Pachinko machine

The gaming machine addresses unique medal-less machine issues by implementing a two-chip configuration for efficient medal data management and abnormality handling, ensuring uninterrupted game performance and stable operation.

JP7709059B2Active Publication Date: 2025-07-16ENTERRISE CO LTD
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Patent Information

Application Number
JP2022168824
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-10-21
Publication Date
2025-07-16
Estimated Expiration
2042-10-21

AI Technical Summary

Technical Problem

Medal-less gaming machines face unique configuration and processing issues that require addressing connection abnormalities and efficient management of game values without physical medals, necessitating improved operational handling and game performance continuity.

Method used

A gaming machine with a game control unit, value management unit, transfer instruction unit, detection unit, and output unit to manage game values, detect connection abnormalities, and ensure uninterrupted game performance by resuming output after abnormalities are resolved, utilizing a two-chip configuration for medal data management and communication.

Benefits of technology

The solution provides a stable and efficient gaming experience by managing medal data electronically, handling connection abnormalities, and ensuring uninterrupted game performance, addressing the specific challenges of medal-less machines.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of solving problems based on a configuration and internal processing unique to a tokenless game machine.SOLUTION: A game machine includes: a game control unit; a value management unit capable of receiving information on a game value from game value recording means connected to the game machine and managing the game value that varies by progress of a game; a transfer instruction unit capable of giving an instruction for transferring information on the game value from the value management unit to the game value recording means; an output unit capable of outputting game information on the game including a game performance executed with the progress of the game; and a detection unit capable of detecting occurrence of a connection abnormality between the game value recording means and the game machine. When the occurrence of the connection abnormality is detected while the game information is output, the output unit can interrupt output of the game information, and after the connection abnormality is eliminated, output any one piece of the game information.SELECTED DRAWING: Figure 2
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine (hereinafter referred to as the "current machine") is known in which a player borrows real medals and inserts the medals to play the game.

[0003] On the other hand, from the viewpoint of improving the efficiency of store management operations, etc., a gaming machine that does not use real medals (hereinafter referred to as a "medal-less machine") is being considered (see Patent Documents 1 and 2).

[0004] In such a medal-less machine, an operator (including a player who is a user executing the game, a store staff, and a user who has finished the game) inserts paper money into a medal lending machine (medal unit), and medal data (for example, data related to the quantity of medals) is transferred from the medal unit to the gaming machine, and it is assumed that the medal data (increase or decrease of medals) is managed on the gaming machine side as the game progresses.

[0005] Also, in such a medal-less machine, it is considered that at least when ending the game, the operator needs to press a counting button to execute a transfer process. And by this transfer process, the medal data managed in the gaming machine is transferred to the medal unit, and then it is assumed that the operator takes out the card on which the medal data is recorded from the medal unit side.

Prior Art Documents

Patent Documents

[0006]

Patent Document 1

Patent Document 2

Disclosure of the Invention

Problems to be Solved by the Invention

[0007] In such medal-less machines, there are considered to be problems based on the configurations and internal processes peculiar to medal-less machines that did not exist in the existing machines. Therefore, when operating medal-less machines, it is necessary to uncover and examine in advance the problems based on the configurations and internal processes peculiar to medal-less machines.

[0008] An object of the present invention is to provide a gaming machine capable of solving problems based on the configurations and internal processes peculiar to medal-less machines.

Means for Solving the Problems

[0009] The present invention includes a game control unit capable of controlling the progress of a game in a gaming machine, a value management unit capable of receiving information regarding game values from game value recording means connected to the gaming machine or installed in the gaming machine, and capable of managing the game values that vary as the game progresses, a transfer instruction unit capable of instructing, based on a predetermined operation, the transfer of information regarding the game values from the value management unit to the game value recording means, an output unit capable of outputting game information regarding the game, including game effects executed as the game progresses, a detection unit capable of detecting the occurrence of a connection abnormality between the game value recording means and the gaming machine, and when the occurrence of the connection abnormality is detected while the output unit is outputting the game information, the output unit interrupts the output of the game information and, after the connection abnormality is resolved, is capable of outputting any of the game information. This is a gaming machine.

[0010] Also, in the present invention, the output unit When the connection abnormality occurs while the game performance is being output, the game performance is interrupted, and when the connection abnormality is resolved thereafter, it is possible to output the interrupted game performance from the continuation before the connection abnormality occurred. It can be done.

[0011] Also, in the present invention, the output unit When the connection abnormality occurs while the game performance is being output, the game performance is interrupted, and when the connection abnormality is resolved thereafter, it is possible to output the game performance that was being output immediately before the connection abnormality occurred from a predetermined timing and thereafter for that game performance. It can be done.

[0012] Also, in the present invention, the output unit When the connection abnormality occurs while the game performance is being output, the game performance is interrupted, and when the connection abnormality is resolved thereafter, it is possible to output the game performance that was being output immediately before the connection abnormality occurred from the beginning. It can be done.

[0013] Also, in the present invention, the output unit When the connection abnormality occurs while the game performance is being output, the game performance is interrupted, and when the connection abnormality is resolved thereafter, it is possible to output a game standby screen among the game information. It can be done.

[0014] Also, in the present invention, a plurality of rotating reels on which a plurality of symbols are respectively arranged, a start switch capable of receiving an operation for starting the rotation of the plurality of rotating reels, Based on the operation of the operator, an internal lottery is performed, and an internal lottery unit capable of determining whether or not to win at least one of a plurality of roles is provided. A stop switch provided corresponding to each of the plurality of rotating reels and capable of receiving an operation for stopping the rotation of the rotating reel. Further comprising: Among the plurality of roles, an operation procedure role in which a specific combination pattern of the symbols is aligned on the effective line when the operation procedure of the operator to the stop switch is in a predetermined order is included. The output unit: When the operation procedure role is won as a result of the internal lottery, it is possible to notify the predetermined order. When the connection abnormality occurs in the game in which the predetermined order is notified, the notification of the predetermined order is interrupted, and after the connection abnormality is resolved, the notification of the predetermined order can be resumed. It is possible.

Effect of the Invention

[0015] According to the present invention, it is possible to provide a gaming machine capable of solving problems based on the configuration and internal processing peculiar to medal-less machines.

Brief Description of the Drawings

[0016]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Mode for Carrying Out the Invention

[0017] [First Embodiment] The slot machine 1 according to the embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 16. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention.

[0018] The slot machine 1 in the present embodiment is a medal-less machine that can play games without using actual medals as shown in FIG. 1. First, the medal unit 7 connected to the slot machine 1 will be described below.

[0019] <Configuration of Medal Unit 7> As shown in FIG. 2, the medal unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.

[0020] In addition, the medal unit 7 can store, inside thereof, a card 70 that stores medal data as electronic data replacing actual medals.

[0021] In addition, the medal unit 7 can mainly perform a medal lending process associated with the transfer of medal data to the slot machine 1 described below, and conversely, a process of discharging the card 70 associated with the transfer of medal data from the slot machine 1.

[0022] In addition, the medal unit 7 can manage the medal data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management unit 613 (described later) of the slot machine 1.

[0023] In addition, the medal unit 7 is provided with a lending button 71. When a bill is inserted into the medal unit 7 by an operator (an input signal generated in the medal unit 7 is transmitted to the slot machine 1), and then the lending button 71 is pressed by the operator, a lending signal is generated and transmitted to the medium management unit 613.

[0024] In this specification, the "operator" means all of a player who is a user executing a game, a user who has ended the game (including a user walking inside the store), and store staff. However, if necessary, it may be individually denoted as "store staff", "player", etc.

[0025] In addition, when the counting button 44 of the slot machine 1 is pressed, the medal unit 7 receives a transfer signal and medal data from the slot machine 1.

[0026] When no medal data is stored in the card 70, the medal unit 7 executes a process of writing the received medal data to the card 70. When medal data has already been written to the card 70, the medal unit 7 executes a process of updating and overwriting the medal data of the card 70.

[0027] The medal unit 7 is communicably connected to a hall computer (a computer installed in the store), a unit management computer (a computer that manages the medal unit 7), etc., which are not shown in the figures. The medal unit 7 connected to each slot machine 1 can transmit, for example, medal data stored (credited) in each slot machine 1 to the hall computer or the like. Thereby, the hall computer or the like can manage the medal data of the slot machine 1.

[0028] When the discharge button 72 is pressed by the operator, the medal unit 7 discharges the stored card 70 to the outside. Further, when the card 70 is discharged to the outside, the medal unit 7 may be able to generate a card discharge signal and transmit the discharge signal to the slot machine 1.

[0029] <Configuration of the slot machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress the game without using real medals as physical objects. In the slot machine 1 of the present embodiment, instead of real medals as physical objects, the game is played using medal data as electronic data. Medal data is an example of game value. In the following, for convenience of explanation, "medal data" may sometimes be simply expressed as "medal".

[0030] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0031] A transparent reel window 200 is provided in the central portion of the front door 100. The operator can visually recognize a plurality of symbols displayed on the surface of each of the plurality of rotating reels 20, which will be described later, through this reel window 200.

[0032] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration unit 102 for performing various effects during the game are provided.

[0033] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game play.

[0034] The speaker 101 outputs a predetermined BGM (background music), SE (sound effect), and voice.

[0035] The lighting decoration part 102 is composed of an LED or the like, and lights up or goes out in a predetermined pattern, for example, when an effect screen with high anticipation is displayed or a winning combination is achieved.

[0036] Below the reel window 200, an operation unit 4 is provided. The operation unit 4 includes a plurality of stop switches 40, a bet switch 41, a lever 42, a digital counter 43, a counting button 44, and a cancel button 45.

[0037] Near each switch of the operation unit 4, a sensor is provided to detect the player's operation and output an operation signal to the control unit 6.

[0038] Each stop switch 40 is provided corresponding to each rotating reel 20. Each stop switch 40 receives an operation to stop the rotation of each rotating reel 20 while the rotating reel 20 is rotating. When the stop switch 40a is pressed, the rotation of the rotating reel 20a stops; when the stop switch 40b is pressed, the rotation of the rotating reel 20b stops; when the stop switch 40c is pressed, the rotation of the rotating reel 40c stops.

[0039] The bet switch 41 is used when the operator bets medals. The quantity of credited medals (medal data) and bet medals (medal data) is managed by the slot machine 1 (the medium management unit 613 described later). Hereinafter, the case of "credited medals (medal data)" means the medals (medal data) managed by the medium management unit 613.

[0040] The lever 42 functions as a start switch that receives an operation for rotating each rotating reel 20.

[0041] In the digital counter 43, the number of medal credits, the number of medals paid out (acquired medals), the number of medal bets, etc. are digitally displayed.

[0042] The counting button 44 can receive an operation by the operator for transferring medal data from a medium management unit 613 described later to the medal unit 7. In the present embodiment, the counting button 44 is disposed at a position visible to the operator in the slot machine 1. The visible position is a position where the operator can touch it without unlocking and opening the front door 100, and in the present embodiment, it is the front surface of the housing 10. When the counting button 44 receives an operation by the operator, a transfer signal is generated at the counting button 44.

[0043] Note that after the counting button 44 is pressed, for example, by raising and lowering the lever 42, any amount of medal data designated by the operator may be transferred to the medal unit 7. In this case, the button for the operator to transfer any amount of medal data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, by the operator operating a button on the medal unit 7 side, any amount of medal data designated by the operator may be transferred to the slot machine 1.

[0044] The cancel button 45 can receive an operation by the operator for setting the medal data in a bet state to a non-bet state. When the cancel button 45 receives an operation by the operator, a cancel signal is generated at the cancel button 45. Thereafter, the medium management unit 613 that has received the cancel signal manages the medal data in a bet state as a non-bet state.

[0045] In addition, a reset button 5 is provided inside the housing 10. The reset button 5 is a button for canceling medal number control communication abnormality E7 and medal unit connection abnormality E8, which will be described later. This reset button 5 can be operated by the store staff. That is, since the reset button 5 is arranged inside the locked housing 10 during normal times (for example, during game execution or idling), users without a key (users other than store staff) cannot touch the reset button 5.

[0046] In addition, as shown in FIG. 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are arranged inside the housing 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0047] As shown in FIGS. 1 and 2, the rotating reel unit 2 includes three rotating reels 20 and three stepping motors 21. The rotating reel unit 2 is arranged inside the housing 10 corresponding to the position of the reel window 200.

[0048] On the surface of each rotating reel 20, for example, patterns (symbols) as shown in FIG. 3 are arranged. Whether the combination of patterns displayed on the effective line L, which will be described later, when the rotation of each rotating reel 20 stops is a predetermined combination of patterns is determined by a game result determination unit 612, which will be described later, and the game proceeds accordingly.

[0049] The stepping motor 21 is provided corresponding to each rotating reel 20 and drives the corresponding rotating reel 20.

[0050] The stepping motor 21 stops the rotation of the rotating reel 20 corresponding to the operated stop switch 40 within 190 milliseconds after the stop switch 40 is operated during the rotation of the rotating reel 20. The stepping motor 21 rotates one revolution in 504 steps. Accordingly, the rotating reel 20 rotates at a speed of 80 revolutions per minute. That is, the number of steps that can be advanced within 190 milliseconds is 127 steps.

[0051] The rotation and stop of these rotating reel 20 and stepping motor 21 are controlled by a rotating reel control unit 611 described later.

[0052] <Flow of the game by the operator (player)> The operator bets medals on the slot machine 1 using the medals credited by operating the bet switch 41. When a predetermined number of medals are bet on the slot machine 1, the valid line L is activated. Thereafter, it becomes possible to operate the lever 42, that is, to start the game.

[0053] FIG. 1 shows an example in which the valid line L is composed of one downward right slanting line. The valid line L is a virtual line for determining the winning of a combination. In the present embodiment, when three bets (triple bet) for MAX BET are made, one line L is activated.

