gaming machines
The integration of a counting switch and power recovery mechanism in gaming machines addresses performance issues, ensuring accurate score transmission and error handling, enhancing operational reliability.
Patent Information
- Application Number
- JP2024102483
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-26
- Publication Date
- 2025-10-31
- Estimated Expiration
- 2041-08-31
AI Technical Summary
The performance of gaming machines, particularly in managing score counting and communication with external units, is not optimized, leading to potential errors and inefficiencies.
The implementation of a counting switch that sends precise counting notifications based on predetermined conditions, along with a power recovery mechanism for gaming machines, and a system to handle communication abnormalities.
Enhances the performance and reliability of gaming machines by ensuring accurate score transmission and handling communication errors, thereby improving operational efficiency and reducing downtime.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, slot machines (reel-type gaming machines) have been known as one type of gaming machine. As this type of slot machine, a point-type slot machine is known in which a game can be played using points stored in a card without using medals (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-56055 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to improve the performance of a gaming machine. [Means for solving the problem]
[0005] The present invention provides A counting switch is provided. When it is time to notify the count, the count notification can be sent to the outside. The counting notice contains counting point information, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, if the timing for transmitting the counting notification comes when the counting switch is not pressed, a counting notification with counting point information of 0 can be transmitted to the outside, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, if the timing for transmitting the counting notice comes after the counting switch is released before a specific period of time has elapsed since the counting switch was pressed, a counting notice with counting point information of 1 can be transmitted to the outside, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, when the timing for transmitting the counting notice comes when the counting switch has been pressed for a specific period of time or more since the counting switch was pressed, the counting notice in which the counting point information is a predetermined value can be transmitted to the outside, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, if the counting switch is released before a specific period of time has elapsed since the counting switch was pressed and the counting switch is pressed again before the timing for transmitting the counting notice arrives, a counting notice with count point information of 1 can be transmitted to the outside, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, if the counting switch is pressed for a specific period of time or more and then released before the timing for transmitting the counting notice arrives, and then the counting switch is pressed again and released, the timing for transmitting the counting notice arrives, a counting notice whose counting point information is a predetermined value can be transmitted to the outside, If a VL error occurs when the counting switch is pressed and remains pressed for a specific period of time, and it is time to send a counting notification, the information about the pressing status of the counting switch can be cleared. On the other hand, the timer that measures the period during which the counting switch is pressed is not cleared. Gaming machine. Furthermore, the present invention may be a gaming machine that is capable of initializing all RWM areas and setting a power recovery timer if an abnormality is determined as a result of the RWM check during power-on processing. [Effects of the Invention]
[0006] According to the present invention, the performance of the gaming machine can be improved. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view of the gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear view of the front door of the gaming machine according to this embodiment. [Figure 3] FIG. 3 is a front view of the cabinet of the gaming machine according to this embodiment. [Figure 4] FIG. 4 is a diagram showing the reel arrangement of the gaming machine according to this embodiment. [Figure 5] FIG. 5 is a diagram showing symbol combinations for the gaming machine according to this embodiment. [Figure 6] FIG. 6 is a diagram showing symbol combinations for the gaming machine according to this embodiment. [Figure 7] FIG. 7 is a diagram showing symbol combinations for the gaming machine according to this embodiment. [Figure 8] FIG. 8 is a diagram showing symbol combinations for the gaming machine according to this embodiment. [Figure 9] FIG. 9 is a diagram showing symbol combinations for the gaming machine according to this embodiment. [Figure 10] FIG. 10 is a diagram showing a condition device of the gaming machine according to this embodiment. [Figure 11] FIG. 11 is a diagram showing the objects of the internal lottery of the gaming machine according to this embodiment. [Figure 12] FIG. 12 is a diagram showing the results of the internal lottery of the gaming machine according to this embodiment. [Figure 13] FIG. 13 is a diagram showing the results of the internal lottery of the gaming machine according to this embodiment. [Figure 14] FIG. 14 is a diagram showing the contents of a message used for communication between the gaming machine and the rental unit of the gaming machine according to this embodiment. [Figure 15] FIG. 15 is a diagram showing the contents of a gaming machine information notification, which is one of the messages output from the gaming machine to the rental unit of the gaming machine according to this embodiment. [Figure 16]FIG. 16 is a diagram showing the gaming machine type included in the gaming machine information notification output by the gaming machine according to this embodiment. [Figure 17] FIG. 17 is a diagram showing gaming machine information included in a message when gaming machine performance information is set, among gaming machine information notifications output by a gaming machine according to this embodiment. [Figure 18] FIG. 18 is a diagram showing gaming machine information included in a telegram when gaming machine installation information is set, among gaming machine information notifications output by a gaming machine according to this embodiment. [Figure 19] FIG. 19 is a diagram showing gaming machine information included in a message when hall control and fraud monitoring information is set, among gaming machine information notifications output by the gaming machine according to this embodiment. [Figure 20] FIG. 20 is a diagram showing a basic communication sequence between the gaming machine and the rental unit according to this embodiment. [Figure 21] FIG. 21 is a diagram showing the start-up sequence of the gaming machine and the rental unit according to this embodiment. [Figure 22] FIG. 22 is a diagram showing the start-up sequence of the gaming machine and the rental unit according to this embodiment. [Figure 23] FIG. 23 is a diagram showing a counting notification sequence between the gaming machine and the rental unit according to this embodiment. [Figure 24] FIG. 24 is a diagram showing a lending notification sequence between the gaming machine and the lending unit according to this embodiment. [Figure 25] FIG. 25 is a diagram showing a recovery sequence from a communication abnormality between the gaming machine and the rental unit according to this embodiment. [Figure 26] FIG. 26 is a diagram showing a sequence when a communication error occurs during counting between the gaming machine and the rental unit according to this embodiment. [Figure 27] FIG. 27 is a diagram showing a sequence when a communication error occurs during rental between the gaming machine according to this embodiment and the rental unit. [Figure 28] FIG. 28 is a flowchart relating to the counting control of the gaming machine according to this embodiment. [Figure 29]FIG. 29 is a flowchart of the score awarding process of the gaming machine according to this embodiment. [Figure 30] FIG. 30 is a flowchart relating to gaming machine information management for the gaming machine according to this embodiment. [Figure 31] FIG. 31 is a diagram showing a transmission pattern of a gaming machine information notification after the first start of the gaming machine according to this embodiment. [Figure 32] FIG. 32 is a diagram showing a second transmission pattern of hall control and fraud monitoring information among the gaming machine information notifications of the gaming machine according to this embodiment. [Figure 33] FIG. 33 is a diagram showing a pattern in which the transmission timing of the hall control / fraud monitoring information and the gaming machine installation information coincides among the gaming machine information notifications of the gaming machine according to this embodiment. [Figure 34] FIG. 34 is a diagram showing a pattern in which the transmission timings of hall control / fraud monitoring information, gaming machine installation information, and gaming machine performance information, among the gaming machine information notifications of the gaming machine according to this embodiment, coincide with each other. [Figure 35] Figure 35 is a comparative example to explain the effect of the gaming machine of this embodiment, and shows an undesirable example in which the number of balls inserted signal ON and the BB status signal ON are transmitted at the same time in the hall control / fraud monitoring information. [Figure 36] FIG. 36 is a diagram showing a preferred example in which the number of balls thrown signal ON and the BB state signal ON are transmitted in the hall control / fraud monitoring information at different timings in the gaming machine according to this embodiment. [Figure 37] Figure 37 is a comparative example to explain the action and effect of the gaming machine of this embodiment, and is a diagram showing an undesirable example in which the payout number signal ON and the BB status signal ON are transmitted at different times in the hall control / fraud monitoring information. [Figure 38] FIG. 38 is a diagram showing a preferred example in which the payout number signal ON and the BB state signal ON are transmitted in the hall control / fraud monitoring information at the same timing in the gaming machine according to this embodiment. [Figure 39] FIG. 39 is a diagram showing the counting execution flag setting process of the gaming machine according to this embodiment. [Figure 40] FIG. 40 is a diagram showing a time chart relating to the counting process of the gaming machine according to this embodiment. [Figure 41] FIG. 41 is a diagram showing a time chart relating to the counting process of the gaming machine according to this embodiment. [Figure 42] FIG. 42 is a diagram showing a time chart relating to the counting process of the gaming machine according to this embodiment. [Figure 43] FIG. 43 is a diagram showing a time chart relating to the counting process of the gaming machine according to this embodiment. [Figure 44] FIG. 44 is a diagram showing the game progress main processing of the gaming machine according to this embodiment. [Figure 45] FIG. 45 is a diagram showing the advantageous zone end processing of the gaming machine according to this embodiment. [Figure 46] Figure 46 is a diagram showing <Pattern 1> of advantageous zone clear counter management for the gaming machine of this embodiment. [Figure 47] Figure 47 is a diagram showing <Pattern 2> of advantageous zone clear counter management for the gaming machine of this embodiment. [Figure 48] Figure 48 is a diagram showing <Pattern 3> of advantageous zone clear counter management for the gaming machine of this embodiment. [Figure 49] FIG. 49 is a flowchart relating to receiving a rental notification for a gaming machine according to this embodiment. [Figure 50] FIG. 50 is a flowchart relating to the interrupt process of the game media number control means of the gaming machine according to this embodiment. [Figure 51] FIG. 51 is a flowchart relating to the game medal count check process in the interrupt process of the game medium count control means of the gaming machine according to this embodiment. [Figure 52] FIG. 52 is a flowchart relating to the count button check process in the count control process of the game media number control means of the gaming machine according to this embodiment. [Figure 53] FIG. 53 is a flowchart relating to the communication abnormality 2 to 6 check process in the lending notice receiving process of the game media count control means of the gaming machine according to this embodiment.
[0008] <Terminology> "Medals (number of medals)," "game media (number of game media)," "game value," and "points (number of points or scores)" are synonymous, and may be referred to as medals as a concept even if there are no actual medals. "Bet," "BET," and "insertion" regarding game media are synonymous, and all refer to the act of betting game media. The "effect selection switch P8W" and the "effect determination switch P8E" are sometimes collectively referred to as "sub-switches." Hexadecimal numbers are written as "0xXXX" or "XXXh," and unless otherwise specified before or after the number, they are expressed in decimal. "Reels" are sometimes referred to as "machine drums," and all are synonymous. "Storage means" are sometimes referred to as "RWM," "RAM," or "storage area," and all are synonymous. "Awarding" used in "awarding game media" or "awarding points," etc., may be referred to as "payout," and all are synonymous. The "setting / reset switch" may be referred to as a "setting change switch" or a "reset switch" depending on its function, but in both cases it refers to the same switch. The "setting change switch" and the "reset switch" may be provided as different switches. "Symbol," "piece," and "piece" are synonymous and all refer to the symbol area drawn on the reel.
[0009] The following will explain the features (outline) of the gaming machine P according to this embodiment. Each element will be described in detail below with reference to the drawings.
[0010] <Explanation of the appearance of the gaming machine P> First, the basic structure of the gaming machine P according to this embodiment will be described with reference to FIG. 1. The gaming machine P has a front door P2 (also referred to as a front mask, front door, front panel, door, or door) and a cabinet P1 (also referred to as a rear box or housing) that are locked together by a hinge structure. The hinge structure is located on the left side of the gaming machine P when viewed from the front, and the front door P2 can be opened using the left side as an axis. To open the front door P2, a door opening key is inserted into a cylinder located on the right side of the gaming machine P when viewed from the front (located to the right of the front door P2) and rotated to the right, thereby changing the state from locked to unlocked (unlocked). It may also be possible to reset a door opening error by rotating the door opening key left while inserted into the cylinder of the front door P2. In addition, the resolvable errors are not limited to door open errors, but may include all or some of the following types of errors that can be recovered by operating a reset switch (specifically, input request communication errors, settlement request communication errors, payout request communication errors, game media number control reception abnormalities, main control reception abnormalities, total score upper limit abnormalities, total score threshold reached state, lending device connection abnormalities, lending serial number abnormalities, lending device communication abnormality 1 (also referred to as "communication error 1"), lending device communication abnormality 2 (also referred to as "communication error 2"), lending device communication abnormality 3 (also referred to as "communication error 3"), lending device communication abnormality 4 (also referred to as "communication error 4"), lending device communication abnormality 5 (also referred to as "communication error 5"), lending device communication abnormality 6 (also referred to as "communication error 6"), etc.).
[0011] A door switch is provided near the cylinder on the rear surface of the front door P2, and it is possible to determine whether the front door P2 is open or not by detecting whether the door switch is on or off.
[0012] The door switch can be moved back and forth using an elastic member such as a spring, and when the front door P2 is closed, the tip of the door switch comes into contact with the door switch receiving portion provided on the cabinet P1, causing the door switch to be pushed in.When the door switch is pushed in, the optical sensor provided on the door switch is blocked from light, detecting that the door switch is ON and determining that the door is closed.
[0013] Furthermore, when the front door P2 is open, the tip of the door switch is not in contact with the door switch receiving portion provided on the cabinet P1, and the door switch is in a protruding state due to the biasing force of an elastic member such as a spring. When the door switch is in a protruding state, the optical sensor provided on the door switch is not blocked by light, so it detects that the door switch is OFF and determines that the door is open.
[0014] The process of determining whether the door is open or not is performed for each interrupt process by the main control board P15. In the input port reading process within the interrupt process by the main control board P15, the input port corresponding to the door switch is checked to determine whether the door is open or not based on whether the door switch is ON or OFF.
[0015] The above-described process for determining whether a door is open is not limited to this, and the correspondence between the detection result of the door switch being ON or OFF and the determination of whether a door is open may be reversed. For example, the door may be determined to be open by detecting that the door switch is ON, and the door may be determined to be closed by detecting that the door switch is OFF. Furthermore, the door switch may be one that detects whether the door is open or closed using various sensors such as a proximity sensor, or the door may be opened by detecting that the door open key has been turned to the right.
[0016] On the front side of the front door P2, there are provided a start switch P3, a left stop switch P4L, a center stop switch P4C, a right stop switch P4R (hereinafter, these may be collectively referred to as "stop switches P4"), a MAX BET switch P5M, a 1 BET switch P5O (hereinafter, these may be collectively referred to as "bet switches P5"), a settlement switch P6, a counting switch P7 (hereinafter, these may be collectively referred to as "counting buttons"), a performance selection switch P8W, a performance decision switch P8E, etc. Also, as display units for notifying information about the game, there are provided a game media number display unit P9 and a bonus number display unit (not shown). Also provided are a display window P10 for making the reels visible, and image display units (image display unit P11M, image display unit P11S) for enhancing the enjoyment of the game.
[0017] (Start switch P3) It is a lever-shaped switch that becomes active when a specified number of gaming media is bet (for example, a number of gaming media selected by the player from among 1 to 3 insertion points is bet), and when operated, starts the rotation of the reels. Furthermore, when operation of the start switch P3 is acceptable, the color of the lamp (LED light color, or LED on / off state) on the operation part of the start switch P3 or around it is changed or illuminated, indicating that operation of the start switch P3 is acceptable. For example, when operation of the start switch P3 is acceptable, the lamp lights up in red, and when operation of the start switch P3 is not acceptable, the lamp is turned off. The LED may be turned on or off by the main control board P15, or the sub-control board P12 may be turned on or off.
[0018] (Stop switch P4) In this embodiment, the left reel P18L corresponds to the left stop switch P4L, the center reel P18C corresponds to the center stop switch P4C, and the right reel P18R corresponds to the right stop switch P4R. When operation of the stop switch P4 is acceptable, the color of the lamp (LED color or LED on / off state) on or around the stop switch P4 operation unit or its surroundings is changed or illuminated to indicate that operation of the stop switch P4 is acceptable. For example, when operation of the stop switch P4 is acceptable, the lamp is illuminated in blue, and when operation of the stop switch P4 is unacceptable, the lamp is illuminated in red. The LED may be illuminated or turned on by the main control board P15, or the sub-control board P12.
[0019] (Bet switch P5 (MAX bet switch P5M, 1 bet switch P5O)) When the information stored in the gaming medium number storage means (also referred to as the total score storage area), which is provided in the gaming machine P (more specifically, the gaming medium number control board P16) and stores the number of gaming media (also referred to as the total score) owned by the player, is not 0 (when the information displayed on the gaming medium number display unit P9 is not 0), and operation of the bet switch P5 is accepted, the bet number setting process is carried out. If the information stored in the gaming medium number storage means is 0, operation of the bet switch P5 is not accepted, or even if operation of the bet switch P5 is accepted, the bet process is not executed. In addition, the gaming machine P is configured to include a MAX BET switch P5M which allows you to bet the maximum number set for each gaming machine P, and a 1 BET switch P5O which allows you to bet "1", and the 1 BET switch P5O is configured so that by operating it multiple times, you can bet the same number of coins as the number of operations within the range of the maximum bet number. Furthermore, when operation of the MAX BET switch P5M is acceptable, the color of the lamp (LED color or LED on / off state) on or around the operation part of the MAX BET switch P5M is changed or turned on to indicate that operation of the MAX BET switch P5M is acceptable. For example, when operation of the MAX BET switch P5M is acceptable, the lamp is turned on red, and when operation of the MAX BET switch P5M is unacceptable, the lamp is turned off. Although the 1 BET switch P5O does not have an LED, an LED may be provided on or around the operation part of the 1 BET switch P5O, and the lamp color may be changed or turned on to indicate that operation of the 1 BET switch P5O is acceptable. The LED may be turned on or off by the main control board P15, or the sub-control board P12.
[0020] (Settlement switch P6) When the settlement switch P6 is operated under the condition that the bet number storage means provided in the gaming machine P stores a value of "1" or more (when the bet number is a value of "1" or more), the number of bets stored in the bet number storage means is added to the number of gaming media storage means. For example, when the settlement switch P6 is operated under the condition that the bet number storage means stores "2" and the gaming media number storage means stores "100," the bet number storage means stores "0" and the gaming media number storage means stores "102." The settlement process can be executed when the operation of the settlement switch P6 is accepted from the time the gaming media are inserted until the start switch P3 is accepted. In other words, the settlement process will not be executed even if the operation of the settlement switch P6 is accepted from the time the start switch P3 is accepted until the end of the game. Alternatively, the adjustment switch P6 may be configured to accept operation from the time the gaming medium is inserted until the start switch P3 is operated, but not to accept operation from the time the start switch P3 is operated until the game ends. Although the adjustment switch P6 does not have an LED, an LED may be placed on or near the operation section of the adjustment switch P6, and the color of the lamp may be changed or the LED may be lit to indicate that operation of the adjustment switch P6 is acceptable. The LED may be turned on or off by the main control board P15, or the sub-control board P12 may be configured to turn it on or off.
[0021] Furthermore, the 1 bet switch P5O and the settlement switch P6 may be configured as a single switch (1 bet switch / settlement switch). For example, the function may be switched depending on the length of time the 1 bet switch / settlement switch is pressed and held. If the pressing time is less than 1000 ms (if the 1 bet switch / settlement switch operation is no longer accepted before 1000 ms has elapsed since the operation of the 1 bet switch / settlement switch was accepted), the function of the 1 bet switch P5O may be executed, and if the pressing time is 1000 ms or more (if 1000 ms has elapsed since the operation of the 1 bet switch / settlement switch was accepted), the function of the settlement switch P6 may be executed. Note that in order to execute the function of the settlement switch P6 1000 ms after the operation of the 1 bet switch / settlement switch is accepted, it is not necessary for the operation of the 1 bet switch / settlement switch to be no longer accepted. The function of the settlement switch P6 is executed even if the operation of the 1 bet switch / settlement switch is accepted 1000 ms after the operation of the 1 bet switch / settlement switch is accepted.
[0022] (Counting switch P7) By operating the counting switch P7, the information stored in the gaming medium count storage means can be transmitted to an external rental unit (also referred to as a "dedicated unit") via a gaming ball / etc. rental device connection terminal board (described later) provided in the gaming machine P. For example, when "50" is stored in the gaming medium count storage means, by operating the counting switch P7, the count value (also referred to as "counting points" or "counted medal count") of "50" is transmitted to the gaming ball / etc. rental device connection terminal board, and then the count value of "50" can be transmitted to the rental unit. Note that after the counting switch P7 is operated and the count value is transmitted, "0" is stored in the gaming medium count storage means. Although the counting switch P7 does not have an LED, an LED may be provided on or near the operation section of the counting switch P7, and the LED may change color or light up to indicate that operation of the counting switch P7 is acceptable. The LED may be turned on or off by the main control board P15, or may be turned on or off by the sub-control board P12.
[0023] (Performance selection switch P8W) The effect selection switch P8W is a so-called "cross key" and is composed of an up switch, a right switch, a down switch, and a left switch. For example, by operating the up switch of the effect selection switch P8W, it is possible to move a cursor or the like displayed on the image display device P11M or P11S upward. Also, during game standby (also referred to as a game standby state), the up switch may be configured to increase the volume, the down switch to decrease the volume, the right switch to increase the light intensity of the lamp, and the left switch to decrease the light intensity of the lamp.
[0024] (Performance decision switch P8E) The effect confirmation switch P8E serves as a confirmation button when deciding on an effect, or as a chance button when executing an effect that suggests to the player that a favorable situation will occur. For example, when the cursor is positioned on a certain item displayed on the image display device P11M or P11S, the item indicated by the cursor can be confirmed by operating the effect confirmation switch P8E. Also, when an effect such as "Press the chance button!" appears on the image display device P11M or P11S during gameplay, the effect confirmation switch P8E can be operated to execute the next effect. Note that the effect confirmation switch P8E may be provided with a drive source (such as a solenoid or motor) to execute an effect in which the operating portion of the effect confirmation switch P8E vibrates up and down.
[0025] (Total score clear switch) The total score clear switch (also referred to as the "game medal count clear switch") is a switch for initializing the total score stored in the total score storage means, and is configured so that if the total score clear switch is ON when the power is turned on, the total score can be initialized. Note that the operation of the total score clear switch, which initializes the total score, is not limited to this; the total score may be cleared by operating the total score clear switch once when the gaming machine P is powered on, or by operating the total score clear switch twice in succession when the gaming machine P is powered on. If the total score is cleared by operating the total score clear switch once when the gaming machine P is powered on, the total score clear switch may be covered with a cover or placed in a recessed position so that it cannot be easily operated, in order to prevent accidental operation of the total score clear switch during play.
[0026] (Number of gaming media display section P9) This is a display device for displaying information on the number of game media (also referred to as "total points" or "total number of game medals") stored in the game media number storage means, and can display numerical information up to five digits. Each digit display that makes up the game media number display unit P9 consists of five segment display units arranged in a horizontal row, and information on the number of game media can be reported by combining the lighting and extinguishing of the seven segments that make up the segment display unit. Note that the five segments may also include decimal points (sometimes referred to as DP points), and a display mode using decimal points is also acceptable. Furthermore, each segment is configured so that the display mode changes depending on whether the LED is turned on or off.
[0027] In this embodiment, the maximum number of game media that can be displayed on the game media count display unit P9 is "16383." When "1" is displayed, "□□□□1" (the four squares indicate blank spaces (four of the five segment display units are unlit)) is displayed right-justified. Furthermore, when the number of game media stored in the game media count storage means is "0," "□□□□0" is displayed. If the number of game media stored in the game media count storage means is "0," displaying "□□□□□" on the game media count display unit P9 may lead to a misidentification that the game media count display unit P9 is malfunctioning, even when it is not. Therefore, by displaying "□□□□0" on the game media count display unit P9, it is possible to know that the game media count display unit P9 is malfunctioning.
[0028] In addition, when an error occurs, the game media count display unit P9 may display error information corresponding to the error instead of reporting the game media count information. In this case, the game media count display unit P9 may alternate between displaying the game media count information and error information. For example, a conceivable display pattern is a 3-second display of game media count information, followed by a 3-second display of error information, followed by a 3-second display of game media count information, followed by... Furthermore, when an error is displayed on the game media count display unit P9, "Pxx□□" (the two □s indicate a space, and the two xs indicate a number, symbol, or alphabet (the type of error can be identified by displaying "xx," which is error identification information corresponding to various errors)) is displayed left-justified. In other words, the game media count information is displayed right-justified, such as "1" as described above, and the lowest digit (the rightmost segment display unit) displays a numeric value from "0" to "9." On the other hand, error information is displayed left-justified as in the above-mentioned "Pxx□□," and the lowest digit is hidden, so no numerical information is displayed (the rightmost segment display unit is not lit). By configuring it in this way, it is easy to determine whether the currently displayed information is numerical information or error information based on whether the lowest digit of the game medium number display unit P9 is displayed (whether at least a part of the rightmost segment display unit is lit).
[0029] In addition, by checking whether the second segment display section from the right of the gaming medium number display section P9 is lit or not, it is possible to easily determine whether the information currently being displayed is numerical information or error information.
[0030] Furthermore, when controlling a gaming machine using a main control chip and a gaming media count chip, as in this embodiment, errors detected by the main control chip are represented as "Pxx□□" and errors detected by the gaming media count chip are represented as "Hxx□□," making it easier to determine where the error occurred. For example, a deposit request communication error is detected by the main control chip, so it could be displayed as "P01□□" or "PE1□□," while a lending device communication error 1 is detected by the gaming media count chip, so it could be displayed as "H01□□" or "HE1□□." In this way, by simultaneously displaying identification information such as "P" and "H" corresponding to the chip that detected the error (location of the abnormality) and error identification information such as "E1" or "01" corresponding to the above "xx," it is possible to display the location of the abnormality and the abnormality type (type of error) without changing the number of digits, even if there are more than 100 types of abnormalities.
[0031] Furthermore, while the example in which the identification information is changed depending on which chip detected the error has been described, this is not limiting and the identification information may be changed depending on the type of error. For example, a recoverable error may be expressed as "Pxx□□" and an unrecoverable error may be expressed as "Hxx□□". This configuration makes it easier to determine the importance of the error.
[0032] Furthermore, when an error is displayed on the game medium count display unit P9, if an error that allows counting processing occurs and the counting switch P7 is operated during the error display to perform counting processing, the game medium count display unit P9 may be configured to alternately display information on the game medium count and information on the error even during counting processing. By configuring it in this way, it is possible to check the error information even during counting processing.
[0033] Furthermore, when an error is displayed on the game medium count display unit P9, if an error that allows the lending process occurs and the lending switch is operated to perform the lending process while the error is being displayed, the game medium count display unit P9 may be configured to alternately display information about the number of game media and information about the error even during the lending process. By configuring it in this way, it is possible to check the error information even during the lending process.
[0034] Furthermore, when an error is displayed on the game medium number display unit P9, if the power is turned off while an error is displayed on the game medium number display unit P9 and the power is turned on while the total score clear switch is operated, the total score will be initialized but the error will not be cleared, so the information indicating "0" displayed on the game medium number display unit P9 and the error information may be displayed alternately. By configuring it in this way, it is possible to check the error information even if the total score clear switch is operated and the total score is initialized.
