gaming machines
The gaming machine addresses control issues by integrating game and value management systems to maintain proper operation and display even when disconnected from the card unit, enhancing user experience and preventing errors.
Patent Information
- Application Number
- JP2023022064
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-02-16
- Publication Date
- 2025-12-02
- Estimated Expiration
- 2043-02-16
AI Technical Summary
Existing gaming machines face control issues when not connected to a card unit, leading to potential confusion and errors in value management.
The gaming machine is equipped with a game control means, value storage means, and value control means to manage gaming values independently, ensuring proper display and operation of setting confirmation screens even when disconnected from the card unit.
Ensures seamless value management and display control, preventing errors and confusion when the gaming machine is not connected to the card unit.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]
[0002] Gaming machines include slot machines that can be connected to a card unit that manages gaming value held by a player. For example, Japanese Patent Application Laid-Open No. 2019-187772 (hereinafter referred to as Patent Document 1) describes a counting process that transfers gaming value (number of credits) stored in a slot machine to a card unit.
[0003] The gaming machine described in Patent Document 1 performs counting processing on the condition that it is connected to a card unit. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-187772 Summary of the Invention [Problem to be solved by the invention]
[0005] In the gaming machine of Patent Document 1, there is room for improvement in the control when the gaming machine is not connected to the card unit.
[0006] The present invention has been devised in view of the above circumstances, and its object is to provide a gaming machine with an improved control when not connected to a card unit. [Means for solving the problem]
[0007] In a gaming machine (for example, S machine 2 in FIG. 1), A game control means (for example, the main control board 16 in FIG. 2) that controls the progress of the game; A value storage means capable of storing the gaming value owned by the player (for example, the RAM 171c of the medal count control board 17 in FIG. 2), The game machine is provided with a unit (for example, CU3 in FIG. 1) capable of storing game values owned by a player, and value control means (for example, CPU 171a of medal count control board 17 in FIG. 2) for transferring game values between the value storage means, In a non-game state where a unit game is not being played (for example, the state of FIG. 77(A)), when a setting confirmation start operation is performed, it is possible to start displaying a setting confirmation screen for checking the setting values set in the gaming machine (for example, transition from FIG. 77(A) to FIG. 77(B)), When the setting confirmation screen is displayed, the display of the setting confirmation screen can be terminated based on a setting confirmation termination operation being performed (for example, transition from FIG. 77(B) to FIG. 77(A)), In a non-playing state where no unit game is being played, if the connection between the gaming machine and the unit is disconnected (for example, disconnection with CU3 shown in FIG. 78), the setting confirmation screen is not displayed even if the setting confirmation start operation is performed (for example, as shown in FIG. 78(C), the setting confirmation screen is not displayed), If the connection between the gaming machine and the unit is disconnected while the setting confirmation screen is being displayed (for example, the CU connection is disconnected as shown in Figure 79), the display of the setting confirmation screen is terminated and the unit is controlled to the non-play state based on the setting confirmation end operation being performed (for example, a transition from Figure 79(C) to Figure 79(D)), and after being controlled to the non-play state, the setting confirmation screen is not displayed even if the setting confirmation start operation is performed (for example, the setting confirmation screen is not displayed as shown in Figure 79(E)). [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 2 is a front view of the card unit and the slot machine. [Figure 2] FIG. 2 is a block diagram showing the internal configuration of the card unit and the slot machine. [Figure 3]FIG. 10 is a diagram showing the arrangement of symbols on the reels. [Figure 4] FIG. 10 is a diagram for explaining the transition of game states. [Figure 5] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 6] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 7] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 8] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 9] 10 is a diagram for explaining the combination of winning roles that are read out as the roles to be selected for each game state. FIG. [Figure 10] This is a diagram to explain reel control when a push order role is won. [Figure 11] This is a diagram showing the game start command that the main control unit sends to the performance control unit when the start switch is operated. [Figure 12] 10 shows the game end command sent by the main control unit to the performance control unit at the time of the third stop. [Figure 13] A diagram showing the types of commands that the main control board sends to the medal count control board. [Figure 14] FIG. 10 is a diagram illustrating a gaming machine installation information command. [Figure 15] FIG. 10 is a diagram showing details of gaming machine characteristics. [Figure 16] A diagram showing the structure of a reel information command. [Figure 17] A diagram showing details of the device operation information. [Figure 18] A diagram showing the structure of a favorable zone information command. [Figure 19] A diagram showing details of advantageous zone information. [Figure 20] FIG. 10 is a diagram illustrating the configuration of an input command. [Figure 21]FIG. 10 is a diagram showing the configuration of a settlement command. [Figure 22] FIG. 10 is a diagram illustrating the configuration of a start command. [Figure 23] FIG. 10 is a diagram showing the configuration of a termination command. [Figure 24] FIG. 10 is a diagram showing the configuration of a dispensing pulse command. [Figure 25] A diagram showing the structure of a jackpot command. [Figure 26] FIG. 2 is a diagram showing details of a hall computer signal. [Figure 27] A diagram showing the structure of the gaming machine fraud 1 command. [Figure 28] FIG. 10 is a diagram showing details of setting information. [Figure 29] A diagram showing the structure of the gaming machine fraud 2 command. [Figure 30] FIG. 10 is a diagram showing details of door information. [Figure 31] A diagram showing the structure of the gaming machine fraud 3 command. [Figure 32] FIG. 10 is a diagram showing the configuration of a main control state command. [Figure 33] A diagram showing the configuration of a main control board error command. [Figure 34] FIG. 10 is a diagram showing a list of main control board errors. [Figure 35] A diagram showing the structure of a gaming machine performance information (preliminary) command. [Figure 36] A diagram showing a list of commands from the medal count control board to the main control board. [Figure 37] FIG. 10 is a diagram illustrating the configuration of a response command. [Figure 38] FIG. 10 is a diagram showing the configuration of a frame-side information command. [Figure 39] A diagram showing an example of communication between the main control board and the medal count control board. [Figure 40] FIG. 10 is a diagram for explaining communication of a frame-side information command. [Figure 41] 10 is a flowchart showing the processing performed when the main control board receives a command. [Figure 42]This is a diagram showing the flow of communication between the main control board and the medal count control board after the power is turned on. [Figure 43] FIG. 10 is a diagram illustrating an example of communication when the serial number is normal. [Figure 44] FIG. 10 is a diagram illustrating an example of communication when a serial number mismatch error occurs. [Figure 45] A figure showing an example of communication when an error related to a gaming medal occurs. [Figure 46] A figure showing an example of communication occurring before the sending and receiving of a gaming machine installation information command. [Figure 47] FIG. 10 is a diagram illustrating an example of a timeout when powering on. [Figure 48] 10A and 10B are diagrams illustrating the bet number setting operation and the settlement operation. [Figure 49] FIG. 10 is a diagram showing an example in which a new bet amount setting operation is performed after a bet amount setting operation has been performed and before a response command is received. [Figure 50] FIG. 10 is a diagram showing an example in which a new payment operation is performed after a payment operation and before a response command is received. [Figure 51] This figure shows an example in which a new settlement operation is performed after the bet number setting operation and before the response command is received. [Figure 52] This figure shows an example in which a new bet number setting operation is performed after a settlement operation and before a response command is received. [Figure 53] A diagram explaining a serial number error in the bet number setting operation. [Figure 54] FIG. 10 is a diagram illustrating a serial number error during a payment operation. [Figure 55] 10A and 10B are diagrams illustrating display control of the number of dispensed coins. [Figure 56] FIG. 10 is a diagram showing a role ratio monitor. [Figure 57] A figure showing an example of the display of a role ratio monitor. [Figure 58] A diagram for explaining the initialization process of role ratio information. [Figure 59] FIG. 10 is a diagram illustrating a first example of processing when a connection with a CU is disconnected. [Figure 60]FIG. 10 is a diagram illustrating a second example of processing when the connection with the CU is disconnected. [Figure 61] FIG. 10 is a diagram illustrating a third example of processing when the connection with the CU is disconnected. [Figure 62] FIG. 10 is a diagram illustrating a fourth example of processing when a connection with a CU is disconnected. [Figure 63] FIG. 10 is a diagram for explaining the mode of a specific presentation. [Figure 64] 1 is an address map of a memory area used by the main control unit. [Figure 65] FIG. 2 is a diagram for explaining a register bank included in a CPU of a main control unit. [Figure 66] 10 is a flowchart showing a startup process of a main control unit. [Figure 67] FIG. 10 is a diagram illustrating an initial setting process performed by the main control board. [Figure 68] FIG. 2 is a diagram illustrating the control content of the main processing performed by the main control board. [Figure 69] FIG. 10 is a diagram illustrating the control content of the RT information output process performed by the main control board. [Figure 70] FIG. 2 is a diagram illustrating the control content of safety device-related processing performed by the main control board. [Figure 71] FIG. 10 is a diagram for explaining a single counting operation. [Figure 72] FIG. 10 is a diagram for explaining a batch counting operation. [Figure 73] FIG. 10 is a diagram showing an example of the state of each component when batch counting operations are performed successively. [Figure 74] FIG. 10 is a diagram for explaining an update display. [Figure 75] FIG. 10 is a diagram showing an example of the state of each component when the connection with the CU is cut off while batch counting operations are being performed continuously. [Figure 76] 10 is a flowchart illustrating a credit indicator update process. [Figure 77] FIG. 10 is a diagram illustrating a display example of a setting confirmation screen. [Figure 78] FIG. 10 is a diagram for explaining the processing that is performed when the connection with the CU is disconnected while the setting confirmation screen is displayed. [Figure 79] FIG. 10 is a diagram for explaining the processing that is performed when the connection with the CU is disconnected while the setting confirmation screen is displayed. [Figure 80] FIG. 10 is a diagram showing a display example of a menu screen. [Figure 81] FIG. 10 is a diagram for explaining the processing that is performed when the connection with the CU is disconnected while the menu screen is being displayed. [Figure 82] FIG. 10 is a diagram illustrating a display example of a setting change screen. [Figure 83] FIG. 10 is a diagram for explaining the processing that is performed when the connection with the CU is disconnected while the setting change screen is displayed. DETAILED DESCRIPTION OF THE INVENTION
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A slot machine, which is an example of a gaming machine according to the present invention, will be described below based on an embodiment.
[0010] Embodiment 1 [Slot machine configuration] FIG. 1 is a front view of a card unit and a slot machine.
[0011] Referring to Figure 1, a slot machine (hereinafter sometimes abbreviated as S machine) 2 is installed in each of a plurality of gaming islands (not shown) arranged in an amusement hall (hall), and a card unit (hereinafter sometimes abbreviated as CU) 3, which is an example of a gaming device, is installed in a one-to-one correspondence with the S machine 2 at a predetermined side position of the S machine 2. The card unit is also called a "game medal lending device."
[0012] The S machine 2 is a gaming machine in which the player does not pick up medals and insert them into an insertion slot, and medals are not paid out to the player. Therefore, gaming value is directly added to credits (game points that can be used in games (hereinafter referred to as "game medals" or simply "medals")) according to lending operations, etc.
[0013] Unlike conventional slot machines, these machines not only lack a medal slot or payout outlet, but also do not require a medal selector, hopper, or other device for controlling inserted medals.Such slot machines, which do not require any medals at all, are called "controlled gaming machines" or "medalless slot machines."
[0014] Figure 1 shows S-machine 2 as viewed from the front (front) side. Inside S-machine 2, reels 2L, 2C, and 2R (hereinafter also referred to as left reel, center reel, and right reel) with multiple types of symbols arranged around the periphery are arranged side by side in a horizontal direction, and three consecutive symbols among the symbols arranged on these reels 2L, 2C, and 2R are arranged so that they can be seen through a transparent window 3W.
[0015] The reels 2L, 2C, and 2R are rotated by the reel motors 32L, 32C, and 32R provided correspondingly, respectively, as shown in Fig. 2. As a result, the symbols on the reels 2L, 2C, and 2R are displayed in a continuously changing manner in the transparent window 3W. Furthermore, by stopping the rotation of the reels 2L, 2C, and 2R, three consecutive symbols are derived and displayed in the transparent window 3W as a display result.
[0016] Reel LEDs 55 shown in Fig. 2 are provided inside the reels 2L, 2C, and 2R. The reel LEDs 55 illuminate the reels 2L, 2C, and 2R shown in Fig. 1 from behind. The reel LEDs 55 are made up of 12 LEDs corresponding to the three consecutive symbols on the reels 2L, 2C, and 2R, and can illuminate each symbol independently.
[0017] A display area of a liquid crystal display 51 is located in front of each of the reels 2L, 2C, and 2R (on the player's side). The liquid crystal display 51 has a transparent area corresponding to the transparent window 3W of the display area, and each of the reels 2L, 2C, and 2R can be seen from the player's side through the transparent window 3W.
[0018] Fig. 3 is a diagram showing the arrangement of symbols on the reels. As shown in Fig. 3, each reel has a number of identifiable symbols ("Character", "Black 7", "White 7", "BAR", "Replay", "Plum", "Cherry", "Watermelon", "Moon", and "Orange") arranged in a predetermined order.
[0019] The protruding portion 94 protrudes toward the front side of the S-stand 2. By protruding the protruding portion 94 toward the front side of the S-stand 2, an upper surface 95 is formed on the protruding portion 94. On the upper surface 95 of the protruding portion 94, a game information display unit 90, a bet number clear switch 21, a 1-bet switch 20, a MAXBET switch 6, a performance switch 56, a credit indicator 11, and a counting button 10 are provided. In addition, on the side surface on the front side of the protruding portion 94, a start switch 7 and stop switches 8L, 8C, and 8R are provided. The upper surface 95 may be an inclined surface that gently slopes from the back to the front from a position below the transmission window 3W.
[0020] The start switch 7 is a switch for starting the reels to spin after the bet number has been set. The stop switches 8L, 8C, and 8R are switches for stopping the reels while they are spinning, with 8L corresponding to the left reel, 8C corresponding to the center reel, and 8R corresponding to the right reel. The counting button 10 is a switch that is operated when counting the number of credits (number of game medals) and converting them into the number of medals held. Specifically, when the counting button 10 is pressed, the credits managed by the S machine 2 are converted into the number of medals held by the CU3.
[0021] A door open detection switch 25 shown in FIG. 2 is provided on the inside of the front door of the S machine 2. The door open detection switch 25 detects whether the front door is open. Furthermore, a power supply box is provided inside the housing. A setting key switch 37 and a reset / setting switch 38 shown in FIG. 2 are provided on the front of the power supply box. The setting key switch 37 switches between a setting change state and a setting confirmation state. In the setting change state, a setting change screen is displayed, and in the setting confirmation state, a setting confirmation screen is displayed. The reset / setting switch 38 normally functions as a reset switch for canceling an error state or a play stop state, and in the setting change state, it functions as a setting switch for changing the set value of the winning probability (ball payout rate) of the internal lottery.
[0022] In this embodiment, the first reel to stop among the three reels 2L, 2C, and 2R that have started spinning is referred to as the first stopped reel, and its stop is referred to as the first stop. Similarly, the second reel to stop is referred to as the second stopped reel, and its stop is referred to as the second stop, and the third reel to stop is referred to as the third stopped reel, and its stop is referred to as the third stop, final stop, or all reels stop.
[0023] Next, we will explain the flow of the game on S machine 2. When playing a game on S machine 2, first, a lending operation is performed on CU3 to secure credits (game medals). This lending operation corresponds to the two-step operation of "lending medals" and "manually inserting the loaned medals into the slot" in a conventional medal payout type slot machine.
[0024] If the MAXBET switch 6 is operated when credits are present, the maximum bet is added within the credit range, and the credits are reduced by the additional bet amount. Once the bet amount is set, the pay line determined according to the bet amount and game status among the pay lines L1 to L5 becomes valid, and operation of the START switch 7 becomes valid, i.e., the game is ready to start.
[0025] Here, the winning lines are lines set to determine whether the combination of symbols displayed in the transparent windows 3W of each of the reels 2L, 2C, and 2R is a winning combination. In this embodiment, as shown in Fig. 1, five types of winning lines are defined: a winning line L1 set across the symbols lined up in the middle row of each of the reels 2L, 2C, and 2R, a winning line L2 set across the symbols lined up in the upper row of each of the reels 2L, 2C, and 2R, a winning line L3 set across the symbols lined up in the lower row of each of the reels 2L, 2C, and 2R, a winning line L4 set across the symbols lined up in the upper row of the reel 2L, the middle row of the reel 2C, and the lower row of the reel 2R, i.e., the symbols lined up downward to the right, and a winning line L5 set across the symbols lined up in the lower row of the reel 2L, the middle row of the reel 2C, and the upper row of the reel 2R, i.e., the symbols lined up upward to the right.
[0026] When the start switch 7 is operated while the game is ready to start, the reels 2L, 2C, and 2R spin, and the symbols on each reel 2L, 2C, and 2R change continuously. When any of the stop switches 8L, 8C, and 8R is operated in this state, the rotation of the corresponding reel 2L, 2C, and 2R stops, and the display result is derived and displayed in the transparent window 3W.
[0027] A game ends when all reels 2L, 2C, and 2R come to a stop, and a win occurs when a predetermined combination of symbols appears on any of the activated paylines L1 to L5 as a result of the display of each of the reels 2L, 2C, and 2R. When a win occurs, the player is awarded a number of points determined according to the win. These points are added to the player's credits.
[0028] As described above, credits are counted and converted into owned medals by operating the count button 10. By converting into owned medals, the player can record the owned medals on a card at the end of the game.
[0029] In this embodiment, when the count button 10 is pressed once, the number of credits counted varies depending on the time the count button 10 is pressed. More specifically, if the pressed state continues for, for example, 500 ms (0.5 seconds) or more, 50 credits are counted. On the other hand, if the pressed state is, for example, less than 500 ms (0.5 seconds), 1 credit is counted. A counting operation in which 50 credits are counted is referred to as a "batch counting operation," and a counting operation in which 1 credit is counted is referred to as a "single counting operation." The batch counting operation and the single counting operation will be described in detail later. The threshold for distinguishing between the "batch counting operation" and the "single counting operation" processes may be a time other than 500 ms (0.5 seconds), such as 300 ms (0.3 seconds) or 700 ms (0.7 seconds).
[0030] A credit display segment 7S and speakers 53 and 54 are provided at the top of the LCD display 51. The credit display segment 7S is made up of five 7-segment displays and displays the number of credits held by the player. By being provided at the top of the S machine 2, the credit display segment 7S can display the number of credits stored in the S machine 2 to players other than the player playing on the S machine 2 or to store staff. The speakers 53 and 54 emit sound effects and the like that accompany the presentation.
[0031] As described above, the MAXBET switch 6 is a switch used to maximize the number of bets. That is, the MAXBET switch 6 is used to progress the game. In addition, the MAXBET switch 6 in this embodiment is also used for presentation purposes. That is, when the same operation is performed on the MAXBET switch 6, different processing is executed depending on whether the operation is a valid operation or an invalid operation. In this way, the MAXBET switch 6 is used both for progress of the game and presentation purposes.
[0032] The following describes valid and invalid operations of the MAXBET switch 6. A valid operation of the MAXBET switch 6 is an operation performed on the MAXBET switch 6 in a bet setting status in which a bet can be set. The bet setting status is, for example, a period in which a bet can be accepted, such as "a status in which one or more credits remain and a bet of less than three coins has been set" or "a status in which one or more credits remain and no bet has been set." When the MAXBET switch is operated in a status in which one or more credits remain and a bet of less than three coins has been set in the bet counter, the bet is set to the remaining credits, up to a maximum of three coins. When the MAXBET switch is operated in a status in which one or more credits remain and no bet has been set, the bet is set to the remaining credits, up to a maximum of three coins. In this way, the MAXBET switch 6 is used as a switch for progressing the game by performing a valid operation in a bet setting status to set the bet.
[0033] On the other hand, an invalid operation of the MAXBET switch 6 refers to an operation performed on the MAXBET switch 6 in a bet setting impossible situation where a bet cannot be set. The bet setting impossible situation includes "the period from the start to the end of a game." In other words, an operation on the MAXBET switch 6 is invalid while the reels are spinning and a game is being played. In this embodiment, an operation prompting an invalid operation of the MAXBET switch 6 may be displayed on the S machine 2 while the reels are spinning. At this time, when the player invalidates the MAXBET switch 6, an effect is produced, such as an image suggesting the degree of advantage. In this way, the MAXBET switch 6 in this embodiment is used as a trigger for displaying an effect image when an invalid operation is performed in a bet setting impossible situation. In other words, the MAXBET switch 6 is used to progress the game during the period when valid operations are accepted, and is used for effect production during the period when invalid operations are accepted. In addition, the effect of displaying an image or the like indicating the degree of advantage may be performed by accepting the effect switch 56 rather than by accepting the invalid operation of the MAXBET switch 6, or may be performed by accepting either the invalid operation of the MAXBET switch 6 or the effect switch 56.
[0034] [Card unit configuration] The configuration of the CU3 according to this embodiment will be described with reference to Figure 1. This CU3 accepts visitor cards (also called general cards) with prepaid functions, which are gaming storage media issued to general players who are not registered as members, and member cards, which are gaming storage media issued to member players who have registered as members at the gaming facility. Visitor cards and member cards are composed of IC cards.
[0035] CU3, which accepts these cards, has the function of converting the gaming value owned by the player (for example, prepaid balance, number of balls held, number of saved balls, number of medals held, number of saved medals, etc.) identified by the information stored on the card into the number of credits (number of gaming balls or gaming medals).
[0036] The front side of CU3 is provided with a bill insertion slot 302 for inserting bills, a protruding portion 305 formed to protrude forward from the front of the device, and a card insertion / ejection slot 309 for inserting a membership card or visitor card. A membership card or visitor card inserted into this card insertion / ejection slot 309 is received by a card reader / writer (not shown), and the information recorded on the card is read.
[0037] The surface of the aforementioned extension 305 facing the player is provided with a display 312, a replay button 319 for executing a replay game using the membership card ID (also simply referred to as the card ID or C-ID) recorded on the membership card when a membership card is accepted, and the number of medals (number of balls) identified by the membership card ID, and an IR photosensitive unit 320 for receiving infrared signals from a remote control (not shown) carried by an attendant at the amusement facility, converting the signals into electronic signals, and outputting them.
[0038] The display 312 can display the prepaid balance (also called the card balance or simply the balance) recorded on the inserted gaming recording medium (card), the number of medals held, the number of credits (number of gaming medals), and other various information, and its surface is made up of a transparent touch panel. It is configured so that various operations can be input by touching the various display items displayed on the display section of the display 312 with a finger.
[0039] When the medal button 324 is operated, a portion of the number of medals held recorded on the inserted card is withdrawn and converted into the number of credits (number of game medals). When the replay button 319 is operated, if the number of medals held by the player is recorded on the inserted card, a portion of the number of medals held is withdrawn and converted into credits, and the player can play on the S machine 2 based on the converted credits. Hereinafter, the operation of the medal button 324 and the replay button 319 will be referred to as a "lending operation."
[0040] On the other hand, if the inserted card is a membership card and does not store the number of medals held, but the medals stored in the hall's management computer or the like, some of the medals are withdrawn and converted into credits, allowing play on the S machine 2. In other words, if both the medals held and the medals held are stored in association with the inserted card, the medals held are withdrawn first. Note that a dedicated medal payout button for withdrawing medals may be provided in addition to the replay button 319, and the replay button 319 may be used as a dedicated button for withdrawing medals.
[0041] Here, the "number of credits (number of game medals)" is data that can be used to set the bet amount and can also be converted into the "number of medals in hand." The "number of credits" is generated in exchange for withdrawing the balance of a prepaid card, the number of medals in hand, or the number of medals saved.
[0042] The "number of medals in possession" is a numerical conversion of the number of credits (number of game medals) that a player has acquired as a result of playing a game on a gaming machine. This "number of medals in possession" is stored so as to be identifiable by the player's card. The number of medals in possession may be managed by a management device for managing the number of medals in possession that is set up in the gaming facility.
[0043] "Number of saved medals (number of saved balls)" refers to the number of medals that a player has deposited in the gaming parlor. The number of medals that a player has acquired through playing is managed as the number of saved medals on the day, but is managed as the "number of saved medals" from the day after the acquisition. In other words, the number of credits (number of game medals) that a player has acquired and counted at the gaming parlor on the day is called "credit points," and the number of medals that a player has acquired and deposited in the gaming parlor on or before the day before is called the "number of saved medals." This "number of saved medals" is generally managed by a hall management computer or other management computer installed in the gaming parlor.
[0044] The direction in which each of the above data, "Balance," "Number of saved medals (number of saved balls)," "Number of medals held," and "Number of credits (number of game medals)," can be converted is shown by arrows as follows: "Balance, number of saved medals, number of medals held" → "Number of credits" → "Number of medals held" → "Number of saved medals."
[0045] In this embodiment, the medal count data is not recorded directly on the membership card, but is stored in a host server such as a hall management computer in association with the membership card number, so that the corresponding medal count can be retrieved based on the membership card number. On the other hand, the medal count is recorded directly on the card.
[0046] However, both may be stored in the upper server in association with the card number. In the case of a visitor card, the number of medals held is also recorded directly on the visitor card. However, the number of medals held may also be stored in the upper server in association with the card number. When storing the number in association with the card number in this upper server, data that can identify the time when it was stored in the upper server may be written to the card (membership card, visitor card) and then discharged. In addition, the prepaid balance is written directly to the card (membership card, visitor card) and then discharged.
[0047] The number of medals held is stored in the card (membership card, visitor card) or in the upper server, for example, when the counting button 10 is operated to perform the counting process. However, instead of this, the number of medals held may be stored all at once when the card is returned.
