Pachinko machine

The game table addresses operational improvements in displays and notifications by integrating light-emitting mechanisms and dynamic displays for game value management, enhancing player interaction and engagement.

JP7716794B1Active Publication Date: 2025-08-01DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2024115349
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-19
Publication Date
2025-08-01
Estimated Expiration
2044-07-19

AI Technical Summary

Technical Problem

Existing game tables, such as pachinko and slot machines, lack improvements in operations related to displays and notifications, particularly in game value management and player interaction.

Method used

The game table incorporates features like light-emitting input operation means, counting and display mechanisms, and a gaming table with specific display modes for game value management, including light emission based on game value thresholds, and dynamic displays for game value updates and winnings, allowing for enhanced player interaction and notification.

Benefits of technology

The solution enhances player engagement through improved display and notification operations, providing clearer game value management and interaction, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a gaming machine characterized by operations related to display and notification 【Solution means】A gaming machine comprising an input operation means for inputting a gaming value for gaming use from the stored gaming value, and a display means, wherein the input operation means emits light when the stored gaming value is a predetermined number or more, and in a certain state, the input operation means emits light even if the stored gaming value becomes less than the predetermined number by operating the counting operation means, and in a state different from the certain state, there is a light emitting means that does not cause the input operation means to emit light when the stored gaming value becomes less than the predetermined number by operating the counting operation means, and the display means can display a first display indicating the number of acquisitions corresponding to the gaming value acquired in a specific section, and when the gaming value is granted, after the update display indicating the update of the first display, the first display indicating the number of acquisitions obtained by adding the granted gaming value can be displayed, and the input process of the gaming value based on the operation of the input operation means can be executed even during the update display.
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Description

Technical Field

[0001] The present invention relates to a game table represented by a ball shooting game machine (pachinko machine) or a rotating drum game machine (slot machine).

Background Art

[0002] Conventionally, there are game tables that perform various displays and notifications regarding games (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the game table as described above, there is room for improvement in operations related to displays and notifications.

[0005] An object of the present invention is to provide a game table having characteristics in operations related to displays and notifications.

Means for Solving the Problems

[0006] To solve the above problems, the game table of the present invention includes: a plurality of reels having a plurality of types of symbols and being rotationally driven; input operation means for inputting game value for game use from the stored game value; start operation means capable of executing a start operation for instructing the start of rotation of the plurality of reels; a plurality of stop operation means capable of executing a stop operation for individually stopping the rotation of the plurality of reels; winning determination means for performing a winning determination based on the display modes of the plurality of reels; game value awarding means capable of awarding game value according to the winning determination; Light-emitting means for causing the input operation means to emit light, counting operation means, display means, and a gaming table comprising the same, The light-emitting means is means capable of causing the input operation means to emit light when the stored game value is equal to or greater than a predetermined number, The light-emitting means is means capable of causing the input operation means to emit light even when the game value stored by operating the counting operation means is less than the predetermined number in a state of winning a predetermined replay combination, The light-emitting means, The game value will be given predetermined of the role when winning in in the state is means that does not cause the input operation means to emit light when the game value stored by operating the counting operation means is less than the predetermined number, Even when the stored game value is less than the predetermined number and a winning combination for the predetermined replay game is achieved, if a certain display is being shown on the display means, the light emission means will turn off, The certain display is a display that may be shown even after winning the predetermined replay game and before the input operation means has been operated, The certain display is at least one of a demo display, a menu display, or a display when power is restored, Even when the input operation means is emitting light and a winning combination for the predetermined replay game is achieved, if the start operation of the start operation means is performed without operating the input operation means, the plurality of reels can start rotating, The display means is capable of displaying a first display indicating a number corresponding to the game value acquired in a specific section (hereinafter referred to as "acquisition number"). When a game value is given by the game value giving means, after displaying an update display indicating an update of the first display, the first display indicating the acquisition number obtained by adding the given game value to the acquisition number before the game value was given can be displayed. When a game value is given by the game value giving means, if the value obtained by adding the given game value to the acquisition number before the game value was given reaches a specified value, a second display can be displayed. Even while the update display is being displayed, it is possible to execute a process of inputting a game value based on an operation of the input operation means. Even while the update display is being displayed, it is possible to execute the start operation. When the input process and the start operation are executed during the display of the update display when a game value is given by the game value giving means, after the display of the update display ends, the game value given is added to the number of winnings before the game value is given, and then the first display showing the number of winnings obtained by subtracting the amount inserted by the input process is displayed. When the input process and the start operation are executed during the display of the update display when the specified value is reached, even if the first display shown by the execution of the input process and the start operation has not reached the specified value, the second display can be displayed. It is characterized by this.

Effect of the Invention

[0007] According to the present invention, it is possible to provide a game table having characteristics in operations related to display and notification.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] Hereinafter, with reference to the drawings, a slot machine according to an embodiment of a gaming table of the present invention will be described.

[0010] 〈Basic Embodiment〉 Hereinafter, with reference to the drawings, a slot machine according to an embodiment of a gaming table of the present invention will be described. Note that, in this embodiment, a so-called medal-less configuration is adopted in which information (virtual medal number) corresponding to the number of actual medals is used instead of using actual medals. However, in the following description, this information will be referred to as the "number of medals".

[0011] The slot machine described below starts rotating when a predetermined number of gaming medals are inserted and a plurality of reels each having a plurality of types of symbols are given a predetermined rotation start instruction operation. Based on receiving the rotation start instruction operation, the winning or losing of internal winning of a plurality of types of winning combinations is determined by lottery. Each of the plurality of reels stops rotating individually when receiving a predetermined rotation stop instruction operation. If the conditions determined by the winning combination based on the lottery result and the symbol combination when the plurality of reels stop match the predetermined payout conditions, a process of paying out the number of gaming medals is executed and the game ends. If they do not match, the game ends without executing the process of paying out the number of gaming medals, and a series of games are played on a gaming table.

[0012] First, the basic configuration of the slot machine 100 and the basic configuration of the lending machine 700 will be described with reference to FIG. 1. FIG. 1 is an external perspective view of the slot machine 100 and the lending machine 700 as seen from the front side (the player side).

[0013] The slot machine 100 shown in FIG. 1 corresponds to an example of the gaming table of the present invention, and includes a main body 101 and a front door 102 attached to the front side of the main body 101 and capable of opening and closing with respect to the main body 101. Inside the center of the main body 101 (not shown), three reels (left reel 110, middle reel 111, right reel 112) with a plurality of types of symbols arranged on the outer peripheral surface are housed and configured to be rotatable inside the slot machine 100. These reels 110 to 112 are rotationally driven by a driving device such as a stepping motor.

[0014] In the present embodiment, each symbol is printed at equal intervals in an appropriate number on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame member to form each of the reels 110 to 112. The symbols on the reels 110 to 112 are generally displayed in three in the vertical direction from the display window 113 as seen by the player, and a total of nine symbols can be seen. The symbol displayed in the upper row of the left reel 110 is called the upper left reel symbol, the symbol displayed in the middle row of the left reel 110 is called the middle left reel symbol, the symbol displayed in the lower row of the left reel 110 is called the lower left reel symbol, the symbol displayed in the upper row of the middle reel 111 is called the upper middle reel symbol, the symbol displayed in the middle row of the left reel 111 is called the middle middle reel symbol, the symbol displayed in the lower row of the middle reel 111 is called the lower middle reel symbol, the symbol displayed in the upper row of the right reel 112 is called the upper right reel symbol, the symbol displayed in the middle row of the right reel 112 is called the middle right reel symbol, and the symbol displayed in the lower row of the right reel 112 is called the lower right reel symbol. Each symbol of each of the reels 110 to 112 is displayed in three in the vertical direction, a total of nine, through the display window 113 on each of the reels 110 to 112. By rotating each of the reels 110 to 112, the combination of symbols visible to the player changes. That is, each of the reels 110 to 112 functions as a display device capable of varying the combination of a plurality of types of symbols. In addition to reels, an electronic image display device such as a liquid crystal display device can also be adopted as such a display device. Further, in the slot machine 100 shown in FIG. 1, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.

[0015] On the back of each of the reels 110 to 112, a backlight (not shown) for illuminating the individual symbols displayed in the display window 113 is arranged. It is desirable that the backlight be shielded for each individual symbol so that each symbol can be evenly irradiated. Inside the slot machine 100, in the vicinity of each of the reels 110 to 112, an optical sensor (not shown) composed of a light projecting part and a light receiving part is provided, and it is configured such that a light shielding piece of a certain length provided on the reel passes between the light projecting part and the light receiving part of this optical sensor. Based on the detection result of this optical sensor, the rotational direction position of the symbols on the reel is judged, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line.

[0016] The winning line display lamp 120 is a lamp indicating the effective winning line. The winning line is a line on which it is determined whether or not a symbol combination corresponding to a winning combination is displayed. The effective winning line is determined in advance according to the number of medals bet as a gaming medium. There are five winning lines. For example, when one medal is bet, the middle horizontal winning line becomes effective; when two medals are bet, three lines including the upper horizontal winning line and the lower horizontal winning line added become effective; when three medals are bet, five lines including the downward right winning line and the upward right winning line added become effective as the winning lines. Note that the number of winning lines is not limited to five. Also, for example, when one medal is bet, the five lines of the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the downward right winning line, and the upward right winning line may be made effective as the winning lines. Hereinafter, the effective winning line may sometimes be referred to as the effective line.

[0017] The notification lamp 123 is a lamp that notifies the player that, for example, in the internal lottery described later, it has won internally for a specific winning combination (e.g., bonus combination, special combination), or that the state of this internal winning has been carried over. The game medal insertable lamp 124 is a lamp for notifying the player that the player can insert game medals. The replay lamp 122 is a lamp that notifies the player that when winning in the replay combination, which is one of the winning combinations in the previous game, the current game can be replayed (i.e., medal insertion is not required). The reel panel lamp 128 is a lamp for effect.

[0018] The bet buttons 130 or 132 are buttons for inserting a predetermined number of medals (referred to as credits) electronically stored in the slot machine 100. In the slot machine 100 shown in FIG. 1, each time the bet button 130 is pressed, one medal is inserted. When pressed once, one medal is inserted, when pressed continuously once more, an additional one medal (total of two medals) is inserted, and when pressed continuously once more, an additional one medal (total of three medals) is inserted. When the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 130 may be referred to as the one-coin bet button, and the bet button 132 may be referred to as the MAX bet button. In addition, the game medal insert lamp 129 lights up a number of lamps corresponding to the number of inserted medals, and when the specified number of medals has been inserted, the game start lamp 121, which notifies that the game start operation is possible, lights up.

[0019] The game information display 126 is a display for displaying various internal information (e.g., the number of medals paid out during the bonus game) numerically. The payout number display 127 is a display for displaying the number of medals paid out to the player as a result of winning in some winning combination. Hereinafter, in the same meaning as being paid out to the player, it may be expressed as being given to the player. The game information display 126 and the payout number display 127 are composed of 7-segment (SEG) displays.

[0020] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the bet button 130 or 132 is operated to operate the start lever 135, the reels 110 to 112 will start to rotate. The operation on the start lever 135 is called the start operation of the game.

[0021] The stop button unit 136 is provided with stop buttons 137 to 139 composed of a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by the operation of the start lever 135, and are associated with the respective reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, the operation on the stop buttons 137 to 139 is called the stop operation. The first stop operation is called the first stop operation, the next stop operation is called the second stop operation, and the last stop operation is called the third stop operation. Also, the reels stopped corresponding to these stop operations are called the first stop reel, the second stop reel, and the third stop reel in order. Furthermore, the order of operating the stop buttons 137 to 139 to stop all the rotating reels 110 to 112 is called the operation order or the pressing order. Furthermore, the operation order in which the first stop operation is the stop operation of the left reel 110, the second stop operation is the stop operation of the middle reel 111, and the third stop operation is the stop operation of the right reel 112 is called the "forward pressing operation order" or simply "forward pressing", and the stop operation in which the first stop operation is the stop operation of the right reel 112, the second stop operation is the stop operation of the middle reel 111, and the third stop operation is the stop operation of the left reel 110 is called the "reverse pressing operation order" or simply "reverse pressing". Note that a light emitter may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitter can also be lit to notify the player.

[0022] The instruction monitor 125 is a display for displaying information regarding the operation order (pressing order) of the stop buttons 137 to 139. This instruction monitor 125 is also composed of a 7-segment (SEG) display. For example, when instructing to operate in the order of the left stop button 137, the middle stop button 138, and the right stop button 139, "1" is displayed on the instruction monitor 125. When instructing to operate in the order of the left stop button 137, the right stop button 139, and the middle stop button 138, "2" is displayed on the instruction monitor 125.

[0023] The settlement button 134 is a button for returning the inserted game medals (betting number) to the medal number control unit 350. The door keyhole 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted.

[0024] The game medal number display device 170 is a 5-digit 7-segment (SEG) display and is a device for displaying the number of game medals recorded by the medal number control unit 350 shown in FIG. 2.

[0025] The counting button 171 is an operation means for transmitting the information on the number of game medals recorded by the medal number control unit 350 shown in FIG. 2 to the lending machine 700.

[0026] Below the stop button unit 136, a title panel 162 for displaying the model name and attaching various certificates is provided.

[0027] The sound hole 145 is a hole for outputting the sound of the speaker 277 (see FIG. 2) provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right parts of the front door 102 are decorative lamps for livening up the game. An effect device 160 is disposed above the front door 102, and a sound hole 143 for outputting the sound of the speaker 272 (see FIG. 2) to the outside is provided above the effect device 160. This effect device 160 includes a shutter (shielding device) 163 composed of two right shutters 163a and left shutters 163b that can be opened and closed in the horizontal direction, and an effect image display device 157 (liquid crystal display device) disposed on the back side of the shutter 163. When the right shutter 163a and the left shutter 163b open outward in the horizontal direction in front of the effect image display device 157, the display screen of the effect image display device 157 appears on the front (player side, front side) of the slot machine 100. Note that it is not necessary to be a liquid crystal display device, and any display device that can display various effect images and various game information may be used. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device composed of a projector and a screen may be used. Further, the display screen is rectangular, and the entire display screen is configured to be visible to the player. In the case of this embodiment, the display screen is rectangular, but it may be square. Also, a decoration (not shown) may be provided at the periphery of the display screen, and as a result, a part of the periphery of the display screen is hidden by the decoration, so that the display screen may appear to have an irregular shape. In the case of this embodiment, the display screen is a flat surface, but it may be a curved surface. Note that this effect image display device 157 corresponds to an example of an effect means.

[0028] The lending machine 700 shown in FIG. 1 is sometimes referred to as a card unit and corresponds to an example of the game medium management device of the present invention. This lending machine 700 is installed in a one-to-one relationship with the slot machine 100.

[0029] The lending machine 700 accepts cards. There are two types of cards referred to as "cards" here. One is a visitor card (also referred to as a general card) with a prepaid function, which is a gaming storage medium issued to general players who have not registered as members. The other is a member card, which is a gaming storage medium issued to member players who have registered as members at the casino. As the card, an IC card is used.

[0030] Valuable values are stored in the card. The valuable values stored in the card include the "number of medals in hand" and the "remaining balance of money", which is the prepaid amount of money.

[0031] The lending machine 700 that has accepted the card has a function of converting the "number of medals in hand" stored in the card into the "number of gaming medals (credit number)".

[0032] The "number of gaming medals (credit number)" is data that can be used for bet setting and can be converted into the "number of medals in hand". The "number of gaming medals" can be obtained by deducting the "remaining balance of money" or the "number of medals in hand" of the card. Also, the "number of gaming medals" includes the number of medals obtained by winning. This "number of gaming medals" is managed by the medal number control unit 350 shown in Figure 2 and is the number of electronically stored medals (the amount of electronic gaming value). By performing an input operation with the bet buttons 130 and 132, the "number of gaming medals" is subtracted.

[0033] The "number of medals in hand" is a value obtained by counting and converting the "number of gaming medals (credit number)". This "number of medals in hand" is stored in a manner that can be specified by the player's card. That is, by operating the counting button 171, the "number of gaming medals" can be converted into the "number of medals in hand" and stored in the card. Note that the "number of medals in hand" may be managed by a management device for managing the number of medals in hand installed in the casino.

[0034] On the front side of the lending machine 700, there are a bill insertion slot 701 for inserting bills upward and a card insertion slot 702 for inserting cards downward. The membership card or visitor card inserted into this card insertion slot 702 is received by the card reader / writer, and the information stored on the card is read. The bills inserted into the bill insertion slot 701 are identified as to their authenticity and bill type, and the face value amount of the bills is stored as the "cash balance" on the card inserted into the card insertion slot 702.

[0035] Below the bill insertion slot 701, an information display 703 is provided. This information display 703 is a display for providing operation guidance of the lending machine 700, the state of the slot machine 100, etc. by means of characters and images. Note that the surface may be configured as a touch panel so that various operations can be input by touching the various display items displayed with a finger.

[0036] Below the information display 703, a cash balance display 705 and a medal count balance display 706 are arranged in two upper and lower tiers. The "cash balance" stored on the card inserted into the card insertion slot 702 is displayed as an amount on the cash balance display 705. On the other hand, the "number of medals held" stored on the card inserted into the card insertion slot 702 is displayed as the number of medals on the medal count balance display 706.

[0037] In the central portion in the vertical direction of the lending machine 700, a lending button 707 and a card return button 708 are provided. The lending button 707 is an operation means for performing an operation to obtain "game medal numbers" by deducting the "remaining money balance" stored in the card inserted into the card insertion slot 702. Specifically, when there is a "remaining money balance" in the card inserted into the card insertion slot 702, the LED lamp built into the lending button 707 lights up in a manner indicating that lending is possible. By operating the lending button 707 in this state, "game medal numbers" are added according to the amount of money deducted. For example, "game medal numbers" equivalent to 1000 yen as a predetermined amount are added. Also, when the "remaining money balance" of the card is less than the predetermined amount (for example, less than 1000 yen), only "game medal numbers" converted at a predetermined rate from the current remaining balance are added. Note that even if the "remaining money balance" of the card is less than the predetermined amount, it may be possible to replenish from the "number of medals held" stored in the card so that "game medal numbers" equivalent to the predetermined amount are added. The card return button 708 is an operation means that is operated when the player finishes the game, and is for storing and discharging the "number of medals held" determined at the end of the game into the card inserted into the card insertion slot 702. The "number of medals held" determined at the end of the game is the number of medals obtained by subtracting the number of medals converted from the "number of medals held" stored in the card inserted into the card insertion slot 702 to "game medal numbers" and then adding the number of game medals counted by the counting operation.

[0038] The data of each of the "remaining money balance", "number of medals held", and "game medal numbers" described above are converted in the order of "remaining money balance" and "number of medals held" → "game medal numbers" → "number of medals held". In this way, it is converted into "game medal numbers" according to the "number of medals held" specified by the card. In the slot machine 100 of the present embodiment, since the bet number can be set using the "game medal numbers", it does not cause confusion to players who are accustomed to conventional slot machines that receive a loan of physical medals, insert the physical medals to secure credit, and set the bet number using the credit. It is possible to provide a game using a new slot machine (managed gaming machine) that does not use physical medals.

[0039] Note that although this specification does not mention the "number of stored medals", the "number of stored medals" is the number of medals in possession deposited at the casino, rather than being stored on the card. At the casino, the number of medals in possession obtained by the player through the game is managed as "points" by the hall management terminal 800 shown in FIG. 5 or other management computers during the same day, and may be managed as the "number of stored medals" after the day of acquisition. When both the "number of stored medals" and the "number of medals in possession" are stored, the "number of medals in possession" is preferentially debited. Also, both the "number of medals in possession" and the "number of stored medals" may be stored in the upper server (the intermediate management terminal 810 or the management server 820 shown in FIG. 5) in association with the card number. In the case of a visitor card, although the "number of medals in possession" is directly stored on the visitor card, the "number of medals in possession" may also be stored in the upper server in association with the card number. When storing in association with the card number in this upper server, data that can identify the time stored in the upper server may be written to and discharged from the card (member card, visitor card). Also, the "cash balance" is directly written to and discharged from the card (member card, visitor card). The timing for storing the "number of medals in possession" in the card (member card, visitor card) or the upper server is, for example, the timing when the counting button 171 is operated and the counting process is performed. However, alternatively, it may be stored all at once when the card is returned. Furthermore, when the player finishes the game and returns the card from the lending machine 700, the "number of medals in possession" stored in the lending machine 700 is temporarily stored as stored medals in the hall management terminal 800. When the same player inserts the card into the same or another lending machine 700 again on the same day as the day the card was returned, only the "number of medals in possession" for that day temporarily stored as stored medals is stored again in that lending machine 700, and the "number of game medals" is added within the range of that "number of medals in possession" so that the player can play the game.

[0040] In addition, the lending machine 700 may be provided with an IR photosensitive unit that receives an infrared signal from a remote control held by a casino staff member, converts it into an electronic signal, and outputs the signal.

[0041] Furthermore, for the lending machine 700 shown in FIG. 1, the lending of "number of gaming medals" was possible by operating the lending button 707 to deduct the "remaining money balance" stored in the card. However, it may be possible to deduct the "number of medals in hand" recorded in the card and convert it into the "number of gaming medals". Specifically, a medal-in-hand button is provided on the lending machine 700. When the "number of medals in hand" exists in the card inserted into the card insertion slot 702, the LED lamp built into the medal-in-hand button lights up in a manner indicating that it can be withdrawn. By operating the medal-in-hand button in this state, if there are a predetermined number of medals (for example, 50 or more) as the number of medals in hand, a predetermined number of "gaming medals" (for example, 50) are added. Also, the number of medals in hand obtained by the player in the game during the day is stored as "points" in the card or managed by the hall management terminal 800 shown in FIG. 5 or other management computers, and a replay button is provided on the lending machine 700. When there are "points", the LED lamp built into the replay button lights up in a manner indicating that it can be withdrawn. By operating the replay button in this state, a predetermined number of "gaming medals" (for example, 50) may be added.

[0042] Next, with reference to FIG. 2, the circuit configuration of the control unit of the slot machine 100 will be described in detail. Note that this figure shows a circuit block diagram of the control unit.

[0043] The control unit of the slot machine 100 is roughly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main effects according to a command signal (hereinafter simply referred to as "command") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the command transmitted from the first sub-control unit 400. Here, regarding the main control unit 300, when the data capacity becomes large, it becomes difficult to check the program, and there is also a problem of security degradation such as becoming a breeding ground for illegal modification. Therefore, restrictions are imposed on the data capacities of the ROM 306 and RAM 308 of the main control unit 300.

[0044] 《Main Control Unit》 First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a game control unit 302 that controls the progress of the game and a medal number control unit 350 that controls the number of game medals owned by the player. The game control unit 302 corresponds to an example of game control means, and the medal number control unit 350 corresponds to an example of game value number control means. The game control unit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used during the internal lottery of winning combinations, symbol arrays and stop positions of the reels, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) (not shown). Note that other storage devices may be used for the ROM 306 and the RAM 308, and the same applies to the medal number control unit 350, the first sub-control unit 400, and the second sub-control unit 500, which will be described later. The CPU 304 of this game control unit 302 operates by inputting a clock signal with a predetermined period output by a crystal oscillator (not shown) as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 executes monitoring of each sensor, etc. and transmission of drive pulses in response to this interrupt request. For example, when the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data of the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.