[0054] Hereinafter, not only the combinations with medal payouts such as bells and watermelons are aligned on the valid line L, but also the symbols corresponding to specific combinations such as replay, chance symbols, and bonuses without medal payouts are aligned on the valid line L are also expressed as "winning". The specific combinations in the present embodiment include special combinations described below.

[0055] One game (one play) in the present embodiment refers to a series of operations by the player operating the bet switch 41, lever 42, stop switch 40, etc. to obtain a predetermined game result including internal lottery, winning determination processing, and medal data increase / decrease processing.

[0056] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery for determining the winning flag is performed, and the rotation of each rotating reel 20 is started. In this state, when any of the stop switches 40 is operated, the rotating reel 20 corresponding to the operated stop switch 40 stops. When all the rotating reels 20 stop, a predetermined number of medals are paid out according to the combination (winning combination) of the symbols aligned (winning) on the valid line L. Thereby, one game ends.

[0057] Note that at least a part of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was pressed, that the lever 42 was operated, that the stop switch 40 was pressed, that the internal lottery was executed, that a predetermined winning combination was won, that the rotating reel rotated, etc.) is managed by the first control unit 61A.

[0058] <Regarding the game state> During the game, as shown in FIG. 4, the type of game section is set, and as shown in FIGS. 5 and 6, one game state is set from among a plurality of game states. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.

[0059] The game states include a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not game states that are exclusively established, but are merely states classified for convenience of explanation.

[0060] As shown in FIG. 5, the first game state includes a non - carry - over special winning combination state, a bonus internal state (carry - over special winning combination state), and a special winning combination execution state. The non - carry - over special winning combination state, the bonus internal state, and the special winning combination execution state are in a mutually exclusive relationship.

[0061] The non - carry - over state of the special combination means a state in which the special combination (for example, one - type BB which is a device for continuous operation of combinations related to the first - type special combination item) is not selected by internal lottery and the winning of the special combination is not carried over. The non - carry - over state of the special combination is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a predetermined condition), when more medals than a predetermined number are paid out in the state of implementing the special combination, etc.

[0062] The bonus internal state means a state in which, although the special combination is selected by internal lottery, the winning of that special combination is carried over. That is, the bonus internal state means a state in which, by internal lottery, the flag of the special combination is selected, but the symbols indicating that special combination are not aligned on the effective line L and the special combination has not yet won. Note that when the winning of one - type BB is in a carried - over state, no further lottery for one - type BB is conducted.

[0063] The state of implementing the special combination means a state in which the special combination selected by internal lottery has won and no more medals than a predetermined number are paid out.

[0064] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special - combination carry - over state without causing the carried - over special combination to win.

[0065] The slot machine 1 in this embodiment is an AT (assist time) machine. The AT machine is, for example, a machine in which the first game state is set to the bonus internal state by the operation of the store staff before the store opens, and in this state, the operator can transition to the second game state and enjoy the game.

[0066] As shown in FIG. 6, the second game state takes either the general game state or an AT (an example of a special game state). In the second game state, the general game state and the AT are in an exclusive relationship.

[0067] The normal gaming state is a state that is not an AT (if there is a CZ which is a chance zone with a high hitting probability of AT, it includes the CZ), that is, a state where the assist function does not occur (or a state where it is difficult to occur). For example, from after RAM clear or after the end of AT until hitting the AT draw, the second gaming state is set to the normal gaming state.

[0068] AT is a state where the assist function (AT function) that notifies the correct pressing order (correct operation order) of the stop switch 40 of the non-special winning combinations other than the winning combination determined by the internal draw through the liquid crystal screen 3, the speaker 101, and the electrical decoration part 102 is operating.

[0069] The AT draw is performed according to the winning combination determined by the internal draw (such as the winning of a rare combination, the number of winning times of a predetermined combination, etc.) when the gaming section is an advantageous section. When an AT is hit (an AT transition signal is generated) in the AT draw while the gaming section is an advantageous section, the second gaming state transitions from the normal gaming state to AT.

[0070] When a predetermined number of games have elapsed since the start of the game in AT, when the total number of medals paid out since the start of the game in AT has reached a predetermined number, when the assist has been executed a specified number of times, or when the assist for a specific combination (for example, the push-order bell) has been executed a specified number of times, etc., the second gaming state transitions from AT to the normal gaming state. Thereby, the AT ends.

[0071] The CZ enters when certain conditions are met, such as when hitting the CZ draw based on the winning combination, when the number of games reaches a predetermined number of games, or when the points accumulated in a predetermined case reach a predetermined value. In this embodiment, the CZ is described as a concept different from the high-probability mode in FIG. 5, but the high-probability mode may be the CZ.

[0072] <Regarding the gaming section> The above-described game section is a state (section) for determining whether or not the processing related to the instruction function is to be performed. As shown in FIG. 4, the game section is composed of a normal section and a favorable section. The normal section and the favorable section are in an exclusive relationship, and the game section can take either the normal section or the favorable section.

[0073] The processing related to the instruction function is, for example, processing for exerting (assisting) the instruction function, mode (a mode in which the hitting probability of AT is determined) lottery, mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and the like.

[0074] In the normal section, the processing related to the instruction function cannot be executed, but it is a section in which the section transition lottery to the favorable section is performed. As a result of the game being played in the normal section, depending on the internally hit combination, the game section transitions from the normal section to the favorable section. Note that while the game section is in the normal section, the second game state is the general game state.

[0075] The favorable section is a section in which the processing related to the instruction function can be executed. The favorable section includes a favorable section in which the second game state proceeds in the general game state and a favorable section that proceeds with CZ or AT. The state in which the game section is the favorable section is maintained until a predetermined end condition is satisfied after the game section has transitioned to the favorable section.

[0076] <Configuration of Control Unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit (first control units 61A and 61B) and a sub control unit 62.

[0077] Each of the first control unit 61A, the second control unit 61B, and the sub control unit 62 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0078] In this embodiment, for each of the first control unit 61A, the second control unit 61B, and the sub-control unit 62, the constituent components of each control unit 61A, 61B, 62 are mounted on one substrate. As a result, each of the first control unit 61A, the second control unit 61B, and the sub-control unit 62 is configured with an individual substrate. These substrates are connected by wiring via an interface.

[0079] As described above, the main control unit of the slot machine 1 of this embodiment is composed of two chips, the first control unit 61A and the second control unit 61B.

[0080] In this embodiment, the reason for adopting the two-chip configuration for the main control unit is mainly as follows. (1) The slot machine 1 of this embodiment is a medal-less machine, and it is necessary to transmit and receive medal data between the slot machine 1 and the medal unit 7. (2) The capacity of the first control unit 61A is limited by rules (for example, rules regarding the certification of gaming machines and the inspection of models, etc.). If the first control unit 61A were to perform management of medal data and transmission / reception to / from the medal unit 7 as well, the capacity of the first control unit 61A would be further compressed. (3) On the other hand, by adopting a two-chip configuration with a chip for managing medal data and transmitting / receiving to / from the medal unit 7 and a chip for performing other main control, the first control unit 61A does not need to perform the management process of medal data, and the resources of the first control unit 61A can be allocated to other functions.

[0081] Note that the communication method between the first control unit 61A and the second control unit 61B is asynchronous serial communication.

[0082] Also, at least one of the first control unit 61A and the second control unit 61B is communicatively connected to the medal unit 7. The communication method between the first control unit 61A and / or the second control unit 61B and the medal unit 7 is also asynchronous serial communication.

[0083] <Description of the first control unit 61A> In the ROM of the first control unit 61A, programs directly related to game progress (for example, control of the rotating reel 20, payout control) are stored.

[0084] In the RAM and RWM of the first control unit 61A, game data (information related to the progress of the game) necessary for game progress is stored.

[0085] The game data includes, in addition to the current number of games, data indicating the game status (which state or section each game state and game section is in), etc. The game data in this embodiment includes, for example, data indicating that the first game state is a state where special winning combinations are not carried over, a bonus internal state, etc.

[0086] The first control unit 61A functions as an internal lottery unit 610 (a part of the game control unit), a rotating reel control unit 611 (a part of the game control unit), a game result determination unit 612 (a part of the game control unit), a set value control unit 614 (a part of the game control unit), a section control unit 615 (a part of the game control unit), a game state control unit 616 (a part of the game control unit), an RT state control unit 617 (a part of the game control unit), a detection unit 618, and a function activation unit 619 (a part of the game control unit) through the operation of the CPU and the storage unit of the first control unit 61A.

[0087] That is, in this embodiment, the first control unit 61A performs control other than medal number control (described later) executed by the second control unit 61B among the controls directly related to game progress. Specifically, the control executed by the first control unit 61A includes, for example, internal lottery processing, control of the rotating reel 20, control of various game states and / or game sections, various error monitoring such as communication connection monitoring between the slot machine 1 and the medal unit 7 and communication connection monitoring between the first control unit 61A and the second control unit 61B, error processing, etc.

[0088] In addition, as the error, for example, in addition to system abnormalities in the first control unit 61A, the second control unit 61B, and the sub-control unit 62, there are medal number control communication abnormality E7, medal unit connection abnormality E8, medal number upper limit reached E9, and the like. The medal number control communication abnormality E7, the medal unit connection abnormality E8, and the medal number upper limit reached E9 will be described later.

[0089] Further, the first control unit 61A can generate commands related to the game in the slot machine 1. The generated commands include those transmitted to each function in the first control unit 61A (for example, a command for rotating the rotating reel 20, a command for determining a game result), and a request command transmitted to the second control unit 61B.

[0090] As shown in FIG. 7, the request commands transmitted to the second control unit 61B include a request command for which the second control unit 61B needs to respond, and a request command for which the second control unit 61B does not need to respond.

[0091] Here, FIG. 7 is a diagram showing the request command name, the timing at which the second control unit 61B receives the request command, and the command information.

[0092] Among the request command names, the request commands from the "medal number confirmation request command" to the "one game end request command" that are "response targets" are request commands for which the second control unit 61B needs to respond.

[0093] And "〇" in FIG. 7 means that the second control unit 61B responds when the request command is transmitted to the second control unit 61B at an appropriate timing.

[0094] Specifically, the request commands for which the second control unit 61B needs to respond include, for example, a request command received by the second control unit 61B "before the game starts", a request command received "during the game", a request command received during the "winning process waiting" of the jackpot combination, and a request command received during the "waiting for the end of one game".

[0095] The request commands that the second control unit 61B can receive "before the game starts" are, for example, the "medal count confirmation request command" for confirming the quantity of credited medal data, the "insertion request command" for betting medals, the "settlement request command" for performing transfer processing, and the "lever on reception request command" for receiving the operation of the lever 43.

[0096] In addition, the request command that the second control unit 61B can receive "during the game" is, for example, the "request command after the third stop" for performing processing after the last stop switch 40 of the three stop switches 40 is pressed.

[0097] In addition, the request commands that the second control unit 61B can receive "while waiting for winning processing" are the "payout request command" regarding the payout of medals and the "payout processing completion request command" regarding the payout processing of medals.

[0098] In addition, the command that the second control unit 61B receives "while waiting for the end of one game" is the "one-game end request command" for performing processing after one game has ended.

[0099] On the other hand, "chip individual number" etc. which are "-" among the request command names are request commands that are always received, and are request commands (always received commands) for which the second control unit 61B does not need to respond.

[0100] Specifically, the always received commands are the "chip individual number" indicating the ID for identifying the first control unit 61A, the "machine type information" of the slot machine 1, and "active". This "active" is, for example, a command indicating whether the slot machine 1 is in an abnormal state, whether the complete function is operating, the game state such as during AT or special game state implementation, etc.

[0101] In addition, the "command information" in FIG. 7 stores information on "command group", "command No.", and "command".

[0102] The "command group" is a collection of request commands for which the timing at which the second control unit 61B receives the request commands is the same timing. That is, for example, the "medal count confirmation request command", the "insertion request command", the "settlement request command", and the "lever-on reception command" are all request commands for which the reception timing is "before the start of the game", so all of these "command groups" are set to "0".

[0103] The "command No." is an ID assigned to identify each request command within the same command group. For example, for the "medal count confirmation request command", the "command group" is "0" and the "command No." is "0", and for the "insertion request command", the "command group" is "0" and the "command No." is "1". In this way, even within the same command group, since the "command No." is different, each request command is uniquely identified.

[0104] A "command" is the content itself that identifies the command. That is, a "command" is an ID for identifying each request command based on the "command group" and the "command No.". For example, the request command for which the "command" is "0x00" is uniquely determined to be the "medal count confirmation request command".

[0105] Using these request commands exchanged between the first control unit 61A and the second control unit 61B, in the second control unit 61B, "response permission determination processing" is performed as error determination based on the game status. This response permission determination processing will be described in detail in the description of the second control unit 61B.

[0106] Further, the first control unit 61A can perform, for example, lighting / extinguishing control of the lamp of the bet switch 41 for MAX BET and valid / invalid control of the bet switch 41 according to the "command regarding the number of managed credits" transmitted from the second control unit 61B. Thereby, for the bet switch 41, for example, when the number of credits in medal data is 3 or more, the lamp lights up (the operation is enabled), and when the number of credits is 2 or less, the lamp goes out (the operation is disabled).

[0107] Next, the medal number control communication abnormality E7, the medal unit connection abnormality E8, the medal number upper limit reached E9, and the counting urging display will be described.

[0108] (Explanation of medal number control communication abnormality E7) The medal number control communication abnormality E7 is a communication connection abnormality that occurs between the first control unit 61A and the second control unit 61B.

[0109] While this medal number control communication abnormality E7 is occurring, since communication between the first control unit 61A and the second control unit 61B is not established, the response determination process is not executed by the second control unit 61B in the first place.

[0110] The medal number control communication abnormality E7 is detected by the first control unit 61A (detection unit 618). Specifically, when the first control unit 61A cannot receive a communication response command from the second control unit 61B even after about 380 msec, which is the waiting time, has elapsed since transmitting a communication connection confirmation command to the second control unit 61B, it is detected that the medal number control communication abnormality E7 is occurring.