[0048] Also, when a player finishes playing and returns the card from CU3, the medals stored in CU3 are temporarily stored in the hall server as saved balls, and when the player inserts the card again into the same or another CU3 on the same day that the card is returned, only the medals for that day that were temporarily stored as saved balls are stored again in that CU3, and credits can be added within the range of the medals that are stored, allowing the player to play.
[0049] A bill inserted into the bill insertion slot 302 is taken in by a currency validator (not shown) and its authenticity and bill type are identified.
[0050] Further provided on the front side of CU3 is a card return button 322. The card return button 322 is an operation button that is operated when the player finishes playing, and causes the inserted card to store the determined number of medals held at the end of the game (number of medals held when the card is inserted - number of medals converted into credits + number counted by counting operation) and then discharge the card.
[0051] As explained above, with the S machine 2 according to this embodiment, the number of medals held, as specified by the card, is converted into the number of credits (number of game medals), and furthermore, the number of credits can be used to set the number of bets. Therefore, it is possible to provide a new slot machine (controlled game machine) that does not use medals for play, without causing confusion to players who are accustomed to conventional slot machines in which medals are loaned to them, credits are secured by inserting those medals, and the number of bets is set using those credits.
[0052] [Internal structure of the card unit and slot machine] 2 is a block diagram showing the internal configuration of the card unit and the slot machine 1. The control circuits of the CU 3 and the S machine 2 will be outlined with reference to FIG.
[0053] The CU3 is provided with a CU control board 32, which is provided with a CU control unit 323 configured with a microcomputer, etc. The CU control unit 323 is the main control function unit of the CU3, and is provided with a CPU as the control center, a ROM that stores programs and control data for the CPU to operate, a RAM that functions as a work area for the CPU, an input / output interface that maintains signal consistency with peripheral devices, etc.
[0054] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with a hall management computer and a hall server that performs security management. CU3 transmits the status of CU3 and gaming machine status information received from S-machine 2 to external devices such as a hall management computer (hall computer) and a hall server that performs security management via the external output terminal. The CU control unit 323 communicates with the medal count control board 17 and main control board 16 of S-machine 2 via a communication control IC 325. Communication between the communication control IC 325 and medal count control board 17 is performed via asynchronous serial communication via a connection terminal board 1000. Similarly, communication between the communication control IC 325 and main control board 16 is performed via asynchronous serial communication via a connection terminal board 1000.
[0055] The main control board 16 and the medal count control board 17 each determine that S machine 2 and CU3 are connected by receiving a signal from the CU control board 32. Furthermore, when the main control board 16 and the medal count control board 17 do not receive a signal from the CU control board 32 for a predetermined period of time, they each determine that S machine 2 and CU3 are not connected. Hereinafter, the state in which S machine 2 and CU3 are not connected may be referred to as the "unconnected state." In this way, the main control board 16 and the medal count control board 17 each receive a signal that can determine the connection state between S machine 2 and CU3. As a result, in this embodiment, both the main control board 16 and the medal count control board 17 can quickly detect that CU3 has become disconnected from S machine 2.
[0056] Communication between the CU control unit 323 and the medal count control board 17 is two-way, exchanging loan information (information regarding the operation to debit the balance stored in the inserted card and use it for games on S machine 2) and loan response information (information regarding the response to the loan information), while other counting information (information regarding the counting process from credit to held medals) and gaming machine information are communicated one-way from the medal count control board 17 to the CU control unit 323. Therefore, S machine 2 does not recognize whether or not CU3 has received the counting information and gaming machine information. CU3 is provided with a connection part to the S machine 2 side, and S machine 2 is provided with a connection part to the CU3 side. These connection parts are composed of, for example, connectors or the like.
[0057] The CU control unit 323 manages and stores the medals held by the player while the player is playing. The display 312 displays an image corresponding to data such as the balance or number of medals held output from the CU control unit 323. When the player operates the touch panel provided on the surface of the display 312, the operation signal is input to the CU control unit 323. When the player performs a lending operation, the operation signal is input to the CU control unit 323. When the player operates the card return button 322, the operation signal is input to the CU control unit 323.
[0058] The S machine 2 is equipped with a main control board 16 that controls the progress of the game on the S machine 2, a medal count control board 17 that controls the credits owned by the player, a performance control board 15 that controls the performance according to the game status, and a power supply board 101. The power supply board 101 generates power to drive the electrical components that make up the S machine 2 and supplies it to each part.
[0059] The power supply board 101 is supplied with AC 100V power from an external source, and this AC 100V power generates the DC voltage required to drive the electrical components that make up the S-stand 2, which is then supplied to the main control board 16, the medal count control board 17, and the performance control board 15.
[0060] The medal count control board 17 is equipped with a microcomputer for payout control, which is a medal count control unit 171. The medal count control unit 171 is provided with a CPU 171a as a control center, a ROM 171b that stores programs and control data for the operation of the CPU 171a, a RAM 171c that functions as a work area for the CPU 171a, and an input / output interface for maintaining signal consistency with peripheral devices.
[0061] A RAM clear switch 293 for erasing information stored in the RAM 171c and a door open detection switch 25 are connected to the medal count control board 17, and detection signals of these connected switches are input. Also, the medal count control board 17 is connected to the count button 10, and a detection signal of the count button 10 is input.
[0062] In this embodiment, when the CU3 and the S-station 2 are not connected, the counting button 10 is configured so that even if the player operates the counting button 10, no signal is output to the medal count control board 17. The hardware configuration of the counting button 10 is configured so that power can be supplied from the power supply board 101 only when the CU3 and the S-station 2 are connected. More specifically, for example, power is supplied to the counting button 10 only when an appropriate terminal is connected to a connector provided on the S-station 2 for connection to the CU3 and signals are being exchanged. As a result, in this embodiment, the counting button 10 can be quickly disabled when the CU3 and the S-station 2 are not connected. In other words, when the counting button 10 is not connected, it is possible to prevent, from a hardware perspective, an operation on the counting button 10 and erroneous counting processing from being performed.
[0063] A role ratio monitor 89 is connected to the medal count control board 17, and the display is controlled by a medal count control unit 171. In addition, a backup memory 294 is connected to the medal count control board 17, and the medal count control board 17 backs up role ratio information to be displayed on the role ratio monitor 89.
[0064] The role ratio monitor 89 normally displays a numerical value indicating the performance of the slot machine (hereinafter also referred to as "role ratio information"). The numerical value indicating the performance of the slot machine is, for example, the instructed role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number. Details of this information will be explained later.
[0065] The main control board 16 is equipped with a game control microcomputer, which is the main control unit 161. The main control unit 161 is provided with a CPU 161a as a control center, a ROM 161b that stores programs and control data for the CPU 161a to operate, a RAM 161c that functions as a work area for the CPU 161a, and an input / output interface for maintaining signal consistency with peripheral devices.
[0066] Reel motors 32L, 32C, and 32R are connected to the main control board 16, and are driven under the control of the main control unit 161. Also connected to the main control board 16 are a setting key switch 37, a reset / setting switch 38, and a start switch 7, and detection signals from these connected switches are input. Also connected to the main control board 16 is a game auxiliary display device 12, and the display is controlled by the main control unit 161.
[0067] Furthermore, the bet number clear switch 21, 1BET switch 20, stop switches 8L, 8C, and 8R, MAXBET switch 6, and door open detection switch 25 are connected to the main control board 16 via a relay board 1100, and detection signals from these connected switches are input. Furthermore, 1-3BET LEDs 14-16 are connected to the main control board 16 via the relay board 1100, and the displays are controlled by the main control unit 161. If the main control unit 161 detects that the MAXBET switch 6 has been operated during the period in which an invalid operation of the MAXBET switch 6 is accepted, it transmits an operation command indicating that the MAXBET switch 6 has been operated to the performance control unit 151.
[0068] The performance control board 15 is equipped with a performance control microcomputer, which is a performance control unit 151. The performance control unit 151 is provided with a CPU 151a as a control center, a ROM 151b that stores programs and control data for the operation of the CPU 151a, a RAM 151c that functions as a work area for the CPU 151a, an input / output interface for maintaining the consistency of signals with peripheral devices, and the like.
[0069] A performance switch 56 is connected to the performance control board 15, and a detection signal from the performance switch 56 is input. In addition, performance devices such as a liquid crystal display 51, a performance effect LED 52, speakers 53 and 54, a reel LED 55, and a credit display segment 7S are connected to the performance control board 15, and these performance devices are driven under the control of a performance control unit 151.
[0070] In addition, a light intensity / volume adjustment board 111 is connected to the performance control board 15. Switches for adjusting the light intensity and volume are connected to the light intensity / volume adjustment board 111, and detection signals from these switches are input to the performance control board 15 via the light intensity / volume adjustment board 111.
[0071] The main control unit 161 transmits various commands to the performance control unit 151. Commands transmitted from the main control unit 161 to the performance control unit 151 are transmitted in only one direction, and commands are never transmitted from the performance control unit 151 to the main control unit 161. The performance control unit 151 receives commands transmitted from the main control unit 161 and performs various controls for producing performances.
[0072] The medal count control unit 171 transmits various commands to the main control unit 161. The main control unit 161 also transmits various commands to the medal count control unit 171. In other words, communication between the medal count control unit 171 and the main control unit 161 is two-way communication. In addition, backup power for the main control board 16 is supplied from the medal count control board 17.
[0073] The medal count control unit 171 stores credits in a predetermined area of the RAM 171c. Specifically, the credit number is stored in a credit counter. The medal count control unit 171 updates the credits stored in the predetermined area of the RAM 171c during credit addition processing or credit subtraction processing.
[0074] The set bet amount is stored in a predetermined area of the RAM 161c. Specifically, the set bet amount is stored as a BET counter. When the value stored in the BET counter is "3", the game can be started. Hereinafter, the value stored in the BET counter may be simply referred to as "bet amount".
[0075] As explained above, medal-less slot machines that do not require medals are provided with a medal count control board 17. Functions related to the insertion and payout of medals in conventional slot machines are concentrated on the medal count control board 17. Furthermore, conventional slot machines that require medals must be equipped with devices related to the insertion and payout of medals, such as a medal selector or hopper, but medal-less slot machines do not require such devices.
[0076] Furthermore, by configuring a medal-less slot machine as in this embodiment, it is possible to share parts with conventional slot machines. Specifically, because the credit update function (function related to medal insertion and payout) is concentrated in the medal count control board 17, a conventional slot machine can be configured by replacing the medal count control board 17 of the medal-less slot machine. To configure a conventional slot machine, it is sufficient to provide the medal count control board 17 with functions related to medal insertion and payout, and then connect devices related to medal insertion and payout, such as a medal selector and hopper, to the medal count control board 17. This configuration ensures compatibility with conventional slot machines, and by sharing parts, it is possible to reduce costs in the design and manufacture of the slot machine.
[0077] When a detection signal is input from the start switch 7, the main control unit 161 drives the reel motors 32L, 32C, and 32R to rotate, and also draws for winning combinations.
[0078] The types of winning roles are determined according to the game status, but can be broadly divided into special roles that transition to a big bonus (BB) or regular bonus (RB), small roles that result in the payout of medals, and replay roles that allow you to start the next game without having to set a bet amount.
[0079] The main control unit 161 draws winning combinations, drives the reels to spin, and then waits for the player to stop the reels. When any of the stop switches 8L, 8C, or 8R is operated, the main control unit 161 stops the rotation of the reel corresponding to that stop switch 8L, 8C, or 8R. The main control unit 161 stops the three symbols and executes a win determination process to determine whether or not a win has occurred. If a win has been determined, the player is awarded a number of credits according to the type of win. A power-on switch 102 is connected to the power supply board 101, and a detection signal from the power-on switch 102 is input.
[0080] In this embodiment, a "game" refers to the period from when the start switch 7 is operated until the reels 2L, 2C, and 2R stop. The period from when the start switch 7 is operated until the reels 2L, 2C, and 2R stop may be referred to as a "unit game" or "one game." When playing a game, the number of bets is set before the start switch 7 is operated, and medals are paid out and the game state is changed after the reels 2L, 2C, and 2R stop, so these incidental processes are also included in the "game" in a broad sense.
[0081] In addition, in this embodiment, the operation of the MAXBET switch 6 and the operation of the 1BET switch 20 may be referred to as the "bet number setting operation," the operation of the start switch 7 may be referred to as the "unit game start operation," the operation of the stop switches 8L, 8C, and 8R may be referred to as the "stop operation," the operation of the counting button 10 may be referred to as the "counting operation," the operation of the held medal button 324 and the operation of the replay button 319 may be referred to as the "lend operation," and the operation of the card return button 322 may be referred to as the "return operation."
[0082] Furthermore, S-machine 2 is configured so that the medal payout rate changes according to a set value. Specifically, the medal payout rate is changed by using the winning probability according to the set value in a lottery that affects the player's advantage, such as an internal lottery. The set value has six levels, from 1 to 6, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, and 1. In other words, when 6 is set as the set value, the player has the highest advantage, and the advantage gradually decreases as the value decreases in the order of 5, 4, 3, 2, and 1.
[0083] To change the setting value, the setting key switch 37 must be turned ON before turning on the power to the S-machine 2. When the power is turned ON with the setting key switch 37 turned ON, the setting value read from the RAM 161c is displayed on the setting value display, and the system transitions to a setting change state in which the setting value can be changed by operating the reset / setting switch 38. When the reset / setting switch 38 is operated in the setting change state, the display value shown on the setting value display is updated by 1 (when the reset / setting switch 38 is operated again from setting value 6, the display value returns to setting value 1). When the start switch 7 is operated, the display value is confirmed as the setting value. When the setting key switch 37 is turned OFF, the confirmed display value (setting value) is stored in the RAM 161c of the main control unit 161, and the system transitions to a state in which game play can proceed. Furthermore, when the setting key switch 37 is set to a specific state, the system transitions to a setting confirmation state in which the setting value can be confirmed.
[0084] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 161 include game states related to the payout rate.
[0085] The game status includes non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In this embodiment, the S machine 2 allows players to play most games internally.
[0086] On the other hand, during the non-internal period, the player does not play, or even if they do, the time they play is extremely short. During the non-internal period, if a BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.
[0087] In both non-internal and internal modes, a game in which the BB can be won (hereinafter also referred to as a "BB winable game") may be played. Specifically, in non-internal modes, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal modes, the game in which the BB is won is a BB winable game.
[0088] During the internal lottery, the BB win is carried over. Here, if the BB and small wins are simultaneously won, the reels are controlled to prioritize the small win symbol combination. Furthermore, if the small win symbol combination is a combination with no misses, in a game in which the BB and small wins are simultaneously won, the small win symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Similarly, if the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, in a game in which the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Therefore, during the internal lottery, only in games that result in a loss in the internal lottery (games in which no symbol combination wins), if the BB symbol combination can be derived by operating the stop switches 8L, 8C, and 8R, the BB symbol combination will win. In this case, the game state is controlled to BB from the next game. That is, during the internal game, the game that is a loss in the internal lottery becomes a game in which the BB prize can be won.
[0089] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is approximately 101%, the net increase in the number of coins hardly increases. Therefore, for the player, the BB is simply a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.
[0090] The internal states include normal zones and advantageous zones. The normal zone is a state in which navigation is not performed and is a non-notification state in which navigation information cannot be notified. The advantageous zone is a state in which navigation can be performed and is a notification state in which navigation information can be notified. In this embodiment, among the advantageous zones, navigation is not performed in the normal advantageous zone, but navigation can be performed in the high probability state, AT1 state, AT2 state, and ending state. Note that navigation may also be performed in the normal advantageous zone, but in the high probability state, AT1 state, AT2 state, and ending state, the probability of performing navigation to win the main role when the push order role is won is higher than in the normal advantageous zone. Thus, navigation is performed with a higher probability in the high probability state, AT1 state, AT2 state, and ending state than in the normal advantageous zone.
[0091] In the normal zone, when the lottery for transitioning to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, since the winning of most of the roles that can be won during normal play is the condition for winning the advantageous zone, the duration of play during normal play is approximately 1G. The condition for winning the advantageous zone may also be met when any of the roles that can be won during normal play is won.
[0092] In the normal section, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of coins per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).
[0093] The advantageous zone includes the normal advantageous zone, high probability state, AT1 state, AT2 state, and ending state. In the normal advantageous zone, navigation is not executed in the game in which the push order role is won, so the net increase in the number of coins that a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet amount. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).
[0094] In this embodiment, the AT1 state ends when a predetermined number of games have been played. That is, as shown in the figure, the state transitions to the normal section. The predetermined number of games in the AT1 state can be increased by winning a specific symbol (for example, watermelon, strong cherry). That is, in this embodiment, winning a specific symbol (watermelon, strong cherry) increases the player's advantage.
[0095] In the normal advantageous zone, processing such as lotteries related to control to the high probability state and AT1 state is performed. In the normal advantageous zone, the main control unit 161 performs lotteries to switch to the AT1 state through point acquisition lotteries. The points updated through the point acquisition lottery are managed by the main control unit 161. The main control unit 161 has an internal point counter (not shown) for counting points. When the value of the point counter reaches a specified value, the main control unit 161 performs an AT lottery to determine whether or not to control to the AT1 state. The main control unit 161 may also perform an AT lottery based on the winning of a specific symbol (watermelon, strong cherry) without using points. The high probability state is a state in which the number of points awarded is greater than in the normal advantageous zone. In other words, the high probability state is a state in which it is easier to transition to the AT1 state than in the normal advantageous zone.
[0096] Control to the AT2 state can occur when the player is in the normal or high-probability advantageous zone. The AT2 state is a so-called pseudo-bonus that allows the player to increase the net increase in coins they can win by following the navigation. A win that directly controls the player to the AT2 state from the normal or high-probability advantageous zone without going through the AT1 state is also called a "direct pseudo-bonus win." A win that controls the player to the AT2 state from the AT1 state is also called a "pseudo-bonus win." In a pseudo-bonus, navigation is performed in the game that wins the push order role, so the net increase in coins a player can win per game is positive, even when taking into account the number of medals used to set the bet amount.
[0097] In the advantageous zone, when the number of medals acquired during the advantageous zone reaches a predetermined number for transition to ED, the game is controlled to the ending state. The number of medals acquired is the number of medals awarded to the player during the advantageous zone minus the number of medals used by the player. In this embodiment, the number of medals acquired is counted using a difference count value, which will be explained in detail later. The number of medals acquired during the advantageous zone is the value obtained by subtracting the number of medals used by the player from the number of medals awarded to the player through winning after control to the advantageous zone has begun. The ending state is a state in which it is determined that control to the advantageous zone state will continue until the total number of medals acquired during the advantageous zone reaches an upper limit (for example, 2,400 medals).
[0098] The number of coins that transition to ED is set when the game transitions from the normal zone to the advantageous zone. The number of coins that transition to ED may be determined by lottery or may be set in advance. The number of coins that transition to ED is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the number of coins that transition to ED. The main control unit 161 cumulatively counts the number of coins that transition to ED, and ends the advantageous zone in accordance with the counting process.
[0099] When the limiter condition is met in the advantageous zone, the advantageous zone is controlled to the normal zone. More specifically, when the number of medals acquired during the advantageous zone reaches 2,400, the advantageous zone ends and the zone is controlled to the normal zone. The number of medals acquired during the advantageous zone is counted by a counter stored in RAM 161c. When the number of medals acquired during the advantageous zone reaches the upper limit, it is said that the "limiter condition" is met.
[0100] In this way, the advantageous zone includes an ending state that is advantageous to the player, and the main control unit 161 controls to the ending state when it determines that the number of medals acquired is greater than 2300. This makes it easier to continue the advantageous zone when the number of medals acquired exceeds 2300.
[0101] When the game is controlled from the advantageous zone to the normal zone, the number of medals acquired during the advantageous zone that was counted in the advantageous zone, as well as the points that can be acquired during play, are also initialized. The number of medals acquired during the advantageous zone is updated not only during the advantageous zone but also during BB, but is not updated in the normal zone.
[0102] In this embodiment, the S machine 2 changes the medal payout rate according to a set value. More specifically, the medal payout rate is changed by varying the probability of winning a predetermined lottery, such as a point acquisition lottery, according to the set value (for example, 1, 2, 4, 5, or 6). A staff member at the gaming facility can change this set value by changing the setting.
[0103] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional termination conditions that are established based on the progress of the game, and a condition that a setting change is made.
[0104] In addition, in the S machine 2 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit on the number of games played in the normal advantageous zone is reached, an AT right is granted to forcibly transition to the AT1 state regardless of the number of points reached. The upper limit on the number of games played in the normal advantageous zone is, for example, 1,280 games. This upper limit on the number of games played is referred to as the "ceiling." The main control unit 161 has a lottery counter in RAM 161c to determine whether the ceiling has been reached. That is, the main control unit 161 stores the number of games played in the normal advantageous zone in the lottery counter in RAM 161c. The main control unit 161 increments the value of the lottery counter each time a game is played in the normal advantageous zone. For example, if the upper limit on the number of games played in the normal advantageous zone is set to 700 games, the main control unit 161 grants an AT right when the value of the lottery counter reaches 700. The upper limit on the number of games played in the normal advantageous zone is not limited to 700 games and may be, for example, 1,280 games.
[0105] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given when winning. The name column in Fig. 5 to 8 shows the name of the winning combination, and the symbol combination column shows the symbol combination that will result in the winning combination. In addition, the award column shows the value (number of medals paid out, award of replay, etc.) that will be awarded when winning.
[0106] As shown in FIG. 5, RIP 1 to RIP 6 are provided as replay roles. As shown in FIG. 6, BB is provided as a special role. As shown in FIGS. 6 to 8, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when a push-order role is won, and when won, 9 medals are paid out, which is more than the number of medals used for the bet (3 medals). Plums 1 to 6 are collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when a push-order role is won, and when won, 1 medal is paid out, which is less than the number of medals used for the bet (3 medals). 1-coin roles 1 to 33 are collectively referred to as "1-coin roles." Note that, as shown in FIGS. 5 to 8, the maximum number of medals awarded when a prize is won is 8, but it may be other numbers, such as 15.
[0107] As shown in FIG. 7, among the symbol combinations that result in a win of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when character symbols are derived on the bottom row of left reel 2L, the middle row of center reel 2C, and the top row of right reel 2R, the character symbols are arranged in a row, sloping upward to the right. The arrangement of character symbols in a row is also called "character alignment."
[0108] As shown in FIG. 8, among the symbol combinations that result in a win of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, three 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."
[0109] [Role to be selected] 9 is a diagram for explaining the combination of winning roles read out as the lottery target roles for each game state. The role number column in FIG. 9 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows its name, the game state column shows with a circle that the lottery target role is a lottery target for each game state, and the advantageous zone win column shows whether or not there is an advantageous zone win. Also, the winning role combination column in FIG. 9 shows the combination of winning roles included in each lottery target role.
[0110] As shown in FIG. 9, BB is provided as a special role that can be selected. The roles that can be selected for the replay role are normal lip, 7-match lip, 7-mismatch lip, character-match lip, and character-mismatch lip. The roles that can be selected for the minor role are common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1 or 2, character-match 1, weak cherry, strong cherry, and chance eye A or B. The minor roles within BB are BB medium small role and BB medium 1. Note that 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when won, and are therefore types of push order roles. The 213-choice combinations A to D, 231-choice combinations A to D, 312-choice combinations A to D, and 321-choice combinations A to D are collectively called "push-order bells." Seven-match combinations of 1 and 2 are also collectively called "seven-match combinations."
[0111] During non-internal play, all roles except for the BB small / medium role and one BB in-game can be won, but during internal play, since the BB win has already been carried over, BB, BB small / medium role, and one BB in-game cannot be won.
[0112] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while role numbers are determined for each role to be drawn, flag categories are assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter collectively referred to as "lotteries related to AT control") are both conducted based on flag categories. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on role numbers.
[0113] In this embodiment, a flag category is also assigned to misses and BBs, and BBs are assigned the same FC1 as other winning combinations such as regular replies. In addition, common plums are assigned the same FC4 as watermelons.
[0114] [Reel control of push order role] 10 is a diagram for explaining reel control when a push order role is won. As described above, in this embodiment, in a game in which a push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.
[0115] For example, as shown in Fig. 10, in a game in which any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated in the correct sequence, the main role of plum is won, while when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, the secondary role of 1 coin is won. Note that if the secondary role of 1 coin is not won when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, no win may occur.
[0116] While the "normal procedure" is not set as the "correct procedure," the "irregular procedure" can be set as the "correct procedure." That is, in a game in which a player wins any of the 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player will not be able to win the main plum role. This may encourage a player to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, in this embodiment, operating the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed imposes a penalty that is disadvantageous to the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.
[0117] FIG. 11 is a diagram showing game start commands that the main control unit 161 transmits to the performance control unit 151 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 161 executes an internal lottery process and transmits a group of commands including predetermined information to the performance control unit 151 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 11 will be simply referred to as "game start commands." The main control unit 161 transmits each command in the order of No. 1 to No. 13 as game start commands. Each command is assigned a serial number, which is the same as the number, as a "setting serial number." Each command stores various information managed by the main control unit 161.
[0118] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the order in which to press the buttons in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information that indicates the order in which to press the stop switches 8L, 8C, and 8R. When the performance control unit 151 receives the command No. 2 "instruction number," it executes a navigation performance on the LCD display 51 based on the operation procedure that can be identified from the command "instruction number." Furthermore, the performance control unit 151 outputs a sound from the speaker 53 to notify the player of the operation procedure that can be identified from the command "instruction number."
