gaming machines
The gaming machine addresses RAM initialization issues by implementing a data integrity check during setting changes, ensuring stable gameplay by preventing corrupted data from disrupting system functionality.
Patent Information
- Application Number
- JP2022115330
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-20
- Publication Date
- 2026-01-22
- Estimated Expiration
- 2042-07-20
AI Technical Summary
Existing gaming machines face challenges in effectively initializing RAM areas during setting changes, leading to potential data corruption and gameplay disruptions.
The gaming machine incorporates a data destruction determination mechanism that initializes the control state upon setting changes, ensuring data integrity by preventing transitions to a playable state if data is corrupted, and allowing setting changes only when data is intact.
This approach ensures data integrity and stable gameplay by preventing corrupted data from causing system errors, thereby maintaining gameplay functionality.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] As this type of gaming machine, one that executes a process of initializing a RAM area when a setting change is started or ended has been proposed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-29592 Summary of the Invention [Problem to be solved by the invention]
[0004] As with the gaming machine described in Patent Document 1, there is room for improvement in the process of initializing the RAM area.
[0005] An object of the present invention is to provide a gaming machine that overcomes the above-mentioned problems. [Means for solving the problem]
[0006] The gaming machine of claim 1 comprises: In a gaming machine (slot machine 2) for playing games, a setting change state transition means for transitioning to a setting change state in which a setting value representing an advantage level for a player is set when a setting change operation (setting key switch 37 is turned ON) is performed at the time of power-on; a destruction determination means for determining whether data is destroyed or not when power is turned on; a data abnormality state control means for controlling the data to an abnormal data state (an error state due to a RAM abnormality) when the data is determined to be corrupted by the corruption determination means; an initialization means for initializing a control state; Equipped with the initialization means is capable of initializing the control state in association with transitioning to the setting change state, and is also capable of initializing the control state without transitioning to the setting change state if an initialization operation (turning the reset / setting switch 38 ON) is performed when the power is turned on; The gaming machine includes: After the control state is initialized, when the game becomes playable, set playable information; When power is turned on, the destruction determining means determines whether data is destroyed before determining whether the initialization operation has been performed; When the destruction determination means determines that the data is not destroyed, it determines whether the initialization operation has been performed, and when it is determined that the initialization operation has been performed, It is determined whether the playable information is set, and when it is determined that the playable information is set, The control state can be initialized to transition to a playable state, If it is determined that the playable information is not set, the game does not transition to a playable state, When the destruction determination means determines that the data is destroyed, the data is controlled to the abnormal state without determining whether the initialization operation has been performed, When the device is in the data abnormal state (error state due to RAM abnormality), the power is turned on again and the setting change operation (setting key switch 37 is turned on) is performed. By being The setting can be changed to a playable state based on the change to the setting. When the machine is in the data abnormal state (error state due to RAM abnormality), the machine does not transition to a playable state even if the power is turned on again and the initialization operation (reset / setting switch 38 is turned ON) is performed. It is characterized by the following. According to this feature, if an abnormality occurs in the data, it is possible to ensure that a new setting value is set.
[0007] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [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] This 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] This 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] This 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] This 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 a process of checking frame side information. [Figure 56] 10A and 10B are diagrams illustrating display control of the number of dispensed coins. [Figure 57] FIG. 10 is a diagram showing a role ratio monitor. [Figure 58] A figure showing an example of the display of a role ratio monitor. [Figure 59] A diagram for explaining the initialization process of role ratio information. [Figure 60] 1 is an address map of a memory area used by the main control unit. [Figure 61] This is an address map of the internal RAM area used by the main control unit. [Figure 62] FIG. 2 is a diagram for explaining a register bank included in a CPU of a main control unit. [Figure 63] 10 is a flowchart showing a startup process of a main control unit. [Figure 64] FIG. 10 is a diagram illustrating an initial setting process performed by a main control unit. [Figure 65] 10A and 10B are diagrams illustrating an external RAM initialization process performed by the main control unit. [Figure 66] FIG. 10 is a diagram illustrating a setting change process performed by a main control unit. [Figure 67] FIG. 2 is a diagram illustrating the control content of the main processing performed by the main control unit. [Figure 68] FIG. 10 is a block diagram showing the internal configuration of a card unit and a slot machine when the main control unit and the medal count control unit are integrated. [Figure 69] This is a diagram for explaining communication between the performance control unit, main control unit, medal count control unit, and CU control unit. [Figure 70] This is an address map of the internal RAM area used by the main control unit. [Figure 71] FIG. 10 is a diagram illustrating the control content of a continuous area transfer process A performed by a main control unit. [Figure 72] 10 is a diagram illustrating the control content of a continuous area transfer process B performed by a main control unit. FIG. [Figure 73] FIG. 10 is a diagram illustrating an LDQ instruction for reading or writing two bytes of data. [Figure 74] FIG. 2 is a diagram showing the appearance of a game information display unit. [Figure 75] 10 is a flowchart showing external signal processing. [Figure 76]10A and 10B are diagrams for explaining the lighting state of an outer end signal lamp in the present embodiment. [Figure 77] 10A and 10B are diagrams for explaining a first modified example of the lighting mode of the outer end signal lamp. [Figure 78] 10A and 10B are diagrams for explaining a second modified example of the lighting mode of the outer end signal lamps. [Figure 79] 10 is a flowchart showing the ball payout control pre-processing of the main control unit. [Figure 80] This is a flowchart showing the post-ball control processing of the main control unit, which executes the determination of the end of the advantageous zone based on the initial value. [Figure 81] FIG. 10 is a diagram for explaining a difference counter of a RAM. [Figure 82] FIG. 10 is a diagram showing the flow of communication between the first register bank and RAM via the CPU. [Figure 83] This is a diagram to explain the first pattern of determining the end of the advantageous period based on initial value settings. [Figure 84] This is a diagram to explain the second pattern of determining the end of the advantageous period based on initial value settings. [Figure 85] This is a diagram to explain the third pattern of determining the end of the advantageous period based on initial value settings. [Figure 86] This is a diagram to explain the fourth pattern of determining the end of the advantageous period based on initial value settings. [Figure 87] This is a flowchart showing the post-ball control processing of the main control unit when determining the end of the advantageous zone based on the judgment value. [Figure 88] This is a diagram to explain the first pattern of determining the end of a favorable period based on a judgment value. [Figure 89] This is a diagram to explain the second pattern of determining the end of the advantageous period based on the judgment value. [Figure 90] This is a diagram to explain the third pattern of determining the end of the advantageous period based on the judgment value. [Figure 91] This is a diagram to explain the fourth pattern of determining the end of a favorable period based on a judgment value. [Figure 92]This is a diagram to explain command communication between the main control board and the performance control board. [Figure 93] This is a diagram explaining the control content of the update process regarding the number of use of the difference number counter on the performance control side performed by the performance control unit. [Figure 94] This figure explains the control content of the update regarding the number of awards on the performance control side performed by the performance control unit. [Figure 95] This is a diagram to explain the commands sent from the main control board to the performance control board. [Figure 96] FIG. 10 is a diagram showing a lottery table for allocating modes in the AT1 state. [Figure 97] FIG. 10 is a diagram showing the settings for each mode in the AT1 state. [Figure 98] FIG. 10 is a diagram illustrating a special flag. [Figure 99] FIG. 10 is a block diagram showing the internal configuration of a slot machine according to a second embodiment. [Figure 100] FIG. 10 is a diagram illustrating a seven-segment display device according to a second embodiment. [Figure 101] FIG. 10 is a diagram illustrating an output port, a DG, and the like according to a second embodiment. [Figure 102] FIG. 10 is a flowchart illustrating a signal switching process. [Figure 103] FIG. 10 is a diagram illustrating switching of a selection signal. [Figure 104] FIG. 10 is a diagram showing the output state of a selection signal when a state transition occurs. [Figure 105] FIG. 10 is a diagram showing the output state of a selection signal when a state transition occurs. DETAILED DESCRIPTION OF THE INVENTION
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to the present invention will be described below with reference to the following examples.
[0010] [Form 1] The gaming machine of type 1-1 is In a gaming machine (slot machine 2) for playing games, a storage area (RAM 161c) capable of storing data, the area for storing data being specified by an address consisting of an upper address and a lower address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, The program includes a continuous data acquisition program (continuous area transfer process) that acquires data stored in a continuous acquisition area (transfer source continuous memory area) spanning multiple continuous addresses by repeatedly acquiring data from a predetermined address and then updating the predetermined address, The continuous acquisition area (transfer source continuous memory area) is allocated to an area that does not straddle the first storage area (first area) and the second storage area (second area). It is characterized by the following. This feature makes it possible to prevent the continuous data acquisition program from making it difficult to know from which address data is to be acquired.
[0011] The gaming machine of form 1-2 is the gaming machine according to form 1-1, The continuous data acquisition program (continuous area transfer process) acquires data by a specific acquisition command (LDQ command) that specifies a lower address and acquires data from an address consisting of a preset upper address and the specified lower address. It is characterized by the following. This feature allows the amount of data specified by the command to be reduced.
[0012] The gaming machine of form 1-3 is the gaming machine according to form 1-1 or 1-2, The continuous data acquisition program (continuous area transfer process) is a program that is commonly used when acquiring data from the first range of storage areas and when acquiring data from the second range of storage areas. It is characterized by the following. This feature allows the program capacity to be reduced.
[0013] The gaming machine of form 1-4 is the gaming machine according to any one of forms 1-1 to 1-3, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The continuous acquisition area (transfer source continuous memory area) is allocated to an area that does not straddle the second storage area (second area) and the third storage area (third area), and an area that does not straddle the third storage area (third area) and the fourth storage area (fourth area). It is characterized by the following. This feature makes it possible to prevent the continuous data acquisition program from making it difficult to know from which address data is to be acquired.
[0014] A gaming machine of form 1-5 is a gaming machine according to any one of forms 1-1 to 1-4, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The area of the final address of the second storage area (second area), the area of the start address of the third storage area (third area), the area of the final address of the third storage area (third area), and the area of the start address of the fourth storage area (fourth area) are allocated unused areas in which data used for control is not stored. It is characterized by the following. This feature makes it possible to prevent confusion about which address data is to be acquired from.
[0015] [Form 2] The gaming machine of type 2-1 is In a gaming machine (slot machine 2) for playing games, a storage area (RAM 161c) capable of storing data, the area for storing data being specified by an address consisting of an upper address and a lower address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, The program includes a continuous data write program (continuous area transfer process) that writes data to a continuous write area (transfer destination continuous memory area) spanning a plurality of continuous addresses by repeatedly writing data to a predetermined address and then updating the predetermined address, The continuous write area (transfer destination continuous memory area) is allocated to an area that does not straddle the first storage area (first area) and the second storage area (second area). It is characterized by the following. According to this feature, it is possible to prevent the continuous data writing program from making it difficult to know to which address data is to be written.
[0016] The gaming machine of form 2-2 is the gaming machine according to form 2-1, The continuous data write program (continuous area transfer process) specifies a lower address and writes data by a specific write command (LDQ command) that writes data to an address consisting of a preset upper address and the specified lower address. It is characterized by the following. This feature allows the amount of data specified by the command to be reduced.
[0017] The gaming machine of form 2-3 is the gaming machine according to form 2-1 or 2-2, The continuous data writing program (continuous area transfer process) is a program that is commonly used when writing data to the first range of storage areas and when writing data to the second range of storage areas. It is characterized by the following. This feature allows the program capacity to be reduced.
[0018] The gaming machine of form 2-4 is the gaming machine according to any one of forms 2-1 to 2-3, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The continuous write area (transfer destination continuous memory area) is allocated to an area that does not straddle the second storage area (second area) and the third storage area (third area), and an area that does not straddle the third storage area (third area) and the fourth storage area (fourth area). It is characterized by the following. According to this feature, it is possible to prevent the continuous data writing program from making it difficult to know to which address data is to be written.
[0019] The gaming machine of form 2-5 is the gaming machine according to any one of forms 2-1 to 2-4, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The area of the final address of the second storage area (second area), the area of the start address of the third storage area (third area), the area of the final address of the third storage area (third area), and the area of the start address of the fourth storage area (fourth area) are allocated unused areas in which data used for control is not stored. It is characterized by the following. This feature makes it possible to prevent confusion as to which address data is written.
[0020] [Form 3] The gaming machine of type 3-1 is In a gaming machine (slot machine 2) for playing games, a storage area (RAM 161c) capable of storing data, the area for storing data being specified by an address consisting of an upper address and a lower address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, the control instruction includes a 2-byte data acquisition instruction (LDQ instruction) that specifies a lower address, uses a higher address as a first value, and acquires data at an address consisting of the specified lower address and an address consisting of the specified lower address + 1, When executing the 2-byte data acquisition instruction (LDQ instruction), a lower address other than the final address of the first storage area (first area) is specified. It is characterized by the following. This feature makes it possible to prevent a situation where it becomes difficult to know from which address data is to be acquired in a 2-byte data acquisition command.
[0021] The gaming machine of form 3-2 is the gaming machine according to form 3-1, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, When the 2-byte data acquisition instruction (LDQ instruction) is executed, a lower address other than the final address of the second storage area (second area) and a lower address other than the final address of the third storage area (third area) are specified. It is characterized by the following. This feature makes it possible to prevent a situation where it becomes difficult to know from which address data is to be acquired in a 2-byte data acquisition command.