[0045] The main control unit 300 uses a random number generation circuit (not shown), which acts as a hardware random number counter that varies numerical values in the range of 0 to 65535 based on a clock signal input from a crystal oscillator (not shown), and a startup signal output circuit (not shown) that outputs a startup signal (reset signal) when the power is turned on. When the CPU 304 of the game control unit 302 receives the startup signal from this startup signal output circuit, it starts game control (starts the main control unit main process described later).

[0046] Also, the CPU 304 of the game control unit 302 monitors the states of each bet button 130, 132, start lever 135, each stop button 137 to 139, and settlement button 134 at each interrupt time. For example, when it detects that the bet buttons 130, 132 are turned on, a process is executed to electronically input the medals electronically stored in the medal number control unit 350 as medals to be input into the game. When it detects that the start lever 135 is turned on, a signal indicating this detection is output to the random number generation circuit. The random number generation circuit that receives this signal latches the value at that timing and stores it in a register that stores the random number value to be used for the lottery. When it detects that the left stop button 137, middle stop button 138, or right stop button 139 is turned on, if the reels 110 to 112 corresponding to each stop button are in a stoppable state, stop control of the reels 110 to 112 is executed. When it detects that the settlement button 134 is turned on, a process is executed to return the electronically input game medals to the medal number control unit 350.

[0047] Also, the CPU 304 of the game control unit 302 monitors the states of various sensors 318 (the optical sensor of the left reel 110, the optical sensor of the middle reel 111, the optical sensor of the right reel 112, etc.) every interrupt time. The optical sensors of the left reel 110, the middle reel 111, and the right reel 112 are installed at predetermined positions on the mounting bases of the respective reels 110 to 112, and become L level each time the light-shielding piece provided on the reel frame passes. The rotational position information indicating how much the reel has rotated from the reference position between the time it once becomes L level and the next time it becomes L level is calculated based on the value obtained by counting the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the above L-level signal, it determines that the reel has made one rotation and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.

[0048] The main control unit 300 includes drive circuits 322 for driving the motors 110m to 112m (see FIG. 3) provided on the reels 110 to 112, a drive circuit 324 for driving display devices such as the instruction monitor 125, the game information display 126, and the payout number display 127, and a drive circuit 326 for driving various lamps 336 (the winning line display lamp 120, the notification lamp 123, the game medal insertable lamp 124, the replay lamp 122, the game medal insert lamp 129, the game start lamp 121).

[0049] Furthermore, in the slot machine 100, set values with different degrees of advantage for the player are set. As set values, settings 1 to 6 are prepared. The higher the set value, the higher the degree of advantage for the player tends to be. Specifically, the internal winning probability is determined for each set value. A setting change button 175 that is operated when changing this set value is connected to the game control unit 302.

[0050] In addition, an information output circuit 328 is connected to the game control unit 302, and the main control unit 300 outputs game information (for example, information indicating the state of the game) of the slot machine 100 to an information input circuit 650 provided in an external hall computer 600 (see FIG. 5) or the like via this information output circuit 328.

[0051] Further, the main control unit 300 includes a voltage monitoring circuit (not shown) that monitors the voltage value of the power supply supplied from a power management unit (not shown) to the main control unit 300. When the voltage value of the power supply is less than a predetermined value (for example, 9V), this voltage monitoring circuit outputs a low voltage signal indicating that the voltage has dropped to each of the game control unit 302 and the medal number control unit 350.

[0052] In addition, the main control unit 300 includes an output interface for transmitting commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that the information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication. The main control unit 300 is configured to be able to transmit signals such as commands to the first sub-control unit 400, but is configured so that the first sub-control unit 400 cannot transmit signals such as commands to the main control unit 300.

[0053] Like the game control unit 302, the medal count control unit 350 is equipped with a CPU 354, a ROM 356, a RAM 358, an I / O 360 for controlling input and output of various devices, and a counter timer 362 for measuring time, number of times, etc. The CPUs 304 and 354 are mounted on the same circuit board and connected via a buffer IC. This allows the CPU 304 to use the ROM 306 and RAM 308 without using the ROM 356 and RAM 358, and the CPU 354 to use the ROM 356 and RAM 358 without using the ROM 306 and RAM 308. A WDT (watchdog timer), not shown, is also mounted. The CPU 354 of the medal count control unit 350 also operates by inputting a clock signal with a predetermined cycle output by a crystal oscillator, not shown, as a system clock. Furthermore, when the power is turned on, the CPU 354 transmits the frequency division data stored in a predetermined area of the ROM 356 to the counter timer 362, and the counter timer 362 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 354 for each interrupt time. The CPU 354 operates in response to this interrupt request. The medal count control unit 350 executes interrupt processing (medal count control unit timer interrupt processing, described later) every 0.745 ms. The CPU 354 also repeats communication with the lending machine 700 at 300 ms intervals.

[0054] The CPU 354 of the medal count control unit 350 also has a start-up signal output circuit (not shown) that outputs a start-up signal (reset signal) when power is turned on, and when a start-up signal is input from this start-up signal output circuit, the CPU 354 of the medal count control unit 350 also starts medal count control (starts the medal count control unit main processing described below).

[0055] A game medal count display device 170 configured with a 5-digit 7-segment (SEG) display, a count button 171, and a game medal count clear button 172 are connected to the basic circuit of the medal count control unit 350.

[0056] In addition, a lending machine 700 is also connected to the basic circuit of the medal count control unit 350 via a lending machine connection terminal board 790. The medal count control unit 350 communicates bidirectionally with the lending machine 700.

[0057] The medal count control unit 350 transmits various commands to the game control unit 302. Also, the game control unit 302 transmits various commands to the medal count control unit 350. That is, the communication between the medal count control unit 350 and the game control unit 302 is also bidirectional communication.

[0058] In addition, the medal count control unit 350 stores the "number of game medals" in a predetermined area of the RAM 358. Specifically, the "number of game medals" is stored in a credit counter. The medal count control unit 350 updates the "number of game medals" stored in a predetermined area of the RAM 358 by addition processing or subtraction processing. Examples of the addition processing include processing based on a payout command transmitted from the game control unit 302, processing based on a settlement command transmitted from the game control unit 302, and processing based on a lending notification transmitted from the lending machine 700. On the other hand, examples of the subtraction processing include counting processing based on the operation of the counting button 171 and processing based on an insertion command transmitted from the game control unit 302.

[0059] Note that the game medal count clear button 172 shown in FIG. 2 is provided at a position where a player cannot operate it (for example, a position where it cannot be operated unless the front door 102 is opened), and is an operation means for clearing the "game medal count" stored in a predetermined area of the RAM 358. For example, if the player becomes absent with "2" remaining in the game medal count, it becomes difficult to determine whether the player who left "2" intends to continue the game, and another player cannot start the game. However, if the store clerk can clear the game medal count by operating, another player can be welcomed earlier. Note that when the game medal count clear button 172 is operated, it is not necessarily to clear the "game medal count". For example, when the game medal count is 2 or less, it may be cleared, and if there are 3 or more, counting may be performed in the same manner as when the count button 171 is operated. If there is a failure or the like in the count button 171 and it becomes impossible to recognize that the count button 171 has been operated, it may become impossible to convert the "game medal count" into the "held medal count", which may cause disadvantage to the player. However, if counting is also possible by the operation of the store clerk, the player can be spared the disadvantage. Furthermore, since there is no need to newly provide a count button for the store clerk, the cost does not increase. Note that it is not necessary to distinguish between clearing and counting based on the game medal count, and clearing and counting may be distinguished by the operation method of the game medal count clear button 172. For example, it may be cleared when pressed briefly and counted when pressed long. Either clearing or counting can be easily selected regardless of the game medal count. Also, it may be cleared when only the game medal count clear button 172 is operated, and counted when the game medal count clear button 172 and other buttons are operated simultaneously. The possibility of making an operation error is low, and either clearing or counting can be easily selected.

[0060] 《Sub-control unit》 Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives the control commands transmitted by the main control unit 300 (game control unit 302) via the input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on this control command. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 414 as the system clock. The ROM 406 stores a control program and data for controlling the entire first sub-control unit 400, data for controlling the lighting pattern of the backlight and various displays, and the like.

[0061] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.

[0062] Also, a sound source IC 418 is provided in the first sub-control unit 400, and speakers 272 and 277 are provided to the sound source IC 418 via an output interface. The sound source IC 418 controls the sound output from the amplifier and the speakers 272 and 277 in response to commands from the CPU 404. An S-ROM (sound ROM) storing sound data is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272 and 277. Note that these speakers 272 and 277 correspond to an example of the effect means.

[0063] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel lamp, bed button lamp, reel backlight, etc.) are connected to the drive circuit 422 via an input / output interface. Note that the various lamps 420 correspond to an example of an effect means.

[0064] In addition, the first sub-control unit 400 is provided with a drive circuit 424 for driving the motor of the shutter 163, and the shutter 163 is provided in the drive circuit 424 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.

[0065] In addition, the first sub-control unit 400 is provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 every interrupt time.

[0066] In addition, the CPU 404 transmits and receives signals to and from the second sub-control unit 500 via an output interface. The second sub-control unit 500 performs various controls of the effect device 160 including the display control of the effect image display device 157. Note that the second sub-control unit 500 may be configured by a plurality of control units, such as a control unit that controls the display of the effect image display device 157 and a control unit that controls various effect driving devices (for example, a control unit that controls the motor drive of the shutter 163).

[0067] The second sub-control unit 500 receives the control commands transmitted by the first sub-control unit 400 via the input interface, and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 514 as the system clock. The ROM 506 stores a control program and data for controlling the entire second sub-control unit 500, data for image display, etc.

[0068] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 every this interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.

[0069] Also, a VDP 516 (Video Display Processor) is provided in the second sub-control unit 500, and the ROM 506 and the VRAM 518 are connected to the VDP 516 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the effect image display device 157.

[0070] Subsequently, connection examples of each board such as the power control board, the main control unit board, and the first sub-control unit board, and each unit such as the reel unit and the effect movable body unit will be described.

[0071] FIG. 3 is a diagram showing a connection example of each board and each unit.

[0072] This Figure 3 shows a power control board 252B, a main control unit board 300B, a first sub-control unit board 400B, a reel unit 109, and a production movable body unit 160U. The production movable body unit 160U is a unit that moves the shutter 163 incorporated in the production device 160 shown in FIG. 1. The shutter 163 corresponds to an example of a movable body.

[0073] A plurality of connectors PC1 to PC4, MC2 to MC6, and SC1 to SC4 are shown on each of the power control board 252B, the main control unit board 300B, and the first sub-control unit board 400B. Also, one or more connectors RC1 to RC3 and DC1 are shown on each of the reel unit 109 and the production movable body unit 160U.

[0074] In the island equipment provided in the pachinko parlor business store, the 100V AC power supply is stepped down to 24V, and a 24V AC current is supplied to the pachinko machine 100 through the power cord 265 connected to the connector PC1. The 24V AC current is converted into a 24V DC voltage, a 12V DC voltage, and a 5V DC voltage on the power control board 252B. Although it may be converted into other DC voltages, in the description here, the 24V DC voltage and the 5V DC voltage will be described.

[0075] The power control board 252B shown in FIG. 3 shows a 24V power line and a 5V power line, and also shows a power control 24V monitor LED 24PL and a power control 24V capacitor 24PC connected to the 24V power line, and a power control 5V monitor LED 5PL and a power control 5V capacitor 5PC connected to the 5V power line. The power control 24V monitor LED 24PL is a power monitoring LED lamp that lights or blinks while a 24V DC current is flowing, and the power control 5V monitor LED 5PL is a power monitoring LED lamp that lights or blinks while a 5V DC current is flowing. Also, a power switch 244 is shown.

[0076] The 24V power line and the 5V power line are connected to the connector PC2 of the power control board 252B. The connector PC2 of this power control board and the connector MC5 of the main control board 300B are connected by a harness PM. Through this harness PM, a 24V DC current and a 5V DC current are supplied to the main control board 300B.

[0077] Also, a 24V power line is connected to the connector PC3 of the power control board 252B. The connector PC3 of this power control board and the connector SC1 of the first sub-control board 400B are connected by a harness PS1. Through this harness PS1, a 24V DC current is supplied to the first sub-control board 400B. Also, a 5V power line is connected to the connector PC4 of the power control board 252B. The connector PC4 of this power control board and the connector SC2 of the first sub-control board 400B are connected by a harness PS2. Through this harness PS2, a 5V DC current is supplied to the first sub-control board 400B.

[0078] Note that, similar to the first sub-control board 400B, 24V and 5V may be supplied to the main control board 300B by separate harnesses. Also, similar to the main control board 300B, 24V and 5V may be supplied to the first sub-control board 400B by a common harness.

[0079] The main control board 300B shown in FIG. 3 also shows a 24V power supply line and a 5V power supply line. A 24V DC current supplied through the harness PM flows through the 24V power supply line of the main control board 300B, and a 5V DC current supplied through the same harness PM flows through the 5V power supply line of the main control board 300B. Also shown on the main control board 300B shown in FIG. 3 are the main control 24V monitor LED 24ML and the main control 24V capacitor 24MC connected to the 24V power supply line, and the main control 5V monitor LED 5ML connected to the 5V power supply line. The main control 24V monitor LED 24ML is a power supply monitoring LED lamp that lights up or blinks while a 24V DC current is flowing, and the main control 5V monitor LED 5ML is a power supply monitoring LED lamp that lights up or blinks while a 5V DC current is flowing. Note that no capacitor is provided on the 5V power supply line.

[0080] Also, a reel motor drive IC 322i is mounted on the main control board 300B. The reel motor drive IC 322i is an integrated circuit that constitutes the drive circuit 322 shown in FIG. 2. A 24V DC current and a 5V DC current are each supplied to the reel motor drive IC 322i. Although not shown, the main control board 300B constitutes the game control unit 302 and the medal number control unit 350 shown in FIG. 2, and integrated circuits that constitute other drive circuits 324, 326, etc. are also mounted.

[0081] Also, the connector MC2 on the main control board 300B to which the reel motor drive IC 322i is connected and the connector RC1 of the reel unit 109 are connected by a harness MR1. Similarly, the connector MC3 on the main control board 300B to which the reel motor drive IC 322i is connected and the connector RC2 of the reel unit 109 are connected by a harness MR2. Similarly, the connector MC4 on the main control board 300B to which the reel motor drive IC 322i is connected and the connector RC3 of the reel unit 109 are connected by a harness MR3. In the reel unit 109, the 24V DC current and the 5V DC current respectively supplied to the reel motor drive IC 322i are supplied through these harnesses MR1 to MR3, enabling each motor 110m to 112m provided for each reel to be driven. Also, control signals (commands) for controlling each motor 110m to 112m are sent from the main control board 300B through these harnesses MR1 to MR3 respectively. Although a harness is connected for each motor, the connectors RC1 to RC3 on the reel unit 109 side may be made into one connector, and the connectors MC2 to MC4 on the main control board 300B side may also be made into one connector and connected by a single common harness. However, even if it is called a single common harness, it is actually composed of the three harnesses MR1 to MR3 gathered together.

[0082] Furthermore, the connector MC6 of the main control board 300B and the connector SC4 of the first sub-control board 400B are connected by a harness MS. This harness MS is a harness for control signals (for sending commands) and is not used for current supply.

[0083] The 24V power line and the 5V power line are also shown on the first sub-control unit board 400B shown in FIG. 3. A 24V DC current supplied through the harness PS1 flows through the 24V power line of the first sub-control unit board 400B, and a 5V DC current supplied through the harness PS2 flows through the 5V power line of the first sub-control unit board 400B. Also shown on the first sub-control unit board 400B shown in FIG. 3 are a sub-control 24V monitor LED 24SL and a sub-control 24V capacitor 24SC connected to the 24V power line, and a sub-control 5V monitor LED 5SL connected to the 5V power line. The sub-control 24V monitor LED 24SL is a power supply monitoring LED lamp that lights up or blinks while a 24V DC current is flowing, and the sub-control 5V monitor LED 5SL is a power supply monitoring LED lamp that lights up or blinks while a 5V DC current is flowing. Note that no capacitor is provided on the 5V power line of the first sub-control board 400B either.

[0084] Also, a movable body motor drive IC 424i is mounted on the first sub-control board 400B. This movable body motor drive IC 424i is an integrated circuit that constitutes the drive circuit 424 shown in FIG. 2. A 24V DC current and a 5V DC current are each supplied to the movable body motor drive IC 424i. Although not shown here, the first sub-control board 400B constitutes the basic circuit 402 shown in FIG. 2, and integrated circuits that constitute other drive circuits 424, 426, etc. are also mounted.

[0085] The connector SC3 to which the movable body motor drive IC 424i on the first sub-control board 400B is connected and the connector DC1 of the effect movable body unit 160U are connected by a harness SD. The 24V DC current and the 5V DC current that were each supplied to the movable body motor drive IC 424i are supplied to the effect movable body unit 160U through this harness SD, enabling the motor 163m provided in the effect movable body unit 160U to be driven. Also, a control signal (command) for controlling the motor 163m is sent from the first sub-control board 400B through this harness SD.

[0086] Note that the slot machine 100 shown in FIG. 1 also includes a second sub-control unit 500 as shown in FIG. 2. Although not shown in FIG. 3, the second sub-control board is also supplied with a 24V DC current and a 5V DC current respectively through a harness (not shown) from the power control board 252B. The second sub-control board is connected to the first sub-control board 400B by a harness for control signals (command transmission). Further, the second sub-control board is also connected to an effect device (effect image display device 157) in the same manner as the first sub-control board 400B.

[0087] As described above, the main control board 300B and the reel unit 109 are electrically connected by harnesses MR1 to 3. Also, the first sub-control board 400B and the effect movable body unit 160U are electrically connected by a harness SD.

[0088] Here, based on the above configuration, the operation when the front door 102 of the slot machine 100 in the power-off state is opened and the left reel 110 is manually rotated will be described. The power-off state may be a state where the power switch 244 is off, or a state where the power switch 244 is on but the power cord 265 is not connected to the outlet, or a state where power is not supplied from the island equipment (the same applies hereinafter). If power is not supplied from the island equipment, even if the power cord 265 is connected to the outlet and the power switch 244 is on, it is in the power-off state. Even in such a power-off state, each of the reels 110 to 112 can be manually rotated in both the forward and reverse directions.

[0089] Any of the monitor LEDs shown in FIG. 3 (power control 24V monitor LED 24PL, power control 5V monitor LED 5PL, main control 24V monitor LED 24ML, main control 5V monitor LED 5ML, sub-control 24V monitor LED 24SL, sub-control 5V monitor LED 5SL) that light up in the energized state are turned off in the power-off state.

[0090] However, when the left reel 110 is rotated manually, a current (induced current) due to the back electromotive force is generated in the motor 110m (see FIG. 3) that rotates the left reel 110. Continuing the explanation with reference to FIG. 3, the induced current generated in the motor 110m flows into the main control board 300B through the harness MR1 and is supplied to the 24V power supply line and the 5V power supply line respectively from the reel drive IC 322i. A main control 24V adjustment resistor 24MR is provided between the main control 24V monitor LED 24ML and the ground, and a main control 5V adjustment resistor 5MR is provided between the main control 5V monitor LED 5ML and the ground. The main control 24V monitor LED 24ML lights up due to the induced current because the resistance value is adjusted by the main control 24V adjustment resistor 24MR, and the main control 5V monitor LED 5ML lights up due to the induced current because the resistance value is adjusted by the main control 5V adjustment resistor 5MR. Also, even when the manual rotation is stopped, since the main control 24V capacitor 24MC is provided in the 24V power supply line, the main control 24V monitor LED 24ML continues to light for a while. On the other hand, since no capacitor is provided in the 5V power supply line, the main control 5V monitor LED 5ML goes out immediately when the manual rotation is stopped. That is, when the manual rotation is stopped, the main control 5V monitor LED 5ML goes out earlier than the main control 24V monitor LED 24ML. Note that a capacitor with a capacitance lower than that of the main control 24V capacitor 24MC may also be provided in the 5V power supply line.

[0091] The induced current flowing into the main control board 300B then flows into the power control board 252B through the harness PM and is supplied to the 24V power line and the 5V power line respectively from the connector PC2. A power control 24V adjustment resistor 24PR is provided between the power control 24V monitor LED 24PL and the ground, and a power control 5V adjustment resistor 5PR is provided between the power control 5V monitor LED 5PL and the ground. The power control 24V monitor LED 24PL lights up due to the induced current because its resistance value is adjusted by the power control 24V adjustment resistor 24PR, and the power control 5V monitor LED 5PL lights up due to the induced current because its resistance value is adjusted by the power control 5V adjustment resistor 5PR. Here, the LEDs of multiple boards such as the LEDs (24ML, 5ML) of the main control board 300B and the LEDs (24PL, 5PL) of the power control board 252B are emitting light. Also, even if the manual rotation is stopped, since a power control 24V capacitor 24PC is provided in the 24V power line, the power control 24V monitor LED 24PL continues to light for a while. Also, since a power control 5V capacitor 5PC is provided in the 5V power line, the power control 5V monitor LED 5PL also continues to light for a while.

[0092] The induced current flowing into the power control board 252B further flows into the first sub-control board 400B through the harness PS1 and is supplied to the 24V power line from the connector SC1. A sub-control 24V adjustment resistor 24SR is provided between the sub-control 24V monitor LED 24SL and the ground. A sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and the ground. The sub-control 24V monitor LED 24SL lights up due to the induced current because its resistance value is adjusted by the sub-control 24V adjustment resistor 24SR. Also, the induced current flowing into the power control board 252B flows into the first sub-control board 400B through the harness PS2 and is supplied to the 5V power line from the connector SC2. A sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and the ground. The sub-control 5V monitor LED 5SL lights up due to the induced current because its resistance value is adjusted by the sub-control 5V adjustment resistor 5SR. Here, LEDs on multiple boards such as the LEDs (24ML, 5ML) on the main control board 300B, the LEDs (24PL, 5PL) on the power control board 252B, and the LEDs (24SL, 5SL) on the first sub-control board 400B are emitting light. Note that even if the manual rotation is stopped, since the sub-control 24V capacitor 24SC is provided in the 24V power line, the sub-control 24V monitor LED 24SL continues to light for a while. On the other hand, since no capacitor is provided in the 5V power line, the sub-control 5V monitor LED 5SL immediately turns off when the manual rotation is stopped.

[0093] The above description is about the phenomena that occur when each harness MR1, PM, PS1, and PS2 is properly connected to the connector and there is no disconnection. On the other hand, if the harness MR1 is disconnected or not properly connected to the connector RC1 or / and connector MC2 (disconnected or insufficiently inserted), no matter how much the left reel 110 is manually rotated, none of the monitor LEDs shown in Figure 3 will light up, and the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will remain off. As a result, if none of the monitor LEDs shown in Figure 3 or the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML light up when the left reel 110 is manually rotated, it can be suspected that there is an abnormality in the harness MR1 or a poor connection with the connectors RC1 and MC2.