[0119] For example, the No. 3 command "Small Role Type" stores information that can identify whether the winning combination obtained by the internal lottery is a small role, a replay role, or a special role. The No. 6 command "Interval Status" stores information that can identify which of the internal states shown in FIG. 4 the game in which the start switch 7 was operated is in. Specifically, the No. 6 command "Interval Status" stores information indicating whether the currently controlled state is a normal interval or an advantageous interval, and further, whether within the advantageous interval, it is a normal advantageous interval, a high probability state, an AT1 state, an AT2 state, or an ending state. Based on receiving the No. 6 command "Interval Status," the effect control unit 151 can identify which interval state the game in which the start switch 7 was operated is in. The No. 4 command "Ball Out Status" can also store information that can identify the game state of the game in which the start switch 7 was operated. The No. 9 command "ART Premonition G Number" stores the number of games in the AT continuous effects. The command No. 10 "Points" in the game start command stores the number of points earned in the previous game. Also, the command No. 11 "Winning Number" stores information that can identify the winning combination number of the winning combination selected by the internal lottery.
[0120] Furthermore, when the main control unit 161 transmits a game start command, it stores information indicating that medals have been bet in the command No. 12 "insert medals." If information indicating that medals have been bet in the command No. 12 "insert medals" is stored, the performance control unit 151 can determine that the game start command has been received.
[0121] FIG. 12 shows game end commands that the main control unit 161 transmits to the performance control unit 151 at the third stop. The main control unit 161 transmits a group of commands No. 1 to No. 13 to the performance control unit 151 in the order of No. 1 to No. 13 not only when the start switch 7 is operated but also at the third stop of the stop switch. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game end commands." Note that, among the commands transmitted at the third stop, No. 11 differs from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to a win. In other words, at the third stop, the main control unit 161 transmits information related to a win, not information related to a winning number.
[0122] The command No. 10 "Points" in the game end command stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Furthermore, when the main control unit 161 sends a game end command, it stores information indicating that the reels have stopped in the command No. 13 "Stop Reels." If the command No. 13 "Stop Reels" stores information indicating that the reels have stopped, the performance control unit 151 can determine that it has received a game end command. That is, the performance control unit 151 determines whether the received command group is a game start command or a game end command based on the command No. 12 "Insert Medal" and the command No. 13 "Stop Reels." When sending a game start command, the main control unit 161 does not need to send the command No. 13 "Stop Reels." When sending a game end command, the main control unit 161 does not need to send the command No. 12 "Insert Medal."
[0123] [Transmission and reception between the main control board and the medal count control board] The transmission and reception modes between the main control board 16 and the medal count control board 17 will be explained. Communication is performed by commands between the main control board 16 and the medal count control board 17. The main control board 16 transmits a predetermined command to the medal count control board 17 each time an event occurs. Events include when the start switch 7 is pressed, when the 1BET switch 20 or the MAXBET switch 6 is pressed, when all reels have stopped, etc.
[0124] When the predetermined command transmitted from the main control board 16 is a command requiring a predetermined response, the medal count control board 17 transmits a response command to the main control board 16. For example, when the power is turned on while S machine 2 is installed and electrically connected in an amusement facility, the main control board 16 transmits a gaming machine installation information command including the main chip ID (main control chip ID) to the medal count control board 17. Even when the power is turned on thereafter, the main control board 16 transmits gaming machine installation information including the main chip ID (main control chip ID) to the medal count control board 17. In other words, when S machine 2 is powered on, the main control board 16 transmits a gaming machine installation information command capable of identifying the main chip ID, which is unique information possessed by the main control board 16, to the medal count control board 17.
[0125] Both the main control board 16 and the medal count control board 17 assign a "serial number" to the command before sending it. In addition, both the main control board 16 and the medal count control board 17 store the received "serial number." By assigning a "serial number" to the command, the S-machine 2 prevents a person who attempts to fraudulently obtain medals (hereinafter referred to as an "illegal person") from operating the S-machine 2 fraudulently. An "illegal operation" refers, for example, to an operation in which the commands sent and received between the main control board 16 and the medal count control board 17 are altered, or an operation in which an unauthorized person controls the main control board 16 or the medal count control board 17. An unauthorized person performs fraudulent operation, for example, by connecting a device that performs fraudulent operation (hereinafter referred to as an "illegal device") to the main control board 16 or the medal count control board 17.
[0126] The initial value and the additional value of the "serial number" are determined by the medal count control board 17 and the main control board 16, respectively. The medal count control board 17 determines the initial value and the additional value of the "serial number" based on the gaming machine installation information command received from the main control board 16. The main chip ID included in the gaming machine installation information command includes a 4-byte chip-specific number register. Each byte included in the main chip ID stores a hexadecimal value specific to the chip. The medal count control board 17 calculates the total value by adding the hexadecimal values stored in each byte included in the main chip ID. The medal count control board 17 converts the value indicated by the lowest 2 bytes of the calculated total value into a decimal number and determines the value as the initial value for the "serial number".
[0127] For example, if the total value is "189h" (the "h" at the end indicates that "189" is a hexadecimal number), the initial value for the serial number will be the decimal representation of "89h". In other words, the initial value for the "serial number" will be "137".
[0128] Furthermore, the medal count control board 17 divides the initial value by a predetermined number. If the predetermined number is, for example, "5," the remainder calculated as a result of the division will be one of four types: "0," "1," "2," "3," and "4." The medal count control board 17 predetermines and stores additional values corresponding to the four types of remainder. For example, the medal count control board 17 stores "7" corresponding to "0," "11" corresponding to "1," "13" corresponding to "2," "19" corresponding to "3," and "23" corresponding to "4." After dividing the initial value by the predetermined number, the medal count control board 17 sets the value stored corresponding to the remainder of the division result as the additional value.
[0129] For example, when the initial value "137" is divided by 5, the remainder is "2." As described above, the medal count control board 17 stores "13" in correspondence with the remainder "2" of the division. Therefore, the medal count control board 17 determines the additional value for the serial number as "13." In this way, the medal count control board 17 generates an initial value and additional value for the serial number to determine whether the command sent from the main control board 16 is normal or not, based on the main chip ID identified from the gaming machine installation information command. The main control board 16 also performs a similar calculation to generate the initial value and additional value. As a result, the same initial value and additional value are stored in both the main control board 16 and the medal count control board 17.
[0130] As described above, in this embodiment, when an event occurs, the main control board 16 transmits a predetermined command to the medal count control board 17. The main control board 16 assigns a serial number to the predetermined command. For example, an example will be described in which a gaming machine installation information command is transmitted to the medal count control board 17, and after both the main control board 16 and the medal count control board 17 have determined the initial value and the additional value for the serial number, a predetermined event A occurs.
[0131] When a predetermined event A occurs, the main control board 16 transmits a command A to the medal count control board 17. At this time, the main control board 16 assigns an initial value of a serial number to the command A that is transmitted for the first time after transmitting the gaming machine installation command. In other words, the main control board 16 assigns the serial number "137" to the command A and transmits it.
[0132] The medal count control board 17 stores "137" as the initial value, and since the serial number assigned to the first command A received after receiving the gaming machine installation command is "137", it determines that communication is normal.
[0133] Subsequently, when a new event B occurs, the main control board 16 transmits command B to the medal count control board 17. At this time, the main control board 16 transmits command B with a value obtained by adding an additional value to the value of the previously transmitted serial number. In other words, the main control board 16 transmits command B with the value "150", which is obtained by adding the additional value "13" to the previously transmitted "137". Before receiving command B, the medal count control board 17 calculates in advance that the serial number to be assigned to the next command to be transmitted will be "150". The medal count control board 17 determines that communication with the main control board 16 is normal because the serial number assigned to the received command B is "150", which matches the serial number calculated in advance.
[0134] That is, each time the main control board 16 sends a command, it assigns a serial number that is the result of adding an additional value to the value of the serial number sent previously. The medal count control board 17 also stores the initial value and the additional value, so it can calculate in advance the value of the serial number to be assigned to the next command it receives, and can determine whether the serial number is normal each time it receives a command. If the serial number assigned to the received command does not match the calculated serial number value, the medal count control board 17 determines that a communication abnormality has occurred between the main control board 16 and the medal count control board 17.
[0135] If the value obtained by adding the additional value to the value of the previously transmitted serial number exceeds 255, the main control board 16 transmits the serial number minus 255. When the main control board 16 receives a response command from the medal count control board 17 indicating that an error has occurred, it does not add the additional value to the serial number of the command to be transmitted after the response command, but instead assigns the same serial number again and transmits it.
[0136] [Command sent from the main control board to the medal count control board] FIG. 13 is a diagram showing the types of commands that the main control board 16 transmits to the medal count control board 17. In this embodiment, as shown in the command name column in FIG. 13, the main control board 16 transmits to the medal count control board 17 a gaming machine installation information command, a role information command, an advantageous zone information command, a throw-in command, a settlement command, an end command, a start command, a payout pulse command, a jackpot command, a gaming machine fraud 1 command, a gaming machine fraud 2 command, a gaming machine fraud 3 command, a main control status command, a main control board error command, and a gaming machine performance information (spare) command. The number column also shows the command number preset for each command. Furthermore, the message length column shows the message length, i.e., the byte length, of each command.
[0137] The two-way column indicates whether or not the medal count control board 17 needs to send a response command after the main control board 16 sends a command. For example, when the medal count control board 17 receives a start command from the main control board 16, it does not send a response command in response to the start command. In other words, the main control board 16 controls the reel drums and the like without waiting to receive a response command from the medal count control board 17.
[0138] On the other hand, when the medal count control board 17 receives an insertion command, a settlement command, or an end command from the main control board 16, it transmits a response command to the main control board 16 in response to receiving these commands. The insertion command, the settlement command, and the end command are commands that directly affect the number of credits managed by the medal count control board 17. Therefore, after transmitting the insertion command, the settlement command, or the end command, the main control board 16 performs the next control on the condition that it has received a response command from the medal count control board 17. Below, we will explain the commands transmitted from the main control board 16 to the medal count control board 17 using Figures 14 to 35.
[0139] FIG. 14 is a diagram illustrating the gaming machine installation information command. As shown in FIG. 14, the gaming machine installation information command is a 22-byte command. The first byte stores the message length of the gaming machine installation information command. The second byte stores the serial number. The gaming machine installation information command is sent after power is turned on and before the medal count control board 17 determines the initial value and additional value of the serial number, so the serial number is fixed to the value "0." The third to sixth bytes store values indicating the command number, gaming machine characteristics, gaming machine type, and identification code, respectively. The seventh to tenth bytes store the values of the first to fourth bytes of the unique number register of the main chip ID. The medal count control board 17 determines the initial value and additional value of the serial number using the values of the main chip ID in the seventh to tenth bytes.
[0140] The 11th to 13th bytes store the manufacturer code. The 14th to 21st bytes store the product code. The 22nd byte stores a checksum to determine whether or not there was an error in the information sent in the 1st to 21st bytes.
[0141] FIG. 15 is a diagram showing details of gaming machine characteristics. Below, we will explain the details of the gaming machine characteristics indicated in the fourth byte of the gaming installation information command. The gaming machine characteristics are one byte of data from bit 0 to bit 7. Bit 0 indicates whether S machine 2 is equipped with an RB (regular bonus). If S machine 2 is equipped with an RB, bit 0 will be "1", and if S machine 2 is not equipped with an RB, bit 0 will be "0".
[0142] The first bit indicates whether S machine 2 is equipped with BB (Big Bonus). If S machine 2 is equipped with BB, the first bit will be "1", and if S machine 2 is not equipped with BB, the first bit will be "0". The second bit indicates whether S machine 2 is equipped with CT (Challenge Time). If S machine 2 is equipped with CT, the second bit will be "1", and if S machine 2 is not equipped with CT, the second bit will be "0". The third bit indicates whether S machine 2 is equipped with CB (Challenge Bonus). If S machine 2 is equipped with CB, the third bit will be "1", and if S machine 2 is not equipped with CB, the third bit will be "0".
[0143] The fourth bit indicates whether S machine 2 is equipped with SB (single bonus). If S machine 2 is equipped with SB, the fourth bit will be "1", and if S machine 2 is not equipped with SB, the fourth bit will be "0". The fifth bit indicates whether S machine 2 is equipped with an instruction function. If S machine 2 is equipped with an instruction function, the fifth bit will be "1", and if S machine 2 is not equipped with an instruction function, the fifth bit will be "0". The sixth bit indicates the instruction type of S machine 2. If the instruction type of S machine 2 is 7P type, the sixth bit will be "1", and if the instruction type of S machine 2 is 7U type, the sixth bit will be "0". The seventh bit is not used and "0" is stored.
[0144] 16 is a diagram showing the configuration of a bonus information command. The bonus information command is a command for the medal count control board 17 to update the gaming machine performance information and bonus ratio monitor information. The bonus information command is sent to the medal count control board 17 after the end command is sent.
[0145] The reel information command consists of 5 bytes of data. The first byte stores the message length of the reel information command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the reel information command is "1".
[0146] The fourth byte stores the bonus operation information. The bonus operation information stores information indicating whether or not a bonus is currently being won. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0147] FIG. 17 is a diagram showing details of the reel operation information. The reel operation information is data stored in the fourth byte of the reel information command. The reel operation information is composed of one byte of data from the zeroth to seventh bits. The zeroth bit stores "Type 1" information indicating whether the RB is in operation. The first bit stores "Type 1 consecutive" information indicating whether the BB is in operation. The second bit stores "Type 2" information indicating whether the CT is in operation. The third bit stores "Type 2 consecutive" information indicating whether the CB is in operation. The fifth bit stores "Normal reel" information indicating whether the SB is in operation. The fourth, sixth, and seventh bits are not used and store "0".
[0148] 18 is a diagram showing the configuration of the advantageous zone information command. The advantageous zone information command is a command that the medal count control board 17 uses to update the gaming machine performance information and role ratio monitor information. The advantageous zone information command is sent after the end command is sent.
[0149] The advantageous zone information command consists of 5 bytes of data. The first byte stores the message length of the reel information command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the advantageous zone information command is "2".
[0150] The fourth byte stores advantageous zone information. The advantageous zone information is transmitted as data regarding replay and instruction information in the advantageous zone. The fifth byte stores a checksum to determine whether there was an error in the information transmitted in the first through fourth bytes.
[0151] 19 is a diagram showing details of advantageous zone information. The advantageous zone information is data stored in the fourth byte of the advantageous zone information command, and is data indicating information about the game played before the advantageous zone information command was sent.
[0152] The advantageous zone information consists of one byte of data from bit 0 to bit 7. Bit 0 stores information indicating whether or not the game played before the advantageous zone information command was sent was in an advantageous zone. If it was in an advantageous zone, "1" is stored in bit 0. Bit 1 stores information indicating whether or not instruction information was present in the game played before the advantageous zone information command was sent. If instruction information was present, "1" is stored in bit 1. Bit 4 stores information indicating whether or not a replay symbol combination was displayed in the game played before the advantageous zone information command was sent. If a replay symbol combination was displayed, "1" is stored in bit 4. Bits 2, 3, 5, 6, and 7 are not used and "0" is stored in them.
[0153] FIG. 20 is a diagram showing the configuration of a deposit command. The deposit command is transmitted from the main control board 16 to the medal count control board 17 when the 1BET switch 20 is pressed or the MAXBET switch 6 is pressed. That is, the main control board 16 transmits the deposit command to the medal count control board 17 when it receives a bet number setting operation for setting the bet number for starting one game. Also, referring to FIG. 13, since the deposit command is a bidirectional command, the medal count control board 17 transmits a response command in response to the deposit command to the main control board 16 when it receives the deposit command. The deposit command is composed of 5 bytes of data. The first byte stores the message length of the deposit command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the deposit command is "3."
[0154] The fourth byte stores the number of inserted medals. When the 1BET switch 20 is pressed with the bet number at 0, 1, or 2, the number of inserted medals is 1. When the MAXBET switch 6 is pressed with the bet number at 0, the number of inserted medals is 3; when the MAXBET switch 6 is pressed with the bet number at 1, the number of inserted medals is 2; when the MAXBET switch 6 is pressed with the bet number at 2, the number of inserted medals is 1. When the 1BET switch 20 or the MAXBET switch 6 is pressed and an insertion command is sent during the replay operation state, no data is stored in the number of inserted medals. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes. The "replay operation state" refers to the state after a replay win has been achieved.
[0155] FIG. 21 is a diagram showing the configuration of a settlement command. The settlement command is transmitted from the main control board 16 to the medal count control board 17 when the bet number clear switch 21 is pressed. That is, the main control board 16 transmits the settlement command to the medal count control board 17 when it receives a settlement operation to cancel the bet number for starting one game. Also, referring to FIG. 13, since the settlement command is a bidirectional command, when the medal count control board 17 receives the settlement command, it transmits a response command in response to the settlement command to the main control board 16. The settlement command is composed of 5 bytes of data. The first byte stores the message length of the settlement command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the settlement command is "4".
[0156] The fourth byte stores the number of settled medals. If the bet number clear switch 21 is pressed when the number of bets is one, the number of settled medals will be one, if the bet number clear switch 21 is pressed when the number of bets is two, the number of settled medals will be two, and if the bet number clear switch 21 is pressed when the number of bets is three, the number of settled medals will be three. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.
[0157] FIG. 22 shows the structure of a start command. The start command is transmitted from the main control board 16 to the medal count control board 17 when the start switch 7 is pressed. That is, the main control board 16 transmits the start command to the medal count control board 17 when starting a game. The start command is transmitted even when the start switch 7 is pressed during replay operation. The start command is a command that does not directly affect the number of credits managed by the medal count control board 17. Therefore, upon receiving the start command, the medal count control board 17 does not transmit a response command to the main control board 16 in response to the start command, but instead performs control in accordance with the start command. Examples of control in accordance with the start command include a process for controlling the game to wait for completion and a preparation process for receiving an end command. After transmitting the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control may include, for example, control for driving the reels.
[0158] The start command consists of 5 bytes of data. The first byte stores the message length of the start command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the start command is "6".
[0159] The fourth byte stores the number of input pulses (1 to 3) to be sent to the hall computer. Even in the replay operation state, the specified number of input pulses is sent. The fifth byte stores a checksum to determine whether there was an error in the information sent in the first through fourth bytes.
[0160] FIG. 23 shows the configuration of the end command. The end command is transmitted from the main control board 16 to the medal count control board 17 when all reels have stopped, i.e., when the third stop occurs. In other words, the main control board 16 transmits the end command to the medal count control board 17 when a game ends. The end command includes the number of medals to be paid out, which is determined according to the combination of symbols obtained. When medals are paid out to a player, the number of credits increases. Therefore, the end command is a command that directly affects the number of credits managed by the medal count control board 17. Therefore, when the medal count control board 17 receives the end command, it transmits a response command to the main control board 16. After transmitting the end command, the main control board 16 performs the next control operation on the condition that it has received the response command. The next control operation corresponds to a process such as updating the data displayed on the game assist display device 12.
[0161] In other words, when the medal count control board 17 receives the end command, it transmits a response command in response to the end command to the main control board 16 and performs control in accordance with the end command. The control in accordance with the end command is, for example, control to add the number of medals paid out to the number of credits.
[0162] The termination command consists of 5 bytes of data. The first byte stores the message length of the termination command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the termination command is "5".
[0163] The fourth byte stores the number of medals to be paid out. The maximum number of medals to be paid out is eight. If a replay symbol combination is derived, or if there are no medals to be paid out, "0" is stored in the fourth byte. In other words, the end command is a command that can specify the game value to be awarded to a player according to the result of a game when the game ends. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.
[0164] FIG. 24 shows the configuration of a payout pulse command. The payout pulse command is transmitted from the main control board 16 to the medal count control board 17 when all reels have stopped, i.e., when the third stop occurs. The payout pulse command is a pulse signal for transmitting the number of medals awarded to a player in response to a winning combination to a hall computer (not shown) connected to the medal count control board 17. After receiving the payout pulse command, the medal count control board 17 transmits a payout pulse signal to the hall computer (not shown). This allows the hall computer to store the number of medals paid out at S machine 2. The payout pulse command is transmitted to the medal count control board 17 even when the machine is in the replay operation state. After transmitting the payout pulse command, the main control board 16 performs the next control operation without waiting for a response from the medal count control board 17.
[0165] The dispensing pulse command consists of 5 bytes of data. The first byte stores the message length of the dispensing pulse command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the dispensing pulse command is "7".
[0166] The fourth byte stores the number of payout pulses to be sent to the hall computer. The maximum number of payout pulses is 15. If a replay symbol combination is derived, or if there are no payout medals, the fourth byte stores "0." The fifth byte stores a checksum to determine whether there was an error in the information sent in the first through fourth bytes.
[0167] Figure 25 is a diagram showing the configuration of a jackpot command. The jackpot command is sent from the main control board 16 to the medal count control board 17 at the start and end of a jackpot. The jackpot command is also sent from the main control board 16 to the medal count control board 17 when the machine is in a hot start state when the power is turned on. This allows the S machine 2 to restore the hall computer signal without having to back it up.
[0168] The jackpot command consists of 5 bytes of data. The first byte stores the message length of the jackpot command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the jackpot command is "8".
[0169] The fourth byte stores the hall computer signal. The hall computer signal is a signal used to notify the hall computer of the jackpot information for machine S2. The type of jackpot, such as RB, BB, or AT, is stored. The fifth byte stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.
[0170] Figure 26 is a diagram showing details of the hall computer signal. The hall computer signal is data stored in the fourth byte of the jackpot command. The hall computer signal consists of one byte of data from bit 0 to bit 7. Bit 0 stores information indicating that the jackpot type is RB. Bit 1 stores information indicating that the jackpot type is BB. Bit 2 stores information indicating that the jackpot type is AT. Bits 3 to 7 are not used and store "0".
[0171] 27 is a diagram showing the configuration of the gaming machine tampering command 1. The gaming machine tampering command 1 is sent from the main control board 16 to the medal count control board 17 at the start and end of setting change and setting confirmation.
[0172] The gaming machine fraud 1 command consists of 5 bytes of data. The first byte stores the message length of the gaming machine fraud 1 command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the gaming machine fraud 1 command is "9".
[0173] The fourth byte contains the setting information. This setting information is information used when changing or confirming settings, and indicates whether or not any fraud was detected during that process. The fifth byte contains a checksum used to determine whether or not an error occurred in the information sent in the first through fourth bytes.
[0174] FIG. 28 is a diagram showing details of the setting information. The setting information is data stored in the fourth byte of the gaming machine fraud 1 command. The setting information is composed of one byte of data from the 0th to 7th bits. The 0th bit stores data indicating whether or not a setting change is in progress. The 1st bit stores data indicating whether or not a setting check is in progress. The 2nd to 4th bits store data indicating whether or not a manufacturer-defined fraud has been detected. The 6th and 7th bits are not used and store "0".
[0175] FIG. 29 is a diagram showing the structure of the gaming machine fraud 2 command. The gaming machine fraud 2 command is an unused command in S machine 2. In S machine 2, the door open detection switch 25 is connected to the medal count control board 17. Therefore, the main control board 16 does not need to send door information to the medal count control board 17. Therefore, "0" is stored in the fourth byte.
[0176] 30 is a diagram showing details of the door information. Since the medal count control board 17 detects whether the door is open or closed, all bits included in the door information are not used and "0" is stored.
[0177] 31 is a diagram showing the configuration of the gaming machine fraud 3 command. The gaming machine fraud 3 command is an unused command in the S machine 2. The gaming machine fraud 3 command is an expansion command, and will be used when it becomes necessary to send a new command from the main control board 16 to the medal count control board 17 in the future.
[0178] 32 is a diagram showing the configuration of a main control status command. A main control status command is a command that indicates the status of the main control board 16. The main control status command is sent from the main control board 16 to the medal count control board 17 at a predetermined timing. By receiving the main control status command, the medal count control board 17 can obtain the status of the main control board 16 or the S-machine 2.
[0179] The main control status command consists of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the main control status command is "12". The fourth byte stores the gaming machine status signal. The fifth byte stores a checksum to determine whether there was an error in the information sent in the first to fourth bytes.
[0180] 33 is a diagram showing the configuration of the main control board error command. The main control board error command is a command that indicates the type of error that has occurred on the main control board 16. The main control board error command is sent from the main control board 16 to the medal count control board 17 when an error occurs on the main control board 16 and when the error that has occurred is resolved.
[0181] The main control board error command consists of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the main control board error command is "13". The fourth byte stores the error number. The error number is a number indicating the type of error that has occurred on the main control board 16. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.
[0182] Figure 34 is a diagram showing a list of main control board errors. The error numbers shown in Figure 34 are error numbers stored in the fourth byte of the main control board error command. E6 is an error number indicating a reel rotation error. The main control board 16 determines that a reel rotation error has occurred if it is unable to detect input from the origin sensor three times in a row. When a reel rotation error occurs, the main control board 16 sends the fourth byte of the main control board error command with the value "E6". The main control board 16 determines that the error has been resolved when an error release switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends a main control board error command.
[0183] E7 is an error number indicating a medal count overflow error. The main control board 16 determines that a medal count overflow error has occurred when the medal count exceeds 16,383. When a medal count overflow error occurs, the main control board 16 sends the fourth byte of the main control board error command as "E7." The main control board 16 determines that the error has been resolved when an error release switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends the main control board error command.
[0184] E8 is an error number indicating a backup error. When the main control board 16 inspects the RAM after power is turned on and finds that the value does not match the RAM value backed up before the power was cut off, it determines that a backup error has occurred. When a backup error occurs, the main control board 16 sends the fourth byte of the main control board error command as "E8". The main control board 16 determines that the error has been resolved when the power to S unit 2 is turned off and the settings are changed again. Even when the error has been resolved, the main control board 16 sends the main control board error command.