[0111] When the medal number control communication abnormality E7 occurs, the first control unit 61A generates a signal (E7 signal) to that effect and transmits the E7 signal to the sub-control unit 62. Thereby, the effect control unit 620, which is a function of the second control unit 611B, causes the characters "E7 Medal number control communication abnormality" to be displayed on the liquid crystal screen 3 as shown in Fig. 9(a).

[0112] Also, when medal number control communication abnormality E7 occurs, the first control unit 61A makes the slot machine 1 in a non-gameable state.

[0113] This "non-gameable state" means a state in which the slot machine 1 invalidates operations by the operator on the bet switch 41, lever 42, stop switch 40, count button 44, cancel button 45, etc. Here, "invalidation" refers to not accepting the operation even if various switches and buttons are operated, and not performing operations and processes corresponding to the operation even if the operation on various switches, etc. is accepted. Also, accordingly, lamps such as the bet switch 41 and stop switch 40 are turned off and do not light up.

[0114] On the other hand, the "gameable state" means that the slot machine 1 validates operations on the bet switch 41, etc., and lights up the lamp of the bet switch 41, etc. "Validation" means accepting operations on various switches, etc., and performing operations and processes corresponding to the operation.

[0115] Note that the medal number control communication abnormality E7 is released by the store staff unlocking the front door 100 and pressing the reset button 5 arranged inside the housing 10. That is, it is not assumed that the medal number control communication abnormality E7 is released by the operation of the player.

[0116] (Explanation of medal unit connection abnormality E8) The medal unit connection abnormality E8 is a communication connection abnormality that occurs between the slot machine 1 and the medal unit 7.

[0117] Between the slot machine 1 and the medal unit 7, signals related to lending medals, signals indicating that the medal unit 7 has received the lending of medals, signals related to medal transfer processing, signals related to game machine information (for example, total inserted number of medals, total paid-out number of medals, range (MY) described later, chip individual numbers such as the first control unit 61A, illegal monitoring information transmitted and received between the slot machine 1 and the hall computer, etc.) are transmitted and received.

[0118] When the first control unit 61A (detection unit 618) detects the medal unit connection abnormality E8, as shown in FIG. 2, a voltage of 5.0 V (power supply voltage VL) is applied to the connection confirmation transmission line 81 provided between the slot machine 1 and the medal unit 7. The power supply generation device that generates the power supply voltage VL is provided, for example, in the medal unit 7 in order to monitor the connection between the slot machine 1 and the medal unit 7.

[0119] Also, as shown in FIG. 2, a ground application transmission line 82 for the connection confirmation transmission line 81 is provided between the slot machine 1 and the medal unit 7.

[0120] When the power supply voltage VL is applied to the connection confirmation transmission line 81 (hereinafter, sometimes referred to as the connection confirmation power supply VL “on”), the first control unit 61A does not detect the medal unit connection abnormality E8.

[0121] On the other hand, when the power supply voltage VL is not applied to the connection confirmation transmission line 81 (hereinafter, sometimes referred to as the connection confirmation power supply VL “off”), and when this state continues for a certain period of time (for example, one minute), the first control unit 61A detects the medal unit connection abnormality E8.

[0122] As described above, the reason why the medal unit connection abnormality E8 is not detected only because the connection confirmation power supply VL is off (the reason for making “the state where the connection confirmation power supply VL is off continues for a certain period of time” one of the detection conditions for the medal unit connection abnormality E8) is as follows.

[0123] That is, for example, when the power supplies of the slot machine 1 and the medal unit 7 are turned on simultaneously, the medal unit 7 may take more time to start up than the slot machine 1. In this case, when the startup of the slot machine 1 is completed first, the connection confirmation power supply VL is determined to be off, and although it is not clear whether there is an abnormal connection between the original slot machine 1 and the medal unit 7, the medal unit connection abnormality E8 is immediately detected. And in this case, the slot machine 1 will enter a non-game state.

[0124] Therefore, in the present embodiment, in order to avoid such problems, when the connection confirmation power supply VL is off and this state continues for a certain period of time, the first control unit 61A is configured to detect the medal unit connection abnormality E8.

[0125] Note that the medal unit connection abnormality E8 is constantly monitored by the first control unit 61A even when the first control unit 61A is not starting up. Specifically, the first control unit 61A detects whether the medal unit connection abnormality E8 has occurred during the period from the end of one game until the next lever is turned on (that is, excluding the "during game execution" when any of the rotating reels 20a to 20c is rotating).

[0126] When the medal unit connection abnormality E8 occurs, the first control unit 61A generates a signal (E8 signal) to that effect and transmits the E8 signal to the second control unit 61B (the effect control unit 620). As a result, as shown in FIG. 9(b), a character indicating that the medal unit connection abnormality E8 has occurred is displayed on the liquid crystal screen 3.

[0127] Also, when the medal unit connection abnormality E8 occurs, the first control unit 61A sets the slot machine 1 to a non-game state. This non-game state is the same as the non-game state in the above-described medal number control communication abnormality E7.

[0128] Information indicating that medal unit connection abnormality E8 has occurred (E8 signal) is stored in the storage unit of the first control unit 61A even when the power supply of the slot machine 1 is turned off.

[0129] Also, the medal unit connection abnormality E8 is released when a store staff member presses a reset button 5 provided inside the slot machine 1. That is, it is not assumed that the medal unit connection abnormality E8 is released by the operation of a player.

[0130] In addition, when a power failure (or momentary power failure) occurs during the execution of a game, in the slot machine 1, the medal unit connection abnormality E8 is detected between the end of the game and the next time the lever is turned on. Then, when the power is restored, the connection confirmation power supply VL is turned on and the medal unit connection abnormality E8 is released.

[0131] (Explanation of count urging display) The count urging display is for prompting the operator to perform a transfer process at an appropriate timing in order to prevent the number of medal credits displayed on the digital counter 43 from becoming too large.

[0132] Specifically, the first control unit 61A receives medal data in credit from the medium management unit 613 of the second control unit 61B.

[0133] In the present embodiment, for the state regarding the management of medal data (medal management state), there are provided a case where the number of medals in credit is less than 17,000 (unreached state) and a case where it is 17,000 or more (reached state).

[0134] First, when the number of credited medals is less than 15,000, which is lower than the said reach state, the first control unit 61A sets the counting urging command, which is a parameter, to "0". And when the number of credited medals becomes 15,000 or more, the first control unit 61A changes the counting urging command from "0" to "1" and transmits the counting urging command "1" to the second control unit 61B. Thereby, as shown in FIG. 9(c), the effect control unit 620 causes the liquid crystal screen 3 to display characters such as "Please perform counting" (measurement urging display).

[0135] Note that the first control unit 61A determines whether the number of credited medals is 15,000 or more during the period from the bet waiting state to the lever on state.

[0136] Also, the fact that the measurement urging display is shown is stored and held in the storage unit of the first control unit 61A, but the information indicating that the measurement urging display was shown due to the power failure of the slot machine 1 is initialized.

[0137] Note that the measurement urging display is erased when the data of the credited medals becomes less than 15,000 by the player pressing the counting button 44 or the credited medals decreasing as the game progresses. That is, the measurement urging display can be canceled by the player's own operation, and there is no need to have it canceled by the store staff.

[0138] Also, the measurement urging display may continue to be shown after the lever 42 is operated as shown in FIG. 9(c) (during game execution), but it may be temporarily erased during game execution and shown again when the state becomes the bet waiting state after one game ends.

[0139] Note that if there is no change in the counting urging command even when the game is continued, the counting urging command "1" is not retransmitted. Also, when the power of the slot machine 1 is restored, the first control unit 61A transmits the counting urging command to the second control unit 61B once during the first idle period regardless of whether the counting urging command is "0" or "1".

[0140] Also, when the credited medal data once exceeds 15,000, the counting urging command "1" is not resent until it becomes 14,999 or less. That is, for example, after the occurrence of the medal count upper limit reach E9, even if the credited medal data becomes less than 17,000 (the reach state is released) and the medal count upper limit reach E9 is released, if the medal data continues to be 15,000 or more, the counting urging command "1" is not resent.

[0141] Also, in the slot machine 1 of the present embodiment, while the counting urging display is being shown, at least the display of the attract screen (waiting screen), the reception of an operation for adjusting the volume during the execution of the game, and the transition to the menu screen for setting various operation contents of the slot machine 1 are not executed.

[0142] Also, while the counting urging display is being shown, the remaining number of medals until the process related to the medal count upper limit reach E9 is executed may be shown. In this case, for example, characters such as "The medal count upper limit reach E9 will occur in another 300 medals!" are shown on the liquid crystal screen 3.

[0143] (Explanation of the medal count upper limit reach E9) The medal count upper limit reach E9 is for forcing the operator (among the operators, especially the player) to perform a transfer process.

[0144] The first control unit 61A determines whether the credited medals are 17,000 or more, which is more than 15,000 that triggers the counting urging display, during the period from the bet waiting state to the lever on.

[0145] And when the credited medals are 17,000 or more (the medal management state becomes the reach state), the first control unit 61A generates a signal (E9 signal) indicating that the medal count upper limit reach E9 has occurred, and transmits the E9 signal to the second control unit 61B.

[0146] As a result, as information indicating that the medal management state has reached the reached state, the effect control unit 620 causes the liquid crystal screen 3 to display characters such as "You can play the game when counting is performed" as shown in FIG. 9(d). The content of this display is different from the counting prompt display. In addition, the first control unit 61A can also notify / suggest that the upper limit of the number of medals E9 has been detected on the 7-segment display for the first control unit 61A (specifically, the 7-segment display on the main control board on which the CPU of the first control unit 61A is mounted).

[0147] Note that this 7-segment display may also serve as a segment display for displaying other errors (such as medal number control communication error E7, medal unit connection error E8, etc.) other than the upper limit of the number of medals E9.

[0148] In addition, this 7-segment display may also serve as a segment display for displaying management information related to the game (for example, advantageous section, payout rate) in addition to the above-mentioned errors.

[0149] Note that as information indicating that the medal management state is in the un-reached state (that is, the medal management state is not the reached state), the effect control unit 620 can cause the liquid crystal screen 3 to display a message "Transfer process is not necessary yet", display the remaining number of medals until the counting prompt display is displayed, or not display any information regarding the transfer process.

[0150] In addition, when the upper limit of the number of medals E9 occurs, the first control unit 61A sets the slot machine 1 to the non-game state. This non-game state is the same as the non-game state in the above-mentioned medal number control communication error E7.

[0151] In addition, when the upper limit of the number of medals E9 is detected, the first control unit 61A can also emit light from the LED to notify the error by transmitting the E9 signal to the effect control unit 620. This error notification may not be output as sound, but can also be output as sound.

[0152] In addition, when the medal count upper limit reached E9 is detected (the medal management state becomes the reached state), it is stored and held in the storage unit of the first control unit 61A, but is not stored as an error history.

[0153] The medal count upper limit reached E9 is released when the medal data credited by the player pressing the count button 44 becomes less than 17,000 (the medal management state becomes the not reached state). That is, like the count prompting display, the medal count upper limit reached E9 can be released by the player's own operation, and there is no need to have the store staff release it.

[0154] Note that since the medal count upper limit reached E9 can be released by the player's own operation, there is a risk of being deliberately generated by a malicious player. The reason that the detection of the medal count upper limit reached E9 is not stored as an error history as described above is that it is not preferable for the management of the gaming machine to leave such information as an error history.

[0155] <Explanation of the second control unit 61B> In the ROM of the second control unit 61B, programs directly related to game progress (for example, transfer processing) are stored.

[0156] In the RAM and RWM of the second control unit 61B, game data (information related to game progress) necessary for game progress is stored.

[0157] The game data includes, in addition to medal data composed of the credit number, bet number, etc., data indicating the difference number calculated from these data.

[0158] The second control unit 61B functions as a medium management unit 613 (corresponding to a value management unit) by the operation of the CPU and storage unit of the second control unit 61B.

[0159] Specifically, the second control unit 61B controls the medium management unit 613, that is, mainly performs control for managing medal data. Examples of the control executed by the second control unit 61B include management related to credited medal data, processing related to medal bets and payouts, monitoring and processing related to backup errors of medal data, and the like.

[0160] For example, when the second control unit 61B (medium management unit 613) processes medal bets and payouts, if a bet request for three medals is received from the first control unit 61A, it performs a bet possible response indicating that it is possible to bet three medals. Along with this, the second control unit 61B subtracts medal data for three medals from the credited medal data.

[0161] In addition, when a winning combination wins, the second control unit 61B (medium management unit 613) increases the credited medal data by the amount corresponding to the payout for the winning combination.

[0162] The second control unit 61B stores information regarding the game status transmitted from the first control unit 61A in the storage unit and grasps the current game status. That is, the current game status is individually managed by each of the first control unit 61A and the second control unit 61B.

[0163] As described above, examples of the game status include whether it is in a state before game start (waiting for medal insertion), whether it is in a state during the game (while the rotating reel 20 is rotating), whether it is in a state waiting for a winning process, whether a device is operating or in a replay state, whether it is in an error state (including whether there is an abnormal connection of the medal unit E8), whether it is in an AT state, instruction information, the number of game times, and the like.

[0164] As shown in FIG. 7, the second control unit 61B can execute a response permission determination process for determining whether to respond to a request command transmitted from the first control unit 61A by referring to the current game status it manages.

[0165] That is, first, the second control unit 61B determines whether the received request command is a command that should be responded to based on the command type of the received request command.

[0166] Also, when the received request command is a command that should be responded to, the second control unit 61B determines whether to generate a response command according to the received timing.

[0167] And when it is determined to respond to the received request command, the second control unit 61B generates a response command (permissible / impermissible) and transmits it to the first control unit 61A.

[0168] For example, when the second control unit 61B receives an "input request command" which is a request command to bet three medals, as shown in FIG. 7, since this request command is a "response target", it is determined to be a command that should be responded to.

