gaming machines
The gaming machine improves game value processing by integrating game and game value control mechanisms to ensure seamless execution of counting and providing processes, enhancing operational efficiency and integrity.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-30
- Publication Date
- 2026-03-04
AI Technical Summary
Conventional gaming machines require improvements in processing related to gaming value, particularly in executing game value providing processes and counting operations simultaneously.
The gaming machine incorporates a game control means for executing game processes, a game value control means for managing game value operations, and a counting operation means that allows players to count and provide game values, ensuring that game value providing processes can be executed after completing a predetermined unit count during counting operations.
This configuration enhances the processing of gaming value, improving the efficiency and integrity of game value management and counting operations in gaming machines.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Among conventional gaming machines, there are gaming machines in which a player plays a game using a gaming value that the player owns.
[0003] Recently, among such gaming machines, there has been known a gaming machine that includes a main control board and a payout board that pays out gaming media when a winning combination is achieved (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-119986 Summary of the Invention [Problem to be solved by the invention]
[0005] However, the above-mentioned gaming machine has room for improvement in the processing related to the gaming value.
[0006] In view of the above problems, the present invention aims to provide a gaming machine that can improve processing related to gaming value. [Means for solving the problem]
[0007] In order to solve such problems, the gaming machine according to the present invention comprises: a game control means capable of executing a process related to a game; a game value control means capable of executing a process related to a game value; a counting operation means that allows a player to perform a counting operation; The gaming value control means comprises: a game value providing process for providing the game value; and a counting process for counting a predetermined unit of game value when the counting operation is being performed. is executable, Even when the counting operation is being performed, the game value providing process can be executed, and when the game value is to be provided while the counting operation is being performed, the game value providing process is executed after the counting of the game value of the predetermined unit is completed. It is characterized by: [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that can improve processing related to gaming value. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 2 is a front view of the appearance of the gaming machine. [Figure 2] FIG. [Figure 3] FIG. 1 is a diagram showing the internal structure of the cabinet. [Figure 4] FIG. [Figure 5] FIG. 10 is a diagram showing the arrangement of symbols on the reels. [Figure 6] FIG. 10 is a diagram showing combinations of symbols and the awarded game value. [Figure 7] FIG. 2 is a block diagram of a main control board and a game value control board. [Figure 8] FIG. 4 is a block diagram of a sub-control board. [Figure 9] FIG. 2 is a block diagram of a rental device. [Figure 10] FIG. 10 is a diagram showing the transition of game states. [Figure 11] A diagram showing the transition of the ball output state. [Figure 12] This is a diagram showing the flow of goods and information. [Figure 13] FIG. 2 is a diagram showing details of transmission and reception of each piece of information. [Figure 14] A diagram showing the memory area of the main control board and the memory area of the game value control board. [Figure 15] FIG. 10 is a diagram showing a winning combination determination table. [Figure 16] FIG. 10 is a diagram showing the relationship between winning combinations, the order in which the stop buttons are operated, and winnings. [Figure 17] FIG. 10 is a diagram illustrating a command group table. [Figure 18] FIG. 2 is a diagram showing a storage area within a main RAM usage area. [Figure 19] A diagram showing a memory area within the game value RAM usage area. [Figure 20]A diagram showing gaming machine performance information in the gaming value RAM usage area. [Figure 21] A diagram showing gaming machine installation information in the gaming value RAM usage area. [Figure 22] This is a diagram showing hall control and fraud monitoring information in the game value RAM usage area. [Figure 23] FIG. 10 is a diagram illustrating a main program start process. [Figure 24] FIG. 10 is a diagram illustrating a setting change process. [Figure 25] FIG. 10 is a diagram illustrating a main loop process. [Figure 26] FIG. 10 is a diagram showing a game start management process. [Figure 27] A diagram showing the game value acceptance start process. [Figure 28] FIG. 10 is a diagram showing a game value addition process. [Figure 29] FIG. 10 is a diagram showing a game value LED display data creation process. [Figure 30] FIG. 10 is a diagram illustrating an error / complete function monitoring process. [Figure 31] FIG. 10 is a diagram illustrating an E8 error display process. [Figure 32] FIG. 10 is a diagram illustrating an error display process. [Figure 33] FIG. 10 is a diagram