[0185] E9 is an error number indicating a communication abnormality error. If the main control board 16 does not receive a response command before 40 ms has elapsed since sending a command requiring a response command to the medal count control board 17, it determines that a communication abnormality error has occurred. 1 ms means 0.001 seconds. When a communication abnormality error occurs, the main control board 16 sends the value of the fourth byte of the main control board error command as "E9." The main control board 16 determines that the error has been resolved when the error release switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends the main control board error command.
[0186] 35 is a diagram showing the configuration of the gaming machine performance information (preliminary) command. The gaming machine performance information is information for the purpose of aggregating performance information. The gaming machine performance information outputs the results calculated based on the game.
[0187] The gaming machine performance information (preliminary) command consists of 28 bytes of data. The first byte stores the message length of the gaming machine performance information (preliminary) command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the gaming machine performance information (preliminary) command is "14". Gaming machine performance information may be stored in bytes 4 to 27. In this embodiment, "0" is stored in this preliminary area. The 28th byte stores a checksum for determining whether or not an error has occurred in the information transmitted in bytes 1 to 27.
[0188] 36 is a diagram showing a list of commands sent from the medal count control board 17 to the main control board 16. The medal count control board 17 transmits two types of commands to the main control board 16.
[0189] The response command is a command for responding to a command received from the main control board 16. For example, when the medal count control board 17 receives an end command, it sends a response command because the end command affects the number of credits. In other words, the response command is a bidirectional command that responds in response to receiving it. A command number between 3 and 5 can be set for the response command. The message length of the response command is 4 bytes.
[0190] The frame side information command is a command that transmits system information including connection information between the medal count control board 17 and CU3. The medal count control board 17 transmits the frame side information command to the main control board 16 every 300 ms (0.3 seconds). The specified period for transmitting the frame side information command does not have to be 300 ms, and may be another period. The main control board 16 does not respond even when it receives a frame side information command. Therefore, the frame side information command is a command that continues to be transmitted unidirectionally from the medal count control board 17 to the main control board 16, and does not have bidirectionality. The command number of the frame side information command is "81h", and the message length is 4 bytes.
[0191] Figure 37 is a diagram showing the structure of a response command. A response command consists of 4 bytes of data. The first byte stores the message length of the response command. The second byte stores a value indicating the command number. The command number in the response command stores the command number of the received command to which the response is made. When sending a response command in response to an input command, the medal count control board 17 stores "3" as the command number. When sending a response command in response to a settlement command, the medal count control board 17 stores "4" as the command number. When sending a response command in response to an end command, the medal count control board 17 stores "5" as the command number.
[0192] The third byte stores information indicating the reception result of the response command. The third byte contains a data area of 1 to 4 bits. If the 0th bit in the data area of the third byte is "1", the response command indicates "reception OK". "Reception OK" indicates that the received command received by the medal count control board 17 is normal. Below, a response command in which the 0th bit in the data area of the third byte is "1" may be referred to as a "response command indicating reception OK". In other words, the response command is a command that notifies the main control board 16 that the received command has been received normally. The received command is a command sent from the main control board 16 that is the target of the response command. If the 1st bit in the data area of the third byte is "1", the response command indicates "serial number mismatch". "Serial number mismatch" indicates that the received command received by the medal count control board 17 is abnormal. Below, a response command in which the 1st bit in the data area of the third byte is "1" may be referred to as a "response command indicating serial number mismatch". In other words, the response command indicates that the serial number of the received command that was the subject of the response did not match the serial number calculated by the medal count control board 17.
[0193] If the second bit in the data area of the third byte is "1", the response command indicates that there is an "insufficient number of gaming medals". When the medal count control board 17 receives an insertion command as a received command and is requested to subtract credits, but the number of credits is insufficient, a response command with "1" stored in the second bit is transmitted.
[0194] If the third bit in the data area of the third byte is "1", the response command indicates "game medal count overflow". When the medal count control board 17 receives a settlement command as a received command and the number of credits (game medal count) is at the upper limit, a response command with "1" stored in the third bit is sent. The fourth byte stores a checksum to determine whether or not an error has occurred in the information sent in the first to third bytes.
[0195] 38 is a diagram showing the configuration of a frame-side information command. As described above, the frame-side information command is transmitted from the medal count control board 17 to the main control board 16 every 300 ms (0.3 seconds).
[0196] The frame side information command consists of 4 bytes of data. The first byte stores the message length of the frame side information command. The second byte stores the command number. The command number for the frame side information command is "81h". The third byte stores information indicating the system status of the medal count control board 17. The system status of the medal count control board 17 includes information on whether the count button has been pressed or not, and whether CU3 and the medal count control board 17 are connected normally or not. The fourth byte stores a checksum to determine whether there was an error in the information sent in the first to third bytes.
[0197] [About communication between the main control board and the medal count control board] Figure 39 is a diagram showing an example of communication between the main control board 16 and the medal count control board 17. Serial communication is used for communication between the main control board 16 and the medal count control board 17. As shown in Figure 39, the main control board 16 sends an input command when a bet number setting operation is performed. The bet number setting operation includes pressing the 1BET switch 20 or the MAXBET switch 6.
[0198] When the medal count control board 17 receives a command from the main control board 16, it measures the elapsed time using a counter. If reception of the command is not completed within 10 ms from the time the command is received from the main control board 16, the medal count control board 17 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of Figure 39, the medal count control board 17 has completed receiving the insertion command before 10 ms has elapsed since receiving it, so a timeout error has not occurred.
[0199] The medal count control board 17 transmits a response command in response to receiving the insertion command. When the main control board 16 receives a command from the medal count control board 17, it measures the elapsed time using a counter. If reception of the command is not completed within 2.24 ms from the time the command is received from the medal count control board 17, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of Figure 39, reception of the response command is completed before 2.24 ms has elapsed since the main control board 16 received it, so a timeout error does not occur.
[0200] In addition, when the main control board 16 transmits a command that requires a response command from the medal count control board 17, such as an insertion command, it uses a counter to measure the elapsed time from the time the bet number setting operation that triggered the transmission of the insertion command was performed.
[0201] If reception of the response command from the medal count control board 17 is not completed within 40 ms from the occurrence of an event such as a bet number setting operation, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal number control board 17. In the example of Figure 39, reception of the response command is completed before 40 ms has elapsed since the bet number setting operation was performed, so a timeout error does not occur.
[0202] After receiving the response command to the input command, the main control board 16 starts control corresponding to the bet number setting operation.
[0203] Next, the player presses the start switch 7 of machine S 2. Based on the start switch 7 being pressed, the main control board 16 transmits a start command to the medal count control board 17. As described above, the start command is a command that does not require a response command from the medal count control board 17. Therefore, the medal count control board 17 does not transmit a response command.
[0204] Finally, when the player performs the third stop operation, all the reels stop. Based on the fact that all the reels have stopped, the main control board 16 sends an end command to the medal count control board 17. In this example, even though the end command requires a response command, the medal count control board 17 does not send the response command. Therefore, the main control board 16 does not receive a response command within 40 ms after all the reels have stopped, and determines that a timeout error has occurred.
[0205] Figure 40 is a diagram for explaining the communication of the frame-side information command. As shown in Figure 40, the medal count control board 17 transmits a frame-side information command to the main control board 16 every 300 ms. If a period of more than 2.24 ms has passed from the start of reception of the frame-side information command until the reception is completed, the main control board 16 determines that a timeout error has occurred.
[0206] Fig. 41 is a flowchart showing the processing when the main control board 16 receives a command. As shown in Fig. 36, the medal count control board 17 transmits two types of commands to the main control board 16: a response command or a frame side information command.
[0207] Referring to FIG. 41, the main control board 16 receives a command from the medal count control board 17 (step S10). The main control board 16 determines whether the received command is a frame side information command (step S11). If the received command is a frame side information command (YES in step S11), the main control board 16 checks whether error information is included in the frame side information command (step S12). The error information is information indicating whether the CU3 is normally connected to the S-stand 2. If the frame side information command includes error information (YES in step S12), the main control board 16 transmits the error information to the performance control board 15 and terminates the processing. This enables the performance control board 15 to display on the LCD display 51 that an error has occurred, indicating that the CU3 is not connected to the S-stand 2. If the frame side information command does not include error information (NO in step S12), the processing terminates.
[0208] If the received command is not a frame-side information command (NO in step S11), that is, if the received command is a response command, the main control board 16 executes processing according to the response command and ends the processing.
[0209] FIG. 42 is a diagram showing the flow of communication between the main control board 16 and the medal count control board 17 after the power is turned on. When the power-on switch 102 is pressed and power is turned on to the main control board 16, the main control board 16 transmits a gaming machine installation information command. Thereafter, when a bet number setting operation is performed, the main control board 16 transmits a throw-in command. Since the throw-in command requires a response command, the medal count control board 17 transmits a response command to the main control board 16 based on receiving the throw-in command. For example, if there are sufficient medals in the game, the medal count control board 17 sets bit 0 of the third byte of the response command to "1" (received OK); if the serial numbers do not match, the medal count control board 17 sets bit 1 of the third byte of the response command to "1" (serial number mismatch); and if there are insufficient medals, the medal count control board 17 sets bit 2 of the third byte of the response command to "1" (insufficient medal count).
[0210] Next, the main control board 16 transmits a settlement command to the medal count control board 17 based on the fact that a settlement operation has been performed. The settlement operation is an operation indicating that the bet number clear switch 21 has been pressed. This executes a process of resetting the bet number to the number of credits. Since the settlement command is a command that requires a response command, the medal count control board 17 transmits a response command to the main control board 16 based on receiving the settlement command. For example, if there is a surplus of gaming medals, the medal count control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), if the serial numbers do not match, the 1st bit in the 3rd byte of the response command to "1" (serial number mismatch), and if the number of gaming medals overflows, the 3rd bit in the 3rd byte of the response command to "1" (game medal number overflow).
[0211] In Figure 42, the bet number setting operation is performed again, and communication based on the bet number setting operation is performed. Subsequently, when the start switch 7 is pressed, the main control board 16 sends a start command to the medal count control board 17. After sending the start command, the main control board 16 performs control to progress the game, such as control to drive the reels, without waiting for a response from the medal count control board 17. When the medal count control board 17 receives the start command from the main control board 16, it controls the game to wait for the end as control in response to the start command. Since the start command is a command that does not require a response command, the medal count control board 17 does not send a response command.
[0212] Based on the fact that all reels have stopped, the main control board 16 sends an end command to the medal count control board 17. Based on receiving the end command, the medal count control board 17 sends a response command to the main control board 16. For example, if the end command is normal, the medal count control board 17 sets bit 0 of the third byte of the response command to "1" (received OK), and if the serial numbers do not match, sets bit 1 of the third byte of the response command to "1" (serial number mismatch). Next, the main control board 16 sends the role information command, advantageous zone command, and payout pulse command to the medal count control board 17 in that order.
[0213] In this way, when starting a game, the main control board 16 does not affect the number of credits, so after transmitting a start command, it executes the next control without waiting for a response from the medal count control board 17, and when ending a game, since the number of credits may be affected, it transmits an end command, and then executes the next control on the condition that it has received a response command transmitted from the medal count control board 17. In this way, by improving the communication between the main control board 16 and medal count control board 17, the main control board 16 can progress the game while checking the status of the medal count control board 17.
[0214] [Example of processing for serial numbers] As described above, the main control board 16 and the medal count control board 17 communicate using serial numbers. That is, the medal count control board 17 executes a process to check whether the serial numbers match in order to determine whether the command sent from the main control board 16 is normal. Below, an example of processing for serial numbers will be explained using Figs. 43 to 45. Fig. 43 is a diagram showing an example of communication when the serial number is normal.
[0215] Upon power-on, the main control board 16 transmits a gaming machine installation information command to the medal count control board 17. As explained above, the serial number assigned to the gaming machine installation information command is "0." The medal count control board 17 determines the initial value and the additional value of the serial number based on the main chip ID included in the gaming machine installation information command. In the example of FIG. 43, the medal count control board 17 determines the initial value of the serial number to be "137" and the additional value to be "13." Using a similar calculation method, the main control board 16 determines the initial value of the serial number to be "137" and the additional value to be "13" based on the main chip ID.
[0216] After transmitting the gaming machine installation information command, the bet number is set, and the main control board 16 transmits a coin insertion command. This coin insertion command is the first command transmitted to the medal count control board 17 after the gaming machine installation information command is transmitted. Therefore, the main control board 16 transmits the coin insertion command with the initial serial number "137." The medal count control board 17 transmits a response command to the coin insertion command. At this time, the medal count control board 17 transmits a response command indicating receipt OK to the main control board 16 because communication was normal. In other words, when the medal count control board 17 determines that the coin insertion command transmitted from the main control board 16 is normal by checking whether the serial numbers match, it transmits a response command indicating that the coin insertion command is normal to the main control board 16 in response to the coin insertion command.
[0217] Next, when the start switch 7 is pressed, the main control board 16 sends a start command. At this time, the main control board 16 adds an additional value of "13" to the serial number value of "137" sent previously, and sends the command. In other words, the main control board 16 sends the start command with a serial number of "150".
[0218] When the medal count control board 17 receives an input command with the serial number "137," it calculates that the serial number of the next command to be received will be "150" based on the added value. When the medal count control board 17 receives a start command, it executes a process to check whether the value of the serial number calculated before reception matches the value of the serial number assigned to the actually received start command. Because the serial numbers match, the medal count control board 17 determines that communication is normal.
[0219] Figure 44 is a diagram showing an example of communication when a serial number mismatch error occurs. The process up to when the main control board 16 receives a response command corresponding to the bet number setting operation is the same as in Figure 42, so the explanation will not be repeated. As mentioned above, at the time of receiving the insertion command, the medal count control board 17 calculates that the serial number assigned to the next command to be received is "150".
[0220] In the example of Figure 44, after the bet number setting operation is performed, an unauthorized operation is performed. As described above, an unauthorized operation refers to, for example, an operation in which commands transmitted and received between the main control board 16 and the medal count control board 17 are altered, or an unauthorized person controls the main control board 16 or the medal count control board 17. In Figure 44, the main control board 16 is controlled by an unauthorized person, causing the main control board 16 to send an end command even though all reels have not stopped. In other words, in Figure 44, an unauthorized operation is performed with the aim of causing the medal count control board 17 to execute a payout process even though no win has occurred. However, because the unauthorized person cannot obtain the initial value and additional value of the serial number determined based on the main chip ID of the main control board 16, nor the number of times commands have been transmitted and received, they are unable to know the value of the serial number to be assigned to the next command. Therefore, in the example of Figure 44, the fraudster sends the end command with the serial number "78." However, the medal count control board 17 determines that a serial number mismatch error has occurred because the calculated serial number "150" does not match the actually received serial number "78." The medal count control board 17 then sends a response command indicating that the serial numbers do not match to the main control board 16. That is, when the medal count control board 17 determines that the end command sent from the main control board 16 is incorrect through the process of checking whether the serial numbers match, the medal count control board 17 responds to the end command by sending a response command indicating that the end command is incorrect to the main control board 16. Upon receiving the response command indicating that the serial numbers do not match, the main control board 16 does not execute the payout control that is performed after the end command. This prevents fraudulent operations.
[0221] Unauthorized operations include not only those that cause the main control board 16 to send an end command even though no winning has occurred, as shown in Figure 44, but also the following types of unauthorized operations.
[0222] For example, one possible fraudulent operation is to make the main control board 16 send a bet number cancel command even though the bet number set in the BET counter of RAM 161c in the main control board 16 is 0. This allows the fraudster to increase the number of credits stored in the medal number control board 17 even though no bet number has been set.
[0223] Another possible fraudulent operation is altering the response command sent by the medal count control board 17 in response to the insertion command sent by the main control board 16. For example, a fraudster may cause the medal count control board 17 to send a response command indicating receipt OK to the main control board 16, even though the number of credits is "0". This allows the fraudster to set the number of bets even though the number of credits is "0".
[0224] Thus, possible types of fraudulent operations include fraudulent operations that forge commands sent by the main control board 16, and fraudulent operations that forge commands sent by the medal count control board 17. In the S-machine 2 of this embodiment, by using a "serial number," all of the fraudulent operations described above can be prevented.
[0225] Next, a start command with the serial number "150" assigned is sent to the medal count control board 17. The serial number "150" assigned to the start command matches the serial number calculated in advance by the medal count control board 17. Because they match, the medal count control board 17 determines that the serial number mismatch error has been resolved, and sends a response command indicating receipt OK to the main control board 16. In this way, the S machine 2 can easily determine that the medal number mismatch error has been resolved in the medal count control board 17.
[0226] 43 and 44, when the medal count control board 17 receives a command transmitted from the main control board 16, it uses the initial value of the serial number and the additional value to determine whether the command transmitted from the main control board 16 is normal. In other words, when the medal count control board 17 receives a command that requires a response, it transmits a response command, and further, since the response command is provided with information indicating whether the communication is normal, the main control board 16 can proceed with the game while checking the status of the medal count control board 17.
[0227] Furthermore, as shown in Figure 44, if the serial numbers do not match, it can be determined that there is a possibility of fraudulent operation, thereby increasing security regarding communication between the main control board 16 and the medal count control board 17.
[0228] Figure 45 is a diagram showing an example of communication when an error related to game medals occurs. The processing up to when the medal count control board 17 receives the start command is the same as that shown in Figure 42, so the explanation will not be repeated. After sending the start command, the main control board 16 sends an end command with the serial number "163" attached based on the fact that all reels have stopped. At this time, the end command includes the number of medals to be paid out, but since the number of credits is at the upper limit, an error related to game medals occurs. Therefore, the medal count control board 17 sends a response command indicating an overflow of game medals to the main control board 16. As a result, the main control board 16 does not execute processing related to payout.
[0229] Thereafter, the number of credits is subtracted based on the operation of the counting button 10, etc., and the medal count control board 17 enters a state in which it can accept medals for payment. In other words, the error related to the gaming medals is resolved. Thereafter, the main control board 16 again sends an end command with the serial number "163" to the medal count control board 17. In response, the medal count control board 17 sends a response command indicating that the medals have been received, since no error related to the gaming medals has occurred.
[0230] [Communication before sending and receiving gaming machine installation information command] 46 is a diagram showing an example of communication occurring before the transmission and reception of the gaming machine installation information command. As described above, the main control board 16 transmits the gaming machine installation information command to the medal count control board 17 after power-on.
[0231] In the example of Fig. 46, the main control board 16 transmits a termination command to the medal count control board 17 after power-on and before transmitting the gaming machine installation information command. If the medal count control board 17 receives a command from the main control board 16 before receiving the gaming machine installation information command, it discards the command regardless of the type of the command or the assigned serial number. In other words, the medal count control board 17 does not execute processing in accordance with commands other than the gaming machine installation information command from the main control board 16 until it receives at least the gaming machine installation information command.
[0232] As a result, the medal count control board 17 does not communicate with the main control board 16 when communication with the main control board 16 based on the gaming machine installation information command has not been established, thereby improving security regarding communication between the main control board 16 and the medal count control board 17. In other words, it is possible to prevent unauthorized operations performed before receiving the gaming machine installation information command.
[0233] 46, after the termination command is discarded, in response to power-on, a gaming machine installation information command A is transmitted to the medal count control board 17. Based on receiving the gaming machine installation information command A, the medal count control board 17 determines the initial value and the additional value in the serial number.
[0234] 46, the medal count control board 17 receives gaming machine installation information command B from the main control board 16. At this time, the medal count control board 17 has already received gaming machine installation information command A, so it does not update the initial value and the additional value of the serial number based on gaming machine installation information command B. In other words, even if the main control board 16 transmits a gaming machine installation information command again after receiving the gaming machine installation information command, the medal count control board 17 does not execute processing according to the gaming machine installation information command.
[0235] This allows the medal count control board 17 to prevent, for example, spoofing of the main control board 16 by an unauthorized board other than the main control board 16 connected to the medal count control board 17. In other words, it is possible to prevent the initial value and the additional value of the serial number from being illegally rewritten.
[0236] [Power-on timeout] 47 is a diagram showing an example of a timeout when the power is turned on. The main control board 16 transmits a gaming machine installation information command when the power is turned on. The main control board 16 measures the elapsed time from when the power is turned on using a counter.
[0237] If the main control board 16 does not complete transmission of the gaming machine installation information command within 5000 ms from when the main control board 16 is powered on, the main control board 16 determines that an error has occurred in the communication between the main control board 16 and the medal count control board 17. In other words, if the medal count control board 17 is unable to receive the gaming machine installation information command within 5000 ms after S-machine 2 is powered on, it controls to an abnormal state. In the example of FIG. 47, since the gaming machine installation information command has not been transmitted within 5000 ms from when the main control board 16 is powered on, the medal count control board 17 determines that a communication error has occurred. The medal count control board 17 displays the fact that a communication error has occurred on the display 312 of CU3.
[0238] This allows the medal count control board 17 to notify the outside world that there is a communication abnormality if communication cannot be established with the medal count control board 17 based on the gaming machine installation information command after the power to S machine 2 is turned on.
[0239] The medal count control board 17 is connected to the CU control board 32. Even if a communication error occurs in the main control board 16, the medal count control board 17 can communicate with the CU control board 32.
[0240] The communication error that occurred in the main control board 16 is resolved by turning the power back on, the gaming machine installation information command being sent successfully within 5000 ms from when the main control board 16 was powered on, and a response command indicating receipt OK being sent from the medal count control board 17.
[0241] [About bet setting and settlement operations] 48 is a diagram illustrating the bet number setting operation and the settlement operation. As described above, the main control board 16 transmits an insertion command to the medal number control board 17 based on the bet number setting operation being performed by pressing the 1BET switch 20 or the MAXBET switch 6. In addition, the main control board 16 transmits a settlement command to the medal number control board 17 based on the settlement operation being performed by pressing the bet number clear switch 21.
[0242] As shown in Figure 48, the main control board 16 transmits a deposit command to the medal count control board 17 based on the bet number setting operation being performed. The deposit command is a command that includes the number of medals inserted. The medal count control board 17 reads the number of medals inserted included in the received deposit command and performs the bet number setting process. Specifically, the medal count control board 17 subtracts the number of medals inserted from the number of credits managed by the medal count control board 17 and adds the number of medals inserted to the bet number. For example, if the number of bets before the bet number setting process is performed is 0 and the MAXBET switch 6 is validly operated to set the bet number, the medal count control board 17 subtracts 3 from the number of credits and adds 3 to the bet number. The medal count control board 17 transmits a response command to the main control board 16 based on receiving the deposit command.
[0243] Next, the main control board 16 transmits a settlement command to the medal count control board 17 based on the settlement operation being performed. The settlement command is a command that includes the number of medals to be settled. The medal count control board 17 reads the number of medals to be settled that is included in the received settlement command and performs a bet number cancellation process. Specifically, the medal count control board 17 subtracts the number of medals to be settled from the number of bets managed by the medal count control board 17 and adds the number of medals to the number of credits. For example, if the number of bets before the bet number cancellation process was performed was three and the bet number clear switch 21 was pressed, the medal count control board 17 subtracts three from the number of bets and adds three to the number of credits. The medal count control board 17 transmits a response command to the main control board 16 based on receiving the settlement command.
[0244] Here, the medal count control board 17 transmits a common response command in response to the insertion command and the settlement command. That is, the medal count control board 17 transmits a common response command to the main control board 16 both when it receives an insertion command and when it receives a settlement command. Specifically, the medal count control board 17 transmits a response command to the main control board 16 both when it receives an insertion command and when it receives a settlement command. Here, when the medal count control board 17 receives an insertion command, it does not execute the process of adding the number of credits (number of game medals), so game medal number overflow cannot occur. Therefore, the medal count control board 17 does not store "1" in the third bit of the third byte of the response command to the insertion command and transmit it.
[0245] Furthermore, when the medal count control board 17 receives a settlement command, it does not execute the process of subtracting the number of credits, so a shortage of the number of game medals cannot occur. Therefore, the medal count control board 17 does not store "1" in the second bit of the third byte of the response command to the insertion command and transmit it.
[0246] In this way, the medal count control board 17 notifies the main control board 16 of a shortage of game medals or an overflow of game medals by using different data stored in the third byte depending on whether it receives an insertion command or a settlement command. This allows the medal count control board 17 to use the same response command when a bet number setting operation is performed and when a bet number cancellation operation is performed, thereby reducing the processing load.
[0247] Figure 49 is a diagram showing an example in which a new bet number setting operation is performed after a bet number setting operation and before receiving a response command. As shown in Figure 49, the main control board 16 sends a throw-in command based on bet number setting operation A. The main control board 16 controls the throw-in command so that it is completed before 40 ms has elapsed since the start of transmission to prevent a timeout error. The medal count control board 17 sends a response command in response to receiving the throw-in command.
[0248] In the example of Figure 49, after accepting bet number setting operation A, a new bet number setting operation B is performed before receiving a response command to the insertion command based on bet number setting operation A. The main control board 16 does not accept bet number setting operation B. In other words, after transmitting an insertion command to the medal count control board 17, the main control board 16 does not accept a new bet number setting operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new bet number setting operation B from being accepted in a situation where the processing in accordance with bet number setting operation A has not been confirmed in the medal count control board 17.
[0249] Figure 50 is a diagram showing an example in which a new settlement operation is performed after a settlement operation and before a response command is received. As shown in Figure 50, the main control board 16 sends a settlement command based on settlement operation A. The main control board 16 controls the transmission of the settlement command so that it is completed before 40 ms has elapsed since the start of transmission, so as to prevent a timeout error. The medal count control board 17 sends a response command in response to receiving the settlement command.