[0094] Also, if the harness PM is disconnected or not properly connected to the connector MC5 or / and connector PC2, when the left reel 110 is manually rotated, the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will light up, but the sub-control 24V monitor LED 24SL, the sub-control 5V monitor LED 5SL, the power control 24V monitor LED 24PL, and the power control 5V monitor LED 5PL will not light up. As a result, if the left reel 110 is manually rotated and the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML are lit while the sub-control 24V monitor LED 24SL, the sub-control 5V monitor LED 5SL, the power control 24V monitor LED 24PL, and the power control 5V monitor LED 5PL are not lit, it can be suspected that there is an abnormality in the harness PM or a poor connection with the connectors MC5 and PC2.

[0095] Also, even when the main control board 300B is not connected to the power control board 252B during cleaning, maintenance, or the manufacturing stage, the LEDs (24ML, 5ML) on the main control board 300B can be lit by manually rotating the left reel 110.

[0096] Also, if the harness PS1 is disconnected or not properly connected to the connector PC3 and / or the connector SC1, when the left reel 110 is manually rotated, only the sub-control 24V monitor LED 24SL among the monitor LEDs shown in FIG. 3 will not light up. As a result, if only the sub-control 24V monitor LED 24SL among the monitor LEDs shown in FIG. 3 does not light up even when the left reel 110 is manually rotated, it can be suspected that there is an abnormality in the harness PS1 or a poor connection with the connectors PC3 and SC1. Further, if the harness PS2 is disconnected or not properly connected to the connector PC4 and / or the connector SC2, when the left reel 110 is manually rotated, only the sub-control 5V monitor LED 5SL among the monitor LEDs shown in FIG. 3 will not light up. As a result, if only the sub-control 5V monitor LED 5SL among the monitor LEDs shown in FIG. 3 does not light up even when the left reel 110 is manually rotated, it can be suspected that there is an abnormality in the harness PS2 or a poor connection with the connectors PC4 and SC2.

[0097] Here, the case where the left reel 110 is manually rotated in the power-off state has been described, but the same applies when the middle reel 111 is manually rotated in the power-off state and when the right reel 112 is manually rotated in the power-off state. Also, as the number of reels to be manually rotated increases, the monitor LEDs will emit light more brightly. For example, when the left reel 110, the middle reel 111, and the right reel 112 are manually rotated simultaneously, the monitor LEDs will emit light more brightly than when only the left reel 110 is manually rotated.

[0098] Also, even for LEDs used for purposes other than monitor LEDs such as the main control 24V monitor LED 24ML, main control 5V monitor LED 5ML, sub-control 24V monitor LED 24SL, sub-control 5V monitor LED 5SL, power control 24V monitor LED 24PL, and power control 5V monitor LED 5PL (for example, error monitoring LEDs that emit light when an error occurs, signal monitoring LEDs, etc.), if they are provided on the 24V power line or 5V power line together with a regulating resistor, when the left reel 110 is manually rotated in the power-off state, they will emit light if there is no electrical connection failure. Therefore, even for LEDs used for purposes other than monitor LEDs, it is possible to check for electrical connection failures.

[0099] Also, even in the power-off state, the shutter 163 shown in FIG. 1 can be manually opened and closed.

[0100] When the shutter 163 is manually opened and closed, a current (induced current) due to the back electromotive force is generated by the motor 163m (see FIG. 3) that opens and closes the shutter 163. Continuing the explanation with reference to FIG. 3, the induced current generated by the motor 163m flows into the first sub-control board 400B through the harness SD and is supplied to the 24V power line and 5V power line respectively from the movable body motor drive IC 424i. The sub-control 24V monitor LED 24SL lights up due to the induced current because its resistance value is adjusted by the sub-control 24V regulating resistor 24SR, and the sub-control 5V monitor LED 5SL also lights up due to the induced current because its resistance value is adjusted by the sub-control 5V regulating resistor 5SR.

[0101] The induced current flowing into the first sub-control board 400B then flows into the power control board 252B through the harness PS1 and is supplied to the 24V power line from the connector PC3. The power control 24V monitor LED 24PL is lit by the induced current because its resistance value is adjusted by the power control 24V adjustment resistor 24PR. Also, the induced current flowing into the first sub-control board 400B flows into the power control board 252B through the harness PS2 as well and is supplied to the 5V power line from the connector PC4. The power control 5V monitor LED 5PL is also lit by the induced current because its resistance value is adjusted by the power control 5V adjustment resistor 5PR. Here, LEDs on multiple boards such as the LEDs (24SL, 5SL) on the first sub-control board 400B and the LEDs (24PL, 5PL) on the power control board 252B are emitting light.

[0102] The induced current flowing into the power control board 252B further flows into the main control board 300B through the harness PM and is supplied to the 24V power line and the 5V power line respectively from the connector MC5. The power control 24V monitor LED 24PL is lit by the induced current because its resistance value is adjusted by the power control 24V adjustment resistor 24PR, and the power control 5V monitor LED 5PL is lit by the induced current because its resistance value is adjusted by the power control 5V adjustment resistor 5PR. Here, LEDs on multiple boards such as the LEDs (24PL, 5PL) on the power control board 252B, the LEDs (24SL, 5SL) on the first sub-control board 400B, and the LEDs (24ML, 5ML) on the main control board 300B are emitting light.

[0103] The above description explains the phenomena that occur when each harness SD, PS1, PS2, and PM is properly connected to the connector and there is no disconnection. On the other hand, if the harness SD is disconnected or not properly connected to the connector DC1 or / and the connector SC3, no matter how the shutter 163 is manually opened and closed, none of the monitor LEDs shown in Figure 3 will light up, and the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL will remain off. As a result, if none of the monitor LEDs shown in Figure 3 or the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL light up when the shutter 163 is manually opened and closed, it can be suspected that there is an abnormality in the harness SD or a poor connection with the connectors DC1 and SC3.

[0104] Also, if the harness PS1 is disconnected or not properly connected to the connector SC1 or / and the connector PC3, when the shutter 163 is manually opened and closed, the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL will light up, but the power control 24V monitor LED 24PL and the main control 24V monitor LED 24ML will not light up. As a result, if the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL are lit but the power control 24V monitor LED 24PL and the main control 24V monitor LED 24ML are not lit when the shutter 163 is manually opened and closed, it can be suspected that there is an abnormality in the harness PS1 or a poor connection with the connectors SC1 and PC3. Furthermore, if the harness PS2 is disconnected or not properly connected to the connector SC2 or / and the connector PC4, when the shutter 163 is manually opened and closed, the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL will light up, but the power control 5V monitor LED 5PL and the main control 5V monitor LED 5ML will not light up. As a result, if the sub-control 24V monitor LED 24SL and the sub-control 5V monitor LED 5SL are lit but the power control 5V monitor LED 5PL and the main control 5V monitor LED 5ML are not lit when the shutter 163 is manually opened and closed, it can be suspected that there is an abnormality in the harness PS2 or a poor connection with the connectors SC2 and PC4.

[0105] Also, even when the first sub-control board 400B is not connected to the power control board 252B during cleaning, maintenance, or the manufacturing stage, the LEDs (24SL, 5SL) on the first sub-control board 400B can be lit by manually opening and closing the shutter 163.

[0106] Also, if the harness PM is disconnected or not properly connected to the connector PC2 and / or the connector MC5, when the shutter 163 is manually opened and closed, only the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML among the monitor LEDs shown in FIG. 3 do not light up. As a result, if only the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML among the monitor LEDs shown in FIG. 3 do not light up even when the shutter 163 is manually opened and closed, it can be suspected that there is an abnormality in the harness PM or a poor connection with the connectors PC2 and MC5.

[0107] FIG. 4 is a diagram showing an example in which a relay board is provided between the main control board 300B shown in FIG. 3 and the reel unit 109 also shown in FIG. 3. Hereinafter, the description will focus on the differences from the connection example described with reference to FIG. 3, and overlapping descriptions may be omitted.

[0108] In FIG. 4, the connector MC5 and the connector MC6 provided on the main control unit board 300B are not shown. A reel relay board 902B is shown between the main control unit board 300B and the reel unit 109 shown in FIG. 4.

[0109] The relay board 902B for the reel is provided with a connector RRM1 to which a harness MR11 connected to the connector MC2 of the main control board 300B is connected, and a connector RRR1 to which a harness MR12 connected to the connector RC1 of the reel unit 109 is connected. Also provided are a connector RRM2 to which a harness MR21 connected to the connector MC3 of the main control board 300B is connected, and a connector RRR2 to which a harness MR22 connected to the connector RC2 of the reel unit 109 is connected. Further provided are a connector RRM3 to which a harness MR31 connected to the connector MC4 of the main control board 300B is connected, and a connector RRR3 to which a harness MR32 connected to the connector RC3 of the reel unit 109 is connected.

[0110] Even in the connection example shown in FIG. 4, when the reels 110 to 112 are manually rotated in the power-off state, if normal, monitor LEDs such as the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will light up. However, if a plurality of harnesses MR11, MR12, MR21, MR22, MR21, MR32 between the main control unit board 300B and the reel unit 109 are disconnected or not properly connected, monitor LEDs such as the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will not light up.

[0111] In the connection example shown in FIG. 4, by providing the relay board 902B for the reel, the number of harnesses and the number of connectors are increased compared to the connection example shown in FIG. 3, so the possibility of an electrical connection failure is increased. However, by generating an induced current through manual operation in the power-off state, it is possible to easily confirm an electrical connection failure from the lighting state of the monitor LEDs.

[0112] Note that the relay board 902B for the reel may also be provided with a 24V monitor LED and an adjustment resistor on the 24V power line, and a 5V monitor LED and an adjustment resistor on the 5V power line. By generating an induced current through manual operation in the power-off state and causing these monitor LEDs to light up if normal, it is possible to confirm an electrical connection failure.

[0113] In the description here, as the movable bodies, the left reel 110, the middle reel 111, the right reel 112, and the shutter 163 have been described as examples, but the movable bodies are not limited to these, and any movable body driven by a motor may be used.

[0114] Furthermore, instead of the LED lamp that is lit by the induced current in the power-off state, light-emitting means such as a 7-segment (SEG) display may be used. For example, it may be a 7-segment display that displays set values (for example, settings 1 to 6) with different degrees of advantage for the player. As the light-emitting means, it is required that it can be visually recognized. Note that these light-emitting means do not move even when the motor is driven. This is because the light-emitting means is not provided on the movable body that moves when the motor is driven, but is provided on the fixed substrate.

[0115] In the above description, in order to cause the monitor LED to emit light by the induced current in the power-off state, adjustment resistors (24MR, 5MR, 24PR, 5PR, 24SR, 5SR) are used. However, any means that can adjust the impedance may be used, and it is not limited to the adjustment resistors. However, if a large amount of induced current flows even in the energized state, adverse effects will occur. Therefore, it is necessary to adjust the impedance not only considering making the induced current flow easily in the power-off state, but also considering the situation during energization.

[0116] Note that the configuration described above is light-emitting means, a game table including a movable body unit having a movable body operable by driving of a motor, the motor is electrically connected to the light-emitting means via a harness, the light-emitting means may emit light when the movable body is manually operated in the power-off state to drive the motor and a current due to the back electromotive force generated by the motor flows in, the light-emitting means does not move even when the motor is driven, which corresponds to an example of a game table characterized by this.

[0117] FIG. 5 is a configuration diagram of a gaming system including the slot machine 100 and the lending machine 700 shown in FIG. 1.

[0118] As shown in FIG. 5, the gaming system S includes the slot machine 100 shown in FIG. 1, the lending machine 700 also shown in FIG. 1, a hall computer 600, a hall management terminal 800, an intermediate management terminal 810, and a management server 820. Note that the lending machine 700, the hall computer 600, and the hall management terminal 800 are collectively referred to as an external processing device. One of the features of this external processing device is that it is equipped with storage means.

[0119] The hall management terminal 800 is a computer separate from the hall computer 600, is installed for each gaming hall (hall) H1, H2,... and is connected to the lending machine 700. Since the lending machine 700 is connected to the slot machine 100, the hall management terminal 800 is connected to the slot machine 100 via the lending machine 700. Information regarding the number of medals (counting information and lending information) and information such as the operating state of the slot machine 100, which are exchanged between the lending machine 700 and the slot machine 100, are input to the hall management terminal 800. The hall management terminal 800 records and manages these input information.

[0120] The management server 820 is provided to comprehensively manage the gaming system 1, stores information for identifying the slot machine 100 and information for identifying the lending machine 700 (gaming machine installation information), for example, as information regarding the slot machine 100 and the lending machine 700, and manages this information. Further, the management server 820 is connected to the hall management terminals 800 of many stores via the intermediate management terminal 810, and also manages information obtained by communicating with the hall management terminal 800, that is, information regarding the number of medals and information such as the operating state of the slot machine 100.

[0121] 《Communication Sequence and Communication Content》 Commands are transmitted and received between the game control unit 302 and the medal count control unit 350. The game control unit 302 transmits game control commands (game control state commands, game control priority commands) to the medal count control unit 350 every 2.98 ms. On the other hand, the medal count control unit 350 transmits medal count control commands (medal count control state commands, response commands) to the game control unit 302 every 5.96 ms. Note that in the game control unit 302, the game control priority command is transmitted prior to the game control state command. Also, in the medal count control unit 350, the response command corresponding to the game control priority command is transmitted prior to the medal count control state command.

[0122] In the communication between the game control unit 302 and the medal count control unit 350, and in the communication between the medal count control unit 350 and the lending machine 700, game machine status information, game machine performance information, and game machine installation information are transmitted and received.

[0123] Figure 6 is a table summarizing the game machine status information, game machine performance information, and game machine installation information.

[0124] The game machine status information shown in Figure 6(a) is roughly divided into three types of status information: advantageous state information, setting state information, and front door state information. The advantageous state information is composed of information indicating whether a bonus activation state equivalent to RB (RB information), information indicating whether a bonus activation state equivalent to BB (BB information), and information indicating whether a bonus activation state equivalent to AT (assist time) (AT information). The setting state information is composed of information indicating whether it is in a setting change state (setting change in progress information) by operating the setting button 175 shown in Figure 2, and information indicating whether it is in a setting confirmation state (setting confirmation in progress information). The front door state information is information indicating whether the front door 102 is in an open state (door open information). Note that the AT state is a game state in which an auxiliary function for the player to obtain an advantageous result, such as notification of the stop operation order of the stop buttons 137 to 139 and notification of the symbol to be stopped on purpose, works.

[0125] The gaming machine performance information shown in FIG. 6(b) includes total inserted medal count information, total paid-out medal count information, MY counter value information, total paid-out medal count information for accessories, total paid-out medal count information for consecutive accessories, game count information, and odds monitor information. The total inserted medal count information represents the number of medals inserted cumulatively since the power was turned on. Note that the number of medals for replay games is not included. The total paid-out medal count information represents the number of medals paid out cumulatively since the power was turned on. Note that the number of medals for replay games is not included. The MY counter value information represents the maximum value of the MY counter calculated after the power was turned on. In the slot machine 100, there is a state where notification of the stop operation order for the internally selected combination is executed, and the MY counter is a counter that counts the net increase in the number of medals since this state was entered. The total paid-out medal count information for accessories represents the number of medals paid out due to the operation of accessories cumulatively since the power was turned on. The total paid-out medal count information for consecutive accessories represents the number of medals paid out due to the operation of the RB cumulatively since the power was turned on. The game count information represents the number of games played cumulatively since the power was turned on. The odds monitor information represents information indicating various ratios (accessory ratio, consecutive accessory ratio, favorable interval ratio, designated accessory ratio, accessory status ratio, etc.) for evaluating the degree of probability of the gaming machine.

[0126] The gaming machine installation information shown in FIG. 6(c) includes two types of information: game control unit information and medal count control unit information. The game control unit information is composed of the ID number information of the IC chip of the game control unit 302, the manufacturer code of that IC chip, and the product code of that IC chip. The medal count control unit information is composed of the ID number information of the IC chip of the medal count control unit 350, the manufacturer code of that IC chip, and the product code of that IC chip.

[0127] FIG. 7 is a diagram showing the communication sequence when a game control state command is transmitted from the game control unit 302 to the medal count control unit 350.

[0128] FIG. 7 shows, from left to right, the first sub-control unit 400, the game control unit 302, the medal count control unit 350, and the lending machine 700.

[0129] First, before explaining the game control state command, the communication between the slot machine 100 and the lending machine 700 will be explained. A medal number control unit 350 is connected to the lending machine 700, and the communication between the slot machine 100 and the lending machine 700 is carried out between the medal number control unit 350 and the lending machine 700. The communication between the medal number control unit 350 and the lending machine 700 is carried out at a cycle of 300 ms.

[0130] As shown in FIG. 7, a game machine information notification and a counting notification are transmitted from the medal number control unit 350 to the lending machine 700. Also, a lending notification is transmitted from the lending machine 700 to the medal number control unit 350, and upon receiving this lending notification, the medal number control unit 350 returns a lending reception result response notification to the lending machine 700.

[0131] FIG. 8 is a diagram showing details of the communication carried out between the medal number control unit 350 and the lending machine 700.

[0132] FIG. 8(a) is a diagram showing the data configuration of the telegram exchanged in the communication between the medal number control unit 350 and the lending machine 700. This telegram is composed of five types: telegram length, command, sequence number, data section, and checksum. The telegram length stores the length of the entire telegram. The command stores a command code for identifying the types of game machine information notification, counting notification, lending notification, and lending reception result response notification. The sequence number stores the sequence number in the game machine information notification, the counting sequence number in the counting notification, and the lending sequence number in the lending notification and lending reception result response notification. The range of each type of sequence number is 0 to 255. When the power is turned on, the sequence number becomes 0, and when it reaches 255, it returns to 1 and then repeats from 1 to 255. Various data are stored in the data section, and in the checksum, the data from the telegram length to the data section are added, and the lower 1 byte of the total is stored.

[0133] FIG. 8(b) is a diagram showing the specific content of the data section of the gaming machine information notification. In the data section of the gaming machine information notification, codes representing types such as pachinko machines, rotary drum machines, and arranged ball machines are stored. In the case of this embodiment, a code representing a rotary drum machine is stored. In addition to the gaming machine performance information and the gaming machine installation information described with reference to FIG. 6, the gaming machine information type includes hall control - unauthorized monitoring information. For the gaming machine information type, a code for identifying which of these three types of information it is is stored.

[0134] FIG. 9(a) is a diagram showing details of the hall control - unauthorized monitoring information.

[0135] The game medal number information is information representing the current number of game medals stored in the RAM 358 of the medal number control unit 350.

[0136] The inserted medal number information is information on the change in the number of inserted medals (-3 to 3 medals) that has changed after the previous gaming machine information notification, based on the number of inserted medals and, when there are return medals when the settlement button 134 (see FIG. 1) is operated, the number of return medals. That is, it is information based on the information on the number of inserted medals and the number of settlement medals included in the game control priority commands (insert command, settlement command) sent from the game control unit 302 to the medal number control unit 350.

[0137] The paid - out medal number information is information representing the number of paid - out medals. This paid - out medal number information is information based on the information on the number of medal payouts included in the game control priority command (payout command) sent from the game control unit 302 to the medal number control unit 350.

[0138] The advantageous state information is the advantageous state information shown in FIG. 6(a) described above. In addition, information representing the state of the gaming machine may be included.

[0139] The gaming machine error state information is information represented by an error code.

[0140] Figure 9(b) is a list of error codes. Regarding the various errors shown in Figure 9(b), they are also handled by the medal count control state command, various processing commands transmitted from the game control unit 302 to the first sub-control unit 400, and the game control priority command (error occurrence command), which will be described later.

[0141] Hereinafter, only the errors that particularly require explanation will be described. The medal count control disconnection is an error that occurs when the game control unit 302 detects a disconnection of the medal count control unit 350, and the game control disconnection is the opposite, which is an error that occurs when the medal count control unit 350 detects a disconnection of the game control unit 302. The abnormal game order is an error such that the order of game progress in the game control unit 302 is abnormal. The abnormal game control command serial number is an error such that the serial number of the command from the game control unit 302 is a value other than the value obtained by adding 1 to the previous value. The abnormal payout number is an error that occurs when the payout number included in the game control state command is outside the range of 0 to 15. That is, in the slot machine 100 of the present embodiment, the maximum number of payout per time is 15. The discrepancy in settlement number is an error that occurs when the settlement number included in the game control priority command (settlement command) is a settlement number greater than or equal to the inserted number. The chip ID number mismatch is an error that occurs when the IC chip number information among the game control unit information shown in Figure 6(c) is different from the previous information. The medal count control RAM error represents a defect in the RAM 358 of the medal count control unit 350. The lending machine communication abnormality is an error such that, as will be described in detail later, the lending notice is not received even though the VL signal from the lending machine 700 is in the on state. In the case where any of the various errors shown in Figure 9(b) occurs, all the 7-segment displays of the instruction monitor 125 shown in Figure 1 will be in the fully lit state, and an error notification sound will be output from the speaker 272. Also, an error code for display will be displayed on the effect image display device 157.

[0142] The gaming machine illegal information includes, in addition to the setting state information and front door information shown in Fig. 6(a) described with reference to Fig. 6, information when an illegal act is detected, information indicating that the number of gaming medals has been cleared, a security signal indicating that an illegal act is being detected, and the like.

[0143] The information on the number of gaming information items consists of the information on the current bet number and the information on the payout number. These two pieces of information are distinguished by type information. The current bet number becomes the value of the current bet number included in the start lever reception command (gaming control state command) when the operation of the start lever 135 is received and the start lever reception command is transmitted from the game control unit 302 to the medal number control unit 350. Also, the payout number becomes the value of the number of payout medals included in the payout command when the payout command (gaming control state command) is transmitted from the game control unit 302 to the medal number control unit 350.

[0144] Returning to the explanation using Fig. 8(b), the gaming machine information notification transmitted from the medal number control unit 350 to the lending machine 700 at a cycle of 300 ms stores the gaming machine information of the code specified by the gaming machine information type. That is, when the value of the gaming machine information type is 0, the gaming machine performance information is stored; when the value of the gaming machine information type is 1, the gaming machine installation information is stored; and when the value of the gaming machine information type is 2, the hall control / illegal monitoring information is stored. The gaming machine performance information, the gaming machine installation information, and the hall control / illegal monitoring information have different notification intervals. The gaming machine performance information is notified once at the longest first time (e.g., 180 seconds); the gaming machine installation information is notified once at the second time (e.g., 60 seconds); and the hall control / illegal monitoring information is notified every shortest third time (e.g., 300 ms of the notification cycle). When the notification timings of these three pieces of information overlap, the notification of the gaming machine installation information is given the highest priority, and then the notification of the gaming machine performance information is given priority. And the hall control / illegal monitoring information, which has the lowest priority, is the one with the most frequent notifications.