[0035] (Status indicator lamps 1 to 5) The status indicator lamps 1 to 5 are made up of five LEDs, one LED positioned corresponding to each segment of the game medium count display unit P9 (not shown). The lighting of the status indicator lamps is controlled by the game medium count control board P16, and they light up when there is a change in the status managed by the game medium count control board P16. The status indicator lamps may be placed anywhere as long as they are visible to the player.
[0036] The status indicator lamp 1 is configured to light up in the event of a rental device connection abnormality (VL abnormality flag = FFh) and to turn off in other cases (VL abnormality flag = 00h).
[0037] The status indicator lamp 2 is configured to light up when there is an abnormality in the lending serial number and to be turned off in other cases.
[0038] The status indicator lamp 3 is configured to light up in the event of any of the rental device communication abnormalities 1 to 6, and to be turned off in other cases.
[0039] The status indicator lamp 4 is configured to light up when the total score is 15,000 or more, and to be turned off in other cases.
[0040] The status indicator lamp 5 is configured to light up when the counting point is other than 0 (a value of 1 or greater) when the counting notification is sent, and to turn off when the counting point is 0 when the counting notification is sent. Whether the status indicator lamp 5 is turned on is determined by whether or not a counting flag (described later) is set; when the counting flag is set (counting flag = FFh), the status indicator lamp 5 is turned on, and when the counting flag is not set (counting flag = 0), the status indicator lamp 5 is turned off.
[0041] The counting flag is cleared (counting flag = 0) at each count notification timing, and is set at the count notification timing when the count execution flag (described later) is 1 or higher (when the count switch P7 is short-pressed or long-pressed). At any subsequent count notification timing, if the VL abnormality flag is ≠ 0, the total score is 0, or the count execution flag is 0, the counting flag is no longer set. In other words, if the count value is "1" or higher, the counting flag = FFh for at least 300 ms, which is the output interval between count notifications. In other words, if the status indicator lamp 5 is lit, it will remain lit for at least 300 ms. The counting flag, which is set when the count execution flag is 1 or higher, is cleared at the count notification timing, but is reset within the same interrupt process, so the status indicator lamp 5 will remain lit.
[0042] With this configuration, even if the counting switch P7 is pressed briefly just before the count notification timing, the status indicator lamp 5 can be lit for 300 ms, ensuring the time during which the status indicator lamp 5 is visible. Also, when the counting switch P7 is pressed and held for n (multiple) count notification timings, the lit state can be maintained for a period of n x 300 ms.
[0043] Furthermore, the status indicator lamp 5 will remain lit for 300 ms whether the count switch P7 is pressed briefly to produce a count value of only "1" or whether the count switch P7 is pressed long to produce a count value of only "50." This means that there is no need to separate the processing for short presses and long presses, and the status indicator lamp 5 can be lit using a common processing, eliminating the complexity of the program and reducing the program size.
[0044] (Number of grants display section) When game media (scores) are awarded as a result of a game, this display device displays the number of game media awarded. It can display numerical information up to two digits. Each digit of the award number display unit is composed of multiple segments, and the number of game media can be displayed by lighting the segments. If error information corresponding to an error that occurred is not displayed on the game media number display unit P9, the error information corresponding to the error may be displayed on the award number display unit. In this case, the award number display unit may display the error information after the number of game media awarded. For example, if the number of game media awarded as a result of a game is "7," the award number display unit may display "1," "2," "3," "4," "5," "6," and "7," followed by "E1" (error code). The award number display unit is not shown, but it may be located to the left of the settlement switch P6 and the 1-bet switch P5O when viewed from the front.
[0045] (Display window P10) With the front door P2 closed, the symbols on the reel tapes attached to the left reel P18L, center reel P18C, and right reel P18R (see FIG. 3), which are vertically rotatable, are visible through the display window P10. Specifically, when the reels are stopped, three consecutive symbols among the 21 (20, 16, etc.) symbols are visible through the display window P10 along the rotation direction of the left reel P18L, center reel P18C, and right reel P18R. That is, a total of nine symbols (3 symbols x 3 reels) are visible through the display window P10. Here, of the stop display positions where the left reel P18L, center reel P18C, and right reel P18R each display three symbols, the uppermost stop display position is referred to as the upper row, the center stop display position is referred to as the middle row, and the lowermost stop display position is referred to as the lower row.
[0046] (Image display device) The image display device displays various effect images, as well as game instruction images that instruct the order in which the stop switch P4 should be pressed during a game, error images when an error occurs, etc. In this embodiment, the image display device includes two image display devices, an image display device P11M and an image display device P11S. Depending on the model, there may be only one image display device, three or more, or none at all. Image display devices can be of various types, such as liquid crystal displays, plasma displays, organic EL displays, dot displays, projectors, etc., as long as they allow players to view images.
[0047] In addition, an operation mode display device (also referred to as an instruction monitor) that notifies the operation mode of the stop switch P4 may be provided. The award number display unit may also notify the operation mode of the stop switch P4 (they may serve as both units). When the award number display unit notifies the operation mode of the stop switch P4, the award number display unit may be referred to as an instruction monitor. In addition, a 1 bet lamp, 2 bet lamp, or 3 bet lamp for notifying the number of bets, a replay indicator lamp indicating that a replay (also referred to as a replay) is possible, a game executable lamp indicating that a game can be executed by operating the start switch P3, and a game medium insert possible lamp indicating that a game medium can be inserted by operating the bet switch P5 may also be provided.
[0048] The 1 bet lamp can be lit when the bet number is set to 1, the 2 bet lamp can be lit when the bet number is set to 2, and the 3 bet lamp can be lit when the bet number is set to 3. In other words, when the bet number is set to 1, the 1 bet lamp can be lit, when the bet number is set to 2, the 1 bet lamp and the 2 bet lamp can be lit, and when the bet number is set to 3, the 1 bet lamp, the 2 bet lamp, and the 3 bet lamp can be lit.
[0049] The above-mentioned 1 bet lamp, 2 bet lamp, 3 bet lamp, replay indicator lamp, game executable lamp, and game medium insertable lamp are controlled to be turned on or off by the main control board P15, but they may also be controlled to be turned on or off by the sub-control board P12.
[0050] <Description of the main parts arranged on the back side of the front door P2 of the gaming machine P>
[0051] Next, the rear structure of the front door P2 according to this embodiment will be described with reference to FIG.
[0052] (Sub-control board P12) The sub-control board P12 (also referred to as sub-control means, sub-control board (means), or performance control board (means)) is housed in a case for the sub-control board P12. The sub-control board P12 is equipped with a sub-control CPU, sub-control ROM, and sub-control RAM (the sub-control CPU, sub-control ROM, and sub-control RAM may be built into a single chip). The sub-control CPU, sub-control ROM, and sub-control RAM are able to communicate data with each other via a bus. The sub-control board P12 determines the data to be output to the performance lamps, speakers, and image display devices (image display device P11M, image display device P11S) based on information (also referred to as commands) from the main control board P15, which will be described later. In other words, the sub-control board P12 mainly performs control related to performance. Note that the sub-control board P12 cannot send information to the main control board P15 (one-way communication). In addition, the data input by operating the performance selection switch P8W or the performance decision switch P8E is obtained, and the data to be output to the performance lamp, speaker, and image display device (image display device P11M, image display device P11S) is determined based on the data input by operating the performance selection switch P8W or the performance decision switch P8E.
[0053] (Game media number display board P13) The game medium number display board P13 is a board that displays the game medium number display unit P9. Specifically, it is a board on which the game medium number display unit P9 is installed. (Speaker) There are four speakers: an upper right speaker P14UR and an upper left speaker (not shown) above the front door, and a lower right speaker P14DR and a lower left speaker P14DL below the front door.The speakers output sound effects that match the performance, as well as error sounds and warning sounds to notify users that an error has occurred.
[0054] <Description of main parts arranged in cabinet P1 of gaming machine P>
[0055] Next, the internal structure of the cabinet P1 according to this embodiment will be described with reference to FIG.
[0056] (Main control board P15) The main control board P15 (also referred to as the main control means, first main control board (means), main control board (means), or game control board (means)) is housed in a main control board case. The main control board P15 is protected by the main control board case, and the main control board case is sealed with a crimp (also referred to as a sealing member) so that it is difficult to open the main control board case.
[0057] The main control board P15 is equipped with a first main control CPU, a first main control ROM, and a first main control RAM (the first main control CPU, first main control ROM, and first main control RAM are built into a single chip and are referred to as the main control chip). The first main control CPU, first main control ROM, and first main control RAM are able to communicate data with each other via a bus. The main control board P15 performs internal lottery drawing, reel control such as driving and stopping the reels, prize determination control based on the stopped symbol combinations when all reels stop, and game state transition control between various game states such as the bonus game state (also simply referred to as the bonus) and the RT state.
[0058] A RAM clear switch is connected to the main control board P15, and operating the RAM clear switch clears the advantageous zone information stored in the main control board P15. Operating the RAM clear switch during an advantageous zone ends the advantageous zone and sets the normal zone. Operating the RAM clear switch clears only information related to the advantageous zone; it does not clear information related to the set value, total score, number of bets, RT status, or winning ratio monitor. The advantageous zone can be cleared by pressing the RAM clear switch once, by detecting that the switch has been pressed for a predetermined period of time (a so-called long press), or by turning on the power while the switch is pressed. The RAM clear switch is located in a location that cannot be operated by the player (user) (for example, on the main control board P15, which is not exposed unless the front door P2 is opened, inside the cabinet, or behind the front door). The RAM clear switch may also serve as a reset switch. Details will be given later, but the advantageous zone is a game zone in which the instruction monitor may notify advantageous operation modes of the stop switch (including the operation sequence and operation position), and the normal zone is a game zone in which the instruction monitor does not notify advantageous operation modes of the stop switch.
[0059] A setting key switch (also called a setting switch) is connected to the main control board P15, and the setting change mode can be started by inserting a setting key (key) into the setting key switch, turning it approximately 45 degrees to the right, and turning on the power to the gaming machine P. Note that the setting key switch is not limited to one operated by a setting key, and a push-type switch or pull-type switch may also be used. In either case, there is no problem as long as it can detect whether the switch is ON or OFF when the power is turned on.
[0060] Furthermore, when waiting for a game after one game has finished and no bet has been set (number of bets is 0), the setting confirmation mode can be started by inserting the setting key (key) into the setting key switch and turning it approximately 45 degrees to the right. Note that the conditions for transitioning to the setting confirmation mode do not have to include the fact that no bet has been set, and the conditions for transitioning to the setting confirmation mode are referred to as the transition conditions for the setting confirmation mode.
[0061] The built-in ROM of the main control chip mounted on the main control board P15 has a storage capacity of "16 KB or less," and includes a usage area (also referred to as the first program) of "7.5 KB or less" and an area outside the usage area (also referred to as the second program). The usage area includes a control area (also referred to as the first control area) of "4.5 KB or less" in which the programs executed by the main control board P15 are stored, and a data area (also referred to as the first data area) of "3.0 KB or less" in which only information other than the programs is stored or will be stored. The area outside the usage area includes a control area (also referred to as the second control area) and a data area (also referred to as the second data area) similar to the usage area. The usage area stores programs related to the progress of the game, and the area outside the usage area stores programs related to anti-fraud measures and programs used for gaming machine testing.
[0062] (Game media number control board P16) The gaming media number control board P16 (also referred to as gaming media number control means, second main control board (means), payout control board (means), gaming medal number control board (means), gaming medal number display control board (means), or gaming media number display control board (means)) is housed in a gaming media number control board case. The gaming media number control board P16 is protected by the gaming media number control board case, and by sealing the gaming media number control board case with a crimp (also referred to as a sealing member), it is configured so that it is difficult to open the gaming media number control board case.
[0063] The gaming media count control board P16 is equipped with a second main control CPU, a second main control ROM, and a second main control RAM (the second main control CPU, second main control ROM, and second main control RAM are built into a single chip and are referred to as the gaming media count chip). The second main control CPU, second main control ROM, and second main control RAM are capable of data communication with each other via a bus. The gaming media count control board P16 can control the display of the gaming media count display unit P9, send information (commands) to the lending unit via the gaming ball etc. lending device connection terminal board (described later), receive information (commands) from the lending unit via the gaming ball etc. lending device connection terminal board, send information (commands) to the main control board P15, and receive information (commands) from the main control board P15.
[0064] In addition, the game media number control board P16 is equipped with a game media number storage means for storing the number of game media acquired, and stores the number of game media currently owned by the user by adding the number of game media awarded, which is the number of game media awarded as a result of winning, and subtracting the number of game media inserted, which is the number of game media used to start playing.
[0065] The upper limit of the number of game media that can be stored in the game media number storage means is "16383," and numbers "16384" and above cannot be stored.
[0066] When the value stored in the gaming media number storage means is between "15,000" and "16,368," the gaming media number control board P16 detects a total score threshold reached state. When the value stored in the gaming media number storage means is between "16,369" and "16,383," the gaming media number control board P16 detects a total score upper limit abnormality. Any value between "16,369" and "16,383" stored in the gaming media number storage means is referred to as an upper limit warning value. In other words, the upper limit warning value is a concept that includes the upper limit value. Furthermore, the value "15,000" stored in the gaming media number storage means (the value that indicates a total score threshold reached state) may be referred to as a first threshold, and the value "16,369" stored in the gaming media number storage means (the value that indicates a total score upper limit abnormality) may be referred to as a second threshold.
[0067] A total score clear switch is connected to the number of gaming media control board P16, and when the power is turned on while the total score clear switch is operated (pressed) while the power is off (when the operation of the total score clear switch is detected during the power-on process), the total score stored in the number of gaming media control board P16 can be cleared. Operating the total score clear switch clears only the total score; other information (e.g., bet number information, etc.) is not cleared. The total score clear switch can be operated by pressing it once, or by detecting that it has been pressed for a predetermined period of time (a so-called long press). The total score clear switch is located in a location where it cannot be operated by the user (for example, on the number of gaming media control board P16, inside the cabinet, or behind the front door).
[0068] If the total score is cleared by turning on the power while the total score clear switch is operated, the total score clear status is turned ON (a "1" is stored in the total score clear status memory area of the RWM), and the ON status is maintained until the end of the first game that starts after that, after which the total score clear status is turned OFF (a "0" is stored in the total score clear status memory area of the RWM). The total score clear status information may be sent to the lending unit, and when the lending unit receives information that the total score clear status is ON, it clears the total score information stored in the lending unit. Also, when the total score clear status is ON in the gaming machine P and lending points (also referred to as "number of lent medals") are awarded from the lending unit, the total score clear status remains ON and the lending points are added as new total points, and even if one game is then completed and the total score clear status is turned OFF, the total score to which the newly added lending points have been added is not cleared.
[0069] Furthermore, if the power is turned off during play (while the reels are spinning, during payout processing (also called score awarding processing), etc.) and the power is turned on while the total score clear switch is operated, the total score will not be cleared and the total score clear status will remain OFF; if the power is turned off after play has finished and the power is turned on while the total score clear switch is operated, the total score will be cleared and the total score clear status will turn ON. In this case, the game media number control board P16 determines whether or not play is in progress based on the game start information and game end information sent from the main control board P15, and prevents the total score from being cleared by operating the total score clear switch while play is in progress.
[0070] In addition, if the total score clear switch is operated during play, play ends with the total score clear switch still operated, the power is turned off with the total score clear switch still operated and play ends, and the power is turned on with the total score clear switch still operated, the total score will be cleared and the total score clear status will be turned ON.
[0071] Also, if the power is turned off while the total score clear status is ON and then turned back on without the total score clear switch being pressed, the total score clear status will remain ON. In other words, the total score clear status is not initialized by turning the power ON or OFF.
[0072] Furthermore, if the power is turned off while the total score clear status is ON, and the power is turned on while the total score clear switch is not pressed and the setting key switch is ON, the setting change mode will start but the total score clear status will remain ON. In other words, the total score clear status is not initialized by the initialization process when the power is turned ON or OFF or when the setting change mode is started.
[0073] Furthermore, if the power is turned off while the total score clear status is ON, and then turned back on while the total score clear switch is pressed, the total score clear status is turned ON again after the total score is cleared. However, even in this case, the total score is initialized, but the ON status of the total score clear status is not, so the total score clear status remains ON. In other words, the total score clear status is not initialized by the initialization process of turning the power ON or OFF, or turning the total score clear switch ON.
[0074] Furthermore, the total score clear switch may be configured to clear the total score and turn the total score clear status ON even when the power is turned off during play and then turned on while the total score clear switch is still in operation. In this case, the total score clear status is turned OFF based on the end of the game following the game in which the total score clear switch was operated. In other words, the total score clear status remains ON at the end of the game in which the total score clear switch was operated, and is turned OFF at the end of the next game. This allows the total score clear status to remain ON for the next game even if the total score clear status is only ON for a short time (i.e., the total score clear switch is operated just before the end of the game), thereby preventing fraudulent attempts to clear the total score. The total score clear status may also be turned OFF after the game in which the total score clear switch was operated ends. In this case, the effect of reducing capacity is expected by sharing the program that updates the total score clear status.
[0075] Furthermore, although the total score is not cleared simply by pressing the total score clear switch, the total score is detected, and therefore a monitor lamp lights up to allow the amusement parlor manager to visually check whether there are any abnormalities in the switches managed by the game media count control board P16. On the other hand, instead of the monitor lamp lighting up when the total score clear switch is being detected, the monitor lamp may be configured to be turned off when the total score clear switch is being detected and to be turned on when the total score clear switch is not being detected. Note that the monitor lamp is a lamp mounted on the main control board P15 and / or the game media count control board P16, but it may also be mounted on another board.
[0076] In addition, if the power is turned off during play or after play has ended and the power is turned on while the setting key switch is ON and the total score clear switch is ON, the main control board P15 determines whether the setting key switch is ON, and the game media number control board P16 determines whether the total score clear switch is ON.
[0077] When the power is turned on with the setting key switch ON and the total score clear switch ON, the setting change mode is activated, and after initializing a predetermined range of memory area in the first main control RAM, the setting value can be selected. Meanwhile, on the game media count control board P16, after initializing a specific range of memory area in the second main control RAM based on the power being turned on, the total score is cleared by initializing the memory area in the second main control RAM that stores the total score based on the total score clear switch being ON. This configuration allows the setting change and total score clear to be performed simultaneously with a single power-on, preventing the operation of the game center manager from becoming complicated.
[0078] When the power is turned on with the setting key switch ON and the total score clear switch ON, the main control board P15 activates the setting change mode and initializes a predetermined range of the memory area in the first main control RAM. Then, when the conditions for terminating the setting change mode are met (by operating the start switch P3 to confirm the setting value and then turning the setting key switch OFF), the setting change mode ends. After that, when the bet button is operated, the game enters a state in which betting processing using the total score can be executed (waiting for play). In other words, if the initialization of the memory area storing the total score is not completed by the time the setting change mode ends, there is a possibility that betting processing will be performed based on the uncleared total score. To resolve this issue, it is preferable that, when the power is turned on with the setting key switch ON and the total score clear switch ON, the initialization of the memory area storing the total score in the second main control RAM begins earlier than the initialization of the predetermined range of the memory area in the first main control RAM. As another method, when the power is turned on with the setting key switch ON and the total score clear switch ON, it is preferable to configure the system so that the timing at which initialization of the memory area storing the total score in the second main control RAM is completed is earlier than the timing at which initialization of a specified range of memory area in the first main control RAM is completed.
[0079] Also, if the power is turned on with the setting key switch ON and the total score clear switch ON, it is possible to consider a configuration in which the game will transition to setting change mode but the total score will not be cleared. With this configuration, even if the total score clear switch is accidentally operated during the process of transitioning to setting change mode, the total score will not be cleared. Since the total score is important information, such a control system may be used if it is important not to let it be easily cleared.
[0080] Also, if the power is turned on with the setting key switch ON and the total score clear switch ON, the total score may be cleared without transitioning to setting change mode. With this configuration, even if the setting key switch is accidentally operated during the process of clearing the total score, it is possible to prevent transition to setting change mode. Since the setting value is important information for controlling profits in an arcade, such a control system may be used when it is important to prevent unauthorized changes.
[0081] Furthermore, when the setting change mode is entered, the LCD screen displays "In setting change mode," the frame lamp lights up in red, and background music specific to the setting change mode and the voice message "Settings being changed" are output from the speaker until the setting change mode is terminated. When the total score is cleared, the frame lamp lights up in orange, and the voice message "Total score cleared" is output from the speaker for a short period of time or once. Therefore, even if the transition to the setting change mode and the total score clearing are performed simultaneously, the notification regarding the total score being cleared, which is output for a short period of time or once, is given priority to make it easier to recognize all situations. To prioritize the notification, for example, if the audio channel for the setting change mode and the audio for the total score clearing are the same, the audio for the total score clearing can be output later so that the audio for the total score clearing can be recognized first. Even if the audio channels for the setting change mode and the audio for the total score clearing are separate, the volume of the audio for the setting change mode can be lowered or muted while the audio for the total score clearing is being output. By configuring in this way, it is possible to make the situation easier to recognize even if the transition to the setting change mode and the clearing of the total score are performed at the same time.
[0082] The built-in ROM of the gaming media count control chip mounted on the gaming media count control board P16 has a storage capacity of "16 KB or less," and includes a usage area (also referred to as the first program) of "7.5 KB or less" and a non-usage area (also referred to as the second program). The usage area includes a control area (also referred to as the first control area) of "4.5 KB or less" in which the program executed by the gaming media count control board P16 is stored, and a data area (also referred to as the first data area) of "3.0 KB or less" in which only information other than the program is stored or will be stored. The non-usage area includes a control area (also referred to as the second control area) and a data area (also referred to as the second data area) similar to the usage area. The usage area stores programs related to the progress of the game, while the non-usage area stores programs related to fraud prevention and programs used for role ratio monitoring.
[0083] In addition, the game media number control board P16 is equipped with a role ratio monitor (also called a performance display monitor), and is configured to be able to perform calculation processing and display processing for displaying the stay ratio of various states.
[0084] The role ratio monitor is a display device that switches between displaying the cumulative advantageous zone ratio or cumulative indicated role ratio (selectable depending on the specifications of the gaming machine), consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role status ratio every 4800 ms, and is capable of displaying a four-digit number by using four 7-segment LEDs (with DP). Of the four-digit number displayed by the four 7-segment LEDs, the top two digits are called the identification segment, and the bottom two digits are called the ratio segment.
[0085] The "role" in the role ratio refers to the first-class special role (so-called RB), the second-class special role (so-called CB), and the normal role (so-called SB), and the "role ratio" is the ratio calculated by: payout during role operation ÷ total payout × 100. Note that payouts during the operation of the first-class special role continuous operation device (so-called BB) and the second-class special role continuous operation device (so-called MB) are also included in "payouts during role operation," but payouts during regular play during BB and regular play during MB are not included in "payouts during role operation."
[0086] The "continuous feature" in the continuous feature ratio refers to the first-class special feature (so-called RB), and the "continuous feature ratio" is the ratio calculated by: payout during the operation of the first-class special feature ÷ total payout × 100. Note that payouts during the operation of the first-class special feature continuous operation device (so-called BB) are also included in "payouts during feature operation," but payouts during regular play during BB are not included in "payouts during feature operation."
[0087] The "command-indicated device" in the "command-indicated device ratio" includes the payouts in games in which the command function is activated (so-called automatic transmission). The "command-indicated device ratio" is a ratio calculated by (payouts during command function activation, or payouts during device activation) ÷ total payouts × 100. Here, (payouts during command function activation, or payouts during device activation) does not refer to the payouts in games in which the command function is activated and the device is activated, but rather refers to the sum of the payouts in games in which the command function is activated and the device is activated. If the game in which the command function is activated is also the game in which the device is activated, the payouts for that game are not the sum of the two payouts, but rather the (payouts during command function activation, or payouts during device activation). Note that if a player incorrectly operates the stop switch in a game in which the automatic transmission is activated, they may not receive the maximum payout. In this case, the payout is calculated based on the actual payout.
[0088] Of the information displayed on the role ratio monitor, the information displayed in the identification segment is information for identifying which ratio is being displayed among the cumulative advantageous zone ratio, cumulative instructed role ratio, consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, and cumulative role etc. state ratio, and is displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H.", respectively. For example, when "7U." is displayed in the identification segment, it indicates the cumulative advantageous zone ratio, and when "6Y." is displayed in the identification segment, it indicates the consecutive role ratio for the most recent 6000 games.
[0089] Of the information displayed on the ratio monitor, the information displayed in the ratio segment allows the calculation results of various ratios to be visually confirmed, and is displayed as a two-digit number using two 7-segment LEDs. For example, if the calculation result is 70, "70" is displayed in the ratio segment. The calculated result is rounded down to the nearest integer. If the calculation result is 100, "99" is displayed. If the cumulative number of games played is less than 400, the ratio segment will display "00".
[0090] The identification segment flashes if the cumulative number of games played is less than the reference number of games. The reference number of games is determined according to various ratios, and is 175,000 games for the cumulative advantageous zone ratio, 175,000 games for the cumulative instructed role ratio, 6,000 games for the consecutive role ratio in the most recent 6,000 games, 6,000 games for the role ratio in the most recent 6,000 games, 17,500 games for the cumulative consecutive role ratio, 17,500 games for the cumulative role ratio, and 175,000 games for the cumulative role status ratio.
[0091] The ratio segment is displayed in a blinking manner if the displayed value is equal to or greater than the threshold value. The threshold value is determined according to various ratios, and is 70 for the cumulative advantageous zone ratio, 70 for the cumulative instructed role ratio, 60 for the consecutive role ratio over the most recent 6000 games, 70 for the role ratio over the most recent 6000 games, 60 for the cumulative consecutive role ratio, 70 for the cumulative role ratio, and 50 for the cumulative role status ratio. Note that if the cumulative number of games is less than 400 and the calculation result is equal to or greater than the threshold value but the ratio segment displays "00", the ratio segment is displayed in a lit manner.
[0092] Of the information displayed in the identification segment of the role ratio monitor, only one of "7U." and "7P." is displayed depending on the specifications of the gaming machine. "7U." is an identification display that indicates the advantageous zone ratio, and the value (number of games played in the advantageous zone ÷ total number of games played × 100) is displayed in the ratio segment. "7P." is an identification display that indicates the instruction-included role ratio, and the value (number of instruction-included role payouts (number of role payouts + number of payouts when instruction function is activated) ÷ total number of payouts × 100) is displayed in the ratio segment. Gaming machines that do not have an instruction function (gaming machines that do not notify the player of an operation mode stop switch that is advantageous to the player on the instruction monitor) display "7U." as the information to be displayed in the identification segment of the role ratio monitor, and "--" is displayed in the ratio segment (hereinafter, the specification in which "7U.--" is displayed on the instruction monitor will be referred to as the 7U type (without instruction function)).