[0022] The gaming machine of form 3-3 is the gaming machine according to form 3-1 or 3-2, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The area of the final address of the second storage area (second area), the area of the start address of the third storage area (third area), the area of the final address of the third storage area (third area), and the area of the start address of the fourth storage area (fourth area) are allocated unused areas in which data used for control is not stored. It is characterized by the following. This feature makes it possible to prevent confusion about which address data is to be acquired from.
[0023] [Form 4] The gaming machine of type 4-1 is In a gaming machine (slot machine 2) for playing games, a storage area (RAM 161c) capable of storing data, the area for storing data being specified by an address consisting of an upper address and a lower address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, the control instruction includes a 2-byte data write instruction (LDQ instruction) for specifying a lower address, using an upper address as a first value, and writing data to an address consisting of the specified lower address and an address consisting of the specified lower address+1, When executing the 2-byte data write instruction (LDQ instruction), a lower address other than the final address of the first storage area (first area) is specified. It is characterized by the following. This feature makes it possible to prevent confusion as to which address data will be written in a 2-byte data write command.
[0024] The gaming machine of form 4-2 is the gaming machine according to form 4-1, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, When the 2-byte data write instruction (LDQ instruction) is executed, a lower address other than the final address of the second storage area (second area) and a lower address other than the final address of the third storage area (third area) are specified. It is characterized by the following. This feature makes it possible to prevent confusion as to which address data will be written in a 2-byte data write command.
[0025] The gaming machine of form 4-3 is the gaming machine according to form 4-1 or 4-2, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The area of the final address of the second storage area (second area), the area of the start address of the third storage area (third area), the area of the final address of the third storage area (third area), and the area of the start address of the fourth storage area (fourth area) are allocated unused areas in which data used for control is not stored. It is characterized by the following. This feature makes it possible to prevent confusion as to which address data is written.
[0026] [Form 5] The gaming machine of type 5-1 is In a gaming machine (slot machine 2) for playing games, a storage area (RAM 161c) capable of storing data, the area for storing data being specified by an address consisting of an upper address and a lower address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, The area of the final address of the first storage area (first area) and the area of the starting address of the second storage area (second area) are allocated unused areas in which no data used for control is stored. It is characterized by the following. This feature makes it possible to prevent confusion as to which address data is retrieved from and which address data is written to.
[0027] The gaming machine of form 5-2 is the gaming machine according to form 5-1, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The unused areas are allocated to the area of the final address of the second storage area (second area), the area of the start address of the third storage area (third area), the area of the final address of the third storage area (third area), and the area of the start address of the fourth storage area (fourth area). It is characterized by the following. This feature makes it possible to prevent confusion as to which address data is retrieved from and which address data is written to.
[0028] [Form 6] The gaming machine of type 6-1 is In a gaming machine (slot machine 2) for playing games, a storage area (RAM 161c) capable of storing data, the area for storing data being specified by an address consisting of an upper address and a lower address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, The program includes a continuous data acquisition program (continuous area transfer process A) that acquires data from a predetermined address and then repeats a process of updating the predetermined address to acquire data stored in a continuous acquisition area (transfer source continuous memory area) spanning multiple continuous addresses, The continuous data acquisition program (continuous area transfer process A) is capable of acquiring data from the continuous acquisition area (transfer source continuous memory area) spanning the first storage area (first area) and the second storage area (second area), The continuous data acquisition program (continuous area transfer process A) acquires data by a predetermined acquisition command (LD command) that specifies an upper address and a lower address and acquires data from an address consisting of the specified upper address and the specified lower address. It is characterized by the following. This feature makes it possible to prevent the continuous data acquisition program from making it difficult to know from which address data is to be acquired.
[0029] The gaming machine of form 6-2 is the gaming machine according to form 6-1, The continuous data acquisition program (continuous area transfer process A) is a program that is commonly used when acquiring data from the first range of storage areas and when acquiring data from the second range of storage areas. It is characterized by the following. This feature allows the program capacity to be reduced.
[0030] The gaming machine of form 6-3 is the gaming machine according to form 6-1 or 6-2, The storage area is The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The continuous acquisition area (transfer source continuous memory area) is allocated to an area that does not straddle the second storage area (second area) and the third storage area (third area), and an area that does not straddle the third storage area (third area) and the fourth storage area (fourth area). It is characterized by the following. This feature makes it possible to prevent the continuous data acquisition program from making it difficult to know from which address data is to be acquired.
[0031] The gaming machine of aspect 6-4 is a gaming machine according to any one of aspects 6-1 to 6-3, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The area of the final address of the second storage area (second area), the area of the start address of the third storage area (third area), the area of the final address of the third storage area (third area), and the area of the start address of the fourth storage area (fourth area) are allocated unused areas in which data used for control is not stored. It is characterized by the following. This feature makes it possible to prevent confusion about which address data is to be acquired from.
[0032] [Form 7] The gaming machine of type 7-1 is In a gaming machine (slot machine 2) for playing games, a storage area (RAM 161c) capable of storing data, the area for storing data being specified by an address consisting of an upper address and a lower address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); Including, The program includes a continuous data write program (continuous area transfer process A) that writes data to a continuous write area (transfer destination continuous memory area) spanning a plurality of continuous addresses by repeatedly writing data to a predetermined address and then updating the predetermined address, the continuous data writing program (continuous area transfer process A) is capable of writing data to the continuous acquisition area (transfer destination continuous memory area) spanning the first storage area (first area) and the second storage area (second area); The continuous data write program (continuous area transfer process A) specifies an upper address and a lower address, and writes data in accordance with a predetermined write command (LD command) that writes data to an address consisting of the specified upper address and the specified lower address. It is characterized by the following. According to this feature, it is possible to prevent the continuous data writing program from making it difficult to know to which address data is to be written.
[0033] The gaming machine of aspect 7-2 is the gaming machine according to aspect 7-1, The continuous data writing program (continuous area transfer process A) is a program that is commonly used when writing data to the first range of storage areas and when writing data to the second range of storage areas. It is characterized by the following. This feature allows the program capacity to be reduced.
[0034] The gaming machine of form 7-3 is the gaming machine according to form 7-1 or 7-2, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The continuous write area (transfer destination continuous memory area) is allocated to an area that does not straddle the second storage area (second area) and the third storage area (third area), and an area that does not straddle the third storage area (third area) and the fourth storage area (fourth area). It is characterized by the following. According to this feature, it is possible to prevent the continuous data writing program from making it difficult to know to which address data is to be written.
[0035] The gaming machine of aspect 7-4 is a gaming machine according to any one of aspects 7-1 to 7-3, The storage area (RAM 161c) a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, The area of the final address of the second storage area (second area), the area of the start address of the third storage area (third area), the area of the final address of the third storage area (third area), and the area of the start address of the fourth storage area (fourth area) are allocated unused areas in which data used for control is not stored. It is characterized by the following. This feature makes it possible to prevent confusion as to which address data is written.
[0036] [Form 8] The gaming machine of type 8-1 is In a gaming machine (slot machine 2) for playing games, a storage area (RAM 161c) capable of storing data, the area for storing data being specified by an address consisting of an upper address and a lower address; A control means (main control unit 161) for executing control commands based on a program; Equipped with The storage area (RAM 161c) a first storage area (first area) whose upper address is a first value (F0H); a second storage area (second area) that is continuous with the first storage area and has an upper address with a second value (F1H); a third storage area (third area) that is continuous with the second storage area (second area) and has an upper address that is a third value (F2H); a fourth storage area (fourth area) that is an area continuous with the third storage area and has an upper address of a fourth value (F3H); Including, An area is allocated from the first storage area (first area) as a working area for the control means (main control unit 161). It is characterized by the following. According to this feature, the work area is allocated from the top area of the storage area, which makes it easier to manage the work area.
[0037] The gaming machine of aspect 8-2 is the gaming machine according to aspect 8-1, The control command includes a specific acquisition command (LDQ command) that specifies a lower address and acquires data from an address consisting of a preset upper address and the specified lower address, The first value (F0H) is set as the initial value of the upper address used in the specific acquisition command (LDQ command). It is characterized by the following. This feature makes it easier to access the top area of the storage area using a specific get command.
[0038] The gaming machine of form 8-3 is the gaming machine according to form 8-1 or 8-2, The control command includes a specific write command (LDQ command) that specifies a lower address and writes data to an address consisting of a preset upper address and the specified lower address, The first value (F0H) is set as the initial value of the upper address used in the specific write instruction (LDQ instruction). It is characterized by the following. This feature makes it easier to access the top area of the storage area using a specific write command.
[0039] The gaming machine of aspect 8-4 is a gaming machine according to any one of aspects 8-1 to 8-3, The memory area with a specific upper address (F2H) is allocated as an unused area where no data used for control is stored. It is characterized by the following. This feature makes it easy to identify unused areas from the upper address values.
[0040] The gaming machine of aspect 8-5 is a gaming machine according to any one of aspects 8-1 to 8-4, The control command includes a specific command (LDQ command) that specifies an address using a preset upper address, Do not use the specific command (LDQ command) when initializing data It is characterized by the following. This feature makes it easier to identify the address to be initialized.
[0041] The gaming machine of aspect 8-6 is a gaming machine according to any one of aspects 8-1 to 8-5, The control command includes a specific command (LDQ command) that specifies an address using a preset upper address, The specific instruction (LDQ instruction) is not used when calculating diagnostic data (RAM parity) used to diagnose whether data in the storage area (RAM 161c) is corrupted. It is characterized by the following. This feature makes it easier to identify the address when calculating the diagnostic data.
[0042] The gaming machine of aspect 8-7 is a gaming machine according to any one of aspects 8-1 to 8-6, The storage area (RAM 161c) includes a stack area (internal stack area, external stack area) for saving data, In the stack area (internal stack area, external stack area), data is saved from the final address of the area (second area, fourth area) whose upper addresses are predetermined values (F1H, F3H) toward the first address. It is characterized by the following. According to this feature, the upper addresses of the data saved in the stack area do not change.
[0043] The gaming machine of form 8-8 is a gaming machine according to any one of forms 8-1 to 8-7, Data related to special control (payment management data) is stored only in the memory area (second area) whose upper address is a special value (F1H). It is characterized by the following. This feature makes it easier to manage data related to special control.
[0044] [Form 9] The gaming machine of type 9-1 is In a gaming machine (slot machine 2) for playing games, a memory area (RAM 161c) capable of storing data; A control means (main control unit 161) for executing control commands based on a program; Equipped with The program Programs in the used area (programs in the capacity) a program outside the area of use (a program outside the capacity) called from the program within the area of use (a program within the capacity); Including, The storage area (RAM 161c) an area within the used area (an area within the capacity) into which data can be read and written by the program within the used area (a program within the capacity), and into which data can be read but not written by the program outside the used area (a program outside the capacity); an area outside the used area (outside the capacity RAM area) into which data can be read and written by the outside used area program (outside the capacity program), and into which data can be read but not written by the inside used area program (inside the capacity program); Including, When power is turned on, the program outside the used area (external program) performs a process to determine whether the data in the area inside the used area (internal RAM area) and the area outside the used area (external RAM area) is corrupted. It is characterized by the following. This feature allows the size of the program in the used area to be reduced.
[0045] The gaming machine of aspect 9-2 is the gaming machine according to aspect 9-1, If it is determined that the data in the area within the used area (internal RAM area) and the area outside the used area (external RAM area) has been destroyed by the program outside the used area (external program), the area outside the used area (external RAM area) is initialized before returning to the program within the used area (internal program), and the area within the used area (internal RAM area) is initialized after returning to the program within the used area (internal program). It is characterized by the following. This feature reduces the amount of back and forth between programs in the used area and programs outside the used area.
[0046] A gaming machine of form 9-3 is a gaming machine according to form 9-1 or 9-1, the area within the used area (internal RAM area) includes an area within the used area (internal stack area) where data is saved in accordance with a control instruction of the program within the used area (internal program), When power is turned on, in order to perform a process to determine whether data in the area within the used area (internal RAM area) and the area outside the used area (external RAM area) is destroyed, when a program outside the used area (external program) is called from a program within the used area (internal program), data is saved to a temporary stack area in the area within the used area (internal RAM area) rather than to the stack area within the used area (internal stack area). It is characterized by the following. According to this feature, when the power is turned on, data saved in the stack area when a program outside the area in use is called can be prevented from changing the data in the stack area before the power was turned off.
[0047] The gaming machine of aspect 9-4 is the gaming machine according to aspect 9-3, In the process of determining whether data in the area within the used area (intra-capacity RAM area) and the area outside the used area (extra-capacity RAM area) is corrupted, the determination is made on the area not including the temporary stack area. It is characterized by the following. According to this feature, it is possible to determine whether or not data is destroyed by targeting data at the time of power outage.
[0048] A gaming machine of aspect 9-5 is the gaming machine according to aspect 9-3, In the process of determining whether data in the area within the used area (intra-capacity RAM area) and the area outside the used area (extra-capacity RAM area) is corrupted, the determination is made on the area including the temporary stack area. It is characterized by the following. According to this feature, it is possible to determine whether or not all data in the area inside the used area and the area outside the used area is destroyed.