[0145] FIG. 8(c) is a diagram showing the specific content of the data part of the count notification transmitted from the medal number control unit 350 to the lending machine 700 at a cycle of 300 ms. As shown in FIG. 7, the count notification is notified within a range of 90 ms or more and 100 ms or less from the start of the notification of the gaming machine information notification. This is managed by a count notification interval timer in which 90 ms is set in step S3303 shown in FIG. 32 described later. Also, although details will be described later, when the count button 171 shown in FIG. 1 is briefly pressed once, the count number increases by one, and when the count button 171 is briefly pressed multiple times until a cycle of 300 ms arrives, the number of medals corresponding to the number of times of short pressing becomes the count number. On the other hand, when a cycle of 300 ms arrives while the count button 171 is long pressed for 500 ms or more, the count number becomes 50. That is, the count number can be set in units of one or 50 at a time. However, when the count number exceeds the value of the number of gaming medals stored in the RAM 358, this value of the number of gaming medals is set as the count number. The counted medal number information is information representing the count number determined by the operation of the count button 171 until a cycle of 300 ms arrives. The cumulative counted medal number is information representing the counted medal number accumulated since the power-on.

[0146] FIG. 8(d) is a diagram showing the specific content of the data part of the lending notification transmitted from the lending machine 700 to the medal number control unit 350 at a cycle of 300 ms. As shown in FIG. 7, the lending machine 700 notifies the medal number control unit 350 of the lending notification within 170 ms from the start of reception of the counting notification. The medal number control unit 350 monitors whether the lending notification is notified within 170 ms by a lending notification interval timer in which 170 ms is set in step S3502 shown in FIG. 34 described later. When the lending button 707 of the lending machine 700 shown in FIG. 1 is operated, if the "cash balance" of the card is equal to or more than a predetermined amount (for example, 1000 yen), the number of medal pieces corresponding to the predetermined amount (for example, 50 pieces) becomes the number of lent medals. On the other hand, when the "cash balance" of the card is less than the predetermined amount, the number of medal pieces converted from the current balance at a predetermined rate becomes the number of lent medals. The lent medal number information is information representing the number of lent medal pieces in response to the operation of the lending button 707 in this way. Note that the predetermined amount and the number of medal pieces corresponding to the predetermined amount can be set in advance by the lending machine 700.

[0147] FIG. 8(e) is a diagram showing the specific content of the data part of the lending reception result response returned from the medal number control unit 350 to the lending machine 700. Although details will be described later, the medal number control unit 350 determines whether the number of lent medal pieces notified by the lending notification is 50 or less, whether the number of game medal pieces stored in the RAM 358 is less than the lending threshold (for example, 15000 pieces), whether the counting process is being performed, etc., and determines the lending medal number reception result as either normal or abnormal. In the lending reception result response, this reception result is transmitted to the lending machine 700.

[0148] Subsequently, the game control unit 302 shown in FIG. 7 will be described with respect to the game control state command transmitted to the medal number control unit 350 every 2.98 ms.

[0149] FIG. 10 is a table showing the game control state command.

[0150] The game control state command is a 16-bit command. The most significant bit of the upper byte is used as a strobe signal, the remaining upper 7 bits represent the command type, and the content is represented by the lower byte. Note that Figure 10 also shows the command offset used during transmission.

[0151] The game control unit 302 transmits a command representing advantageous state information (RB information, BB information, AT information). After 2.98 ms elapses, it transmits a command representing setting state information (information during setting change, information during setting confirmation). After another 2.98 ms elapses, it transmits a command representing front door state information (door open information). Thus, the transmission of the gaming machine state information is completed.

[0152] Then, after 2.98 ms elapses, the information representing the total inserted number of coins (total inserted number of coins information), which is represented by 3 bytes, is transmitted in 3 separate transmissions at intervals of 2.98 ms, one byte at a time. That is, the first byte is transmitted with a command type whose upper byte is 13H. After 2.98 ms elapses, the second byte is transmitted with a command type whose upper byte is 14H. After 2.98 ms elapses, the third byte is transmitted with a command type whose upper byte is 15H.

[0153] Subsequently, after 2.98 ms elapses, the information representing the total paid-out number of coins (total paid-out number of coins information), which is represented by 3 bytes, is transmitted in 3 separate transmissions at intervals of 2.98 ms, one byte at a time. That is, the first byte is transmitted with a command type whose upper byte is 16H. After 2.98 ms elapses, the second byte is transmitted with a command type whose upper byte is 17H. After 2.98 ms elapses, the third byte is transmitted with a command type whose upper byte is 18H.

[0154] Next, after 2.98 ms elapses, the information representing the MY counter value (MY counter value information), which is represented by 3 bytes, is transmitted in 3 separate transmissions at intervals of 2.98 ms, one byte at a time. That is, the first byte is transmitted with a command type whose upper byte is 19H. After 2.98 ms elapses, the second byte is transmitted with a command type whose upper byte is 1AH. After 2.98 ms elapses, the third byte is transmitted with a command type whose upper byte is 1BH.

[0155] Furthermore, after 2.98 ms has elapsed, the information representing the total number of payout tokens of the accessory in 3 bytes (total number of payout tokens of the accessory information) is transmitted in three portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with the command type having the upper byte of 1CH, after 2.98 ms has elapsed, the second byte is transmitted with the command type having the upper byte of 1DH, and after 2.98 ms has elapsed, the third byte is transmitted with the command type having the upper byte of 1EH.

[0156] Then, after 2.98 ms has elapsed, the information representing the total number of consecutive payout tokens of the accessory in 3 bytes (total number of consecutive payout tokens of the accessory information) is transmitted in three portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with the command type having the upper byte of 1FH, after 2.98 ms has elapsed, the second byte is transmitted with the command type having the upper byte of 20H, and after 2.98 ms has elapsed, the third byte is transmitted with the command type having the upper byte of 21H.

[0157] Subsequently, after 2.98 ms has elapsed, the information representing the number of games played in 2 bytes (number of games played information) is transmitted in two portions of 1 byte each at intervals of 2.98 ms. That is, the first byte is transmitted with the command type having the upper byte of 22H, and after 2.98 ms has elapsed, the second byte is transmitted with the command type having the upper byte of 23H.

[0158] Next, after 2.98 ms has elapsed, the accessory ratio monitor information is transmitted over 5 commands at intervals of 2.98 ms. That is, the information representing the accessory ratio is transmitted with the command type having the upper byte of 24H, the information representing the consecutive accessory ratio is transmitted with the command type having the upper byte of 25H, the information representing the advantageous section ratio is transmitted with the command type having the upper byte of 26H, the information representing the designated accessory ratio is transmitted with the command type having the upper byte of 27H, and the information representing the accessory status ratio is transmitted with the command type having the upper byte of 28H. Thus, the transmission of the gaming machine performance information is completed.

[0159] Furthermore, after 2.98 ms has elapsed, the game control unit information is transmitted over 15 commands at intervals of 2.98 ms. That is, the information representing the IC chip ID number of the game control unit 302 in 4 bytes is transmitted in 4 portions of 1 byte each at intervals of 2.98 ms. Next, the information representing the IC chip manufacturer code of the game control unit 302 in 3 bytes is transmitted in 3 portions of 1 byte each at intervals of 2.98 ms. Subsequently, the information representing the IC chip product code of the game control unit 302 in 8 bytes is transmitted in 8 portions of 1 byte each at intervals of 2.98 ms. The transmission of the gaming machine installation information is completed in this way.

[0160] Finally, the checksum value is transmitted. When the transmission of the checksum value is completed, the transmission returns to the advantageous state information, and thereafter, the game control state commands shown in FIG. 10 are repeatedly transmitted one by one at intervals of 2.98 ms. Note that if there is a game control priority command, the transmission of the game control state commands is interrupted until this command is transmitted.

[0161] Subsequently, the medal number control unit 350 shown in FIG. 7 will be described with respect to the medal number control state commands transmitted to the game control unit 302 at intervals of 5.96 ms.

[0162] FIG. 11 is a table showing the medal number control state commands.

[0163] The medal number control state commands are also 16-bit commands. The most significant bit of the upper byte is used as a strobe signal, the remaining upper 7 bits represent the command type, and the content is represented by the lower byte. Note that FIG. 11 also shows the command offset used during transmission.

[0164] The medal number control unit 350 transmits VL signal information indicating whether the VL signal from the lending machine 700 is in an on state. This VL signal information corresponds to basic information and may include other information.

[0165] Next, when 5.96 ms has elapsed, the information representing the "number of gaming medals" stored in the RAM 358, which is represented by 2 bytes, is divided into upper and lower 1-byte portions and transmitted at intervals of 5.96 ms. That is, the lower 1-byte portion is transmitted with a command type of 02H for the upper byte, and when 5.96 ms has elapsed, the upper 1-byte portion is transmitted with a command type of 03H for the upper byte.

[0166] Then, when 5.96 ms has elapsed, the information representing the counted number (counted number information) is transmitted, and when 5.96 ms has elapsed, the information representing the lent number (lent number information) is transmitted.

[0167] Finally, the error code described with reference to FIG. 9(b) is transmitted. When the transmission of the error code is completed, the transmission returns to the VL signal information, and thereafter, the medal number control state commands shown in FIG. 11 are repeatedly transmitted in order at intervals of 5.96 ms. Note that if there is a response command for the game control priority command, the transmission of the medal number control state command is interrupted until this command is transmitted.

[0168] Next, the security command transmitted from the game control unit 302 shown in FIG. 7 to the first sub-control unit 400 at a cycle of 100 ms will be described.

[0169] The security command includes VL signal information indicating whether the VL signal is in an on state, door open information indicating whether the front door 102 is in an open state, information representing the "number of gaming medals" stored in the RAM 358, information representing the counted number, and information representing the lent number, etc. Note that the information representing the "number of gaming medals", the information representing the counted number, and the information representing the lent number are the information transmitted from the medal number control unit 350 by the medal number control state command.

[0170] Various processing commands are also sent from the gaming control unit 302 to the first sub-control unit 400. Examples of the various processing commands include a normal recovery command upon power recovery, a setting change start command related to a setting value change, a setting change end command including the changed setting value, an error occurrence command and an error reset command, a bet command including the number of coins inserted, a settlement button command indicating that the settlement button has been pressed, a performance information command including performance information, a start lever acceptance command indicating that the operation of the start button 135 has been accepted, first to third press commands associated with the acceptance of the operation of the stop buttons 137 to 139, a game information command including game information, and a payout start command indicating the start of payout. The errors in the error occurrence command and error reset command include errors represented by the error codes described with reference to FIG. 9(b), as well as an error indicating that the number of game medals displayed is approaching the upper limit, a door open error indicating that the front door 102 has been opened, and a dispenser abnormality error in which the VL signal has been turned off.

[0171] FIG. 12 is a diagram showing a communication sequence when a game control priority command is transmitted from the game control unit 302 to the medal count control unit 350.

[0172] The game control priority command is a command that is sent with priority over the game control status command. If the medal control unit 350 requests retransmission after sending the game control priority command, the game control unit 302 sends the game control priority command to the medal control unit 350 again.

[0173] FIG. 13(a) is a diagram showing details of the game control priority command.

[0174] There are two types of game control priority commands: one for which a response command is returned from the medal count control unit 350 when transmitted to the medal count control unit 350, and one for which transmission of the medal count control state command continues without the return of this response command. The former game control priority command is referred to as game control priority command 1, and the latter game control priority command is referred to as game control priority command 2. FIG. 12 shows the communication sequence when game control priority command 1 is transmitted.

[0175] Game control priority command 1 includes a payout command, an insertion command, and a settlement command. The payout command transmits the payout number (0 to 15 pieces) with a command type whose upper byte is 04H, then transmits the command serial number with a command type whose upper byte is 05H, and finally transmits the checksum with a command type whose upper byte is 06H. That is, when transmitting the payout command, three commands are transmitted continuously.

[0176] The insertion command transmits the insertion number (0 to 3 pieces) with a command type whose upper byte is 07H, then transmits the command serial number with a command type whose upper byte is 08H, and finally transmits the checksum with a command type whose upper byte is 09H. That is, when transmitting the insertion command, three commands are also transmitted continuously.

[0177] The settlement command transmits the settlement number (0 to 3 pieces) with a command type whose upper byte is 0AH, then transmits the command serial number with a command type whose upper byte is 0BH, and finally transmits the checksum with a command type whose upper byte is 0CH. That is, when transmitting the settlement command, three commands are also transmitted continuously.

[0178] The medal count control unit 350 shown in FIG. 12 transmits a response command when it receives game control priority command 1.

[0179] FIG. 13(b) is a diagram showing the details of the response command returned from the medal count control unit 350 to the game control unit 302.

[0180] The response command may be transmitted in response to a payout command (payout response), in response to an input command (input response), or in response to a settlement command (settlement response). The response command has the value of 00H in the upper byte which is the value of the command type. In the payout response, the response command includes one of normal, abnormal, and a re-request of the payout command. Here, normal corresponds to completion of payout, and abnormal corresponds to the case where the number of game medals exceeds the payout threshold (for example, 16,383 medals) due to the payout.

[0181] In the input response, the response command includes one of normal, abnormal, and a re-request of the input command. Here, normal corresponds to completion of input, and abnormal corresponds to input failure or invalid input.

[0182] In the settlement response, the response command includes one of normal, abnormal, and a re-request of the settlement command. Here, normal corresponds to completion of settlement, and abnormal corresponds to the case where the number of game medals exceeds the settlement threshold (for example, 16,383 medals) due to the settlement. Note that the settlement threshold is the same value as the above-mentioned payout threshold.

[0183] FIG. 14 is a diagram showing a communication sequence when the game control priority command 2 is transmitted from the game control unit 302 to the medal number control unit 350.

[0184] As shown in FIG. 13(a), the game control priority command 2 includes an error occurrence command, a RAM clear command, and a start lever operation command. The error occurrence command is a command with a command type whose upper byte is 01H and includes the occurrence of various errors shown in FIG. 9(b).

[0185] The RAM clear command is a command with a command type whose upper byte is 02H and includes the normality of the RAM 308 determined by the game control unit 302 or the defect of the RAM 308 determined by the game control unit 302.

[0186] The start lever reception command is a command type with the upper byte being 03H. When the operation of the start lever 135 is received and the bet number is determined, the command includes information representing the determined bet number (current bet number: 1 to 3).

[0187] 《Symbol Arrangement》 On each of the reels 110 to 112, a plurality of types of symbols are arranged by a predetermined number of symbols. The slot machine 100 in the present embodiment is configured to stop the corresponding reels 110 to 112 within the maximum retraction range from the stopped position in order to improve the interest of the game.

[0188] 《Types of Winning Combinations》 The winning combinations of the slot machine 100 include special combinations, replay combinations, and minor combinations. Note that the types of winning combinations are not limited to these combinations and can be arbitrarily adopted.

[0189] 《Types of Internal Winning Combinations》 In the game, the internal winning combination is determined by a lottery at the start of the game, and it is possible to win a combination corresponding to this internal winning combination in the game. Note that depending on the combination, the result of the internal winning lottery may be carried over to the next game.

[0190] 《Types of Game States》 The slot machine 100 is provided with various states with different degrees of advantage. By shifting these states, the degree of advantage is changed to improve the interest of the game.

[0191] 《Outline of Processing》 Hereinafter, the processing of the game control unit 302, the medal number control unit 350, the first sub-control unit 400, and the second sub-control unit 500 will be described with reference to the drawings. Note that in the present embodiment, a so-called medal-less configuration is adopted in which information (virtual medal number) corresponding to the number of actual medals is used instead of using actual medals. However, in the following description, this information will be referred to as "medal number".

[0192] 《Main Processing of Game Control Unit》 First, with reference to FIG. 15, the main game control process executed by the CPU 304 of the game control unit 302 will be described. Note that this figure is a flowchart showing the flow of the main game control process.

[0193] As described above, the game control unit 302 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when the power is turned on. The CPU 304 of the game control unit 302 that receives this start signal starts reset by a reset interrupt and executes the main game control process shown in FIG. 15 according to the control program stored in advance in the ROM 306.

[0194] When the power is turned on, first, various initial settings are performed in step S101. In this initial setting, the setting of the stack initial value to the stack pointer (SP) of the CPU 304, the setting of interrupt prohibition, the initial setting of the I / O 310, the initial setting of various variables (including the MY counter described later) stored in the RAM 308, the operation permission and initial value setting to the WDT 314, etc. are performed. Note that when the setting is changed, the content of the RAM 308 is initialized. Also, when it is determined that there is an abnormality in the backup data of the RAM 308 in the return process, the content of the RAM 308 is initialized. When this initialization is performed, a RAM clear command including information on whether the initialization has been normally completed is transmitted to the medal number control unit 350.

[0195] In step S102, medal insertion / start lever reception processing is executed. Note that the details of this processing will be described later with reference to FIG. 17.

[0196] In step S103, valid winning lines are determined.

[0197] In step S104, the winning combination lottery table stored in the ROM 306 is read out according to the current game state, and an internal lottery (lottery of combinations) is performed using this and the random number value obtained from the random number value generation circuit 316 to determine the internal winning combination. As a result of the internal lottery, if an internal win is achieved for any winning combination (including the activated combination), the flag of that winning combination is turned on.

[0198] In step S105, based on the result of the internal lottery, reel stop data corresponding to the stop operation is prepared. This reel stop data is stored in the ROM306 of the game control unit 302.

[0199] In step S106, the rotation of reels 110 to 112 is started on the condition that the game interval timer (subtracted in the timer update process described later) is 0, and the initial value is set in the game interval timer. Also, when the rotation of reels 110 to 112 starts, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when reels 110 to 112 reach a predetermined rotation speed and the optical sensors provided on each reel are detected and the symbol positions of each reel are grasped, the stop operations for stop buttons 137 to 139 are enabled. Note that the above game interval counter secures the minimum time required for one game (4.1 s in this embodiment) and suppresses the probability of winning.

[0200] Step S107 executes the reel stop control process. In this process, after the stop operation is enabled, when any of the stop buttons 137 to 139 is pressed, the corresponding reels 110 to 112 of the pressed stop buttons 137 to 139 are stopped. Specifically, each time a stop operation is performed, the stop table of the reel stop data is referred to, and the corresponding reels 110 to 112 of the stop operation are stopped according to the number of drawing commands set in the stop table. Also, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Note that for each stop operation, preparations are made to send the corresponding command (first to third press commands) to the first sub-control unit 400, and for each time reels 110 to 112 stop, preparations are made to send the corresponding command (first to third stop commands) to the first sub-control unit 400. When all reels 110 to 112 stop, the process proceeds to step S108.

[0201] In step S108, a winning determination process is performed. Here, when a symbol combination corresponding to any winning combination is displayed on the activated winning line, it is determined that the player has won the corresponding winning combination. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.

[0202] In step S109, a medal awarding process is executed. The details of this process will be described later with reference to FIG. 22.

[0203] In step S110, a game state control process is performed. Here, the status related to the game state is updated based on the result of the game.

[0204] Thus, one game ends. Thereafter, the process returns to step S102, and the game progresses by repeating the above-described process.

[0205] Next, with reference to FIG. 16, the details of the medal insertion / start lever reception process (step S102) in the main process of the game control unit in FIG. 15 will be described. This figure is a flowchart of the medal insertion / start lever reception process (step S102) in FIG. 15.

[0206] First, in step S1001, which is executed first, it is determined whether there is any error status. If there is no such error status, the process proceeds to step S1003. If there is any error status, the process proceeds to step S1002.

[0207] In step S1002, an error notification process corresponding to the error status is executed, and the process returns to step S1001 again.

[0208] In step S1003, a one-time interrupt time waiting process is executed, and the process proceeds to step S1004.

[0209] In step S1004, interrupt processing is prohibited, and the process proceeds to step S1005.

[0210] In step S1005, it is determined whether an operation of a setting key is received. If an operation of the setting key is received, the process proceeds to step S1006; if no operation of the setting key is received, the process proceeds to step S1007.

[0211] In step S1006, a process of confirming the reception of the operation of the setting key is executed, and the process returns to step S1001 again.

[0212] In step S1007, it is determined whether the VL signal is on. This VL signal is a signal that is always transmitted from the lending machine 700 to the medal number control unit 350 in an on state. The game control unit 302 grasps the state of the VL signal based on the information transmitted from the medal number control unit 350. If this VL signal is on, the process proceeds to step S1008; if the VL signal is off, the process returns to step S1001 again.

[0213] In step S1008, it is determined whether an operation of the start lever 135 is received. If an operation of the start lever 135 is received, the process proceeds to step S1009; if no operation of the start lever 135 is received, the process proceeds to step S1011.

[0214] In step S1009, it is determined whether the replay flag is on. This replay flag is a flag that is set to on when a winning occurs in a replay winning combination and a replay is awarded. If the replay flag is off, the process proceeds to step S1010; if the replay flag is on, this medal input / start lever reception process ends.

[0215] In step S1010, the current bet number (current bet count) is compared with the number required to start the game (startable number of medals). If the current bet count is less than the startable number of medals, the process proceeds to step S1011; if the current bet count is equal to or more than the startable number of medals, the process proceeds to step S1012.

[0216] In step S1011, the medal insertion process is executed, and the process proceeds to step S1001 again. The details of the medal insertion process will be described later with reference to FIG. 17.

[0217] In step S1012, 03H is set in the upper byte of the transmission content (2 bytes) to the medal count control unit 350, and the process proceeds to step S1013. The value set here is used to indicate that the transmitted command is the start lever reception command.

[0218] In step S1013, the current bet count is set in the lower byte of the transmission content (2 bytes) to the medal count control unit 350, and the process proceeds to step S1014.

[0219] In step S1014, the priority command transmission process to the medal count control unit is executed. The details of this process will be described later with reference to FIG. 21.

[0220] In step S1015, the start lever reception command is transmitted to the first sub-control unit 400, and this medal insertion / start lever reception process is terminated.

[0221] Next, with reference to FIG. 17, the details of the medal insertion process (step S1011) in the medal insertion / start lever reception process of FIG. 16 will be described. This figure is a flowchart of the medal insertion process (step S1011) in FIG. 16.

[0222] First, in step S1101 which is executed first, it is determined whether an operation of the settlement button 134 has been received. If an operation of the settlement button 134 has been received, the process proceeds to step S1102, and if an operation of the settlement button 134 has not been received, the process proceeds to step S1103.

[0223] In step S1102, the settlement button process is executed, and this medal insertion process is terminated. The details of the settlement button process will be described later with reference to FIG. 18.

[0224] In step S1103, it is determined whether an operation of any of the bet buttons 130, 132 has been received. If an operation of the bet buttons 130, 132 has been received, the process proceeds to step S1104. If an operation of the bet buttons 130, 132 has not been received, this medal insertion process is terminated.

[0225] In step S1104, it is determined whether the replay flag is on. This replay flag is a flag that is set to on when a winning occurs in a replay winning combination and a replay is awarded. If the replay flag is off, the process proceeds to step S1105. If the replay flag is on, the process proceeds to step S1114.

[0226] In step S1105, 0 is set as the required number of medals, and the process proceeds to step S1106. Note that this required number of medals is a value used to set the number of medals to be exchanged with the medal number control unit 350.

[0227] In step S1106, the current bet count and the maximum bet count (3 in this embodiment) are compared. If the current bet count is not the same as the maximum bet count, the process proceeds to step S1107. If the current bet count is equal to the maximum bet count, the process proceeds to step S1110.