[0093] Moreover, since there is a possibility that the specification of "7U." or "7P." to be adopted may change during development, it is desirable that the gaming machine P be configured to store information on either type. In order to configure it in this way, when the power is turned on, role ratio monitor type information ("0" for 7U type (without instruction function), "1" for 7U type (with instruction function), "2" for 7P type) stored in a certain memory area or program of the main control board P15 is transmitted to the game medium number control board P16, and the game medium number control board P16 stores the role ratio monitor type information transmitted from the main control board P15 in a certain memory area. Furthermore, the game medium number control board P16, whether it is a 7U type or a 7P type, stores information that is only used in either the "number of plays in the advantageous zone" or the "number of payouts of the instructed feature" in a predetermined memory area, and is configured to display the necessary information based on the role ratio monitor type information sent from the main control board P15 when displaying the advantageous zone ratio or the instructed feature ratio in the identification segment and ratio segment of the role ratio monitor.
[0094] The gaming media number control board P16 transmits necessary information based on the role ratio monitor type information transmitted from the main control board P15 not only when displaying on the role ratio monitor, but also when transmitting gaming machine performance information to the lending unit. For example, when transmitting gaming machine performance information when the gaming machine P is a 7U type (without instruction function), FFh is transmitted as information regarding the instruction-included role ratio, and FFh is transmitted as information regarding the advantageous zone ratio. Also, for example, when transmitting gaming machine performance information when the gaming machine P is a 7U type (with instruction function), FFh is transmitted as information regarding the instruction-included role ratio, and a value corresponding to the result of (number of games played in the advantageous zone ÷ total number of games × 100) is transmitted as information regarding the advantageous zone ratio. Also, for example, when transmitting gaming machine performance information when the gaming machine P is a 7P type, a value corresponding to the result of (number of instruction-included role payouts ÷ total number of payouts × 100) is transmitted as information regarding the instruction-included role ratio, and FFh is transmitted as information regarding the advantageous zone ratio.
[0095] In addition, since the initial value of the role ratio monitor type information storage area of the game media number control board P16 is 0, if the main control board P15 does not send role ratio monitor type information due to poor communication between the main control board P15 and the game media number control board P16 when the power is turned on, the role ratio monitor type information will be 0 even if the specifications of the gaming machine P are 7P type. Also, if no first-class special role device is installed at this time, the ratio segments for "6Y.", "7Y.", "6A.", "7A.", and "5H." will all be displayed as "--".
[0096] In this way, even if a communication failure occurs between the main control board P15 and the game medium number control board P16 when the power is turned on, the role ratio monitor display will display "--" instead of a number in the ratio segment, making it possible to immediately recognize that something is not normal.
[0097] To check whether the role ratio monitor is operating normally, a test pattern is displayed on the identification segment and ratio segment for 4800 ms after the power is turned on and the interrupt process is started. The test pattern is displayed by flashing all segments (including DP) of the four 7-segment LEDs that make up the role ratio monitor. For example, "8.8.8.8." can be displayed in flashing mode. In addition to being displayed immediately after power is turned on, the test pattern can also be displayed during setting changes, setting confirmation, or during an RWM abnormal error.
[0098] In the case where the cumulative number of games played in the identification segment is less than the reference number of games played, when the displayed value in the ratio segment is equal to or greater than the threshold, or when a test pattern is displayed in the identification segment and ratio segment, the segment is displayed in a flashing mode, specifically, the flashing mode is displayed by alternating between lighting and turning off every 300 ms, such as lighting 300 ms → turning off 300 ms → lighting 300 ms → turning off 300 ms → ... Furthermore, when various ratio information is switched, it starts with lighting, so that the display time of various ratio information does not become longer or shorter depending on the timing of lighting and flashing.
[0099] As described above, the cumulative advantageous zone ratio or cumulative indicated role ratio, consecutive role ratio for the most recent 6000 games, role ratio for the most recent 6000 games, cumulative consecutive role ratio, cumulative role ratio, cumulative role etc. state ratio displayed on the role ratio monitor are configured to switch display contents every 4800 ms, but by setting this 4800 ms to a multiple of 600 ms, which is one set of lighting and blinking, it is possible to configure it so that one of the 7-segment LEDs is always lit, even if the various ratios displayed on the role ratio monitor are displayed in blinking mode at the timing of switching.
[0100] By configuring in this way, the display starts with lighting even when various ratio information is switched, so it is possible to continuously display a display without any sense of incongruity due to a shift in the blinking cycle.
[0101] In addition, the display period of the test pattern after power-on as mentioned above is also set to 4800 ms, so when the test pattern has finished being displayed for 4800 ms, the 7-segment LED will turn off, and the next interrupt processing will turn on the LED and display information regarding the cumulative advantageous zone ratio or cumulative indicated role ratio.
[0102] Next, a control method for the blinking display on the role ratio monitor will be explained.
[0103] In order to flash the display mode of the role ratio monitor, it has a memory area (_TM_CHG_FLS) for managing the time for switching on and off. The memory area (_TM_CHG_FLS) for managing the time for switching on and off is a 2-byte memory area, and executes a process of adding 1 for each interrupt process. The memory area (_TM_CHG_FLS) for managing the time for switching on and off is initialized (0 is stored) when the power is turned on, and thereafter cycles through the values 0 to 299 each time an interrupt process is executed. In other words, the value following 299 is 0.
[0104] Example 1) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "0" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "1." At this time, the carry flag becomes 1 (the carry flag becomes 1 because a borrow occurs as a result of calculating "0-299"). Example 2) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "298" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "299." In this case, the carry flag becomes 1 (the result of calculating "298-299" is that a borrow occurs, so the carry flag becomes 1). Example 3) When the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off is "299" and an update process is performed, the memory area (_TM_CHG_FLS) for managing the time to switch the light on and off becomes "0." In this case, the carry flag becomes 0 (the result of calculating "299-299" is that no borrowing occurs, so the carry flag becomes 0).
[0105] As described above, if the storage area (_TM_CHG_FLS) for managing the time to switch between on and off is any value between 0 and 298, the carry flag will be 1, and if the storage area (_TM_CHG_FLS) for managing the time to switch between on and off is 299, the carry flag will be 0. In other words, the carry flag will be 0 every 300 ms.
[0106] When the carry flag becomes 0, the blinking switch flag (_FL_CHG_FLS) is configured to be updated. The blinking switch flag (_FL_CHG_FLS) is initialized (0 is stored) when the power is turned on, and when 0 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned on, and when 1 is stored in the blinking switch flag (_FL_CHG_FLS), the role ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300 ms, by repeatedly storing 0 and 1 in the blinking switch flag (_FL_CHG_FLS) every 300 ms, it is possible to display (blink) the display mode of the role ratio monitor alternately between a lit mode and an unlit mode every 300 ms.
[0107] The role ratio monitor is displayed in a blinking mode when the total number of games played in the identification segment is less than the reference number of games, when the displayed value in the ratio segment is equal to or greater than a threshold, or when a test pattern is displayed in the identification segment and the ratio segment. In other cases, the display is made to be lit without referencing the blinking switch flag (_FL_CHG_FLS). However, since the memory area (_TM_CHG_FLS) for managing the time to switch between lighting and extinguishing is updated for each interrupt process regardless of whether the blinking switch flag (_FL_CHG_FLS) is referenced or not, the blinking switch flag (_FL_CHG_FLS) is also updated as needed, and even when switching from a state where the blinking switch flag (_FL_CHG_FLS) is not referenced to a state where it is referenced, it is possible to display the display without any discrepancy between the timing of lighting and extinguishing and the timing of switching the various ratio displays.
[0108] (Game ball rental device connection terminal board) The gaming ball etc. lending device connection terminal board (also referred to as the connection terminal board) serves as a relay board for two-way communication between the gaming machine P and the lending unit. The gaming ball etc. lending device connection terminal board is housed in a gaming ball etc. lending device connection terminal board case. The gaming ball etc. lending device connection terminal board is protected by the gaming ball etc. lending device connection terminal board case, and is configured so that it is difficult to open the gaming ball etc. lending device connection terminal board case by sealing it with a crimp (also referred to as a sealing member).
[0109] The gaming ball etc. lending device connection terminal board has a connector (D-sub 9-pin) for two-way communication with the lending unit, and two-way communication is possible via a harness (approximately 1.5m to 2.0m long) connected to the connector through an opening on the back side of the gaming machine P's housing. The gaming ball etc. lending device connection terminal board is also equipped with a capacitor to stabilize communication with the lending unit. The lending unit is equipped with a lending switch, and when the lending switch is operated, a lending notification is sent from the lending unit, and the lending notification is input to the gaming media count control board P16 via the gaming ball etc. lending device connection terminal board. The connector connecting the gaming ball etc. lending device connection terminal board to the lending unit is equipped with a spring lock, so the harness will not easily come loose.
[0110] The main control board P15, the gaming media count control board P16, and the gaming ball etc. lending device connection terminal board are each housed in a board case, but this is not limited to this, and the main control board P15 and the gaming media count control board P16 may be housed together in a single board case, or the main control board P15, the gaming media count control board P16, and the gaming ball etc. lending device connection terminal board may be housed together in a single board case. Furthermore, the board case is configured so that the back side can be easily confirmed even when it is installed in the gaming machine P.
[0111] In conventional gaming machines that use medals, the main control board P15 and the reel device board are connected by a harness. Unplugging this harness cuts off the power supply from the capacitor mounted on the reel device board to the main control chip mounted on the main control board P15, allowing the data stored in the RAM of the main control chip to be initialized. This ensures that even if invalid data is stored in the RAM, it can be reliably initialized by unplugging the harness. Furthermore, because the main control board P15 has a sealed board case, if a capacitor is mounted on the main control board, as described above, to cut off the power supply from the capacitor, it is necessary to destroy the board case of the main control board and then remove the main control chip from the main control board P15. Thus, to cut off the power supply from the capacitor without destroying the board case, it is desirable to mount the capacitor on a board other than the main control board.
[0112] On the other hand, the gaming ball etc. lending device connection terminal board described in this embodiment uses a photocoupler for high-speed communication with the lending unit, so it is prone to power shortages, and it is desirable to install a capacitor to quickly supply power. Therefore, by installing a capacitor on the gaming ball etc. lending device connection terminal board, connecting this gaming ball etc. lending device connection terminal board to the gaming media count control board P16 with a harness, and further connecting the gaming media count control board P16 to the main control board P15 with a harness, the capacitor installed on the gaming ball etc. lending device connection terminal board serves as a backup power source for the main control chip installed on the main control board P15.
[0113] The main control board P15, the gaming media count control board P16, and the gaming ball etc. lending device connection terminal board are each sealed in a board case, and the gaming media count control board P16 and the gaming ball etc. lending device connection terminal board, and the main control board P15 and the gaming media count control board P16 are each connected by a harness, so the data stored in the RAM of the main control chip can be initialized by unplugging the harness. Also, because the gaming media count control chip on the gaming media count control board is sealed in a board case, it is difficult to remove or insert it, but the total score can be initialized by operating the total score clear switch to initialize it.
[0114] The main control board P15 and the game media count control board P16 are connected via a 32-pin connector. Pin 1 is DC 12V, pin 2 is DC 12V, pin 3 is DC 5V, pin 4 is DC 5V, pin 5 is the main control data signal, pin 6 is control status signal 1, pin 7 is control status signal 2, pin 8 is control status signal 3, pin 9 is control status signal 4, pin 10 is control status signal 5, pin 11 is game media count control data signal 1, pin 12 is game media count control data signal 2, pin 13 is game media count control data signal 3, pin 14 is game media count control data signal 4, pin 15 is game media count control data signal 5, pin 16 is game media count control data signal 6, pin 17 is game media count control data signal 7, and pin 18 is game media count control data signal 8. Pin 15 is a game medium number control data signal 8, pin 19 is a game medium number control data signal 9, pin 20 is a game medium number control data signal 10, pin 21 is a game medium number control data signal 11, pin 22 is a game medium number control data signal 12, pin 23 is a game medium number control data signal 13, pin 24 is a game medium number control data signal 14, pin 25 is a game medium number control data signal 15, pin 26 is a game medium number control data signal 16, pin 27 is a game medium number control data strobe signal, pin 28 is a power interruption detection signal 1, pin 29 is a backup power supply, pin 30 is a GND signal, pin 31 is a GND signal, and pin 32 is a GND signal. The main control board P15 and the game medium number control board P16 may be connected directly by a harness or indirectly via a relay terminal board.
[0115] The gaming media count control board P16 and the gaming ball etc. lending device connection terminal board are connected via a 5-pin connector. Pin 1 is DC 5V, pin 2 is a VL signal, pin 3 is a transmission signal, pin 4 is a reception signal, and pin 5 is a GND signal. The gaming media count control board P16 and the gaming ball etc. lending device connection terminal board may be connected directly by a harness, or indirectly via a relay terminal board.
[0116] The game medium count control board P16 and the game medium count display board P13 are connected via a 14-pin connector. Pin 1 is the LED digit A signal, pin 2 is the LED digit B signal, pin 3 is the LED digit C signal, pin 4 is the LED digit D signal, pin 5 is the LED digit E signal, pin 6 is the game medium count display segment A signal, pin 7 is the game medium count display segment B signal, pin 8 is the game medium count display segment C signal, pin 9 is the game medium count display segment D signal, pin 10 is the game medium count display segment E signal, pin 11 is the game medium count display segment F signal, pin 12 is the game medium count display segment G signal, pin 13 is the game medium count display segment P signal, and pin 14 is the game medium count display segment P signal. Furthermore, signals related to pins 1 to 14 are signals transmitted from the game medium count control board P16 to the game medium count display board P13. The game medium count control board P16 and the game medium count display board P13 may be directly connected by a harness, or may be indirectly connected via a relay terminal board.
[0117] The game media count control board P16 and the counting switch P7 are connected via a two-pin connector. Pin 1 is the counting switch P7 signal, and is used to send a signal related to the operation input of the counting switch P7 to the game media count control board P16 when the counting switch P7 is operated. When the counting switch P7 signal is input, some or all of the total score information managed by the game media count control board P16 is sent to the lending unit. Pin 2 is the GND signal, and is used as GND. The game media count control board P16 and the counting switch P7 may be connected directly by a harness, or indirectly via a relay terminal board.
[0118] The ball dispensing device connection terminal board and the dispensing unit are connected via a 9-pin connector. Pin 1 is the LG signal, pin 2 is the TXD- signal, pin 3 is the RXD- signal, pin 4 is the PSI signal, pin 5 is the LG signal, pin 6 is the TXD+ signal, pin 7 is the RXD+ signal, pin 8 is the VL signal, and pin 9 is the VL signal. The TXD+ signal and TXD- signal are used to send information from the gaming machine P (ball dispensing device connection terminal board) to the dispensing unit. The RXD+ signal and RXD- signal are used by the gaming machine P (ball dispensing device connection terminal board) to receive information from the dispensing unit. The PSI signal is used as a connection confirmation signal to confirm the connection between the gaming machine P and the dispensing unit. The VL signal is used as an isolated 5V DC power supply. The harness connecting pins 2 and 6 is twisted. The harness connecting pins 3 and 7 is twisted. The game ball rental device connection terminal board and the rental unit may be directly connected by a harness, or may be indirectly connected via a relay terminal board.
[0119] The main control board P15 and the door relay board are connected via a 40-pin connector. Pin 1 is DC 5V, pin 2 is DC 5V, pin 3 is DC 5V, pin 4 is DC 5V, pin 5 is the GND signal, pin 6 is the LED digit 1 signal, pin 7 is the LED digit 2 signal, pin 8 is the LED digit 3 signal, pin 9 is the LED digit 4 signal, pin 10 is the LED digit 5 signal, pin 11 is the LED segment 1A signal, pin 12 is the LED segment 1B signal, pin 13 is the LED segment 1C signal, pin 14 is the LED segment 1D signal, pin 15 is the LED segment 1E signal, pin 16 is the LED segment 1F signal, pin 17 is the LED segment 1G signal, pin 18 is the LED segment 1P signal, pin 19 is the GND signal, and pin 20 is the GND signal. Pin 21 is a GND signal, Pin 22 is a GND signal, Pin 23 is a GND signal, Pin 24 is a GND signal, Pin 25 is a start switch sensor signal, Pin 26 is a GND signal, Pin 27 is an adjustment switch signal, Pin 28 is a single-plate insertion switch signal, Pin 29 is a triple-plate insertion sensor signal, Pin 30 is a GND signal, Pin 31 is a left stop switch P4L sensor signal, Pin 32 is a GND signal, Pin 33 is a middle stop switch P4C sensor signal, Pin 34 is a GND signal, Pin 35 is a GND signal, Pin 36 is a right stop switch P4R sensor signal, Pin 37 is a GND signal, Pin 38 is a GND signal, Pin 39 is a GND signal, and Pin 40 is a connector connection monitor signal. The main control board P15 and the reel device board P17 may be directly connected by a harness, or may be indirectly connected via a relay terminal board.
[0120] The main control board P15 and the reel device board P17 are connected via a 26-pin connector. Pin 1 is DC 12V, pin 2 is DC 12V, pin 3 is DC 5V, pin 4 is DC 5V, pin 5 is a backup power supply, pin 6 is the left reel P18L motor Φ0 signal, pin 7 is the left reel P18L motor Φ1 signal, pin 8 is the left reel P18L motor Φ2 signal, pin 9 is the left reel P18L motor Φ3 signal, pin 10 is the center reel P18C motor Φ0 signal, pin 11 is the center reel P18C motor Φ1 signal, pin 12 is the center reel P18C motor Φ2 signal, and pin 13 is the center reel P18C motor Φ3 signal. The 14th pin is a right reel P18R motor Φ0 signal, the 15th pin is a right reel P18R motor Φ1 signal, the 16th pin is a right reel P18R motor Φ2 signal, the 17th pin is a right reel P18R motor Φ3 signal, the 18th pin is a left reel P18L sensor signal, the 19th pin is a center reel P18C sensor signal, the 20th pin is a right reel P18R sensor signal, the 21st pin is a door switch signal, the 22nd pin is a GND signal, the 23rd pin is a GND signal, the 24th pin is a GND signal, the 25th pin is a GND signal, and the 26th pin is a GND signal. The main control board P15 and the reel device board P17 may be directly connected by a harness or indirectly connected via a relay terminal board.
[0121] The main control board P15 and the setting / reset switch are connected via a 5-pin connector. In this embodiment, the setting change switch that changes the setting value in the setting change mode and the reset switch that clears the error when an error occurs are the same switch, but they may also be provided as different switches.
[0122] The main control board P15 and the sub-control board are connected via a 30-pin connector.
[0123] The reel device board P17 and the power supply board are connected via an 8-pin connector.
[0124] The reel device board P17 and the left reel P18L motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel device board P17 and the left reel P18L motor may be connected directly by a harness, or indirectly via a relay terminal board.
[0125] The reel device board P17 and the left reel P18L sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the left reel P18L sensor signal, and pin 3 is the GND signal. The reel device board P17 and the left reel P18L sensor may be connected directly by a harness, or indirectly via a relay terminal board.
[0126] The reel device board P17 and the center reel P18C motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel device board P17 and the center reel P18C motor may be connected directly by a harness, or indirectly via a relay terminal board.
[0127] The reel device board P17 and the center reel P18C sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the center reel P18C sensor signal, and pin 3 is the GND signal. The reel device board P17 and the center reel P18C sensor may be connected directly by a harness, or indirectly via a relay terminal board.
[0128] The reel device board P17 and the right reel P18R motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel device board P17 and the right reel P18R motor may be connected directly by a harness, or indirectly via a relay terminal board.
[0129] The reel device board P17 and the right reel P18R sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the right reel P18R sensor signal, and pin 3 is the GND signal. The reel device board P17 and the right reel P18R sensor may be connected directly by a harness, or indirectly via a relay terminal board.
[0130] The reel device board P17 and the door switch are connected via a 3-pin connector. Pin 1 is the door switch signal, pin 2 is the GND signal, and pin 3 is the GND signal. The reel device board P17 and the door switch may be directly connected by a harness, or may be indirectly connected via a relay terminal board.
[0131] The door relay board and the display board are connected via a 14-pin connector.
[0132] The door relay board and Maxbed are connected via a 6-pin connector.
[0133] The door relay board and start switch P3 are connected via a 3-pin connector.
[0134] The door relay board and stop switch P4 are connected via a 9-pin connector.
[0135] <Settings change mode> The setting change mode is a mode in which the setting value can be selected (in other words, a setting value setting mode in which the setting value can be set), and in this embodiment, any of information from "0" to "5" can be selected as the setting value information and stored in the setting value information storage means. Here, a setting value display (not shown) for displaying the setting value is provided, and in the setting change mode, the hall staff can determine the setting value information based on the information displayed on the setting value display. The setting value displayed on the setting value display is any of information from "1" to "6," and the degree of advantage of the game (machine payout rate, payout rate, AT winning probability, etc.) changes depending on the setting value.
[0136] When the power switch is OFF and the setting key switch is turned ON, the setting change mode is started (setting change is started) by turning the power switch ON.
[0137] The conditions for starting the setting change mode may also be that the setting key switch is ON when the power is turned on, and that the game state when the power is turned on is not in progress (the state is from when all reels have stopped and game termination processing has been performed until the start switch for the next game is operated). In any case, the conditions under which the setting change mode can be started may be referred to as the setting change mode start conditions or predetermined start conditions.
[0138] After starting the setting change mode (starting the setting change), it is possible to select the setting value information by operating the setting change switch. For example, if the setting change switch is operated when the setting value display is showing "2," the setting value display will display "3." Also, if the setting change switch is operated when the setting value display is showing "6," the setting value display will display "1." When the setting change mode is started, a specified range of memory area in the first main control RAM is initialized. This initialization process initializes the game status, such as recoverable errors and advantageous zones, but does not initialize the total score. If you want to initialize the total score, you must separately operate the total score clear switch.
[0139] After starting the setting change mode (starting the setting change), a setting value is selected by operating the setting change switch, and the setting value is confirmed by operating the start switch P3, and then the setting change mode can be ended (setting change can be ended) by turning off the setting key switch. After ending the setting change mode (ending the setting change), it becomes possible to bet on investment points, and if operation of the start switch P3 is accepted after the investment points have been bet, the game can be played.
[0140] If the setting change mode is ended when the setting value display shows "1", "0" is stored as the setting value information, if the setting change mode is ended when the setting value display shows "2", "1" is stored as the setting value information, if the setting change mode is ended when the setting value display shows "3", "2" is stored as the setting value information, if the setting change mode is ended when the setting value display shows "4", "3" is stored as the setting value information, if the setting change mode is ended when the setting value display shows "5", "4" is stored as the setting value information, and if the setting change mode is ended when the setting value display shows "6", "5" is stored as the setting value information.
[0141] Here, even in the setting change mode, communication is still occurring between the lending unit and the gaming machine P. In other words, even in the setting change mode, it is possible to receive a lending notification (described later) and add points to the gaming machine P. Also, even in the setting change mode, it is possible to send a counting notification (described later) and count the points of the gaming machine P.
[0142] Also, even in the setting change mode, the configuration can be such that communication between the lending unit and the gaming machine P does not occur. In other words, even in the setting change mode, if the lending switch of the lending unit is operated, the gaming machine P does not receive a lending notification, and therefore points cannot be added to the gaming machine P. Also, in this case, even if the counting switch P7 is operated in the setting change mode, a counting notification is not sent, and therefore points cannot be counted for the gaming machine P.
[0143] In addition, during the setting change mode, the reel rotation process by operating the start switch, the bet number setting process by operating the bet switch, the settlement process by operating the settlement switch, and the reel stop process by operating the stop switch are disabled, so that the game cannot proceed.
[0144] <Settings check mode> The setting confirmation mode is a mode in which the setting values can be confirmed, and the current setting values can be displayed on the setting value display.
[0145] When the power switch is on, the setting check mode can be started (setting check begins) when the setting key switch is turned on. Note that in the setting check mode, unlike the setting change mode, it is not possible to select or change the setting value. Also, when one or more points have been bet and the power switch is on, the setting check mode can be prevented from starting if the setting key switch is turned on. In other words, when no bets have been made (including automatic bets due to replays), the setting check mode starts when the setting key switch is turned on.
[0146] After starting the setting check mode (starting setting check), the setting check mode can be ended (ending setting check) by turning off the setting key switch.
[0147] Here, even in the setting confirmation mode, communication is still occurring between the lending unit and the gaming machine P. In other words, even in the setting confirmation mode, it is possible to receive a lending notification, which will be described later, and add points to the gaming machine P. Also, even in the setting confirmation mode, it is possible to send a counting notification, which will be described later, and count the points of the gaming machine P.
[0148] Also, even in the setting confirmation mode, the configuration can be such that communication between the lending unit and the gaming machine P does not occur. In other words, in the setting confirmation mode, even if the lending switch of the lending unit is operated, the gaming machine P does not receive a lending notification, and therefore points cannot be added to the gaming machine P. Also, in this case, even if the counting switch P7 is operated in the setting confirmation mode, a counting notification is not sent, and therefore points cannot be counted for the gaming machine P.
[0149] In addition, during the setting confirmation mode, the reel rotation process by operating the start switch, the bet number setting process by operating the bet switch, the settlement process by operating the settlement switch, and the reel stop process by operating the stop switch are disabled, so that the game cannot proceed.
[0150] <Rental unit> In this embodiment, the gaming machine P is capable of communicating with the lending unit. For example, the lending unit is provided with a lending switch, and when the lending switch is operated, a lending notification is sent to the gaming machine P. The lending unit is equipped with an SC board that receives information from the gaming machine P, and is configured so that the SC board receives information sent by the gaming media count control board P16 in the gaming machine P.
[0151] <Hall computer> When the SC board installed in the lending unit receives information from the gaming machine P, some of the information is transmitted from the lending unit to the hall computer. Examples of information transmitted from the lending unit to the hall computer include the number of coins inserted, the number of coins paid out, the main control status, and fraud information. When the hall computer receives information from the lending unit, it executes processing to display the information on a data display or other device external to the gaming machine. Since the hall computer may also simultaneously manage information from gaming machines that use conventional physical gaming medals, it manages the number of coins inserted and the number of coins paid out by receiving a pulse number corresponding to that number. In other words, the gaming machine P transmits the values of the number of coins inserted and the number of coins paid out directly, but the hall computer, which is the final receiving medium, receives them as pulses, resulting in a time lag before the hall computer completely receives the number of coins inserted and the number of coins paid out.