[0049] The gaming machine of form 9-6 is the gaming machine according to form 9-3 or 9-4, If it is determined that the data in the area within the used area (internal RAM area) and the area outside the used area (external RAM area) is corrupted, the temporary stack area is not initialized. It is characterized by the following. According to this feature, the data in the temporary stack area set after power-on can be maintained as is.
[0050] The gaming machine of aspect 9-7 is a gaming machine according to any one of aspects 9-1 to 9-6, The diagnostic data (RAM parity) for determining whether the data in the area within the used area (intra-capacity RAM area) and the area outside the used area (extra-capacity RAM area) is destroyed is created by the program outside the used area (extra-capacity program). It is characterized by the following. This feature allows the size of the program in the used area to be reduced.
[0051] [Form 10] The gaming machine of type 10-1 is In a gaming machine (slot machine 2) for playing games, a setting change state transition means for transitioning to a setting change state in which a setting value representing an advantage level for a player is set when a setting change operation (setting key switch 37 is turned ON) is performed at the time of power-on; an initialization means for initializing a control state; Equipped with The initialization means initializes the control state in association with transition to the setting change state, and also initializes the control state without transitioning to the setting change state if an initialization operation (turning the reset / setting switch 38 ON) is performed when the power is turned on. It is characterized by the following. According to this feature, the control state can be initialized without transitioning to the setting change state.
[0052] A gaming machine of form 10-2 is the gaming machine according to form 10-1, a destruction determination means for determining whether data is destroyed or not when power is turned on; a data abnormality state control means for controlling the data to an abnormal data state (an error state due to a RAM abnormality) when the data is determined to be corrupted by the corruption determination means; Equipped with When the machine is in the data abnormal state (error state due to RAM abnormality), the power is turned on again, the setting change operation (setting key switch 37 is turned ON), and the machine can transition to a playable state based on the transition to the setting change state. When the device is in the data abnormal state (error state due to RAM abnormality), the device does not transition to a playable state based on the fact that the power is turned on again and the initialization operation (the reset / setting switch 38 is turned ON) has been performed. It is characterized by the following. According to this feature, if an abnormality occurs in the data, it is possible to ensure that a new setting value is set.
[0053] The gaming machine of form 10-3 is the gaming machine according to 10-2, When the device is in the data abnormal state (error state due to RAM abnormality), the control state is initialized when the power is turned on again and the initialization operation (reset / setting switch 38 is turned ON) is performed. It is characterized by the following. According to this feature, even if an abnormality occurs in the data and the game does not transition to a playable state, it is possible to initialize the control state by performing an initialization operation.
[0054] A gaming machine of form 10-4 is the gaming machine according to 10-2 or 10-3, a permission flag (RAM clear permission flag) that is set when the device is not controlled to the data abnormal state (error state associated with a RAM abnormality) and that is cleared when the device is controlled to the data abnormal state (error state associated with a RAM abnormality); When the power is turned on and an initialization operation (reset / setting switch 38 is turned ON) is performed, it is determined whether or not the permission flag (RAM clear permission flag) is set, and if the permission flag (RAM clear permission flag) is set, the game can be transitioned to a playable state. It is characterized by the following. According to this feature, even if an abnormality occurs in the data, the initialization operation will not cause the machine to transition to a playable state.
[0055] A gaming machine of form 10-5 is a gaming machine according to any one of 10-1 to 10-4, A stop state control means is provided for controlling the device to a stop state (an error state due to a stop error) when a stop condition is met, When the machine is in the stop state (error state due to a stop error), the power is turned on again, an initialization operation (turning the reset / setting switch 38 ON) is performed, and the machine can transition to a playable state based on the initialization of the control state. It is characterized by the following. According to this feature, the control state is initialized by the initialization operation, and the stopped state can be released.
[0056] [Form 11] The gaming machine of type 11-1 is In a gaming machine (slot machine 2) for playing games, A 1-byte first data (special flag 1) can be set as information for determining whether or not a first condition is established, It is determined whether the first data (special flag 1) is 0, and when the first data is not 0, it is determined that the first condition is met; When the first condition is met, information in which multiple bits in one byte of data are 1 is stored as the first data (special flag 1). It is characterized by the following. According to this feature, it is determined that the first condition is met when the 1-byte first data is not 0, and there is no need to determine the value of a specific bit, making it easy to determine the first condition. Also, since the first data stores information in which multiple bits in the 1-byte data are 1, it is easy to check the flag setting status during debugging, etc., and data management is easy.
[0057] The gaming machine of aspect 11-2 is the gaming machine according to aspect 11-1, A 1-byte second data (special flag 2) can be set as information for determining whether or not a second condition is established, It is determined whether the second data (special flag 2) is 0, and when the second data is not 0, it is determined that the second condition is met; When the second condition is met, information in which a plurality of bits in one byte of data are 1 is stored as the second data (special flag 2), and The first data (special flag 1) and the second data (special flag 2) include different bits that are set to 1 among a plurality of bits. It is characterized by the following. This feature makes it easier to distinguish between the first data and the second data.
[0058] [Form 12] The gaming machine of type 12-1 is In a gaming machine (slot machine 2) for playing games, a first type of luminous body (first DG group) divided into multiple groups (DG); A second type of luminous body (second DG group) divided into multiple groups (DG), a light emission control means (main control unit 161) that controls the first type of light emitter (first DG group) and the second type of light emitter (second DG group); Equipped with The light emission control means (main control unit 161) outputting lighting signals for light-emitting elements included in each group of the first type of light-emitting elements (first DG group) from the same first port (first output port 61), and controlling the selection of a group (DG) to be lit in a time-division manner by switching a selection signal; outputting lighting signals for light-emitting elements included in each group of the second type of light-emitting elements (second DG group) from the same second port (second output port 62), and controlling the selection of a group (DG) to be lit in a time-division manner by switching a selection signal; a selection signal output to the first type of light-emitting body (first DG group) and a selection signal output to the second type of light-emitting body (second DG group) are common signals; The light emission control means (main control unit 161) controls switching of the selection signal in accordance with selection data (selection signal number) that defines the group to be selected at predetermined intervals (0.56 ms), the first type of light-emitting body (first DG group) is in a first light-emitting state that indicates first information in a first situation (setting change state), and is in a second light-emitting state that indicates second information in a second situation (normal state) that transitions from the first situation (setting change state); The second type of light-emitting body (second DG group) has a specific light-emitting mode that indicates specific information in both the first situation (setting change state) and the second situation (normal state), The selection data (selection signal number) is initialized when the first state (setting change state) is changed to the second state (normal state). It is characterized by the following. According to this feature, when the first type of light-emitting element switches from the first light-emitting state to the second light-emitting state as a result of transitioning from the first situation to the second situation, the selection data is initialized and the switching of the selection signal begins again from the beginning of the selection data, thereby preventing the first type of light-emitting state from being disrupted.
[0059] The gaming machine of aspect 12-2 is the gaming machine according to aspect 12-1, When the first state (setting change state) is shifted to the second state (normal state), the output of the lighting signal (light emission signal) output to the first type of light emitter (first DG group) is initialized. It is characterized by the following. According to this feature, when the first type of light-emitting element switches from the first light-emitting mode to the second light-emitting mode as the state transitions from the first state to the second state, the output of the lighting signal output to the first type of light-emitting element is also initialized and the output of the lighting signal begins again, thereby preventing the first type of light-emitting mode from being disturbed.
[0060] The gaming machine of type 12-3 is In a gaming machine (slot machine 2) for playing games, a first type of luminous body (first DG group) divided into multiple groups (DG); A second type of luminous body (second DG group) divided into multiple groups (DG), a light emission control means (main control unit 161) that controls the first type of light emitter (first DG group) and the second type of light emitter (second DG group); Equipped with The light emission control means (main control unit 161) outputting lighting signals for light-emitting elements included in each group of the first type of light-emitting elements (first DG group) from the same first port (first output port 61), and controlling the selection of a group (DG) to be lit in a time-division manner by switching a selection signal; outputting lighting signals for light-emitting elements included in each group of the second type of light-emitting elements (second DG group) from the same second port (second output port 62), and controlling the selection of a group (DG) to be lit in a time-division manner by switching a selection signal; a selection signal output to the first type of light-emitting body (first DG group) and a selection signal output to the second type of light-emitting body (second DG group) are common signals; The light emission control means (main control unit 161) controls switching of the selection signal in accordance with selection data (selection signal number) that defines the group to be selected at predetermined intervals (0.56 ms), The second type of light-emitting body (second DG group) is in a first light-emitting mode (third light-emitting mode) that indicates first information in a first situation (a state up to 5 seconds after power-on), and is in a second light-emitting mode (fourth light-emitting mode) that indicates second information in a second situation (a state 5 seconds after power-on) that transitions from the first situation (a state up to 5 seconds after power-on), The first type of light-emitting body (first DG group) is in a specific light-emitting mode that indicates specific information in both the first situation (the state up to 5 seconds after power-on) and the second situation (the state 5 seconds after power-on), The selection data (selection signal number) is maintained when transitioning from the first state (the state up to 5 seconds after power-on) to the second state (the state after 5 seconds after power-on). It is characterized by the following. According to this feature, when the second type of light-emitting element switches from the first light-emitting mode to the second light-emitting mode as the state transitions from the first state to the second state, the selection data is maintained, so that even when the second type of light-emitting mode switches, the first type of light-emitting mode can be prevented from being disturbed.
[0061] A gaming machine of form 12-4 is a gaming machine according to any one of forms 12-1 to 12-3, The number of groups (number of DGs) of the first type of light-emitting body (first DG group) is different from the number of groups (number of DGs) of the second type of light-emitting body (second DG group). It is characterized by the following. According to this feature, even if the number of groups of the first type of light-emitting element and the number of groups of the second type of light-emitting element are different, wiring can be shared for some groups, thereby simplifying the configuration for controlling the first type of light-emitting element and the second type of light-emitting element.
[0062] [Form 13] The gaming machine of type 13-1 is (1) A slot machine (e.g., slot machine 2) that has a variable display unit that can variably display multiple types of identifiable identification information, derives a display result by variably displaying the variable display unit and then stopping the variable display of the variable display unit, and can generate a prize according to the display result, A game control means (for example, a main control unit 161) is provided to control the progress of the game. The game control means The state of the slot machine is controlled to a normal interval (for example, the normal interval shown in FIG. 4) and an advantageous interval (for example, the advantageous interval shown in FIG. 4), In the advantageous zone, the difference between the total number of granted games, which is the sum of the granted gaming values, and the total number of used games, which is the sum of the used gaming values, is counted using a difference counter, and when the difference between the total number of granted games and the total number of used games exceeds the specific number, control over the advantageous zone is terminated (for example, control is performed from the advantageous zone to the normal zone as shown in Figure 4), When a gaming value is used, a value corresponding to the used gaming value (e.g., 3 coins) is subtracted from the difference count value (e.g., subtracting the difference counter when used as shown in FIG. 83), and when a gaming value is awarded, a value corresponding to the awarded gaming value (e.g., 8 coins) is added to the difference count value (e.g., adding the difference counter when awarded as shown in FIG. 83). The initial value of the difference count value (for example, 13983 in the example of FIG. 83) is set so that when the difference between the total number of given tokens and the total number of used tokens exceeds a specific number, a specific event occurs (for example, the 15th bit of the difference counter changes from "0" to "1" as shown in FIG. 83). It is characterized by the following. According to this feature, the initial value of the difference count value is set so that a specific event occurs when the difference between the total number of points awarded and the total number of points used exceeds a specific number.This makes it possible to determine that the difference between the total number of points awarded and the total number of points used exceeds a specific number without performing any specific calculations on the difference count value, and therefore makes it possible to appropriately determine the end of the advantageous period.
[0063] 1a(1) The initial value (e.g., 13983) of the difference count value is set so that when the difference between the total given number and the total used number exceeds the specific number, a specific bit (e.g., the 15th bit) of the difference count value is carried over (e.g., the 15th bit of the difference counter changes from “0” to “1” as shown in FIG. 83 ); The game control means terminates control of the advantageous zone in response to the specific bit of the difference count value being carried over. It is characterized by the following. According to this feature, it is possible to determine whether or not to terminate control to the advantageous zone by referring to a specific bit of the difference count value without performing any specific calculation on the difference count value.
[0064] 1a(2) The game control means A specific register (for example, the first register bank R1 in FIG. 62) can be used to count a value corresponding to the difference count value up to a capacity of 2 bytes, When the value corresponding to the difference count value in the specific register exceeds 2 bytes (for example, a carry in the register shown in FIG. 84), the flag in the specific register is turned on (for example, the flag register is turned on), The control to the advantageous section is terminated depending on whether the flag in the specific register is turned on. It is characterized by the following. According to this feature, by using a flag that a specific register has as a function, it is possible to suitably determine whether or not to terminate control over the advantageous zone.