[0228] In step S1107, the value obtained by subtracting the current bet count from the maximum bet count is set as the required number of medals, and the process proceeds to step S1108.

[0229] In step S1108, it is determined whether the bet button 130 or 132 for which an operation has been determined to be received is the single bet button 130. If the bet button 130 or 132 for which an operation has been determined to be received is the single bet button 130, the process proceeds to step S1109. Otherwise, the process proceeds to step S1110.

[0230] In step S1109, 1 is set as the required number of medals, and the process proceeds to step S1110.

[0231] In steps S1105 to S1109 described above, if the current bet number is the maximum bet number, the required number of medals is 0. Also, when the MAX bet button 132 is operated while the current bet number is less than the maximum bet number, if the current bet number is 0 with respect to the maximum bet number of 3, the required number of medals is 3, if the current bet number is 1, the required number of medals is 2, and if the current bet number is 2, the required number of medals is 1. Also, when the 1-medal bet button 130 is operated while the current bet number is less than the maximum bet number, the required number of medals is 1.

[0232] In step S1110, among the transmission contents (2 bytes) to the medal number control unit 350, 07H is set in the upper byte, and the process proceeds to step S1111. Note that the value set here is used to indicate that the transmitted command is an input command.

[0233] In step S1111, the variable information transmission process to the medal number control unit is executed, and the process proceeds to step S1112. The details of the variable information transmission process to the medal number control unit will be described later with reference to FIG. 19.

[0234] In step S1112, it waits for the response result for the command transmitted in step S1111, and determines whether or not this result is "normal". If the response result is "normal", the process proceeds to step S1113, and if the response result is not "normal", the process proceeds to step S1114.

[0235] In step S1113, the required number of medals is added to the current bet number, and the process proceeds to step S1114.

[0236] In step S1114, the bet button reception command is transmitted to the first sub-control unit, and this medal input process is terminated.

[0237] Next, with reference to FIG. 18, the details of the settlement button process (step S1102) in the medal input process of FIG. 17 will be described. This figure is a flowchart of the settlement button process (step S1102) in FIG. 17.

[0238] First, in step S1201 which is executed first, a settlement button reception command is sent to the first sub-control unit, and the process proceeds to step S1202.

[0239] In step S1202, it is determined whether the replay flag is on. This replay flag is a flag that is set to on when a winning occurs in a replay winning combination and a replay is awarded. If the replay flag is off, the process proceeds to step S1203, and if the replay flag is on, this settlement button process ends.

[0240] In step S1203, the required number of medals and the current bet are set, and the process proceeds to step S1204.

[0241] In step S1204, among the transmission content (2 bytes) to the medal number control unit 350, 0AH is set in the upper byte, and the process proceeds to step S1205. Note that the value set here is used to indicate that the transmitted command is a settlement command.

[0242] In step S1205, a variable information transmission process to the medal number control unit is executed, and the process proceeds to step S1206. The details of the variable information transmission process to the medal number control unit will be described later with reference to FIG. 19.

[0243] In step S1206, it is determined whether the response result for the command transmitted in step S1205 is "normal". If the response result is "normal", the process proceeds to step S1207, and if the response result is not "normal", this settlement button process ends.

[0244] In step S1207, 0 is set in the current bet, and this settlement button process ends.

[0245] Next, with reference to FIG. 19, the details of the variable information transmission process to the medal number control unit in the medal insertion process of FIG. 17 (step S1111), the variable information transmission process to the medal number control unit in the settlement button process of FIG. 18 (step S1205), and the variable information transmission process to the medal number control unit in the medal awarding process of FIG. 22 (step S1605) will be described. This figure is a flowchart of the variable information transmission process to the medal number control unit (steps S1111, S1205, S1605) in FIGS. 17, 18, and 22.

[0246] First, in step S1301 which is executed first, an initial value (4 in this embodiment) is set for the value of the remaining number of transmissions, and the process proceeds to step S1302.

[0247] In step S1302, information indicating that the response result is "abnormal" is set, and the process proceeds to step S1303. Note that this response result is overwritten by the response result from the medal number control unit 350, but if it is not overwritten (there is no response), it indicates "abnormal".

[0248] In step S1303, it is determined whether there is any error status. If there is any error status, this variable information transmission process to the medal number control unit is terminated, and if there is no error status, the process proceeds to step S1304.

[0249] In step S1304, an initial value (a value corresponding to 100 ms in this embodiment) is set for the value of the response waiting timer, and the process proceeds to step S1305.

[0250] In step S1305, the value of the remaining number of transmissions is decremented by 1, and the process proceeds to step S1306.

[0251] In step S1306, if the value of the remaining number of transmissions is not 0, the process proceeds to step S1307, and if the value of the remaining number of transmissions is 0, this variable information transmission process to the medal number control unit is terminated.

[0252] In step S1307, triple command transmission processing is executed, and the process proceeds to step S1308. The details of this triple command transmission processing will be described later with reference to FIG. 20.

[0253] In step S1308, if the value of the response waiting timer is not 0, the process proceeds to step S1309, and if the value of the response waiting timer is 0, the process proceeds back to step S1303.

[0254] In step S1309, if a response from the medal count control unit 350 has been received, the process proceeds to step S1310, and if not, the process proceeds back to step S1308.

[0255] In step S1310, if the reception result of the response from the medal count control unit 350 is "re-request", the process proceeds back to step S1303, and if the reception result is other than that, the process proceeds to step S1311.

[0256] In step S1311, the reception result of the response from the medal count control unit 350 is stored as the response result, and the process proceeds to step S1312.

[0257] In step S1312, the command serial number is incremented by 1, and this variable information transmission process to the medal count control unit is terminated.

[0258] Next, with reference to FIG. 20, the details of the triple command transmission process (step S1307) in the variable information transmission process to the medal count control unit in FIG. 19 will be described. This figure is a flowchart of the triple command transmission process (step S1307) in FIG. 19. Here, the triple command is a group of commands that are transmitted continuously three times, and in this embodiment, each of the input command, settlement command, and payout command shown in FIG. 13(a) is a triple command.

[0259] First, in step S1401 which is executed first, the value of the checksum is set (initialized) to 0, and the process proceeds to step S1402.

[0260] In step S1402, the required number of medals is set in the lower byte of the transmission content (2 bytes) to the medal number control unit 350, and the process proceeds to step S1403.

[0261] In step S1403, the priority command transmission process to the medal number control unit is executed. The details of this process will be described later with reference to FIG. 21.

[0262] In step S1404, the value of the checksum is updated using the transmission content (lower byte).

[0263] In step S1405, the value of the upper byte of the transmission content (2 bytes) to the medal number control unit 350 is incremented by 1, and the process proceeds to step S1406.

[0264] In step S1406, the command serial number is set in the lower byte of the transmission content (2 bytes) to the medal number control unit 350, and the process proceeds to step S1407.

[0265] In step S1407, the priority command transmission process to the medal number control unit is executed. The details of this process will be described later with reference to FIG. 21.

[0266] In step S1408, the value of the checksum is updated using the transmission content (lower byte).

[0267] In step S1409, the value of the upper byte of the transmission content (2 bytes) to the medal number control unit 350 is incremented by 1, and the process proceeds to step S1410.

[0268] In step S1410, the checksum is set in the lower byte of the transmission content (2 bytes) to the medal number control unit 350, and the process proceeds to step S1411.

[0269] In step S1411, the priority command transmission process to the medal number control unit is executed. The details of this process will be described later with reference to FIG. 21.

[0270] Next, with reference to FIG. 21, the details of the priority command transmission process (step S1014) to the medal number control unit in the medal insertion / start lever reception process of FIG. 16, and the priority command transmission process (steps S1403, S1406, step S1409) to the medal number control unit in the triple command transmission process of FIG. 20 will be described. This figure is a flowchart of the priority command transmission process (steps S1014, S1403, S1406, step S1409) to the medal number control unit in FIGS. 16 and 20.

[0271] First, in step S1501 that is executed first, it is determined whether the transmission buffer for the medal number control unit is empty. If this transmission buffer is empty, the process proceeds to step S1502, and if the transmission buffer is not empty, this step S1501 is repeated.

[0272] In step S1502, the transmission content (2 bytes) is set in the transmission buffer for the medal number control unit, and this priority command transmission process to the medal number control unit is terminated.

[0273] Next, with reference to FIG. 22, the details of the medal awarding process (step S109) in the game control unit main process of FIG. 15 will be described. This figure is a flowchart of the medal awarding process (step S109) in FIG. 15.

[0274] First, in step S1601 that is executed first, it is determined whether there is any error status. If there is no error status, the process proceeds to step S1602, and if there is any error status, the process proceeds to step S1603.

[0275] In step S1602, the value of the payout number is set as the required number, and the process proceeds to step S1604.

[0276] In step S1603, the error notification process corresponding to the error status is executed, and the process returns to step S1601 again.

[0277] In step S1604, among the transmission content (2 bytes) to the medal number control unit 350, 04H is set in the upper byte, and the process proceeds to step S1605. Note that the value set here is used to indicate that the transmitted command is a payout command.

[0278] In step S1605, the variable information transmission process to the medal number control unit (FIG. 19) is executed, and the process proceeds to step S1606.

[0279] In step S1606, it is determined whether the response result for the command transmitted in step S1605 is "normal". If the response result is "normal", the process proceeds to step S1607, and if the response result is not "normal", the process proceeds to step S1608.

[0280] In step S1607, the payout command is transmitted to the first sub-control unit, and this medal awarding process is terminated.

[0281] In step S1608, if there is no error request, a command indicating that the number of game medals is in an overflow state (addition by payout is not possible) is transmitted to the first sub-control unit, and the process proceeds to step S1601.

[0282] 《Game control unit timer interrupt process》 Next, with reference to FIG. 23, the game control unit timer interrupt process executed by the CPU 304 of the game control unit 302 will be described. Note that this figure is a flowchart showing the flow of the game control unit timer interrupt process.

[0283] The game control unit 302 includes a counter timer 312 that generates a timer interrupt signal at a predetermined period (once every 1.49 ms in this embodiment), and the game control unit timer interrupt process is started at a predetermined period triggered by this timer interrupt signal.

[0284] In step S201, timer interrupt start processing is performed. In this timer interrupt start processing, processes such as temporarily saving the values of each register of the CPU 304 in the stack area are performed.

[0285] In step S202, the WDT 314 is restarted periodically (in this embodiment, once every 1.49 ms which is the period of the game control unit timer interrupt) so that the count value of the WDT 314 does not exceed the initial set value (600 ms in this embodiment) and no WDT interrupt occurs (so as not to detect an abnormality in the process).

[0286] Note that during a power failure, the save process according to step S214 described later is executed and a WDT interrupt occurs, and when the power is restored, it returns to the state when this save process was executed. However, for example, if the power is restored early, communication may resume before the lending machine 700 side grasps the power failure of the slot machine 100, and as a result, a communication error may occur. Considering such a situation, in this embodiment, once a power failure occurs, communication is not resumed until it is determined as a power failure on the lending machine 700 side. The initial value of the count value of the WDT 314 described above is an example for realizing this configuration.

[0287] In step S203, error monitoring processing is executed. Here, processing corresponding to various errors such as an abnormality in the communication state with the medal count control unit 350 and an abnormality in the open / closed state of the door is performed. Note that when there is any error status, an error occurrence command including the information of this error status is transmitted to the medal count control unit 350.

[0288] In step S204, input port state update processing is performed. In this input port state update processing, detection signals of the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, the presence or absence of the detection signals is monitored, and they are stored in the signal state storage areas provided separately for each of the various sensors 318 in the RAM 308. Note that the state of the optical sensor is confirmed by this processing.

[0289] In step S205, various game processes are executed, and processing according to the interrupt status is executed.

[0290] In step S206, medal number control command reception processing is executed. Details of this processing will be described later with reference to FIG. 25.

[0291] In step S207, game control command transmission processing is executed. Details of this processing will be described later with reference to FIG. 26.

[0292] In step S208, effect command transmission processing is performed, and various commands prepared for transmission in the main processing or timer interrupt processing of the game control unit 302 are transmitted to the first sub-control unit 400. In this embodiment, the output schedule information to be transmitted to the first sub-control unit 400 is configured with 16 bits. Bit 15 is strobe information (when on, indicating that data is being set), bits 11 to 14 are the command type (for example, basic command, bet command, start lever reception command, internal winning command, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press commands associated with the reception of operations of stop buttons 137 to 139, first to third stop commands associated with the stop of reels 110 to 112, winning command, payout number command and payout completion command associated with medal payout processing, game state update command, etc.), and bits 0 to 10 are command data (predetermined information corresponding to the command type).

[0293] In the first sub-control unit 400, depending on the command type included in the received output schedule information, it becomes possible to determine effect control according to changes in game control in the game control unit 302, and based on the information of the command data included in the output schedule information, the content of the effect control can be determined.

[0294] In step S209, device monitoring processing is performed. In this device monitoring processing, first, the signal states of various sensors 318 stored in the signal state storage area in step S204 are read out, the presence or absence of errors related to medal insertion abnormalities and medal payout abnormalities is monitored, and when an error is detected, error processing is executed (not shown). Further, according to the current gaming state, settings of various lamps 336 and various 7-segment (SEG) displays are made.

[0295] In step S210, security command transmission processing is executed. Specifically, a security command is transmitted to the first sub-control unit 400 every 100 ms. This security command includes VL signal information indicating whether the VL signal is in an on state, door opening information indicating whether the front door 102 is in an open state, information indicating the "number of gaming medals" stored in the RAM 308, information indicating the counted number of medals, and information indicating the lent-out number of medals, etc.

[0296] In step S211, timer update processing is performed. For example, processing for updating various timers in their respective time units, such as subtracting the game interval timer, is executed.

[0297] In step S212, it is monitored whether the low-voltage signal is on. When the low-voltage signal is received (when power-off is detected), the process proceeds to step S214, and when the low-voltage signal is not received (when power-off is not detected), the process proceeds to step S213.

[0298] In step S213, timer interrupt end processing is performed. In this timer interrupt end processing, processing such as setting the values of the respective registers temporarily saved in step S201 back to the original respective registers is performed. Then, the process returns to the game control unit main processing shown in FIG. 15.

[0299] On the other hand, in step S214, information (return data) such as specific variables and stack pointers necessary for returning to the state at the time of power cut-off during power restoration is saved in a predetermined area of the RAM 308. A checksum value for a predetermined area including at least the used area of the RAM 308 is derived and stored in the RAM 308, and the power status is set to "normal".

[0300] Next, with reference to FIG. 24, the details of the disconnection determination process, which is one of the error monitoring processes (step S203) in the game control unit timer interrupt process of FIG. 23, will be described. This figure is a flowchart of the disconnection determination process, which is one of the error monitoring processes (step S203) in FIG. 23.

[0301] First, in step S2001 which is executed first, if the value of the disconnection determination timer is not 0, the process proceeds to step S2002, and if the value of the disconnection determination timer is 0, the process proceeds to step S2003.

[0302] In step S2002, if the strobe signal transmitted from the medal number control unit 350 is on, the process proceeds to step S2004, and if the strobe signal is off, the process proceeds to step S2005.

[0303] In step S2003, the initial value (a value corresponding to 20 ms in this embodiment) is set to the value of the disconnection determination timer, and the process proceeds to step S2005.

[0304] In step S2004, the initial value (a value corresponding to 20 ms in this embodiment) is set to the value of the disconnection determination timer, and the process proceeds to step S2005.

[0305] In step S2005, if the value of the disconnection determination timer is 1, the process proceeds to step S2006, and if the value of the disconnection determination timer is not 1, this disconnection determination process ends.

[0306] In step S2006, it is determined whether there is any error status. If there is no error status, the process proceeds to step S2007. If there is any error status, this disconnection determination process ends.

[0307] In step S2007, information indicating a disconnection error with the medal count control unit 350 is set as the error status, and this disconnection determination process ends.

[0308] Next, with reference to FIG. 25, the details of the medal count control command reception process (step S206) in the game control unit timer interrupt process of FIG. 23 will be described. This figure is a flowchart of the medal count control command reception process (step S206) in FIG. 23.

[0309] First, in step S2101 which is executed first, if the strobe signal transmitted from the medal count control unit 350 is on, the process proceeds to step S2102. If the strobe signal is off, this medal count control command reception process ends.

[0310] In step S2102, the information in the RAM 308 is updated based on the command received from the medal count control unit 350. These commands include six types of medal count control status commands (FIG. 11) and response commands (FIG. 13(b)), and the type of the command can be identified by the upper byte. That is, the type of the command is identified by referring to the upper byte of the received command, and the content of the RAM 308 is updated based on its content.

[0311] In step S2103, it is determined whether there is any error status. If there is no error status, the process proceeds to step S2104. If there is any error status, this medal count control command reception process ends.

[0312] In step S2104, if the received command includes an error code (the error code in the medal number control unit 350), the error code is set in the error status. Note that when there is no error in the medal number control unit 350, an error code indicating normality is set in the error status. In this case, however, there is no error status.

[0313] Next, with reference to FIG. 26, the details of the game control command transmission process (step S207) in the game control unit timer interrupt process of FIG. 23 will be described. This figure is a flowchart of the game control command transmission process (step S207) in FIG. 23.

[0314] First, in step S2201 that is executed first, it is determined whether the transmission buffer for the medal number control unit 350 is empty. If this transmission buffer is empty, the process proceeds to step S2202. If this transmission buffer is not empty, the process proceeds to step S2207.

[0315] In step S2202, the command offset (see FIG. 10) is repeatedly incremented by 1 within the range from 1 to 41 (the next after 41 is 1). In the present embodiment, as described with reference to FIG. 10, a configuration is adopted in which 41 types of commands are repeatedly transmitted in order from the game control unit 302 to the medal number control unit 350. The command offset is used to sequentially switch the types of commands to be transmitted.

[0316] In step S2203, the command corresponding to the command offset and the information targeted by this command are read out to generate the transmission content, and this transmission content is set in the transmission buffer for the medal number control unit 350.

[0317] In step S2204, it is determined whether the command offset is 41. Among the 41 types of commands transmitted from the game control means to the medal count control unit 350, the last command (the command transmitted 41st) is a checksum generated based on the transmission contents of the commands up to that point. That is, for command offsets from 1 to 40, the checksum is updated (step S2205). When the command offset becomes 41, the checksum updated up to that point is transmitted to the medal count control unit 350 (steps S2203, S2207), and the value of the checksum is initialized for generating a new checksum (step S2206). After the above processing, the process proceeds to step S2207.

[0318] In step S2207, the contents of the transmission buffer addressed to the medal count control unit 350 are output to the medal count control unit 350 (the output port of the I / O is updated). Note that the information output here is received on the medal count control unit 350 side when the strobe signal is set to on in step S2209 described later.

[0319] In step S2208, it is determined whether the strobe signal for the medal count control unit 350 is off. If the strobe signal for the medal count control unit 350 is off, the process proceeds to step S2209. If the strobe signal for the medal count control unit 350 is on, the process proceeds to step S2210.

[0320] In step S2209, the strobe signal for the medal count control unit 350 is set to on, and this game control state command transmission process ends.

[0321] In step S2210, the contents of the transmission buffer addressed to the medal count control unit 350 are cleared, and the process proceeds to step S2211.

[0322] In step S2211, the strobe signal for the medal count control unit 350 is set to off, and this game control state command transmission process ends.

[0323] "Main Process of Medal Count Control Unit" Next, with reference to FIG. 27, the main process of the medal count control unit executed by the CPU 354 of the medal count control unit 350 will be described. Note that this figure is a flowchart showing the flow of the main process of the medal count control unit.

[0324] As described above, the medal count control unit 350 is provided with a start signal output circuit (reset signal output circuit) that outputs a start signal (reset signal) when the power is turned on. The CPU 354 of the medal count control unit 350 that receives this start signal starts reset by a reset interrupt and executes the main process of the medal count control unit shown in FIG. 27 according to the control program stored in advance in the ROM 356.

[0325] When the power is turned on, first, the power-on process is performed in step S301. Here, the initialization and restart of the WDT are executed until the power supply voltage becomes equal to or higher than a predetermined voltage (9V). When the power supply voltage reaches the predetermined voltage, access to the RAM 358 is permitted and the interrupt period is set. Further, the setting of the communication circuit and the like are also performed.

[0326] In step S302, the RAM abnormality determination process is executed, and the process proceeds to step S303. The details of this RAM abnormality determination process will be described later with reference to FIG. 28.

[0327] In step S303, the preparation process is executed, and the process proceeds to step S304. The details of this preparation process will be described later with reference to FIG. 31.

[0328] In step S304, the transmission process of the game machine information notification is executed, and the process proceeds to step S305. The details of this process will be described later with reference to FIG. 32.

[0329] In step S305, the transmission process of the count notification is executed, and the process proceeds to step S306. The details of this process will be described later with reference to FIG. 34.

[0330] In step S306, a reception confirmation process for the lending notice is executed, and the process proceeds to step S307. The details of this process will be described later with reference to FIG. 35.

[0331] In step S307, if the lending notice reception flag is on, the process proceeds to step S308, and if the flag is off, the process returns to step S304 again.

[0332] In step S308, a transmission process for the lending reception result response is executed, and the process returns to step S304 again. The details of this process will be described later with reference to FIG. 36.

[0333] Next, with reference to FIG. 28, the details of the RAM abnormality determination process (step S302) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the RAM abnormality determination process (step S302) in FIG. 27.

[0334] First, in step S3001 which is executed first, if the power status is "normal", the process proceeds to step S3002, and if the power status is other than "normal", the process proceeds to step S3005.

[0335] In step S3002, a checksum value is derived based on the data in RAM 358, and the process proceeds to step S3003.

[0336] In step S3003, the checksum value derived in step S3002 is compared with the checksum value derived at the time of power failure. If these values are the same, it is determined that the checksum value is normal and the process proceeds to step S3004. If these values are different, it is determined that the checksum value is not normal and the process proceeds to step S3005.

[0337] In step S3004, a normal RAM clear process is executed, and the process proceeds to step S3008. In this embodiment, there are four types of RAM clear processes. As shown in FIG. 29, the normal RAM clear process has the fewest areas to be cleared. In addition to the area for storing information during the game in the RAM 358, there are areas for storing hardware information such as chip IDs, areas for storing information related to the state of the gaming machine such as the ratio of advantageous intervals, and buffers for temporarily storing information received from the game control unit 302. However, in the normal RAM clear process, mainly the area for storing information during the game is cleared.

[0338] In step S3005, a full RAM clear process is executed, and the process proceeds to step S3006. The full RAM clear process has the most areas to be cleared among the four types of RAM clear processes, and as shown in FIG. 29, the entire area is cleared.

[0339] In step S3006, information indicating "RAM failure" is stored as RAM failure information, and the process proceeds to step S3007.

[0340] In step S3007, the game control unit chip ID acquisition flag is set to on, and the process proceeds to step S3008.

[0341] In step S3008, if the game medal number clear button 172 is being operated, the process proceeds to step S3009; otherwise, the process proceeds to step S3011.

[0342] In step S3009, the number of game medals is set to 0, and the process proceeds to step S3010.

[0343] In step S3010, information indicating "detection yes" is set as game medal number clear detection information, and the process proceeds to step S3011.

