 16 are stored in the non-game stack area for backup. Then, the processing corresponding to the called non-game program (for example, the processing for initializing the non-game RAM area in the non-game RAM area initialization processing, the state count processing in the ratio monitor data processing described later, the sensor monitoring processing, test signal output processing, ratio monitor display data selection processing, etc. in the non-game related processing described later) is performed.

[0428] Also, after the main control board 16 has processed a non-game program, on the non-game program side, it reads the values of all 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. Further, on the calling game program side, it reads the value of the flag register that was stored in the game stack area before the call to the non-game program into the corresponding flag register to perform a process of restoring the register to the state before the call to the non-game program.

[0429] Also, when the main control board 16 performs various processes according to a non-game program, it calls the non-game program from the game program using the above 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 ends.

[0430] [Counting of the difference in the effect control unit 151] In the above, it has been described that the variables related to the safety device process are updated for each unit game by the main control unit 161. Similarly, in the effect control unit 151, variables similar to those related to the safety device process held in the main control unit 161 are held and updated for each unit game. That is, in the S platform 2 of the present embodiment, variables related to the safety device process are held in each of the main control unit 161 and the effect control unit 151.

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

[0432] As shown in FIG. 11, the game start command includes the command "medal insertion" No. 12, and the information indicating that medals have been BET is stored in the command "medal insertion". Also, the game end command includes the command "winning number", and information regarding winning is stored in the command "winning number".

[0433] FIG. 73 is a diagram for explaining the control content of the addition process of the cumulative usage number on the effect control side performed by the effect control unit 151. The effect control unit 151 determines whether or not it has received the game start command (Sm1). If it has not received the game start command (NO in Sm1), the effect control unit 151 ends the process without performing the addition process of the cumulative usage number on the effect control side. If it has received the game start command (YES in Sm1), the effect control unit 151 refers to the command "medal insertion" included in the game start command and acquires the usage number of the medals used in the game when the start switch 7 was pressed (Sm2). Thereafter, the effect control unit 151 adds it to the cumulative usage number on the effect control side (Sm3). The cumulative usage number on the effect control side is a variable included in the RAM 151c of the effect control unit 151 and is a variable corresponding to the cumulative usage number of the main control unit 161. In this way, each time the effect control unit 151 receives the game start command, it adds the usage number, so the cumulative usage number on the effect control unit 151 side and the cumulative usage number on the main control unit 161 side will be the same number at the end of a unit game as long as there are no irregularities or malfunctions.

[0434] Next, the cumulative number of awards on the performance control unit 151 side will be described. FIG. 74 is a diagram for explaining the control content of the addition process of the cumulative number of awards on the performance control side performed by the performance control unit 151. The performance control unit 151 determines whether or not it has received an end-of-game command (Sn1). If it has not received an end-of-game command (NO in Sn1), the performance control unit 151 ends the process without performing the addition process of the cumulative number of awards on the performance control side. If it has received an end-of-game command (YES in Sn1), the performance control unit 151 refers to the command "medal insertion" included in the end-of-game command and acquires the number of medals used in the game in which the start switch 7 was pressed (Sn2). Thereafter, the performance control unit 151 adds it to the cumulative number of awards on the performance control side (Sn3). The cumulative number of awards on the performance control side is a variable included in the RAM 151c of the performance control unit 151 and is a variable corresponding to the cumulative number of awards of the main control unit 161. In this way, each time the performance control unit 151 receives an end-of-game command, it adds the number of awards. Therefore, the cumulative number of awards on the performance control unit 151 side and the cumulative number of awards on the main control unit 161 side will be the same at the end of a unit game if there are no irregularities or malfunctions.

[0435] In this way, like the main control unit 161, the performance control unit 151 counts the cumulative usage number and the cumulative number of awards for each unit game. That is, the main control unit 161 transmits to the performance control unit 151 a start-of-game command that can identify the number of medals used in the unit game and an end-of-game command that can identify the number of medals awarded in the unit game for each unit game. The performance control unit cumulatively counts the number of medals used in the games played throughout the day and cumulatively counts the number of medals awarded in the games played throughout the day. As a result, the performance control unit 151 can also calculate the cumulative number of awards and the cumulative usage number for the whole day.