[0169] Furthermore, when the game status grasped by the second control unit 61B at the time of receiving the "input request command" is "before game start", the second control unit 61B determines that the reception of the command is appropriate from the current game status. This is because, as shown in FIG. 7, the command "input request command" received by the second control unit 61B is received at the correct timing in relation to the current game status.

[0170] Next, if the medal data (credited medal data) managed by the medium management unit 613 is three or more, the second control unit 61B generates an input request response command with "permissible" and transmits it to the first control unit 61A.

[0171] On the other hand, if the medal data managed by the medium management unit 613 is two or less, the second control unit 61B generates an input request response command with "impermissible" and transmits it to the first control unit 61A.

[0172] Further, when the second control unit 61B receives an "input request command" and the game status grasped by the second control unit 61B at that time is "in game", the second control unit 61B determines that the reception of the command is inappropriate in the current game status and decides not to respond to the "input request command".

[0173] This is because the status in which the second control unit 61B should originally receive an "input request command" is "before game start" as shown in FIG. 7, but the current game status grasped by the second control unit 61B is "in game", and the received command "input request command" is not received at the correct timing in relation to the current game status.

[0174] In this case, the second control unit 61B discards the received "input request command" and generates error information. This error information is displayed on the 7-segment display controlled by the second control unit 61B and is also transmitted to the hall computer. In this way, when the second control unit 61B determines that the type of the received request command and its reception timing are inappropriate and discards the request command, it is to reduce the processing load between the first control unit 61A and the second control unit 61B and to avoid the complication of the processing.

[0175] Note that the 7-segment display controlled by the second control unit 61B may be provided on the second main control board on which the CPU of the second control unit 61B is mounted, or may be provided on the outer surface of the front door 100 of the housing 10 to display credit or the number of paid-out coins, etc.

[0176] Note that the second control unit 61B does not transmit the generated error information to the first control unit 61A. On the other hand, the first control unit 61A performs interrupt processing and waits for a response command to be transmitted from the second control unit 61B. However, since the response command is not transmitted, based on this, the first control unit 61A generates independent error information separately from the second control unit 61B.

[0177] In addition, the generation process of error information by the second control unit 61B is not limited to the above-mentioned "when a request command that does not match the current game status is received", and may be executed, for example, in the following states. (1) When request commands are continuously transmitted from the first control unit 61A, but the sequence numbers between the commands are not continuous (2) When a request command from the first control unit 61A is received before the startup of the slot machine 1 is completed, excluding the always-received command (3) When an illegal request command (for example, a command that modifies data) is received

[0178] Note that the generation process of error information by the second control unit 61B also includes a process of discarding the received request command.

[0179] In addition, in the original gaming machine, it is normal for the main control unit (the first control unit 61A and the second control unit 61B) to perform one-way communication with other control units such as the sub-control unit 62, and the transmission of information from other control units to the main control unit is prohibited. In contrast, in this embodiment, as described above, when the first control unit 61A transmits a request command to the second control unit 61B, the second control unit 61B transmits a response command (such as "OK" or "NG") to the first control unit 61A.

[0180] That is, in this embodiment, two-way communication is possible between the first control unit 61A and the second control unit 61B, which can be said to be main control units. The reason why the communication between the first control unit 61A and the second control unit 61B is two-way is as follows.

[0181] The first reason is that the first control unit 61A monitors whether the second control unit 61B has normally received the request command.

[0182] Further, the second reason is, for example, that when the first control unit 61A is waiting for a response command for command A, the power supply of the slot machine 1 is turned off, and when the power supply is turned on thereafter, the first control unit 61A further sends a new command B. This is because it is necessary to handle such special states without complicating the program.

[0183] To address these reasons, the communication between the first control unit 61A and the second control unit 61B is made bidirectional. When the first control unit 61A does not receive a response command, the first control unit 61A detects that an error has occurred between it and the second control unit 61B and issues an error notification.

[0184] The request command and the response command are composed of a message length representing the length of the command, a command representing the command code, a sequence number representing the count serial number or the lending serial number, a data part representing the command data, and a checksum calculated from the data from the message length to the data part.

[0185] <Explanation of the functions of the first control unit 61A and the second control unit 61B> Hereinafter, the internal lottery unit 610, the rotating reel control unit 611, the game result determination unit 612, the setting value control unit 614, the section control unit 616, the game state control unit 616, the RT state control unit 617, the detection unit 618, the function operation unit 619 in the first control unit 61A, and the media management unit 613 in the second control unit 61B will be described.

[0186] <Internal lottery unit 610> The internal lottery unit 610, which is one of the functions of the first control unit 61A, performs an internal lottery based on the operation of the lever 42 and designates one of the plurality of role flags as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state, the second game state, the game section, and the RT state when the lever 42 is operated.

[0187] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of the game) is transmitted from the internal lottery unit 610 to the rotating reel control unit 611, the game result determination unit 612, the game state control unit 616, the effect control unit 620, and the like.

[0188] The internal lottery table shows information on the winning combinations that may be drawn by the internal lottery. Based on the internal lottery table, the internal lottery unit 610 conducts an internal lottery according to combinations such as the RT state (described later) when the lever 42 is operated and the type of bonus.

[0189] Note that in the information on the winning combinations shown in the internal lottery table, one or more combinations of symbol combinations and the corresponding winning combinations are set in association with each other. The winning combinations include losing combinations where medals are not paid out, as well as winning combinations based on the correct pressing order (e.g., pressing order repl, pressing order bell) where medals are paid out if the pressing order of the stop switch 40 is correct.

[0190] When a winning combination based on the pressing order is drawn and the stop switch 40 is pressed in the correct pressing order, the winning combination based on the pressing order wins, and a plurality of medals (e.g., 8 medals) corresponding to the combination can be obtained. If the stop switch 40 is not pressed in the correct pressing order even though a winning combination based on the pressing order is drawn, the winning combination based on the pressing order does not win, or another winning combination (e.g., single medal winning combination) wins.

[0191] Note that the winning combination based on the pressing order is also drawn and established during the general game state (e.g., other than AT and CZ). However, when a winning combination based on the pressing order is drawn during the general game state, basically, the correct pressing order is not notified, so the winning combination based on the pressing order may be missed or the number of paid-out medals may be one. On the other hand, during AT, since the correct pressing order is notified, the possibility of paying out a plurality of medals (e.g., 8 medals) is increased.

[0192] <Rotating Reel Control Unit 611> As one of the functions of the first control unit 61A, the rotation reel control unit 611 controls the driving of the stepping motor 21 based on the operation of the lever 42 or each stop switch 40, and performs rotation start control to start the rotation of each rotation reel 20 or rotation stop control to stop the rotation.

[0193] Specifically, when the lever 42 is operated in a state where the rotation of all the rotation reels 20 has stopped, the rotation reel control unit 611 starts the rotation of all the rotation reels 20. When the stop switch 40 corresponding to the rotating rotation reel 20 is operated during the rotation of at least one rotation reel 20, the rotation reel control unit 611 stops the rotation of the rotation reel 20 corresponding to the operated stop switch 40.

[0194] In the rotation stop control during the game by the player, the rotation reel control unit 611 can stop the rotation of the rotation reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the winning combination indicated by the winning flag (excluding the flags of special winning combinations) as the internal lottery result is arranged on the effective line L of the rotation reel 20 and that winning combination wins.

[0195] Also, in the rotation stop control during the game by the player, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination determined by the internal lottery and the position of the rotation reel 40 corresponding to the operated stop switch 40. Pull-in control is control to stop the rotation of the rotation reel 20 by pulling in the symbol corresponding to the winning combination onto the effective line L. Kick-off control is control to stop the rotation of the rotation reel 20 so that the symbols corresponding to the non-winning combinations do not align on the effective line L.

[0196] When a special winning combination is determined, the rotation reel control unit 611 can cause the rotation and stop of the rotation reel 20 based on the operation of the lever 42 immediately before the special winning combination is determined and the operation of the stop switch 40 immediately after that, but prevent that special winning combination from winning.

[0197] <Explanation of the game result determination unit 612> As one of the functions of the first control unit 61A, the game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each rotating reel 20 stops. The result of the game is determined by whether or not the winning combination has won based on the symbols aligned on the valid line L.

[0198] Specifically, when the combination of symbols stopped on the valid line L matches the predetermined combination of symbols, it is determined that the winning combination has won. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the media management unit 613, the detection unit 618, the sub-control unit 62, etc.

[0199] <Explanation of the media management unit 613> As one of the functions of the second control unit 61B, the media management unit 613 manages the medal credit number and the bet number.

[0200] The media management unit 613 receives an input request (a request for how many medals to input) or a payout request (a request for how many medals to pay out) from the first control unit 61A and executes the following processing.

[0201] Specifically, when medals are bet based on the player's operation (when an input request is made), the media management unit 613 decreases the credit number (an example of information regarding the progress of the game) according to the bet number of medals, and when medals are credited based on the player's operation, the media management unit 613 increases the credit number.

[0202] In addition, when the winning flag is established as the winning flag by the internal lottery and the winning winning combination wins based on the player's operation (when a payout request is made), the media management unit 613 increases the credit number according to the number of medals to be paid out based on the type of the winning winning combination.

[0203] In addition, as shown in FIG. 8, the medium management unit 613 calculates the medal difference number (an example of information regarding the progress of the game), which is the cumulative value of the number obtained by subtracting the number of bet medals from the number of paid-out medals, regardless of whether it is in the normal section or the advantageous section, and regardless of whether it is in the general gaming state or the AT. Note that the medal difference number is used for, for example, calculating the advantageous section difference number and determining whether the complete function is activated, which will be described later.

[0204] Also, as shown in FIG. 8, the medium management unit 613 calculates the advantageous section difference number, which is the medal difference number in the advantageous section (from when the game section shifts from the normal section to the advantageous section until it shifts back to the normal section again).

[0205] In this embodiment, when the advantageous section difference number reaches +2400 medals, the medium management unit 613 initializes the advantageous section difference number to 0 (zero). For example, when the game section shifts to the advantageous section when the difference number becomes -300 medals after the game starts, the medium management unit 613 initializes the advantageous section difference number when 2700 medals are paid out thereafter (in this case, the advantageous section difference number reaches +2400 medals). Note that when the advantageous section difference number reaches +2400 medals, the medium management unit 613 transmits a signal to that effect to the section control unit 615. Thereby, the section control unit 615 shifts the game section to the normal section.

[0206] In addition, when the advantageous section ends with a predetermined condition being satisfied other than when the advantageous section difference number reaches +2400 medals, the medium management unit 613 can initialize the advantageous section difference number to 0 (zero).

[0207] When the game section shifts to the advantageous section again, the medium management unit 613 starts calculating the advantageous section difference number.

[0208] In addition, as shown in FIG. 8, the medium management unit 613 calculates a range (MY), which is the difference between the maximum value and the minimum value of the difference in the number of medals, using the cumulative value of the number of medals obtained by subtracting the number of bet medals from the number of paid-out medals since the power of the previous slot machine 1 was turned on. This range (MY) is different from the above-mentioned advantageous interval difference in the number of medals and the difference in the number of medals, and is calculated continuously for all game intervals (advantageous intervals and normal intervals), that is, as long as the power of the slot machine 1 remains on.

[0209] The information regarding this range (MY) is transmitted to the function operation unit 619 and used for the complete function described later.

[0210] When the power of the slot machine 1 is turned off by the store staff, the medium management unit 613 resets the range (MY).

[0211] Note that the number of bet medals, the number of credits, the difference in the number of medals, etc. calculated by the medium management unit 613 are transmitted to the game state control unit 616, the effect control unit 620, etc. as information regarding the progress of the game.

[0212] <Explanation of the setting value control unit 614> As one of the functions of the first control unit 61A, the setting value control unit 614 controls the progress of the game using any one of a plurality of types of setting values (for example, 1 to 6) with different degrees of advantage in the progress control of the game based on the operations of the store staff. This setting value is set for each slot machine 1. The information on the setting value set by the setting value control unit 614 is transmitted to the internal lottery unit 610, the effect control unit 620, etc.

[0213] Depending on which setting value is used, the degree of advantage in the progress of the game, for example, the probability of winning a specific small combination such as a mechanical division or a common bell, the probability of winning CZ, or the probability of winning AT, etc. is different. For example, the larger the setting value (for example, the closer it is to 6), the greater the degree of advantage in the progress of the game (for example, the larger the mechanical division).

[0214] Although not shown in the drawings, the slot machine 1 further includes a setting key. The setting key is a key for switching to the setting change mode. The setting value control unit 614 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0215] <Interval control unit 615> As shown in FIG. 4, the interval control unit 615, which is one of the functions of the first control unit 61A, sets one of a plurality of game intervals (a normal interval and a favorable interval) during a game.

[0216] When the game interval is a normal interval, the interval control unit 615 performs an interval transition lottery to determine whether to maintain the state of the normal interval or shift to the favorable interval. When the interval control unit 615 wins the interval transition lottery, it sets (transitions) the game interval to the favorable interval. When a predetermined lottery target combination (for example, a rare combination such as a cherry or a chance symbol) wins, a lottery is conducted to determine whether to perform the interval transition lottery, and if the result is a win, the interval transition lottery is performed.

[0217] In addition, when the game interval is a favorable interval, the interval control unit 615 determines whether to maintain the state of the favorable interval or shift to the normal interval (whether to end the favorable interval). For example, when the game interval is a favorable interval, the interval control unit 615 determines whether the second game state has shifted from the AT state to the general game state. For example, when the second game state has shifted to the general game state, the interval control unit 615 can shift the game interval from the favorable interval to the normal interval.

[0218] In addition, when the interval control unit 615 receives a signal from the medium management unit 613 indicating that the number of difference medals in the favorable interval has reached +2400, or when a predetermined condition is satisfied other than when the number reaches +2400, the interval control unit 615 forcibly shifts the game interval from the favorable interval to the normal interval. For example, if the number of difference medals in the favorable interval becomes -1000 after the favorable interval is reached, the operator (especially the player) can obtain up to 1000 + 2400 = 3400 medals.