[0065] (1b) The game control means counts the difference between the total number of granted game values, which is the sum of the granted game values, and the total number of used game values, which is the sum of the used game values, in the advantageous zone using the difference counter, and when the difference between the total number of granted game values and the total number of used game values exceeds the specific number, ends control over the advantageous zone (for example, is controlled from the advantageous zone to the normal zone as shown in Figure 4), When a gaming value is used, a value corresponding to the used gaming value (e.g., 3 coins) is subtracted from the difference count value (e.g., subtracting the difference counter when used as shown in FIG. 88), and when a gaming value is awarded, a value corresponding to the awarded gaming value (e.g., 8 coins) is added to the difference count value (e.g., adding the difference counter when awarded as shown in FIG. 88). The game control means determines whether the difference between the total number of awards and the total number of uses exceeds the specific number depending on whether the specific event (for example, the 15th bit of the difference counter changes from "0" to "1" as shown in FIG. 88) occurs when a determination value (for example, 1983) is added to the difference count value. It is characterized by the following. According to this feature, by determining whether a specific event occurs when a judgment value is added to the difference count value and determining whether the difference between the total number of awarded points and the total number of points used exceeds a specific number, the end of the advantageous period can be suitably determined without having to set a specific initial value to the difference counter in advance.
[0066] (1b) The determination value (e.g., 1983) is set so that when the difference between the total number of given coins and the total number of used coins exceeds the specific number, a specific bit (e.g., the 15th bit) of the difference count value is carried over; The game control means terminates control of the advantageous zone in response to the carry of the specific bit of the difference count value (for example, when the 15th bit of the difference counter changes from "0" to "1" as shown in FIG. 88). It is characterized by the following. According to this feature, it is possible to determine whether or not to terminate control to the advantageous zone based on the difference count value to which the judgment value has been added.
[0067] 1b(2) The game control means A specific register can be used to count a value corresponding to the difference count value up to a capacity of n bytes, In the specific register, when the value corresponding to the difference count value to which the judgment value is added exceeds n bytes (for example, a carry in the register shown in FIG. 89), the flag in the specific register is turned on (for example, the flag register is turned on), The control to the advantageous section is terminated depending on whether the flag in the specific register is turned on. It is characterized by the following. According to this feature, by using a flag that a specific register has as a function, it is possible to suitably determine whether or not to terminate control over the advantageous zone.
[0068] (2a) The game control means counts the difference between the total number of granted game values, which is the sum of the granted game values, and the total number of used game values, which is the sum of the used game values, in the advantageous zone using the difference counter, and when the difference between the total number of granted game values and the total number of used game values exceeds the specific number, ends control over the advantageous zone (for example, is controlled from the advantageous zone to the normal zone as shown in Figure 4), When a gaming value is used, a value corresponding to the used gaming value (e.g., 3 coins) is added to the difference count value (e.g., the difference counter is incremented when used as shown in FIG. 85), and when a gaming value is awarded, a value corresponding to the awarded gaming value (e.g., 8 coins) is decremented (e.g., the difference counter is decremented when awarded as shown in FIG. 85). The initial value of the difference count value (e.g., 18784) is set so that when the difference between the total number of given coins and the total number of used coins exceeds the specific number, the specific event (e.g., the 15th bit of the difference counter changes from "1" to "0" as shown in FIG. 85) occurs. It is characterized by the following. According to this feature, the initial value of the difference count value is set so that a specific event occurs when the difference between the total number of points awarded and the total number of points used exceeds a specific number.This makes it possible to determine that the difference between the total number of points awarded and the total number of points used exceeds a specific number without performing any specific calculations on the difference count value, and therefore makes it possible to appropriately determine the end of the advantageous period.
[0069] 2a(1) The initial value of the difference count value (e.g., 18784) is set so that when the difference between the total given number and the total used number exceeds the specific number, a specific bit (e.g., the 15th bit) of the difference count value is down-digited (e.g., the 15th bit of the difference counter changes from "1" to "0" as shown in FIG. 85); The game control means terminates control of the advantageous zone in response to the specific bit of the difference count value being downgraded. It is characterized by the following. According to this feature, it is possible to determine whether or not to terminate control to the advantageous zone by referring to a specific bit of the difference count value without performing any calculations on the difference count value.
[0070] 2a(2) The game control means A specific register can be used to count a value corresponding to the difference count value, When the value corresponding to the difference count value in the specific register falls below 0 (for example, when the register shown in FIG. 86 is down-carried), the flag in the specific register is turned on (for example, the flag register is turned on), The control to the advantageous section is terminated depending on whether the flag in the specific register is turned on. It is characterized by the following. According to this feature, by using a flag that a specific register has as a function, it is possible to suitably determine whether or not to terminate control over the advantageous zone.
[0071] (2b) The game control means counts the difference between the total number of granted game values, which is the sum of the granted game values, and the total number of used game values, which is the sum of the used game values, in the advantageous zone using the difference counter, and when the difference between the total number of granted game values and the total number of used game values exceeds the specific number, ends control over the advantageous zone (for example, is controlled from the advantageous zone to the normal zone as shown in Figure 4), When a gaming value is used, a value corresponding to the used gaming value (e.g., 3 coins) is added to the difference count value (e.g., when used as shown in FIG. 90, the difference counter is incremented), and when a gaming value is awarded, a value corresponding to the awarded gaming value (e.g., 8 coins) is decremented (e.g., when awarded as shown in FIG. 90, the difference counter is decremented). The game control means determines whether the difference between the total number of awards and the total number of uses exceeds the specific number depending on whether a specific event (for example, the 15th bit of the difference counter changes from "1" to "0" as shown in FIG. 90) occurs when a determination value (for example, 34752) is subtracted from the difference count value. It is characterized by the following. According to this feature, by determining whether a specific event occurs when a judgment value is subtracted from the difference count value, the difference between the total number of awarded points and the total number of points used exceeds a specific number, making it possible to appropriately determine the end of the advantageous period without having to set a specific initial value to the difference counter in advance.
[0072] 2b(1) The judgment value (e.g., 34751) is set so that when the difference between the total number of given coins and the total number of used coins exceeds the specific number, a specific bit (e.g., the 15th bit) of the difference number count value is down-digited (e.g., the 15th bit of the difference number counter changes from "1" to "0" as shown in FIG. 87), The game control means terminates control of the advantageous zone in response to the specific bit of the difference count value being downgraded. It is characterized by the following. According to this feature, it is possible to determine whether or not to terminate control to the advantageous zone based on the difference count value from which the judgment value is subtracted.
[0073] 2b(2) The game control means The specific register can be used to count a value corresponding to the difference count value up to a capacity of n bytes, When the value corresponding to the difference count value from which the determination value is subtracted in the specific register falls below 0 (for example, when the register shown in FIG. 92 is down-carried), the flag in the specific register is turned on (for example, the flag register is turned on), The control to the advantageous section is terminated depending on whether the flag in the specific register is turned on. It is characterized by the following. According to this feature, by using a flag that a specific register has as a function, it is possible to suitably determine whether or not to terminate control over the advantageous zone.
[0074] (3) Further comprising a performance control means (for example, a performance control unit 151) for controlling the performance; the game control means transmits a value corresponding to the used and granted game value to the performance control means; The performance control means counts a difference count value on the performance control side based on the value corresponding to the used and granted gaming value transmitted from the game control means, and executes performance control based on the difference count value on the performance control side (for example, as shown in FIGS. 92 to 94, the performance control unit 151 executes performance control using a difference counter). It is characterized by the following. According to this feature, performance control can be performed based on the difference count value.
[0075] (4) The performance control means Based on the command received from the game control means (for example, the game start command and the game end command in FIG. 92), the difference count value on the presentation control side is calculated using the value corresponding to the game value used and granted transmitted from the game control means, The performance control is performed based on the difference count value on the performance control side after the counting (for example, as shown in FIGS. 93 and 94, the performance control unit 151 performs update processing of the difference counter separately from the main control unit 161 and performs performance control). It is characterized by the following. According to this feature, the difference counter is counted on each of the performance control board and the main control board, so that performance control can be performed by the performance control board based on an accurate difference counter.
[0076] (5) The game control means transmits the difference count value to the performance control means using a plurality of commands (for example, a first byte command and a second byte command as shown in FIG. 95), The area for storing the difference count value in the multiple commands is equally divided (for example, as shown in FIG. 95, bits 1 to 7 of the first byte and bits 1 to 7 of the second byte are used to store the difference count value). It is characterized by the following. According to this feature, even if the first bit of each byte is used to indicate the type of information, it is possible to transmit and receive data of more than one byte.
[0077] (6) When a unit game ends, the game control means stores the difference count value in the specific register (for example, the process of Sv2 in FIG. 80), adds a value corresponding to the gaming value (for example, 8 coins) assigned to the difference count value stored in the specific register (for example, the process of Sv3 in FIG. 80), and then subtracts a value corresponding to the gaming value used (for example, 3 coins) (for example, the process of Sv4 in FIG. 80) (for example, the read, add, and subtract processes are executed in the order shown in FIG. 80).) It is characterized by the following. According to this feature, it is possible to ensure that subtraction is performed after addition, so that subtraction alone is not performed, and it is possible to prevent the difference count value from becoming an unintentionally small value.
[0078] (7) The difference count value is stored in a specific storage area (e.g., RAM 161c), The game control means reads out the difference count value stored in the specific memory area into the specific register (for example, the register in FIG. 62), updates the value corresponding to the difference count value stored in the read-out specific register with a value corresponding to the granted game value and a value corresponding to the used game value, and determines whether or not to end control over the advantageous zone based on the value corresponding to the difference count value stored in the updated specific register (for example, as shown in FIG. 82, a process is performed in which the difference count value from RAM is read out into a register, and the value corresponding to the difference count value stored in the register is used to determine whether or not to end control over the advantageous zone). It is characterized by the following. According to this feature, the difference count value can be calculated using a specific register, thereby reducing the processing load.
[0079] (8) Before determining whether or not to terminate control of the advantageous zone based on the difference count value stored in the updated specific register (for example, as shown in FIG. 67, post-ball payout control processing is executed before pre-ball payout control processing), the game control means updates the difference count value stored in the updated specific register with respect to the difference count value stored in the specific memory area (for example, as shown in FIG. 82, after the value read into the register is updated, a process of writing it back to RAM is performed). It is characterized by the following. According to this feature, even when the advantageous zone ends, it is possible to prevent the difference count value stored in the specific memory area from becoming an unintended value.
[0080] (9) The game control means determines whether a replay display result (e.g., a replay) has been derived when a unit game ends (e.g., Sv1 in FIG. 80), and if it determines that a replay display result has been derived, does not update the difference number count value (e.g., as shown in FIG. 80, if a replay wins, the difference number counter is not updated). It is characterized by the following. According to this feature, when a replay display result is derived, the update process can be omitted, thereby reducing the processing load.
[0081] (10) The game control means determines whether to end control of the advantageous zone based on the difference count value for each unit game, regardless of whether the difference count value changes between when the unit game starts and when the unit game ends (for example, as shown in FIG. 67, regardless of the difference count value, the ball payout control post-processing Sd30 is executed). It is characterized by the following. According to this feature, it is possible to reliably determine whether or not to end control to the advantageous zone for each unit game.
[0082] (11) The advantageous section includes a normal state (e.g., an advantageous section normal) and an advantageous state (e.g., an AT1 state), When the game control means is controlled to the advantageous state, if the difference count value is greater than a threshold value (for example, +2000 in the example of FIG. 96), the probability of continuing the advantageous state is higher than when the difference count value is smaller than the threshold value (for example, as shown in Sv11 of FIG. 80, when the difference count value is smaller than 16383, the advantageous state can be continued without ending the advantageous period, whereas when the difference count value reaches 16383, the advantageous period ends and the advantageous state also ends). It is characterized by the following. According to this feature, it becomes easier for a player to maintain an advantageous state when the maximum number of gaming values that can be awarded in an advantageous zone is large.
[0083] (12) The advantageous section includes a normal state (e.g., an advantageous section normal) and an advantageous state (e.g., an AT1 state), When the advantageous state is ended, if the difference count value is greater than a threshold value (for example, +2000 in the example of FIG. 96), the game control means is more likely to end control over the advantageous zone than when the difference count value is less than the threshold value (for example, as shown in Sv11 of FIG. 80, when the difference count value increases to 16383, the advantageous zone is ended, whereas when the difference count value is less than 16383, the advantageous zone is continued). It is characterized by the following. According to this feature, when the difference count value is greater than the threshold value when the advantageous state ends, the rate at which the advantageous period ends is higher than when the difference count value is less than the threshold value, making it easier to continue the advantageous state when the difference between the total number of points awarded and the total number of points used is small.
[0084] (13) The game control means executes a first lottery (for example, the added advantage degree in the first mode of FIG. 97) or a second lottery (for example, the added advantage degree in the second mode of FIG. 97) for awarding a benefit in the advantageous zone, and determines whether to execute the first lottery or the second lottery depending on the difference count value (for example, as shown in FIG. 96 and FIG. 97, whether to control to the AT1 state in the first mode or the second mode is determined depending on the difference count value). It is characterized by the following. According to this feature, it is possible to execute a lottery process according to the difference count value.
[0085] (14) The advantageous state includes a specific advantageous state (e.g., an ending state) that is advantageous to the player, When the game control means determines that the difference count value is greater than a determination threshold value (for example, +2300), it controls the game to the specific advantageous state (for example, when the ending transition number is reached, it transitions to the ending state). It is characterized by the following. According to this feature, when the difference count value becomes larger than the judgment threshold value, it becomes easier to maintain the advantageous state.