[0152] <Description of Power-On Processing Controlled by the Main Control Board P15 Applicable to This Embodiment> When the gaming machine is powered on, it determines whether the power failure detection signal is ON or not, and if the power failure detection signal is not ON (OFF), it sets the functions of the main control chip, and if the power failure detection signal is ON, it loops to determine whether the power failure detection signal is ON or not (the following power-on process is not executed).
[0153] The main control chip's function setting involves initializing the built-in registers.
[0154] Next, the checksum of the RWM area is calculated, and the power-off processing completion flag is checked to generate power-off recovery data.
[0155] Next, it determines whether the door switch signal and the setting key switch signal are ON or not, and if the door switch signal is ON (the front door is open) and the setting key switch signal is ON, it executes the setting change device processing, and if either switch is OFF, it determines whether the power failure recovery data is normal or not.
[0156] If the power failure recovery data is not normal, an error is displayed and the error state is looped until initialization processing is performed. If the power failure recovery data is normal, the stack pointer is restored based on the data saved at the time of power failure.
[0157] Next, the input port is read.
[0158] Next, the interrupt start process is executed. In the interrupt start process, settings related to the four channels of the serial communication port, channels 0 to 3, are executed. Of these, channel 0 can be set to transmit and receive, channel 1 can be set to transmit only, channel 2 can be set to transmit only, and channel 3 can be set to transmit only.
[0159] To set channel 0 to allow reception, bit 7 of the setting area (part of the built-in register) corresponding to channel 0 is set to "1." Also, setting bit 6 of the setting area (part of the built-in register) corresponding to channel 0 to "1" allows transmission to channel 0. In this embodiment, channel 0 is set to receive only, so bit 7 is set to "1" and bit 6 remains at "0." By allowing only reception on channel 0, the main control board can receive commands from the game media count control board. Note that in this embodiment, when sending commands from the main control board to the game media count control board, parallel communication is used, so the serial communication port is not used. However, when sending commands from the main control board to the game media count control board via serial communication, transmission may be performed using any of channels 1 to 3 of the serial communication port. Even in this case, by setting channel 0 to allow only reception, mutual communication can be performed without performing complex processes such as adjusting the timing of commands related to transmission and commands related to reception.
[0160] In the interrupt startup process, the receive setting for channel 0 is set in the used area, and the transmit setting for channel 2 is set outside the used area. Channel 2 executes the transmit setting to execute the process to output the test signal from the main control board to the test IF board.
[0161] In the interrupt startup process, after executing the receive permission setting and transmit non-permission setting for channel 0, a serial communication setting program outside the use area is called and the transmit permission setting for channel 2 is executed. In this way, by setting the receive setting for channel 0 before the transmit setting for channel 2, it becomes possible to quickly prepare for the transmission of a command from the game media count control board.
[0162] After the interrupt activation process is executed, the interrupt process at the time of power-off is resumed.
[0163] <Description of the main game progress processing controlled by the main control board P15 applicable to this embodiment> Processing related to games on gaming machine P is broadly divided into interval interrupt processing (hereinafter simply referred to as "interrupt processing" or "timer interrupt processing") that is executed periodically (every 2.235 ms in this embodiment), and game progress main processing that is executed from the end of interval interrupt processing until the start timing of the next interval interrupt processing.
[0164] The outline of the game progress main processing of the main control board P15 in this embodiment will be explained with reference to FIG.
[0165] <Power-on processing> When the power is turned on, the power-on process is executed. During the power-on process, the first main control RAM is checked for abnormalities (a checksum is calculated). If the first main control RAM is abnormal and the setting key switch is not on (off), it will be considered a "case where power-off recovery cannot be performed normally" and an irrecoverable error will occur. If an irrecoverable error occurs, the game progress main process will not be executed. If an irrecoverable error occurs, it is possible to recover by turning the power off once, then turning the power on again with the setting key switch on (initializing a specified area of the first main control RAM by changing the settings).
[0166] In the power-on process, if the first main control RAM is not abnormal and the setting key switch is not on (off), the game start setting is performed.
[0167] During power-on processing, if the first main control RAM is normal and the setting key switch is on, the system initializes a specific area of the first main control RAM, then transitions to a setting change mode in which the setting values can be changed. When the conditions for terminating the setting change mode are met, the system sets the game to start.
[0168] During power-on processing, if the first main control RAM is abnormal (an unrecoverable error) and the setting key switch is on, the system initializes a predetermined area including at least a specific area of the first main control RAM, and then transitions to a setting change mode in which the setting values can be changed. If the conditions for terminating the setting change mode are met, the system sets the game to start.
[0169] In addition, although the condition for transitioning to the setting change mode has been described as being when the setting key switch is on, it is also possible to transition to the setting change mode when the setting key switch is on and the setting changeable state is set in the first main control RAM. The setting changeable state will be described later.
[0170] <Starting set> First, the setting change enabled state, which allows settings to be changed, is set in the first main control RAM. When the setting change enabled state is set, if the setting key switch is on when the power is turned on, the system will enter setting change mode. When the setting change enabled state is not set (when the setting change disabled state is set), the system will not enter setting change mode even if the setting key switch is on when the power is turned on.
[0171] Next, the 1 BET lamp, 2 BET lamp, 3 BET lamp, gaming medium insertion possible lamp, game execution possible lamp, and replay indicator lamp are turned off. Specifically, the light-off data is set in the memory area of the first main control RAM that manages the lighting and extinguishing of the 1 BET lamp, 2 BET lamp, 3 BET lamp, gaming medium insertion possible lamp, game execution possible lamp, and replay indicator lamp.
[0172] Next, it is determined whether the result of the previous game is a replay.
[0173] If it is determined that the previous game is a replay, the replay indicator lamp is turned on. Specifically, lighting data is set in the memory area of the first main control RAM that manages the on / off of the replay indicator lamp. After that, the number of bets from the previous game is automatically bet. For example, if the number of bets from the previous game was "3", the number of bets will be "3" by automatic betting. After that, gaming media is accepted.
[0174] On the other hand, if it is determined that the previous game is not a replay, the replay indicator lamp is not lit and an automatic bet is not placed, and game media is accepted.
[0175] <Gaming media reception> The game medium acceptance is a control process in a situation where a bet process using the total points and a bet settlement process can be executed (during game standby).
[0176] When receiving gaming media, first it is determined whether the conditions for transitioning to setting confirmation mode are met. Specifically, it is first confirmed whether the number of bets is 0. If the number of bets is 0, the setting confirmation process is executed (the system transitions to setting confirmation mode) when the door is open and the setting key switch is on (it may also be determined that the setting key switch signal is rising). If the number of bets is not 0 (for example, when the number of bets is 1), the setting confirmation process is not executed (the system does not transition to setting confirmation mode) even if the door is open and the setting key switch is on.
[0177] If the conditions for transitioning to the setting check mode are not met (if the mode does not transition to the setting check mode), it is next determined whether there is a VL abnormality or a total score upper limit abnormality, which will be described later.
[0178] In the event of a VL abnormality or a total score limit abnormality, the gaming media insertable lamp and the game executable lamp are turned off regardless of their lighting status, and subsequent processing (such as betting and settlement processing) is not performed. Here, turning off the gaming media insertable lamp and the game executable lamp means storing turn-off data in the memory area of the first main control RAM that manages the lighting and extinguishing of the gaming media insertable lamp and the game executable lamp. Note that the lighting status of the first bet lamp, second bet lamp, and third bet lamp remains unchanged. For example, if a VL abnormality occurs when the first bet lamp is on, the second bet lamp is on, and the third bet lamp is off, the first bet lamp will remain on, the second bet lamp will remain on, and the third bet lamp will remain off. This lamp configuration makes it possible to notify the player of the current bet number even if a VL abnormality or a total score limit abnormality occurs. Meanwhile, the gaming medium insertion possible lamp and the game execution possible lamp are turned off. By turning off the game execution possible lamp, it is possible to notify the player that the game will not proceed even if the start switch is operated, even if, for example, the specified number of bets has been placed (when the 1 bet lamp, 2 bet lamp, and 3 bet lamp are lit). Also, by turning off the gaming medium insertion possible lamp, it is possible to notify the player that, even if the number of bets is 0 and the total score is greater than the specified number, no bet will be placed even if the bet switch is operated.
[0179] Even if a VL abnormality or a total score upper limit abnormality occurs during game media reception, the system determines whether the conditions for transitioning to the setting confirmation mode are met. By configuring in this way, it is possible to provide a gaming machine that can check the setting values if the conditions for transitioning to the setting confirmation mode are met, even if a VL abnormality or a total score upper limit abnormality occurs.
[0180] If there is no VL abnormality or total point upper limit abnormality, settlement processing and insertion processing will be performed.
[0181] In the settlement process, when it is determined that the settlement switch P6 has been operated, the settlement process of the bet points is executed.
[0182] In the deposit process, if it is determined that the MAX bet switch has been operated, a process to deposit 3 points is executed, and if it is determined that the 1 bet switch has been operated, a process to deposit 1 point is executed.
[0183] Here, the insertion process (hereinafter, also referred to as betting process) executed by the main control board P15 will be described.
[0184] When the main control board P15 receives operation of the MAX bet switch or 1 bet switch (when it determines that there is rising data for the MAX bet switch or 1 bet switch), if the result of subtracting the maximum number of insertions (also called the specified number) of "3" from the current number of insertions (also called the current number of bets, the number of bets placed, or the number of insertions placed) is "0" (if the zero flag = 1), it terminates the insertion process, and if the result of subtracting the maximum number of insertions (also called "3") from the current number of insertions is not "0" (if the zero flag = 1), it sets the requested number of insertions (also called the requested number of bets).
[0185] In the process of setting the number of requested bets, if the operation of the 1 bet switch is accepted, the number of requested bets is set to "1", and if the operation of the MAX bet switch is accepted, the number of possible bets (if the current number of bets is "0", it is "3", if the current number of bets is "1", it is "2", and if the current number of bets is "2", it is "1") is set as the number of requested bets.
[0186] The set number of gaming media requested to be inserted is transmitted to the gaming media count control board P16 as an insertion request command (also referred to as a bet request command). The command transmitted from the main control board P15 to the gaming media count control board P16 is composed of a first control command (1 byte) and a second control command (1 byte), where the first control command indicates the type of command and the second control command indicates the data. For example, in the case of an insertion request command, the first control command is "20h" and the second control command is one of the values "01h" to "03h". In other words, when the gaming media count control board P16 receives a command from the main control board P15, it can confirm from the first control command that it is an insertion request command and can confirm the number of gaming media requested to be inserted from the second control command.
[0187] After the main control board P15 sends a command to request insertion, if a command for the number of game media to be inserted is sent from the game media number control board P16, the main control board P15 adds one point to the number of bets according to the requested number of insertions. In addition, each time one point is added to the number of bets, the 1 to 3 bet lamps are turned on in sequence.
[0188] Furthermore, if the main control board P15 transmits a deposit request command and then receives a non-acceptance command from the number of gaming media control board P16, the deposit process is terminated. The number of gaming media control board P16 transmits a non-acceptance command to the main control board P15 when the value stored in the total score memory area (also referred to as the total score), which is the RAM area of the number of gaming media control board P16, is less than the number of deposit requests. For example, when the number of deposit requests is "3" and the value stored in the total score memory area is less than "3," the number of gaming media control board P16 transmits a non-acceptance command to the main control board P15. When the number of deposit requests is "2" and the value stored in the total score memory area is less than "2," the number of gaming media control board P16 transmits a non-acceptance command to the main control board P15. When the number of deposit requests is "1" and the value stored in the total score memory area is less than "1," the number of gaming media control board P16 transmits a non-acceptance command to the main control board P15.
[0189] Here, the settlement process executed by the main control board P15 will be described.
[0190] When the main control board P15 receives operation of the settlement switch P6 (when it determines that there is rising data from the settlement switch P6), it reads the number of coins bet, determines whether the number of coins bet is "0," and terminates the settlement process if the number of coins bet is "0." If the number of coins bet is not "0," it turns off the 1-bet lamp, 2-bet lamp, 3-bet lamp, replay indicator lamp, game execution possible lamp, and gaming media insertion possible lamp. Note that, because the settlement process cannot be performed during a replay, the settlement process will not be performed even if the settlement switch P6 is operated during a replay. In other words, even if the settlement switch P6 is operated during a replay, the 1-bet lamp, 2-bet lamp, 3-bet lamp, game execution possible lamp, and gaming media insertion possible lamp, including the replay indicator lamp, will not turn off.
[0191] After turning off the various lamps, a settlement request command is set. The value of the second control command of the settlement request command uses the value of the register stored when reading the number of bets (also called the settlement request number) at the time of settlement processing execution. In other words, the settlement request number will be one of the values "01h" to "03h".
[0192] Next, the set settlement request command is sent to the game media count control board P16.
[0193] After the main control board P15 sends a settlement request command, if a settlement request command is sent from the game media count control board P16, the main control board P15 sends a command to start the settlement process to the sub-control board P12, clears the number of bets, turns off the lit 1-3 bet lamps, and sends a command to end the settlement process to the sub-control board P12. Note that when a command to start the settlement process is sent from the main control board P15, the sub-control board P12 outputs a settlement sound from the speaker, and when a command to end the settlement process is sent from the main control board P15, the sub-control board P12 ends the output of the settlement sound that has been output from the speaker.
[0194] In addition, if the total score stored in the game media number storage means is equal to or greater than the upper limit warning value of "16369", the game media number control board P16 detects an abnormality in the total score upper limit and notifies the main control board P15 by command communication that there is an abnormality in the total score upper limit, and if the main control board P15 receives a command indicating an abnormality in the total score upper limit notified by the game media number control board P16, the main control board P15 sets an abnormality in the total score upper limit.
[0195] In the event of a total score upper limit abnormality, the main control board P15 disables play (the start switch P3, bet switch P5, and settlement switch P6 are disabled), preventing the total score stored in the gaming media count storage means from exceeding the upper limit of "16383." For example, if the gaming media count storage means stores "16368," the value immediately before the upper limit warning value, and the maximum bet of "3" is placed, even after the settlement switch P6 is operated, the value stored in the gaming media count storage means is "16371," which is below the upper limit of "16383." Therefore, even if the number of gaming media is added to the gaming media count storage means during the settlement process by operating the settlement switch P6, the upper limit will not be exceeded, preventing the loss of gaming media exceeding the upper limit. In this case, after the value stored in the gaming media count storage means reaches "16371," a total score upper limit abnormality is detected, and further operation of the settlement switch P6 is disabled, preventing settlement processing. If the counting switch P7 is then operated and the value stored in the gaming medium number storage means becomes "16368" or less, the total score upper limit abnormality is automatically cleared and the game becomes playable (the start switch P3, bet switch P5, and settlement switch P6 are ready to be accepted).
[0196] In addition, in the case of an abnormality in the total score upper limit, the game is disabled and the start switch P3, bet switch P5, and settlement switch P6 are disabled, but under normal circumstances, the game is disabled even if only the bet switch P5 is disabled, and the start switch P3 and settlement switch P6 do not need to be disabled, but in consideration of the possibility of an illegal total score upper limit abnormality occurring, the start switch P3 and settlement switch P6 are also disabled. Also, in consideration of the possibility of an illegal total score upper limit abnormality occurring during play, the payout process may be disabled.
[0197] <Start lever accepted?> Next, if a playable insertion point has been inserted, the start lever acceptance is determined. When the start lever acceptance is determined, it is confirmed whether the start switch P3 has been operated (confirm whether a rising signal of the start switch P3 has been detected). If a playable insertion point has not been inserted, the process returns to the process of determining whether the transition condition to the setting confirmation mode for game medium acceptance has been met, and the game standby state is looped.
[0198] Next, when a playable insertion point is inserted, and the start lever is accepted to check whether the start switch P3 has been operated, if it is determined that the start switch P3 has been operated (if the start lever is accepted? is YES), a setting change disabled state is set, and if it is determined that the start switch P3 has not been operated (if the start lever is accepted? is NO), the process returns to determining whether the conditions for transitioning to the setting confirmation mode have been met, and the game standby state is looped.
[0199] <Internal lottery> Next, after the setting unchangeable state is set, an internal lottery process is executed. In the internal lottery process, a small winning combination, a replay (also called a replay), a BB, a RB, a loss, etc. are determined by lottery.
[0200] <Reel rotation processing> Next, it determines whether the minimum play time (the time required to ensure that the time from the start of spinning of the reels in one game to the start of spinning of the reels in the next game is 4.1 seconds or more) has elapsed, and if it determines that the minimum play time has elapsed, it executes the reels spin start process, and if it determines that the minimum play time has not elapsed, it loops the process of determining the minimum play time until the minimum play time has elapsed.
[0201] Next, in the reel rotation start process, processing is performed to rotate all reels, and the creation of shift frame number data begins before the operation of the stop switch becomes acceptable.
[0202] <Reel stop processing> Next, the reel stop process is executed. In the reel stop process, it is determined whether or not the operation of the stop switch can be accepted, and if the operation of the stop switch can be accepted, it is confirmed whether or not the stop switch has been operated (it is confirmed whether or not the rising signal of the stop switch has been detected). If the operation of the stop switch cannot be accepted, it returns to the creation of the shift frame number data.
[0203] Next, it is checked whether the stop switch has been operated, and if it is determined that the stop switch has been operated, the stop position is determined from the stop acceptance position and the number of frames to be shifted.If it is determined that the stop switch has not been operated, the process returns to creating the number of frames to be shifted.
[0204] Next, when the stop position is determined, it is determined whether all the reels (three reels in this embodiment) have stopped, and if it is determined that all the reels have stopped, it executes processing according to the game state. If it is determined that all the reels have not stopped, it returns to creating the shift frame number data.
[0205] <Processing by game state> Processing by game state executes processing according to the main game state, which will be described later. For example, if the current game is an AT (game in an advantageous zone), and an arbitrary end condition of the advantageous zone (for example, execution of AT300 games) is met in the current game, and the next game will be a game in the normal zone, advantageous zone end processing is executed. The control processing for ending the advantageous zone under an arbitrary end condition will be described later.
[0206] <Payment process> Subsequently, after the processing for each game state is executed, the payout processing is executed.
[0207] In the payout process, it is determined whether the replay activation symbol has stopped, and if it is determined that the replay activation symbol has stopped, the number of coins inserted at the start of play is stored as automatic insert number data, and if it is determined that the replay activation symbol has not stopped, it is determined whether the value of the score awarding timer is not "0" to determine whether the payout time has elapsed, and if the value of the score awarding timer is not "0", it waits until the value of the score awarding timer becomes "0", and if the value of the score awarding timer is "0", it stores the value "27" (a time equivalent to 60.35 ms) which indicates the payout time for one awarded point in the value of the score awarding timer, and then sets a payout request command.
[0208] After the main control board P15 sends a payout request command, if a payout request command is sent from the game media count control board P16, the main control board P15 increments the value of the acquisition number data (stored as "0" at the start of payout) indicating the number of acquired balls, and decrements the score awarding data (stored as the payout number according to the winning symbol at the start of payout) indicating the number of balls to be paid out. If the value of the score awarding data is not 0, the process of determining whether the value of the score awarding timer is not "0" is repeated until the value of the score awarding data becomes 0. The acquisition number data is data for displaying the number of acquired balls on the award number display unit.
[0209] Furthermore, even if the gaming media count storage means stores "16368," the value immediately before the upper limit warning value, and even if the maximum number of "15" is awarded, the value stored in the gaming media count storage means after the award is "16383," which is the upper limit, adding the number of gaming media to the gaming media count storage means during the payout process does not exceed the upper limit, preventing the loss of gaming media exceeding the upper limit. In this case, after the value stored in the gaming media count storage means reaches "16383," an abnormality in the total points upper limit is detected, and subsequent operations of the bet switch P5 and the start switch P3 are not accepted, preventing betting and processing related to the start of gameplay (such as starting the reel spin). If the counting switch P7 is subsequently operated and the value stored in the gaming media count storage means becomes "16368" or less, the abnormality in the total points upper limit is automatically cleared, and the game becomes playable (start switch P3, bet switch P5, and settlement switch P6 are accepted).
[0210] <Advantageous Zone Clear Counter Management Processing> Next, when the current game is a game in the advantageous zone, an update process is executed for the counter related to the end condition of the advantageous zone (for example, a memory area that manages the number of games played in the advantageous zone, or a memory area that manages MY in the advantageous zone). If it is determined through this update process that the end condition of the advantageous zone is met, the next game is controlled to be a normal zone. If the advantageous zone is to be ended in the current game, the various memory areas of the first main control RAM that were used in the game in the advantageous zone are initialized. On the other hand, if the current game is a game in the normal zone, the update process for the counter related to the end condition of the advantageous zone is not executed. In other words, the advantageous zone clear counter management process determines whether the end condition of the advantageous zone has been met when the game is in the advantageous zone, and if the end condition of the advantageous zone has been met, controls to end the advantageous zone.
[0211] <Operation status management process> Next, the operation status management process for the replay, the accessory, and the accessory continuous operating device is executed. By executing the operation status management process, one game ends, and the process returns to the game start set of the game progress main process.
[0212] In addition, when it is determined that the start switch has been operated, the setting is set to a state where settings cannot be changed, so that settings cannot be changed in that state.However, it is also possible to configure the setting so that settings can be changed even during play (even after the start switch has been operated) without setting a state where settings cannot be changed.
[0213] <Description of Interval Interrupt Processing Controlled by the Main Control Board P15 Applicable to This Embodiment> In the interval interrupt process, first, a register save process is executed, in which register values are stored in a stack area so that the game progress main process that was being executed immediately before the interrupt process is completed.
[0214] Next, the interrupt flag clear process is executed, which clears (turns OFF) the interrupt flag and enables interrupt processing.
[0215] Next, the power-off process is executed. In the power-off process, if the power-off detection signal is ON, the power-off process described below is executed, and if the power-off detection signal is OFF, the power-off process is terminated.
[0216] Next, an interrupt counter update process is executed, in which the counter is updated for each interrupt process.
[0217] Next, a main control command acquisition process is executed, in which commands are received from the game media count control board P16 and stored in the main control command buffer.
[0218] Next, the input port read process is executed, in which the input port is read.
[0219] Next, a reel drive management process is executed, in which drive processes are executed for all reels according to their states.
[0220] Next, a game media count control command output process is executed. In the game media count control command output process, the command is stored in the game media count command buffer in order to send the command to the game media count control board P16.
[0221] Next, the port output process is executed, in which data is set in the output port and output.
[0222] Next, a timer measurement process is executed, which updates various timers such as a condition device output timer, a payout count signal output timer, an overflow test signal timer, a reel stop acceptance waiting timer, a minimum play time management timer, a score awarding timer, a setting change device operation start waiting timer, a bonus operation start waiting timer, and a bonus operation end waiting timer.
[0223] Next, the error management process is executed. In the error management process, errors in the setting values and the built-in random number are checked. Note that the error management process is a process that calls a program outside the area of use, and the error check is executed in the program outside the area of use.
[0224] Next, the gaming machine information management process (main control) is executed. In the gaming machine information management process (main control), the information on gaming machine fraud 1 and gaming machine fraud 2 is updated.
[0225] Next, the sub-control command transmission process is executed, in which a command to be transmitted to the sub-control board P12 is set.
[0226] If the main control board P15 has no commands to send to the sub-control board P12 (if no commands are stored in the send command buffer), the main control board P15 may send a no-operation command to the sub-control board P12. The no-operation command includes information on the game status and error status, so that the sub-control board P12 can determine the status of the main control board P15 when it receives the no-operation command. For example, if the total score of the game media count control board P16 reaches a value that indicates an abnormal total score upper limit and the main control board P15 receives a total score upper limit abnormality signal, the sub-control board P12 may send a no-operation command to the sub-control board P12, causing the sub-control board P12 to issue a notification urging the operation of the counting switch as a response to the abnormal total score upper limit. It is desirable that the no-operation command include, for example, information such as an abnormal total score upper limit, a total score threshold reached state, a lending device communication abnormality 1-6, counting in progress, or a VL abnormality.
[0227] Next, the LED display process is executed, which involves setting the 7-segment LED segment table to be displayed in the number of awards display section.
[0228] Next, the sub-notification data output process is executed, which transmits to the sub-control board information such as whether the stop switch and max bed switch are operable and whether the door is open or closed.
[0229] Next, the control notification process for the number of game media is executed, and the control notification information for the number of game media is updated.
[0230] Next, the register restore process is executed, which restores the information saved in the stack during the register save process.
[0231] Next, the interrupt permission process is executed.
[0232] <Description of Power-Off Processing Controlled by the Main Control Board P15 Applicable to This Embodiment> If the power supply to the gaming machine P is turned off or the power interruption detection signal is turned ON due to an external factor such as a power outage, power interruption processing is executed. If the power interruption detection signal is not ON, the power interruption processing is terminated. Note that if the voltage falls below a predetermined value, the power interruption detection signal is input to a predetermined input port, and if the power interruption detection signal is input to the predetermined input port two consecutive times during interrupt processing, it is determined that a power interruption has occurred and the power interruption detection signal is turned ON. However, this is not limited to this, and the configuration may also be such that if the voltage falls below the predetermined value even once, an external interrupt is generated and the power interruption detection signal is turned ON.
[0233] If it determines that the power interruption detection signal is ON, it turns OFF the output ports (0 to 6).
[0234] Next, a stack pointer save process is executed.
[0235] Next, the power-off processing completion flag and RWM checksum data are set.
[0236] Next, the RWM write protection process is executed.
[0237] Next, the system enters a state of waiting for a reset signal, and thereafter this state is looped.
[0238] <Description of Power-On Processing, Main Loop Processing, and Power-Off Processing Controlled by the Game Media Number Control Board P16 Applicable to the Present Embodiment> When the power supply of the gaming machine is turned on, the function of the gaming media count control chip is set by initializing the built-in register.
[0239] Next, the RWM initialization process is executed. In the RWM initialization process, the power status flag is checked and the RWM checksum data is calculated. Depending on whether the RWM is normal or abnormal, the RWM initialization start address is set and the RWM is initialized. In addition, the RWM area outside the used area is also initialized by a program outside the used area. In other words, the RWM initialization range differs between normal and abnormal cases. In normal cases, the total score stored in the total score memory area is not included in the initialization range, but in abnormal cases, the total score stored in the total score memory area is also included in the initialization range.
[0240] The power status flag is checked and the RWM checksum data is calculated (the power status flag check and the RWM checksum data calculation are sometimes collectively referred to as RWM abnormality determination). If the result is normal, the various memory areas storing the counting flag, gaming machine information notification timer A, gaming machine information notification timer B, gaming machine information notification timer C, serial number, counting serial number, counting points, accumulated counting points, loan serial number, loan point receipt result, calculation MY counter, output MY counter, main control chip ID, main control chip manufacturer code, main control chip product code, etc. are initialized (e.g., 0 is stored in each memory area). Note that initialization of each memory area is performed regardless of whether the setting key switch is on or off. After the RWM initialization process, the total score clear switch is also checked to see if it is on. If it is on, the total score is initialized; if it is not on, the total score is not initialized. This configuration allows the decision to clear the total score to be made based on the operation of the total score clear switch, preventing the total score from being cleared accidentally.