[0219] In addition, when the power of the slot machine 1 is turned on, or when the RAM is cleared, etc., regardless of the previous game section, the section control unit 615 sets the game section to the normal section.

[0220] Note that the section control unit 615 can transmit information regarding the game section (whether it is the normal section or the advantageous section) as information regarding the progress of the game to the medium management unit 613, the game state control unit 616, the effect control unit 620, etc.

[0221] <Game state control unit 616> The game state control unit 616, which is one of the functions of the first control unit 61A, sets the first game state and the second game state respectively.

[0222] Specifically, the game state control unit 616 sets the first game state to any one of the non-carried-over special combination state, the bonus internal state, and the special combination execution state, and sets the second game state to any one of the general game state and the AT.

[0223] For example, the game state control unit 616 sets the first game state to the non-carried-over special combination state immediately after the RAM of the first control unit 61A is cleared.

[0224] And when a special combination is determined by internal lottery and the special combination does not win, the game state control unit 616 sets the first game state to the bonus internal state.

[0225] In the bonus internal state, when a predetermined condition is satisfied (for example, when the RAM is cleared or the set value is changed), the game state control unit 616 causes the first game state to shift from the bonus internal state to the non-carried-over special combination state.

[0226] In the non-carried-over special combination state, when a special combination is determined and the special combination wins, the game state control unit 616 causes the first game state to shift from the non-carried-over special combination state to the special combination execution state.

[0227] Also, in the bonus internal state, when a special role wins, the game state control unit 616 shifts the first game state from the bonus internal state to the special role execution state.

[0228] Also, in the special role execution state, when a predetermined condition is satisfied or when medals are paid out exceeding a predetermined number, the game state control unit 616 shifts the first game state from the special role execution state to the special role non - carry - over state.

[0229] Also, as shown in FIG. 6, the game state control unit 616 determines whether to set the second game state to AT based on the result of the AT lottery. Specifically, when the game section is an advantageous section and the AT lottery is conducted, the game state control unit 616 sets the second game state to AT.

[0230] On the other hand, when not winning the AT lottery, the game state control unit 616 sets the second game state to the general game state.

[0231] Also, when AT ends, the game state control unit 616 shifts the second game state from AT to the general game state.

[0232] Also, the game state control unit 616 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT lottery and a high - probability mode in which it is easy to win the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 616 executes the AT lottery with the AT winning probability associated with the selected mode.

[0233] Note that the game state control unit 616 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the medium management unit 613, the effect control unit 620, etc.

[0234] <RT state control unit 617> As one of the functions of the first control unit 61A, the RT state control unit 617 can carry out game progress using one of a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) that the flag of replay becomes a winning flag is determined in advance, and the RT state control unit 617 can transition the RT state when a predetermined winning combination (for example, a special winning combination) wins.

[0235] In the present embodiment, the RT state control unit 617 makes the RT state different between the special winning combination execution state and other states (non - carry - over state of special winning combination, bonus internal state). Also, the RT state control unit 617 maintains the same RT state between the non - carry - over state of special winning combination and during the bonus. And the RT state control unit 617 does not transition the RT state during the bonus in which the AT is executed.

[0236] Note that the RT state control unit 617 can transmit information regarding the RT state (which of RT states such as RT0, RT1 with a higher winning probability of replay than RT0, etc.) as information regarding the progress of the game to the effect control unit 620 and the like.

[0237] <Detection unit 618> As one of the functions of the first control unit 61A, the detection unit 618 detects errors including medal number control communication abnormality E7, medal unit connection abnormality E8, medal number upper limit reached E9, etc. As described above, for example, the detection unit 618 detects that the medal number control communication abnormality E7 has occurred when the communication response command cannot be received from the second control unit 61B even after about 380 milliseconds, which is the waiting time, has elapsed after transmitting the communication connection confirmation command to the second control unit 61B.

[0238] <Function operation unit 619> As one of the functions of the first control unit 61A, the function operation unit 619 receives information regarding the range (MY) transmitted from the medium management unit 613.

[0239] When the range (MY) is equal to or greater than a first range, for example 18500, the function operation unit 619 generates information regarding a prior notice indicating that the activation of the complete function is approaching.

[0240] This complete function is a so-called stop function. When the complete function is activated, the slot machine 1 stops accepting operations related to the game, and the operator cannot continue the game (enters a non-game state) unless the power is turned off or on by the store staff.

[0241] The operation related to the game here means an operation for completing one game, and particularly includes the operation of the bet switch 41 for betting medals as an operation for starting the rotating reel 20. When the complete function is activated, such an operation related to the game cannot be accepted. Therefore, even if the bet switch 41 is operated while the complete function is activated, the medal betting process is not performed.

[0242] The information regarding the prior notice is transmitted to the effect control unit 620 every game, for example, while this information is being generated by the function operation unit 619. Thereby, a prior notice is given by the effect control unit 620.

[0243] Also, when the range (MY) is less than 18500, which is the first range, the function operation unit 619 stops generating information regarding the prior notice. As a result, no prior notice is given by the effect control unit 620.

[0244] Note that the information regarding the prior notice may be a flag for turning on or off the notification of the prior notice. In this case, when the notification of the prior notice changes from off to on, information with the flag "on" is transmitted to the effect control unit 620, and conversely, when the notification of the prior notice changes from on to off, information with the flag "off" is transmitted to the effect control unit 620. In this way, by using a flag for the information regarding the prior notice, it is possible to suppress an excessive number of signals transmitted from the first control unit 61A0 to the sub-control unit 620.

[0245] Further, when the range (MY) becomes 19000 or more which is the second range, the function operation unit 619 activates the complete function.

[0246] When the store staff turns off the power of the slot machine 1, the function operation unit 619 releases the complete function. When the power of the slot machine 1 is turned on again after being turned off, not only is the complete function released, but also the range (MY) is reset to 0 (zero). Therefore, no prior notice is given, and gaming on the slot machine 1 becomes possible with the conditions for the complete function to activate again being far off.

[0247] <Explanation of the sub-control unit 62> In the ROM of the sub-control unit 62, programs related to indirectly controlling the game progress (for example, effect control of the liquid crystal screen 3, LED emission control of the electric decoration unit 102, and voice output control of the speaker 101) are stored.

[0248] In the RAM and RWM of the sub-control unit 62, various data related to effect control are stored.

[0249] The sub-control unit 62 performs control related to effects based on the signal transmitted from the first control unit 61A. That is, the sub-control unit 62 functions as an effect control unit 620 (corresponding to the output unit).

[0250] Note that the communication method between the first control unit 61A and the sub-control unit 62, and the communication method between the second control unit 61B and the sub-control unit 62 are both asynchronous serial communications.

[0251] <Explanation of the functions of the sub-control unit 62> Hereinafter, the effect control unit 620 as a function of the sub-control unit 62 will be described.

[0252] <Effect control unit 620> The performance control unit 620 causes a performance video (hereinafter referred to as "game performance") selected from among a plurality of types of performance videos to be displayed on the liquid crystal screen 3 based on the progress of the game, and outputs, from the speaker 101, sound effects and BGM corresponding to the performance video. For example, when the performance control unit 620 aims at an AT, it selects a performance pattern for displaying the fact on the liquid crystal screen 3, and performs display control of the liquid crystal screen 3, voice output control of the speaker 101, and light emission control of the electric decoration unit 102 according to the performance pattern.

[0253] Also, during the AT, the performance control unit 620 causes at least one of the liquid crystal screen 3 and the speaker 101 to notify the correct pressing order when the pressing order role hits.

[0254] The performance control unit 620 stores information related to the game performance being executed in the storage unit of the sub-control unit 620. Thereby, even when the game performance is interrupted when the medal unit connection abnormality E8 occurs, after the medal unit connection abnormality E8 is resolved, the performance control unit 620 refers to the information in the storage unit of the sub-control unit 620, and the interrupted game performance can be resumed, for example, from the state immediately before interruption.

[0255] For example, when the game performance is composed of scene A, scene B, and scene C, and the medal connection abnormality E8 occurs while scene B is being output (notified), after the medal unit connection abnormality E8 is resolved, the performance control unit 620 can resume the game performance from scene B.

[0256] Also, the performance control unit 620 can execute display processing related to the medal number control communication abnormality E7 as shown in FIG. 9(a), display processing related to the medal unit connection abnormality E8 as shown in FIG. 9(b), display processing of the count urging display as shown in FIG. 9(c), display processing related to the medal number upper limit reach E9 as shown in FIG. 9(d), and the like.

[0257] Note that the effect control unit 620 executes the processes related to the medal count control communication abnormality E7, the medal unit connection abnormality E8, and the medal count upper limit reached E9 in the following order of priority. That is, in this embodiment, the priority for processing the abnormal states is set in the order of the process related to the medal unit connection abnormality E8, the process related to the medal count control communication abnormality E7, and the process related to the medal count upper limit reached E9 (priority: process related to medal unit connection abnormality E8 > process related to medal count control communication abnormality E7 > process related to medal count upper limit reached E9).

[0258] And when at least two of these state abnormalities can be processed overlappingly, the effect control unit 620 executes the processes in order from the one with the higher priority among the above-mentioned priorities.

[0259] Specifically, for example, when the display process related to the medal unit connection abnormality E8 and the display process related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9) can be executed at the same timing (when these state abnormalities occur simultaneously), the effect control unit 620 first executes the display process related to the medal unit connection abnormality E8 without executing the display process related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9), or sets the display content related to the medal unit connection abnormality E8 in a layer above the display content related to the medal count control communication abnormality E7 (or the medal count upper limit reached E9).

[0260] Note that as the process related to a state abnormality such as the medal unit connection abnormality E8, the following describes a visual "display process" as an example, but the present invention is not limited to this. For example, as the process related to the state abnormality, an auditory "voice output process" may be executed.

[0261] And, for example, when the voice output process for the medal unit connection abnormality E8 is executed, the effect control unit 620 can make the output volume for the medal count control communication abnormality E7 (or the medal count upper limit reached E9) smaller than the output volume for the medal unit connection abnormality E8 (or make the output volume for the medal count control communication abnormality E7 etc. zero).

[0262] In the following, although the visual "display process" is described as an example in particular, when the "display process" is replaced with the "voice output process", the effect control unit 620 can preferentially execute the process with a higher priority by adjusting the volume or outputting the voice for the process with a higher priority first, etc.

[0263] In the following, the display modes of these display processes will be described. The effect control unit 620 can execute any one or a combination of the following display modes.

[0264] · Display mode 1 Also, when the second game state is the general game state, AT (including CZ), the effect control unit 620 displays the count urging display and / or the display related to the medal count upper limit reached E9 with a higher priority than the game effect.

[0265] In this case, the effect control unit 620 can set the count urging display and / or the display content related to the medal count upper limit reached E9 in a layer above the display content related to the game effect, for example.

[0266] Also, the effect control unit 620 can cover the game effect with the count urging display etc. so that the characters and images of the count urging display and / or the display related to the medal count upper limit reached E9 are more prominent than the characters and images related to the game effect, make the shades of the characters and images related to the game effect lighter (or semi-transparent, or make the characters and images of the count urging display and / or the display related to the medal count upper limit reached E9 darker), make the display size of the characters and images related to the game effect smaller, etc.

[0267] ·Presentation mode 2 Also, when the second game state is AT (including CZ), and an assist (hereinafter referred to as "push order navigation") that notifies or suggests the correct push order by internal lottery for the winning combination of the push order is displayed, the effect control unit 620 makes the display area on the liquid crystal screen 3 for displaying the count urging display and / or the medal number upper limit reached E9, etc., different from the display area where the push order navigation is notified, or makes the display timings different while making these display areas the same.

[0268] Note that the effect control unit 620 may superimpose the display area of the game effect on the liquid crystal screen 3 with the display area of the display content related to the push order navigation, the count urging display, and the medal number upper limit reached E9. In this case, the effect control unit 620 can reduce the priority of the processing related to the game effect, such as making the display area on the liquid crystal screen 3 for the game effect smaller than the display area for the push order navigation, etc., and setting the layer for displaying the display area for the game effect to a lower layer.

[0269] Also, in this case, when characters such as character conversations and names are included during the game effect, the effect control unit 620 displays them so that they do not overlap with, for example, the characters of the push order navigation.

[0270] Also, when the effect control unit 620 simultaneously displays the push order navigation, the count urging display, and the display content related to the medal number upper limit reached E9 on the liquid crystal screen 3, and at least a part of these display contents overlap with each other, the priority of the display content of the push order navigation can be made the highest.

[0271] As an example of the performance control unit 620 setting the highest priority for the display content of the push order navigation, for example, without overlapping the display content related to the push order navigation, the count reminder display, and the medal count upper limit reach E9, make the characters of the push order navigation larger, change the font of the characters of the push order navigation, instead of making the characters of the push order navigation smaller, add an effect of surrounding the frame of the rotating reel 20, make the rotating reel 20 to be stopped next emit light, etc., and change the representation of the push order navigation before and after the display of the count reminder display and / or the display content related to the medal count upper limit reach E9.

[0272] · Display mode 3 Also, when the second game state is AT, the performance control unit 620, as a game performance, displays "Exceeded 1000 medals obtained during AT!", "Remaining 10G until the end of the AT ending", "Remaining 30 medals until the end of the ending", etc. (hereinafter, these are collectively referred to as "AT performances"), it is possible to prevent the characters related to the AT performance from overlapping with the characters of the count reminder display and / or the display content related to the medal count upper limit reach E9.

[0273] Specifically, the performance control unit 620 can prevent the display content related to the count reminder display and / or the medal count upper limit reach E9 from being displayed while the characters related to the AT performance are changing (for example, while the number of medals obtained is being counted up). This can prevent confusion between the characters related to the AT performance and the characters related to the count reminder display, etc.

[0274] Also, when the AT performance is a special performance such as an ending, a premium performance, a continuous performance, etc., and is a performance that the player particularly wants to see, the performance control unit 620 can display the display content related to the count reminder display, etc., smaller than the display content related to the AT performance.