[0086] (15) The game control means sets a guaranteed number (for example, the guaranteed number of games in FIG. 97) when controlling to the advantageous state, The guaranteed number is the number of unit games that are at least executed while maintaining the advantageous state after being controlled to the advantageous state, The game control means sets the value of the guaranteed number according to the difference count value (for example, as shown in FIG. 96, the mode is set according to the difference count value). It is characterized by the following. According to this feature, the guaranteed number is set according to the difference count value, so that the player can have a sense of expectation according to the difference count value. [Example]
[0087] [Slot machine configuration] FIG. 1 is a front view of a card unit and a slot machine.
[0088] Referring to Figure 1, a slot 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 one-to-one correspondence with the slot machine 2 at a predetermined side position of the slot machine 2. The card unit is also called a "game medal lending device."
[0089] The slot machine 2 is a slot 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, the gaming value is directly added to credits (gaming points (hereinafter referred to as "gaming medals" or simply "medals") that can be used in games) according to lending operations, etc.
[0090] 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."
[0091] 1 shows a slot machine 2 as viewed from the front (front) side. Inside the slot machine 2, reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, center reel, and right reel) with multiple types of symbols arranged around their outer 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] The protruding portion 95 protrudes toward the front side of the slot machine 2. By protruding the protruding portion 95 toward the front side of the slot machine 2, an upper surface 96 is formed on the protruding portion 95. The MAXBET switch 6, the 1BET switch 20, the bet number clear switch 21, the effect switch 57, and the game information display unit 90 are provided on the upper surface 96 of the protruding portion 95, and the start switch 7, the stop switches 8L, 8C, 8R, and the count button 10 are provided on the side surface on the front side of the protruding portion 95. The upper surface 96 may be an inclined surface that gently slopes from the back to the front from a position below the transmission window 3W.
[0097] 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 count button 10 is a switch that is operated to count the number of credits (number of game medals) and convert it into the number of medals held.
[0098] A door-open detection switch 25 shown in FIG. 2 is provided inside the front door of the slot 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. The reset / setting switch 38 normally functions as a reset switch for canceling an error state or a stop state, and in the setting change state functions as a setting switch for changing the set value of the winning probability (ball payout rate) of the internal lottery. A setting value display 24 shown in FIG. 2 is provided inside the front door of the slot machine 2.
[0099] 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.
[0100] Next, we will explain the flow of the game in the slot machine 2. When playing a game in the slot machine 2, first, a lending operation is performed in the CU 3 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 slot machine that uses a medal payout system.
[0101] If the MAXBET switch 6 is operated when credits are present, the maximum number of bets within the credit range is added, and the number of credits is reduced by the added amount. Once the number of bets is set, the pay line determined according to the number of bets and the 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] Credits can be counted and converted into owned medals by operating the count button 10. By converting into owned medals, it becomes possible to record the owned medals on a card at the end of a game.
[0106] In this embodiment, when the count button 10 is pressed once, all of the game balls currently owned by the player are counted, regardless of the time the button is pressed (whether it is pressed and held for a long time or not). However, this is not limited to this, and the counting operation may be repeatedly executed according to the time the count button 10 is pressed (for example, the counting process for 50 coins is executed every time the count button is pressed for 0.3 seconds). Furthermore, regardless of the time the button is pressed, a predetermined number (for example, 50 coins) of game balls may be counted into the player's medals when the button is pressed once.
[0107] A credit display segment 7S and speakers 53 and 54 are provided at the top of the LCD 51. The credit display segment 7S is made up of five 7-segment displays and displays the amount of credits held by the player. By being provided at the top of the slot machine 2, the credit display segment 7S can display the amount of credits stored in the slot machine 2 to players other than the player playing with the slot machine 2 or to store clerks. The speakers 53 and 54 emit sound effects and the like that accompany the presentation.
[0108] 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.
[0109] 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.
[0110] 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, the slot machine 2 may display an operation prompting the player to invalidate the MAXBET switch 6 while the reels are spinning. When the player invalidates the MAXBET switch 6, an effect is generated, 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 generation during the period when invalid operations are accepted.
[0111] [Card unit configuration] The configuration of the CU 3 according to this embodiment will be described with reference to Figure 1. This CU 3 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 are registered as members of the gaming facility. Visitor cards and member cards are composed of IC cards.
[0112] CU3, which accepts these cards, has the function of converting the gaming value owned by the player (e.g., prepaid balance, number of medals held, or number of medals saved (also called "number of saved balls")) identified by the information stored on the card into the number of credits (number of gaming medals).
[0113] 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.
[0114] 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 card ID or C-ID) recorded on the membership card when the 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 the signals.
[0115] 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.
[0116] When the owned medal button 324 is operated, part of the number of owned medals 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 owned medals acquired by the player is stored on the inserted card, part of the number of owned medals is withdrawn and converted into credits, and the player can play games on the slot machine 2 based on the converted credits.
[0117] On the other hand, if the inserted card is a membership card and does not store the number of medals held, but the saved medals are stored in the hall management computer or the like, some of the saved medals are withdrawn and converted into credits, allowing play on the slot machine 2. In other words, if both saved medals and saved medals are stored in association with the inserted card, the saved medals are withdrawn first. Note that a dedicated medal payout button for withdrawing saved medals may be provided in addition to the replay button 319, and the replay button 319 may be a dedicated button for withdrawing saved medals.
[0118] 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.
[0119] 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 slot 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 also be managed by a management device for managing the number of medals in possession that is set up in the gaming facility.
[0120] "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.
[0121] 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."
[0122] 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.
[0123] 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 the number 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.
[0124] The number of medals held is stored in the card (membership card, visitor card) or in the upper server, for example, when the counting process is performed by operating the counting button 10. However, instead of this, the number of medals held may be stored all at once when the card is returned.
[0125] 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 are added within the range of the medals that are stored, allowing the player to play.
[0126] 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.
[0127] Further provided on the front side of CU3 are a lending button 321 and a card return button 322. The lending button 321 is a button operated to withdraw the balance recorded on the inserted card to obtain the number of credits. Specifically, by operating the lending button 321, the number of credits is added according to the balance withdrawn. The card return button 322 is an operation button operated when the player ends a game, to store in the inserted card the determined number of medals held at the end of the game (number of medals held at the time of card insertion - number of medals converted from number of medals to number of credits + number counted by the counting operation) and then discharge the card.
[0128] As explained above, according to the slot machine 2 of this embodiment, the number of medals held, as specified by the card, is converted into the number of credits (number of game medals), and the number of bets can be set using the number of credits. Therefore, it is possible to provide a new slot machine (managed 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 the medals, and the number of bets is set using the credits.
[0129] [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 2. An outline of the control circuits of the CU 3 and the slot machine 2 will be described with reference to FIG.
[0130] 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.
[0131] 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. The CU3 transmits the status of the CU3 and gaming machine status information received from the slot machine 2 to an external device such as a hall management computer (hall computer) or a hall server that performs security management via the external output terminal. The CU control unit 323 communicates with the medal count control board 17 of the slot machine 2 via a communication control IC 325. The communication control IC 325 and the medal count control board 17 are connected, for example, by an asynchronous serial communication port. The communication between the communication control IC 325 and the medal count control board 17 is performed via a connection terminal board 1000.
[0132] The communication between the CU control unit 323 and the medal count control board 17 is two-way for the exchange of loan information (information regarding the operation for withdrawing the balance stored in the inserted card and using it for playing on the slot 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 exchanged one-way from the medal count control board 17 to the CU control unit 323. Therefore, the slot machine 2 does not recognize whether or not the CU3 has received the counting information and gaming machine information. The CU3 is provided with a connection part (not shown) to the slot machine 2 side, and the slot machine 2 is provided with a connection part (not shown) to the CU3 side. These connection parts are composed of, for example, connectors or the like.
[0133] 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 operates the lending button 321, the operation signal is input to the CU control unit 323. Note that the lending button 321 is not limited to being provided in the CU 3, and may be provided in the slot machine 2 and input an operation signal to the CU control unit 323. When the player operates the card return button 322, the operation signal is input to the CU control unit 323.
[0134] The slot machine 2 is provided with a main control board 16 that controls the progress of the game on the slot 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 slot machine 2 and supplies it to each section.
[0135] 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 slot machine 2, which is then supplied to the main control board 16, the medal count control board 17, and the performance control board 15.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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.
[0141] 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 are a game assist display 12 and a setting value display 24, and the displays are controlled by the main control unit 161.
[0142] Furthermore, the bet number clear switch 21, 1BET switch 20, stop switches 8L, 8C, 8R, door open detection switch 25, and MAXBET switch 6 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.
[0143] 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.
[0144] A performance switch 57 is connected to the performance control board 15, and a detection signal from the performance switch 57 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.
[0145] 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.
[0146] 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.
[0147] 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. Furthermore, backup power is supplied to the main control board 16 from the medal count control board 17, and data stored in the RAM 161c of the main control board 16 is retained for the period during which backup power is supplied even after a power outage.
[0148] Furthermore, 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 in the credit addition process or credit subtraction process.
[0149] 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".
[0150] 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.
[0151] 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 (functions 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 slot machines.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] In this embodiment, the term "game" refers to the period from when the start switch 7 is operated until the reels 2L, 2C, and 2R stop. 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.
[0156] In addition, in this embodiment, the operation of the MAXBET switch 6 is also referred to as the MAXBET operation, the operation of the start switch 7 as the start operation, the operation of the stop switches 8L, 8C, and 8R as the stop operation, the operation of the counting button 10 as the counting operation, the operation of the lending button 321 as the lending operation, and the operation of the card return button 322 as the return operation.
[0157] The slot machine 2 is also configured to change the medal payout rate according to a setting value. Specifically, the medal payout rate is changed by using the winning probability according to the setting value in a lottery that affects the player's advantage, such as an internal lottery. The setting 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 setting 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.
[0158] To change the setting value, it is necessary to turn on the power of the slot machine 2 after turning on the setting key switch 37. When the power is turned on with the setting key switch 37 in the ON state, the setting value read from the RAM 161c is displayed as the display value on the setting value display 24, and the system transitions to a setting change state in which the setting value can be changed by operating the reset / set switch 38. In the setting change state, when the reset / set switch 38 is operated, the display value displayed on the setting value display 24 is updated by 1 (when the reset / set switch 38 is operated again from setting value 6, it returns to setting value 1). Then, when the start switch 7 is operated, the displayed value is confirmed as the setting value. Then, 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 the game can proceed.
[0159] [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.
[0160] The game states include 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 the slot machine 2 of this embodiment, most games are played by the player in the internal state.
[0161] 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.
[0162] In both non-internal and internal modes, a game in which the BB can be won (hereinafter also referred to as a "BB winning 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 the BB winning game.
[0163] 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 lottery, the game that is a loss in the internal lottery becomes a game in which the BB prize can be won.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] 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 amount. 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 amount 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%).
[0168] The advantageous zone includes the normal advantageous zone, the high probability state, the AT1 state, the AT2 state, and the ending state. In the normal advantageous zone, navigation is not performed 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%).
[0169] In this embodiment, the AT1 state ends when a predetermined number of games have been played. That is, as shown in the figure, the game transitions to the normal section. The predetermined number of games in the AT1 state can be increased by winning a specific symbol (e.g., watermelon, strong cherry). That is, in this embodiment, winning a specific symbol (watermelon, strong cherry) increases the player's advantage.
[0170] 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.
[0171] 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.
[0172] In the advantageous zone, when the number of medals acquired (difference number), which will be described later, reaches a predetermined ending transition number, the game is controlled to the ending state. The number of medals acquired in 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. In this embodiment, the number of medals acquired is counted using a difference number count value, which will be described in detail later. The ending state is a state in which it is determined that control to the advantageous zone state will continue until, for example, the total number of medals acquired in the advantageous zone reaches an upper limit number (for example, 2,400 medals).
[0173] The ending transition number is set when the game transitions from the normal zone to the advantageous zone. The ending transition number may be determined by lottery or may be set in advance. The ending transition number is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the ending transition number. The ending transition number is, for example, 2300. That is, the main control unit 161 cumulatively counts the difference count value, and when the difference count value reaches the ending transition number in the counting process, the advantageous zone ends.
[0174] 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.
[0175] 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.
[0176] 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.
[0177] In the slot machine 2 of this embodiment, the medal payout rate changes according to a setting value. More specifically, the medal payout rate changes by changing the probability of winning a predetermined lottery, such as a point acquisition lottery, according to the setting value (for example, 1, 2, 4, 5, or 6). A staff member at the gaming facility can change this setting value by changing the setting.
[0178] 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.
[0179] In addition, in the slot 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 is reached in the normal advantageous zone, 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 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.
[0180] [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.
[0181] 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."
[0182] 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 going up to the right. The arrangement of character symbols in a row is also called "character alignment."
[0183] 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."
[0184] [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.
[0185] 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 in BB are BB medium small role and BB medium 1. The 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. 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 are collectively called "push order bells." Also, 7-matching 1-card 1 and 2 are collectively called "7-matching 1-card."
[0186] During non-internal play, all roles except for the BB small / medium role and one BB in one 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 one cannot be won.
[0187] 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.
[0188] 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. Common plums are assigned the same FC4 as watermelons.
[0189] [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.
[0190] 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.
[0191] 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 combinations A-D, 231-choice combinations A-D, 312-choice combinations A-D, and 321-choice combinations 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 combination. 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.
[0192] 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.
[0193] 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."