[0344] In step S3011, the power-on flag is set to on.

[0345] In step S3012, the execution of interrupt processing is permitted.

[0346] In step S3013, this determination process is repeatedly executed until the detection of the strobe signal on from the game control unit 302, and when the strobe signal on is detected, the process proceeds to step S3014.

[0347] In step S3014, the execution of the interrupt process is prohibited.

[0348] In step S3015, the power-on flag is set to off.

[0349] In step S3016, it is determined whether the game control unit RAM clear command among the game control priority commands shown in FIG. 13(a) has been received. If this command has been received, the process proceeds to step S3017, and if not, the process proceeds to step S3020.

[0350] In step S3017, if the information included in the game control unit RAM clear command indicates "normal" for clearing, the process proceeds to step S3018, and if it does not indicate "normal", the process proceeds to step S3019.

[0351] In step S3018, the limited (2) RAM clear process is executed. In this process, as shown in FIG. 29, the area excluding chip information, winning ratio monitor information, etc. is cleared.

[0352] In step S3019, the limited (1) RAM clear process is executed. In this process, as shown in FIG. 29, the area excluding chip information, etc. is cleared.

[0353] In step S3020, if the information indicating "RAM failure" is stored as the RAM failure information, the process proceeds to step S3021, and if the information indicating "RAM failure" is not stored as the RAM failure information, this RAM abnormality determination process ends.

[0354] In step S3021, the information indicating "RAM failure" (error code E8) is set as the error request set value.

[0355] In step S3022, an error request setting process is executed. The details of this error request setting process will be described later with reference to FIG. 30.

[0356] Next, with reference to FIG. 30, the details of the error request setting process (step S3022) in the RAM abnormality determination process and the like in FIG. 28 will be described. This figure is a flowchart of the error request setting process (step S3022) in FIG. 28 and the like.

[0357] First, in step S3101 which is executed first, if no error code is set in the error request, the process proceeds to step S3102. If some error code has already been set, this error request setting process ends.

[0358] In step S3102, the value (error code) of the error request setting value is set as the error request.

[0359] In step S3103, if the error request is "E9" shown in FIG. 9(b), the process proceeds to step S3104. Otherwise, the process proceeds to step S3105.

[0360] In step S3104, the lending machine communication abnormality error setting flag is set to on, and the process proceeds to step S3105.

[0361] In step S3105, if the error request is "E7" shown in FIG. 9(b), the process proceeds to step S3106. Otherwise, this error request setting process ends.

[0362] In step S3106, the game control unit chip ID acquisition flag is set to on, and this error request setting process ends.

[0363] Next, with reference to FIG. 31, the details of the preparation process (step S303) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the preparation process (step S303) in FIG. 27.

[0364] First, in step S3201 that is executed first, an initial value (5 in this embodiment) is set for the value of the lending machine communication error counter.

[0365] In step S3202, the chip information (ID, manufacturer code, product code) of the medal number control unit 350 is updated. Note that this information is stored in the ROM of the medal control unit.

[0366] In step S3203, interrupt processing is permitted.

[0367] In step S3204, while the game control unit chip ID acquisition flag is on, this process is repeatedly executed, and when the game control unit chip ID acquisition flag is set to off, the process proceeds to step S3205.

[0368] In step S3205, an initial value (a value corresponding to 60.196 seconds in this embodiment) is set for the game machine installation information transmission interval timer.

[0369] In step S3206, an initial value (a value corresponding to 180.588 seconds in this embodiment) is set for the game machine performance information transmission interval timer.

[0370] Next, with reference to FIG. 32, the details of the game machine information notification transmission process (step S304) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the game machine information notification transmission process (step S304) in FIG. 27.

[0371] First, in step S3301 that is executed first, this process is repeatedly executed until the value of the game machine information notification interval timer becomes 0, and when the value of the timer becomes 0, the process proceeds to step S3320.

[0372] In step S3302, an initial value (a value corresponding to 300.98 ms in this embodiment) is set for the gaming machine information notification interval timer.

[0373] In step S3303, a value corresponding to 90 ms is set for the value of the counting notification interval timer.

[0374] In step S3304, the value of the number of gaming medals is set as the number of gaming medals for counting determination.

[0375] In step S3305, the gaming machine information type acquisition process is executed. The details of this process will be described later with reference to FIG. 33.

[0376] In step S3306, preparations for transmitting various gaming machine information according to the gaming machine information type are made. Specifically, when the value of the gaming machine information type is 0, preparations for transmitting the gaming machine performance information are made; when the value of the gaming machine information type is 1, preparations for transmitting the gaming machine installation information are made; and when the value of the gaming machine information type is 2, preparations for transmitting the hall computer / fraud monitoring information are made.

[0377] In step S3307, if the value of the gaming machine information type is 2, the process proceeds to step S3308; if the value of the gaming machine information type is other than 2, the process proceeds to step S3311.

[0378] In step S3308, the value of the number of inserted medals is set to 0.

[0379] In step S3309, the value of the number of paid-out medals is set to 0.

[0380] In step S3310, the value of the number of gaming information is set to 0.

[0381] From step S3311 to step S3317, various types of gaming machine information (message length, command type, gaming machine information serial number, gaming machine type, gaming machine information type, gaming machine information, checksum) corresponding to the gaming machine information type prepared for transmission in step S3306 are sequentially transmitted (see FIGS. 8(a) and 8(b)). Note that the checksum is a value updated based on the content transmitted so far.

[0382] In step S3318, the gaming machine information serial number is updated by 1 within the range of 1 to 255. Note that the value of the gaming machine information serial number is 0 only when the power is turned on.

[0383] Next, with reference to FIG. 33, the details of the gaming machine information type acquisition process (step S3305) in the gaming machine information notification transmission process of FIG. 32 will be described. This figure is a flowchart of the gaming machine information type acquisition process (step S3305) in FIG. 32.

[0384] First, in step S3401 which is executed first, if the value of the gaming machine installation information transmission interval timer is 0, the process proceeds to step S3402, and if the value of the timer is not 0, the process proceeds to step S3404.

[0385] In step S3402, an initial value (a value corresponding to 60.196 seconds in this embodiment) is set for the gaming machine installation information transmission interval timer.

[0386] In step S3403, 1 is set for the gaming machine information type, and the gaming machine information type acquisition process ends.

[0387] In step S3404, 2 is set for the gaming machine information type, and the process proceeds to step S3405.

[0388] In step S3405, if the value of the gaming machine performance information transmission interval timer is 0, the process proceeds to step S3406, and if the value of the timer is not 0, the gaming machine information type acquisition process ends.

[0389] In step S3406, an initial value (a value corresponding to 180.588 seconds in this embodiment) is set for the gaming machine performance information transmission interval timer.

[0390] In step S3407, 0 is set for the gaming machine information type, and the gaming machine information type acquisition process ends.

[0391] Next, with reference to FIG. 34, the details of the count notification transmission process (step S305) in the medal count control unit main process of FIG. 27 will be described. This figure is a flowchart of the count notification transmission process (step S305) in FIG. 27.

[0392] First, in step S3501 which is executed first, this process is repeatedly executed until the value of the count notification interval timer becomes 0, and when the value of the timer becomes 0, the process proceeds to step S3502.

[0393] In step S3502, an initial value (a value corresponding to 170 ms in this embodiment) is set for the lending notification interval timer.

[0394] From step S3503 to step S3505, the telegram length, command type, and count serial number are sequentially transmitted to the lending machine 700.

[0395] In step S3506, the value of the counted number is set to 0.

[0396] In step S3507, if the VL signal is on, the process proceeds to step S3508, and if the signal is off, the process proceeds to step S3513. This VL signal is a signal that is always transmitted from the lending machine 700 to the medal count control unit 350 in an on state if normal.

[0397] In step S3508, if the planned count number is not 0, the process proceeds to step S3509, and if the planned count number is 0, the process proceeds to step S3513.

[0398] In step S3509, the input prohibition flag is set to on.

[0399] In step S3510, if the planned counting number is greater than or equal to the number of game medals for counting determination, the process proceeds to step S3511; if the planned counting number is less than the number of game medals for counting determination, the process proceeds to step S3512.

[0400] In step S3511, the value of the number of game medals for counting determination is set as the counted number.

[0401] In step S3512, the value of the planned counting number is set as the counted number.

[0402] In step S3513, the counted number is transmitted to the lending machine 700.

[0403] In step S3514, the value of the counted number is subtracted from the number of game medals.

[0404] In step S3515, the planned counting number is set to 0.

[0405] In step S3516, the input prohibition flag is set to off.

[0406] In step S3517, the value of the counted number is added to the cumulative counted medal number.

[0407] In step S3518, the cumulative counted medal number is transmitted to the lending machine 700.

[0408] In step S3519, a checksum is transmitted to the lending machine 700. Note that the value of the checksum transmitted here is a value updated based on the data transmitted to the lending machine 700 in this counting notification transmission process.

[0409] In step S3520, the counting serial number is updated by 1 within the range of 1 to 255. Note that the value of the counting serial number is 0 only when the power is turned on.

[0410] Next, with reference to FIG. 35, the details of the lending notice reception confirmation process (step S306) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the lending notice reception confirmation process (step S306) in FIG. 27.

[0411] First, in step S3601 which is executed first, if the lending notice reception flag is off, the process proceeds to step S3602, and if the flag is on, this lending notice reception confirmation process ends.

[0412] In step S3602, if the value of the lending notice interval timer is 0, the process proceeds to step S3603, and if the value is not 0, the process returns to step S3601.

[0413] In step S3603, if the VL signal is on, the process proceeds to step S3604, and if the signal is off, this lending notice reception confirmation process ends. This VL signal is a signal that is always transmitted from the lending machine 700 to the medal number control unit 350 in an on state.

[0414] In step S3604, the value of the lending machine communication error counter is decremented by 1, and this lending notice reception confirmation process ends.

[0415] Next, with reference to FIG. 36, the details of the lending reception result response transmission process (step S308) in the medal number control unit main process of FIG. 27 will be described. This figure is a flowchart of the lending reception result response transmission process (step S308) in FIG. 27.

[0416] First, in step S3701 which is executed first, an initial value (5 in this embodiment) is set for the lending machine communication error counter.

[0417] In step S3702, the lending machine communication error setting flag is set to off.

[0418] In step S3703, if the lending number reception result is "normal", the process proceeds to step S3704, and if it is other than "normal", the process proceeds to step S3707.

[0419] In step S3704, the value of the lending serial number is set to the normal lending serial number.

[0420] In step S3705, the value of the lending serial number is set to the confirmation lending serial number. The confirmation lending serial number is a value used for comparison with the next lending serial number (step S4104 in FIG. 39), and this step S3705 is provided in preparation for this comparison.

[0421] In step S3706, the confirmation lending serial number is incremented by 1 within the range of 1 to 255. Note that the value of the confirmation lending serial number is 0 only when the power is turned on.

[0422] From step S3707 to step S3711, the telegram length, command type, normal lending serial number, lending number reception result, and checksum are sequentially transmitted to the lending machine 700. Note that the checksum is a value updated based on the previous transmission content.

[0423] In step S3712, if the lending number reception result is "normal", the process proceeds to step S3712; otherwise, this lending reception result response transmission process ends.

[0424] In step S3713, standby processing is executed until the transmission from step S3707 to step S3711 is completed.

[0425] In step S3714, the lending number is added to the number of game medals, and the lending reception result response transmission process ends.

[0426] 《Medal Number Control Unit Timer Interrupt Processing》 Next, with reference to FIG. 37, the medal number control unit timer interrupt processing executed by the CPU of the medal number control unit 350 will be described. Note that this figure is a flowchart showing the flow of the medal number control unit timer interrupt processing.

[0427] The medal number control unit 350 includes a counter timer that generates a timer interrupt signal at a predetermined period (once every 0.745 ms in this embodiment), and starts the medal number control unit timer interrupt process at a predetermined period upon the generation of this timer interrupt signal.

[0428] In step S401, timer interrupt start processing is performed. In this timer interrupt start processing, processes such as temporarily saving the values of each register of the CPU in the stack area are performed.

[0429] In step S402, the WDT is restarted regularly (once every 0.745 ms, which is the period of the medal number control unit timer interrupt in this embodiment) so that the count value of the WDT does not exceed the initial setting value and no WDT interrupt occurs (so as not to detect an abnormality in the process).

[0430] In step S403, input port state update processing (port reading) is performed. In this input port state update processing, the input content for the I / O input port is stored in the signal state storage area in the RAM 358.

[0431] In step S404, lending notification reception processing is executed. The details of this processing will be described later with reference to FIG. 38.

[0432] In step S405, planned count number update processing is executed. The details of this processing will be described later with reference to FIG. 40.

[0433] In step S406, game control unit command reception processing is executed. The details of this processing will be described later with reference to FIG. 41.

[0434] In step S407, error monitoring processing is executed. The details of this processing will be described later with reference to FIG. 52.

[0435] In step S408, medal number control command transmission processing to the game control unit is executed. The details of this processing will be described later with reference to FIG. 53.

[0436] In step S409, a display processing is executed. The details of this processing will be described later with reference to FIG. 54.

[0437] In step S410, a timer update process is performed to execute a process of updating various timers in respective time units.

[0438] In step S411, it is monitored whether a low voltage signal is on. When the low voltage signal is received (when power-off is detected), the process proceeds to step S413, and when the low voltage signal is not received (when power-off is not detected), the process proceeds to step S412.

[0439] In step S412, a timer interrupt end process is performed. In this timer interrupt end process, processes such as setting the values of the respective registers temporarily saved in step S401 to the original respective registers are performed. Then, the process returns to the medal number control unit main process shown in FIG. 27.

[0440] On the other hand, in step S413, information (return data) such as specific variables and stack pointers that need to be saved for returning to the state at the time of power-off at the time of power restoration is saved in a predetermined area of the RAM 358, a checksum value for a predetermined area including at least the used area of the RAM 358 is derived and stored in the RAM 358, and the power status is set to "normal". Although the same process (step S214 in FIG. 23) is executed when the game control unit 302 also detects power-off, if the process here ends before the process on the game control unit 302 side ends, commands from the game control unit 302 cannot be received. In the present embodiment, a circuit configuration is adopted such that the process here ends after the process on the game control unit 302 side ends so that such a problem does not occur.

[0441] Next, with reference to FIG. 38, the details of the lending notification reception process (step S404) in the medal number control unit timer interrupt process in FIG. 37 will be described. This figure is a flowchart of the lending notification reception process (step S404) in FIG. 37.

[0442] First, in step S4001, which is executed first, the loan notification receipt flag is set to OFF.

[0443] In step S4002, if a rental notification has been received from the rental device 700, the process proceeds to step S4003, and if not, the rental notification reception process ends.

[0444] In step S4003, the information in RAM 358 is updated based on the received lending notice. That is, the data included in the lending notice is stored in RAM 358.

[0445] In step S4004, a lending number determination process is executed, the details of which will be described later with reference to FIG.

[0446] In step S4005, the determination result in step S4004 is set as the loan number received result.

[0447] In step S4006, the loan notification reception flag is set to ON, and the loan notification reception process ends.

[0448] Next, the loaned number determination process (step S4004) in the loan notification reception process of Fig. 38 will be described in detail with reference to Fig. 39. This figure is a flowchart of the loaned number determination process (step S4004) in Fig. 38.

[0449] First, in step S4101, which is executed first, the determination result is set to "abnormal."

[0450] In step S4102, a checksum is calculated from the received lending notification data.

[0451] In step S4103, the value of the checksum included in the received lending notice is compared with the value calculated in step S4102. If both are equal, it is determined to be normal and the process proceeds to step S4104. If they are different, this lending number determination process ends.

[0452] In step S4104, the value of the lending serial number included in the received lending notice is compared with the value of the confirmation lending serial number stored in the RAM 358. If both are equal, the process proceeds to step S4105. If they are different, this lending number determination process ends. Note that if the previous lending notice was received normally, the confirmation lending serial number here is the value set in steps S3705 and S3706 of FIG. 36 (the updated lending serial number of the previous reception).

[0453] In step S4105, if each piece of information such as the telegram length and command type of the received lending notice is information corresponding to the lending notice, it is determined to be normal and the process proceeds to step S4106. Otherwise, this lending number determination process ends.

[0454] In step S4106, if the value of the lending number included in the received lending notice is 0, the process proceeds to step S4111. If the value is not 0, the process proceeds to step S4107.

[0455] In step S4107, if the value of the number of game medals is less than 15000, the process proceeds to step S4108. If the value is 15000 or more, this lending number determination process ends.

[0456] In step S4108, it is determined whether the value of the game machine information type in the previously transmitted game machine information notice was 2, that is, whether it was a game machine information notice regarding hall controller - illegal monitoring information. If the value of the game machine information type is 2, the process proceeds to step S4109. If the value is not 2, this lending number determination process ends.

[0457] In step S4109, if the value of the counted number in the previously transmitted count notice is 0, the process proceeds to step S4110. If the value is not 0, this lending number determination process ends.

[0458] In step S4110, if the value of the number of lent medals included in the received lending notice is 50 or less, the process proceeds to step S4111. If the value is greater than 50, this lending number determination process ends.

[0459] In step S4111, the determination result is set to "normal", and this lending number determination process ends.

[0460] Next, with reference to FIG. 40, the details of the planned count number update process (step S405) in the medal number control unit timer interrupt process of FIG. 37 will be described. This figure is a flowchart of the planned count number update process (step S405) in FIG. 37.

[0461] First, in step S4201 which is executed first, if the power-on flag is on, the process proceeds to step S4202. If the flag is off, this planned count number update process ends.

[0462] In step S4202, if the VL signal is on, the process proceeds to step S4203. If the signal is off, the process proceeds to step S4213. This VL signal is a signal that is always transmitted from the lending machine 700 to the medal number control unit 350 in an on state if it is normal.

[0463] In step S4203, if the counting button 171 is being operated, the process proceeds to step S4204. If the button is not being operated, the process proceeds to step S4210.

[0464] In step S4204, if the long-press counting flag is off, the process proceeds to step S4205. If the flag is on, the process proceeds to step S4208.

[0465] In step S4205, if the value of the long-press counting timer is 0, the process proceeds to step S4206. If the value is not 0, the process proceeds to step S4207.

[0466] In step S4206, an initial value (a value corresponding to 500 ms in this embodiment) is set for the value of the count long-press timer, and the process proceeds to step S4207.

[0467] In step S4207, if the value of the count long-press timer is 1, the process proceeds to step S4208; if the value is not 1, the process proceeds to step S4210.

[0468] In step S4208, the count long-press flag is set to on.

[0469] In step S4209, the value of the planned count number is set to 50, and this process of updating the planned count number ends.

[0470] In step S4210, if the count button 171 was operated immediately before (the count button 171 was released), the process proceeds to step S4211; otherwise, this process of updating the planned count number ends.

[0471] In step S4211, if the count long-press flag is off, the process proceeds to step S4212; if the flag is on, the process proceeds to step S4213.

[0472] In step S4212, 1 is added to the value of the planned count number, and this process of updating the planned count number ends.

[0473] In step S4213, the count long-press flag is set to off.

[0474] In step S4214, 0 is set for the value of the count long-press timer.

[0475] In step S4215, the value of the planned count number is cleared (set to 0), and this process of updating the planned count number ends.

[0476] Next, details of the game control unit command receiving process (step S406) in the medal count control unit timer interrupt process in Fig. 37 will be described with reference to Fig. 41. This figure is a flowchart of the game control unit command receiving process (step S406) in Fig. 37.

[0477] First, in step S4301, which is executed first, if a change in the strobe signal from the game control unit 302 from off to on is detected, the process proceeds to step S4302; otherwise, the game control unit command receiving process is terminated.

[0478] In step S4302, an initial value (a value equivalent to 190 ms in this embodiment) is set in the game control command disconnection timer.

[0479] In step S4303, if the received command is a game control status command, the process proceeds to step S4304, and if the received command is not a game control status command (it is a game control priority command), the process proceeds to step S4305.

[0480] In step S4304, a game control state command receiving process is executed. The details of this process will be described later with reference to FIG.

[0481] In step S4305, a game control priority command receiving process is executed. The details of this process will be described later with reference to FIG.

[0482] Next, details of the game control state command receiving process (step S4304) in the game control unit command receiving process of Fig. 41 will be described with reference to Fig. 42. This figure is a flowchart of the game control state command receiving process (step S4304) in Fig. 41.

[0483] First, in step S4401, which is executed first, if the received command is a command to transmit a checksum, the process proceeds to step S4404, and if it is any other command, the process proceeds to step S4402. In this embodiment, a configuration is adopted in which 41 types of commands are repeatedly transmitted from the game control means to the medal count control unit 350, and the final command is a command to transmit a checksum calculated from the contents of the previous 40 types of commands. In other words, for the first through 40th commands, the process proceeds to step S4402, and for the 41st command, the process proceeds to step S4404.

[0484] In step S4402, the contents of the command receive buffer are updated according to the contents of the received command.

[0485] In step S4403, the checksum is updated based on the contents of the received command, and the game control status command receiving process is terminated.

[0486] In step S4404, the checksum value updated in step S4403 based on the contents of commands 1 to 40 is compared with the checksum value included in the command received from the game control unit 302, and if the two are equal, it is determined to be normal and the process proceeds to step S4405, and if the two are different, the game control status command reception process is terminated.

[0487] In step S4405, the checksum value updated in step S4403 is cleared.

[0488] In step S4406, the value of the gaming machine status information buffer (the value of the gaming machine status information shown in FIG. 6(a)) among the contents of the command receiving buffer is set in the RAM 358.

[0489] In step S4407, if the game control unit chip ID acquisition flag is off, the process proceeds to step S4408, and if the flag is on, the process proceeds to step S4410.

[0490] In step S4408, among the contents of the command reception buffer, the acquisition chip ID is acquired based on the information in the gaming machine installation information buffer.

[0491] In step S4409, if the chip ID stored in the RAM 358 matches the acquired chip ID obtained in step S4408, the process proceeds to step S4410; otherwise, the process proceeds to step S4414.

[0492] In step S4410, among the contents of the command reception buffer, the value of the gaming machine installation information buffer (the value of the gaming machine installation information shown in Fig. 6(c)) is set in the RAM 358.

[0493] In step S4411, among the contents of the command reception buffer, the value of the winning ratio monitor information buffer is set in the RAM 358.

[0494] In step S4412, among the contents of the command reception buffer, the value of the gaming machine performance information buffer is set in the RAM 358. By steps S4411 and S4412, the value of the gaming machine performance information shown in Fig. 6(b) will be set in the RAM 358.

[0495] In step S4413, the gaming control unit chip ID acquisition flag is set to off, and this gaming control state command reception process ends.

[0496] In step S4414, information indicating "chip ID number mismatch" (error code E7) is set as the error request set value.

[0497] In step S4415, the error request setting process in Fig. 30 is executed, and this gaming control state command reception process ends.

[0498] Next, with reference to FIGS. 43 and 44, the details of the game control priority command reception process (step S4305) in the game control unit command reception process of FIG. 41 will be described. These figures are flowcharts of the game control priority command reception process (step S4305) in FIG. 41.