[0250] In the example of Figure 50, after accepting settlement operation A, a new settlement operation B is performed before receiving a response command to the input command based on settlement operation A. The main control board 16 does not accept settlement operation B. In other words, after sending a settlement command to the medal count control board 17, the main control board 16 does not accept a new settlement operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new settlement operation B from being accepted in a situation where the processing according to settlement operation A has not been confirmed in the medal count control board 17.
[0251] Figure 51 shows an example in which a new settlement operation is performed after the bet number setting operation and before receiving a response command. As shown in Figure 51, the main control board 16 transmits a deposit command based on the bet number setting operation. The medal count control board 17 transmits a response command in response to receiving the deposit command.
[0252] In the example of Figure 51, a new settlement operation is performed after accepting a bet number setting operation and before receiving a response command to the insertion command based on that bet number setting operation. The main control board 16 does not accept that settlement operation. In other words, after sending an insertion command to the medal count control board 17, the main control board 16 does not accept a new settlement operation until it receives a response command from the medal count control board 17. This makes it possible to prevent a new settlement operation from being accepted in a situation where the medal count control board 17 has not yet confirmed processing in response to the bet number setting operation.
[0253] Figure 52 shows an example in which a new bet number setting operation is performed after the settlement operation and before receiving a response command. As shown in Figure 52, the main control board 16 transmits a throw-in command based on the settlement operation. The medal count control board 17 transmits a response command in response to receiving the throw-in command.
[0254] In the example of Figure 52, after accepting a settlement operation, a new bet number setting operation is performed before receiving a response command to the settlement command based on the settlement operation. The main control board 16 does not accept the bet number setting operation. In other words, after sending a settlement command to the medal count control board 17, the main control board 16 does not accept a new bet number setting operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new bet number setting operation from being accepted in a situation where the medal count control board 17 has not yet confirmed the processing in response to the settlement operation.
[0255] [Bet setting operation and serial number] 53 is a diagram illustrating a serial number error in the bet number setting operation. As shown in FIG. 53, the medal number control board 17 determines the initial value of the serial number to be "137" based on receiving the gaming machine installation information command.
[0256] After that, a bet number setting operation is performed on S machine 2. The main control board 16 sends a coin insertion command based on the bet number setting operation. The serial number "78" is assigned to the coin insertion command. In other words, the serial number assigned to the coin insertion command does not match the initial serial number value. Therefore, the medal count control board 17 sends a response command indicating a serial number mismatch to the main control board 16. After receiving the response command indicating a serial number mismatch, the main control board 16 does not accept new bet number setting operations. In other words, when the main control board 16 receives a response command indicating an abnormality, it does not resume accepting bet number setting operations.
[0257] 54 is a diagram illustrating a serial number error during a settlement operation. As shown in FIG. 54, the medal count control board 17 determines the initial value of the serial number to be "137" based on the reception of the gaming machine installation information command.
[0258] After that, a bet number setting operation is performed on S machine 2. The main control board 16 sends a coin insertion command based on the bet number setting operation. The coin insertion command is assigned the serial number "137". In other words, the serial number assigned to the coin insertion command matches the initial serial number value. Therefore, the medal number control board 17 sends a response command indicating receipt OK to the main control board 16. Based on receiving the response command indicating receipt OK, the main control board 16 accepts the bet number setting operation and performs the following control.
[0259] Next, in Figure 54, a settlement operation is performed. The main control board 16 sends a settlement command based on the settlement operation. The settlement command is assigned the serial number "78." In other words, the serial number assigned to the settlement command does not match the serial number calculated by the medal count control board 17. Therefore, the medal count control board 17 sends a response command indicating a serial number mismatch to the main control board 16. Based on receiving the response command indicating a serial number mismatch, the main control board 16 does not accept new settlement operations. In other words, when the main control board 16 receives a response command indicating an abnormality, it does not resume accepting settlement operations.
[0260] Referring to Figures 53 and 54, the main control board 16 can prevent a new bet number setting operation or bet number cancellation operation from being accepted when the processing corresponding to the bet number setting operation or settlement operation has not been confirmed in the medal number control board 17.
[0261] [Display of payout quantity] Figure 55 is a diagram illustrating the display control of the number of medals paid out. After all reels have stopped, the main control board 16 transmits an end command to the medal count control board 17. The end command shown in Figure 55 is a command that involves the payment of at least one medal. The medal count control board 17 transmits a response command upon receiving the end command. The medal count control board 17 also performs operations such as adding credits based on the number of medals paid out indicated by the end command. After receiving the response command, the main control board 16 displays the number of medals paid out on the gaming support display 12. That is, after transmitting the end command, the main control board 16 causes the gaming support display 12 to display the number of medals paid out, provided that it receives a response command. This allows the main control board 16 to display the number of medals paid out on the gaming support display 12 while checking the status of the medal count control board 17.
[0262] After transmitting the response command, the main control board 16 transmits a role information command, an advantageous zone command, and a payout pulse command. That is, after transmitting the end command, the main control board 16, on the condition that it has received the response command, transmits to the medal count control board 17 a role information command and an advantageous zone command that can identify whether or not the special role is being controlled to a winning state. This allows the main control board 16 to notify the medal count control board 17 whether or not it is being controlled to an advantageous zone, etc., while checking the status of the medal count control board 17, and therefore can cause the medal count control board 17 to output the proportion of the number of payout coins awarded in an advantageous zone, etc., while checking the status of the medal count control board 17.
[0263] [About the Yakubiki Monitor] Figure 56 is a diagram showing the role ratio monitor 89. Figure 56 shows the role ratio monitor 89 when it is turned off. As shown in Figure 56, the role ratio monitor 89 consists of five role ratio information displays 50a, 50b, 50c, 50d, and 50e that can turn on / off the first segment A, the second segment B, the third segment C, the fourth segment D, the fifth segment E, the sixth segment F, the seventh segment G, and the eighth segment DP, respectively, and the medal number control board 17 is an indicator that can display various information by turning on or off the first to eighth segments A to DP by setting display data for each of the role ratio information displays 50a, 50b, 50c, 50d, and 50e.
[0264] 57 is a diagram showing an example of the display of the role ratio monitor 89. The medal number control board 17 causes the role ratio monitor 89 to display, in the order of (1) to (6), (1) the instructed role payout ratio to the total cumulative payout number, (2) the consecutive role payout ratio for the past 6000 games, (3) the role payout ratio for the past 6000 games, (4) the consecutive role payout ratio to the total cumulative payout number, (5) the role payout ratio to the total cumulative payout number, and (6) the role etc. status ratio to the total cumulative payout number. Hereinafter, the information shown in (1) to (6) may be referred to as the display content.
[0265] The payout ratio of a special role (BB) indicates the ratio of the payout number of a special role (RB) to the payout number of a specific period. The consecutive role ratio indicates the ratio of the payout number of a special role (RB) to the payout number of a specific period. The payout ratio of a special role (RB) to the payout number of a specific period includes the payout number when a command (navigation) is issued. In other words, it is the ratio of the total number of medals paid out when a navigation notification is issued and the total number of medals paid out for BB or RB to the total number of medals paid out. The role status ratio indicates the ratio of the number of games played when a special role (BB, RB, CB, and SB) is won to the number of games played in a specific period. In other words, the role ratio monitor 89 outputs the ratio of the number of medals awarded when a special role is won to the total number of medals awarded. The display contents displayed on the role ratio monitor 89 are calculated by the medal number control board 17.
[0266] When the medal count control unit 171 switches and displays the display content every predetermined period in the display order (1) to (6) shown in Figure 57 and described above, even if the game progresses and these values can be updated to new values within a period until each display has completed a cycle, the medal count control unit 171 restricts updating to new values and completes the display cycle using the original values.
[0267] Specifically, if the game progresses and these values can be updated to new values within a period until the display completes one cycle, new values are calculated and stored in RAM 171c. However, the original values are set without setting the new values in the output buffer for displaying the display contents on the role ratio monitor 89, so that the display on the role ratio monitor 89 is completed using the original values set in the output buffer, and when one cycle of display is completed, new values are set in the output buffer, and the new values are then displayed. Also, if the values can be updated to new values within a period until the display completes one cycle, calculations to determine new values may be restricted, and the display on the role ratio monitor 89 is completed, and when one cycle of display is completed, calculations to determine new values may be performed, and the new values may then be used to display the display on the role ratio monitor 89. This prevents values calculated at different times from being mixed together during the period until the display contents on the role ratio monitor 89 completes one cycle.
[0268] Furthermore, if the consecutive feature payout ratio over the past 6000 games or the consecutive feature payout ratio to the total cumulative payout number exceeds a specified ratio (for example, 60%), the medal count control board 17 displays the consecutive feature payout ratio in a different display mode from normal (for example, if the normal mode is always on, the top two digits of the feature ratio monitor 89 will flash). Furthermore, if the consecutive feature payout ratio over the past 6000 games or the consecutive feature payout ratio to the total cumulative payout number exceeds a specified ratio (for example, 70%), the medal count control board 17 displays the feature payout ratio in a different display mode from normal (for example, if the normal mode is always on, the top two digits of the feature ratio monitor 89 will flash).
[0269] In this way, when the consecutive feature payout ratio and feature payout ratio exceed the specified ratio, they are displayed in a different manner from normal, so that it is possible to warn that the game may be controlled to a state of high gambling tendency.
[0270] Furthermore, when the medal count control board 17 displays the consecutive bonus payout ratio and bonus payout ratio for the past 6,000 games on the bonus ratio monitor 89, if the total number of games played since power-on has not reached 6,000, the medal count control board 17 controls the display mode to be different from the normal mode, for example, by flashing all of the digits on the bonus ratio monitor 89, so that it can be recognized that the total has not reached 6,000 games. That is, in the process of calculating the display content to be displayed on the bonus ratio monitor 89, the medal count control board 17 flashes all of the digits on the bonus ratio monitor 89 when a period of 6,000 games has not elapsed since the start of accumulation of data used in the process. Note that, in the process of calculating the display content to be displayed on the bonus ratio monitor 89, the medal count control board 17 may flash some of the digits on the bonus ratio monitor 89 when a period of 6,000 games has not elapsed since the start of accumulation of data used in the process. This makes it possible to recognize the possibility of bias in the displayed ratios and proportions, and the medal count control board 17 can notify the outside that there is a risk of insufficient data when displaying the consecutive feature payout ratio and feature payout ratio on the feature ratio monitor 89.
[0271] The medal count control board 17 may display "00" in the last two digits of the role ratio monitor 89 when 6000 games have not been played, and may display the rate or ratio that should be displayed in the last two digits of the role ratio monitor 89 after 6000 games have been played. In other words, it is preferable to configure the display mode of the last two digits of the role ratio monitor 89 to be different from the display mode after 6000 games when 6000 games have not been played. By configuring it in this way, when 6000 games have not been played, it can be recognized that the total of the consecutive role payout rate and the like specified by the display of the top two digits of the role ratio monitor 89 (for example, "1C") has not reached 6000 games, and it can be recognized that there may be a bias in the displayed rate or ratio. Furthermore, when 6000 games have not been played, the lowest two digits of the role ratio monitor 89 are configured to display "00." This means that when 6000 games have not been played, data is always displayed in the lowest two digits of the role ratio monitor 89. For example, if no data is displayed in one of the lowest two digits of the role ratio monitor 89, an abnormality in the role ratio monitor 89 can be recognized.
[0272] Furthermore, when the medal count control board 17 displays the consecutive feature payout ratio to the total cumulative payout number on the feature ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the consecutive feature payout ratio generally converges to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from the normal mode, for example, by flashing the top two digits of the feature ratio monitor 89, so that it is possible to recognize that the specified number of games at which the consecutive feature payout ratio generally converges to the design value of the slot machine has not been reached, and it is possible to recognize that there may be a bias in the displayed proportions and rates.
[0273] Furthermore, when the medal count control board 17 displays the payout ratio of the special feature to the total cumulative payout number on the special feature ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the payout ratio of the special feature converges roughly to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from the normal mode, for example, by flashing the top two digits of the special feature ratio monitor 89, so that it is possible to recognize that the specified number of games at which the payout ratio of the special feature converges roughly to the design value of the slot machine has not been reached, and it is possible to recognize that there may be a bias in the displayed proportions and rates.
[0274] Furthermore, when the medal count control board 17 displays the instruction-based feature payout ratio relative to the total cumulative payout number on the feature ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the instruction-based feature payout ratio generally converges to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from the normal mode, for example by flashing the top two digits of the feature ratio monitor 89, so that it is possible to recognize that the specified number of games at which the instruction-based feature payout ratio generally converges to the design value of the slot machine has not yet been reached, and it is possible to recognize that there may be a bias in the displayed proportions and rates.
[0275] In addition, the medal count control board 17 determines whether the data used to calculate the consecutive feature payout ratio and feature payout ratio for the past 6,000 games is normal, and if it is determined to be abnormal (for example, if the stored value is in a certain data format (such as 01 repetition)), it initializes the data determined to be abnormal and the data related to that data, and causes the feature ratio monitor 89 to display (for example, "FFFF") that an abnormality has been detected, thereby notifying the player of this fact, so that the player can recognize that the calculation of these data is not being performed normally.
[0276] When initializing data that has been determined to be abnormal and data related to that data, for example, if either the consecutive feature payout ratio or the feature payout ratio over the past 6,000 games is determined to be abnormal, all of the data related to this may be initialized, or only some of the data may be initialized.
[0277] In addition, the data used to calculate the continuous feature payout ratio for the past 6000 games or the total cumulative payout number, the feature payout ratio, and the instructed feature payout ratio for the total cumulative payout number may be judged to be normal, and if an abnormality is judged, this may be notified, and then the data may be initialized by performing a predetermined operation (for example, operating switches such as start switch 7, stop switches 8L, 8C, 8R, and setting key switch 37 in a predetermined procedure).
[0278] Furthermore, when an abnormality has been detected, the notification may be given by having the role ratio monitor 89 display a message (for example, "FFFF") indicating that an abnormality has been detected, as described above, or, when an abnormality is detected, a command that can identify this may be sent to the performance control unit 151, and the performance control unit 151 may then notify the user by using a liquid crystal display 51 or the like to notify the user that an abnormality has been detected.
[0279] In this embodiment, during the period from when the power is turned on until the power supply is stopped, the following are switched and displayed every predetermined period: the instructed feature payout ratio to the total cumulative payout number, the consecutive feature payout ratio for the past 6000 games, the feature payout ratio for the past 6000 games, the consecutive feature payout ratio to the total cumulative payout number, the feature payout ratio to the total cumulative payout number, and the feature status ratio to the total cumulative payout number. However, they may be displayed only when the open state of the front door 1b is detected, or only when the operation of a predetermined operation switch (e.g., reset / setting switch 38) is detected, or when not playing a game, or when the settings are being changed or confirmed, or only for a predetermined period after the power is turned on. Also, instead of automatically switching every predetermined period, the displayed content may be switched every time a predetermined operation is performed.
[0280] In addition, in this embodiment, the role ratio monitor 89 is configured to notify when an abnormality in the data used to calculate the display content of the role ratio monitor 89 has been detected or when there is a period of time when there is insufficient data to calculate the display content, but a command that can identify this may be sent to the performance control unit 151 so that it can be confirmed on the LCD display 51 or performance device controlled by the performance control unit 151.
[0281] Furthermore, in this embodiment, the instructed feature payout ratio to the total cumulative payout number, the consecutive feature payout ratio for the past 6000 games, the feature payout ratio for the past 6000 games, the consecutive feature payout ratio to the total cumulative payout number, the feature payout ratio to the total cumulative payout number, and the feature etc. status ratio to the total cumulative payout number are configured to be displayed on the feature ratio monitor 89, but in addition to these displays, the feature ratio monitor 89 may also be configured to display information that makes it possible to recognize when RAM 171c has been initialized due to a setting change, or when a break has been detected in the wiring (such as the wiring for the backup power supply) installed on S machine 2.
[0282] In particular, when a setting change is made during a bonus, during an advantageous zone, or while a bonus is being carried over, forcing the bonus or advantageous zone to end, or when a carried-over bonus is cleared, when a specified number of games are played while a bonus is being carried over, or when an operation to intentionally end an advantageous zone is performed, that is, when a game state that is relatively advantageous to the player is intentionally shifted to an unfavorable game state, or when it is detected that the player is not properly connected due to a wire break or the like in the role ratio monitor 89, the device will notify the fact in an identifiable manner. In this way, it is possible to recognize the possibility that fraudulent operation has been performed so that correct information such as the payout ratio of a bonus item, the payout ratio of consecutive bonus items, or the payout ratio of a bonus item with instructions is not displayed.
[0283] Furthermore, in a configuration in which the total cumulative data is initialized to avoid overflow of the total cumulative number of games played or the total cumulative number of payouts, it is preferable to notify this in a manner that is identifiable and different from the case in which there is a possibility of fraudulent operation to prevent correct information from being displayed such as the above-mentioned feature payout ratio, continuous feature payout ratio, instruction feature payout ratio, etc. By doing so, it is possible to recognize that the total cumulative number of games played or the total cumulative number of payouts has been initialized by the process to avoid overflow, separately from initialization due to fraudulent operation to prevent correct information from being displayed such as the feature payout ratio, etc.
[0284] As mentioned above, if there is a possibility that fraudulent operation has been performed so that correct information such as the payout ratio of the reel, the consecutive reel, or the payout ratio of the reel with instructions is not displayed, this may be detected and the history of the detection may be recorded on the medal count control board 17 side, and without issuing an alarm at the time of detection, a predetermined operation may be performed thereafter, so that these histories may be confirmed on a display provided on the medal count control board 17 side (for example, the reel ratio monitor 89), a display provided on the performance control unit 151 side (for example, the LCD display 51), or an external display of the S-machine 2 (for example, the display 312).
[0285] Furthermore, it may be possible to confirm on a display or presentation device controlled by the presentation control unit 151 that a setting change has been made, that a disconnection has been detected, that a connection problem has occurred in the role ratio monitor 89 and correct information such as the role payout ratio, continuous role payout ratio, and instruction-based role payout ratio may not be displayed, and that, as described above, there may have been fraudulent operations performed so that correct information such as the role payout ratio, continuous role payout ratio, and instruction-based role payout ratio may not be displayed. Furthermore, the presentation control unit 151 may record a history of detections of possible fraudulent operations such as the role payout ratio, continuous role payout ratio, and instruction-based role payout ratio not being displayed because a setting change has been made during a bonus, during an advantageous zone, or while a bonus is being carried over, forcing the bonus or advantageous zone to end, or clearing a carried-over bonus, and the history may be confirmed by a predetermined operation.
[0286] [Initialization of role ratio information] Fig. 58 is a diagram for explaining the initialization process of the role ratio information. As shown in Fig. 58, after the power is turned on, the main control board 16 transmits a gaming machine installation information command A to the medal count control board 17. After that, the game is repeated, and the main control board 16 transmits an advantageous zone command and a payout pulse command to the medal count control board 17.
[0287] Upon receiving a payout pulse command, the medal count control board 17 executes a backup process to store the role ratio information in the backup memory 294. The role ratio information is data used to calculate the data to be displayed on the role ratio monitor 89, and is included in the role information command, advantageous zone command, and payout pulse command. The medal count control board 17 may store the role ratio information in the backup memory 294 every time it receives a command including the role ratio information.
[0288] In the example of FIG. 58, after the backup process is executed, an unauthorized operation is performed on the main control board 16. As described above, an "unauthorized operation" refers to an operation in which a command exchanged between the main control board 16 and the medal count control board 17 is modified, or an operation in which the main control board 16 or the medal count control board 17 is illegally controlled. In the example of FIG. 44, due to the unauthorized operation, the main control board 16 is controlled by an illegally connected device, and the main control board 16 transmits the gaming machine installation information command B to the medal count control board 17. At this time, based on receiving the gaming machine installation information command again, the medal count control board 17 executes backup initialization to initialize the ratio information stored in the backup memory 294. That is, when the main chip ID specified from the gaming machine installation information command is different from the main chip ID specified from the previously received gaming machine installation information command, the medal count control board 17 initializes the data used for the display of the ratio monitor 89.
[0289] Thereby, based on the main chip ID of the main control board 16, when the main control board 16 is not legitimate, the medal count control board 17 can ensure that normal ratios corresponding to each slot machine are output in order to initialize the data used for the display of the ratio information.
[0290] [Regarding each process when the connection between S stand 2 and CU3 is disconnected] Hereinafter, regarding each process when the connection between CU3 and S stand 2 is disconnected, it will be described by classifying into the first example to the fourth example according to the timing of disconnection.
[0291] <First example of the process when the connection between S stand 2 and CU3 is disconnected> FIG. 59 is a diagram showing the first example of the process when the connection with CU3 is disconnected. In FIG. 59, an example in which the connection between S stand 2 and CU3 is disconnected in a state where the acceptance of the bet count setting operation is possible after the power is turned on for S stand 2 will be described.
[0292] After power is turned on, the performance control board 15, main control board 16, and medal count control board 17 start up normally. Once the main control board 16 has started up normally, it controls the state of S machine 2 so that it can accept bet number setting operations. In other words, the main control board 16 controls the state of S machine 2 so that the player can start a unit game. Furthermore, when power is turned on, CU3 and S machine 2 are connected normally. Therefore, after power is turned on, the medal count control board 17 sends a frame side information command every 300 ms indicating that the connection between CU3 and S machine 2 is normal.
[0293] After that, the connection between S machine 2 and CU3 is cut off. In other words, the connection state between S machine 2 and CU3 becomes "disconnected state." As the connection between S machine 2 and CU3 is cut off, signals are no longer sent from the CU control board 32 to the medal count control board 17. In other words, communication between the CU control board 32 and the medal count control board 17 stops. As communication stops, the medal count control board 17 determines that the connection between S machine 2 and CU3 has been cut off. Based on the fact that the connection between CU3 and S machine 2 has been cut off, the medal count control board 17 disables acceptance of counting operations. In other words, even if the player presses the count button 10 when acceptance of counting operations is disabled, the medal count control board 17 will not perform the counting process.
[0294] As explained in FIG. 2, the hardware configuration of the counting button 10 is configured so that power can be supplied from the power supply board 101 only when the CU3 and S-station 2 are connected. Therefore, when the connection between the CU3 and S-station 2 is cut, the counting operation is automatically disabled. However, the medal count control board 17 may also disable the counting operation in software. In other words, when the connection between the CU3 and S-station 2 is cut and the counting operation is in a tail state, the medal count control board 17 discards the switch signal when it receives the switch signal from the counting button 10. In this way, in this embodiment, the counting operation is disabled by both the hardware function and the software function. Note that, in some cases, the counting operation may be disabled using only one of the hardware and software functions.
[0295] Further, based on the disconnection of the connection between the CU3 and the S stand 2, the medal count control board 17 transmits a frame-side information command indicating that an abnormality has occurred in the connection between the CU3 and the S stand 2 to the main control board 16.
[0296] Based on receiving a frame-side information command indicating that an abnormality has occurred in the connection between the CU3 and the S stand 2 from the medal count control board 17, the main control board 16 transmits a non-connection notification command to the effect control board 15. The non-connection notification command is a command transmitted from the main control board 16 to the effect control board 15 for notifying the effect control board 15 that the CU3 and the S stand 2 are in a non-connected state. The effect control board 15 that has received the non-connection notification command performs a non-connection notification. The non-connection notification is, for example, a process of notifying the non-connected state using the speakers 53, 54 or the liquid crystal display 51.
[0297] Also, based on receiving a frame-side information command indicating that an abnormality has occurred in the connection between the CU3 and the S stand 2 from the medal count control board 17, the main control board 16 invalidates the acceptance of the bet number setting operation. In a state where the acceptance of the bet number setting operation is invalid, even if a player performs a bet number setting operation, the main control board 16 does not perform a bet number setting process. Thus, when the connection with the CU3 is disconnected before the start of a unit game, by not accepting the bet number setting operation, it is possible to prevent a new game from starting in a state where the connection with the CU3 is disconnected.
[0298] <Second Example of Processing When the Connection between the S Stand 2 and the CU3 is Disconnected> FIG. 60 is a diagram showing a second example of the processing when the connection with the CU3 is disconnected. In FIG. 60, an example in which the connection between the S stand 2 and the CU3 is disconnected after the bet number setting operation has been performed and before the operation of the start switch 7 is performed will be described.
[0299] After power-on, the effect control board 15, the main control board 16, and the medal count control board 17 start up normally, and the S unit 2 and the CU3 are also connected normally. After the bet number setting operation is performed as shown in the figure, the connection between the S unit 2 and the CU3 is disconnected. Based on the disconnection of the connection between the CU3 and the S unit 2, the medal count control board 17 invalidates the acceptance of the counting operation. Also, based on the disconnection of the connection between the CU3 and the S unit 2, the medal count control board 17 transmits a frame-side information command indicating that an abnormality has occurred in the connection between the CU3 and the S unit 2 to the main control board 16.
[0300] Based on receiving a frame-side information command indicating that an abnormality has occurred in the connection between the CU3 and the S unit 2 from the medal count control board 17, the main control board 16 transmits an unconnected notification command to the effect control board 15. Also, based on receiving a frame-side information command indicating that an abnormality has occurred in the connection between the CU3 and the S unit 2 from the medal count control board 17, the main control board 16 invalidates the acceptance of the start operation of the unit game by the start switch 7. In a state where the acceptance of the unit game start operation is invalid, even if the player operates the start switch 7, the main control board 16 does not perform the start process of the unit game. Thus, when the connection with the CU3 is disconnected after the bet number setting operation and before the operation of the start switch 7, by not accepting the operation of the start switch 7, it is possible to prevent a new game from starting in a state where the connection with the CU3 is disconnected.