[0194] 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 the advantageous interval 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 acquired 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.
[0195] 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.
[0196] 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 regarding a win. In other words, at the third stop, the main control unit 161 transmits information regarding a win, not information regarding a winning number.
[0197] The number of points acquired in the point acquisition lottery process at the third stop, described later, is stored in the command No. 10 "Points" in the game end command. 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 information indicating that the reels have stopped is stored in the command No. 13 "Stop Reels," 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."
[0198] [Transmission and reception between the main control board and the medal count control board] The following describes the transmission and reception between the main control board 16 and the medal count control board 17. In this embodiment, 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 every 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.
[0199] 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 slot machine 2 is installed in an amusement facility and electrically connected, and the power is turned on, 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 the slot 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.
[0200] Both the main control board 16 and the medal count control board 17 assign a "serial number" to the command before transmitting 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 slot machine 2 prevents a person who attempts to fraudulently obtain medals (hereinafter referred to as a fraudulent person) from operating the slot machine 2 fraudulently. An fraudulent operation refers, for example, to an operation in which the commands transmitted and received between the main control board 16 and the medal count control board 17 are altered, or an operation in which a fraudulent person controls the main control board 16 or the medal count control board 17. A fraudulent person performs fraudulent operation, for example, by connecting a device that performs fraudulent operation (hereinafter referred to as a fraudulent device) to the main control board 16 or the medal count control board 17.
[0201] 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".
[0202] For example, if the total value is "189h" (the "h" 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."
[0203] 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.
[0204] 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.
[0205] 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.
[0206] 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.
[0207] 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.
[0208] 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.
[0209] 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.
[0210] 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.
[0211] [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 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. The message length column also shows the message length, i.e., the byte length, of each command.
[0212] 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.
[0213] 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.
[0214] 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 main chip ID values in the seventh to tenth bytes.
[0215] 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.
[0216] FIG. 15 is a diagram showing details of gaming machine characteristics. The following describes 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 or not the slot machine 2 is equipped with an RB (regular bonus). If the slot machine 2 is equipped with an RB, bit 0 is "1", and if the slot machine 2 is not equipped with an RB, bit 0 is "0".
[0217] The first bit indicates whether or not the slot machine 2 is equipped with a BB (big bonus). If the slot machine 2 is equipped with a BB, the first bit is "1", and if the slot machine 2 is not equipped with a BB, the first bit is "0". The second bit indicates whether or not the slot machine 2 is equipped with a CT (challenge time). If the slot machine 2 is equipped with a CT, the second bit is "1", and if the slot machine 2 is not equipped with a CT, the second bit is "0". The third bit indicates whether or not the slot machine 2 is equipped with a CB (challenge bonus). If the slot machine 2 is equipped with a CB, the third bit is "1", and if the slot machine 2 is not equipped with a CB, the third bit is "0".
[0218] The fourth bit indicates whether the slot machine 2 is equipped with an SB (single bonus). If the slot machine 2 is equipped with an SB, the fourth bit is "1", and if the slot machine 2 is not equipped with an SB, the fourth bit is "0". The fifth bit indicates whether the slot machine 2 is equipped with an instruction function. If the slot machine 2 is equipped with an instruction function, the fifth bit is "1", and if the slot machine 2 is not equipped with an instruction function, the fifth bit is "0". The sixth bit indicates the instruction type of the slot machine 2. If the instruction type of the slot machine 2 is a 7P type, the sixth bit is "1", and if the instruction type of the slot machine 2 is a 7U type, the sixth bit is "0". The seventh bit is not used and "0" is stored therein.
[0219] 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.
[0220] 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".
[0221] 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.
[0222] 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".
[0223] 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.
[0224] 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".
[0225] 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.
[0226] 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.
[0227] 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.
[0228] 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."
[0229] 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.
[0230] 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".
[0231] 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.
[0232] 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.
[0233] 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".
[0234] 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.
[0235] 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 derived. 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 on the condition that it has received the response command. The next control corresponds to, for example, updating the data displayed on the game assist display device 12.
[0236] 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.
[0237] 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".
[0238] The fourth byte stores the number of medals to be paid out. The maximum number of medals to be paid out is 15. 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.
[0239] 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 in the slot machine 2. The payout pulse command is transmitted to the medal count control board 17 even when the slot machine is in a 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.
[0240] 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".
[0241] 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.
[0242] 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 power is turned on during a hot start. This allows the slot machine 2 to restore the hall computer signal without having to back up the hall computer signal.
[0243] 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".
[0244] The fourth byte stores the hall computer signal. The hall computer signal is a signal that notifies the hall computer of the jackpot information of the slot machine 2. The jackpot type, 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 the first through fourth bytes.
[0245] 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".
[0246] 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.
[0247] 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".
[0248] 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 time. The fifth byte contains a checksum used to determine whether or not there was an error in the information sent in the first through fourth bytes.
[0249] 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".
[0250] FIG. 29 is a diagram showing the configuration of the gaming machine fraud 2 command. The gaming machine fraud 2 command is an unused command in the slot machine 2. In the slot 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.
[0251] 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.
[0252] 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 slot 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.
[0253] 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 transmitted from the main control board 16 to the medal count control board 17 at a predetermined timing. The medal count control board 17 can obtain the status of the main control board 16 or the slot machine 2 by receiving the main control status command.
[0254] 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.
[0255] 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.
[0256] 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.
[0257] 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.
[0258] 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.
[0259] 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 the slot machine 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.
[0260] 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. When a communication abnormality error occurs, the main control board 16 sends the fourth byte value of the main control board error command as "E9". When the error release switch (not shown) is pressed, the main control board 16 determines that the error has been resolved. Even when the error has been resolved, the main control board 16 sends the main control board error command.
[0261] 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.
[0262] 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 can be stored in bytes 4 to 27. In this embodiment, "0" is stored in the 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.
[0263] 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.
[0264] 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.
[0265] 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 0.3 seconds. The specified period for transmitting the frame side information command may be other periods other than 0.3 seconds. 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 is continuously 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.
[0266] 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.
[0267] 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.
[0268] 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.
[0269] 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.
[0270] 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 0.3 seconds.
[0271] 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.
[0272] [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.
[0273] 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 does not occur.
[0274] 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 before 2.24 ms has elapsed since the command was 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.
[0275] 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.
[0276] 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.
[0277] After receiving the response command to the input command, the main control board 16 starts control corresponding to the bet number setting operation.
[0278] Next, the start switch 7 of the slot machine 2 is pressed by the player. 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.
[0279] 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 until 40 ms has elapsed since all the reels stopped, and determines that a timeout error has occurred.
[0280] 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.
[0281] 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.
[0282] Referring to FIG. 41, the main control board 16 receives a command from the medal count control board 17 (S10). The main control board 16 determines whether the received command is a frame-side information command (S11). If the received command is a frame-side information command (YES in S11), the main control board 16 checks whether error information is included in the frame-side information command (S12). The error information is information indicating whether CU3 is normally connected to the slot machine 2. If the frame-side information command includes error information (YES in S12), the main control board 16 transmits the error information to the performance control board 15 and terminates the process. This enables the performance control board 15 to display on the LCD display 51 that an error has occurred, indicating that CU3 is not connected to the slot machine 2. If the frame-side information command does not include error information (NO in S12), the process terminates.
[0283] If the received command is not a frame-side information command (NO in 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.
[0284] 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).
[0285] 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).
[0286] 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.
[0287] 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.
[0288] 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.
[0289] [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.
[0290] 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.
[0291] 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.
[0292] 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".
[0293] 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.
[0294] 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".
[0295] 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.
[0296] 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.
[0297] 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 the 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.
[0298] 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".
[0299] 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 slot machine 2 of this embodiment, by using the "serial number," all of the fraudulent operations described above can be prevented.
[0300] Next, a start command with the serial number "150" assigned to it 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 slot machine 2 can easily determine that the medal count control board 17 has resolved the serial number mismatch error.
[0301] 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.
[0302] 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.
[0303] 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.
[0304] 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.
[0305] [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.
[0306] 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.
[0307] 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.
[0308] 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.
[0309] 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.
[0310] 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.
[0311] [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.
[0312] 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. That is, if the medal count control board 17 is unable to receive the gaming machine installation information command within 5000 ms after the slot machine 2 is powered on, it controls the state 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 the CU3.
[0313] This allows the medal count control board 17 to notify the outside world that there is a communication abnormality if, after the slot machine 2 is powered on, communication cannot be established with the medal count control board 17 based on the gaming machine installation information command.
[0314] 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.
[0315] 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.
[0316] [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.
[0317] As shown in Figure 48, the main control board 16 transmits an insertion command to the medal count control board 17 based on the bet number setting operation being performed. The insertion command is a command that includes the number of inserted medals. The medal count control board 17 reads the number of inserted medals included in the received insertion command and performs the bet number setting process. Specifically, the medal count control board 17 subtracts the number of inserted medals from the number of credits managed by the medal count control board 17 and adds the number of inserted medals 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 insertion command.
[0318] 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 is executed is three and the bet number clear switch 21 is 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.
[0319] 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.
[0320] 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.
[0321] 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.
[0322] 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.
[0323] 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.
[0324] 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.
[0325] 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.
[0326] 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.
[0327] 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.
[0328] 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.
[0329] 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.
[0330] [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.
[0331] After that, a bet number setting operation is performed on the slot machine 2. The main control board 16 transmits a coin insertion command based on the bet number setting operation. The coin insertion command is assigned the serial number "78." 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 transmits 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.
[0332] 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.
[0333] After that, a bet number setting operation is performed on the slot machine 2. The main control board 16 transmits a deposit command based on the bet number setting operation. The deposit command is assigned the serial number "137." In other words, the serial number assigned to the deposit command matches the initial serial number value. Therefore, the medal count control board 17 transmits 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.
[0334] 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.
[0335] 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.
[0336] [Frame side information confirmation process] 55 is a diagram illustrating the process of checking the frame-side information. As explained above, the medal count control board 17 periodically transmits a frame-side information command to the main control board 16. The system information contained in the frame-side information command includes information indicating the connection status, which indicates whether the medal count control board 17 and the CU control board 32 are connected normally.
[0337] In the example of Figure 55, the connection between the medal count control board 17 and the CU control board 32 is disconnected. After the disconnection, the medal count control board 17 sends a frame-side information command indicating a connection abnormality to the main control board 16. After the main control board 16 receives the frame-side information command indicating a connection abnormality, the start switch 7 is pressed. At this time, the main control board 16 does not send a start command.
[0338] On the other hand, as shown in FIG. 55, even after the main control board 16 receives a frame-side information command indicating a connection abnormality, if a bet number setting operation and a settlement operation are performed, the main control board 16 will send a coin insertion command and a settlement command. That is, when the main control board 16 receives a bet number setting operation to set the bet number to start a game, it sends a coin insertion command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and the CU3 is normal or not. Also, when the main control board 16 receives a settlement operation to cancel the bet number to start a game, it sends a settlement command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and the CU3 is normal or not. Furthermore, after the connection between the medal count control board 17 and the CU control board 32 is restored and the main control board 16 receives a frame-side information command indicating a normal connection, it sends a start command. That is, at the start of a game, the main control board 16 checks the connection status between the medal count control board 17 and CU3 based on the frame-side information command, and starts the game if the connection between the medal count control board 17 and CU3 is normal. After sending the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is, for example, reel drive control to start the game.
[0339] As a result, the main control board 16 starts one game on the condition that the connection between the medal count control board 17 and CU3 is normal, and therefore the game can proceed while checking the status of the medal count control board 17. Furthermore, since the main control board 16 does not affect the game value when starting one game, after transmitting the start command, it can execute the next control without waiting for a response from the medal count control board 17.
[0340] In addition, the main control board 16 can send an input command in response to the bet number setting operation, and can send a settlement command in response to the settlement operation, regardless of whether the connection between the medal number control board 17 and CU3 is normal or not.
[0341] [Display of payout quantity] FIG. 56 is a diagram illustrating the display control of the number of medals to be 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 FIG. 56 is a command that includes at least one medal to be paid out. The medal count control board 17 transmits a response command based on the reception of the end command. The medal count control board 17 also performs operations such as adding credits based on the number of medals to be paid out indicated by the end command. After receiving the response command, the main control board 16 displays the number of medals to be 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 to be paid out, provided that it receives a response command. This allows the main control board 16 to display the number of medals to be paid out on the gaming support display 12 while checking the status of the medal count control board 17.
[0342] 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.
[0343] [About the Yakubiki Monitor] Figure 57 is a diagram showing the role ratio monitor 89. Figure 57 shows the role ratio monitor 89 when it is turned off. As shown in Figure 57, the role ratio monitor 89 consists of four role ratio information indicators 50a, 50b, 50c, and 50d 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, and the seventh segment G, respectively, and the medal count control board 17 is an indicator that can display various information by turning on or off the first to seventh segments A to G by setting display data for each of the role ratio information indicators 50a, 50b, 50c, and 50d.
[0344] 58 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.
[0345] The payout ratio of a special role (BB) indicates the ratio of the payout number of a special role (BB) 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. 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 cumulative number of medals paid out for BB or RB to the total cumulative 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 (RB) 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.
[0346] 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 58 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 cycles the display using the original values.
[0347] 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 obtain 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 obtain new values may be performed, and the new values may then be used to display the display on the role ratio monitor 89. In this way, it is possible to prevent 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.