[0499] First, in step S4501 which is executed first, if a triple command is received, the process proceeds to step S4502, and if it is a command other than the triple command, the process proceeds to step S4514 in FIG. 44. As described above, the triple command is a group of commands transmitted continuously three times. In this embodiment, each of the input command, settlement command, and payout command shown in FIG. 13(a) is a triple command. That is, among the game control priority commands, when the above triple command is received, the process proceeds to step S4502, and when an error occurrence command, RAM clear command, or start lever reception command other than these commands is received, the process proceeds to step S4514 in FIG. 44.

[0500] In step S4502, if the last command of the triple command is received, the process proceeds to step S4504, and otherwise, the process proceeds to step S4503. In this embodiment, the last command of the triple command is a checksum, and the value of this checksum is calculated based on the content of the commands excluding the last command. That is, for the commands excluding the last command, the process proceeds to step S4503 and their content is stored in the reception buffer, and when the last command is received, the process proceeds to step S4504.

[0501] In step S4504, information indicating "re-request" is set in the response command.

[0502] In step S4505, a checksum is calculated based on the content of the reception buffer updated in step S4503.

[0503] In step S4506, the value of the checksum calculated in step S4505 is compared with the value of the checksum included in the last command of the triple command. If both are equal, it is determined to be normal and the process proceeds to step S4507. If they are different, this game control priority command reception process ends.

[0504] In step S4507, if the game control command sequence number update flag, which will be described later, is on, the process proceeds to step S4508. If the flag is off, the process proceeds to step S4510.

[0505] In step S4508, the value of the sequence number of the triple command stored in the reception buffer is set as the value of the game control command sequence number.

[0506] In step S4509, the game control command sequence number update flag is set to off.

[0507] Note that steps S4507 to S4509 are provided for initializing the command sequence number for determination.

[0508] In step S4510, if the value of the sequence number of the triple command stored in the reception buffer is equal to the value of the game control command sequence number (the game control command sequence number (command sequence number for determination) updated in the previous S4511), the process proceeds to step S4511. If they are different, the process proceeds to step S4512.

[0509] In step S4511, 1 is added to the game control command sequence number, and the process proceeds to step S4514 in FIG. 44.

[0510] In step S4512, information indicating "abnormality of game control command sequence number" (error code E3) is set as the error request set value.

[0511] In step S4513, the error request setting process in FIG. 30 is executed, and this game control priority command reception process ends.

[0512] In step S4514 of FIG. 44, if the received command is a RAM clear command, the process proceeds to step S4515, and if not, the process proceeds to step S4516.

[0513] In step S4515, a RAM clear command is received. In this embodiment, no processing is performed here.

[0514] In step S4516, if the received command is an input command, the process proceeds to step S4517, otherwise the process proceeds to step S4518.

[0515] In step S4517, a command submission reception process is executed, the details of which will be described later with reference to FIG.

[0516] In step S4518, if the received command is a payment command, the process proceeds to step S4519, otherwise the process proceeds to step S4520.

[0517] In step S4519, a settlement command reception process is executed. Details of this process will be described later with reference to FIG.

[0518] In step S4520, if the received command is a start lever reception command, the process proceeds to step S4521, and if not, the process proceeds to step S4522.

[0519] In step S4521, a start lever reception command reception process is executed, the details of which will be described later with reference to FIG.

[0520] In step S4522, if the received command is a payout command, the process proceeds to step S4523, and if not, the process proceeds to step S4524.

[0521] In step S4523, a payout command reception process is executed. The details of this process will be described later with reference to FIG.

[0522] In step S4523, error occurrence command reception processing is executed. Details of this processing will be described later with reference to FIG. 51.

[0523] Next, with reference to FIG. 45, details of the inserted command reception processing (step S4517) in the game control priority command reception processing of FIGS. 43 and 44 will be described. This figure is a flowchart of the inserted command reception processing (step S4517) in FIG. 44.

[0524] First, in step S4601 which is executed first, information indicating "re-request" is set in the response command.

[0525] In step S4602, if the insertion prohibition flag is off, the process proceeds to step S4603, and if the flag is on, this inserted command reception processing is terminated.

[0526] In step S4603, information indicating "abnormality" is set in the response command.

[0527] In step S4604, if the value of the number of game medals is greater than or equal to the value included in the received command (the value included in the first command among the triple commands), the process proceeds to step S4605, and otherwise, this inserted command reception processing is terminated.

[0528] In step S4605, the value included in the received command (the value included in the first command among the triple commands) is added to the value of the inserted medal number.

[0529] In step S4606, the value included in the received command (the value included in the first command among the triple commands) is added to the current bet number value.

[0530] In step S4607, the value included in the received command (the value included in the first command among the triple commands) is subtracted from the value of the number of game medals.

[0531] In step S4608, information indicating "normal" is set in the response command, and this input command reception process ends.

[0532] Next, with reference to FIG. 46, the details of the calculation command reception process (step S4519) in the game control priority command reception processes of FIGS. 43 and 44 will be described. This figure is a flowchart of the calculation command reception process (step S4519) in FIG. 44.

[0533] First, in step S4701 which is executed first, the value included in the received command (the value included in the first command among the triple commands) is subtracted from the current bet number value.

[0534] In step S4702, if the value of the current bet number is 0, the process proceeds to step S4703, and if the value is not 0, the process proceeds to step S4706.

[0535] In step S4703, the value included in the received command (the value included in the first command among the triple commands) is subtracted from the value of the inserted medal number.

[0536] In step S4704, the value included in the received command (the value included in the first command among the triple commands) is added to the value of the game medal number.

[0537] In step S4705, information indicating "normal" is set in the response command, and this calculation command reception process ends.

[0538] In step S4706, information indicating "mismatch in calculation number" (error code E6) is set as the error request set value.

[0539] In step S4707, the error request setting process of FIG. 30 is executed, and this calculation command reception process ends.

[0540] Next, with reference to FIG. 47, the details of the start lever reception command reception process (step S4521) in the game control priority command reception process of FIGS. 43 and 44 will be described. This figure is a flowchart of the start lever reception command reception process (step S4521) in FIG. 44.

[0541] First, in step S4801 which is executed first, the payout command acquisition flag is set to on.

[0542] In step S4802, if the game interval abnormality timer is 0, the process proceeds to step S4803; if the timer is not 0, the process proceeds to step S4807.

[0543] In step S4803, the initial value (a value corresponding to 4.1 s in this embodiment) is set to the value of the game interval abnormality timer.

[0544] In step S4804, 11H (see FIG. 9(a)) is set to the type information setting value. In the subsequent step S4805, the value of the received command (the current bet number in the game control unit 302) is set to the count information setting value. The information set here will be included in the game machine information and sent to the lending machine 700 later.

[0545] In step S4806, the game information setting process is executed, and this start lever reception command reception process ends. The details of the game information setting process will be described later with reference to FIG. 48.

[0546] In step S4807, information indicating "game interval abnormality" (error code E5) is set as the error request setting value.

[0547] In step S4808, the error request setting process of FIG. 30 is executed, and this start lever reception command reception process ends.

[0548] Next, using FIG. 48, the details of the game information setting process (step S4806) in the start lever reception command reception process of FIG. 47 and the game information setting process (step S4A19) in the payout command reception process of FIG. 49 will be described. This figure is a flowchart of the game information setting processes (steps S4806 and S4A19) in FIGS. 47 and 49.

[0549] First, in step S4901 which is executed first, the number of game information is incremented by 1.

[0550] In step S4902, if the number of game information is 1, it proceeds to step S4903, and if the number of game information is not 1 (it is 2), it proceeds to step S4905.

[0551] In step S4903, as type information 1, the value of the type information setting value (the value set in step S4804 of FIG. 47 or step S4A14 of FIG. 49) is set.

[0552] In step S4904, as count information 1, the value of the count information setting value is set, and this game information setting process ends. Here, if the value set in step S4804 of FIG. 47 is set as type information 1, the value set in step S4805 is set, and if the value set in step S4A14 of FIG. 49 is set as type information 1, the value set in step S4A16 or step S4A18 is set.

[0553] In step S4905, as type information 2, the value of the type information setting value (the value set in step S4804 of FIG. 47) is set.

[0554] In step S4906, as count information 2, the value of the count information setting value (the value set in step S4805 of FIG. 47) is set, and this game information setting process ends.

[0555] Note that the type information 2 and the count information 2 are provided to transmit information about both of them when the game starts quickly (within the transmission cycle to the lending machine 700) after the payout. That is, when payout information (such as step S4A14 in FIG. 49) is set in the type information 1 and the count information 1, information on the current bet count (such as step S4804 in FIG. 47) may be set in the type information 2 and the count information 2. Note that from the start of the game to the payout, there are reel rotations and stops, and during that time, even if there is type information or count information, it will be transmitted (cleared) to the lending machine 700. Therefore, payout information is not set in the type information 2 and the count information 2.

[0556] Next, with reference to FIG. 49, the details of the payout command reception process (step S4523) in the game control priority command reception process of FIGS. 43 and 44 will be described. This figure is a flowchart of the payout command reception process (step S4523) in FIG. 44.

[0557] First, in step S4A01 that is executed first, the game medal count clear detection information is cleared.

[0558] In step S4A02, if the payout command acquisition flag is on, the process proceeds to step S4A03, and if the flag is off, the process proceeds to step S4A09.

[0559] In step S4A03, if a winning has occurred in the replay game, the process proceeds to step S4A04, and if no winning has occurred in the replay game, the process proceeds to step S4A05.

[0560] In step S4A04, 0 is set as the game medal count addition value.

[0561] In step S4A05, information (error code E4) indicating "abnormal payout number" is set as the error request setting value.

[0562] In step S4A06, if the value of the received command (the value included in the first command among the triple commands) is 15 or less, the process proceeds to step S4A07, and if the value is greater than 15, the process proceeds to step S4A10.

[0563] In step S4A07, the value of the number of medals paid out is set to the value included in the received command (the value included in the first command among the triple commands).

[0564] In step S4A08, the value of the number of game medals added is set to the value included in the received command (the value included in the first command among the triple commands).

[0565] In step S4A09, information indicating "abnormal game order" (error code E2) is set as the error request setting value.

[0566] In step S4A10, the error request setting process in FIG. 30 is executed, and this payout command reception process ends.

[0567] In step S4A11, a process for confirming an overflow of the number of game medals is executed. The details of this process will be described later with reference to FIG. 50.

[0568] In step S4A12, if the information of the response command indicates "normal", the process proceeds to step S4A13, and otherwise, this payout command reception process ends.

[0569] In step S4A13, the payout command acquisition flag is set to off.

[0570] In step S4A14, 21H (see FIG. 9(a)) is set as the type information setting value.

[0571] In step S4A15, if a winning occurs in the replay combination, the process proceeds to step S4A18, and otherwise, the process proceeds to step S4A16.

[0572] In step S4A16, the value of the received command (the value included in the first command among the triple commands) is set as the count information setting value. Note that the first command among the payout commands here includes the payout number in the game control unit 302, and this payout number is set as the count information setting value. The information set here is included in the game machine information together with the type information setting value and transmitted to the lending machine 700.

[0573] In step S4A17, the current bet count is set to 0.

[0574] In step S4A18, the value of the current bet count is set as the count information setting value. The information set here is included in the game machine information together with the type information setting value and transmitted to the lending machine 700.

[0575] In step S4A19, the game information setting process in FIG. 48 is executed, and this payout command reception process ends.

[0576] Next, with reference to FIG. 50, the details of the game medal number overflow confirmation process (step S4A11) in the payout command reception process in FIG. 49 will be described. This figure is a flowchart of the game medal number overflow confirmation process (step S4A11) in FIG. 49.

[0577] First, in step S4B01 which is executed first, information indicating "abnormal" is set in the response command.

[0578] In step S4B02, the total value of the game medal number and the game medal number addition value is set as the addition result.

[0579] In step S4B03, if the value of the addition result is 16383 or less, the process proceeds to step S4B04. If the value of the addition result is greater than 16383, this game medal number overflow confirmation process ends.

[0580] In step S4B04, the value of the addition result is set as the game medal number.

[0581] In step S4B05, information indicating "normal" is set in the response command, and this game medal count overflow confirmation process ends.

[0582] Next, with reference to FIG. 51, the details of the error occurrence command reception process (step S4524) in the game control priority command reception process of FIGS. 43 and 44 will be described. This figure is a flowchart of the error occurrence command reception process (step S4524) in FIG. 44.

[0583] First, in step S4C01 that is executed first, the error request is cleared. When an error occurrence command is received from the game control unit 302, the error on the medal count control unit 350 side is cleared by the processing here, so the error of the game control unit 302 is preferentially processed.

[0584] In step S4C02, if information indicating "game control disconnection" (error code E1) is set in the received command, the process proceeds to step S4C08; otherwise, the process proceeds to step S4C03.

[0585] In step S4C03, if information indicating "abnormal game order" (error code E2) is set in the received command, the process proceeds to step S4C08; otherwise, the process proceeds to step S4C04.

[0586] In step S4C04, if information indicating "abnormal game control command sequence number" (error code E3) is set in the received command, the process proceeds to step S4C08; otherwise, the process proceeds to step S4C05.

[0587] In step S4C05, if information indicating "medal count control RAM error" (error code E8) is set in the received command, the process proceeds to step S4C08; otherwise, the process proceeds to step S4C06.

[0588] In step S4C06, if the received command is set with information indicating "pachinko ball number control disconnection" (error code E0), the process proceeds to step S4C08; otherwise, it proceeds to step S4C07.

[0589] In step S4C07, if the received command is set with information indicating "game control RAM failure" (error code rE), the process proceeds to step S4C08; otherwise, this error occurrence command reception process ends.

[0590] In step S4C08, the game control command sequence update flag is set to on, and this error occurrence command reception process ends. By setting this flag to on, the command sequence for determination is initialized (step S4508 in FIG. 43).

[0591] Next, with reference to FIG. 52, the details of the error monitoring process (step S407) in the pachinko ball number control unit timer interrupt process of FIG. 37 will be described. This figure is a flowchart of the error monitoring process (step S407) in FIG. 37.

[0592] First, in step S4D01 which is executed first, if the value of the game control command disconnection timer is 1, the process proceeds to step S4D02; if the value is not 1, the process proceeds to step S4D04.

[0593] In step S4D02, information indicating "game control disconnection" (error code E1) is set as the error request setting value.

[0594] In step S4D03, the error request setting process in FIG. 30 is executed, and the process proceeds to step S4D04.

[0595] In step S4D04, if the value of the lending machine communication error counter is 1, the process proceeds to step S4D05; if the value is not 1, this error monitoring process ends.

[0596] In step S4D05, if the lending machine communication error setting flag is off, the process proceeds to step S4D06. If the flag is on, this error monitoring process ends.

[0597] In step S4D06, information indicating "lending machine communication error" (error code E9) is set as the error request setting value.

[0598] In step S4D07, the error request setting process in FIG. 30 is executed, and this error monitoring process ends.

[0599] Next, using FIG. 53, the details of the medal count control command transmission process (step S408) to the game control unit in the medal count control unit timer interrupt process in FIG. 37 will be described. This figure is a flowchart of the medal count control command transmission process (step S408) to the game control unit in FIG. 37.

[0600] First, in step S4E01 which is executed first, the information of the VL signal is updated.

[0601] In step S4E02, if the power-on flag described above is off, the process proceeds to step S4E03. If the flag is on, this medal count control command transmission process to the game control unit ends.

[0602] In step S4E03, if the value of the strobe counter is 0, the process proceeds to step S4E04. If the value is not 0, the process proceeds to step S4E09.

[0603] In step S4E04, if no response command to be transmitted to the game control unit 302 (a response command set in any of the input command reception process in FIG. 45, the settlement command reception process in FIG. 46, or the payout command reception process in FIG. 49) is set, the process proceeds to step S4E05. If any response command is set, the process proceeds to step S4E07.

[0604] In step S4E05, the command offset is repeatedly incremented by 1 within the range from 1 to 6 (the next number after 6 is 1). In this embodiment, a configuration is adopted in which the medal number control unit 350 repeatedly transmits the medal number control state commands (six types of commands) described with reference to FIG. 11 to the game control unit 302 in order. The command offset is used to sequentially switch the types of commands to be transmitted.

[0605] In step S4E06, the command corresponding to the command offset and the information targeted by this command are read out to generate the transmission content, and this transmission content is set in the transmission buffer addressed to the game control unit 302. When transmitting the information on the number of game medals, this value is divided into the upper byte and the lower byte and transmitted using two of the six types of commands. At this time, the value used is the value of the number of game medals obtained when transmitting the previous command among the two commands.

[0606] In step S4E07, the response command set in any of the coin input command reception process of FIG. 45, the settlement command reception process of FIG. 46, or the payout command reception process of FIG. 49 is set in the transmission buffer addressed to the game control unit 302.

[0607] In step S4E08, the response command set in any of the coin input command reception process of FIG. 45, the settlement command reception process of FIG. 46, or the payout command reception process of FIG. 49 is cleared.

[0608] In step S4E09, if the value of the strobe counter is 3 or less, the process proceeds to step S4E10, and if the value is greater than 3, the process proceeds to step S4E11.

[0609] In step S4E10, the strobe signal addressed to the game control unit 302 is set to on.

[0610] In step S4E11, the content of the transmission buffer addressed to the game control unit 302 is cleared.

[0611] In step S4E12, the strobe signal addressed to the game control unit 302 is set to off, and the process proceeds to step S4E13.

[0612] In step S4E13, the value of the strobe counter is incremented by 1. Note that this value is repeatedly updated within the range of 0 to 7 (the next value after 7 is 0).

[0613] In step S4E14, the content of the transmission buffer addressed to the game control unit 302 is output to the game control unit 302, and this medal number control command transmission process addressed to the game control unit is terminated. Note that the information output here is received on the game control unit 302 side when the strobe signal addressed to the game control unit 302 is set to on.

[0614] Next, with reference to FIG. 54, the details of the display unit display process (step S409) in the medal number control unit timer interrupt process of FIG. 37 will be described. This figure is a flowchart of the display unit display process (step S409) in FIG. 37.

[0615] First, in step S4F01 which is executed first, if the value of the game medal number is different from the value of the display game medal number, the process proceeds to step S4F02, and if both values are the same, the process proceeds to step S4F07.

[0616] In step S4F02, if the value of the discrete timer is 0, the process proceeds to step S4F03, and if the value is not 0, the process proceeds to step S4F07.

[0617] In step S4F03, if the value of the game medal number is greater than the value of the display game medal number, the process proceeds to step S4F04, and if the value of the game medal number is less than the value of the display game medal number, the process proceeds to step S4F05.

[0618] In step S4F04, the value of the display game medal number is incremented by 1.

[0619] In step S4F05, the value of the display game medal number is decremented by 1.

[0620] In step S4F06, a value equivalent to 4 ms is set to the discrete timer value.

[0621] In step S4F07, the display medal count is displayed, and the display display process is terminated.

[0622] Variation 1 Here, a modified example of the medal insertion process (hereinafter referred to as Modified Example 1) will be explained using Figures 55 to 57. Figure 55 is a modified example of the medal insertion process of Figure 17, Figure 56 is a modified example of the triple command transmission process of Figure 20, and Figure 57 is a modified example of the insertion command reception process of Figure 45.

[0623] First, in the modified example shown in Fig. 55, step S1121 is provided between step S1107 and step S1108 of the processing shown in Fig. 17, and step S1122 is provided between step S1109 and step S1110. Also, steps S1112 and S1113 of Fig. 17 have been deleted and step S1123 has been provided. These processes will be described below.

[0624] In step S1121, the input number limit flag is set to ON.

[0625] In step S1122, the input number limit flag is set to OFF.

[0626] In step S1123, the value of the response content is added to the value of the current bet amount.

[0627] In the modified example shown in Fig. 56, step S1402 is deleted from the process shown in Fig. 20, and step S1421 is added. This process will be described below.

[0628] In step S1421, information on the requested number of medals and the insertion number limit flag is set in the lower bytes of the content (2 bytes) sent to the medal count control unit 350.

[0629] In the modified example shown in Fig. 57, step S4603 is deleted from the processing shown in Fig. 45. Furthermore, steps S4621, S4622, and S4623 are newly provided at the end of the route where the determination in step S4604 is No, and further step S4608 is deleted and step S4624 is provided. These processes will be explained below.

[0630] In step S4621, the input number limit flag information contained in the received command (the first command of the triplet of commands) is referenced, and if the flag is off, the process proceeds to step S4622, and if the flag is on, the process proceeds to step S4623.

[0631] In step S4622, the value of the requested number of medals included in the received command (the first command of the triple command) is set as the value of the number of game medals, and the process proceeds to step S4605.

[0632] In step S4623, the value of the requested number of sheets included in the received command (the first command of the triplet of commands) is set to 0, and the process proceeds to step S4624.

[0633] In step S4624, the received command value is set in the response command, and this input command receiving process ends.

[0634] Variation 2 Here, a modified example of the scheduled count number update process (hereinafter referred to as Modification 2) will be described with reference to Fig. 58. Fig. 58 is a modified example of the scheduled count number update process of Fig. 40.

[0635] First, in the modified example shown in Fig. 58, step S4204 is deleted from the processing shown in Fig. 40. Also, step S4206 is deleted and step S4221 is added, and further, step S4209 is deleted and step S4222 is added. These processes will be described below.

[0636] In step S4221, a long-press timer value corresponding to the pressing time of the counting button 171 is set.

[0637] In step S4222, a planned counting number corresponding to the pressing time of the counting button 171 is set.

[0638] <<Modification Example 3>> Here, a modification example of the planned counting number update process (hereinafter referred to as modification example 3) will be described with reference to FIG. 59. FIG. 59 is a modification example of the planned counting number update process in FIG. 40.

[0639] First, in the modification example shown in FIG. 59, steps S4231 and S4232 are provided before step S4207 among the processes shown in FIG. 40. Also, steps S4233 and S4234 are newly provided at the end of the No route in the determination of step S4207, and steps S4235 and S4236 are provided before step S4210. Further, step S4237 is provided after step S4215. Hereinafter, these processes will be described.

[0640] In step S4231, if the value of the automatic counting timer is 0, the process proceeds to step S4232, and if the value is not 0, the process proceeds to step S4207.

[0641] In step S4232, a value corresponding to 2.0 seconds is set for the value of the automatic counting timer, and the process proceeds to step S4207.

[0642] In step S4233, if the value of the automatic counting timer is 1, the process proceeds to step S4234, and if the value is not 1, the process proceeds to step S4235.

[0643] In step S4234, the automatic counting flag is set to on, and the process proceeds to step S4208.

[0644] In step S4235, if the automatic counting flag is off, the process proceeds to step S4210, and if the flag is on, the process proceeds to step S4236.

[0645] In step S4236, if the value of the number of game medals is 0, the process proceeds to step S4213, and if the value is not 0, the process proceeds to step S4208.

[0646] In step S4237, the automatic count flag is set to OFF, and this process for updating the number of sheets to be counted is terminated.

[0647] <<Processing of the first sub-control unit 400>> Next, the processing of the first sub-control unit 400 will be explained using Figure 60. Figure 60(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 60(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 60(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0648] First, in step S501, various initial settings are performed. When the power is turned on, the initialization process is first executed in step S501. In this initialization process, the input / output ports are initialized, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information indicating the result of an internal win, and an area for storing RT update information, which is information indicating the game status, are respectively provided in RAM 408.