[0436] FIG. 75 is a diagram for explaining the control content of the notification process before activation of the safety device performed by the effect control unit 151. As described above, when the difference reaches the limit number, the main control unit 161 controls the state of the S platform 2 to a state where the progress of the game is impossible. In the S platform 2 in the present embodiment, before the difference reaches the limit number, the player is notified in advance that the progress of the game may become impossible.

[0437] The notification process before activation of the safety device shown in FIG. 75 is performed by the effect control unit 151. The effect control unit 151 in the present embodiment executes the notification process before activation of the safety device when receiving a game end command, but it may be executed at other timings during the period of a unit game. That is, the notification process before activation of the safety device shown in FIG. 75 is executed once per unit game.

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

[0439] When the difference on the effect control side is not less than the specific number (NO in Sp2), the effect control unit 151 ends the process. When the difference on the effect control side is less than the specific number (YES in Sp2), the effect control unit 151 determines whether it is in a specific state (Sp3). The specific state is a state advantageous to a player whose medal increase rate exceeds 1, for example, the AT state. The specific state may include an ending state. The effect control unit 151 determines whether it is in a specific state using the information included in the game start command or the game end command.

[0440] When it is not in a specific state (NO in Sp3), the effect control unit 151 ends the process. When it is in a specific state (YES in Sp3), the effect control unit 151 notifies that the progress of the game will be disabled by newly awarding medals corresponding to the difference. For example, when the difference is "100", the effect control unit 151 causes the liquid crystal display 51 to display a message such as "The game will be disabled by awarding the remaining 100 medals." Alternatively, the effect control unit 151 causes the speakers 53 and 54 to emit a warning sound indicating that the progress of the game will be disabled. Thereby, in the S machine 2, it is possible to suppress a decrease in the interest of the game due to the game being suddenly disabled without any prior notice to the player. Further, when the effect control unit 151 is controlled to a specific state where the medal increase rate exceeds 1, the effect control unit 151 gives a notice to the player before the safety device is activated. Thereby, the effect control unit 151 can notify the difference in a state where the medal increase rate exceeds 1, that is, in a state where the difference is decreasing.

[0441] Subsequently, the effect control unit 151 determines whether the remaining number of times the safety device is to be activated is less than 127 (Sp5). That is, the effect control unit 151 determines whether the remaining number of times the safety device is to be activated included in the command transmitted from the main control unit 161 to the effect control unit 151 in step Sk2 of FIG. 68 is less than 127. When the remaining number of times the safety device is to be activated is not less than 127 (NO in Sp5), the effect control unit 151 ends the process.

[0442] When the remaining number of times the safety device is to be activated is less than 127 (YES in Sp5), the effect control unit 151 determines whether there is a discrepancy between the difference on the effect control side and the remaining number of times the saf...

Claims

【Claim 1】 A gaming machine capable of performing a game, game control means for controlling the progress of the game, means for controlling the game value owned by the player, which can receive data from the game control means and can transmit data to the game control means, value control means, means for controlling the effect, which can receive data from the game control means and a second control means that cannot transmit data to the game control means, and is provided with, the game control means and the value control means are mounted on the same substrate, the game control means and the effect control means are mounted on different substrates, the game control means, first communication means having a transmission function and a reception function, second communication means having only a transmission function among the transmission function and the reception function, and having, transmitting data to the value control means using the first communication means, transmitting data to the effect control means using the second communication means, storage means having a first storage area for setting the function of the first communication means and a second storage area for setting the function of the second communication means, the capacity of the first storage area in the first communication means is a first amount, the capacity of the second storage area in the second communication means is a second amount smaller than the first amount, the game control means transmits a command to the value control means according to the progress of the game, the value control means, a periodic command transmission process for transmitting a value control side information command capable of specifying the control state of the value control means to the game control means every predetermined period, and a response command transmission process for transmitting a response command according to the command when receiving the command from the game control means to the game control means, and executes, value control side first transmission means for transmitting a command stored in a value control side first transmission buffer capable of storing data for transmission, value control side second transmission means for transmitting a command stored in a value control side second transmission buffer capable of storing data for transmission, and having, the command transmitted by the periodic command transmission process is transmitted to the game control means using the value control side first transmission means, the command transmitted by the response command transmission process is transmitted to the game control means using the value control side second transmission means, a gaming machine. ​

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