[0348] 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 display is always lit, 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 display is always lit, the top two digits of the feature ratio monitor 89 will flash).
[0349] 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.
[0350] 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 is possible to recognize 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 continuous feature payout ratio and feature payout ratio on the feature ratio monitor 89.
[0351] 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 when 6000 games have been played or later. 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 for 6000 games or later when 6000 games have not been played. By configuring it in this way, when 6000 games have not been played, it is possible to recognize 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 is possible to recognize that there is 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.
[0352] 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 ratios.
[0353] 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.
[0354] 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 instruction-based feature payout ratio has not yet reached the specified number of games at which the instruction-based feature payout ratio generally converges to the design value of the slot machine, and it is possible to recognize that there may be a bias in the displayed proportions and rates.
[0355] 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.
[0356] Furthermore, when initializing data that has been determined to be abnormal and data related to that data, if, for example, 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.
[0357] 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 or not, and if it is judged to be abnormal, 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).
[0358] Furthermore, when an abnormality is 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 notify the user by using a liquid crystal display 51 or the like to notify the user that an abnormality has been detected.
[0359] 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 continuous feature payout ratio for the past 6000 games, the feature payout ratio for the past 6000 games, the continuous 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, only when the operation of a predetermined operation switch (e.g., reset / setting switch 38) is detected, when not playing a game, 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.
[0360] Furthermore, 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 in which there is insufficient data to calculate the display content, but it is also possible to send a command that can identify this 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.
[0361] Furthermore, in this embodiment, the payout ratio of instructed feature devices to the total cumulative payout number, the payout ratio of consecutive feature devices for the past 6000 games, the payout ratio of feature devices for the past 6000 games, the payout ratio of consecutive feature devices to the total cumulative payout number, the payout ratio of feature devices to the total cumulative payout number, and the status ratio of feature devices to the total cumulative payout number are displayed on the feature ratio monitor 89, but in addition to these displays, the feature ratio monitor 89 may 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 wiring (such as wiring for a backup power supply) provided in the slot machine 2, for example.
[0362] 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 user of this 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.
[0363] 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.
[0364] Furthermore, as mentioned above, if there is a possibility that fraudulent operation has been performed so that correct information such as the reel payout ratio, continuous reel payout ratio, and command-included reel payout ratio is not displayed, this is detected and the history of the detection is recorded on the medal count control board 17 side, and without issuing an alert at the time of detection, a predetermined operation is then performed so that these histories can be confirmed on a display provided on the medal count control board 17 side (for example, the reel ratio monitor 89, etc.), a display provided on the performance control unit 151 side (for example, the LCD display 51, etc.), or a display external to the slot machine 2 (for example, the display 312, etc.).
[0365] 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 to prevent correct information from being displayed such as the role payout ratio, continuous role payout ratio, and instruction-based role payout ratio. 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 being displayed to prevent correct information from being displayed such as the role payout ratio, continuous role payout ratio, and instruction-based role payout ratio, etc., by changing the setting during a bonus, advantageous zone, or while a bonus is being carried over, forcibly ending the bonus or advantageous zone, or clearing the carried-over bonus, and the history may be confirmed by a predetermined operation.
[0366] [Initialization of role ratio information] Fig. 59 is a diagram for explaining the initialization process of the role ratio information. As shown in Fig. 59, 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.
[0367] 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.
[0368] In the example of FIG. 59, after the backup process is executed, an unauthorized operation is performed on the main control board 16. As described above, "unauthorized operation" refers to an operation that alters commands exchanged between the main control board 16 and the medal count control board 17 or an operation that illegally controls the main control board 16 or the medal count control board 17. In the example of FIG. 44, due to the unauthorized operation, the main control board 16 is controlled by an unauthorized connected device, and the main control board 16 transmits a gaming machine installation information command B to the medal count control board 17. At this time, the medal count control board 17 again performs backup initialization, which initializes the role ratio information stored in the backup memory 294, based on the reception of the gaming machine installation information command. That is, if the main chip ID identified from the gaming machine installation information command differs from the main chip ID identified from the previously received gaming machine installation information command, the medal count control board 17 initializes the data used to display the role ratio monitor 89.
[0369] As a result, the medal count control board 17 initializes the data used to display the role ratio information based on the main chip ID possessed by the main control board 16 if the main control board 16 is not legitimate, thereby ensuring that the correct role ratio corresponding to each slot machine is output.
[0370] [About in-capacity and out-of-capacity programs] The main control unit 161 of the slot machine 2 of this embodiment executes in-capacity programs and out-capacity programs. In-capacity programs are programs that contain instructions related to the progress of a game, such as internal lottery processing. Out-capacity programs are programs that contain instructions not directly related to the progress of a game, such as data output processing to a winning combination monitor. Malfunctions can occur when data is unintentionally mixed between in-capacity programs and out-capacity programs. For example, if an instruction from an in-capacity program rewrites data in the out-capacity RAM area even though it should, this can result in a program malfunction. To prevent such malfunctions, the main control unit 161 distinguishes between in-capacity programs and out-capacity programs, executes the programs, and progresses a game.
[0371] The following describes the areas where out-of-capacity programs and in-capacity programs are stored, using Fig. 60. Fig. 60 is an address map of the memory area used by the main control unit 161. As shown in Fig. 60, the memory area used by the main control unit 161 includes a memory area (0000H to EFFFH) allocated to the ROM 161b and a memory area (F000H to FFFFH) allocated to the RAM 161c.
[0372] The memory area of the ROM 161b consists of a program / data area where programs and fixed data are stored, an unused area where access is prohibited, and other areas. The other areas include a ROM comment area where 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.
[0373] 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.
[0374] The program / data area in ROM161b includes an in-capacity program area in which in-capacity programs directly related to the progress of the game are stored, an in-capacity data area in which in-capacity data used by the in-capacity programs is stored, an out-of-capacity program area in which out-of-capacity programs not directly related to the progress of the game are stored, an out-of-capacity data area in which out-of-capacity data used by the out-of-capacity programs is stored, and an unused area.
[0375] In addition, the progress of a game means progressing through a series of processes that make up the game, and in the case of a slot machine, this means progressing through the stages of setting the number of bets and allowing the game to start, 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.
[0376] 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 after a certain storage area corresponds to a storage area with a larger address value than that storage area, and a storage area allocated before a certain storage area corresponds to a storage area with a smaller address value than that storage area.
[0377] RAM 161c includes an internal RAM area used by internal programs as a work area, an external RAM area used by external programs as a work area, and an unused area where control data is never stored and is always set to 0. The internal RAM area also includes an internal stack area where internal programs save data, and the external RAM area also includes an external stack area where external programs save data. A temporary stack area (described below) is allocated to a 4-byte area from the last address (F1FFH) of the internal RAM area toward the top address, and a payout management temporary stack area (described below) is allocated to a further 4-byte area toward the top address. The internal stack area is allocated further toward the top address of the payout management stack area, and data is saved toward the address toward the top address. Data is saved to the external stack area from the last address (F1FFH) of the internal RAM area toward the top address.
[0378] As shown in Figure 61, the internal RAM area is composed of areas A to F, an unused area, an internal stack area, and a payout management temporary stack area and temporary stack area used only in the initial setting process described below. Area A is allocated to store setting values and the status of the setting key switch 37. Area B is allocated to store output buffers for reel motors 32L, 32C, 32R, etc., door commands, advantageous zone signal buffers, AT status, external signal flags, etc. Area C is allocated to store timer counters, LED output buffers, control data for reel motors 32L, 32C, 32R, external signal data, etc. Area D is allocated to store game status, RT status, replay medal counter, counter during BB, etc. Area E is allocated to store stopped reel information (stop order, etc.), win flags, instruction numbers, advantageous zone end flags, reel effects, reel motor status, number of inserted medals, random numbers, reel status, reel control data, etc. Area F is allocated with a payout-related area in which data related to control with the medal count control board 17 is stored. Here, as shown in Figure 61, the area from area A to the payout management temporary stack area is called the area to be initialized entirely, the area from area B to the unused area just before the stack area is called the area to be initialized at the start of a setting change, the area from area C to area E is called the area to be initialized at the end of a setting change, areas D and E are called the area to be initialized at the end of a BB, and area E is called the area to be initialized at the end of each game. The area to be initialized entirely is an area that is initialized when a RAM abnormality error occurs. The area to be initialized at the start of a setting change is an area that is initialized when a setting change begins. The area to be initialized at the end of a setting change is an area that is initialized when a setting change is completed. The area to be initialized at the end of a BB is an area that is initialized at the end of a BB. The area to be initialized at the end of each game is an area that is initialized every time a game (play) is completed.
[0379] In the following, the internal program area, internal data area, and internal RAM area may be collectively referred to as the internal area, and the external program area, external data area, and external RAM area may be collectively referred to as the external area.
[0380] [Instructions used by the program] 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.
[0381] The main control unit 161 includes an LD instruction as an instruction to read data stored in the ROM 161b and RAM 161c and an instruction to write data to the RAM 161c. The LD instruction is an instruction to read one byte of data stored at a specified address in a main routine or a subroutine into a specified register, or an instruction to write one byte of data stored in a specified register in a main routine or a subroutine into a specified address.
[0382] 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 a register and both an upper address and a lower address and reads data from ROM 161b or RAM 161c stored at the specified upper address and lower address, or an instruction that specifies both an upper address and a lower address and a register and writes data from the specified register to the specified upper address and lower address in RAM 161c. In contrast, the LDQ instruction is an instruction that specifies only a register and a lower address and specifies an address using the upper address and the specified lower address pre-set in a special register (Q register) in the internal function register area of RAM 161c, and reads data from ROM 161b or RAM 161c stored at the specified address into the specified register, or an instruction that specifies only the lower address and a register and specifies an address using the upper address and the specified lower address pre-set in the special register (Q register), and writes data from the specified register to the specified address in RAM 161c. This makes it possible to store specified data in a specified register with a smaller amount of data than the normal LD instruction.
[0383] In addition, by specifying two registers such as the HL register or the DE register as the transfer destination, the LDQ instruction can read two bytes of data stored in an address specified by a pre-set upper address and a specified lower address in a special register (Q register) and the address that follows it, and by specifying two registers such as the HL register or the DE register as the transfer source, it can write two bytes of data to an address specified by a pre-set upper address and a specified lower address in a special register (Q register) and the address that follows it.
[0384] 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 or write data from or to a 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 or write data with a smaller amount of data than with a normal LD instruction that specifies both the upper and lower addresses, and it is possible to reduce the amount of program waste required to specify addresses when reading or writing data.
[0385] Furthermore, among the intra-capacity data stored in the intra-capacity RAM area of RAM 161c, particularly frequently used intra-capacity data is stored in an area of the intra-capacity RAM area whose starting address is a specific value, and this specific value is set as the upper address of the intra-capacity data in a special register (Q register).When the main control unit 161 reads the intra-capacity data, by specifying only the lower address using the LDQ instruction, it becomes possible to read or write intra-capacity data with a smaller amount of data than with a normal LD instruction which specifies both the upper and lower addresses, thereby reducing the waste of programming for specifying addresses when reading or writing this intra-capacity data.
[0386] Furthermore, the main control unit 161 can change the value set in the special register (Q register) in the main routine or subroutine. As described below, during the initialization process performed at startup to set the internal registers, the special register (Q register) is set to an initial value that indicates the start address of in-memory data that is frequently used by in-memory programs. 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, the special register (Q register) stores "F0" as its initial value. As a result, when the in-memory program is being executed, the special register (Q register) is set to a specific value that indicates the start address of in-memory data that is frequently used by in-memory programs. This allows the in-memory program to read or write frequently used in-memory data using the LDQ instruction.
[0387] 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. A configuration using a special LD instruction 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 to specify the data storage address can be reduced. Furthermore, even if a configuration is used in which an identification value with a data amount smaller than the address is assigned to each of a plurality of areas constituting the vector table area, and data storage addresses are set in each of these plurality of areas, and a special LD instruction is used in which the storage address of the data stored in the area corresponding to the identification value can be specified by specifying the identification value, it is possible to reduce waste of program time for specifying an address when reading or writing data.
[0388] 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).
[0389] 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. FIG. 62 is a diagram for explaining the register banks included in the CPU 161a of the main control unit 161. As shown in FIG. 62, the CPU 161a has a first register bank R1 and a second register bank R2.
[0390] 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.
[0391] In this embodiment, the main control unit 161 uses the first register bank R1 when executing instructions according to a program written in the internal program area, and uses the second register bank R2 when executing instructions according to a program written in the external 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 internal program area, and does not use the first register bank R1 when executing instructions according to a program written in the external program area. This prevents the slot machine 2 of this embodiment from accidentally mixing data between the internal program and the external program, resulting in malfunctions. Hereinafter, a program written in the internal program area will be referred to simply as an "internal program," and a program written in the external program area will be referred to simply as an "external program."
[0392] That is, the main control unit 161 uses the first register bank R1 when executing a memory program as a main routine, but switches from the first register bank R1 to the second register bank R2 when an external program is called as a subroutine by a CALLEX instruction. More specifically, when the external program area is called as a subroutine by a CALLEX instruction, the main control unit 161 stores the caller's address in the stack area, calls and executes the subroutine stored at the specified address, and then, upon completion of the subroutine, issues a RETEX instruction (return instruction) to return to the caller's address stored in the stack area, i.e., the internal program that executed the CALLEX instruction, and switches from the second register bank R2 to the first register bank R1. This allows the slot machine 2 of this embodiment to use different register banks when executing a memory program and when executing an external program, preventing the contents of the internal program area and the contents of the external program area from being mixed together on the registers.