[0275] Also, when the process related to the medal count upper limit reach E9 is executed before the ending process of the AT, the effect control unit 620 can display to that effect (for example, a message such as "The medal count upper limit reach E9 will occur before the AT ending") in the count urging display. Thereby, the player can enjoy the AT ending.

[0276] · Display mode 4 Also, when the second game state is the general game state or the AT and before the medal count upper limit reach E9 is activated, instead of displaying the count urging display, the effect control unit 620 can also change the game effect. Specifically, the effect control unit 620 can display, for example, characters such as "Since the number of credited medals is large, maybe the game needs to be interrupted once" as the lines of the characters related to the game effect on the liquid crystal screen 3.

[0277] · Display mode 5 Also, after the process related to the medal count upper limit reach E9 is executed, the effect control unit 620 can also execute a setting suggestion effect that suggests the set value. This setting suggestion effect can be, for example, characters such as "The set value is either 1 or 6" that make it easier for the player to guess the set value.

[0278] Also, when the effect control unit 620 executes the setting suggestion effect while executing the display process related to the medal count upper limit reach E9, it may display the setting suggestion on the liquid crystal screen 3, or it can also output the setting suggestion as audio through the speaker 101.

[0279] Also, the effect control unit 620 can increase the frequency of executing the setting suggestion effect after the medal count upper limit reach E9 occurs.

[0280] That is, the probability that the setting suggestion effect is executed after the occurrence of the medal count upper limit reach E9 is higher than before the occurrence of the medal count upper limit reach E9. This probability may be determined in a table in advance. Note that the changed frequency (probability) may be reset to the original probability when the set value is changed, when the reset button 5 is operated, when the RAM is cleared, and the like.

[0281] · Display mode 6 Also, when the display process for the count reminder display and the display process for the prior notice can be executed at the same timing, the effect control unit 620 can execute the display process for the count reminder display with a higher priority than the display process for the prior notice. In this case, for example, the effect control unit 620 can display the count reminder display in a layer above the display content for the prior notice, or display the count reminder display at an earlier timing and display the display content for the prior notice at a subsequent timing. The reason why the count reminder display is prioritized in this way is that the user can cancel the count reminder display by himself / herself.

[0282] Note that, different from the above, when the display process for the count reminder display and the display process for the prior notice are executed at the same timing, the effect control unit 620 can also execute the display process for the prior notice with a higher priority than the display process for the count reminder display.

[0283] · Display mode 7 Also, when the display process for the medal count upper limit reach E9 and the display process for the prior notice can be executed at the same timing, the effect control unit 620 can execute the display process for the medal count upper limit reach E9 with a higher priority than the display process for the prior notice. In this case, for example, the effect control unit 620 can display the display content for the medal count upper limit reach E9 in a layer above the display content for the prior notice, or display the display content for the medal count upper limit reach E9 at an earlier timing and display the display content for the prior notice at a subsequent timing.

[0284] · Presentation Mode 8 In addition to the count prompt display and / or the display related to reaching the medal count limit E9, the effect control unit 620 can provide, for example, in the result effect such as at the end of AT, a prevention-of-being-sucked-in display (an example of a prevention-of-being-sucked-in warning) and a prevention-of-forgetting-to-settle display (an example of a prevention-of-forgetting-to-settle warning) on the liquid crystal screen 3.

[0285] The prevention-of-being-sucked-in warning is a warning to prompt the operator not to get overly involved in the game. The prevention-of-being-sucked-in warning is, for example, characters, images, or sounds such as "Pachislot is a game to be enjoyed moderately" or "Be careful not to get overly involved."

[0286] The prevention-of-forgetting-to-settle warning is a warning to prompt the operator not to forget to operate the count button 44 when it is necessary to transfer all the medal data credited at the end of the game to the medal unit 7, and a warning to prompt the operator not to forget to remove the card 70. The prevention-of-forgetting-to-settle warning is, for example, characters, images, or sounds such as "Please be careful not to forget to settle the medals." or "Please be careful not to forget to settle the medals and not to forget to take out the card or to prevent theft."

[0287] And the display process related to the count prompt display and / or the display related to reaching the medal count limit E9 can have a lower priority than the display process related to the prevention-of-being-sucked-in display and the prevention-of-forgetting-to-settle display. Specifically, the effect control unit 620 can set the display content related to the count prompt display and / or the display related to reaching the medal count limit E9 to a layer lower than the layer for displaying the display content related to the prevention-of-being-sucked-in display and the prevention-of-forgetting-to-settle display.

[0288] In addition, when the effect control unit 620 displays the count prompt display, the display content related to reaching the upper limit E9 of the number of medals, the anti-slip display, and the anti-forgetting settlement display at the same location on the liquid crystal screen 3, it displays them in the order of the anti-slip display and the anti-forgetting settlement display, and can also display the count prompt display and the like at the timing after deleting them. The reason for such control is to avoid the situation where messages are difficult to convey to the player due to the overlapping display of these displays.

[0289] In addition, the effect control unit 620 can also display the count prompt display, the display content related to reaching the upper limit E9 of the number of medals, the anti-slip display, and the anti-forgetting settlement display at different locations on the liquid crystal screen 3.

[0290] In this way, the effect control unit 620 can display the anti-slip display and the anti-forgetting settlement display in a manner that is easy for the operator to recognize so as not to overlap with the count prompt display and the display content related to reaching the upper limit E9 of the number of medals.

[0291] <Basic operation process flow of the slot machine 1> Using FIG. 10, the basic operation process flow of the slot machine 1 will be described.

[0292] When the power of the slot machine 1 is on and the set value has been changed, the function operation unit 619 determines whether the slot machine 1 is in a playable state (whether the complete function is in operation) (step S101).

[0293] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later.

[0294] On the other hand, when the slot machine 1 is in a playable state (S101: YES), the first control unit 61A of the slot machine 1 causes the digital counter 43 to display the number of credited medals, on the condition that medal data is being transmitted from the medal unit 7, and accepts operations by the operator on the bet switch 41, lever 42, etc. Thereby, the slot machine 1 enters the game start state (step S102).

[0295] Next, the medium management unit 613 starts counting the range (MY) (step S103). Thereafter, regardless of whether it is a normal section or an advantageous section, the medium management unit 613 counts the range (MY) for each game.

[0296] Next, the section control unit 615 advances the game in the normal section (step S104).

[0297] Next, the game state control unit 616 advances the game in the general game state (step S105).

[0298] Next, the section control unit 615 determines whether the game section is an advantageous section (including whether a section transition lottery has been conducted and whether the state of the advantageous section is maintained) (step S106).

[0299] If the game section is not an advantageous section (S106: NO), the process returns to step S104.

[0300] On the other hand, if the game section is an advantageous section (S106: YES), the medium management unit 613 counts the advantageous section difference number (in the game that has shifted to the advantageous section, the counting of the advantageous section difference number is started) (step S107). Thereafter, while the game section is an advantageous section (in both the general game state and the AT), the section control unit 615 continues to count the advantageous section difference number.

[0301] Next, the game state control unit 616 determines whether to shift to the second game state to the AT (step S108).

[0302] When the second game state does not shift to AT (S108: NO), the process returns to step S105.

[0303] On the other hand, when the second game state shifts to AT (S108: YES), the game state control unit 616 advances the game in AT (step S109).

[0304] Next, the function operation unit 619 determines whether to operate the complete function (step S110). Specifically, the function operation unit 619 determines whether the range (MY) has become 19000 or more.

[0305] When the complete function operates (S110: YES), the process proceeds to step S113 described later.

[0306] On the other hand, when the complete function does not operate (S110: NO), the section control unit 615 determines whether the advantageous section difference number of sheets has become +2400 sheets or more (step S111).

[0307] When the advantageous section difference number of sheets has become +2400 sheets or more (S111: YES), the section control unit 615 shifts the game section to the normal section, the game state control unit 617 ends AT, and the medium management unit 613 initializes the advantageous section difference number of sheets to zero (0), and then the process returns to step S104.

[0308] On the other hand, when the advantageous section difference number of sheets is not +2400 sheets or more (S111: NO), the game state control unit 616 determines whether to end AT (step S112).

[0309] When AT ends (S112: YES), the process returns to step S105.

[0310] On the other hand, when AT does not end (S112: NO), the process returns to step S109.

[0311] Return to step S110. When the complete function is activated (S110: YES), the function activation unit 619 controls so that the operator cannot proceed with the game on the slot machine 1 (step S113).

[0312] Next, in response to the pressing of the count button 44, the medium management unit 613 and the medal unit 7 transmit and receive necessary information to execute a transfer process (step S114).

[0313] Next, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 613 initializes the range (MY) to 0 (zero), and the function activation unit 619 releases the complete function (step S116). When the slot machine 1 is only restored from power-off, the range (MY) is initialized and the complete function is released, but the advantageous section and the number of difference medals in the advantageous section are carried over.

[0314] Next, in response to the power-on restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Thereafter, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.

[0315] <Lending Process and Transfer Process> Next, with reference to FIG. 11, the flow of the lending process and the transfer process will be described in detail.

[0316] First, the medal unit 7 receives the insertion of a bill (for example, 1000 yen) by the operator (step S201). At this time, the medal unit 7 generates an insertion signal and transmits it to the slot machine 1.

[0317] Next, in response to the lending button 71 being pressed by the medal unit 7, the lending signal and the medal data for 50 pieces are transmitted to the slot machine 1 (medium management unit 613) (step S202).

[0318] Next, the medium management unit 613 causes the digital counter 43 to display the number of medals credited to the slot machine 1, and accepts operations by the operator on the bet switch 41, lever 42, and the like. As a result, the slot machine 1 enters a game start state (step S203).

[0319] Next, when the number of credited medals is not two or less (S204: NO), based on the pressing of the counting button 44 (generation of a transfer signal) (step S205), the medal unit 7 receives the transfer signal and the medal data credited to the slot machine 1 (for example, medal data for 105 medals) (step S206).

[0320] Next, the medal unit 7 records the medal data credited to the slot machine 1 on the card 70 (step S207).

[0321] Next, in response to the pressing of the ejection button 72, the medal unit 7 ejects the card 70 from the medal unit 7 (step S208).

[0322] Returning to step S204, when the number of credited medals is two or less (S204: YES) and the operator continues the game (S209: YES), the process returns to step S201.

[0323] On the other hand, when the operator does not continue the game (S209: NO), in response to the pressing of the counting button 44 (step S205), the process proceeds to step S206. The above is the flow of the lending process and the transfer process.

[0324] <Occurrence priority processing> Next, with reference to FIG. 12, the flow of the occurrence priority processing will be described in detail. Here, the processing related to the priority order of occurrence of each connection abnormality will be mainly described, and the detection method of each connection abnormality and the accompanying processing will be described in detail using the following flow.

[0325] First, the first control unit 61A determines whether the connection confirmation power supply VL has been off for a certain period, for example, while waiting for a timer interrupt (step S301).

[0326] If it is determined that the connection confirmation power supply VL has not been off for a certain period (S301: NO), the first control unit 61A determines that the medal unit connection abnormality E8 has not occurred (step S304).

[0327] If it is determined that the connection confirmation power supply VL has been off for a certain period (S301: YES), the first control unit 61A determines that the medal unit connection abnormality E8 has occurred (step S302).

[0328] Next, the first control unit 61A determines whether the reset button 5 has been pressed in a state where the connection confirmation power supply VL has changed from off to on (step S303).

[0329] If the connection confirmation power supply VL remains off, or if the connection confirmation power supply VL has changed from off to on but the reset button 5 has not been pressed (S303: NO), the process of step S303 is repeated until the reset button 5 is pressed.

[0330] On the other hand, if the reset button 5 is pressed in a state where the connection confirmation power supply VL is on (S303: YES), the first control unit 61A releases the medal unit connection abnormality E8 (step S304).

[0331] The first control unit 61A determines whether a communication state has been established between the first control unit 61A and the second control unit 61B (step S305).

[0332] If it is determined that the communication state has been established (S305: YES), the first control unit 61A determines that the medal number control communication abnormality E7 has not occurred (step S308).

[0333] On the other hand, when it is determined that the communication state has not been established (S305: NO), the first control unit 61A determines that the medal count control communication abnormality E7 has occurred (step S306).

[0334] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed (step S307).

[0335] When it is determined that the reset button 5 has not been pressed (S307: NO), the process returns to step S306.

[0336] On the other hand, when it is determined that the reset button 5 has been pressed (S307: YES), the first control unit 61A cancels the medal count control communication abnormality E7 (step S308).

[0337] When neither the medal unit connection abnormality E8 nor the medal count control communication abnormality E7 has occurred, the first control unit 61A receives medal data from the second control unit 61B and stores the information in the storage unit of the first control unit 61A (step S309).

[0338] Next, the first control unit 61A determines whether or not the credited medals are 17,000 or more (step S310).

[0339] When it is determined that the credited medals are less than 17,000 (S310: NO), the first control unit 61A determines that the medal count upper limit reach E9 has not occurred (step S313).

[0340] On the other hand, when it is determined that the credited medals are 17,000 or more (S310: YES), the first control unit 61A determines that the medal count upper limit reach E9 has occurred (step S311).

[0341] Next, the first control unit 61A determines whether or not the count button 44 has been pressed (step S312).

[0342] If it is determined that the counting button 44 has not been pressed (S312: NO), the process returns to step S311.

[0343] On the other hand, if it is determined that the counting button 44 has been pressed (S312: YES), the first control unit 61A determines that the medal number upper limit reach E9 has been released (step S313). After that, the generation priority process ends. The above is the flow of the generation priority process.

[0344] <Medal number upper limit reach process> Next, with reference to FIG. 13, the flow of the medal number upper limit reach process will be described in detail.

[0345] When the number of credited medals is less than 17,000 (when the medal management state is an under-reached state), the effect control unit 620 arranged in the sub-control unit 62 indicates that the medal management state is an under-reached state (step S401). As information indicating that the medal management state is an under-reached state, the effect control unit 620 causes, for example, a message "Transfer process is not yet required" to be displayed on the liquid crystal screen 3.