[0241] If the RWM abnormality determination results in an abnormality, in addition to initializing the memory areas (counting flag, gaming machine information notification timer A, gaming machine information notification timer B, gaming machine information notification timer C, serial number, counting serial number, counting points, counting cumulative points, loan serial number, loan point receipt result, calculation MY counter, output MY counter, main control chip ID, main control chip manufacturer code, main control chip product code, etc.) that are used when the RWM is determined to be normal, the memory areas that store information on the total points and role ratio monitor, etc. are also initialized (for example, 0 is stored in various memory areas). Note that initialization of various memory areas is performed regardless of whether the setting key switch is on or not.
[0242] If the RWM abnormality determination results in a normal state, a determination is made as to whether the total score clear switch is ON. However, if the RWM abnormality determination results in an abnormality, a determination is not made as to whether the total score clear switch is ON. This is because the total score is initialized by the initialization process that is executed when the results of checking the power status flag and calculating the RWM checksum data are determined to be abnormal. In other words, even if the total score clear switch is operated, the power status flag is checked and the RWM checksum data is calculated, and if an abnormality is determined, initialization based on the operation of the total score clear switch is not executed. By configuring it in this way, it is possible to avoid initializing the memory area that stores the total score twice, thereby shortening the processing time related to the initialization process.
[0243] Although the RWM abnormality determination is performed by checking the power status flag and calculating the RWM checksum data, either one of them may be used. Also, the RWM abnormality determination may be performed using another check method.
[0244] Furthermore, if an abnormality is determined as a result of the RWM abnormality determination, a determination may be made as to whether the total score clear switch is ON after performing the RWM initialization process when the power is restored abnormally (for example, initializing the entire RWM area of the second main control RAM (including the memory area that stores the total score)).Then, after performing the RWM initialization process when the power is restored abnormally, a determination may be made as to whether the total score clear switch is ON.
[0245] With this configuration, if the result of checking the power status flag and calculating the RWM checksum data is that an abnormality is detected (if the result of checking the power status flag is that an abnormality is detected, or if the result of calculating the RWM checksum data is that an abnormality is detected), the RWM initialization process is executed when the power is restored abnormally, and then a determination is made as to whether the total score clear switch is ON or not.If the total score clear switch is ON, the memory area storing the total score will also be initialized again, and although the initialization ranges may overlap, it is possible to reliably initialize the total score.
[0246] In addition, if the RWM is judged to be normal as a result of abnormality determination and then the total score clear switch is determined to be ON, the total score is initialized and then the total score clear timer 1 (also called medal count clear timer 1) is saved in a specified memory area in the RWM.
[0247] In addition, if an abnormality is determined as a result of the RWM abnormality judgment, the RWM area containing the total score is initialized, and then total score clear timer 2 (also called medal count clear timer 2) is saved in a specified memory area in the RWM (a memory area different from total score clear timer 1).
[0248] Total score clear timer 1 is a timer for counting 60 seconds, and total score clear timer 2 is also a timer for counting 60 seconds. Total score clear timer 1 and total score clear timer 2 are decrement counters, and when the counter value reaches 0, it means that 60 seconds have been counted. Note that total score clear timer 1 and total score clear timer 2 may also be increment timers.
[0249] When a value for counting 60 seconds is stored as the value of total score clear timer 1, total score clear 1 information is sent to the main control means until the value of total score clear timer 1 becomes 0, and when a value for counting 60 seconds is stored as the value of total score clear timer 2, total score clear 2 information is sent to the main control means until the value of total score clear timer 2 becomes 0.
[0250] When the main control means receives total score clear 1 information, the main control means transmits to the sub-control means predetermined information based on the receipt of the total score clear 1 information as part of the no-operation command, and when the main control means receives total score clear 2 information, the main control means transmits to the sub-control means predetermined information based on the receipt of the total score clear 2 information (information different from the predetermined information based on the receipt of the total score clear 1 information) as part of the no-operation command.
[0251] When the sub-control means receives predetermined information based on the receipt of total score clear 1 information, it executes a notification based on the predetermined information based on the receipt of total score clear 1 information. When the sub-control means receives predetermined information based on the receipt of total score clear 2 information, it executes a notification based on the predetermined information based on the receipt of total score clear 2 information. Examples of notifications based on predetermined information based on the receipt of total score clear 1 information include displaying "Total score has been cleared" or "Total score has been cleared successfully" on the LCD, or outputting dedicated background music from the speaker. Examples of notifications based on predetermined information based on the receipt of total score clear 2 information include displaying "Power recovery abnormality" or "Total score has been cleared due to an abnormality" on the LCD, or outputting dedicated background music from the speaker.
[0252] In addition, when the sub-control means receives specified information based on receiving total score clear 1 information or specified information based on receiving total score clear 2 information, the alarm time may be until the value of total score clear timer 1 or the value of total score clear timer 2 becomes 0 (until 60 seconds have passed since setting total score clear timer 1 or total score clear timer 2), or the sub-control means may manage and alarm for any alarm time (for example, 180 seconds) after receiving specified information based on receiving total score clear 1 information or specified information based on receiving total score clear 2 information.
[0253] In this way, the game media number control means sets total score clear timer 1 or total score clear timer 2, and the sub-control means can issue a notification based on predetermined information based on receiving total score clear 1 information, or a notification based on predetermined information based on receiving total score clear 2 information. This allows the administrator to know that the total score has been cleared and what triggered the total score to be cleared, and makes it possible to recognize the initialization of the total score due to a mistaken operation of the total score clear switch or the initialization of the total score due to fraud.
[0254] Also, if the total score clear switch is pressed when the power is turned on, the total score is initialized, total score clear timer 1 is set, and then the total score clear status is set to 1 (total score clear status is turned ON).
[0255] The reason why total score clear timer 1 and total score clear timer 2 are set to 60 seconds is to ensure that commands are sent from the main control means to the sub-control means. This is because there may be a maximum of about 30 seconds difference between the time it takes for the main control means to start up and the time it takes for the sub-control means to start up when the power to the gaming machine P is turned on (the sub-control means may start up 30 seconds after the main control means starts up), and even in this case, the sub-control means is able to issue a notification based on predetermined information based on receiving total score clear 1 information or a notification based on predetermined information based on receiving total score clear 2 information for 30 seconds. When the power is turned on, the main control means starts up after the gaming media number control means starts up. However, since the time difference between the gaming media number control means and the main control means before they start up when the power is turned on is relatively short (about 1 second), the explanation is based on the time difference between the main control means and the sub-control means before they start up when the power is turned on. However, if the time difference between the gaming media number control means and the main control means before they start up when the power is turned on is long, it is necessary to set the timer value taking this time difference into consideration.
[0256] Note that total score clear timer 1 and total score clear timer 2 can be managed by flags like total score clear flag 1 and total score clear flag 2, rather than by timer management; however, flag management requires initialization processing (processing to store 0 in the memory area) after setting the flag (after storing 1 in the memory area), whereas timer management allows the timer value to automatically return to the initial value (0) over time, making it possible to reduce program capacity.
[0257] The time counted by total score clear timer 1 and total score clear timer 2 is not limited to 60 seconds, and any time may be set as long as the sub-control means is able to receive information from total score clear timer 1 or total score clear timer 2.
[0258] If a power outage occurs when the value of total score clear timer 1 is not 0 (when total score clear timer 1 is counting), total score clear timer 1 is initialized in the initialization process after the RWM abnormality is determined to be normal when power is restored. Total score clear timer 1 is also initialized in the initialization process after the RWM abnormality is determined to be abnormal when power is restored. In other words, if a power outage occurs while an alert is being issued based on total score clear 1 information and then power is restored, the sub-control means will not issue an alert based on specified information that is based on receiving total score clear 1 information.
[0259] <When the power is turned on by pressing the total score clear switch after the power is turned off during the total score clear timer 1 count> If a power outage occurs when the value of total score clear timer 1 is not 0 (when total score clear timer 1 is counting) and the power is restored while the total score clear switch is operated, the total score clear timer 1 is initialized during the initialization process after the RWM abnormality is determined to be normal when the power is restored, and then the total score clear switch is ON, so the total score initialization process is performed and then total score clear timer 1 is saved. In other words, total score clear timer 1 is initialized when power is restored after a power outage, but if the total score clear switch is ON, total score clear timer 1 is set again.
[0260] By configuring it in this manner, even if the total score clear timer 1 is initialized due to a power outage, the total score clear timer 1 can be saved again by turning the total score clear switch ON when the power is turned on, making it possible to have the sub-control means execute an alert based on specified information upon receiving the total score clear 1 information.
[0261] <When the power is turned on by pressing the total score clear switch after the power is turned off during the total score clear timer 1 count 2> If a power outage occurs when the value of total score clear timer 1 is not 0 (when total score clear timer 1 is counting), and power is restored while the total score clear switch is operated, and an abnormality is determined as a result of the RWM abnormality judgment when power is restored, the initialization process after determining an abnormality as a result of the RWM abnormality judgment when power is restored will initialize the RWM area including total score clear timer 1, and then save total score clear timer 2 without determining whether the total score clear switch is ON or not, even if the total score clear switch has been operated. In other words, total score clear timer 1 is initialized when power is restored after a power outage, and is configured so that total score clear timer 2 is set even if the total score clear switch is ON.
[0262] By configuring it in this manner, if the power is restored while the total score clear switch is operated and an RWM abnormality is determined, the total score clear timer 2 is saved, making it possible to have the sub-control means issue an alert based on specified information that is based on receiving the total score clear 2 information.
[0263] If a power outage occurs when the value of total score clear timer 2 is not 0 (when total score clear timer 2 is counting), total score clear timer 2 is initialized and reset during the initialization process after the RWM abnormality is determined to be normal when power is restored (a value for counting 60 seconds is stored as the value of total score clear timer 2). Also, total score clear timer 2 is initialized and set during the initialization process after the RWM abnormality is determined to be abnormal when power is restored. In other words, if a power outage occurs while a notification based on predetermined information is being executed upon receiving total score clear 2 information, and power is restored, a notification based on predetermined information is executed upon receiving total score clear 2 information. Note that if a power outage occurs when the value of total score clear timer 2 is not 0 (when total score clear timer 2 is counting), total score clear timer 2 may be reset without being initialized during the initialization process after the RWM abnormality is determined to be normal when power is restored.
[0264] <When the power is turned on by pressing the total score clear switch after the power is turned off while the total score clear timer 2 is counting 1> If a power outage occurs when the value of total score clear timer 2 is not 0 (when total score clear timer 2 is counting), and power is restored while the total score clear switch is operated, and an abnormality is determined as a result of the RWM abnormality judgment when power is restored, the initialization process after determining an abnormality as a result of the RWM abnormality judgment when power is restored will initialize the RWM area including total score clear timer 2, and then save total score clear timer 2 without determining whether the total score clear switch is ON or not, even if the total score clear switch has been operated. In other words, total score clear timer 2 is initialized when power is restored after a power outage, and is configured so that total score clear timer 2 is set even if the total score clear switch is ON.
[0265] By configuring it in this manner, if the power is restored while the total score clear switch is operated and an RWM abnormality is determined, the total score clear timer 2 is saved, making it possible to have the sub-control means issue an alert based on specified information that is based on receiving the total score clear 2 information.
[0266] <When the power is turned on by pressing the total score clear switch after the power is turned off while the total score clear timer 2 is counting 2> If a power outage occurs when the value of total score clear timer 2 is not 0 (when total score clear timer 2 is counting), and power is restored while the total score clear switch is operated, and the RWM abnormality determination judges that the system is normal when power is restored, the RWM area including total score clear timer 2 is initialized during the initialization process after the RWM abnormality determination judges that the system is normal when power is restored, and then, since the total score clear switch is ON, the total score initialization process is performed, and then total score clear timer 1 is saved, and total score clear timer 2 is also saved. In other words, total score clear timer 2 is initialized when power is restored after a power outage, but total score clear timer 1 and total score clear timer 2 are configured to be set even if the total score clear switch is ON. When total score clear timer 1 and total score clear timer 2 are set, predetermined information based on receiving total score clear 1 information and predetermined information based on receiving total score clear 2 information are sent to the sub-control board, and when the sub-control board receives predetermined information based on receiving total score clear 1 information and predetermined information based on receiving total score clear 2 information, it prioritizes issuing an alert based on the total score clear 2 information.
[0267] By configuring it in this manner, if the power is restored while the total score clear switch is operated and the RWM abnormality is determined to be normal, total score clear timer 1 and total score clear timer 2 will be saved, but it will be possible to have the sub-control means execute an alert based on specified information upon receiving the total score clear 2 information.
[0268] In addition, if a power outage occurs when the value of total score clear timer 2 is not 0 (a situation in which total score clear timer 2 is counting), and power is restored while the total score clear switch is operated, and total score clear timer 2 is not initialized in the initialization process after it is determined to be normal as a result of the RWM abnormality judgment when power is restored, since the total score clear switch is ON, total score clear timer 1 may be saved and total score clear timer 2 may also be saved again after the total score initialization process is executed, or if a power outage occurs when the value of total score clear timer 2 is not 0 (a situation in which total score clear timer 2 is counting), and power is restored while the total score clear switch is operated, and it is determined to be normal as a result of the RWM abnormality judgment when power is restored, If the total score clear timer 2 is not initialized in the initialization process after it is determined to be normal as a result of the RWM abnormality determination, the total score clear timer 2 may be saved again without determining whether the total score clear switch is ON even if the total score clear switch is operated. Alternatively, if a power outage occurs when the value of the total score clear timer 2 is not 0 (a situation in which the total score clear timer 2 is counting), and the power is restored while the total score clear switch is operated, and the total score clear timer 2 is initialized in the initialization process after it is determined to be normal as a result of the RWM abnormality determination when the power is restored, the total score clear timer 2 may be saved again without determining whether the total score clear switch is ON even if the total score clear switch is operated. In either case, it is possible to have the secondary control means execute a notification based on predetermined information that is based on the receipt of the total score clear 2 information.
[0269] Although the example has been described in which the main control means transmits to the sub-control means, as part of a no-operation command, predetermined information based on the receipt of total score clear 1 information and predetermined information based on the receipt of total score clear 2 information, the present invention is not limited to the example of transmitting information as part of a no-operation command, and a command corresponding to predetermined information based on the receipt of total score clear 1 information or a command corresponding to predetermined information based on the receipt of total score clear 2 information may be directly transmitted. In other words, a command corresponding to predetermined information based on the receipt of total score clear 1 information or a command corresponding to predetermined information based on the receipt of total score clear 2 information may be generated and stored in a command buffer, and when the command transmission timing arrives, a command corresponding to predetermined information based on the receipt of total score clear 1 information or a command corresponding to predetermined information based on the receipt of total score clear 2 information may be transmitted.
[0270] Next, a program outside the usage area is called and the test pattern display flag is turned ON to display a test pattern on the role ratio monitor.
[0271] Then, the interrupt process is started. In this embodiment, the interrupt cycle of the game media number control board P16 is set to 1 ms.
[0272] Next, a power interruption detection process is executed to determine whether a power interruption has been detected. If a power interruption is detected, the power interruption process is executed, and if a power interruption is not detected, the system waits for an interrupt process.
[0273] In addition, if the power supply to the gaming machine P is turned off or if the voltage falls below a predetermined value due to an external factor such as a power outage, a power outage detection signal is input to a predetermined input port, and if the power outage detection signal is input to a predetermined input port seven consecutive times during the interrupt processing, it is determined that there is a power outage and the power outage detection signal is turned ON.However, this is not limited to this, and the configuration may also be such that if the voltage falls below the predetermined value even once, an external interrupt is generated and the power outage detection signal is turned ON.
[0274] Next, in the power-off processing when a power-off is detected in the power-off detection processing, if the power-on is normal, the power status flag is saved as normal, and if the power-on is abnormal, the power status flag is saved as abnormal.
[0275] Next, the RWM write protection process is executed.
[0276] Next, the system enters a reset signal waiting state, and thereafter loops through the reset signal waiting state.
[0277] <Description of Interval Interruption Processing Controlled by the Game Media Number Control Board P16 Applicable to This Embodiment> The interval interrupt process (also called timer interrupt process or interrupt process) controlled by the game media count control board P16 will be described with reference to FIG.
[0278] The interval interrupt process controlled by the game media number control board P16 is executed every 1 ms.
[0279] In the interval interrupt process, first execute the WDT (Watchdog Timer) clear & restart process, which stores "55h" in the watchdog timer command register as the WDT clear & restart word.
[0280] Next, check data for checking the number of game medals (also called total score check), which will be described later, is set. As check data, 16h is stored in register B, and 04h is stored in register C.
[0281] Here, 16h stored in register B corresponds to the maximum payout (maximum awarded number) of 15 points, and 04h stored in register C corresponds to the maximum bet number of 3 points.
[0282] In addition, 16h stored in register B corresponding to the maximum payout number is called range check data 1, and 04h stored in register C corresponding to the maximum bet number is called range check data 2.
[0283] If the maximum payout is 10 points, 11h will be stored in register B as range check data 1, so the value of range check data 1 can be said to be maximum payout + 01h. If the maximum bet is 5 points, 06h will be stored in register C as range check data 2, so the value of range check data 2 can be said to be maximum bet + 1h.
[0284] Next, a game medal count check process is executed. The game medal count check process will be explained based on Figure 51. The game medal count check process is executed twice within the interrupt process. For convenience, the game medal count check process executed at this timing will be referred to as the first game medal count check process, and the game medal count check process executed at a different timing will be referred to as the second game medal count check process. However, the first game medal count check process and the second game medal count check process are the same module, but have different check data and execution timing.
[0285] In the first game medal count check process, the game medal count (total score) is acquired. Specifically, the total score data stored in the total score storage means is saved in the HL register.
[0286] Next, in the confirmation data set process, the number of game medals acquired is saved in the IX register. Specifically, the value of the IX register is saved in the DE register, and then the value of the HL register is saved in the IX register. At this point, the total score data stored in the total score storage means is saved in the IX register. In other words, each time the game medal number check process is executed, the latest total score data is saved in the IX register. Note that the total score data stored in the total score storage area is saved in the IX register by the power-on process, so that it can be checked accurately even immediately after power-on.
[0287] Next, in the "Number of game medals ≧ confirmation data?" process, the difference between the acquired number of game medals and the confirmation data is determined. Specifically, if the total score data stored in the IX register stored in the DE register is subtracted from the total score data stored in the total score storage means stored in the HL register and there is no carry (the bit corresponding to the carry flag in the flag register is 0) (the value of the HL register is equal to or greater than the value of the DE register), a game medal number change value calculation process is executed, and if the total score data stored in the IX register stored in the DE register is subtracted from the total score data stored in the total score storage means stored in the HL register and there is no carry (the bit corresponding to the carry flag in the flag register is 1) (the value of the HL register is smaller than the value of the DE register), the values of the DE register and the HL register are swapped, and then range check data 2 is set (04h stored in the C register is saved in the B register), and a game medal number change value calculation process is executed.
[0288] In other words, this is a process to check the difference between the total score data stored in the IX register in the second game medal number check process and the total score data stored in the total score storage means called up in the first game medal number check process.
[0289] Next, in the game medal number change value calculation process, the total score data stored in the IX register stored in the DE register is subtracted from the total score data stored in the total score storage means stored in the HL register, and the subtraction result is stored in the HL register.
[0290] Next, in the game medal count change value < range check data? processing, range check data 1 or range check data 2 stored in register B is subtracted from the subtraction result stored in register HL and the subtraction result is stored in register HL. If there is a carry as a result of the subtraction (the bit corresponding to the carry flag in the flag register is 1), the first game medal count check processing is terminated, and if there is no carry as a result of the subtraction (the bit corresponding to the carry flag in the flag register is 0), 200 is stored as the timer value in the out-of-range increase / decrease timer memory area and the first game medal count check processing is terminated.
[0291] In other words, when range check data 1 is stored in register B (when 16h is stored), the total score data stored in register IX stored in the second game medal number check process is smaller than or there is no difference between the total score data stored in the total score storage means called up in the first game medal number check process, so the number of game medals has either increased or not increased or decreased between the second game medal number check process and the first game medal number check process.
[0292] An example of a case in which the number of game medals increases between the second game medal number check process and the first game medal number check process is when the main control means adds the number of game medals (award points) to the game medium control means through a payout process.
[0293] A possible case in which the number of game medals does not increase or decrease between the second game medal number check process and the first game medal number check process is when the main control means has not executed a score increase process through a payout process to the game media control means, and when the main control means has not executed a score decrease process through a bet process to the game media control means.
[0294] Therefore, in a normal environment, the maximum value obtained by subtracting the total score saved in the second game medal count check process from the total score saved in the first game medal count check process is 15, which is the maximum payout number, and since 16 is set as range check data 1, there is no situation in which a carry occurs as a result of 16-15.
[0295] For this reason, in the processing where the change value of the number of game medals < range check data, if a carry occurs, it is possible that the total score has increased due to fraudulent activity, so 200 is stored as the timer value in the out-of-range increase / decrease timer memory area.
[0296] In addition, if 200 is stored as the timer value in the out-of-range increase / decrease timer memory area, an abnormal command is sent to the sub-control means via the main control means, and an abnormality alert is executed based on the abnormal command, making it possible to notify those around the area of fraudulent activity.
[0297] Furthermore, if range check data 2 is stored in register B (if 04h is stored), the total score data stored in register IX in the second game medal number check process is greater than the total score data stored in the total score storage means called up in the first game medal number check process, which means that the number of game medals has decreased between the second game medal number check process and the first game medal number check process.
[0298] A possible case in which the number of game medals decreases between the second game medal number check process and the first game medal number check process is when the main control means sends a subtraction of the number of game medals (inserted points) to the game medium control means due to bet processing.
[0299] Since the value of the DE register and the value of the HL register are swapped before setting range check data 2, the game medal number change value calculation process can be executed with the same command whether range check data 1 is set or whether range check data 2 is set. In other words, when the total score data stored in the IX register and stored in the DE register is subtracted from the total score data stored in the total score storage means and stored in the HL register in the game medal number change value calculation process, the result is always a positive value.
[0300] Therefore, in a normal environment, the maximum value obtained by subtracting the total score saved in the second game medal count check process from the total score saved in the first game medal count check process is 3, which is the maximum bet number, and since 04h is set as range check data 2, there is no situation in which a carry occurs as a result of 4-3.
[0301] For this reason, in the processing where the change value of the number of game medals < range check data, if a carry occurs, it is possible that the total score has decreased due to fraudulent activity, so 200 is stored as the timer value in the out-of-range increase / decrease timer memory area.
[0302] In addition, if 200 is stored as the timer value in the out-of-range increase / decrease timer memory area, an abnormal command is sent to the sub-control means via the main control means, and an abnormality alert is executed based on the abnormal command, making it possible to notify those around the area of fraudulent activity.
[0303] Next, the input port read process is executed. In the input port read process, input port 3 is read.
[0304] The input ports of the game medium count control board P16 are configured so that game medium count control data signals 1 to 8 can be input to input port 1, game medium count control data signals 9 to 16 can be input to input port 2, and game medium count control data strobe signal, power failure detection signal, counting button signal, VL signal, and medal count clear button signal can be input to input port 3.
[0305] Input ports 1 and 2 are input ports used for parallel communication between the main control board P15 and the game media count control board P16, and are read by receiving commands from the main control board P15. Input port 1 receives a command indicating the type of information, and input port 2 receives a command indicating the information data.
[0306] Input port 3 is an input port used for serial communication with various switches, the rental unit, and the main control board P15, and the input port is read by the game media count control command reception process.
[0307] In the input port reading process, rising edge data of input port 3 is created from the previous level data of input port 3 and the current level data of input port 3.
[0308] Next, if the bit data input from the power interruption detection signal at input port 3 is 1, the value of the power interruption check counter is incremented by 1. Then, the value of the power interruption check counter is checked, and if the value of the power interruption check counter is 7, it is determined that a power interruption has been detected, and 1 is stored in the power interruption detection flag (the power interruption detection flag is turned ON).
[0309] Next, the VL signal is checked to check for any abnormalities in the connection with the lending unit. First, the VL abnormality flag is set to 0 (the VL abnormality flag is cleared). Then, if the bit data input to the VL signal at input port 3 is 0, FFh is stored in the VL abnormality flag (1 is subtracted from the value of the VL abnormality flag and stored). Note that if the bit data input to the VL signal at input port 3 is 1, the connection is normal, so the following process is executed.
[0310] Next, gaming machine information management processing (gaming media number control) is executed. In the gaming machine information management processing (gaming media number control), processing such as updating gaming machine information notification timer A, gaming machine information notification timer B, and / or gaming machine information notification timer C is executed. If, as a result of updating gaming machine information notification timer A, gaming machine information notification timer B, and / or gaming machine information notification timer C, it is time to notify hall control / fraud monitoring information, gaming machine installation information, or gaming machine performance information, the gaming machine information that has reached the notification time is transmitted to the lending unit. Specific processing will be described later with reference to FIG. 30.
[0311] Next, a counting control process is executed. In the counting control process, counting process is executed according to the operation state of the counting switch P7. The specific process will be described later with reference to FIG.
[0312] Next, the rental notification reception process is executed. In the rental notification reception process, the rental process is executed according to the rental notification received based on the operation status of the rental switch of the rental unit. In addition, a program outside the usage area is called and flags for rental device communication abnormalities 2 to 6 are set according to the communication status. The specific process will be described later with reference to Figure 49.
[0313] Next, set the check data for the second medal count check. As the check data, save 51h in register B and 51h in register C.
[0314] Here, 51h stored in register B corresponds to the maximum number of medals that can be lent (maximum lending points), which is 50 points, and 51h stored in register C corresponds to the maximum number of medals that can be counted (maximum counting points), which is 50 points.
[0315] Next, the second game medal number check process (game medal number check process executed at the second timing within the same interrupt process) is executed. The only difference in the second game medal number check process is the set check data, and it is the same module as the first game medal number check process and executes the same commands.
[0316] The first game medal number check process checks the increase or decrease in the total score between the second game medal number check process and the first game medal number check process, and the second game medal number check process checks the increase or decrease in the total score between the first game medal number check process and the second game medal number check process.
[0317] In other words, the first game medal count check process checks whether the increase / decrease value is normal by taking into account the number of bets and the number of payouts based on the command received from the main control means, and the second game medal count check process checks whether the increase / decrease value is normal by taking into account the number of counted medals based on the command sent to the lending unit and the number of lending medals received from the lending unit.
[0318] Next, the process for managing the pressing time of the counting switch P7 (hereinafter also referred to as the counting execution flag setting process) will be described with reference to FIG.