[0649] In step S503, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S505.

[0650] In step S505, 0 is substituted into the timer variable.

[0651] In step S507, command processing is executed, which is processing corresponding to each command received from the game control unit 302. Details of this command processing will be described later with reference to Figure 60(d).

[0652] In step S509, effect control processing is performed. Here, preparation for the effect is carried out according to the effect reservation information in the effect reservation area provided in the RAM 408. This preparation includes, for example, processing such as reading effect data from the ROM 406, and when updating of the effect data is necessary, includes performing update processing of the effect data.

[0653] In step S511, sound control processing is performed based on the processing result of step S509. For example, when there is an instruction to the sound source IC 418 in the effect data read in step S509, this instruction is output to the sound source IC 418.

[0654] In step S513, lamp control processing is performed based on the processing result of step S509. For example, when there is an instruction to various lamps 420 in the effect data read in step S509, this instruction is output to the drive circuit 422.

[0655] In step S515, shutter control processing is performed based on the processing result of step S509. For example, when there is a shutter control instruction in the effect data read in step S509, shutter control corresponding to this instruction is performed.

[0656] In step S517, information output processing for performing setting to transmit a control command to the second sub-control unit 500 based on the processing result of step S509 is performed. For example, when there is a control command to be transmitted to the second sub-control unit 500 in the effect data read in step S509, setting to output this control command is performed, and the process returns to step S503.

[0657] Next, with reference to FIG. 60(b), the command reception interrupt processing of the first sub-control unit 400 will be described. This command reception interrupt processing is processing executed when the first sub-control unit 400 detects a strobe signal output from the game control unit 302. In step S521 of the command reception interrupt processing, the command output from the game control unit 302 is stored as an unprocessed command in the command storage area provided in the RAM 408.

[0658] Next, with reference to FIG. 60(c), the first sub-control unit timer interrupt process executed by the CPU 404 of the first sub-control unit 400 will be described. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt process is executed at a predetermined period.

[0659] In step S531, 1 is added to the value in the timer variable storage area of the RAM 408 described in step S503 in the first sub-control unit main process shown in FIG. 60(a), and the result is stored in the original timer variable storage area. Therefore, in step S503, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10).

[0660] In step S533, transmission of device data to the second sub-control unit 500 set in step S515, update processing of the effect random number value, and the like are performed.

[0661] Next, with reference to FIG. 60(d), the details of the command process (step S507) in the first sub-control unit main process of FIG. 60(a) will be described. This figure is a flowchart of the command process (step S507) in FIG. 60(a).

[0662] First, in step S541 that is executed first, it is determined whether there is an unprocessed command. If this condition is satisfied, the process proceeds to step S543; otherwise, this command process ends.

[0663] In step S543, the command process, which is the process corresponding to each command received from the game control unit 302, is executed.

[0664] 《Processing of the Second Sub-Control Unit 500》 Next, the processing of the second sub-control unit 500 will be described with reference to FIG. 61. Note that FIG. 61(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. FIG. 61(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. FIG. 61(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. FIG. 61(d) is a flowchart of the image control processing of the second sub-control unit 500.

[0665] First, in step S601 of FIG. 61(a), various initial settings are performed. When the power is turned on, first, the initialization process is executed in step S601. In this initialization process, input / output port initial settings, initialization processing of the storage area in the RAM 508, and the like are performed.

[0666] In step S603, it is determined whether the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the process of step S605.

[0667] In step S605, 0 is assigned to the timer variable.

[0668] In step S607, command processing is performed. In the command processing, the CPU 504 of the second sub-control unit 500 determines whether a command has been received from the CPU 404 of the first sub-control unit 400.

[0669] In step S609, effect control processing is performed. Specifically, when there is a new command in step S607, the process corresponding to this command is performed. For example, a process of reading out effect data for performing image control related to the background image from the ROM 506 is executed. Also, processes such as reading out other effect data from the ROM 506 are performed, and when the update of the effect data is necessary, the update process of the effect data is included.

[0670] In step S611, image control processing is performed based on the processing result of step S609. For example, if there is an image control instruction in the effect data read in step S609, image control corresponding to this instruction is performed. For example, image control regarding the display image (notification image, background image) is executed. This image control processing will be described later with reference to FIG. 61(d). When this image control processing ends, the process returns to step S603.

[0671] Next, with reference to FIG. 61(b), the command reception interrupt processing of the second sub-control unit 500 will be described. This command reception interrupt processing is a process executed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400. In step S615 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in the command storage area provided in the RAM 508.

[0672] Next, with reference to FIG. 61(c), the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500 will be described. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt processing is executed at a predetermined period.

[0673] In step S617, 1 is added to the value in the timer variable storage area of the RAM 508 described in step S603 in the second sub-control unit main processing shown in FIG. 61(a), and the result is stored in the original timer variable storage area. Therefore, in step S603, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10).

[0674] In step S619, update processing of the random number value for effects and the like is performed.

[0675] Next, with reference to FIG. 61(d), the image control processing in step S611 in the main processing of the second sub-control unit 500 will be described. This figure shows a flowchart indicating the flow of the image control processing.

[0676] In step S621, a transfer instruction for image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display areas A and B in the VRAM 518. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the effect image display device 157. Next, the CPU 504 sets, in the attribute register of the VDP 516, the ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 518), etc. based on the position information table and the like, and then sets an instruction for starting the transfer of image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0677] In step S623, it is determined whether a transfer end interrupt signal from the VDP 516 has been input. If the transfer end interrupt signal has been input, the process proceeds to step S625; otherwise, it waits for the transfer end interrupt signal to be input.

[0678] In step S625, parameter settings are performed based on the effect scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 with information on the image data constituting the display image (coordinate axes of the VRAM 518, image size, VRAM coordinates (placement coordinates), image overlay and transparency, etc.) in order to form a display image in display area A or B of the VRAM 518 based on the image data transferred to the VRAM 518 in step S621. The VDP 516 performs parameter settings according to the attribute based on the instruction stored in the attribute register.

[0679] In step S627, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing the image in the frame buffer according to the instruction of the CPU 504.

[0680] In step S629, it is determined whether an end-of-generation interrupt signal from the VDP516 based on the completion of image drawing has been input. If the end-of-generation interrupt signal has been input, the process proceeds to step S631. Otherwise, it waits for the end-of-generation interrupt signal to be input.

[0681] In step S631, the scene display counter that is set in a predetermined area of the RAM508 and counts which scene's image has been generated is incremented (+1), and the process ends.

[0682] 《Operation Explanation》 The operation of the slot machine 100 described above will be explained below.

[0683] 〔Operation at Power-On〕 In the medal count control unit 350, the contents of the RAM are backed up when the power is turned off. Then, when it is determined that there is no abnormality in the RAM when the power is turned on, after going through the normal RAM clear process, it returns to the state at the time of power-off (Yes determination in step S3003 of FIG. 28). Note that for the first power-on, it is in the initial state.

[0684] On the other hand, when it is determined that there is an abnormality in the RAM when the power is turned on, a full RAM clear is executed (No determination in step S3003 of FIG. 28). Furthermore, by storing information indicating "RAM failure" in the RAM failure information, information indicating "RAM failure" (error code E8) is set in the error request (Yes determination in steps S3006 and S3020 of FIG. 28, step S3102 of FIG. 30). This error information is transmitted to the game control unit 302 (FIG. 53), and an error notification based on this information is executed (step S1002 of FIGS. 25 and 16). Note that in the game control unit 302, the contents of the RAM are not cleared even when an error from the medal count control unit 350 is received. Furthermore, in the medal count control unit 350, when the game control unit chip ID acquisition flag is set to on, various information is updated (initialized) when receiving the game control unit status command (Yes determination in step S3007 of FIG. 28, step S4407 of FIG. 42).

[0685] Also, when the game control unit 302 transmits a RAM clear command at the time of power-on (step S101 in FIG. 15). The medal count control unit 350 that has received this RAM clear command adopts a configuration in which the RAM is cleared in response to the RAM clear command from the game control unit 302 (Yes determination in step S3016 in FIG. 28). At this time, the medal count control unit 350 once permits the interrupt process, and then prohibits the interrupt process and performs subsequent processing when receiving a command from the game control unit 302, so that the reception of the RAM clear command and the processing when received can be surely executed (steps S3012 to S3014 in FIG. 28). Also, by setting the power-on flag to OFF during interrupt permission, the counting process by operating the counting button 171 is configured not to be executed (steps S3011 and S3015 in FIG. 28).

[0686] In addition, the medal count control unit 350 can initialize the number of game medals by operating the game medal count clear button 172 at the time of power-on (Yes determination in step S3008 in FIG. 28). At this time, information indicating "detection" is set in the game medal count clear detection information, and while this information is set, the information related to this clear is included in the game machine information notification and transmitted to the lending machine 700 (FIG. 32). Note that the game medal count clear detection information is cleared when the payout command is received from the game control unit 302 (step S4A01 in FIG. 49).

[0687] [[Game control state command transmission (periodically transmitted from the game control unit 302 to the medal count control unit 350)]] In the slot machine 100, game control state commands (see FIG. 10) consisting of 41 types are transmitted to the medal number control unit 350. Specifically, in the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the game control unit timer interrupt process of the game control unit 302, the game control state commands are sequentially set one by one in the transmission buffer addressed to the medal number control unit (judgment is Yes in step S2201 in FIG. 26). However, if a game control priority command has been previously set in the transmission buffer addressed to the medal number control unit 350, the game control state command is not set in the transmission buffer (judgment is No in step S2201 in FIG. 26).

[0688] After the game control state command and the game control priority command are set in the transmission buffer addressed to the medal number control unit 350, the content of this transmission buffer is output, and the strobe signal is set to on (judgment is Yes in step S2208 in FIG. 26). By setting this strobe signal to on, the medal number control unit 350 side will receive the command. Note that the strobe signal is set to off in the next interrupt process, and the content of the transmission buffer is also cleared (judgment is No in step S2208 in FIG. 26), but the output from the I / O port is maintained as it is. Thereby, the reception of the command on the medal number control unit 350 side can be made more stable. And when the content of the transmission buffer is cleared, the content of the transmission buffer is updated for a new command transmission in the next interrupt process (judgment is Yes in step S2201 in FIG. 26). That is, in the game control unit 302, one command is transmitted while two interrupt processes are executed, and the transmission state and the transmission stop state are switched every time an interrupt process occurs. Note that the transmission state continues for 1.49 ms (however, the output of the command itself continues for 2.98 ms), while in the game control unit 302, there are two reception timings (the 0.745 ms interrupt process occurs twice), so the omission of the command can be prevented.

[0689] [[Game control priority command transmission (interrupt transmission from the game control unit 302 to the medal number control unit 350)]] In the game control unit 302, a game control state command is sent to the medal count control unit 350 in the timer interrupt process. However, depending on the game situation in the main process of the game control unit, a game control priority command is preferentially sent to the medal count control unit 350. More specifically, when the transmission buffer becomes empty in the process of the game control command transmission process (Figure 26), before the game control command transmission process in the next timer interrupt process is executed (the next game control state command is set in the transmission buffer), a game control priority command is set in the transmission buffer in the main process of the game control unit, so that this game control priority command is sent to the medal count control unit 350 prior to the game control state command. The game control priority commands include an input command associated with the input operation of game medals, a settlement command associated with the settlement operation of the game medals set in the current bet amount, a start lever reception command associated with the reception of the start lever operation, a payout command associated with the payout of game medals, an error occurrence command associated with the occurrence of an error, and a RAM clear command associated with the RAM clear (Figure 13(a)).

[0690] Among the game control priority commands, the input command, the settlement command, and the payout command are each composed of three commands. Among these, the first command is a command including information on the number of target game medals, the second command is a command including the communication number (command serial number) of the game control priority command, and the third command is a command including a checksum based on the contents of the previous two commands. Since these commands are continuously transmitted without being interrupted by other commands, they may be referred to as triple commands. Also, the values of the upper bytes of the triple commands are consecutive values.

[0691] If the response command from the medal count control unit 350 has not been received, or if the response command from the medal count control unit 350 contains information indicating "re-request", the command is retransmitted (a No determination in step S1308 of FIG. 19, a No determination in step S1310). However, if the upper limit of the number of retransmissions is exceeded, information indicating "abnormal" is set as the response result from the medal count control unit 350 (a No determination in steps S1302 and S1306).

[0692] Also, when the response command from the medal count control unit 350 contains information other than "re-request", this information is set as the response result from the medal control unit, and the command serial number is incremented by 1 (steps S1311 and S1312 in FIG. 19).

[0693] 〔Operation of the game control unit 302 by the insertion operation (transmission of the insertion command, etc.)〕 When an operation of inserting a game medal is performed, the number of game medals required by this operation (required number) is determined (steps S1105 to S1109 in FIG. 17). In the present embodiment, insertion operations using two types of bet buttons, a 1-bet button and a MAX-bet button, are possible. When the MAX-bet button is operated, the number of game medals required to set the maximum bet count is set as the required number (step S1107 in FIG. 17). When the 1-bet button is operated, 1 is set as the required number (step S1109 in FIG. 17). However, when the current bet count is the maximum bet count, 0 is set as the required number by the insertion operation (a No determination in step S1106 of FIG. 17).

[0694] Subsequently, a command (the first of the commands constituting the input command) consisting of the data of the upper byte indicating that it is an input command and the data of the lower byte indicating the value of the required number of sheets is set in the transmission buffer addressed to the medal number control unit 350 (steps S1110 and S1111 in FIG. 17, steps S1402 and S1403 in FIG. 20, FIG. 21). When the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the game control unit timer interrupt process is executed in this state, the game control state command is not set in the transmission buffer, and the command previously set in the transmission buffer is transmitted to the medal number control unit 350 (judgment of No in step S2201 in FIG. 26).

[0695] After that, when the transmission buffer is cleared in the game control command transmission process of the next game control unit timer interrupt process (judgment of No in step S2208 in FIG. 26), the checksum is updated, and further, the value of the upper byte data is incremented by 1 to update it to the value indicating the second command, and a command (the second of the commands constituting the input command) consisting of the data of the lower byte indicating the command sequence number is set in the transmission buffer addressed to the medal number control unit 350 (steps S1404 to S1407 in FIG. 20, FIG. 21). Then, in the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the next game control unit timer interrupt process, the command in the transmission buffer is transmitted to the medal number control unit 350, and when the transmission buffer is cleared in the game control command transmission process of the next game control unit timer interrupt process (judgment of No in step S2208 in FIG. 26), the checksum is updated, and further, the value of the upper byte data is incremented by 1 to update it to the value indicating the third command, and a command (the third of the commands constituting the input command) consisting of the data of the lower byte indicating the checksum is set in the transmission buffer addressed to the medal number control unit 350 (steps S1408 to S1411 in FIG. 20, FIG. 21). Then, in the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the next game control unit timer interrupt process, the command in the transmission buffer is transmitted to the medal number control unit 350.

[0696] The input command is sent to the medal number control unit 350 in the above process. If the response command for this command contains information indicating "normal", the required number of medals is added to the current bet number (a Yes determination in step S1112 of FIG. 17).

[0697] In addition, when a winning occurs in a replay game and a replay game is awarded (when the replay flag is on), the above processing of the input command is not executed (a No determination in step S1104 of FIG. 17).

[0698] Also, between the time when the input command is sent and the time when the response command from the medal number control unit 350 is received, even if the bet button is operated, the input command is not sent (step S1112 of FIG. 17 waits until the response command is received).

[0699] Also, when the bet button is operated, a command is sent to the first sub-control unit 400 regardless of whether the response command for the input command is received or the content of the response command from the medal number control unit 350 (step S1114 of FIG. 17). In the first sub-control unit 400 that has received this command, an effect corresponding to the operation of the bet button can be executed.

[0700] 〔Operation of the game control unit 302 by the settlement operation (transmission of the settlement command, etc.)〕 When an input operation is performed, the current bet number is added accordingly. However, by operating the settlement button 134 (settlement operation), the game medals set for the current bet number can be settled.

[0701] When a settlement operation is performed, the value of the current bet number is set as the number of game medals (required number of medals) required by the settlement operation (No in step S1101 of FIG. 17, step S1203 of FIG. 18).

[0702] Subsequently, a command (the first of the commands constituting the settlement command) consisting of the data of the upper byte indicating that it is a settlement command and the data of the lower byte indicating the value of the required number of sheets is set in the transmission buffer addressed to the medal number control unit 350 (steps S1204 and S1205 in FIG. 18, steps S1402 and S1403 in FIG. 20, FIG. 21). When the game control command transmission process (step S207 in FIG. 23, FIG. 26) of the game control unit timer interrupt process is executed in this state, the game control state command is not set in the transmission buffer, and the command previously set in the transmission buffer is transmitted to the medal number control unit 350 (judgment of No in step S2201 in FIG. 26).

[0703] Subsequently, the second and third commands among the commands constituting the settlement command are transmitted. Since this process is the same as the input command, the description thereof is omitted.

[0704] The settlement command is transmitted to the medal number control unit 350 in the above flow. When the response command to this command contains information indicating that it is "normal", the value of the current bet number is set to 0 (judgment of Yes in step S1206 in FIG. 18).

[0705] In the above example, after receiving the response command, the value of the current bet number becomes 0 (when a response command indicating "normal" is received, the value of the current bet number is subtracted), and in the state before receiving the response command, the value of the current bet number is not subtracted. On the other hand, in the medal number control unit 350 that has received the settlement command, since the number of game medals is added, at this point, the number of game medals owned by the player is temporarily increased. If a response command indicating "normal" is not received, the value of the current bet number becomes an error without being subtracted (a No determination is made in step S1206 of FIG. 18). However, if this error is avoided by some means, since the value of the current bet number is not subtracted, as a result, the number of medals increases by the amount by which the number of game medals has been added in the medal number control unit 350, and the player will illegally obtain game medals through the settlement operation. Therefore, it is also possible to set the value of the current bet number to 0 before and after sending the settlement command and not wait for a response command for the settlement command (not using the response command). Note that in this configuration where the response command is not used, there is a possibility that an error in the communication state cannot be detected. However, since an error in the communication state can be detected by using a response command for the input command, the communication quality can be prevented from deteriorating. Note that a command index is managed between the game control unit 302 and the medal number control unit 350, and an error may be set when the number of mismatches reaches a predetermined number (e.g., 5 times). According to this configuration, it is possible to prevent operations based on illegal information from being performed.

[0706] Note that in the medal number control unit 350, when a settlement command including information on the number of medals exceeding the number of medals inserted is received, the settlement may not be accepted and an error may be set. According to this configuration, it is possible to prevent illegally obtaining game medals.

[0707] Note that in the medal number control unit 350, when a settlement command including information on the number of medals exceeding 16 is received, the settlement may not be accepted and an error may be set. According to this configuration, it is possible to prevent illegally obtaining game medals.

[0708] In addition, when the medal number control unit 350 receives a settlement command including information on the number of medals exceeding 16,384, it may not accept the settlement and regard it as an error. According to this configuration, it is possible to prevent the illegal acquisition of game medals.

[0709] In addition, when winning a prize in the replay winning combination and being given a replay (when the replay flag is on), the above processing of the settlement command is not executed (a No determination is made in step S1202 of FIG. 18).

[0710] Also, when the settlement button 134 is operated, a command is transmitted to the first sub-control unit 400 regardless of whether a settlement command is transmitted or the content of the response command from the medal number control unit 350 (step S1201 of FIG. 18). The first sub-control unit 400 that has received this command can execute an effect corresponding to the operation of the settlement button 134.

[0711] 〔Operation of the game control unit 302 by operating the start lever (transmission of the start lever reception command, etc.)〕 When the start lever is operated in a state where the current bet number value is equal to or greater than the startable number, a command (start lever reception command) composed of the upper byte data indicating that it is a start lever reception command and the lower byte data indicating the current bet number value is set in the transmission buffer addressed to the medal number control unit 350 (steps S1012 to S1014 in FIG. 16). Further, the start lever reception command is transmitted to the first sub-control unit 400 (step S1014 in FIG. 16). The first sub-control unit 400 that has received this command can execute an effect corresponding to the operation of the start lever.

[0712] 〔Operation of the game control unit 302 by paying out (transmission of the payout command, etc.)〕 When winning a prize in a winning combination with a payout at the end of the game, the value of the payout number of medals is set to the number of game medals required for the payout (required number of medals) (step S1602 in FIG. 22). Subsequently, a command (the first of the commands constituting the payout command) consisting of the upper byte data indicating that it is a payout command and the lower byte data indicating the value of the...

Claims

【Claim 1】 A plurality of reels with multiple types of symbols thereon, which are rotationally driven, Input operation means for inputting game value for game use from the stored game value, Start operation means capable of executing a start operation for instructing the start of rotation of the plurality of reels, A plurality of stop operation means capable of executing a stop operation for individually stopping the rotation of the plurality of reels, Winning determination means for performing a winning determination based on the display states of the plurality of reels, Game value awarding means capable of awarding game value according to the winning determination, Light-emitting means for making the input operation means emit light, Counting operation means, Display means, and a gaming table provided with these, The light-emitting means is means capable of making the input operation means emit light when the stored game value is equal to or more than a predetermined number, The light-emitting means is means capable of making the input operation means emit light even when the game value stored by operating the counting operation means is less than the predetermined number in a state of winning a predetermined replay winning combination, The light-emitting means is means for not making the input operation means emit light when the game value stored by operating the counting operation means becomes less than the predetermined number in a state of winning a predetermined combination for which game value is to be awarded, The light-emitting means turns off when a certain display is shown on the display means even in a state where the stored game value is less than the predetermined number and a state of winning the predetermined replay winning combination, The certain display is a display that may be shown even after winning the predetermined replay winning combination and when the input operation means has not been operated yet, The certain display is at least one of a demo display, a menu display, or a display when power is restored, Even when the start operation of the start operation means is performed without operating the input operation means in a state of winning the predetermined replay winning combination and the input operation means is emitting light, the plurality of reels can start rotating, The display means can display a first display indicating the number corresponding to the game value obtained in a specific section (hereinafter referred to as the "acquisition number"), When game value is awarded by the game value awarding means, after displaying an update display indicating the update of the first display, the first display indicating the acquisition number obtained by adding the awarded game value to the acquisition number before the game value is awarded can be displayed, When a game value is imparted by the game value imparting means, if the value obtained by adding the imparted game value to the number of winnings before the game value is imparted reaches a specified value, a second display can be displayed. Even while the updated display is being shown, it is possible to execute the process of inputting a game value based on the operation of the input operation means. Even while the updated display is being shown, it is possible to execute the start operation. When the input process and the start operation are executed during the display of the updated display when a game value is imparted by the game value imparting means, after the display of the updated display ends, the first display showing the number of winnings obtained by adding the imparted game value to the number of winnings before the game value is imparted and then subtracting the amount input by the input process can be displayed. Even when the first display shown as a result of the execution of the input process and the start operation does not reach the specified value in the case where the input process and the start operation are executed during the display of the updated display when the specified value is reached, the second display can be displayed. A gaming table characterized by the above.

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