[0346] Also, the first control unit 61A enables game progress (for example, a state in which an operation on the lever 42 can be received, a state in which a press of the stop switch 40 can be received, a state in which an operation on the bet switch 41 can be received, a state in which an LED such as the bet switch 41 can be lit) (step S402).

[0347] Next, the first control unit 61A determines whether the number of credited medals is 15,000 or more based on the medal data from the second control unit 61B (step S403).

[0348] If it is determined that the number of credited medals is less than 15,000 (S403: NO), the process returns to step S401.

[0349] On the other hand, when it is determined that the number of credited medals is 15,000 or more (S403: YES), the first control unit 61A executes processing related to the count urging display (step S404).

[0350] Specifically, the effect control unit 620 that has received the count command "1" generated by the first control unit 61A causes a message "Please perform counting" to be displayed on the liquid crystal screen 3. At this time, the effect control unit 62 displays the count urging display with a higher priority than game effects or the like. Also, while the count urging display is being displayed, the effect control unit 620 does not display an attract screen or the like.

[0351] Next, the first control unit 61A determines whether or not the count button 44 has been pressed (step S405).

[0352] When the count button 44 is pressed (S405: YES), the first control unit 61A cancels the count urging display (step S412). Thereafter, the medal number upper limit reach processing ends.

[0353] On the other hand, when the count button 44 is not pressed (S405: NO), with the count urging display remaining displayed (including the case where the count urging display is temporarily erased during game execution), the first control unit 61A determines whether or not the number of credited medals has reached 17,000 or more (the medal management state has reached the reach state) (step S406).

[0354] When it is determined that the number of credited medals is less than 17,000 (S406: NO), the processing returns to step S405.

[0355] On the other hand, when it is determined that the number of credited medals is 17,000 or more (S406: YES), the first control unit 61A determines that a medal number upper limit reach E9 has occurred (step S407).

[0356] Next, the first control unit 61A makes the game progress impossible (for example, does not accept an operation on the lever 42, does not accept pressing of the stop switch 40, does not accept an operation on the bet switch 41, turns off the LED of the bet switch 41, etc.) (step S408). That is, in the present embodiment, when the medal management state reaches the reached state, the content of the process that can be executed is restricted compared to the case of the not-reached state.

[0357] Next, the first control unit 61A determines whether the count button 44 has been pressed (step S409).

[0358] If the count button 44 is not pressed (S409: NO), the process returns to step S407.

[0359] If the count button 44 is pressed (S409: YES), the first control unit 61A releases the medal number upper limit reach E9 (step S410).

[0360] Next, the first control unit 61A enables the game to progress (step S411). After that, the medal number upper limit reach process ends. The above is the flow of the medal number upper limit reach process.

[0361] <Medal number control communication abnormality process> Next, with reference to FIG. 14, the flow of the medal number control communication abnormality process will be described in detail.

[0362] First, the first control unit 61A transmits a communication connection confirmation command to the second control unit 61B (step S501). Then, the first control unit 61A waits for a response from the second control unit 61B.

[0363] If there is a response from the second control unit 61B (the communication state is established) (S502: YES), the first control unit 61A enables the game to progress (step S508). After that, the medal number control communication abnormality process ends.

[0364] On the other hand, when there is no response from the second control unit 61B (the communication state is not established) (S502: NO), the first control unit 61A determines whether or not a predetermined time (waiting time. For example, 380 msec) has elapsed in that state (step S503).

[0365] When there is no response from the second control unit 61B but the predetermined time (waiting time) has not elapsed (S503: NO), the process returns to step S502.

[0366] When the predetermined time has elapsed without a response from the second control unit 61B (S503: YES), the first control unit 61A determines that a medal count control communication abnormality E7 has occurred (step S504).

[0367] Next, the first control unit 61A disables the game progress (step S505).

[0368] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed (step S506).

[0369] Step S506 is repeated until the reset button 5 is pressed.

[0370] When the reset button 5 is pressed (S506: YES), the first control unit 61A cancels the medal count control communication abnormality E7 (step S507).

[0371] Next, the first control unit 61A enables the game progress (step S508). Thereafter, the medal count control communication abnormality process ends. The above is the flow of the medal count control communication abnormality process.

[0372] <Command Response Process> Next, with reference to FIG. 15, the flow of the command response process will be described in detail.

[0373] First, the first control unit 61A transmits the game status to the second control unit 61B (step S601). As a result, a common game status is individually managed by both the first control unit 61A and the second control unit 61B.

[0374] Next, the first control unit 61A transmits a request command to the second control unit 61B (step S602).

[0375] Next, the second control unit 61B determines whether a response is required for the received request command (step S603).

[0376] If a response is not required for the request command (S603: NO), the request command is left alone, and then the command response process ends.

[0377] On the other hand, if a response is required for the request command (S603: YES), the second control unit 61B refers to the current game status it manages and determines whether the timing at which the request command was transmitted is appropriate (step S604).

[0378] If the timing at which the request command was transmitted is not appropriate (S604: NO), the second control unit 61B discards the request command and issues an error notification (step S607). Also, although the first control unit 61A is waiting for a response from step S602 (interrupt 255), since there is no response during that time, it determines that there is a problem in the communication with the second control unit 61B and issues an error notification. Then, the command response process ends.

[0379] On the other hand, if the timing at which the request command was transmitted is appropriate (S604: YES), the second control unit 61B responds to the request command. The first control unit 61A determines whether a response command "OK" has been transmitted from the second control unit 61B (step S605).

[0380] When a response command "OK" is transmitted from the second control unit 61B (S605: YES), the first control unit 61A receives the response command and executes normal processing (processing corresponding to the response command), and then the command response processing ends.

[0381] On the other hand, when a response command "OK" is not transmitted from the second control unit 61B (or a response command "NG" is transmitted) (S605: NO), the first control unit 61A performs error notification (step S606). Then, the command response processing ends. The above is the flow of the command response processing.

[0382] <Medal Unit Connection Abnormality Processing> Next, with reference to FIG. 16, the flow of the medal unit connection abnormality processing will be described in detail.

[0383] First, with the connection confirmation power supply VL between the slot machine 1 and the medal unit 7 being on, the effect control unit 620, which is a function of the sub-control unit 62, outputs game effects to the liquid crystal screen 3, the speaker 101, etc., and stores the information of the game effects being output in the storage unit of the sub-control unit 62 (step S601).

[0384] At a subsequent timing, the first control unit 61A determines whether the connection confirmation power supply VL between it and the medal unit 7 is off (step S702). This determination is executed when the rotating reel 20 is not rotating.

[0385] When the connection confirmation power supply VL is on (not off) (S702: NO), the game continues as it is in a normal state, and the medal unit connection abnormality processing ends. That is, in this case, it is determined that the medal unit connection abnormality processing E8 has not occurred.

[0386] On the other hand, when the connection confirmation power supply VL is off (S702: YES), the first control unit 61A determines whether a certain period has elapsed in that state (step S703).

[0387] Step S703 is repeated until a certain period of time elapses.

[0388] When a certain period of time has elapsed with the connection confirmation power supply VL turned off (S703: YES), the first control unit 61A determines that a medal unit connection abnormality E8 has occurred (step S704).

[0389] Next, the first control unit 61A disables the progress of the game (step S705).

[0390] Also, the sub-control unit 62 (game effect control unit 620) interrupts the game effect being output (step S706).

[0391] Next, the first control unit 61A determines whether or not the reset button 5 has been pressed after the connection confirmation power supply VL has been turned on (S707).

[0392] Step S707 is repeated until the reset button 5 is pressed.

[0393] When the reset button 5 is pressed (S707: YES), the first control unit 61A cancels the medal unit connection abnormality E8 (step S708).

[0394] Next, the first control unit 61A enables the progress of the game (step S709).

[0395] Next, the sub-control unit 62 (game effect control unit 620) refers to the storage unit of the second control unit 61B and resumes the output of the interrupted game effect based on the information of the game effect that was output before the medal unit connection abnormality E8 occurred (step S710). Thereafter, the game continues in a normal state, and the medal unit connection abnormality process ends. The above is the flow of the medal unit connection abnormality process.

[0396] <First Invention> Summarizing the above, the slot machine 1 of the present invention includes a game state control unit 616, a section control unit 615, etc. that can control the progress of the game in the slot machine 1, a medium management unit 613 that can receive medal data from a medal unit 7 connected to the slot machine 1 and can manage medals that vary as the game progresses, a count button 44 that can instruct to transfer medal data from the medium management unit 613 to the medal unit 7 based on a predetermined operation, and an effect control unit 620 that can output game information related to the game, including game effects executed as the game progresses. It is provided with an upper limit value of the amount of medals that the medium management unit 613 can manage is determined, the states related to medal management include an under-reached state until the amount of medals managed by the medium management unit 613 reaches the upper limit value, and a reached state that is maintained after the amount of medals managed by the medium management unit 613 reaches the upper limit value until a predetermined operation is performed on the count button 44, the processing contents that can be executed are different between the under-reached state and the reached state.

[0397] <Advantages of the Invention> In a medal-less machine such as the slot machine 1 of the present embodiment, medal data is managed inside it (medium management unit 613), and the number of them is displayed on the digital counter 43. Here, as the number displayed on the digital counter 43 increases, there is a possibility that it becomes difficult for the operator to grasp the number of medals.

[0398] Specifically, the display upper limit of the digital counter 43 is four digits ("9999"), and when medals exceeding the display upper limit are credited, the operator cannot grasp the number. Therefore, in a medal-less machine, it is considered preferable to have the operator appropriately press the count button 44 to execute the transfer process.

[0399] In the slot machine 1 of the present embodiment, as medal management states, there are provided an unachieved state where the amount of medals has not reached the upper limit value and an achieved state where the amount of medals has reached the upper limit value. In the unachieved state and the achieved state, the processing contents and the like that can be executed are different. Therefore, the operator can easily grasp whether the current state is the unachieved state or the achieved state. Thereby, the operator can be appropriately prompted to perform the transfer process.

[0400] <Second Invention> Further, in the slot machine 1 of the present invention, The effect control unit 620 is capable of executing a counting prompt display, which is a notification process for prompting the transfer of medal data to the medal unit 7 until the amount of medals managed by the medium management unit 613 reaches the upper limit value, and is capable of executing the counting prompt display with a higher priority than the game effect process that outputs a game effect executed as the game progresses.

[0401] <Effect of the Invention> As described above, in a medal-less machine, it is considered necessary to prompt the operator to appropriately transfer medal data to the medal unit 7 before reaching the achieved state.

[0402] According to the slot machine 1 of the present embodiment, since the effect control unit 620 executes the counting prompt display when the medal management state is the unachieved state, the player can be prompted to press the counting button 44 at an appropriate timing.

[0403] In particular, the effect control unit 620 is capable of executing the counting prompt display with a higher priority than the game effect process. Therefore, even during the execution of the game, the operator can confirm the counting prompt display without being buried in the game effect. Thereby, the operator can be appropriately prompted to perform the transfer process.

[0404] <Third Invention> Further, the slot machine 1 of the present invention Further provided is a detection unit 618 capable of detecting the occurrence of an abnormal connection between the medal unit 7 and the slot machine 1. When the production control unit 620 outputs, for example, a push order guide (e.g., notification of the stop switch 40 to be pushed second), and the occurrence of an abnormal medal unit connection E8 is detected, the output of the push order guide is interrupted. After the abnormal medal unit connection E8 is resolved, the push order guide can be output starting from the continuation (notification of the stop switch 40 to be pushed second).

[0405] <Advantages of the Invention> It is considered that a medal-less machine needs to always establish a connection state with the medal unit 7 in order to execute a transfer process according to an operator's instruction. However, for some reason, a communication connection error may occur between the slot machine 1 and the medal unit 7. In this case, it is assumed that the slot machine 1 becomes in a state where the game cannot proceed and the game production is interrupted.

[0406] According to the slot machine 1 of the present embodiment, even if the game production or the like is interrupted due to the occurrence of an abnormal medal unit connection E8, the game production can be resumed after the abnormal medal unit connection E8 is released. Therefore, even after the occurrence of the abnormal medal unit connection E8, it is possible to guide the player to the game in a natural state while suppressing the player from losing the sense of immersion in the game.

[0407] <Fourth Invention> Further, the slot machine 1 of the present invention includes at least a first control unit 61A capable of generating a request command regarding the game in the slot machine 1, a second control unit 61B capable of receiving the request command transmitted from the first control unit 61A, and the first control unit 61A includes at least a game state control unit 616, and the second control unit 61B includes at least Media Management Department 613, is provided with, The second control unit 61B can perform a response permission determination process of determining whether to respond to a received request command according to the current game status based on the control of the game state control unit 616 or the like.

[0408] <Advantages of the Invention> Particularly in a medal-less machine in which the main control unit is configured by two chips as in the present embodiment, it is considered that data is frequently transmitted and received between the first control unit 61A and the second control unit 61B.

[0409] However, if the second control unit 61B responds to all the request data transmitted from the first control unit 61A, the data transmitted and received between the first control unit 61A and the second control unit 61B will increase, and there is a risk that the processing load of these control units will increase. Also, the first control unit 61A may transmit request data at inappropriate timings, and a request command that does not require a response from the second control unit 61B may be transmitted. Furthermore, some illegal processing (for example, so-called cheating behavior) may be performed on the first control unit 61A.

[0410] In the slot machine 1 of the present embodiment, in consideration of these points, the second control unit 61B can determine whether to respond to a request command according to the current game status managed by the second control unit 61B. Therefore, depending on the game status managed by the second control unit 61B, it is not necessary to respond to the request command, and the request command can be left unprocessed or discarded. As a result, the amount of data transmitted and received between the first control unit 61A and the second control unit 61B can be reduced, the processing can be prevented from becoming complicated, and the processing load of the first control unit 61A can be suppressed from becoming excessive.