[0393] 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.
[0394] 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."
[0395] Moreover, overflow (overflow) includes both overflow due to addition and overflow due to subtraction. In other words, overflow refers to an operation result that exceeds the capacity of a predetermined storage area. Overflow includes both exceeding the upper limit of storage capacity and falling below the lower limit of storage capacity. More specifically, overflow includes adding "1" to an 8-byte storage area storing "1111 1111 1111 1111." Overflow includes subtracting "1" from an 8-byte storage area storing "0000 0000 0000 0000." Subtraction overflow is sometimes also called underflow. This allows the main control unit 161 to detect whether an overflow has occurred in the operation result using a flag register. Because overflow detection can be performed using register functions, it is faster and requires less processing load than programmatic detection.
[0396] [Q register setting] FIG. 63 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.
[0397] The main control unit 161 executes the startup process of the main control unit 161 shown in Fig. 63 based on the supply of power to the main control unit 161. In Fig. 63, 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 (Sj1). After executing 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.
[0398] In 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 an internal RAM area that is frequently referenced and written to when executing an internal program. Similarly, the main control unit 161 can reduce the amount of program waste required to specify an address when calling an external RAM area that is frequently referenced and written to when executing an external program. This allows the main control unit 161 of this embodiment to reduce the program size required to execute instructions for both internal and external programs.
[0399] The main control unit 161 sets initial values in the first Q register and the second Q register in Sj1, and then executes the user program (Sj2). The user program includes an initial setting process (described later in FIG. 64) and a main process (described later in FIG. 67). 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, the processing performed by the user program can be reduced. 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 values.
[0400] [Initial setting process for main control board 16] 64 is a diagram illustrating the initial setting process performed by the main control board 16. The initial setting process is included in the user program and is written in the internal program area of the ROM 161b.
[0401] When power supply to the slot machine 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 in-capacity program is performed.
[0402] The initial setting process starts with timer interrupts disabled. As shown in FIG. 64, 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 ON (Sa2). If the power interruption detection signal is ON, the process waits until the power interruption detection signal turns OFF. After that, the power supply voltage of the slot machine 2 returns to normal and the power interruption detection signal turns OFF, and then the internal register setting process is performed (Sa3). In the internal register setting process, values are set in the first Q register and the second Q register, specifically "F0" is set in the first Q register and "F3" is set in the second Q register. In other words, the internal register setting process is similar to Sj1 in FIG. 63. In other words, the same value is reset in the first Q register and the second Q register.
[0403] In this way, the main control unit 161 sets a value in the first Q register and a value in 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 Sj1, the user program sets values in the first Q register and the second Q register, 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 slot machine 2 of this embodiment, values are set in the first Q register and the second Q register in both the process of Sj1 in FIG. 62 and the process of Sa3 in FIG. 64. However, the slot machine 2 may be configured to perform only one of the processes of Sj1 in FIG. 63 and Sa3 in FIG. 64.
[0404] Next, the address of the temporary stack area is set in the stack pointer (Sa4), RAM access permission is set (Sa5), and external RAM area initialization processing is called (Sa6). In other words, the processing of Sa6 is processing to call an external RAM area program from an internal RAM area program. Therefore, the processing name of Sa6 ends with the word "(external RAM)". In the initial setting processing shown in FIG. 64 and the main processing shown in FIG. 67, the processing name for calling an external RAM area program from an internal RAM area program ends with the word "(external RAM)". Hereinafter, such processing to call an external RAM area program from an internal RAM area program will be simply referred to as "external RAM area program call processing". The CALLEX instruction described above is used for external RAM area program call processing.
[0405] Furthermore, when Sa6 calls the external RAM initialization process, the registers are saved, and at this time, the registers are saved to the temporary stack area set in the stack pointer in Sa5.
[0406] When an out-of-capacity program call process such as the out-of-capacity RAM initialization process of Sa6 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 out-of-capacity program call process. At this time, "F3" is set in the second Q register. That is, in the out-of-capacity program call process, the value of the second Q register is reset, similar to Sj1 in FIG. 63 and Sa3 in FIG. 64.
[0407] In this way, the main control unit 161 sets a value in the first Q register at Sj1 in FIG. 6 and Sa3 in FIG. 64 before game control is initiated, and sets a value in the second Q register each time an out-of-capacity program call process is executed to call an out-of-capacity program from an in-capacity program. As a result, in the slot 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 the out-of-capacity 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 the out-of-capacity program is called. That is, as described above, in the slot machine 2 of this embodiment, values are set in the first Q register and the second Q register in advance at Sj1 in FIG. 63 and Sa3 in FIG. 64 before game progress control is initiated. Therefore, the value in the second Q register is already set, even if the value in the second Q register does not need to be set each time the out-of-capacity program is called.
[0408] Furthermore, the main control unit 161 may set a value only in the first Q register without setting a value in the second Q register in the processing of Sj1 in Figure 63 and the processing of Sa2Q in Figure 64, and may set the value of the second Q register when the off-capacity program is called. In this case, the main control unit 161 may set the value of the second Q register only when the off-capacity program is called for the first time after power-on. In other words, as described above, in order to ensure prevention of malfunctions, the value of the second Q register is not reset every time the off-capacity program is called, but the value of the second Q register is set only when the off-capacity program is called for the first time after power-on, thereby simplifying the processing.
[0409] In the external RAM initialization process of Sa6, as shown in Figure 65, first, RAM parity, which is the exclusive OR of the data stored in all areas of RAM161c, is calculated (Sb1), and it is determined whether the RAM parity is 0 (Sb2).
[0410] If power outage processing is performed normally when power is cut off, parity adjustment data is set so that the RAM parity in all areas of RAM161c is 0, and if the RAM parity is not 0 in Sb2, it is determined that an abnormality has occurred in the data stored in RAM161c.
[0411] Furthermore, in Sa6, when the external RAM initialization process is called, the register values are saved in the temporary stack area of RAM 161c, but after the external RAM initialization process is completed and the registers are restored, the temporary stack area is no longer used, the values in the temporary stack area are maintained as they are, and when the external RAM initialization process is called in the initial setting process the next time the power is turned on, the same register values are stored in the temporary stack area again. In other words, since the same data is always stored in the temporary stack area unless an abnormality occurs in the data in RAM 161c, it is possible to correctly determine whether an abnormality has occurred in the data stored in RAM 161c even when a determination is made based on the RAM parity of the entire area of RAM 161c, including the values in the temporary stack area.
[0412] If it is determined in Sb2 that the RAM parity is 0, the destructive diagnostic data is acquired (Sb3). The destructive diagnostic data is 1 byte of data that is set in the RAM 161c during power outage processing, and is data in which multiple bits are 1.
[0413] After the destructive diagnosis data is acquired in Sb3, the destructive diagnosis data set in the RAM 161c is cleared (Sb4), and it is determined whether the destructive diagnosis data acquired in Sb3 is 0 (Sb5).
[0414] If the power outage processing is performed normally when the power is cut off, as mentioned above, destructive diagnostic data in which multiple bits are 1 is set in RAM 161c.If the destructive diagnostic data is 0 in Sb5, it is possible that all data has been initialized even if the RAM parity is 0.In such a case, it is determined that an abnormality has occurred in the data stored in RAM 161c.
[0415] If the RAM parity is 0 in Sb2 and the destructive diagnostic data is not 0 in Sb5, that is, if it is determined that the data in the RAM 161c is not abnormal, the process returns to the initial setting process of FIG.
[0416] On the other hand, if the RAM parity is not 0 in Sb2, or if the data for destruction diagnosis is 0 in Sb5, i.e., if it is determined that the data in RAM 161c is abnormal, the entire area of the extra-RAM area of RAM 161c is initialized (Sb6) without returning to the initial setting process, i.e., the internal program, and a RAM destruction diagnosis flag indicating that the data in RAM 161c has been destroyed is set in a predetermined area of the extra-RAM area (Sb7), and then the initial setting process of Figure 64 is returned to.
[0417] After the external RAM initialization process in Sa6 is completed, it is determined whether the RAM corruption diagnostic flag is set (Sa7). If it is determined that the RAM corruption diagnostic flag is not set, i.e., if it is determined that the data in RAM 161c is not abnormal, the process proceeds to Sa9. If it is determined that the RAM corruption diagnostic flag is set, i.e., if it is determined that the data in RAM 161c is abnormal, the process initializes all initialization areas of the internal RAM area (Sa8) and proceeds to Sa9. The entire initialization area initialized in Sa8 does not include the temporary stack area and the temporary stack area for payout management, and the data in the temporary stack area and the temporary stack area for payout management is maintained. In particular, by maintaining the data in the temporary stack area, it is possible to ensure that the RAM parity will be 0 after the registers are saved to the temporary stack area the next time the power is turned on.
[0418] In Sa9, the address of the temporary payout management stack area is set in the stack pointer, and the payout management area initialization process that initializes the payout management area is called and executed (Sa10).
[0419] In addition, when Sa10 calls the payout management area initialization process, the registers are saved to the payout management temporary stack area set in the stack pointer in Sa9.However, after the payout management area initialization process is completed and the registers are restored, the payout management temporary stack area is no longer used and the value of the payout management temporary stack area is maintained as is.Therefore, even if the judgment is based on the RAM parity of the entire area of RAM161c, including the value of the payout management temporary stack area, it is possible to correctly determine whether or not an abnormality has occurred in the data stored in RAM161c.
[0420] After the payout management area initialization process of Sa10 is completed, the address of the internal stack area is set to the stack pointer (Sa11), and it is determined whether the setting key switch 37 is in the ON state (Sa12).If it is determined that the setting key switch 37 is in the ON state, i.e., if the power is turned on with the setting key switch 37 in the ON state, a gaming machine installation information command is sent to the medal count control board 17 (Sa13), and the process proceeds to the setting change process shown in Figure 65.
[0421] If it is determined in Sa12 that the setting key switch 37 is not in the ON state, it is determined whether or not the RAM destruction diagnostic flag is set (Sa14). If it is determined that the RAM destruction diagnostic flag is not set, that is, if it is determined that the data in RAM 161c is not abnormal, it is determined whether or not the reset / setting switch 38 is in the ON state (Sa15). If it is determined that the reset / setting switch 38 is in the ON state, that is, even if the setting key switch 37 is in the OFF state but the power is turned on with the reset / setting switch 38 in the ON state and the data in RAM 161c is not abnormal, a gaming machine installation information command is sent to the medal count control board 17 (Sa13), and the setting change processing shown in Figure 65 is performed.
[0422] As shown in Figure 66, in the setting change process, the area initialized at the start of the setting change in RAM 161c, i.e., the area of the internal RAM area excluding area A where the buffer of the setting value / setting key switch 37 is stored, the internal stack area, the payout management temporary stack area, and the temporary stack area, is initialized (Sc1).
[0423] Next, the external RAM clearing process is called (Sc2). The external RAM clearing process is the external program call process described above. The external RAM clearing process initializes the external RAM area excluding the external stack area.
[0424] After the extraneous RAM clearing process of Sc2 is completed, a setting change start command indicating that the setting change state has started is sent to the performance control unit 151 (Sc3), and it is determined whether the setting key switch 37 is in the ON state (Sc4).
[0425] If it is determined in Sc4 that the setting key switch is not in the ON state, i.e., the setting key switch 37 is in the OFF state, but the power is turned on with the reset / setting switch 38 in the ON state, and the process proceeds to setting change processing, it is determined whether...
Claims
[Claim 1] In a gaming machine for playing games, a setting change state transition means for transitioning to a setting change state in which a setting value representing an advantage level for a player is set when a setting change operation is performed at the time of power-on; a destruction determination means for determining whether data is destroyed or not when power is turned on; a data abnormality state control means for controlling the data to an abnormal state when the data is determined to be corrupted by the corruption determination means; an initialization means for initializing a control state; Equipped with the initialization means is capable of initializing a control state in association with transitioning to the setting change state, and is also capable of initializing the control state without transitioning to the setting change state if an initialization operation has been performed when power is turned on; The gaming machine includes: After the control state is initialized, when the game becomes playable, set playable information; When power is turned on, the destruction determining means determines whether data is destroyed before determining whether the initialization operation has been performed; When it is determined by the destruction determination means that the data is not destroyed, it is determined whether or not the initialization operation has been performed, and when it is determined that the initialization operation has been performed, it is determined whether or not the playable information has been set, and when it is determined that the playable information has been set, the control state is initialized and transition to a playable state is possible, and when it is determined that the playable information has not been set, the transition to a playable state is not made, When the destruction determination means determines that the data is destroyed, the data is controlled to the abnormal state without determining whether the initialization operation has been performed, When the device is controlled to the data abnormal state, the device can be switched back on, and the device can be switched to the setting change state by performing the setting change operation, and can be switched to a playable state based on the transition to the setting change state. When the game machine is controlled to the data abnormal state, the power is turned on again and the game machine does not transition to a playable state based on the fact that the initialization operation has been performed.
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