[0301] <Third Example of Processing When the Connection between the S Unit 2 and the CU3 is Disconnected> FIG. 61 is a diagram showing a third example of the processing when the connection with the CU3 is disconnected. In FIG. 61, an example where the connection between the S unit 2 and the CU3 is disconnected after the operation of the start switch 7 and before the stop operation is described.
[0302] After the power is turned on, the performance control board 15, main control board 16, and medal count control board 17 start up normally, and S-machine 2 and CU3 are also connected normally. As shown in the figure, after the start switch 7 is operated, the connection between S-machine 2 and CU3 is severed. Based on the disconnection between CU3 and S-machine 2, the medal count control board 17 disables the acceptance of counting operations. Also, based on the disconnection between CU3 and S-machine 2, the medal count control board 17 sends a frame-side information command to the main control board 16 indicating that an abnormality has occurred in the connection between CU3 and S-machine 2.
[0303] In the example shown in Fig. 61, the main control board 16 receives a frame-side information command indicating that an abnormality has occurred in the connection between CU3 and S-machine 2, and then transmits an unconnected notification command to the performance control board 15 based on the fact that a stop operation has been performed. In other words, after receiving the frame-side information command, the main control board 16 does not transmit an unconnected notification command until the stop operation has been performed. Furthermore, the main control board 16 invalidates the acceptance of the bet number setting operation based on the fact that a stop operation has been performed.
[0304] In this way, if the connection between S-machine 2 and CU3 is disconnected after the start switch 7 is operated but before the stop operation is performed, the main control board 16 accepts the stop operation without invalidating the stop operation, and invalidates the start of the next unit game after the stop operation is performed. More specifically, if the connection between S-machine 2 and CU3 is disconnected while a unit game is being executed, the main control board 16 accepts the stop operation, and after the display result is derived by the stop operation, it invalidates the acceptance of the bet number setting operation to start the next unit game. As a result, in this embodiment, if the connection to CU3 is disconnected during the execution of a unit game, the game can continue to progress until the unit game ends, and a decline in interest in the game can be suppressed.
[0305] 59 to 61, the medal count control board 17 disables the acceptance of the counting operation when it determines that the connection with CU3 has been disconnected. More specifically, the medal count control board 17 disables the acceptance of the counting operation when it determines that the connection with CU3 has been disconnected in any of the following states: a state in which the bet number setting operation can be accepted as shown in FIG. 59; a state in which the bet number setting operation has been accepted but a unit game has not started as shown in FIG. 60; and a state in which a unit game is being executed as shown in FIG. 61. This makes it possible to prevent the counting operation from being performed when the connection between the S machine 2 and CU3 is disconnected in this embodiment.
[0306] 59 and 60, if the connection between CU3 and S-machine 2 is cut off before the start of a unit game, the main control board 16 transmits an unconnected notification command to the performance control board 15 when it receives a frame-side information command from the medal count control board 17 indicating that an abnormality has occurred in the connection between CU3 and S-machine 2. On the other hand, if the connection between CU3 and S-machine 2 is cut off during the execution of a unit game as shown in FIG. 61, the main control board 16 transmits an unconnected notification command to the performance control board 15 based on the fact that a stop operation has been performed after it receives a frame-side information command from the medal count control board 17 indicating that an abnormality has occurred in the connection between CU3 and S-machine 2.
[0307] More specifically, if the connection between S-machine 2 and CU3 is disconnected while the bet setting operation is valid and after the bet setting operation has been accepted but the unit game has not yet started, the main control board 16 causes the performance control board 15 to start notifying the player that CU3 is not connected. On the other hand, if the connection between S-machine 2 and CU3 is disconnected while the unit game is being played, the main control board 16 causes the performance control board 15 to start notifying the player that CU3 is not connected after the display result is derived by the stop operation. As a result, in this embodiment, if the connection between CU3 is disconnected while the unit game is being played, the player is allowed to continue playing until the unit game ends, and is notified of the fact that CU3 is not connected at the time the unit game ends.
[0308] <The Fourth Example of the Processing When the Connection between the S Unit 2 and the CU 3 is Cut Off> FIG. 62 is a diagram showing the fourth example of the processing when the connection with the CU 3 is cut off. In FIG. 62, an example in which the connection between the S unit 2 and the CU 3 is cut off while a specific effect is being executed will be described. The specific effect is an effect executed during a unit game, which is an effect that prompts the player to operate the effect switch 56 after the third stop operation. More specifically, in the specific effect, when the effect switch 56 is pressed after the third stop operation, the effect result is notified. A specific example of the specific effect will be described in FIG. 63.
[0309] As shown in FIG. 62, during the execution of the specific effect when the start switch 7 is operated, the connection between the S unit 2 and the CU 3 is cut off. Based on the fact that the connection between the CU 3 and the S unit 2 has been cut off, the medal number control board 17 transmits a frame-side information command indicating that an abnormality has occurred in the connection between the CU 3 and the S unit 2 to the main control board 16.
[0310] In the example shown in FIG. 62, after receiving the frame-side information command indicating that an abnormality has occurred in the connection between the CU 3 and the S unit 2, the main control board 16 transmits an unconnected notification command to the effect control board 15 based on the fact that a stop operation has been performed and all the reels have stopped. The effect control board 15 that has received the unconnected notification command performs an unconnected notification. In the example of FIG. 62, since the specific effect is being executed before all the reels stop, the effect control board 15 displays an effect switch promotion image that promotes the pressing of the effect switch 56 based on receiving an end command from the main control board 16. The effect switch promotion image is, for example, an image including the character "Press the effect switch" together with an image showing the effect switch 56.
[0311] The player presses the effect switch 56 when the effect switch promotion image is displayed. Based on the fact that the effect switch 56 has been pressed, the effect control board 15 executes a specific effect result notification, which is a process of notifying the result of the specific effect.
[0312] FIG. 63 is a diagram for explaining the mode of a special effect. In FIG. 63(A), a screen showing a normal advantageous zone is displayed. When the player presses the start switch 7, the execution of a special effect begins as shown in FIG. 63(B). In the special effect, it is indicated that the character 57 will take on some kind of challenge at the start of a unit game. The challenge may be, for example, whether or not the character can jump over a mountain, or whether or not the character can fight and win against an enemy character, and includes various challenges.
[0313] In the example of Figure 63, an image including the words "Challenge Begins!" is displayed as shown in Figure 63(B). After the execution of the specific effect begins and an image including the words "Challenge Begins!" is displayed, the connection between S-machine 2 and CU3 is disconnected. Thereafter, the main control board 16 maintains a state in which it is able to accept a stop operation. As shown in Figure 63(D), the player performs a first stop operation, a second stop operation, and a third stop operation. After the third stop operation is performed, as shown in Figure 63(E), the effect switch prompt image Hy1 is displayed. As described above, the effect switch prompt image Hy1 is displayed based on the effect control board 15 receiving an end command. Furthermore, after the third stop operation is performed, the unconnected notification image Un1 is displayed as shown in Figure 63(E). The unconnected notification image Un1 is displayed by the effect control board 15 based on the effect control board 15 receiving an unconnected notification command.
[0314] As shown in FIG. 63(F), when the player presses the effect switch 56, the display of the effect switch prompt image Hy1 ends and the specific effect result image Rs1 is displayed. In the example of FIG. 63(F), the specific effect result image Rs1 includes the words "Challenge successful!" The specific effect result image Rs1 may also include words such as "Victory!" or "Good job!" The specific effect result image Rs1 may also include words such as "Challenge failed," "Lose," or "Sorry."
[0315] As explained in Figures 62 and 63, even if the connection between the S-machine 2 and the CU3 is cut off during the execution of a special effect, the special effect result image Rs1 can be displayed without interrupting the progress of the special effect. More specifically, the effect control board 15 can prompt the player to operate the effect switch 56 after the display result is determined by the stop operation during a unit game, and can notify the player of the result of the special effect based on the operation of the effect switch 56. If the connection between the S-machine 2 and the CU3 is cut off during the execution of a special effect and the display result has not yet been determined by the stop operation, the main control board 16 disables the bet number setting operation after the display result is determined by the stop operation, while enabling the operation of the effect switch 56. The main control board 16 causes the effect control board 15 to notify the special effect result image Rs1 based on the operation of the effect switch 56. This allows the result of the special effect to be notified even if the connection with the CU3 is cut off during the special effect, thereby preventing a decrease in the interest in the special effect.
[0316] [Regarding gaming programs and non-gaming programs] In this embodiment, the main control unit 161 of the S unit 2 executes a gaming program and a non-gaming program. A gaming program is a program that contains instructions related to the progress of a game, such as internal lottery processing. A non-gaming program is a program that contains instructions that are not directly related to the progress of a game, such as outputting data to a winning combination monitor. Malfunctions can occur when data between a gaming program and a non-gaming program is unintentionally mixed. For example, if data in a non-gaming RAM area is rewritten in accordance with an instruction from a gaming program, even though the data should be rewritten in the gaming RAM area, this can result in a program malfunction. To prevent such malfunctions, the main control unit 161 distinguishes between gaming programs and non-gaming programs, executes the programs, and progresses the game.
[0317] The following describes the areas in which non-game programs and game programs are stored, using Figure 64. Figure 64 is an address map of the memory area used by the main control unit 161. As shown in Figure 64, the memory area used by the main control unit 161 includes a memory area (0000H to EFFFH) allocated to the ROM 161b and a memory area (F000H to FFFFH) allocated to the RAM 161c.
[0318] The memory area of ROM 161b consists of a program / data area where programs and fixed data are stored, an unused area where access is prohibited, and other areas. The other areas include a ROM comment area where any data such as the program title and version can be set, a vector table area where the upper addresses of the subroutines of the CALLV instruction and the start address of the timer interrupt process (main) are set, a HW parameter area where parameters for setting the internal functions of the main control unit 161 in terms of hardware are set, and the unused area where access is prohibited.
[0319] The memory area of the RAM 161c consists of a usable area (F000H to F400H) that can be used as a work area, and other areas (F401H to FFFFH). The other areas include an internal function register area (FE00H to FEACH) that stores registers for controlling the various functions installed in the main control unit 161. The various functions installed in the main control unit 161 include, for example, the functions of a serial communication circuit, which will be described later. In other words, the internal function register area of the RAM 161c includes a storage area for setting the functions of the serial communication circuit.
[0320] The program / data area in ROM161b includes a game program area in which game programs related to the progress of the game are stored, a game data area in which game data used by the game programs is stored, unused area 1, a non-game program area in which non-game programs not related to the progress of the game are stored, a non-game data area in which non-game data used by the non-game programs is stored, and unused area 2.
[0321] The progression of a game refers to the progression of a series of processes that make up the game, and in the case of a slot machine, this refers to the progression of the stages of setting the number of bets and allowing the game to begin, starting the game and spinning the reels, stopping the reels and deriving the display result, and awarding value such as medals based on the display result.
[0322] In the above, the term "before and after" refers to the relationship between the address values assigned to the storage areas, with a smaller address being the front and a larger address being the back. Therefore, a storage area allocated behind a certain storage area corresponds to a storage area with a larger address value than that storage area, and a storage area allocated ahead of that storage area corresponds to a storage area with a smaller address value than that storage area.
[0323] RAM161c includes a game RAM area used by game programs as a work area, an unused area 3, a stack area where game programs save data, a non-game RAM area used by non-game programs as a work area, an unused area 4, and a stack area where non-game programs save data.
[0324] The game RAM area is composed of areas A to D. Here, areas A to D are called areas to be initialized entirely, areas B to D are called areas to be initialized when a setting change ends, areas C to D are called areas to be initialized when a bonus (BB) ends, and area D is called an area to be initialized when each game ends. The areas to be initialized entirely are areas that are initialized by performing a specified operation when a RAM error occurs. The areas to be initialized when a setting change ends are areas that are initialized when a setting change ends. The areas to be initialized when a bonus ends are areas that are initialized when a bonus ends. The areas to be initialized when each game ends are areas that are initialized every time a game ends.
[0325] Hereinafter, the game program area, game data area, and game RAM area may be collectively referred to as the game area, and the non-game program area, non-game data area, and non-game RAM area may be collectively referred to as the non-game area.
[0326] The non-game RAM area is composed of areas E and F. Here, area E is called the area to be initialized at the end of each game, and area F is called the area to be initialized when the power is turned on. The area to be initialized at the end of each game (area E) in the non-game RAM area is an area that is initialized every time a game ends, similar to the area to be initialized at the end of each game (area D) in the game RAM area. Furthermore, the area to be initialized at power on (area F) is an area that is initialized when the power is turned back on after a power outage to S machine 2. Area F stores variables used in the safety device processing described below. Furthermore, area E stores a play stop flag used in the safety device processing described below.
[0327] [Instructions used in the program]
[0328] The programs executed by the main control unit 161 include a main routine that manages the progress of the entire program, and subroutines that are called during the execution of other programs.
[0329] The LD instruction is included as an instruction for reading data stored in the program / data area in the main control unit 161. The LD instruction is an instruction for reading one byte of data stored at an address specified in the main routine or subroutine into a specified register. The main control unit 161 reads the data stored at the address specified by the LD instruction and stores the read data in the register specified by the LD instruction.
[0330] The LD instruction includes a normal LD instruction and a special LD instruction, the LDQ instruction. The normal LD instruction is an instruction that specifies both an upper address and a lower address and reads data stored in a specific area of ROM 161b or RAM 161c using the specified upper address and lower address. In contrast, the LDQ instruction specifies only the lower address, and is an instruction that specifies an address using a predetermined upper address and a specified lower address in a special register (Q register) in the internal function register area of RAM 161c, reads data stored in a specific area of ROM 161b or RAM 161c, and stores the read data in the specified register. This makes it possible to store specified data in a specified register using a smaller amount of data than the normal LD instruction.
[0331] When reading data stored in a specific area of ROM 161b or RAM 161c in a main routine or subroutine, the LDQ instruction, which is a special LD instruction, can be used to read data from the specific area by specifying only the lower part of the address, rather than specifying the entire address (upper and lower parts) that indicates the specific area. By using the LDQ instruction, it is possible to read a smaller amount of data than with a normal LD instruction, which reads data by specifying both the upper and lower addresses, and it is possible to reduce the amount of program waste required to specify addresses when reading data.
[0332] Furthermore, among the game data stored in the game RAM area of RAM 161c, particularly frequently used game data is stored in an area of the game RAM area whose starting address is a specific value, and this specific value is set as the upper address of the game data in a special register (Q register).When the main control unit 161 reads the game data, by specifying only the lower address using the LDQ instruction, it becomes possible to read game data with a smaller amount of data than with a normal LD instruction which reads data by specifying both the upper and lower addresses, thereby reducing the waste of programming for specifying addresses when reading this game data.
[0333] Furthermore, the main control unit 161 can change the value set in the special register (Q register) in the main routine or subroutine. As will be described later, during the initialization process performed at startup, the built-in registers are set in the special register (Q register) with a specific value indicating the start address of game data frequently used by the game program. In this embodiment, the special register (Q register) includes two registers, a first Q register and a second Q register. Hereinafter, the first Q register and the second Q register will be collectively referred to simply as the "special register (Q register)." For example, "F0" is stored in the special register (Q register). Thus, when a game program is being executed, a specific value indicating the start address of game data frequently used by the game program is set in the special register (Q register), and the game program can read out the frequently used game data using the LDQ instruction.
[0334] Note that the upper address used when reading with the LDQ instruction as a special LD instruction may be set in a predetermined storage area other than a special register (e.g., the Q register), such as a vector table area, and if a special LD instruction is used in which a part of the address is specified using a value stored in a predetermined storage area such as the vector table area and the remaining part of the address is specified by a program, the waste of the program for specifying an address when reading data can be reduced. Furthermore, even if a special LD instruction is used in which, for example, an identification value having a data amount smaller than the address is assigned to each of a plurality of areas constituting the vector table area, data storage addresses are set to each of these plurality of areas, and the storage address of the data stored in the area corresponding to the identification value is specified, the waste of the program for specifying an address when reading data can be reduced.
[0335] The main control unit 161 also includes a CALL instruction (call instruction) as an instruction to cause the main control unit 161 to execute a program stored in the program / data area. The CALL instruction is an instruction to call and execute a subroutine stored at a specified address in a main routine or subroutine. When calling a subroutine with the CALL instruction, the main control unit 161 stores the caller's address in the stack area, and calls and executes the subroutine stored at the specified address. Then, when the subroutine ends, the main control unit 161 returns to the caller's address stored in the stack area, i.e., the main routine or subroutine program that executed the CALL instruction, with a RET instruction (return instruction).
[0336] Furthermore, the main control unit 161 includes a CALLEX instruction (call instruction) as an instruction for causing the main control unit 161 to execute a program stored in the program / data area. The CALLEX instruction not only calls a subroutine stored at an address specified in a main routine or subroutine, but also switches register banks. Figure 65 is a diagram for explaining the register banks included in the CPU 161a of the main control unit 161. As shown in Figure 65, the CPU 161a has a first register bank R1 and a second register bank R2.
[0337] The first register bank R1 includes ten registers: a first Q register, a first U register, a first A register, a first B register, a first C register, a first D register, a first E register, a first F register, a first H register, and a first L register. Similarly, the second register bank R2 includes ten registers: a second Q register, a second U register, a second A register, a second B register, a second C register, a second D register, a second E register, a second F register, a second H register, and a second L register.
[0338] In this embodiment, the main control unit 161 uses the first register bank R1 when executing instructions according to a program written in the game program area, and uses the second register bank R2 when executing instructions according to a program written in the non-game program area. In other words, the main control unit 161 does not use the second register bank R2 when executing instructions according to a program written in the game program area, and does not use the first register bank R1 when executing instructions according to a program written in the non-game program area. This prevents the S machine 2 in this embodiment from unintentionally mixing data between game programs and non-game programs, which could cause malfunctions. Note that, hereinafter, the program written in the game program area will be referred to simply as the "game program," and the program written in the non-game program area will be referred to simply as the "non-game program."
[0339] That is, the main control unit 161 uses the first register bank R1 when executing a game program as a main routine, but switches from the first register bank R1 to the second register bank R2 when a non-game program is called as a subroutine by the CALLEX instruction. More specifically, when the main control unit 161 calls a non-game program area as a subroutine by the CALLEX instruction, it stores the caller's address in the stack area and calls and executes the subroutine stored at the specified address. Then, upon completion of the subroutine, the main control unit 161 returns to the caller's address stored in the stack area, i.e., the game program that executed the CALLEX instruction, by issuing a RETEX instruction (return instruction), and switches from the second register bank R2 to the first register bank R1. This allows the S unit 2 in this embodiment to use different register banks when executing a game program and when executing a non-game program, preventing the processing contents of the game program area and the processing contents of the non-game program area from being mixed on the registers.
[0340] Each register in the first and second register banks has a role and a function. The first A register and second A register are general-purpose registers called accumulators and have various functions. The first B register, second B register, first C register, and second C register are also general-purpose registers, but have fewer specific functions than the A register.
[0341] The first F register and the second F register are called flag registers. The flag registers are configured to change depending on the result of an operation. Each of the first F register and the second F register consists of 8 bits, and a flag for determining whether an overflow has occurred is stored in the second bit. If an overflow occurs as a result of an operation in the first register bank R1 or the second register bank R2, a "1" is stored in the second bit of the flag register. Hereinafter, the storage of a "1" in the second bit of the flag register due to the occurrence of an overflow will be referred to as "the flag register being in the on state."
[0342] Moreover, overflow includes both overflow due to addition and overflow due to subtraction. Overflow due to subtraction is sometimes called underflow. This allows the main control unit 161 to detect whether an overflow has occurred in the calculation result using a flag register. Because the overflow detection process can be performed using the register functions, the processing speed is faster and the processing load is smaller than when the overflow is detected by a program.
[0343] [Q register setting] FIG. 66 is a flowchart showing the startup process of the main control unit 161. The main control unit 161 is realized as a control computer such as a microcomputer. Before a user program is executed, the main control unit 161 executes a startup process for setting, for example, the hardware functions of the microcomputer. The user program is a program for controlling the progress of a game, is stored in the ROM 161b, and is designed by a gaming machine manufacturer or the like. On the other hand, the startup process is a process provided in the main control unit 161 itself, and is automatically executed when the main control unit 161 is started up.
[0344] The main control unit 161 executes the startup process of the main control unit 161 shown in Fig. 66, also based on the supply of power to the main control unit 161. In Fig. 66, as an example of a setting process related to the hardware functions of the main control unit 161, initial values are set in the first Q register and the second Q register (step Sj1). After executing step Sj1, although not shown, the main control unit 161 may execute a setting process related to the hardware functions of the main control unit 161. The setting process related to the hardware functions may, for example, set the functions of a serial communication circuit.
[0345] In step Sj1 of this embodiment, the initial value of the first Q register is, for example, "F0," and the initial value of the second Q register is, for example, "F3." This allows the main control unit 161 to reduce the amount of program waste required to specify an address when calling a game RAM area that is frequently referenced and written to when executing a game program. Similarly, the main control unit 161 can reduce the amount of program waste required to specify an address when calling a non-game RAM area that is frequently referenced and written to when executing a non-game program. This allows the main control unit 161 of this embodiment to reduce the program capacity required to execute instructions for both game programs and non-game programs.
[0346] In step Sj1, the main control unit 161 sets initial values in the first Q register and the second Q register, and then executes the user program (step Sj2). The user program includes an initial setting process (described later in FIG. 67) and a main process (described later in FIG. 68). In this manner, before starting game control by the user program, an initial value is set in the first Q register, and an initial value is also set in advance in the second Q register. This allows the main control unit 161 to set initial values in the first Q register and the second Q register before starting game control, thereby simplifying processing. Furthermore, this configuration eliminates the need to set values in the first Q register and the second Q register in the user program. In other words, it is possible to reduce the processing performed in the user program. Note that, although the initial values in the first Q register and the second Q register are different in this embodiment, the same value may be set as the initial value.
[0347] [Initial setting process for main control board 16] 67 is a diagram for explaining the initial setting process performed by the main control board 16. The initial setting process is included in the user program and is described in the game program area of the ROM 161b.
[0348] When power supply to the S unit 2 is started, the main control board 16 starts up with timer interrupts set to disabled due to a reset, and performs various processes according to the programs stored in the ROM 161b of the main control board 16. After starting up, first, all output ports 0 to 9 are initialized, and an initial setting process included in the game program is performed.
[0349] The initial setting process starts with timer interrupts disabled. As shown in FIG. 67, the initial setting process first refers to a predetermined area of the input port (Sa1) and determines whether the power interruption detection signal output from the power interruption detection circuit is in the ON state (Sa2). If the power interruption detection signal is in the ON state, the process waits until the power interruption detection signal turns OFF. After that, when the power supply voltage of S-unit 2 returns to normal and the power interruption detection signal turns OFF, the main control unit 161 sets values in the first Q register and the second Q register (Sa2Q). In step Sa2Q, "F0" is set in the first Q register and "F3" is set in the second Q register. That is, in step Sa2Q, the same process as step Sj1 in FIG. 66 is performed. In other words, the same value is reset in the first Q register and the second Q register.
[0350] In this way, the main control unit 161 sets values in the first Q register and the second Q register not only in the startup process but also in the user program. This allows the main control unit 161 to set any value in the first Q register and the second Q register in the user program. Even if an abnormality occurs in the startup process of the main control unit 161 and initial values are not set in the first Q register and the second Q register in step Sj2, the values are set in the first Q register and the second Q register in the user program, preventing an abnormality from occurring in the user program due to values not being set in the first Q register and the second Q register. In the present embodiment, the S-unit 2 sets values in the first Q register and the second Q register in both the process of step Sj1 in FIG. 66 and the process of step Sa2Q in FIG. 67. However, the S-unit 2 may be configured to perform only one of the processes of step Sj1 in FIG. 66 and step Sa2Q in FIG. 67.
[0351] Next, the main control unit 161 calculates the parity of a predetermined area of the RAM 161c (Sa3), and sets a predetermined initial address in the stack pointer (Sa4). Then, it determines whether the parity calculated in step Sa3 is normal (Sa5), and if the parity is normal, it acquires fixed data for RAM destruction diagnosis that was set in a predetermined area of the RAM 161c at the time of power outage (Sa6), and diagnoses whether the stored contents of the RAM 161c are destroyed based on the fixed data for RAM destruction diagnosis (Sa7).
[0352] If it is determined in step Sa5 that the parity is normal, or if the contents stored in RAM 161c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in RAM 161c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). Note that an abnormality in RAM 161c occurs when the parity is abnormal, or when the parity is normal but the stored contents are diagnosed as abnormal.
[0353] If an abnormality occurs in the RAM 161c, the values of the flag registers in the main control board 16, which store the calculation results, are saved in the game stack area of the game RAM area by being stored in a predetermined order, and then non-game RAM area initialization processing included in the non-game program is called (Sa10). That is, the processing of step Sa10 is processing for calling a non-game program from the game program. Therefore, the process name of step Sa10 is prefixed with the word "(non-game)." In the initialization processing shown in FIG. 67 and the main processing shown in FIG. 68, the process name for calling a non-game program from the game program is prefixed with the word "(non-game)." Specifically, steps Sa10, SaF1, and Sa30 in FIG. 67 and steps Sb2, Sb13, Sb36, and Sb50 in FIG. 68 correspond to processing for calling a non-game program from the game program. Hereinafter, such a process of calling a non-game program from a game program will be simply referred to as a “non-game program calling process.” The CALLEX command described above can be used in the non-game program calling process.
[0354] When a non-game program call process such as the non-game RAM area initialization process shown in step Sa10 is executed, the main control unit 161 executes the process of switching the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2 and the process of setting the value of the second Q register at the beginning of the process corresponding to the non-game program call process. At this time, "F3" is set in the second Q register. That is, in the non-game program call process, the value of the second Q register is reset, similar to step Sj1 in FIG. 66 and step Sa2Q in FIG. 67.