[0411] As described above, according to the present embodiment, it is possible to provide a gaming machine that can solve problems based on the configuration and internal processing peculiar to medal-less machines.

[0412] [Other Embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately redesigned without changing the gist of the present invention. Also, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0413] In addition, various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.

[0414] In the above embodiment, an example is described in which the main control unit is composed of two chips, the first control unit and the second control unit. However, except for the fourth invention, the present invention is not limited to this. That is, the main control unit may not be divided into the first control unit and the second control unit and may be composed of one chip.

[0415] Also, in the above embodiment, an example is described in which the first control unit determines whether an abnormal state such as the medal number upper limit E9 has occurred. However, the present invention is not limited to this. For example, the second control unit may determine these abnormal states, or a third control unit (or an external device such as the medal unit 7) different from the first control unit, the second control unit, and the sub-control unit may determine these abnormal states.

[0416] In this specification, "processing A is executed with a higher priority than processing B" means, for example, when the timing at which processing A is executed and the timing at which processing B is executed are the same timing (or at least partially overlapping timing), (1) Processing A is executed, but processing B is canceled and not executed (2) When the execution of processing A is determined at the timing when processing B is being executed, processing B is canceled (or interrupted) and processing A is executed (3) The image displayed in Process A is displayed in a layer above the image displayed in Process B. (4) The image (or display area) displayed in Process A is larger than, or has a darker color (more prominent, more easily recognizable) than, the image (or display area) displayed in Process B. (5) The sound output in Process A is louder than the sound output in Process B (alternatively, the volume applied to Process B is zero). (6) Process B enters a standby state, and after Process A ends, Process B is executed. And so on.

[0417] Also, in the above embodiment, an example is described in which the medal management state (unreached state and reached state) is managed by the medium management unit of the second control unit. However, the present invention is not limited to this. For example, the medal management state may be managed by a function / means different from the medium management unit (for example, the detection unit of the first control unit).

[0418] In the above embodiment, an example is described in which the counting button is arranged at a position visible to the operator in the slot machine (a position where the operator can touch it without unlocking the front door 100). However, the following aspects can also be considered as "visible positions".

[0419] For example, when the counting button is arranged in a recess of the housing of the slot machine and, for example, a transparent cover is placed over the recess. In this case, the operator can open the cover and press the counting button inside. Also, for example, the counting button may be installed in a device provided separately from the slot machine.

[0420] In the above embodiment, an example is described in which when the second control unit determines not to respond to the request command transmitted from the first control unit, it does not transmit error information to the first control unit. However, the present invention is not limited to this. That is, the second control unit may also be able to transmit error information to the first control unit. In this case, the first control unit can quickly execute processing for countermeasure against so-called Goto behavior (illegal behavior) (for example, game disable processing of a slot machine that can only be released by an operation by a store staff).

[0421] Also, while the counting prompt display and / or the medal number upper limit reach E9 is occurring, the first control unit and the second control unit can also display information indicating that a counting prompt display or the like is occurring on the 7-segment display, or can also prevent the display.

[0422] In the above embodiment, an example is described in which the medium management unit calculates the difference in the number of medals, the difference in the number of medals in the advantageous section, etc. However, the difference in the number of medals, etc. may be calculated by another control unit such as an interval control unit.

[0423] In the above embodiment, an example is described in which it is suggested that the medal management state is an underachieved state. However, it may not be suggested / informed that the medal management state is an underachieved state.

[0424] Note that the present invention is not limited to the above embodiment, and there may be a case where the slot machine includes a 7-segment display but does not include a liquid crystal screen. In that case, the effect control unit can execute processing as follows, for example.

[0425] ·Processing 1 When the second game state is the general game state and the number of credits reaches 15,000, the effect control unit may be able to display a counting prompt display on the 7-segment display.

[0426] ·Processing 2 When the first game state is a special combination execution state and the remaining number of medals until the end of the special combination execution state is displayed on the 7-segment display, when the effect control unit displays the count urging display and / or the display content related to reaching the medal number upper limit E9, these may be displayed at different positions on the 7-segment display.

[0427] Also, in the special combination execution state when the occurrence of reaching the medal number upper limit E9 is confirmed, the effect control unit may use a music different from that in the normal special combination execution state for the music output at that time, and may make the lighting method of the LED different from that in the normal special combination execution state, etc.

[0428] Also, in conjunction with displaying the count urging display, the effect control unit may also display the remaining number of medals until the medal number upper limit E9 is activated on the 7-segment display.

[0429] In particular, when the medal number upper limit E9 occurs immediately after the end of the special combination execution state, the effect control unit may display the remaining number of medals until the end of the special combination execution state and the remaining number of medals until the medal number upper limit E9 is activated at different positions on the 7-segment display.

[0430] Note that the first control unit may also prevent the activation of reaching the medal number upper limit E9 until the end of the special combination execution state. In this case, until the end of the special combination execution state, the first control unit does not set the game progress impossible state.

[0431] ·Process 3 When the second game state is AT, the effect control unit may display the remaining number of medals that can be acquired during the execution of AT (and / or the number of medals acquired during the execution of AT. The same applies hereinafter), the count urging display and / or the medal number upper limit E9, and the push order navigation on the 7-segment display.

[0432] In this case, the effect control unit may display the remaining number of medals that can be acquired, the push order navigator, and the counting prompt display and / or the medal number upper limit reached E9 at the same timing in different locations on the 7-segment display.

[0433] Alternatively, in this case, the effect control unit may display at least two of the counting prompt display and / or the medal number upper limit reached E9 and the remaining number of medals that can be acquired at different timings in the same location on the 7-segment display. In this case, the push order navigator is displayed in a location different from the remaining number of medals that can be acquired and the like.

[0434] Alternatively, in this case, the effect control unit may display all of the push order navigator, the counting prompt display and / or the medal number upper limit reached E9, and the remaining number of medals that can be acquired at different timings in the same location (or different locations) on the 7-segment display.

[0435] Also, not limited to the above embodiment, when an abnormality E8 in the connection of the medal unit occurs while the effect control unit is outputting a game effect, the effect control unit may interrupt the game effect and execute a resumption process as follows.

[0436] · Resumption process 1 When the abnormality E8 in the connection of the medal unit is resolved, the effect control unit may output the game effect that was being output immediately before the occurrence of the abnormality E8 in the connection of the medal unit from a predetermined timing and later for that game effect. In this case, for example, when a plurality of points are provided in the game effect, when the abnormality E8 in the connection of the medal unit is resolved, the effect control unit can return to the point that was output most recently when the abnormality E8 in the connection of the medal unit occurred and resume the game effect from that point. In this case, the continuity of the game effect can be maintained and the player can be induced to play the game in a natural state.

[0437] · Resumption process 2 When the medal unit connection abnormality E8 is resolved, the performance control unit may be able to output the game performance that was being output immediately before the occurrence of the medal unit connection abnormality E8 from the beginning (in the example of the above embodiment, from scene A). In this case, since the game performance that was once interrupted is displayed from the beginning, it is possible to give the player a sense of immersion in the game.

[0438] · Restart process 3 When the medal unit connection abnormality E8 is resolved, the performance control unit may be able to output an attract screen. In this case, the operator can naturally return to the game by performing an operation related to the game progress.

[0439] Also, in the above embodiment, an example where the slot machine is a medal-less machine is described, but the present invention is not limited to this. The slot machine may be provided with, for example, a medal insertion slot, a hopper unit, a medal payout slot, a bottom plate, etc. so that real medals can be used in the game.

[0440] Not limited to the above embodiment, the number of medal bets may be displayed by LEDs instead of digital notation.

[0441] Also, the slot machine may be able to transmit the medal data credited to the slot machine at that time to the medal unit at a predetermined timing (for example, every 5 games, every 10 minutes) (including the case where the medal data is transmitted to a hall computer, a unit management computer, etc. via the medal unit).

[0442] In this case, the medal unit (and / or a hall computer, a unit management computer. The same shall apply hereinafter) can also record the transmitted data and check whether the medal data is not incorrect information by comparing it with the medal data transmitted together with a transfer signal when the count button is finally pressed.

[0443] Furthermore, the medal unit may also be able to check whether the medal data received at a predetermined timing is not unauthorized information based on the progress of the game on the slot machine (such as whether it is during the AT, whether it is during the bonus, whether it is in the normal section, etc.). Specifically, for example, even though the net increase in the number of medals per game during the AT is 2 as a specification of the slot machine, if the number of medals has increased by 1000 in 100 games, the medal unit can detect that the medal data is in an unauthorized state.

[0444] Note that the medal data managed by the unit management computer may be further aggregated by the game information computer, and it may be possible to manage the medal data of all slot machines.

[0445] Also, in the above embodiment, the operator can take a break at any timing during the game. In this case, the store staff may be able to lock the slot machine and / or the medal unit so that other users cannot operate them.

[0446] Also, in the above embodiment, an example of the bonus being a device for continuous operation of special features related to the first type of special feature is described, but the present invention is not limited to this. The bonus may be at least any one of the first type of special feature, a device for continuous operation of special features related to the first type of special feature, the second type of special feature, or a device for continuous operation of special features related to the second type of special feature.

[0447] Also, in the above embodiment, an example of the slot machine being an AT machine is described, but the slot machine may be an ART (assist replay time) machine, or a slot machine with only a bonus that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).

[0448] In addition, by transmitting a signal representing the type of game section from the section control unit to the digital counter, the digital counter may be able to display whether the game section is an advantageous section or not, for example, based on whether dots are displayed or not.

[0449] Further, not limited to the above embodiment, for example, when AT ends, or when the number of consecutive games in the advantageous section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the advantageous section to the normal section. Also, the slot machine may not have game sections (advantageous section and normal section).

[0450] Also, in the above embodiment, an example where the special game state other than the general game state is AT is described, but the special game state may be CZ.

[0451] Also, although not described in the above embodiment, the mode may be changed when a specific condition is satisfied (for example, when it hits CZ but not AT, when AT ends, or when the advantageous section ends).

[0452] Also, in the above embodiment, a range (MY) was used when operating the complete function, but it is not limited to this, and the difference in the number of medals may be used to determine whether to operate the complete function.

Explanation of Reference Numerals

[0453] 1 Slot machine (gaming machine) 61A First control unit 61B Second control unit 610 Internal lottery unit (game control unit) 611 Rotating reel control unit (game control unit) 612 Game result determination unit (game control unit) 613 Medium management unit (value management unit) 614 Installation value control unit (game control unit) 615 Section control unit (game control unit) 616 Game state control unit (game control unit) 617 RT state control unit (game control unit) 618 Detection unit 619 Function activation unit (game control unit) 62 Sub-control unit 620 Effect control unit (output unit)

Claims

1. A game control unit capable of controlling the progress of a game; A value management unit capable of receiving information regarding game value from an external unit connected to the gaming machine and managing the game value that varies as the game progresses; A transfer instruction unit capable of instructing, based on a predetermined operation, the transfer of information regarding the game value from the value management unit to the external unit; An effect control unit capable of outputting game information regarding the game, including game effects executed as the game progresses; A detection unit capable of detecting the occurrence of a connection abnormality between the external unit and the gaming machine; Comprising: At least a main control board implementing the game control unit; At least a sub-control board implementing the effect control unit; Comprising: Between the main control board and the sub-control board, it is possible to perform communication in one direction from the main control board to the sub-control board; The connection abnormality is detected in the main control board; When the occurrence of the connection abnormality is detected in the main control board while the effect control unit is outputting the game information, the effect control unit receives the information from the main control board, interrupts the output of the game information, and after the connection abnormality is resolved, is capable of outputting the interrupted game effects from where it left off before the connection abnormality occurred; The detection unit detects the occurrence of the connection abnormality when a state where there is no connection between the external unit and the gaming machine continues for a certain period of time; Gaming machine.

2. A game control unit capable of controlling the progress of a game; A value management unit capable of receiving information regarding game value from an external unit connected to the gaming machine and managing the game value that varies as the game progresses; A transfer instruction unit capable of instructing, based on a predetermined operation, the transfer of information regarding the game value from the value management unit to the external unit; An effect control unit capable of outputting game information regarding the game, including game effects executed as the game progresses; A detection unit capable of detecting the occurrence of a connection abnormality between the external unit and the gaming machine; Comprising: At least a main control board implementing the game control unit; At least a sub-control board implementing the effect control unit; Comprising: Between the main control board and the sub-control board, communication can be performed in one direction from the main control board to the sub-control board. The connection abnormality is detected in the main control board. When the occurrence of the connection abnormality is detected in the main control board while the effect control unit is outputting the game information, the effect control unit receives the information from the main control board, interrupts the output of the game information, and after the connection abnormality is resolved, it is possible to output the game effect that was output immediately before the occurrence of the connection abnormality from the beginning. The detection unit detects the occurrence of the connection abnormality when a state where there is no connection between the external unit and the gaming machine continues for a certain period of time. Gaming machine.

3. A game control unit capable of controlling the progress of a game, A value management unit capable of receiving information regarding game value from an external unit connected to the gaming machine and managing the game value that fluctuates as the game progresses, A transfer instruction unit capable of instructing to transfer information regarding the game value from the value management unit to the external unit based on a predetermined operation, An effect control unit capable of outputting game information regarding the game, including game effects executed as the game progresses, A detection unit capable of detecting the occurrence of a connection abnormality between the external unit and the gaming machine, At least a main control board on which the game control unit is mounted, At least a sub-control board on which the effect control unit is mounted, Comprising Between the main control board and the sub-control board, communication can be performed in one direction from the main control board to the sub-control board. The connection abnormality is detected in the main control board. When the occurrence of the connection abnormality is detected in the main control board while the effect control unit is outputting the game information, the effect control unit receives the information from the main control board, interrupts the output of the game information, and after the connection abnormality is resolved, it is possible to output a game standby screen among the game information. The detection unit detects the occurrence of the connection abnormality when a state where there is no connection between the external unit and the gaming machine continues for a certain period of time. Gaming machine.

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