[0319] The counting execution flag set process is a process for setting a flag indicating whether a short press operation or a long press operation has been accepted as the operation of the counting switch P7 when the player is operating (pressing) the counting switch P7 or when the player has released (not pressed) the counting switch P7. The counting execution flag set process, which employs processing related to the counting button state described later, is not required.
[0320] First, "Counting switch ON?" determines whether the counting switch P7 is operated. As a method for determining whether the counting switch P7 is operated, as described above, before executing the counting execution flag set process, the input data (ON or OFF) of the counting switch P7 input to the input port 3 by the interrupt process of the game medium number control board P16 is stored in a certain memory area (also referred to as the input port 3 level data memory area) in the RWM area of the game medium number control board P16, and if the input data of the counting switch P7 stored in the memory area is a value indicating ON, it is determined as YES, and if the input data of the counting switch P7 stored in the memory area is a value indicating OFF, it is determined as NO.
[0321] "Counting execution timer = 0?" determines whether the timer value measuring the time the counting switch P7 is operated is "0." As a method for measuring the time the counting switch P7 is operated, for example, the RWM area of the game media number control board P16 has a counting execution timer memory area (_TM_CAL_ACT) that measures the time the counting switch P7 is operated, and if the value stored in this memory area is "0," it is determined as YES, and if the value stored in this memory area is a value other than "0" (for example, "200" or "500"), it is determined as NO. Note that the counting execution timer memory area is a memory area that can store 2-byte data (0 to 65535) so that values from "0" to "500" can be stored.
[0322] "Counting execution flag ≠ 0?" determines whether the counting execution flag is "0." Here, the counting execution flag is a flag that manages whether a short press operation has been accepted as the operation of the counting switch P7 or a long press operation has been accepted as the operation of the counting switch P7. For example, a counting execution flag storage area (_FL_CAL_ACT) that manages the counting execution flag is provided, and when the counting execution flag storage area is "0" (when the counting execution flag is 0), it indicates a situation where it has not yet been determined whether a short press operation has been accepted as the operation of the counting switch P7 or a long press operation has been accepted as the operation of the counting switch P7. When the counting execution flag storage area is "1" (when the counting execution flag is 1), it indicates a situation where it has been determined that a short press operation has been accepted as the operation of the counting switch P7. When the counting execution flag storage area is "2" (when the counting execution flag is 2), it indicates a situation where it has been determined that a long press operation has been accepted as the operation of the counting switch P7.
[0323] Therefore, "Counting execution flag ≠ 0?" is judged as YES if a number other than "0" (specifically, "1" or "2" in the counting execution flag storage area) is stored in the counting execution flag storage area, and is judged as NO if "0" is stored in the counting execution flag storage area.
[0324] "Save counting execution flag = 1" is a process for saving "1" in the counting execution flag storage area. In other words, it is a process for determining that a short press operation has been accepted as an operation of the counting switch P7. For example, if there is no operation of the counting switch P7, the counting execution timer storage area is "200", and "0" is stored in the counting execution flag storage area, "1" is saved in the counting execution flag storage area.
[0325] "Counting execution timer clear" is a process for resetting the counting execution timer storage area to an initial value (e.g., "0"). As is clear from FIG. 39, "counting execution timer clear" is executed when the counting switch P7 is not operated, and is executed not only when "1" is stored in the counting execution flag storage area, but also when "1" is not stored in the counting execution flag storage area (e.g., when "1" or "2" is already stored in the counting execution flag storage area). In other words, by resetting the counting execution timer storage area to its initial value when the counting switch P7 is not operated, the value in the counting execution timer storage area can be updated from the initial value when the counting switch P7 is operated again thereafter.
[0326] "Counting execution timer ≧500" determines whether the timer value measuring the time that the counting switch P7 is operated is "500" or more (the time that the counting switch P7 is operated is 500 ms or more). For example, if the value of the counting execution timer storage area is "500", it is determined as YES, and if the value of the counting execution timer storage area is less than "500" (specifically, if the value of the counting execution timer storage area is between "0" and "499"), it is determined as NO.
[0327] "Counting execution timer +1" is a process that adds "1" to the timer value that measures the time that the counting switch P7 is operated (updating the time that the counting switch P7 is operated). As is clear from FIG. 39, if "Counting execution timer ≧500" is judged to be YES, "Counting execution timer +1" is not executed. In other words, after the value of the counting execution timer storage area reaches "500," the value of the counting execution timer storage area remains "500," so the value of the counting execution timer storage area can be kept within the range "0 to 500." In other words, the time that the counting switch P7 is operated is not longer than 500 ms (the value of the counting execution timer storage area is not greater than 500), so the value stored in the counting execution timer storage area does not overflow. By configuring it in this manner, for example, when the value of the counting execution timer memory area is "65535", which is the maximum value that can be stored in the counting execution timer memory area, the "counting execution timer +1" is executed, causing the value of the counting execution timer memory area to become "0", and if the counting switch P7 continues to be operated thereafter, the value of the counting execution timer memory area is updated, and if the counting switch P7 is released when the value of the counting execution timer memory area is less than "500", it is possible to prevent "1" from being stored in the counting execution flag memory area (which would result in the counting switch P7 being determined to have received a short press operation).
[0328] "Save counting execution timer" is a process that saves the value updated by "counting execution timer + 1" in the counting execution timer storage area. For example, if the value of the counting execution timer storage area is "0", the value of the counting execution timer storage area becomes "1", and if the value of the counting execution timer storage area is "499", the value of the counting execution timer storage area becomes "500".
[0329] "Counting execution flag = save 2" is a process for saving "2" in the counting execution flag storage area. In other words, it is a process for determining that a long press operation has been accepted as the operation of the counting switch P7. Specifically, if it is determined that the timer value measuring the time the counting switch P7 is operated is "500" or more (the time the counting switch P7 is operated is 500 ms or more), "2" is saved in the counting execution flag storage area.
[0330] As described above, the counting execution flag setting process determines whether a short press operation or a long press operation of the counting switch P7 has been accepted, and measures the operation time of the counting switch P7.
[0331] Next, the process returns to the interrupt process and executes the game media count control command reception process. In the game media count control command reception process, the process executes the reception process of commands from the rental unit and the main control board P15. If a game machine illegal command is received from the rental unit, a program outside the usage area is called and the illegal information is accumulated and saved.
[0332] In addition, when a command for the operation status of reels, etc. is received from the main control board P15, a program outside the usage area is called to save the operation status of reels, etc.
[0333] Also, when a ratio display command is received from the main control board P15, a program outside the usage area is called and the role ratio monitor type number is saved.
[0334] Also, when a start lever reception command is received from the main control board P15, the program in the use area stores the input point information used in the game information of the hall control and fraud monitoring information in the data area (_WK_MDL_IN) of the use area, and calls a program outside the use area to store the input point information for display on the role ratio monitor in the data area (_SN_MDL_IN) outside the use area. Note that the input point information used in the hall control and fraud monitoring information is stored as "3" (if the input points in the previous game were 3 points; if the input points in the previous game were 2 points, it becomes "2") when the replay is activated (if the replay was won in the previous game), and the input point information for display on the role ratio monitor is stored as "0" when the replay is activated (if the replay was won in the previous game).
[0335] Also, when a command to stop all reels is received from the main control board P15, the program in the use area stores the award point information used in the game information of the hall control and fraud monitoring information in the data area (_WK_MDL_OUT) of the use area, and calls a program outside the use area to store the award point information for display on the role ratio monitor in the data area outside the use area (_SN_MDL_OUT). Note that the award point information used in the hall control and fraud monitoring information is stored as "3" (if the award points for the previous game were 3 points; if the award points for the previous game were 2 points, it will be "2") when the replay is activated (if the replay was won in the previous game), and the award point information for display on the role ratio monitor is stored as "0" when the replay is activated (if the replay was won in the previous game).
[0336] Incidentally, (_SN_MDL_OUT), which is a data area outside the used area for the award point information to be displayed on the role ratio monitor, is information necessary for calculating the cumulative instructed role ratio, the consecutive role ratio for the most recent 6000 games, the role ratio for the most recent 6000 games, the cumulative consecutive role ratio, and the cumulative role ratio. For example, by adding the information stored in (_SN_MDL_OUT), which is the award point information for the game, to a memory area capable of storing the cumulative number of awards, a memory area capable of storing the cumulative number of awards when consecutive roles are activated, and a memory area capable of storing the cumulative number of awards when roles are activated, it is possible to update the memory area capable of storing the cumulative number of awards, the memory area capable of storing the cumulative number of awards when consecutive roles are activated, and the memory area capable of storing the cumulative number of awards when roles are activated.
[0337] In addition, if Bit 3 of Gaming Machine Illegal 2 is set to "1" when a command to stop all reels is received from the main control board P15 (if the total score clear switch is operated when the power is turned on, the total score is cleared, and the total score clear status is ON), a program outside the usage area is called and Bit 3 of Gaming Machine Illegal 2 is set to "0" (cleared).
[0338] In addition, when a command to stop all reels is received from the main control board P15, calculations are performed for game performance information and role ratio monitor.
[0339] Furthermore, when a slot request command is received from the main control board P15, the controller determines whether the value of the second control command is "0." If it is determined to be "0," the controller executes abnormal command reception processing. If it is determined that the value is not "0," the controller determines whether the value exceeds "3" ("4" or greater). If it is determined that the value of the second control command is greater than "3," the controller executes abnormal command reception processing. If it is determined that the value does not exceed "3" ("3" or less"), the controller determines whether the VL abnormal flag is "0." If it is determined that the VL abnormal flag is "0," the controller executes unacceptable setting processing. If it is determined that the VL abnormal flag is not "0," the controller determines whether the result of subtracting the number of slot requests from the total score is a negative value (whether the carry flag is 1). If it is determined that the result of subtracting the number of slot requests from the total score is a negative value, the controller executes unacceptable setting processing. If it is determined that the result of subtracting the number of slot requests from the total score is not a negative value, the controller stores the value obtained by subtracting the number of slot requests from the total score as the total score. The controller then stores the number of slot requests in the slot point memory area for transmitting hall control and fraud monitoring information, and then sets a command to be sent to the main control board P15. The unacceptable setting process is a process of setting a value indicating an abnormality as data for the second control command to be sent to the main control board P15 (for example, a process of setting the most significant bit of the data for the number of input requests received to "1"). The abnormal command receiving process is a process of setting a value indicating a communication abnormality (for example, FFh) as the type of the first control command to be sent to the main control board P15, and a value indicating an abnormality (for example, FFh) as data for the second control command. After setting the commands, the commands are sent to the main control board P15 as needed.
[0340] Furthermore, when a settlement request command is received from the main control board P15, it determines whether the value of the second control command is "0" or not, and if it is determined that it is "0", it executes abnormal command reception processing, and if it is determined that it is not "0", it determines whether it exceeds "3" ("4" or more). If it is determined that the value of the second control command exceeds "3", it executes abnormal command reception processing, and if it is determined that it does not exceed "3" ("3" or less"), it determines whether the VL abnormal flag is not "0". If it is determined that the VL abnormal flag is "0", it executes unacceptable setting processing, and if it is determined that the VL abnormal flag is not "0", it determines whether the value obtained by adding the settlement number to the current total score exceeds the upper limit of the total score (16383), and if it is determined that the value obtained by adding the settlement number to the current total score exceeds the upper limit of the total score, it executes unacceptable setting processing, and if it is determined that the value obtained by adding the settlement number to the current total score does not exceed the upper limit of the total score, it stores the value obtained by adding the settlement number to the current total score as the total score. Then, the value obtained by subtracting the number of settlement requests from the value of the insertion point memory area for transmitting hall control and fraud monitoring information is stored, and then a command to be sent to the main control board P15 is set. The unacceptable setting process is a process of setting a value indicating an abnormality as data for the second control command to be sent to the main control board P15 (for example, a process of setting the most significant bit of the data for the received number of settlement requests to "1"). The abnormal command receiving process is a process of setting a value indicating a communication abnormality (for example, FFh) as the type of the first control command to be sent to the main control board P15, and a value indicating an abnormality (for example, FFh) as data for the second control command. After setting the commands, commands are sent to the main control board P15 as needed.
[0341] If it is determined that the VL abnormal flag is not "0", it is determined whether the value obtained by adding the settlement number to the current total score exceeds the upper limit of the total score (16383). However, if the total score reaches the upper limit warning value, the settlement switch P6 will not be able to be accepted, and since the total score will not exceed the upper limit due to the settlement process under normal circumstances, it is also possible to execute a process to store the value obtained by subtracting the settlement request number from the value of the input point memory area for sending hall control and fraud monitoring information, without determining whether the value obtained by adding the settlement number to the current total score exceeds the upper limit of the total score (16383).
[0342] Furthermore, when a payout request command is received from the main control board P15, the board determines whether the value of the second control command is "1." If it is determined that the value is not "1," it executes an abnormal command reception process. If it is determined that the value is "1," it determines whether the VL abnormal flag is "0." If it is determined that the VL abnormal flag is "0," it executes an unacceptable setting process. If it is determined that the VL abnormal flag is not "0," it determines whether the total score is at the upper limit. If it is determined that the total score is at the upper limit, it executes an unacceptable setting process. If it is determined that the total score is not at the upper limit, it adds "1" to the current total score and stores the result as the total score. Then, it updates the value in the awarded point memory area for transmitting hall control and fraud monitoring information, and then sets a command to be sent to the main control board P15. The unacceptable setting process is a process of setting a value indicating an abnormality in the data of the second control command to be sent to the main control board P15 (for example, a process of setting the most significant bit of the data of the received payout request number to "1"). The abnormal command reception process is a process of setting a value indicating a communication abnormality (e.g., FFh) as the type of the first control command to be sent to the main control board P15, and a value indicating an abnormality (e.g., FFh) as the data of the second control command. After the commands are set, they are sent to the main control board P15 as needed.
[0343] If it is determined that the VL abnormality flag is not "0", it is determined whether the total score is at the upper limit value or not. However, if the total score reaches the upper limit warning value, the start switch P3 and the bet switch will not be accepted, and since the total score will not exceed the upper limit value due to the payout process under normal circumstances, it is also possible to execute a process in which, after determining that the VL abnormality flag is not "0", it does not determine whether the total score is at the upper limit value or not, but instead adds "1" to the current total score and stores the value as the total score.
[0344] The game media count control command reception process may be performed by a reception interrupt process rather than a timer interrupt process. The reception interrupt process is a process that is executed when the main control means transmits a command and the game media count control means receives the command, and is executed with priority over the timer interrupt.
[0345] Next, a state control process is executed. In the state control process, a process of determining whether or not a VL abnormality flag, which is set when the VL signal is OFF, is ON, and a process of determining whether or not a serial number abnormality flag, which is set when the serial numbers are not consecutive, is ON are executed. In other words, the VL abnormality flag is ON when the gaming machine P and the lending unit are not connected. When the gaming machine P and the lending unit are not connected, this corresponds to a situation where the gaming machine P is powered on and started up but the lending unit is not powered on, or a situation where an abnormality has occurred in the communication between the gaming machine P and the lending unit.
[0346] If the value stored in the out-of-range increase / decrease timer storage area is not 0, a control status signal is set to cause the main control means to execute notification processing regarding the out-of-range increase / decrease timer being equal to or greater than 0.
[0347] Next, the LED display process is executed, in which the display control of the game medium number display section P9 is executed.
[0348] Next, the ratio control process is executed. In the ratio control process, a program outside the use area is called to execute update processes of various counters for calculating the display contents of the role ratio monitor, and display processes of the role ratio monitor.
[0349] Next, the timer management process is executed. In the timer management process, a program outside the usage area is called to update the loan notification reception timer 1 and the loan notification reception timer 2. The loan notification reception timer 1 and the loan notification reception timer 2 are used to determine communication abnormalities.
[0350] Next, the interrupt permission process is executed.
[0351] <Description of a method for coordinating each board when power is turned off and when power is turned on, which is applicable to this embodiment> In the game described in this embodiment, when a power outage occurs, the main control board P15 determines whether or not there is a power outage using two interrupts, and the game media count control board P16 determines whether or not there is a power outage using seven interrupts. In other words, the main control board P15 determines whether or not there is a power outage 4.47 ms (2.235 ms x 2) after the voltage falls below a predetermined value, and the game media count control board P16 determines whether or not there is a power outage 7 ms (1 ms x 7) after the voltage falls below the predetermined value.
[0352] Therefore, if a power outage occurs, the main control board P15 can execute the power outage processing before the game media number control board P16, so that the game media number control board P16 can receive commands from the main control board P15 even when a power outage occurs.
[0353] Furthermore, when the power is turned on, the main control board P15 activates the security mode for a predetermined period (e.g., 2883.54 ms) and then activates the user mode, and the game media count control board P16 activates the user mode without activating the security mode. Alternatively, the game media count control board P16 activates the security mode for a period shorter than the predetermined period (e.g., 500 ms) and then activates the user mode. The user mode is a mode in which programs related to games are executed, and the main control board P15 and the game media count control board P16 first execute power-on processing.
[0354] Therefore, when the power is turned on, the game media count control board P16 can start up before the main control board P15, so that the game media count control board P16 can receive commands from the main control board P15.
[0355] Furthermore, if the power-off process is configured to be executed by an external interrupt after a power outage is detected, the power-off process will be executed even in situations where the voltage drops to a predetermined value for only a moment (a so-called momentary power outage). In this case, the WDT (watchdog timer) set during the power-off process is not cleared after the power-off process is executed, resulting in a reset signal being output. The main control board P15 activates security mode for a predetermined period (e.g., 2883.54 ms) before executing the power-on process, and the game media count control board P16 executes the power-on process without activating security mode. This allows the game media count control board P16 to start up before the main control board P15, even if the power-off process is executed due to a momentary power outage, so the game media count control board P16 can receive commands from the main control board P15.
[0356] Furthermore, for example, if the total score stored in the total score storage means is 100 points and a power outage occurs just before the gaming machine P executes the payout process of 15 points, causing the power outage process to be executed, and the total score clear switch is pressed when the gaming machine P is powered on, the gaming media number control board P16 will start up first, initializing the total score managed by the gaming media number control board P16 (setting it to 0 points), and then the main control board P15 will start up, adding 15 points to the total score.
[0357] In other words, the absolute value of the difference between the time from when the gaming machine P is powered on until the gaming media number control board P16 activates the user mode and the time from when the gaming machine P is powered on until the main control board P15 activates the user mode is configured to be longer than the execution time (the time from the start of the payout process to the end of the payout process) for the maximum payout number (15 points in this embodiment).
[0358] By configuring it in this way, it is possible to prevent the total points from being cleared in the middle of the payout process when the power is turned on after a power outage occurs just before the start of the payout process, and it is possible to accurately manage the number of game media.
[0359] In addition, the absolute value of the difference between the time from when the gaming machine P is powered on until the gaming media number control board P16 activates the user mode and the time from when the gaming machine P is powered on until the main control board P15 activates the user mode is configured to be longer than the time from when the final stop operation (the third stop operation in this embodiment) is accepted to when the maximum number of slides (in this embodiment, 4-frame slides (maximum slide time is 190 ms)) is moved until the payout process for the maximum number of payouts (15 points in this embodiment) is completed.
[0360] By configuring it in this way, it is possible to prevent the total points from being cleared in the middle of the payout process when the power is turned on after a power outage occurs immediately after the final stop operation is received, and it is possible to accurately manage the number of gaming media.
[0361] <Explanation of gameplay using advantageous zones applicable to this embodiment> In this embodiment, the specified number of coins required to start a game is only 3. In other words, a game cannot be started with anything other than 3 coins, and even when a bonus is activated, a game can only be started with 3 coins.
[0362] In this embodiment, the active line is one line consisting of the bottom left reel P18L, the middle center reel P18C, and the bottom right reel P18R. Hereinafter, when a symbol combination stops on an active line, it will be simply referred to as a symbol combination stopping.
[0363] In this embodiment, there are 10 types of symbols. They are called Red Seven, Blue Seven, Bar, Gold Bar, Blank, Cherry, Watermelon, Bell A, Bell B, and Replay. Note that the names and types of symbols are merely examples and may be changed without any problems.
[0364] The reel arrangement of this embodiment will be explained using Figure 4. As shown in Figure 4, there are 20 symbols on each reel, and the reel includes a first reel (left reel P18L), a second reel (center reel P18C), and a third reel (right reel P18R).
[0365] The symbol combinations in this embodiment are shown in Figures 5 to 9. The "Winning Symbol, Activation Symbol, Pattern Symbol Name" items in the figures indicate the names of the condition devices corresponding to the symbol combinations. Also, the "Specified Number and Game Status" items indicate the benefits awarded when a symbol combination stops for each specified number. If "Type 1 BB" is written in the "Specified Number and Game Status" item, it indicates that a Type 1 BB will be awarded when the symbol combination stops, if "Replay" is written, it indicates that a replay will be awarded when the symbol combination stops, if a number is written, it indicates the number of coins to be paid out when the symbol combination stops, and if "-" is written, it indicates that the symbol combination will not stop in the corresponding game status.
[0366] In this embodiment, the bonus has a type 1 BB, and the termination condition is the awarding of game media exceeding 11 points. In addition, this type 1 BB is a type in which RB is continuously activated, and RB ends when either two wins or two games are met, and when the termination condition of RB is met, RB is automatically activated until the termination condition of type 1 BB (the awarding of game media exceeding 11 points) is met.
[0367] As shown in Figure 5, there are eight types of symbol combinations for Type 1 BB, and the symbol draw rate (probability that the symbol related to the symbol combination will stop) for Type 1 BB symbol combinations on each reel is not 100%, so to display Type 1 BB symbol combinations, it is necessary to press each reel with the right eye.
[0368] In this embodiment, the RT transition starts from non-RT (also referred to as during Type 1 BB non-internal). If a Type 1 BB is won during non-RT and the Type 1 BB symbol combination does not stop, the next game (which may be the end of that game) transitions to RT1 (also referred to as during Type 1 BB internal). If a Type 1 BB symbol combination stops during RT1, RT1 ends and Type 1 BB is activated from the next game (also referred to as during Type 1 BB). When the activation of Type 1 BB ends, the next game transitions to non-RT. Furthermore, since the setting change starts from non-RT, if the setting change device is activated during RT1 or Type 1 BB operation, non-RT is set when the operation of the setting change device ends. Note that the RT state and Type 1 BB activation state are not cleared in the case of a power outage in which the setting change device is not activated (sometimes referred to as a normal power outage), and therefore, when power is restored, the state before the power outage is resumed. Specifically, if a power outage occurs during Type 1 BB and then power is restored, the Type 1 BB operating state is Type 1 BB and RT1, and if a power outage occurs while the state is RT1 and then power is restored, the RT state is RT1.
[0369] Here, RT is an abbreviation for replay time, and refers to a state in which the probability of winning a replay can be different for each of multiple RTs. For example, it is possible to make the probability of winning a replay for RT1 different from the probability of winning a replay for RT2. Also, making the probability of winning a replay different may mean that the probability of winning a replay as a whole is different, or that only the probability of winning a certain replay is different so that the probability of winning a replay as a whole is the same. The trigger for transitioning to RT can be set when a predetermined symbol combination stops, when a bonus is won (when a bonus condition device is activated), when a predetermined number of games have been played after the bonus has ended, or the like, and can be combined as appropriate.
[0370] The conditional devices in this embodiment are described with reference to FIG. 10. The "Winning Replay" item in FIG. 10 lists numbers corresponding to winning numbers. The "Conditional Device" item lists the activated conditional devices. The "Common Name" item lists the simple names of the activated conditional devices. For example, the common name corresponding to the Replay-H conditional device is "Right Push: Strong-Battle Eye," indicating that the Strong Battle Eye will stop when the right reel P18R is stopped for the first time. The common name corresponding to the Winning-A1 conditional device is "Push Order Bell Group A 123," indicating that the operation mode of the left reel P18L stopping first, the center reel P18C stopping second, and the right reel P18R stopping third is the correct operation mode (in this case, the operation mode that stops the symbol combination of Winning 52 (a prize with a larger payout number than Winnings 01-02, 09, and 29-31)). The "Component" item lists the symbol combinations corresponding to the conditional devices. For example, if the replay-A condition device is activated (winning), it is possible to display replay 01 or replay 02. Note that the "0" in the "winning replay" section corresponds to a loss.
[0371] The internal lottery results that can be determined by the internal lottery means in the non-internal 1st type BB in this embodiment will be explained using Figures 11 to 13. The internal lottery results that can be determined by the internal lottery means in the non-internal 1st type BB are 1st type BB, replay-A, replay-B, replay-C (+1st type BB), replay-D (+1st type BB), replay-E (+1st type BB), replay-F (+1st type BB), replay-G (+1st type BB), replay-H (+1st type BB), replay-I (+1st type BB), replay-J (+1st type BB), winning-A1, winning-A2, winning-A3, winning-A4, winning-A5, winning The prizes are either -A6, Winner -B1, Winner -B2, Winner -B3, Winner -B4, Winner -B5, Winner -B6, Winner -C1, Winner -C2, Winner -C3, Winner -C4, Winner -C5, Winner -C6, Winner -D (+1 type BB), Winner -E (+1 type BB), Winner -F (+1 type BB), Winner -G (+1 type BB), Winner -H (+1 type BB), Winner -I (+1 type BB), Winner -J (+1 type BB), Winner -K (+1 type BB), and there are no losing prizes.
[0372] The above-mentioned description "Replay-C (+Type 1 BB)" indicates that Replay-C and Type 1 BB are simultaneously won, which corresponds to the fact that the names "Bonus Condition Device" and "Winning Replay" are both listed in Figures 11, 12, and 13. The "Internal Lottery" item in Figures 11, 12, and 13 indicates whether or not an internal lottery is applicable for each game state, with "○" indicating that an internal lottery is applicable and "×" indicating that an internal lottery is not applicable. The "Advantageous Zone Transition" item in Figures 11, 12, and 13 indicates whether or not an advantageous zone transition lottery is executed for each game state, with "○" indicating that an advantageous zone transition lottery is executed and "×" indicating that an advantageous zone transition lottery is not executed. In this embodiment, when an advantageous zone transition lottery is executed, 100% of players are selected and transition to the advantageous zone occurs. In addition, the items "R1" to "R6" in Figures 11, 12, and 13 respectively indicate settings 1 to 6, and indicate the number of winning positions in the internal lottery corresponding to the setting value, with 65,536 positions allocated for each game state.
[0373] In this embodiment, the internal lottery results that can be determined by the internal lottery means inside the Type 1 BB are any of Replay-A, Replay-B, Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Winning-A1, Winning-A2, Winning-A3, Winning-A4, Winning-A5, Winning-A6, Winning-B1, Winning-B2, Winning-B3, Winning-B4, Winning-B5, Winning-B6, Winning-C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, Winning-C6, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, and there are no losing results.