[0355] In this manner, the main control unit 161 sets a value in the first Q register in step Sj1 in FIG. 66 and step Sa2Q in FIG. 67 before game control is initiated, and sets a value in the second Q register each time a non-game program call process is executed to call a non-game program from a game program. As a result, in the S machine 2 of this embodiment, even if an unintended value is set in the second Q register of the second register bank R2, the value in the second Q register of the second register bank R2 can be reset each time a non-game program is called, thereby ensuring prevention of malfunctions. The main control unit 161 does not need to set a value in the second Q register each time a non-game program is called. That is, as described above, in the S machine 2 of this embodiment, values are set in the first Q register and the second Q register in advance in step Sj1 in FIG. 66 and step Sa2Q in FIG. 67 before game progress control is initiated. Therefore, a value is already set in the second Q register without the need to set a value in the second Q register each time a non-game program is called.
[0356] Furthermore, in the process of step Sj1 in Figure 66 and the process of step Sa2Q in Figure 67, the main control unit 161 may set a value only in the first Q register without setting a value in the second Q register, and may set the value of the second Q register when a non-game program is called. In this case, the main control unit 161 may set the value of the second Q register only when a non-game program is called for the first time after power-on. That is, as described above, in order to ensure prevention of malfunctions, the value of the second Q register is not reset every time a non-game program is called, but the value of the second Q register is set only when a non-game program is called for the first time after power-on, thereby simplifying the process.
[0357] Thereafter, the non-game RAM area is initialized, which is the objective of the non-game RAM area initialization process. More specifically, the main control unit 161 specifies the start address (the first address of the unused area) and end address (the last address of the non-game RAM area) of the RAM to be initialized, and then repeatedly executes a process of clearing the data at the specified address using the start address as the initial value of the specified address and then updating the specified address to the next address until the specified address becomes the specified address. This initializes the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area to the end of the non-game RAM area). Then, a process is executed to switch the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1. After initializing the non-game RAM area of the RAM 161c, the process returns to the initial setting process.
[0358] In addition, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the start address and end address of the RAM to be initialized, and the RAM area of that capacity can be cleared sequentially from the start address of the RAM to be initialized, thereby initializing the area from the start address to the end address of the RAM to be initialized.
[0359] If it is determined in step Sa8 that there is no abnormality in RAM161c, the fixed data for RAM destruction diagnosis set in RAM161c is cleared (Sa12), and the RAM destruction initialization start address is set to specify the address of the game RAM area that will be subjected to initialization processing if there is an abnormality in RAM161c (Sa13).
[0360] Next, in the S machine 2 in this embodiment, an area F initialization process, which is a non-game program call process, is executed (SaF1). The area F initialization process is a process for initializing the area F included in the non-game RAM area shown in FIG. 64. Details of the area F initialization process will be explained later. After that, the input port 2 is referenced to determine whether the setting key switch 37 is in the ON state (Sa14).
[0361] If it is determined in step Sa14 that the setting key switch 37 is in the ON state, a gaming machine installation information command is sent to the medal count control board 17 (Sa14a), and setting change processing is performed. In the setting change processing, the reset / setting switch 38 and the start switch 7 are operated in a predetermined sequence to confirm the setting value. When it is detected that the setting key switch 37 has been turned OFF, the setting change processing is terminated and the game is allowed to proceed. Furthermore, in the setting change processing, when the setting change processing starts, a setting command (start) indicating the start of the setting change processing is sent to the performance control unit 151, and when the setting change processing ends, a setting command (end) indicating the end of the setting change processing is sent. Furthermore, when the setting change processing ends, the setting change processing specifies the start address of the RAM area to be initialized at the time of the setting change, and the process returns to step Sb47 of the main processing, which will be described later. Then, by performing RAM initialization processing in step Sb47, the area from the start address of the RAM area to be initialized at the time of the setting change to the end address of the game RAM area, i.e., all game RAM areas, are initialized. In addition, it is also possible to configure the RAM 161c so that all game RAM areas except for the stack area currently in use are initialized.
[0362] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, the RAM 161c is checked for abnormality based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa15). If it is determined that the RAM 161c is not abnormal, the output buffer for outputting external output signals is cleared (Sa16). Also, a reel error counter, which is set in a predetermined area of the RAM 161c and counts the number of reel rotation errors detected in the main processing described below, is cleared (Sa17). Then, the stack pointer SP is set to the address at the time of power failure based on the contents stored in the RAM 161c, thereby restoring the stack pointer to its state at the time of power failure (Sa18). Then, a gaming machine installation information command is sent to the medal count control board 17 (Sa15a), and port input processing is performed twice in succession (Sa19, Sa20).
[0363] The port input process is a process for updating input status data (input data indicating the current input status of the various switches, decision data indicating that the current and previous input data are the same, and edge data indicating that the decision data has changed from the previous time) relating to the input status of the various switch detection signals input to the parallel input port. Port input buffers 0-2 are provided in a predetermined area of the game RAM area of RAM 161c to store the input status data of the various switches, and the input status data of the various switches updated by the port input process is stored in a predetermined bit of the port input buffer, which is predetermined for each type. In the port input process, the input ports 0-2 of the parallel input port are set.
[0364] The detected states (ON state or OFF state) of various switches are stored as input data in predetermined bits of the port input buffer. Furthermore, the detected states (ON state or OFF state) of the previous and current port input processes are compared. If the current and previous input data are the same, the determined data is updated to indicate the detected state of the current input data. On the other hand, if the current and previous input data are different, the previous determined data is maintained. Furthermore, the current and previous determined data are compared. If the determined data changes from an OFF state to an ON state, ON edge data indicating that the determined data has changed from an OFF state to an ON state is stored in predetermined bits of port input buffers 0 to 2. If the determined data changes from an ON state to an OFF state, OFF edge data indicating that the determined data has changed from an ON state to an OFF state is stored in predetermined bits of port input buffers 0 to 2. The input data, determined data, and edge data of various switches stored in the port input buffers can be referenced by game programs and non-game programs.
[0365] Furthermore, by performing the port input process twice in succession in the initial setting process, when the port input process is subsequently performed, input status data relating to the input status of the detection signals of the various switches is created based on the input status of the various switches after the initial setting process, i.e., the input status of the various switches after the power supply to S unit 2 is resumed. This prevents unintended input situations from being identified. Furthermore, the port input process may be configured to create finalized data based on input data acquired through three or more port input processes (e.g., input data from the current, previous, and previous-previous times). In such a configuration, by performing the port input process consecutively in the initial setting process one less time than the number of port input processes required to create finalized data, input status data can be created when the port input process is performed after the initial setting process based on the input status of the various switches after the initial setting process.
[0366] After the port input processing is performed in steps Sa19 and Sa20, a specified input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22), and if the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a specified area of RAM 161c (Sa23).
[0367] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, a restoration command indicating that the control state before power failure has been restored is sent to the performance control unit 151 (Sa24), and then, in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 will be transmitted is set in a predetermined area of RAM 161c (Sa25). In the command transmission process, a door command is normally transmitted when the detection state of the door open detection switch 25 has changed, but if the door command transmission flag is set in the predetermined area of RAM 161c, a door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of the door open detection switch 25 has changed.
[0368] Then, after setting the door command sending flag in step Sa25, all registers are restored to the state before power was cut off stored in RAM 161c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is terminated and the process transitions to the timer interrupt process (main), and then the process returns to the main process that was being executed before the power supply to S unit 2 was cut off.
[0369] On the other hand, if it is determined in step Sa15 that there is an abnormality in the RAM 161c, a gaming machine installation information command is sent to the medal count control board 17 (Sa15b), and gaming RAM initialization processing is performed (Sa28), initializing the area from the RAM destruction initialization start address set in step Sa13 to the end of the gaming RAM area of the RAM 161c. Then, similar to the processing in Sa10, the main control unit 161 executes non-gaming RAM area initialization processing, which is a non-gaming program call processing (Sa30). That is, at the beginning of the processing, the main control unit 161 executes processing to switch the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2 and processing to set the value of the second Q register. Next, after initializing the non-gaming RAM area, the main control unit 161 executes processing to switch the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1. Next, the main control unit 161 sets the door command transmission flag (Sa32), sets the timer interrupt to enabled (Sa33), prepares a RAM abnormality error number indicating that there is an abnormality in RAM 161c in a specified register (Sa34), terminates the initial setting process, and transitions to error processing.
[0370] Error processing is a process that controls the game to an error state in which game progress is disabled. An error command that can identify an error number stored in a specified register is sent to the performance control unit 151, and the error number is set in a specified area of the RAM 161c as an error flag that can be referenced by other processes (e.g., the sensor monitoring process described below). The error number is also controlled to be displayed on the game auxiliary display 12. Thereafter, the error state is controlled until it is determined that the error state release condition corresponding to the error number stored in the specified register has been met. If the RAM abnormality error number is stored in the specified register and the game enters an error state, turning on the power switch with the setting key switch 37 turned on will transition to a setting change state, initializing all game RAM areas, thereby reliably eliminating the data abnormality in the RAM 161c and clearing the error state. On the other hand, if the power switch is turned on without the setting key switch 37 turned on, an abnormality in the RAM 161c will be detected again, and the game will enter an error state again.
[0371] In this way, after the supply of power to S-stand 2 is started, the main control board 16 executes the startup process of the main control unit 161 shown in Fig. 66 and then executes a user program including initial setting processing, and in the initial setting processing, the main control board 16 transitions to one of timer interrupt processing (main), setting change processing, or error processing depending on the state of the main control board 16 when the supply of power to S-stand 2 is started. When transitioning to these processes, a command capable of specifying the type of processing to transition to is sent to the performance control unit 151. When transitioning to timer interrupt processing (main), that is, when returning to the control state before the power supply to S-stand 2 was stopped, a return command is sent to the performance control unit 151, when starting setting change processing and transitioning to the setting change state, a setting command (start) is sent to the performance control unit 151, and when starting error processing and transitioning to the error state due to an abnormality in RAM 161c, an error command is sent to the performance control unit 151.
[0372] After transitioning from the initial setting process to the setting change process, the main control board 16 passes through the setting change state and returns to a state in which the game can proceed, and when returning to the state in which the game can proceed, it sends a setting command (end) that can specify that the setting change state has ended to the performance control unit 151, but does not send a return command. Also, after transitioning to error processing due to an abnormality in RAM 161c, the main control board 16 is configured to return to a state in which the game can proceed by transitioning to the setting change process as described above and canceling the error state, and does not send a return command to the performance control unit 151 even when the error processing is terminated and the state in which the game can proceed is returned to.
[0373] In this way, the main control board 16 of this embodiment is started when power supply to the S unit 2 is started, and is configured to initialize all output ports 0 to 9. After initializing output ports 0 to 9, the main control board 16 performs an initial setting process included in the gaming program. Then, in the initial setting process, if it is determined that there is an abnormality in the RAM 161c, a non-game RAM area initialization process included in the non-game program is called to initialize a predetermined area of the non-game RAM area of the RAM 161c. In addition, in the initial setting process, a RAM initialization process included in the gaming program is called to initialize a predetermined area of the gaming RAM area of the RAM 161c, and the gaming RAM area is initialized by the gaming program, and the non-game RAM area is initialized by the non-game program.
[0374] [Safety device processing] In this embodiment, when the number of medals awarded to a player starts to increase throughout the day, an upper limit is set on the increase in the number of medals awarded, and a safety device process is executed to restrict the player from winning too many medals. The number of medals awarded in the safety device process is a value indicating the number of medals awarded to a player as a result of winning.
[0375] The main control unit 161 determines whether the number of awarded medals has started to increase, for example, by determining whether the number of awarded medals within a predetermined number of games (e.g., 50 games) is equal to or greater than a threshold. The main control unit 161 may also determine whether the number of awarded medals has started to increase using other methods. The safety device processing executed by the main control unit 161 is processing that disables game progress when the number of awarded medals after starting to increase reaches a limit. By executing the safety device processing, it is possible to prevent an excessive increase in the number of medals awarded to a player. This allows the S machine 2 in this embodiment to prevent excessive medals from being paid out from the slot machine due to fraudulent operation. Furthermore, an increase in the number of awarded medals could lead to a situation that is likely to significantly stimulate gambling. Therefore, by setting an upper limit and limiting the number of awarded medals, it is possible to prevent the S machine 2 from becoming a situation that is significantly stimulates gambling. The safety device processing is executed within the safety device-related processing of the main processing.
[0376] Figure 68 is a diagram explaining the control content of the main processing performed by the main control board 16. The main processing is repeatedly executed for each unit of play (one game). One cycle of the main processing corresponds to one unit of play. The main processing is included in the game program and includes multiple processes. As explained above, even in the main processing shown in Figure 68, the process names corresponding to non-game program call processes are prefixed with the words "(non-game)".
[0377] As shown in Fig. 68, the main control unit 161 first performs RT information output processing included in the non-game program (Sb2). The main control unit 161 outputs RT information to a test board or the like based on the fact that a game has ended due to the operation of the stop switches 8L, 8C, and 8R in the previous game. Fig. 69 is a diagram explaining the control content of the RT information output processing performed by the main control board 16. As described above, in the non-game program call processing, switching of the register bank (SQ4, SQ6) and setting of the value of the second Q register (SQ2) are executed first.
[0378] The main control unit 161 sets the stack pointer to the non-game RAM area (step Si2) and acquires the RT status (step Si3). Specifically, it refers to information about the game status (RT status) of S machine 2 set in a predetermined area of the game RAM area, and sets the information about the game status (for example, the RT status) to be output from the output port as an external output signal.
[0379] That is, in step Si3, the number of the external output signal to be output is read into a register, and external output signal processing is performed to output the external output signal to external devices such as call lamps and hall computers. The external output signal includes, for example, a signal indicating whether or not the system is controlled in a favorable zone. This makes it possible to notify external devices such as test boards and hall computers whether or not the system is controlled in a favorable zone. Furthermore, in the main processing, the external output signal processing for outputting RT information is executed before the multiple interrupt wait processing (Sbw1) described below. Furthermore, when transmitting RT information to a test board, the main control unit 161 transmits the RT information to the test board as a test signal.
[0380] Next, the main control unit 161 initializes the stop flag (step Si4). After that, the register bank is switched to the first register bank R1, and the RT information output process ends. Then, the main control unit 161 executes a multiple interrupt wait process (Sbw1). The multiple interrupt wait process is executed to ensure the output time of the information output in the RT information output process. That is, the main control unit 161 executes the multiple interrupt wait process for the purpose of delaying the progress of the game for a predetermined period of time. The multiple interrupt wait process is also referred to as a delay process. As a result, the main control unit 161 generates a test signal when the previous game ends, and then waits for a predetermined period of time. This ensures that an external device, such as a test board, reliably receives the test signal, and prevents information discrepancies from occurring between the external device and the main control unit 161.
[0381] Thereafter, the main control unit 161 performs a game start waiting process (Sb5) to be described later, and performs the process from the end of the control of the previous game to the start of the next game. In the game start waiting process, the acceptance of bet number setting is started, the process of setting the bet number according to the bet number setting operation is performed, and when the operation of the start switch 7 is detected with the specified number of bets set, the process of starting the next game is performed.
[0382] Next, the main control unit 161 performs a ball output control pre-processing (SbPre) to control ball output at the start of the game. The ball output control pre-processing is a pre-processing for controlling ball output within the advantageous zone. Details will be explained later.
[0383] Then, an internal lottery process is performed to determine whether or not a winning event is permitted (internal lottery) (Sb6). In the internal lottery process, an internal lottery is performed to determine whether or not a winning event is permitted (i.e., whether or not a display result is permitted to be derived) based on a preset setting value (1 to 6) in the S machine 2 and a random number value for the internal lottery obtained simultaneously with the start of a game upon detection of the start switch 7.
[0384] After that, after the AT lottery and other processes are executed, the following processes are performed in sequence: presentation control process (Sb12), test signal generation process (Sb13), control status command group transmission process (Sb14), and freeze control execution process (Sb16). The presentation control process sets a presentation flag that the main control board 16 references when controlling presentations. The test signal generation process corresponds to non-game program call process. The test signal generation process transmits a test signal so that information indicating the control status of S machine 2 can be confirmed by a test device installed outside the gaming machine. The information indicating the control status of S machine 2 includes the lottery results of the internal lottery process in step Sb6. The control status command group transmission process transmits a control status command group containing multiple commands that can identify various control states at the start of one game to the presentation control unit 151. In other words, the main control unit 161 outputs information regarding the result of the internal lottery and information regarding the game status to the presentation control unit 151. In the freeze control execution process, the presence or absence of a request for freeze control, which delays the progress of the game until a specified termination condition is met, is confirmed, and if a request is made, the type of freeze control and the timing for performing the freeze control are set in a specified area of RAM 161c.
[0385] A freeze execution process is performed to execute freeze control based on the type of freeze control and the execution timing of the freeze control set in RAM 161c (Sb16). In the freeze execution process, if freeze control is set to be executed at the start of game play in step Sb13, freeze control is executed to delay game control for a predetermined period of time. If a freeze control type involving an effect using reels 2L, 2C, and 2R (hereinafter referred to as reel effect) is set as the type of freeze control, an effect acceleration pattern (e.g., an acceleration pattern that rotates the reels in a direction different from the rotation direction of the reels in game, an acceleration pattern that starts rotation in the same direction as the rotation direction of the reels in game at a slower speed than the rotation direction of the reels in game, an acceleration pattern that vibrates the reels, etc.) is set in a predetermined area of RAM 161c as an excitation pattern for exciting the reel motors 32L, 32C, and 32R, and control is performed to execute the reel effect during the freeze control period. Then, the main control unit 161 executes a process to wait for multiple interrupts (Sbw2). The multiple interrupt wait process is executed to ensure the output time of information output in the test signal generation process. That is, the main control unit 161 executes the multiple interrupt wait process to delay the progress of the game for a predetermined period of time. The multiple interrupt wait process in Sbw2 and the multiple interrupt wait process in Sbw1 are common processes. That is, the main control unit 161 executes the same multiple interrupt wait process when the start switch 7 is operated to start the reel rotation and when the game is ended by operating the stop switches 8L, 8C, and 8R. This commonality of delay processes at the start and end of the game reduces storage capacity. In this embodiment, the execution of the multiple interrupt wait process in Sbw2 causes a delay of approximately 130 ms (0.13 seconds).
[0386] Furthermore, the main control unit 161 does not execute the process of determining whether to control the state of S-unit 2 to an error state during the commonly executed multiple interrupt wait process. The process of determining whether to control the state to an error state is, for example, the error transition process shown in Sb32. This allows the main control unit 161 to prevent a discrepancy from occurring between the information of the test signal sent to the test board and the information of S-unit 2 that has entered the error state, which would occur if the state were controlled to an error state during the delay process.
[0387] After the multiple interrupt wait process is performed in step Sbw2, the main control unit 161 references a single game time management timer set in a predetermined area of the RAM 161c to measure the elapsed time from the start of reel rotation in the previous game (Sb18), and determines whether the specified time for one game (4.1 seconds in this embodiment) has elapsed since the start of reel rotation in the previous game based on the single game time management timer (Sb19). At this time, the main control unit 161 determines whether the specified time for one game (4.1 seconds in this embodiment) has elapsed, taking into account that the multiple interrupt wait process is performed in Sbw2. Depending on the timing of operation of the start switch 7, the main control unit 161 executes the multiple interrupt wait process at a timing when the multiple interrupt wait process ends before the specified time for one game (4.1 seconds) has elapsed. More specifically, if the start switch 7 is operated at a timing when the multiple interrupt wait process can be executed before 3.97 seconds have elapsed since the start of reel rotation in the previous game, the main control unit 161 will start executing the multiple interrupt wait process at least before 3.97 seconds have elapsed.
[0388] This allows the main control unit 161 to properly determine whether 4.1 seconds have elapsed since the start of reel rotation in the previous game until the start of reel rotation in the next game, without including the 0.13 seconds caused by the delay process. In other words, the main control unit 161 executes the reel rotation start command transmission process in a predetermined game after 4.1 seconds have elapsed since the start switch 7 was operated in the game immediately preceding the predetermined game. Furthermore, after executing the delay process, the main control unit 161 executes step Sb19, which determines whether the specified time for one game has elapsed. That is, the main control unit 161 executes the delay process so that the delay process ends before the specified time for one game ends.
[0389] Then, if it is determined that the prescribed time for one game has not elapsed, the process waits until the prescribed time for one game has elapsed based on the timer for managing one game time, and after the prescribed time for one game has elapsed based on the timer for managing one game time, the timer for managing one game time is set to a predetermined value (in this embodiment, a value corresponding to 4.1 seconds) to newly start measuring the elapsed time from the start of reel rotation (Sb20), the wait lamp 93 is controlled to the OFF state (light-off state) (Sb21), and a reel rotation start command transmission process is performed to transmit to the performance control unit 151 a reel rotation start command that can specify that rotation control of reels 2L, 2C, and 2R will be started (Sb22). On the other hand, if it is determined in step Sb19 that the prescribed time for one game has elapsed, the process immediately proceeds to steps Sb20 to Sb22. After a predetermined value is set in step Sb20, the timer for managing one game's time is decremented every predetermined time, and becomes 0 when the specified time for one game (4.1 seconds in this embodiment) has elapsed from the start of reel rotation in the game. Therefore, it is possible to determine whether the specified time for one game has elapsed based on whether the timer for managing one game's time is 0 or not.
[0390] In this manner, the main control unit 161 in this embodiment executes the test signal generation process in Sb13, and then executes the multiple interrupt wait process in Sbw2, which delays the progress of the game for a predetermined period of time. The main control unit 161 also executes the reel rotation start process shown in Sb24, which starts the rotation of the reels after the predetermined period of delay caused by the multiple interrupt wait process in Sbw2. This allows the main control unit 161 to generate a test signal at the start of a game, and then enter a waiting state for a predetermined period of time by the delay process, thereby ensuring that external devices, including test boards, receive the test signal reliably, and preventing information discrepancies from occurring between the external devices and the main control unit 161.
[0391] Furthermore, the main control unit 161 executes a control state command group transmission process in Sb14 for outputting information about the internal lottery result and information about the game status to the performance control unit 151, and then executes a reel rotation start process shown in Sb24. As a result, the main control unit 161 generates a test signal at the start of a game, outputs information about the internal lottery result to the performance control unit 151, and then enters a waiting state for a predetermined period of time, thereby ensuring, for example, that an external device including a test board reliably receives the test signal and that the performance control unit 151 reliably receives information about the internal lottery result, and preventing discrepancies in information from occurring between the external device, the main control unit 161, and the performance control unit 151.
[0392] After the reel rotation start command transmission process is performed in step Sb22, a normal acceleration pattern that controls the rotation of the reels at a predetermined gaming speed is set in a predetermined area of RAM 161c as the excitation pattern for controlling the excitation of reel motors 32L, 32C, and 32R (Sb23), and a reel start process is performed to start the rotation of the reels by exciting and controlling reel motors 32L, 32C, and 32R based on the excitation pattern set in RAM 161c (Sb24). The main control unit 161 then performs external signal processing to transmit information such as the gaming machine status to an external device such as a hall management computer (hall computer) or a hall server that performs security management (Sb24a).
[0393] Then, the navigation notification process is performed (Sb25). In the navigation notification process, the AT is controlled, and when the notification target role is won in the internal lottery, the game auxiliary display 12 is controlled to display the navigation number that can identify the stop mode that is advantageous to the player according to the notification target role, while when the AT is not controlled, the game auxiliary display 12 is controlled not to display the navigation number.
[0394] The reel stop initial setting process (Sb26) is performed to set various information required for reel stop control according to the RT state and the result of the internal lottery. Then, the freeze control process (Sb27) is performed, and if freeze control is set to be performed at the timing, the set type of freeze control is performed.
[0395] After the freeze control process in step Sb27, the reel stop control process (Sb28) is performed to control the reels to stop. In the reel stop control process, it is determined whether the reels under rotation control are rotating at a predetermined constant speed. If any reels are not rotating at a constant speed, a reel error is detected, and an excitation pattern is set for the corresponding reel to accelerate to a constant speed, thereby controlling all reels under rotation control to rotate at a constant speed. On the other hand, if all reels under rotation control are rotating at a constant speed, the process enables acceptance of a stop operation for the reels under rotation control and waits for a stop operation via the stop switch. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled (ON edge data is detected for a stop switch for which a stop operation is enabled), the process performs reel stop control to stop the reel for which a valid stop operation has been performed at a predetermined stop position based on information set in the reel stop initial setting process. This reel stop control is repeatedly performed for the reels under rotation control until all reels have stopped rotating, and the reel stop process is completed.
[0396] After the reel stop process is completed, the freeze control process is performed (Sb29), and if it is set that freeze control is to be performed at that timing, the set type of freeze control is performed.
[0397] After that, the RT state check process (Sb30) and the winning determination process (Sb31) are performed. In the RT state check process, it is determined whether or not a combination of RT transition symbols that accompanies a transition to the RT state has stopped on the reels, and if a combination of RT transition symbols has stopped, the current RT state set in a predetermined area of RAM 161c is updated to the RT state corresponding to the combination of RT transition symbols. In the winning determination process, it is determined whether or not an illegal winning has occurred based on the internal lottery result and the symbol combination stopped on reels 2L, 2C, and 2R.
[0398] After the winning determination process in step Sa31 is performed, the deposit / payout error check process is performed (Sb32), and the data processing for the winning ratio monitor corresponding to the non-game program call process is performed (Sb36).