[0374] In this embodiment, the internal lottery result that can be determined by the internal lottery means in the first type BB is either Winning-K, Winning-L, or Losing.
[0375] In this embodiment, the conditions for moving from the normal zone to the advantageous zone are winning any of Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Winning-A1, Winning-A2, Winning-A3, Winning-A4, Winning-A5, Winning-A6, Winning-B1, Winning-B2, Winning-B3, Winning-B4, Winning-B5, Winning-B6, Winning-C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, Winning-C6, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, or Winning-K; winning Replay-A or Replay-B will not result in moving to the advantageous zone. In other words, if you win any of the following in the normal zone: Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, Win-K, then you will be in the advantageous zone from the next play.
[0376] In this embodiment, if any of the following is won during the normal zone: Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Winning-A1, Winning-A2, Winning-A3, Winning-A4, Winning-A5, Winning-A6, Winning-B1, Winning-B2, Winning-B3, Winning-B4, Winning-B5, Winning-B6, Winning-C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, Winning-C6, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, or Winning-K, the player will always move to the advantageous zone. In other words, if you win any of the following in the normal zone: Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, Win-K, then you will be in the advantageous zone from the next play.
[0377] In this embodiment, since there are no misses in RT1 (within Type 1 BB), (either a replay role or a winning role is guaranteed to be a winning combination), once the game has transitioned to RT1, it is possible to stop the BB symbol combination with some operation modes when the push order bell group C (winning role-C1 to C6) is won. The part when the push order bell group C is won is, for example, some of the eye-pressing positions of the center reel P18C or the first stop of the right reel P18R when the winning role-C1 is won. Furthermore, when the winning role-C1 is won in the advantageous zone, the correct push order (in this case, "1, 2, 3") is displayed on the image display device) is notified, and the winning role 38 stops, and the BB symbol combination does not stop. This configuration allows the user to maintain RT1 by notifying the operation modes that do not stop the BB symbol combination. Also, the number of losing symbols placed during RT1 may be set to 4 (because the minimum winning probability in the design is 1 / 17500 or more), and the BB symbol combination may not stop for other replay roles or winning roles, so that the BB symbol combination stops only when there is a loss. Note that "1, 2, 3" displayed on the image display device indicates that "1" corresponds to the left stop switch P4L, "2" corresponds to the middle stop switch P4C, and "3" corresponds to the right stop switch P4R, and "1, 2, 3" displayed on the image display device indicates that the correct pressing order is to stop the left stop switch P4L for the first time, the middle stop switch P4C for the second time, and the right stop switch P4R for the third time.
[0378] In this embodiment, the game state (also referred to as the main game state) managed by the main control means in the advantageous zone includes the general advantageous zone state (also referred to as the normal state), the chance zone (also referred to as the CZ), and the AT. The game state transitions from the general advantageous zone state to the CZ, from the CZ to the AT, and from the AT to the general advantageous zone state or the CZ, respectively. There are also cases where the game state transitions from the general advantageous zone state (also referred to as the normal state), the CZ, or the AT to the normal zone. The game state managed by the main control means in the normal zone is the general normal zone state only, and the game state does not transition until the game state transitions to the advantageous zone. The game state flags managed by the main control means in the general advantageous zone state and the general normal zone state may be the same or different.
[0379] The normal state is a state in which an advantageous winning button press sequence is not announced when any of the winning-A1 to winning-C6 is won as a result of the internal lottery.
[0380] CZ is a state that is entered when the result of the internal lottery under normal conditions is either WIN-D to WIN-H, and during the CZ, the transition to AT is determined by the result of the internal lottery during the CZ or the lottery at the start of the CZ.
[0381] AT is the state to which you enter when you win the AT lottery during the CZ, and is a state that notifies you of the advantageous operation mode (winning button press order) when you win any of WIN-A1 to WIN-C6.
[0382] In this embodiment, the conditions for transitioning from the advantageous zone to the normal zone (conditions for forcing the end of the advantageous zone) are when the number of plays in the advantageous zone reaches a predetermined number (e.g., 3000 plays), when the MY (difference number) in the advantageous zone exceeds a specific value (e.g., 2400), when initialization processing is performed based on a setting change, and when the RAM clear switch is enabled. The AT end conditions and the advantageous zone end conditions do not coincide. However, some of the AT end conditions (e.g., in a specification where the end condition is 300 plays after entering the AT, when the number of plays reaches 300 (in this case, an ending effect indicating the end of the AT is played) or when the number of winning coins exceeds a predetermined number (e.g., 2300 coins)) may also be used as the end condition for the advantageous zone. Furthermore, a transition to the normal zone may also be made when a CZ win occurs in the advantageous zone. In this case, whether or not to end the advantageous zone is determined based on the status of the advantageous zone when a CZ win occurs in the advantageous zone. The conditions for ending the advantageous zone do not have to include the number of times the game has been played in the advantageous zone reaching a predetermined number. In particular, in a gaming machine in this embodiment that does not use actual medals (sometimes referred to as a "medal-less gaming machine"), the number of times the game has been played in the advantageous zone reaching a predetermined number is not a condition for ending the advantageous zone (the number of times the game has been played in the advantageous zone is unlimited).
[0383] Furthermore, the medal-less gaming machine of this embodiment is equipped with a function (hereinafter referred to as a "stop function") that stops play when the difference in number of coins exceeds 19,000 coins (when the total difference exceeds 19,000). Note that the total score storage means has a storage upper limit of 16,383, so this limit cannot be reached because the total score has not been transferred to the lending unit due to the counting process along the way.
[0384] The difference in number here is the cumulative value obtained by subtracting the number of coins inserted from the number of coins paid out (awarded) in all play periods (each play) since the power was turned on, and is intended to represent the number of coins won in one day's play.
[0385] For this reason, in addition to the advantageous zone MY counter that counts only the difference in the number of coins in the advantageous zone, a total MY counter that counts the difference in the number of coins in all game zones is provided.
[0386] The total MY counter is cleared to 0 when the power is turned on (including RWM abnormality and setting change), and all information related to the calculation of the total MY counter is initialized.
[0387] Furthermore, when play is stopped by the stop function, operation of the bet switch and start switch is invalidated. Operation of the settlement switch and counting switch, as well as the settlement process and counting process, remain valid, so it is possible to transfer the bet amount and total points to the rental unit.
[0388] In addition, if the game stops due to the stop function, the notification will be visually and audibly provided by the LCD, speaker, lamp, etc. This notification will continue until the stop function is released. Therefore, the notification will continue even if a certain amount of time has passed, the display switches to a demo screen, or the display switches to another error or setting confirmation mode (the volume will not decrease or the LCD will not dim midway).
[0389] In addition, if play stops due to the stop function, it can only be released by changing the settings (although it can also be released irregularly due to an RWM abnormality).
[0390] The calculation method for MY in the advantageous zone will be explained. The main control board P15 is equipped with an advantageous zone MY counter as a memory area. The memory area of the advantageous zone MY counter is composed of a 2-byte memory area with consecutive addresses in the first main control RAM. Specifically, it is composed of a memory area that stores the value of the lower byte and a memory area that stores the value of the upper byte. In the following explanation, the memory area of the advantageous zone MY counter will be simply referred to as the advantageous zone MY counter. Furthermore, the advantageous zone MY counter is set to an initial value of "0" when the advantageous zone is entered, and increases or decreases depending on the results of the game, and the advantageous zone will end when the value of the advantageous zone MY counter exceeds 2400.
[0391] The advantageous zone MY counter is an increment counter, and in a gaming machine where the value of the advantageous zone MY counter is "0", if the input points are "3" points and the awarded points are "10" points, the value of the advantageous zone MY counter will be "10-3", which becomes "7".
[0392] In addition, since the advantageous zone MY counter counts the maximum increase during the advantageous zone, if the value of the advantageous zone MY counter is "0" and the investment points are "3" and the awarded points are "0", the value of the advantageous zone MY counter will be "0-3", but if the result of the calculation is a negative value, it will be corrected to "0" and will become "0". This is because the carry flag becomes "1" when a carry flag is borrowed as a result of the calculation, and an instruction is used to set the carry flag to "0" when the carry flag is "1".
[0393] In addition, if a replay is won as a result of a game, the update process of the advantageous zone MY counter is not executed, so the value of the advantageous zone MY counter for the game in which the replay is won does not increase or decrease.
[0394] The CZ is determined by lottery when one of the prizes D to H (hereinafter referred to as rare combinations) is won, and basically, the harder the internal lottery result is to win, the easier it is to win the CZ. In this embodiment, the order of likelihood of winning the CZ is prize-G> prize-E> prize-H> prize-F> prize-D.
[0395] In this embodiment, the CZ does not occur immediately after a win. Rather, it begins when the player wins the CZ, transitions from the advantageous zone to the normal zone, and then transitions back to the advantageous zone. (In other words, the CZ always begins when the player transitions to the advantageous zone in RT1 (transitioning from the normal zone to the advantageous zone can also be considered a condition for the CZ to occur). If the player wins the CZ in the current advantageous zone, the player transitions to the normal zone and the next advantageous zone begins, triggering the CZ.) This eliminates the problem of not being able to dispense balls when the player wins the AT from the CZ due to a limited number of plays remaining in the advantageous zone. This is particularly effective when the net increase in coins (expected number of coins to be won per play, also known as the gradient value) is small. For example, if the net increase is 2 coins, the maximum number of coins that can be won in the advantageous zone is approximately 2,400, so 1,200 plays are required to acquire 2,400 coins. However, the AT does not always take place in the advantageous zone, and since various game states, such as the normal state and CZ, transition between them, there are often only a few games remaining in the advantageous zone when the AT starts (for example, 500 games). In this case, even if 500 games are played, the net increase is only 2, so the game ends with only about 1,000 coins won, making it difficult to meet the user's expectations for winning. Therefore, by ending the advantageous zone once with a CZ win and starting the CZ when moving to a new advantageous zone, even if the CZ has 100 games played, there are 1,400 games remaining in the advantageous zone, creating the user's expectation of winning 2,400 coins.
[0396] In addition, the probability of winning the CZ from the second time onwards within the same advantageous zone may be varied depending on the number of coins won since the advantageous zone began (cumulative number of coins paid out - cumulative number of coins inserted). For example, if a CZ starts when the advantageous zone is entered and the AT is won, the probability of winning the CZ in the remaining advantageous zone after the AT ends may be varied depending on whether 50 coins are won in the AT or whether 1000 coins are won. In this case, the probability of winning the CZ after winning 50 coins may be higher or lower than the probability of winning the CZ after winning 1000 coins.
[0397] If the probability of winning a CZ after winning 50 coins is made higher than the probability of winning a CZ after winning 1,000 coins, it will be easier to award the next CZ to users who did not win much in the AT, allowing them to play while maintaining a sense of anticipation.
[0398] If the probability of winning the CZ after winning 50 coins is made lower than the probability of winning the CZ after winning 1000 coins, since there is little remaining advantageous period after winning 1000 coins (because it is close to the end condition of the advantageous period, which is 3000 plays or winning 2400 coins), even if the CZ probability is made high, the ball payout design will not significantly increase gambling spirit, and it will be possible to create a new sense of expectation for the user.
[0399] If a player wins the CZ, a congratulatory effect is displayed, displaying words such as "Success" or "Victory" during the game in which the CZ was won or after a predetermined number of games have been played (this can be set arbitrarily depending on the specifications of the gaming machine P). This allows the user to understand that some kind of benefit has been granted, allowing them to intuitively understand the progress of the game. From the next game onwards, a message stating "CZ Preparation" is displayed using an image display device or a lit lamp, creating a sense of anticipation for the CZ. When a CZ winning game is in a favorable zone, the CZ preparation state corresponds to the state from the end of the favorable zone until the transition to the favorable zone again in the subsequent normal zone. Because the "CZ preparation state" is internally a normal zone, it is a disadvantageous state for users who do not perform any AT draws or AT top-ups. However, by lowering the payout rate during CZ preparation compared to the AT state, balls can be allocated to the AT, creating a wave of payouts. In addition, while the CZ is being prepared, a sense of anticipation for the CZ is created, making it less likely for users to feel that they have lost out even if the payout rate is reduced.
[0400] Although the advantageous zone ends with the next play after the CZ win, a predetermined number of plays may be played between the play in which the CZ wins and the end of the advantageous zone. In this case, the CZ win is not announced during the play in which the CZ wins, but rather, the CZ win or loss may be determined over a predetermined number of plays through special effects (so-called premonition effects or continuous effects). A congratulatory effect is then executed upon the predetermined number of plays, and the CZ preparation begins from the next play. This is because the advantageous zone lamp is lit during the advantageous zone and turns off when the advantageous zone ends, so that the player cannot determine whether or not the CZ has been won by the lighting status of the advantageous zone lamp between the CZ win play and the announcement of the CZ win. The advantageous zone may also transition to the normal zone during CZ preparation. In this case, the player is already notified that the CZ is being prepared, and the result is not revealed in advance by the lighting status of the advantageous zone lamp during CZ preparation.
[0401] Furthermore, the CZ preparation period does not necessarily have to be a normal period and may be set as a favorable period. Even in this case, the rate at which the CZ preparation period is executed in a normal period is relatively higher than the rate at which it is executed in a favorable period. The condition for executing the CZ preparation period in a favorable period is that the number of remaining plays in the favorable period is a predetermined number (e.g., 1,000 or more). This configuration allows the CZ preparation period to be executed when there is sufficient remaining play time in the favorable period. Therefore, even if the CZ is executed after the CZ preparation period and the AT is executed as a result, a sufficient feeling of winning can be created. Furthermore, since the normal period is not used during the CZ preparation period, it is possible to create a surprise by starting the AT immediately after the CZ preparation period. (Since information related to the AT is initialized at the end of the favorable period, if the normal period is used during the CZ preparation period, the CZ will be executed at the start of the favorable period, and the AT cannot be started.)
[0402] Also, when executing the CZ preparation in the advantageous zone described above, whether or not to grant the AT may be determined by lottery when one of WIN-D to WIN-H is won during CZ preparation. In this case, the order of rare combinations that are likely to win the AT by AT lottery may be the same as the order that is likely to win the CZ, or may be slightly different, such as WIN-E > WIN-G > WIN-F > WIN-H > WIN-D. By configuring in this way, the user can expect to win a rare combination even during CZ preparation.
[0403] Furthermore, to prevent users who win a rare combination but do not win the AT from losing their motivation to play, a bonus different from the AT may be awarded. For example, such a bonus may be displayed as a two-dimensional code that can be read by the user's terminal, or as a setting suggestion effect that allows the setting value to be determined. The bonus may be more likely to be awarded the closer the number of plays in the advantageous zone is to the aforementioned predetermined number (e.g., 3,000 plays), or may be more likely to be awarded when the number of CZ plays is a specific number (e.g., a multiple of 5).
[0404] The conditions for a guaranteed transition from the advantageous zone to the normal zone (conditions for a forced termination of the advantageous zone) have been described as when the number of plays in the advantageous zone reaches a predetermined number (e.g., 3000 plays), when MY in the advantageous zone exceeds a specific value (e.g., 2400), when initialization processing is performed based on a setting change, and when the RAM clear switch is enabled, but it is not necessary to define all conditions as conditions for a guaranteed transition from the advantageous zone to the normal zone, and some conditions may be defined as conditions for a guaranteed transition from the advantageous zone to the normal zone. For example, it is not necessary to include when the number of plays in the advantageous zone reaches a predetermined number (e.g., 3000 plays) as a condition for a guaranteed transition from the advantageous zone to the normal zone.
[0405] Next, in a case where the condition for always transitioning from the advantageous zone to the normal zone is not when the number of games in the advantageous zone reaches a predetermined number (for example, 3000 times), but when the condition for always transitioning from the advantageous zone to the normal zone is when MY in the advantageous zone exceeds 2400, a mode will be described in which the advantageous zone can be terminated (transitioned to the normal zone) under any termination condition. Note that, although the condition for always transitioning from the advantageous zone to the normal zone is when MY in the advantageous zone exceeds 2400, it should be noted that this is not limited to 2400 and can be set to any value (for example, 4800, etc.).
[0406] Ending the advantageous zone under any end condition means that when MY in the advantageous zone is a value not exceeding 2400 (for example, MY in the advantageous zone is 1000), the AT end condition is met (for example, 300 plays have been played since entering the AT, or the number of winning coins has exceeded a predetermined number (for example, 2300 coins)), or when a CZ is won in the advantageous zone (whether or not to end the advantageous zone may be determined depending on the situation of the advantageous zone when a CZ is won in the advantageous zone).
[0407] When the advantageous zone is to be ended under an arbitrary ending condition, if the arbitrary ending condition of the advantageous zone is met, a flag indicating the end of the advantageous zone is stored in a predetermined storage area (for example, an advantageous zone end storage area) in the first main control RAM by processing by game state. Then, if it is determined that a flag indicating the end of the advantageous zone is stored in the advantageous zone end storage area, it is possible to end the advantageous zone (to execute initialization processing of information related to the AT stored in the RAM of the first main control).
[0408] Then, when the advantageous zone is to be ended under an arbitrary ending condition, a flag indicating that the advantageous zone is to be ended is stored in a 1-byte storage area (for example, an advantageous zone end storage area) in the first main control RAM when the arbitrary ending condition of the advantageous zone is met. After that, if it is determined that a flag indicating that the advantageous zone is to be ended is stored in the advantageous zone end storage area, it is possible to end the advantageous zone (to execute initialization processing of information related to the AT stored in the RAM of the first main control).
[0409] However, if a 1-byte advantageous period end storage area is provided in the first main control RAM, the storage area of the first main control RAM will become congested, so another method is to use an advantageous period MY counter to end the advantageous period under any end condition. Below, we will explain how to end the advantageous period under any end condition using an advantageous period MY counter.
[0410] <How to end the advantageous period under any conditions using the advantageous period MY counter> First, we will explain the storage area of the advantageous zone MY counter. The advantageous zone MY counter needs to store a value to determine whether the advantageous zone MY has exceeded 2400, so it requires 2 bytes of storage area. Below, we will use an example to explain what values are stored in the upper byte storage area and lower byte storage area of the advantageous zone MY counter. Note that to make it easier to distinguish between the value of the upper byte storage area and the value of the lower byte storage area, a " / " is written at the boundary between the value of the lower byte storage area and the value of the upper byte storage area, such as value of upper byte storage area / value of lower byte storage area. Also, numbers with a "b" at the end indicate that they are expressed in binary. Furthermore, of the 8 bits (1 byte), the least significant bit is D0 bit, the bit next to D0 bit is D1 bit, the bit next to D1 bit is D2 bit, the bit next to D2 bit is D3 bit, the bit next to D3 bit is D4 bit, the bit next to D4 bit is D5 bit, the bit next to D5 bit is D6 bit, and the bit next to D6 bit is D7 bit. In other words, when referred to as the least significant bit, it corresponds to D0 bit, and when referred to as the most significant bit, it corresponds to D7 bit.
[0411] In addition, the D0 bit of the lower byte of the favorable zone MY counter indicates the first digit, the D1 bit of the lower byte of the favorable zone MY counter indicates the second digit, the D2 bit of the lower byte of the favorable zone MY counter indicates the third digit, the D3 bit of the lower byte of the favorable zone MY counter indicates the fourth digit, the D4 bit of the lower byte of the favorable zone MY counter indicates the fifth digit, the D5 bit of the lower byte of the favorable zone MY counter indicates the sixth digit, the D6 bit of the lower byte of the favorable zone MY counter indicates the seventh digit, and the D7 bit of the lower byte of the favorable zone MY counter indicates the eighth digit. In addition, the D0 bit of the upper byte of the favorable zone MY counter indicates the 9th digit, the D1 bit of the upper byte of the favorable zone MY counter indicates the 10th digit, the D2 bit of the upper byte of the favorable zone MY counter indicates the 11th digit, the D3 bit of the upper byte of the favorable zone MY counter indicates the 12th digit, the D4 bit of the upper byte of the favorable zone MY counter indicates the 13th digit, the D5 bit of the upper byte of the favorable zone MY counter indicates the 14th digit, the D6 bit of the upper byte of the favorable zone MY counter indicates the 15th digit, and the D7 bit of the upper byte of the favorable zone MY counter indicates the 16th digit.
[0412] (Example 1) When the value of the advantageous zone MY counter is 10 00000000b / 00001010b (upper byte: 0, lower byte: 10) (Example 2) When the value of the advantageous zone MY counter is 255 00000000b / 11111111b (upper byte: 0, lower byte: 255) (Example 3) When the value of the advantageous zone MY counter is 256 00000001b / 00000000b (upper byte: 1, lower byte: 0) (Example 4) When the value of the advantageous zone MY counter is 1000 00000011b / 11101000b (upper byte: 3, lower byte: 232) (Example 5) When the value of the advantageous zone MY counter is 2400 00001001b / 01100000b (upper byte: 9, lower byte: 96) (Example 6) When the value of the advantageous zone MY counter is 2414 00001001b / 01101110b (upper byte: 9, lower byte: 110)
[0413] As described above, in a gaming machine in which 0 to 2414 can be stored as the MY of the advantageous zone in the advantageous zone MY counter, the D4, D5, D6, and D7 bits are not used in the storage area of the upper bytes of the advantageous zone MY counter. Note that although an example has been given of a gaming machine in which 0 to 2414 can be stored as the MY of the advantageous zone in the advantageous zone MY counter, even if the upper limit value that can be stored as the MY of the advantageous zone is not 2414 but any value between 2400 and 2413, the D4, D5, D6, and D7 bits are not used in the storage area of the upper bytes of the advantageous zone MY counter.
[0414] <<Processing at the end of the advantageous period>> Next, a method for ending the advantageous zone under any end condition using the advantageous zone MY counter will be explained using Figure 45. The advantageous zone end processing is one of the processes included in the above-mentioned game state processing, and is a control process that is executed when the advantageous zone is ended under any end condition.
[0415] <<<Pattern 1>>> In <Pattern 1> of the favorable zone end processing in Figure 45, when the favorable zone is ended under any end condition, a specific bit of the value stored in the upper byte of the favorable zone MY counter is set to 1 (a 1 is stored in the specific bit). Specifically, a 1 is stored in the D7 bit (most significant bit) of the storage area of the upper byte of the favorable zone MY counter. For example, when the value stored in the storage area of the upper byte of the favorable zone MY counter is 1 (00000001b), setting the D7 bit of the storage area of the upper byte of the favorable zone MY counter to 1 will make the value stored in the storage area of the upper byte of the favorable zone MY counter 129 (10000001b).
[0416] This configuration is possible because, as mentioned above, no values are stored in bits D4 to D7 of the storage area in the upper bytes of the advantageous zone MY counter. In other words, bit D7 of the storage area in the upper bytes of the advantageous zone MY counter can be used for another purpose (here, as a flag indicating whether the end condition of the advantageous zone has been met). Furthermore, setting bit D7 of the value stored in the upper bytes of the advantageous zone MY counter to 1 is equivalent to storing a value of at least 32768 (2 to the power of 15) or more as the value stored in the advantageous zone MY counter. In this case, no process is performed to store a value in the storage area in the lower bytes of the advantageous zone MY counter, nor is any process performed to store a 1 in a certain bit. For example, if the advantageous zone MY counter stores 1000 (00000011b / 11101000b (" / " indicates the boundary between the value of the upper byte storage area and the value of the lower byte storage area)), and the D7 bit (most significant bit) of the value stored in the upper byte storage area of the advantageous zone MY counter is set to 1, the advantageous zone MY counter will store 33768 (10000011b / 11101000b).In this way, rather than performing a process to store a value or set a certain bit to 1 for both the lower byte storage area and the upper byte storage area (2-byte storage area) that make up the advantageous zone MY counter, the program capacity can be reduced by performing a process to set a specific bit to 1 for the upper byte storage area of the advantageous zone MY counter (1-byte storage area). Although an example has been given in which 1 is stored in bit D7 of the upper byte memory area of the favorable zone MY counter, this is not limited to bit D7, and any bit from bit D4 to bit D7 may be used.
[0417] <<<Pattern 2>>> In <Pattern 2> of the processing at the end of the advantageous period in Figure 45, when the advantageous period is to be ended under any ending condition, a specific value (250 (11110000b)) is stored in the memory area of the upper byte of the advantageous period MY counter. For example, when the value stored in the memory area of the upper byte of the advantageous period MY counter is 1 (00000001b), if 250 is stored in the memory area of the upper byte of the advantageous period MY counter, the value stored in the memory area of the upper byte of the advantageous period MY counter will become 250 (11110000b).
[0418] This configuration is possible because, as mentioned above, the value stored as MY of the favorable zone uses only bits D0 through D3 of the upper byte storage area of the favorable zone MY counter. Specifically, if the upper limit value of the value stored as MY of the favorable zone is any value between 2400 and 2414, the upper byte storage area of the favorable zone MY counter can store a maximum of 9 (00001001b). In other words, since a value of 10 or more is never stored, by storing a value of 10 or more in the upper byte storage area of the favorable zone MY counter, the favorable zone MY counter can be set to a value at least greater than 2414. In this case, no process is performed to store a value in the lower byte storage area of the favorable zone MY counter, or to store 1 in a certain bit. For example, if 1000 (00000011b / 11101000b (" / " indicates the boundary between the value of the upper byte storage area and the value of the lower byte storage area) is stored in the favorable zone MY counter, and 250 is stored in the upper byte storage area of the favorable zone MY counter, then 61672 (11110000b / 11101000b) will be stored in the favorable zone MY counter. In this way, rather than storing values in both the lower byte storage area and the upper byte storage area (2-byte storage area) that make up the favorable zone MY counter, or storing a 1 in a certain bit, the program capacity can be reduced by targeting the upper byte storage area of the favorable zone MY counter (1-byte storage area) and executing a process to store a specific value. Note that an example has been given in which 250 is stored in the upper byte storage area of the favorable zone MY counter, but the specific value is not limited to 250 and can be any value equal to or greater than 10.
[0419] <<Advantageous Zone Clear Counter Management Processing>> Next, the advantageous zone clear counter management processing when the advantageous zone MY counter is used to end the advantageous zone under any end condition will be explained using Figures 46, 47, and 48. Here, since there are three possible patterns for the advantageous zone clear counter management processing, Figure 46 will be explained as <Pattern 1> of the advantageous zone clear counter management processing, Figure 47 as <Pattern 2> of the advantageous zone clear counter management processing, and Figure 48 as <Pattern 3> of the advantageous zone clear counter management processing. Note that any of the modes of the advantageous zone clear counter management processing in Figures 46, 47, and 48 is executed by the game progress main processing of the main control board P15 described in Figure 44.
[0420] <<<Pattern 1>>> 46 shows <Pattern 1> of the advantageous zone clear counter management process. <Pattern 1> of the advantageous zone clear counter management process is a method that can determine at once whether the value stored in the advantageous zone MY counter exceeds the upper limit value of the advantageous zone (for example, 2400) or not, thereby determining whether the forced end condition of the advantageous zone is met and whether the optional end condition of the advantageous zone is met.
[0421] First, in "Game in advantageous zone?", it is determined whether the current game is in an advantageous zone. For example, whether the current game is in an advantageous zone can be determined using the main game state of the current game or a flag (advantageous zone flag) that becomes 1 if the current game is in an advantageous zone. If it is determined that the current game is not in an advantageous zone, the advantageous zone clear counter management process is terminated.
[0422] In "Get MY Counter", the value stored in the advantageous zone MY counter is stored in the HL register (a general-purpose register possessed by the CPU, a pair of registers that can store a 2-byte value by combining the H register and L register; the same applies below). For example, if the value stored in the advantageous zone MY counter is 1000, 1000 is stored in the HL register. Note that since 1000 is a 2-byte value, the value of the upper byte is stored in the H register, and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is synonymous with storing 00000011b in the H register and 11101000b in the L register.
[0423] In "When replay activation symbol is displayed?", it is determined whether or not a symbol combination corresponding to a replay has stopped and been displayed in the current game. If it is determined that a symbol combination corresponding to a replay has stopped and been displayed in the current game (if YES), "Save MY counter" is executed. If it is not determined that a symbol combination corresponding to a replay has not stopped and been displayed in the current game (if NO) in "When replay activation symbol is displayed?", it is executed "Add number of awards".
[0424] In "addition of number of awarded games," the number of awarded game media in the current game is added to the value stored in the HL register, and the value after the addition is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000 and the number of awarded game media in the current game is 1, the value stored in the HL register after the addition will be 1001.
[0425] In "Bet Number Subtraction," the number of gaming media bet in this game (bets) is subtracted from the value stored in the HL register, and the value after the subtraction is stored in the HL register. For example, if the value stored in the HL register before the subtraction is 1001 and the number of bets in this game is 3, the value stored in the HL register after the subtraction will be 998.
[0426] "Subtraction result = less than 0?" determines whether the value stored in the HL register became less than 0 (a borrowing occurred) as a result of the "Bet number subtraction" executed before this process. For example, if a borrowing occurred as a result of executing "Bet number subtraction" (if the carry flag becomes 1), the answer is YES and "Set MY counter initial value" is executed. On the other hand, if a borrowing did not occur as a result of executing "Bet number subtraction" (if the carry flag becomes 0), the answer is NO and "Save MY counter" is executed.
[0427] In "Set MY counter initial value", the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous section MY counter in the next "Save MY counter".
[0428] In "Save MY Counter", the value stored in the HL register is stored in the advantageous zone MY counter. Note that even if the value stored in the HL register is stored in the advantageous zone MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 is stored in the advantageous zone MY counter. Also, the value stored in the HL register remains 998. For example, if 0 is stored in the HL register, 0 is stored in the advantageous zone MY counter. Also, the value stored in the HL register remains 0.
[0429] "MY counter > MY counter upper limit?" determines whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the favorable zone MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is synonymous with determining whether the value stored in the favorable zone MY counter exceeds 2400. Also, while determining whether the value stored in the HL register exceeds 2400, it is also possible to determine whether the value stored in the favorable zone MY counter exceeds 2400. However, the value stored in the favorable zone MY counter is a value stored in RAM. Here, when comparing with a certain numerical value, comparing with a value stored in a register rather than comparing with a value stored in RAM reduces program size. Therefore, determining whether the value stored in the HL register exceeds 2400 reduces ROM (program) usage.
[0430] Below, we will explain with examples how to determine whether "MY counter > MY counter upper limit value?" depending on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, it will be determined as NO and the process will end. (Example 2) If 998 is stored in the HL register, it will be determined as NO and the process will end. (Example 3) If 2404 is stored in the HL register, it will be determined as YES and RAM initialization will be performed at the end of the favorable zone. (Example 4) If 33768 is stored in the HL register, it will be determined as YES and RAM initialization will be performed at the end of the favorable zone. (Example 5) If 61672 is stored in the HL register, it will be determined as YES and RAM initialization will be performed at the end of the favorable zone. Here, when a value between 2400 and 2414 is stored, as in (Example 3), this means that the forced termination condition of the advantageous zone has been met. On the other hand, when a value greater than 2414 is stored, as in (Example 4) or (Example 5), this means that an optional termination condition of the advantageous zone has been met (when <Pattern 1> of the processing at the end of the advantageous zone or <Pattern 2> of the processing at the end of the advantageous zone has been executed). In this way, by using "MY counter > MY counter upper limit value?", it is possible to execute RAM initialization at the end of the advantageous zone (ending the advantageous zone in this game) depending on whether the forced termination condition of the advantageous zone has been met or whether an optional termination condition of the advantageous zone has been met.
[0431] "RAM initialization at the end of the advantageous zone" initializes information about the AT. This process also initializes the advantageous zone MY counter and main game state, and the advantageous zone ends with this game. Therefore, the next game can be played in the normal zone. <<<Pattern 2>>> 47 shows <Pattern 2> of the advantageous zone clear counter management process. <Pattern 2> of the advantageous zone clear counter management process is a method that can determine whether the advantageous zone has ended (the advantageous zone has ended by satisfying any advantageous zone end condition) or the advantageous zone has ended by the value stored in the advantageous zone MY counter exceeding the upper limit value (the advantageous zone has ended by satisfying the advantageous zone forced end condition) depending on whether a predetermined bit of the value stored in the advantageous zone MY counter is 1 or not.
[0432] First, in "Game in advantageous zone?", it is determined whether the current game is in an advantageous zone. For example, whether the current game is in an advantageous zone can be determined using the main game state of the current game or a flag (advantageous zone flag) that becomes 1 if the current game is in an advantageous zone. If it is determined that the current game is not in an advantageous zone, the advantageous zone clear counter management process is terminated.
[0433] In "Get MY Counter", the value stored in the advantageous zone MY counter is stored in the HL register. For example, if the value stored in the advantageous zone MY counter is 1000, 1000 is stored in the HL register. Note that since 1000 is a two-byte number, the value of the upper byte is stored in the H register and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is synonymous with storing 00000011b in the H register and 11101000b in the L register.
[0434] "Specific bit ON?" determines whether the specific bit in the value stored in the H register is "1." In other words, this process determines whether any of the conditions for ending the favorable period have been met. For example, if the process of storing a 1 in bit D7 of the upper byte of the favorable period MY counter is executed using <Pattern 1> of the favorable period end process, the specific bit corresponds to bit D7. Also, if the process of storing 250 (11110000) in the upper byte of the favorable period MY counter is executed using <Pattern 2> of the favorable period end process, the specific bit corresponds to bit D7, bit D6, bit D5, or bit D4. In this way, when <Pattern 1> of the favorable period end process or <Pattern 2> of the favorable period end process is executed, the bit (specific bit) that becomes 1 is determined. If the specific bit in the value stored in the H register is 1, "RAM initialization at the end of the favorable period" is executed. On the other hand, when the specific bit of the value stored in the H register is not 1 (when it is 0), "When replay activation symbol is displayed?" is executed. When the specific bit of the value stored in the H register is 1, it means that the specific bit of the value stored in the upper byte of the advantageous zone MY counter is 1. Therefore, in this embodiment, it is determined whether the specific bit of the value stored in the H register is 1, but it may also be determined whether the specific bit of the value stored in the upper byte of the advantageous zone MY counter is 1.
[0435] In "When replay activation symbol is displayed?", it is determined whether or not a symbol combination corresponding to a replay has stopped and been displayed in the current game. If it is determined that a symbol combination corresponding to a replay has stopped and been displayed in the current game (if YES), "Save MY counter" is executed. If it is not determined that a symbol combination corresponding to a replay has not stopped and been displayed in the current game (if NO) in "When replay activation symbol is displayed?", it is executed "Add number of awards".
[0436] In "addition of number of awarded games," the number of awarded game media in the current game is added to the value stored in the HL register, and the value after the addition is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000 and the number of awarded game media in the current game is 1, the value stored in the HL register after the addition will be 1001.
[0437] In "Bet Number Subtraction," the number of gaming media bet in this game (bets) is subtracted from the value stored in the HL register, and the value after the subtraction is stored in the HL register. For example, if the value stored in the HL register before the subtraction is 1001 and the number of bets in this game is 3, the value stored in the HL register after the subtraction will be 998.
[0438] "Subtraction result = less than 0?" determines whether the value stored in the HL register became less than 0 (a borrowing occurred) as a result of the "Bet number subtraction" executed before this process. For example, if a borrowing occurred as a result of executing "Bet number subtraction" (if the carry flag becomes 1), the answer is YES and "Set MY counter initial value" is executed. On the other hand, if a borrowing did not occur as a result of executing "Bet number subtraction" (if the carry flag becomes 0), the answer is NO and "Save MY counter" is executed.
[0439] In "Set MY counter initial value", the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous section MY counter in the next "Save MY counter".
[0440] In "Save MY Counter", the value stored in the HL register is stored in the advantageous zone MY counter. Here, the value stored in the HL register is the same as the value stored in the advantageous zone MY counter. Note that even if the value stored in the HL register is stored in the advantageous zone MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 is stored in the advantageous zone MY counter. Furthermore, the value stored in the HL register remains 998. For example, if 0 is stored in the HL register, 0 is stored in the advantageous zone MY counter. Furthermore, the value stored in the HL register remains 0.
[0441] "MY counter > MY counter upper limit?" determines whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the favorable zone MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is synonymous with determining whether the value stored in the favorable zone MY counter exceeds 2400. Also, while determining whether the value stored in the HL register exceeds 2400, it is also possible to determine whether the value stored in the favorable zone MY counter exceeds 2400. However, the value stored in the favorable zone MY counter is a value stored in RAM. Here, when comparing with a certain numerical value, comparing with a value stored in a register rather than comparing with a value stored in RAM reduces program size. Therefore, determining whether the value stored in the HL register exceeds 2400 reduces ROM (program) usage.
[0442] Below, we will explain with examples how to determine whether "MY counter > MY counter upper limit value?" depending on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, it will be determined as NO and the process will end. (Example 2) If 998 is stored in the HL register, it will be determined as NO and the process will end. (Example 3) If 2404 is stored in the HL register, it will be determined as YES and RAM initialization will be performed at the end of the advantageous period. Here, when a number between 2400 and 2414 is stored as in (Example 3), it means that the forced termination condition of the favorable zone is met.
[0443] "RAM initialization at the end of the advantageous zone" initializes information about the AT. This process also initializes the advantageous zone MY counter and main game state, and the advantageous zone ends with this game. Therefore, the next game can be played in the normal zone.
[0444] <<<Pattern 3>>> 48 shows <Pattern 3> of the advantageous zone clear counter management process. <Pattern 3> of the advantageous zone clear counter management process is a method that can determine whether the advantageous zone has ended (the advantageous zone has ended by satisfying any advantageous zone end condition) or whether the advantageous zone has ended by the value stored in the advantageous zone MY counter exceeding the upper limit value (the advantageous zone has ended by satisfying the advantageous zone forced end condition).
[0445] First, in "Game in advantageous zone?", it is determined whether the current game is in an advantageous zone. For example, whether the current game is in an advantageous zone can be determined using the main game state of the current game or a flag (advantageous zone flag) that becomes 1 if the current game is in an advantageous zone. If it is determined that the current game is not in an advantageous zone, the process is terminated.
[0446] In "Get MY Counter", the value stored in the advantageous zone MY counter is stored in the HL register (a general-purpose register owned by the CPU). For example, if the value stored in the advantageous zone MY counter is 1000, 1000 is stored in the HL register. Note that since 1000 is a two-byte number, the value of the upper byte is stored in the H register and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is synonymous with storing 00000011b in the H register and 11101000b in the L register.
[0447] The "End of Advantageous Zone Data?" check determines whether the value stored in the H register is a specific value. In other words, this check determines whether any end condition for the advantageous zone has been met. For example, if 250 (11110000b) is stored in the upper byte of the advantageous zone MY counter by the <Pattern 2> processing at the end of the advantageous zone, the specific value corresponds to 250 (11110000b). In this way, it determines whether the value stored when the <Pattern 2> processing at the end of the advantageous zone is executed is the same. If the value stored in the H register is a specific value, "RAM initialization at the end of the advantageous zone" is executed. On the other hand, if the value stored in the H register is not a specific value, "Replay activation symbol displayed?" is executed. Note that when the value stored in the H register is a specific value, a specific value is stored in the upper byte of the advantageous zone MY counter. Therefore, although it is determined whether the value stored in the H register is a specific value, it may also be determined whether the value stored in the upper byte of the advantageous zone MY counter is a specific value.
[0448] In "When replay activation symbol is displayed?", it is determined whether or not a symbol combination corresponding to a replay has stopped and been displayed in the current game. If it is determined that a symbol combination corresponding to a replay has stopped and been displayed in the current game (if YES), "Save MY counter" is executed. If it is not determined that a symbol combination corresponding to a replay has not stopped and been displayed in the current game (if NO) in "When replay activation symbol is displayed?", it is executed "Add number of awards".
[0449] In "addition of number of awarded games," the number of awarded game media in the current game is added to the value stored in the HL register, and the value after the addition is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000 and the number of awarded game media in the current game is 1, the value stored in the HL register after the addition will be 1001.
[0450] In "Bet Number Subtraction," the number of gaming media bet in this game (bets) is subtracted from the value stored in the HL register, and the value after the subtraction is stored in the HL register. For example, if the value stored in the HL register before the subtraction is 1001 and the number of bets in this game is 3, the value stored in the HL register after the subtraction will be 998.
[0451] "Subtraction result = less than 0?" determines whether the value stored in the HL register became less than 0 (a borrowing occurred) as a result of the "Bet number subtraction" executed before this process. For example, if a borrowing occurred as a result of executing "Bet number subtraction" (if the carry flag becomes 1), the answer is YES and "Set MY counter initial value" is executed. On the other hand, if a borrowing did not occur as a result of executing "Bet number subtraction" (if the carry flag becomes 0), the answer is NO and "Save MY counter" is executed.
[0452] In "Set MY counter initial value", the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous section MY counter in the next "Save MY counter".
[0453] In "Save MY Counter", the value stored in the HL register is stored in the advantageous zone MY counter. Note that even if the value stored in the HL register is stored in the advantageous zone MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 is stored in the advantageous zone MY counter. Also, the value stored in the HL register remains 998. For example, if 0 is stored in the HL register, 0 is stored in the advantageous zone MY counter. Also, the value stored in the HL register remains 0.
[0454] "MY counter > MY counter upper limit?" determines whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the favorable zone MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is synonymous with determining whether the value stored in the favorable zone MY counter exceeds 2400. Also, while determining whether the value stored in the HL register exceeds 2400, it is also possible to determine whether the value stored in the favorable zone MY counter exceeds 2400. However, the value stored in the favorable zone MY counter is a value stored in RAM. Here, when comparing with a certain numerical value, comparing with a value stored in a register rather than comparing with a value stored in RAM reduces program size. Therefore, determining whether the value stored in the HL register exceeds 2400 reduces ROM (program) usage.
[0455] Below, we will explain with examples how to determine whether "MY counter > MY counter upper limit value?" depending on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, it will be determined as NO and the process will end. (Example 2) If 998 is stored in the HL register, it will be determined as NO and the process will end. (Example 3) If 2404 is stored in the HL register, it will be determined as YES and RAM initialization will be performed at the end of the advantageous period. Here, when a number between 2400 and 2414 is stored as in (Example 3), it means that the forced termination condition of the favorable zone is met.
[0456] "RAM initialization at the end of the advantageous zone" initializes information about the AT. This process also initializes the advantageous zone MY counter and main game state, and the advantageous zone ends with this game. Therefore, the next game can be played in the normal zone.
[0457] As described above, in a game that meets any of the conditions for ending the advantageous zone, the value stored in the memory area of the upper byte of the advantageous zone MY counter is updated by the advantageous zone end processing (the value stored in the memory area of the lower byte of the advantageous zone MY counter is not updated), and the advantageous zone clear counter management processing executed after the advantageous zone end processing allows the advantageous zone to end with a game that meets any of the conditions for ending the advantageous zone (the next game can be a game in the normal zone).
[0458] The process for changing settings in this embodiment will be described.
[0459] When the setting change device is started, the RAM initialization process described above is performed at the timing when the setting change device is started or when the setting value is confirmed. If the game state immediately before this RAM initialization process is performed is RT1, the RT1 information is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process will be non-RT. Also, if the game state immediately before the RAM initialization process is performed is during Type 1 BB, the information during Type 1 BB is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process will be non-RT. Note that the total score is not initialized when the RAM initialization process is performed following a setting change (the input points are initialized).
[0460] Also, if the game state immediately before the RAM initialization process is performed is an advantageous zone, the information of the advantageous zone is initialized when the RAM initialization process is performed, and the game state after the RAM initialization process becomes a normal zone. In other words, the game state during the advantageous zone can be a normal state, CZ, or AT, but regardless of the state, when the RAM initialization process is performed, it will transition to the normal zone.
[0461] When the RAM initialization process is performed, play will begin in the non-RT and normal zone, but in this embodiment, the CZ is started when transitioning from the normal zone to the advantageous zone, so after the setting change, the state becomes advantageous (a state in which the CZ can be started by transitioning to the advantageous zone without playing to win the CZ).
[0462] By configuring in this way, the setting becomes advantageous after the change, which motivates customers to visit the store in the morning and increases the effectiveness of attracting customers.
[0463] Also, if a situation where the game is too advantageous after changing the settings (a situation where the game transitions to the CZ after just a few plays) can be set, it may significantly stimulate gambling (the so-called morning mode). For this reason, it is possible to change the contents of the CZ depending on the situation when the game transitions to the advantageous zone.
[0464] In this case, if the RT state of the next game that has been determined to transition to the advantageous zone is RT1, the CZ will be started as this is the basic game flow, and if the RT state of the next game that has been determined to transition to the advantageous zone is non-RT, the CZ will not be started as this is after a setting change. Games that have been determined to move into the advantageous zone are those that win any of the above-mentioned Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Winning-A1, Winning-A2, Winning-A3, Winning-A4, Winning-A5, Winning-A6, Winning-B1, Winning-B2, Winning-B3, Winning-B4, Winning-B5, Winning-B6, Winning-C1, Winning-C2, Winning-C3, Winning-C4, Winning-C5, Winning-C6, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, or Winning-K.
[0465] In addition, Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Winning-D, Winning-E, Winning-F, Winning-G, Winning-H, Winning-I, Winning-J, and Winning-K overlap with Type 1 BB, so the RT state of the next play after winning will be RT1 and CZ will start, but Winning-A1, Winners A2, A3, A4, A5, A6, B1, B2, B3, B4, B5, B6, C1, C2, C3, C4, C5, and C6 do not overlap with Type 1 BB, so the next play after winning is non-RT and CZ will not start.
[0466] With this configuration, there are cases where the machine will move to a favorable zone during non-RT, so morning-related specifications such as moving to CZ after just a few plays after changing the settings can be suppressed, and gambling-like nature can be reduced.
[0467] It is also possible to reduce gambling by using a specification that changes the game state managed by the main control means in the advantageous zone by referring to the RT state of the next game when a transition to the advantageous zone is determined. In this case, an AT may not be performed in an advantageous zone that has transitioned to a non-RT state (not inside a Type 1 BB), while an AT may be performed in an advantageous zone that has transitioned to an RT1 state (inside a Type 1 BB). With this configuration, if a transition to an advantageous zone occurs in a non-RT state after a setting change, the AT will not be performed and no balls will be earned, thereby reducing gambling. The condition for ending the advantageous zone in this case may be until the above-mentioned CZ is won, or may be after a predetermined number of games (e.g., 3,000 games) have been played.
[0468] Also, while the transition of the CZ is controlled by referring to the RT state of the next game following a winning lottery for the advantageous zone transition, this is not limited to this, and the transition of the CZ may also be controlled by referring to the operating condition device of the game that won the advantageous zone transition lottery. In this case, when the prize-winning-A1 is won while inside a Type 1 BB in the normal zone, the CZ is controlled to start at the start of the advantageous zone based on the operation of the Type 1 BB and prize-winning-A1 condition devices. Also, when the prize-winning-A1 is won while not inside a Type 1 BB in the normal zone, the CZ is controlled not to start at the start of the advantageous zone based on the operation of the prize-winning-A1 condition device.
[0469] In this embodiment, only Type 1 BB was the subject of the lottery, but instead, RB or MB may be the subject of the lottery, or two or all of Type 1 BB, RB, and MB may be the subject of the lottery.
[0470] The telegrams used for communication between the gaming machine P and the rental unit will be explained with reference to FIG.
[0471] The data structure of the message used for communication between the gaming machine P and the rental unit is divided into the following five parts: (1) Message length, (2) Command, (3) Serial number, (4) Data section, and (5) Checksum. A group of data consisting of the above five items is called a message and is sent in one transmission (it is not sent in parts).
[0472] The rental unit is configured to consider a message as one if it does not receive the next start bit within 3.9 ms of the start bit. Therefore, when transmitting continuous data (1 byte of data) as one message, the transmission interval must be less than 3.9 ms. Some types of data have specified transmission times: gaming machine information notifications must be within 13.9 ms, counting notifications must be within 5.5 ms, and rental receipt result responses must be within 4.9 ms. For example, even if gaming machine information notifications are transmitted within 3.9 ms, if the time between transmitting the message length and the checksum exceeds 13.9 ms, the rental unit will discard the data received up to that point. Therefore, the data interval must be within 3.9 ms and the time until transmission is complete must be within 13.9 ms.
[0473] The requirement of 3.9 ms between data packets is a regulation that can be easily met with normal transmission methods without any special design effort.
[0474] Each data structure is explained below.
[0475] (1) Message length This indicates the length of the data, which consists of five parts: message length, command, serial number, data section, and checksum, and is made up of 1 byte of data. For example, if the message length is 1 byte, the command is 1 byte, the serial number is 1 byte, the data section is 14 bytes, and the checksum is 1 byte, the message will be 18 bytes (1 byte + 1 byte + 1 byte + 14 bytes + 1 byte), and the message length will be the data corresponding to 18 bytes (12h).
[0476] (2) Command The above message is used for one of the following: gaming machine information notification, counting notification, loan notification, and loan receipt result response, which will be described later. This command can notify the type of message. For example, the command is set to 01h for gaming machine information notification, 02h for counting notification, 13h for loan notification, and 03h for loan receipt result response. The data length of the command is 1 byte data.
[0477] (3) Serial number The numbers contained in the gaming machine information notification, counting notification, loan notification, and loan receipt result response, which will be described later, are referred to as serial numbers. The serial number contained in the gaming machine information notification is referred to as the serial number, the serial number contained in the counting notification is referred to as the counting serial number, the serial number contained in the loan notification is referred to as the loan serial number, and the serial number contained in the loan receipt result response is referred to as the loan serial number. These various serial numbers are numbers within the range of 0 to 255 and are composed of 1-byte data. The various serial numbers will be described later.
[0478] (4) Data section The data corresponding to the gaming machine information notification, counting notification, loan notification, and loan receipt result response, which will be described later, are referred to as the data section. The data included in the data section will be described later, but the data length varies depending on the notification content, such as 1 byte to 53 bytes.
[0479] (5) Checksum The five pieces of data - message length, command, serial number, data section, and checksum - are added together, and the lowest byte of the total is used as the checksum. Using this checksum, the receiving side can ascertain data corruption during communication, and for example, the gaming machine P or rental unit can count the number of messages for which the checksums do not match and check the status of communication problems, etc. For example, the gaming machine P may be able to display the number of messages for which the checksums do not match on an image display device or the like in a specified situation (during a setting confirmation mode in which setting values can be checked or during a setting change mode in which setting values can be changed).
[0480] Among the messages output from the gaming machine P to the rental unit, the gaming machine information notification will be described with reference to FIG.
[0481] (1) Message length This indicates the length of the data consisting of five parts: message length, command, serial number, data section (including three parts: gaming machine type, gaming machine information type, and gaming machine information), and checksum, and is composed of 1 byte of data. The message length changes depending on the type of gaming machine information, which will be described later.
[0482] (2) Command As mentioned above, the command serves to notify one of the gaming machine information notification, counting notification, loan notification, and loan receipt result response. The gaming machine information notification command corresponds to 01h (fixed value).
[0483] (3) Serial number The serial number is a number between 0 and 255, and serves as a serial number for notifying gaming machine information. Specific examples are explained below. a) When the power is turned on, the serial number "00h (0)" is notified. b) After the power is turned on, the serial number is updated (+1) every time a notification is made. c) When the serial number is "FFh (255)", the next value is updated to "01h (1)" (+1 twice). As mentioned above, the first serial number after power recovery is 0, and thereafter, it increases by 1 each time a gaming machine information notification is output. When the serial number of a gaming machine information notification reaches 255, the serial number of the next gaming machine information notification will be 1 (it will never be 0).
[0484] (4) Type of gaming machine The gaming machine type is information constituting the data section, and is information for identifying the type of gaming machine P. This information will be described later with reference to Fig. 6, and is data notifying the management medium, group classification, and gaming machine type.
[0485] (5) Gaming machine information type The gaming machine information type is information that constitutes the data section and is information for identifying whether the gaming machine information notification being notified this time is gaming machin...
Claims
[Claim 1] A counting switch is provided. When it is time to notify the count, the count notification can be sent to the outside. The counting notice contains counting point information, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, if the timing for transmitting the counting notification comes when the counting switch is not pressed, a counting notification with counting point information of 0 can be transmitted to the outside, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, if the timing for transmitting the counting notice comes after the counting switch is released before a specific period of time has elapsed since the counting switch was pressed, a counting notice with counting point information of 1 can be transmitted to the outside, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, when the timing for transmitting the counting notice comes when the counting switch has been pressed for a specific period of time or more since the counting switch was pressed, the counting notice in which the counting point information is a predetermined value can be transmitted to the outside, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, if the counting switch is released before a specific period of time has elapsed since the counting switch was pressed and the counting switch is pressed again before the timing for transmitting the counting notice arrives, a counting notice with count point information of 1 can be transmitted to the outside, In a predetermined situation where the total score stored in the gaming machine exceeds a predetermined value, if the counting switch is pressed for a specific period of time or more and then released before the timing for transmitting the counting notice arrives, and then the counting switch is pressed again and released, the timing for transmitting the counting notice arrives, a counting notice whose counting point information is a predetermined value can be transmitted to the outside, When a VL abnormality occurs in a situation where the counting switch is held down for a specific period of time or more after being pressed and it is time to send a counting notification, information about the pressing status of the counting switch can be cleared, but the timer that measures the period during which the counting switch is held down is not cleared. Gaming machine.
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