[0399] In the data processing for the role ratio monitor, first, the register bank used by the calling game program is switched and the value of the second Q register is set, similar to the above-mentioned RT information output processing, etc. Each state count processing included in the non-game program is performed, and data on the number of medals paid out in a predetermined period (for example, the period from the current game to 6,000 games ago, the period from the current game to 175,000 games ago, an interval controlled to a state advantageous to the player (advantageous interval), etc.) is updated.
[0400] Next, the main control unit 161 performs post-processing of ball output control (SbPos) to control ball output at the end of the game. Post-processing of ball output control is post-processing for controlling ball output within the advantageous zone. Details will be explained later.
[0401] After that, the replay LED is controlled to the OFF state (light off state) (Sb39), the replay in progress flag indicating that a replay is in progress is cleared (Sb40), the display of the navigation number on the game auxiliary display 12 is cleared (Sb41), an end command is sent to the medal count control board 17 (Sb42a), freeze control processing is performed (Sb43), and if freeze control is set to be performed at that timing, the set type of freeze control is performed.
[0402] Then, a role information command is sent to the medal count control board 17 (Sb43a) and a favorable zone command is sent (Sb43b). Thereafter, a game end setting process is performed (Sb44), which determines whether a replay symbol combination has stopped on reels 2L, 2C, and 2R. If a replay symbol combination has stopped, the main control unit 161 performs the following processes: setting the number of bets for replaying the next game (in this embodiment, a replay symbol counter set in a predetermined area of RAM 161c is set to 3 as the number of replay symbols); setting a replay flag in a predetermined area of RAM 161c; and controlling the replay LED to the ON state (illuminated state). In the game end setting process, the main control unit 161 determines whether the number of medals acquired during the favorable zone has reached 2,400 (limiter condition). If the number of medals acquired during the favorable zone has reached 2,400, the main control unit 161 ends the favorable zone and switches to the normal zone. The main control unit 161 also executes external signal processing to transmit information such as the gaming machine status to an external device such as a hall management computer (hall computer) or a hall server that performs security management (Sb43c).
[0403] Then, a payout pulse command (Sb44a) and a jackpot command (Sb44b) are sent to the medal count control board 17. After that, the start address of the area in RAM 161c to be initialized at the end of the game is set (Sb46), RAM initialization processing is performed (Sb47), and the area from the start address to the end of RAM 161c is initialized.
[0404] Then, after clearing the winning flag, which is set in a predetermined area of RAM 161c and indicates the result of the internal lottery for the game (Sb48), a game end command sending process is performed to send a game end command that can identify that one game has ended to the presentation control unit 151 (Sb49).
[0405] That is, in step Sb49, the main control unit 161 outputs information regarding the result of the internal lottery and information regarding the game status to the performance control unit 151 based on the end of the game due to the operation of the stop switches 8L, 8C, and 8R. After executing the game end command transmission process in step Sb49, the main control unit 161 executes a multiple interrupt wait process in step Sw1, which delays the progress of the game for a predetermined period of time. After the predetermined period of delay due to the multiple interrupt wait process in step Sw1, the main control unit 161 executes a game start wait process, which starts accepting bet amount settings. As a result, the main control unit 161 generates a test signal at the end of the game, outputs information regarding the result of the internal lottery to the performance control unit 151, and then enters a wait state for a predetermined period of time. This ensures, for example, that the external device reliably receives the test signal and that the performance control unit 151 reliably receives information regarding the result of the internal lottery, thereby preventing information discrepancies from occurring between the external device, the main control unit 161, and the performance control unit 151.
[0406] Then, the main control unit 161 executes safety device-related processing as the final processing of the main processing (Sb50). Figure 70 is a diagram explaining the control content of the safety device-related processing performed by the main control board 16. The safety device-related processing corresponds to non-game program call processing. Therefore, the main control unit 161 executes register bank switching processing in steps SQ7 and SQ9, and sets the value of the second Q register in step SQ8. After executing the processing of step SQ8, the main control unit 161 executes safety device processing (Sk1).
[0407] In the safety device processing, the main control unit 161 determines whether the number of medals awarded to the player has started to increase. Specifically, the main control unit 161 determines whether control has been made to the AT1 state. If the main control unit 161 determines that control has not been made to the AT1 state, it terminates the safety device processing. If the main control unit 161 determines that control has been made to the AT1 state, it obtains the number of medals won by the player since control was made to the AT1 state.
[0408] The main control unit 161 determines whether the number of medals acquired since control was placed in the AT1 state exceeds a predetermined number (for example, 19,000 medals). If the number of medals acquired since control was placed in the AT1 state does not exceed the limit number (for example, 19,000 medals), the main control unit 161 ends the safety device processing. If the number of medals acquired since control was placed in the AT1 state exceeds the predetermined number (for example, 19,000 medals), the main control unit 161 turns on the stop flag and ends the safety device processing.
[0409] The main control unit 161 determines whether the stop flag is ON (Sk3). That is, the main control unit 161 determines whether the stop flag was updated to ON in Sg21 of the safety device processing. If the stop flag is not ON (NO in Sk3), the main control unit 161 returns the register bank to the first register bank R1 (SQ9) and ends the safety device-related processing. If the stop flag is ON (YES in Sk3), the main control unit 161 turns the RWM abnormality release flag OFF (Sk4). The RWM abnormality release flag is a flag for determining whether RAM clearing is permitted when RAM clearing processing is executed. If the RWM abnormality release flag is OFF, the main control unit 161 cannot clear the RAM even if RAM clearing processing is executed. Therefore, by turning the RWM abnormality release flag OFF and restricting RAM clearing processing when the stop flag is ON, the stop flag that was ON in Sg21 is prevented from being updated to OFF due to a malfunction or fraud.
[0410] Next, the main control unit 161 sets a play stop error number (Sk5) and then executes error processing (Sk6). By executing the error processing, the main control unit 161 controls the state of S machine 2 to a state in which game progress is disabled. That is, referring to the main processing in Fig. 68, the processing to disable game progress because the number of medals acquired since control was placed in the AT1 state has reached the limit number is performed in the safety device-related processing (step Sb50).
[0411] As shown in Figure 68, the safety device-related processing (step Sb50) is a process that is performed at the end of all processes, such as the external output signal processing (step Sbw3) that notifies external devices such as hall computers whether or not they are controlled in a favorable zone, and the end-of-game setting processing (step Sb44) that determines whether or not the number of medals won in the favorable zone has reached 2,400 (limiter condition).
[0412] In this way, the safety device-related processing (Sb50), which can disable the progress of the game when the number of medals acquired since the time of control to the AT1 state reaches the limit number, is performed at the end of the main processing, and the game end setting processing is performed before controlling the game to a state where progress is disabled.Therefore, if the limiter condition is met, the game can be controlled to a state where progress is disabled after being controlled to the normal section.
[0413] Furthermore, because external output signal processing is performed in step Sb2 before controlling the state in which game progress is disabled, it is possible to control the state in which game progress is disabled after informing an external device whether or not the game is controlled to a favorable zone. In this way, even when the main control unit 161 disables game progress because the number of medals acquired since control was made to the AT1 state has reached the limit, it can disable game progress after appropriately processing information related to the favorable zone. This makes it possible to prevent inconsistencies from occurring regarding information related to the favorable zone after the disablement of game progress is released.
[0414] [Counting process] The following describes the counting process that is executed by the medal count control board 17 when a counting operation (pressing the count button 10) is performed. As described above, in this embodiment, either a batch counting process or a single counting process is executed depending on the pressing time of the count button 10.
[0415] The medal count control board 17 executes a batch counting process based on a batch counting operation by the player. A batch counting operation is an operation in which the count button 10 is continuously pressed for 500 ms (0.5 seconds) or more. When a batch counting operation is performed, the medal count control board 17 moves 50 credits to CU3. In addition, the medal count control board 17 executes a single counting process based on a single counting operation by the player. A single counting operation is an operation in which the count button 10 is pressed for a period of less than 500 ms (0.5 seconds). When a single counting operation is performed, the medal count control board 17 moves one credit to CU3.
[0416] Figure 71 is a diagram for explaining the single counting operation. The horizontal axis shown in Figure 71 indicates time. The vertical axis indicates the pressed state of the counting button 10. The pressed state of the counting button 10 is divided into an ON state and an OFF state. When the pressed state of the counting button 10 is the ON state, the counting button 10 is in a state where it is pressed by the player's finger or the like. When the pressed state of the counting button 10 is the OFF state, the player's finger or the like has released the counting button 10 and it is not being pressed.
[0417] At timing Tm01, the count button 10 is pressed and turned ON. The player stops operating the count button 10 at timing Tm02, before 500 ms have elapsed from timing Tm01. In other words, the count button 10 turns OFF. In this way, when the count button 10 is pressed for a period of less than 500 ms, the medal count control board 17 executes a single counting process to count one credit.
[0418] FIG. 72 is a diagram for explaining the batch counting operation. As in FIG. 71, at timing Tm01, the count button 10 is pressed and turned ON. Timing Tm03 is the timing when 500 ms has elapsed from timing Tm01. The player stops operating the count button 10 at timing Tm04 after timing Tm03. In the example of FIG. 72, the count button 10 is operated by the player for 500 ms. In this way, when the medal number control board 17 determines that the count button 10 has been operated by the player for 500 ms, it executes a batch counting process to count 50 credits.
[0419] As shown in Figures 71 and 72, the counting operation includes a single counting operation and a batch counting operation. By performing a batch counting operation, 50 credits are transferred from the S machine 2 to CU3. More specifically, 50 credits are subtracted from the number of credits stored in the RAM 171c of the medal count control board 17, and 50 credits are added to the number of medals held stored in the memory managed by the CU control board 32. The batch counting operation allows multiple credits to be transferred to CU3 in a short period of time, and is therefore used when transferring a large number of credits (for example, 1,000 credits) to CU3. When performing a batch counting operation for more than 1,000 credits, the batch counting operation is performed continuously by continuing to press the count button 10. Specifically, since 50 credits can be transferred in one batch counting operation, 20 batch counting operations are performed continuously to transfer 1,000 credits. At this time, the number of credits stored in the RAM 171c inside the medal count control board 17 is subtracted by 50 every 500 ms. The credit display 11 displays the number of credits stored in the RAM 171c. Below, an update method by the credit display 11 in this embodiment will be explained using Figures 73 and 74.
[0420] Fig. 73 is a diagram showing an example of the state of each component when batch counting operations are performed consecutively. Fig. 73 chronologically shows the states of the speakers 53 and 54 controlled by the performance control board 15, the state of the credit display 11 controlled by the medal count control board 17, the number of credits stored in RAM 171b, the pressed state of the count button 10, and the state of the display 312 controlled by the CU control board 32. The vertical axis in Fig. 73 indicates the flow of time.
[0421] At timing Tm1, the credit display 11 displays that the player has 1000 credits, and the RAM 171c also stores that the player has 1000 credits. Also, at timing Tm1, the display 312 on the CU3 side displays that the player has 0 medals. At timing Tm1, no effect sounds are output from the speakers 53 and 54.
[0422] At timing Tm1, the player holds 1,000 credits on S machine 2 and does not have any medals on CU3. When the player finishes playing, he operates the counting button 10 to move the 1,000 credits to CU3. Timing Tm2 is the timing when 500 ms has elapsed since timing Tm1. The player continues to operate the counting button 10 from timing Tm1 to timing Tm2. In other words, the player performs a batch counting operation.
[0423] The medal count control board 17 detects that a batch counting operation has been performed at timing Tm2, and executes batch counting processing. That is, the medal count control board 17 transmits a command to CU3 to subtract 50 from the number of credits stored in RAM 171c and increase the number of possessed medals by 50. As a result, as shown in FIG. 73, at timing Tm2, the number of credits stored in RAM 171c becomes "950." Also, at timing Tm2, the number of possessed medals displayed on the display 312 on the CU3 side becomes "50." The 50 credits in S machine 2 have been converted into the 50 possessed medals in CU3. In this way, 50 gaming values are transferred from S machine 2 to CU3.
[0424] In this embodiment, at timing Tm2, the credit number "1000" is still displayed on the credit display 11. In this embodiment, the medal number control board 17 causes the credit display 11 to gradually change the display to indicate that the credit number has been reduced from "1000" to "950".
[0425] Figure 74 is a diagram for explaining the updated display. Figure 74 shows the state of the credit indicator 11 from timing Tm2 to timing Tm3 in Figure 73. At timing Tm2, the credit indicator 11 displays "1000 coins." At timing Tm201, 10 ms after timing Tm2, the credit indicator 11 displays "999 coins." Subsequently, at timing Tm202, 10 ms after timing Tm201, the credit indicator 11 displays "998 coins."
[0426] In this way, the medal count control board 17 controls the credit display 11 so as to subtract one credit from the number of credits displayed on the credit display 11 every 10 ms. The medal count control board 17 continues to execute the update display, subtracting one credit from the number of credits every 10 ms, until timing Tm3. At timing Tm248, 480 ms after timing Tm2, the credit display 11 displays "952 credits." At timing Tm249, 10 ms after timing Tm248, the credit display 11 displays "951 credits." At timing Tm3, 10 ms after timing Tm249, the credit display 11 displays "950 credits." Although not shown in the figure, between timing Tm202 and timing Tm248, the credit display 11 subtracts one credit from the number of credits every 10 ms. Hereinafter, the process of gradually switching and updating the display of 50 credits counted in the batch counting process will be referred to as batch update display process Ar1. In Figure 74, the period during which the batch update display process Ar1 is being performed is indicated by an arrow.
[0427] Returning to FIG. 73, at timing Tm3, the credit display 11 displays "950 coins." The count button 10 remains pressed in the ON state at timing Tm3. In other words, the player continues to operate the count button 10 during the period from timing Tm2 to timing Tm3. The medal count control board 17 executes the batch count process again based on the operation of the count button 10 over the period from timing Tm2 to timing Tm3, i.e., the period of 500 ms.
[0428] As a result, at timing Tm3, the number of credits stored in the RAM 171c becomes "900." Also, at timing Tm3, the number of held medals displayed on the display 312 on the CU3 side becomes "100." The medal count control board 17 executes the batch update display process Ar1 during the period from timing Tm3 to timing Tm4 based on the batch counting operation during the period from timing Tm2 to timing Tm3. Furthermore, as the player continues to operate the count button 10, the medal count control board 17 executes the batch update display process Ar1 during the period from timing Tm4 to timing Tm5 based on the batch counting operation during the period from timing Tm3 to timing Tm4. In this way, the medal count control board 17 repeats the detection of the batch counting operation and the batch update display process Ar1, and performs the counting process for 1,000 credits.
[0429] In this embodiment, the threshold time for determining whether a batch counting operation or a single counting operation is being performed is 500 ms. The medal count control board 17 controls the credit display 11 so that one credit is subtracted every 10 ms. That is, it takes 500 ms for the credit display 11 to subtract 50 credits. In this embodiment, the time required to perform the batch counting operation and the time required to switch the display of the number of credits counted by the batch counting operation are set to be the same. As a result, as shown in FIG. 73, even if batch counting operations are performed consecutively, the interval at which the display is switched on the credit display 11 does not change. That is, in the example of FIG. 73, the credit display 11 subtracts the number of credits by gradually switching from 1,000 to 850 every 10 ms.
[0430] More specifically, the medal count control board 17 performs a process of subtracting 50 from the credits stored in the RAM 171c based on the counting operation by the player over 500 ms. After the process of updating the RAM 171c is completed, the medal count control board 17 causes the credit display device 11 to perform a batch update display process Ar1 that updates the 50 credits step by step, one unit at a time. This allows the player to easily recognize how the gaming value is being transferred between the S machine 2 and the CU3.
[0431] As described above, the batch update display process Ar1 ends within the same period of 500 ms as the period for detecting the batch counting operation from the start of the batch update display process Ar1. This allows the player to easily recognize how the gaming value is being transferred between S machine 2 and CU3 even when counting operations are performed consecutively.
[0432] That is, even when consecutive batch counting operations are performed, the display on the credit display 11 is changed every 10 ms. The player can recognize that the display on the credit display 11 is changing at the same interval without interruption, and can therefore recognize from the updated display on the credit display 11 that the counting process is being performed without any problems. If the intervals between updates on the credit display 11 were irregular or if the updates were performed at unnecessarily long intervals, the player might suspect that there was a problem with the counting process or that the counting process was not working at all. In this embodiment, as described above, the updated display on the credit display 11 is performed in stages at the same interval (10 ms) throughout the entire period in which consecutive batch counting operations are performed, making it possible for the player to recognize that the counting process is being performed without raising the above-mentioned doubts.
[0433] Returning to FIG. 73, the specific sound output by the speakers 53, 54 will be described. As shown in FIG. 73, the speakers 53, 54 output the specific sound while the batch update display process Ar1 is being executed. More specifically, the speakers 53, 54 output a first specific sound from timing Tm2 to timing Tm4. FIG. 73 shows the first specific sound output process Ar2. The first specific sound is a sound indicating that credits are being transferred to CU3 through the batch counting process. In this embodiment, the player can thereby be made aware by sound that the gaming value is being transferred through the counting operation.
[0434] Furthermore, the specific sound output by the speakers 53 and 54 changes from the first specific sound to the second specific sound at timing Tm4. Figure 73 shows the second specific sound output process Ar3. The effect control board 15 outputs the second specific sound based on the consecutive transfer of a predetermined number of credits or the continuous output of the first specific sound for a predetermined period of time. In the example of Figure 73, the predetermined number is 100. In some situations, the predetermined number may be a number other than 100, such as 300, 500, 1000, 5000, or 9999. The effect control board 15 may also change from the second specific sound to a third specific sound depending on the number of credits counted. This provides a special feeling to the player when transferring more than the predetermined number of credits to CU3.
[0435] FIG. 75 is a diagram showing an example of the state of each component when the connection with CU3 is disconnected while batch counting operations are being performed continuously. The state of each component from timing Tm1 to timing Tm2 in FIG. 75 is the same as the state of each component from timing Tm1 to timing Tm2 in FIG. 73. In FIG. 75, at timing Tm21, the connection between S-machine 2 and CU3 is disconnected. As described above, the count button 10 is disabled by at least one of a hardware function and a software function due to the disconnection between S-machine 2 and CU3. The medal count control board 17 maintains execution of the batch update display process Ar1 even when the connection with CU3 is disconnected. In other words, the medal count control board 17 does not stop execution of the batch update display process Ar1 due to the disconnection of the connection with CU3.
[0436] More specifically, when S machine 2 is not connected to CU3, the medal count control board 17 does not transfer any new credits between RAM 171c and CU3 even if a counting operation is detected, but when the connection between S machine 2 and CU3 is cut while the batch update display process Ar1 is being executed, the batch update display process Ar1 continues. This allows the player to recognize the state in which the gaming value is being transferred between S machine 2 and CU3 even when the connection between S machine 2 and CU3 is cut.
[0437] Furthermore, even if the connection between S-unit 2 and CU3 is cut off, performance control board 15 maintains execution of first specific sound output process Ar2 on speakers 53 and 54. In other words, performance control board 15 does not stop execution of first specific sound output process Ar2 just because the connection between S-unit 2 and CU3 is cut off. When the second specific sound is being output, even if the connection between S-unit 2 and CU3 is cut off, performance control board 15 maintains execution of second specific sound output process Ar3 on speakers 53 and 54.
[0438] More specifically, when S machine 2 is not connected to CU3, the medal count control board 17 does not transfer any new credits between RAM 171c and CU3 even if a counting operation is detected, while the speakers 53, 54 continue to output the first specific sound even if the connection between S machine 2 and CU3 is cut off while the update display is being executed. This allows the player to recognize the transfer of credits between S machine 2 and CU3 by the output of the specific sound even if the connection with CU3 is cut off.
[0439] [About the process to which the update display process is applied] In the above, the updating of the credit indicator 11 stepwise by one unit has been described using the "counting process," but in this embodiment, the updating of the credit indicator 11 stepwise by one unit also applies to processes other than the "counting process." In this embodiment, processes other than the "counting process" are processes in which the display on the credit indicator 11 changes, and include the lending process, the bet number setting process, and the payout process.
[0440] The lending process is executed based on the player's operation of the medal holding button 324 and the replay button 319. The lending process is a process of transferring, for example, 1 to 50 medals held to the credits of the S-machine 2. That is, the number of credits stored in the RAM 171c is increased by the lending process. The bet number setting process is executed based on the player's operation of the MAXBET switch 6 and the 1BET switch 20. The bet number setting process is a process of subtracting 1 to 3 credits and setting the bet number. That is, the number of credits stored in the RAM 171c is subtracted by the bet number setting process. The payout process is executed based on the player's stop operation and the occurrence of a winning operation. The payout process is a process of adding, for example, 1 to 8 gaming value as credits. That is, the number of credits stored in the RAM 171c is increased by the payout process.
[0441] The number of credits stored in the RAM 171c increases or decreases as a result of the counting process, lending process, bet number setting process, and payout process being executed. Hereinafter, such a process of increasing or decreasing the number of credits stored in the RAM 171c will be referred to as "update process of the RAM 171c." The medal number control board 17 executes the update process of the RAM 171c when a predetermined update condition is met.
[0442] In other words, the predetermined update conditions are conditions under which the counting process, lending process, bet number setting process, and payout process are executed by the medal count control board 17. More specifically, the medal count control board 17 determines whether the player has pressed the count button 10 to perform a batch counting process or a single counting operation. The medal count control board 17 also determines whether it has received a command from the CU control board 32 indicating that the player has performed a lending operation. The medal count control board 17 also determines whether it has received a command from the main control board 16 indicating that the player has performed a bet number setting operation. The medal count control board 17 also determines whether it has received a command from the main control board 16 indicating that a win has occurred.
[0443] When these update conditions are met, the medal count control board 17 executes the update process for RAM 171c. The medal count control board 17 executes the update process for RAM 171c and the update process for the credit display 11. The update process for the credit display 11 is a process of updating the number of credits displayed by the credit display 11 so that it approaches the number of credits stored in RAM 171c. The medal count control board 17 executes the update process for RAM 171c and the update process for the credit display 11 every 2 ms. More specifically, the medal count control board 17 determines every 2 ms whether the update conditions for RAM 171c have been met, and if so, updates the number of credits stored in RAM 171c, and then executes the update process for the credit display 11.
[0444] In this way, the medal count control board 17 sets the update conditions for RAM171c as a lending operation in which held medals stored in CU3 are moved to RAM171c, a counting operation in which credits stored in RAM171c are moved to CU3, the occurrence of a win in which gaming value (credits) is awarded, and a bet number setting operation in which credits are set as the number of bets. The medal count control board 17 updates the number of credits stored in RAM171c when the update conditions for RAM171c are met. As a result, in this embodiment, the number of credits stored in RAM171c can be updated at an appropriate timing.
[0445] Fig. 76 is a flowchart for explaining the update process of the credit indicator 11. By executing the flowchart shown in Fig. 76 by the medal count control board 17, the gradual update of the credit indicator 11 by one unit can be applied to the lending process, the bet number setting process, and the payout process other than the "counting process."
[0446] The medal count control board 17 determines whether the set waiting time has elapsed (step S301). The waiting time in Fig. 76 is the waiting time for stopping the execution of updating the credit indicator 11, and is a value set in steps S306, S310, S315, and S319. A storage area for counting the waiting time may be included in the RAM 171c of the medal count control board 17. When the power is turned on, for example, 2 ms is stored as the initial value of the waiting time.
[0447] 76 every 2 ms, the medal count control board 17 determines that the waiting time has elapsed immediately after power-on (YES in step S301). If it determines that the waiting time has not elapsed (NO in step S301), the medal count control board 17 ends the update process of the credit display 11, determines whether the update condition of the RAM 171c described above is met, and if met, executes the update process of the RAM 171c.
[0448] When it is determined that the waiting time has elapsed (YES in step S301), the medal count control board 17 determines whether the displayed number of credits displayed by the credit display device 11 is the same as the number of credits stored in the RAM 171c (step S302). Hereinafter, the displayed number of credits displayed by the credit display device 11 may be referred to as the "displayed number of credits," and the number of credits stored in the RAM 171c may be referred to as the "RAM number." Step S302 is a comparison process that compares the displayed number of credits with the RAM number.
[0449] If the displayed number of credits and the number of RAM coins are the same (YES in step S302), the medal count control board 17 does not need to update the credit display 11, so it terminates the update process for the credit display 11 and determines whether the update condition for the RAM 171c described above is met, and if so, performs the update process for the RAM 171c. If the displayed number of credits and the number of RAM coins are not the same (NO in step S302), the medal count control board 17 determines whether the number of RAM coins is greater than the displayed number of credits (step S303). That is, the medal count control board 17 determines whether the number of RAM coins has been increased or decreased in step S303. When the counting process and the bet number se...
Claims
[Claim 1] In a gaming machine for playing games, a game control means for controlling the progress of a game; a value storage means capable of storing gaming value owned by a player; a unit capable of storing game value owned by a player, and a value control means for transferring the game value between the value storage means, In a non-game state where a unit game is not being played, when a setting confirmation start operation is performed, a setting confirmation screen for confirming the setting values set in the gaming machine can be started to be displayed; When the setting confirmation screen is displayed, the display of the setting confirmation screen can be terminated based on a setting confirmation termination operation being performed, In a non-game state where a unit game is not being played and the connection between the gaming machine and the unit is cut off, the setting confirmation screen is not displayed even if the setting confirmation start operation is performed, When the connection between the gaming machine and the unit is cut off while the setting confirmation screen is being displayed, the gaming machine ends the display of the setting confirmation screen and is controlled to the non-gaming state based on the setting confirmation end operation being performed, and after being controlled to the non-gaming state, the setting confirmation screen is not displayed even if the setting confirmation start operation is performed.
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