illustrating a setting value confirmation process. [Figure 34] FIG. 10 is a diagram illustrating a setting value display process. [Figure 35] FIG. 10 is a diagram showing a gaming value management process. [Figure 36] FIG. 10 is a diagram illustrating a start lever check process. [Figure 37] FIG. 10 is a diagram showing a pattern code setting process. [Figure 38] FIG. 10 is a diagram showing a reel spin start preparation process. [Figure 39] FIG. 10 is a diagram showing processing during reel rotation. [Figure 40] FIG. 10 is a diagram illustrating a display determination process. [Figure 41] FIG. 10 is a diagram showing a game value granting process. [Figure 42]FIG. 10 is a diagram illustrating the MY·difference calculation process. [Figure 43] A diagram showing a game state transition process. [Figure 44] FIG. 10 is a diagram illustrating a main interrupt process. [Figure 45] FIG. 10 is a diagram showing a game value program start process. [Figure 46] A diagram showing a gaming value loop process. [Figure 47] FIG. 10 is a diagram illustrating a main control board communication process. [Figure 48] A figure showing the first gaming machine information notification message receiving process. [Figure 49] A figure showing the second gaming machine information notification message receiving process. [Figure 50] FIG. 10 is a diagram illustrating an SC board communication process. [Figure 51] FIG. 10 is a diagram illustrating a counting notification transmission process. [Figure 52] FIG. 10 is a diagram illustrating a count subtraction value setting process. [Figure 53] FIG. 10 is a diagram showing a loan acceptance result response process. [Figure 54] FIG. 10 illustrates error processing. [Figure 55] FIG. 10 is a diagram illustrating an unauthorized information setting process. [Figure 56] FIG. 10 illustrates an error code setting process. [Figure 57] A diagram showing the gaming value number side information setting process. [Figure 58] FIG. 10 is a diagram showing a game value interruption process. [Figure 59] FIG. 10 is a diagram illustrating a switch detection process. [Figure 60] FIG. 10 is a diagram illustrating a sub-loop process. [Figure 61] FIG. 10 is a diagram showing a basic communication sequence. [Figure 62] FIG. 10 is a diagram showing a startup sequence when the gaming machine is started first. [Figure 63] FIG. 10 is a diagram showing a startup sequence in the case where the rental device is started first. [Figure 64]A diagram showing the basic sequence of gaming machine information notification. [Figure 65] A diagram showing the sequence when hall computer fraud monitoring information and gaming machine installation information overlap. [Figure 66] FIG. 10 is a diagram showing a counting notification sequence. [Figure 67] FIG. 10 is a diagram showing a lending notification sequence. [Figure 68] FIG. 10 is a diagram showing a recovery sequence when a dedicated IF is disconnected. [Figure 69] FIG. 10 is a diagram showing a communication abnormality sequence during counting. [Figure 70] FIG. 10 is a diagram showing a communication abnormality sequence during lending. [Figure 71] 10A and 10B are diagrams showing a time chart and animation during a setting change. [Figure 72] 10A and 10B are diagrams showing a time chart and animation during a setting change. [Figure 73] FIG. 10 is a diagram showing a time chart of a setting change device operation abnormality error. [Figure 74] FIG. 10 is a diagram showing an animation of a setting change device abnormal operation error. [Figure 75] FIG. 10 is a diagram showing a time chart during setting confirmation display. [Figure 76] FIG. 10 is a diagram showing an animation during a setting confirmation display. [Figure 77] A figure showing a time chart of an abnormal communication error within the gaming machine. [Figure 78] A figure showing an animation of an abnormal communication error within the gaming machine. [Figure 79] A figure showing a time chart of a game value number overflow error. [Figure 80] A figure showing an animation of a game value number overflow error. [Figure 81] FIG. 10 is a diagram showing a time chart of a rental device communication no-response error. [Figure 82] FIG. 10 is a diagram showing an animation of a rental device no-response communication error. [Figure 83]FIG. 10 is a diagram showing a time chart of a rental device unconnection error. [Figure 84] FIG. 10 is a diagram showing an animation of a rental device unconnection error. [Figure 85] FIG. 10 is a diagram showing a time chart for clearing the game value. [Figure 86] FIG. 10 is a diagram showing an animation of clearing the game value. [Figure 87] FIG. 10 is a diagram showing a time chart for determining a set value. [Figure 88] FIG. 10 is a diagram showing an animation of setting value confirmation. [Figure 89] FIG. 10 is a diagram showing a time chart of a door open error. [Figure 90] FIG. 10 shows an animation of a door open error. [Figure 91] FIG. 10 is a diagram showing a time chart of a reset start. [Figure 92] FIG. 10 is a diagram showing a reset start animation. [Figure 93] FIG. 10 is a diagram showing a time chart of the complete function. [Figure 94] FIG. 10 is a diagram showing an animation of the complete function. [Figure 95] FIG. 10 is a diagram showing a time chart for completing the counting process. [Figure 96] FIG. 10 is a diagram showing an animation of the completion of the counting process. [Figure 97] FIG. 10 is a diagram showing a time chart during counting processing. [Figure 98] FIG. 10 is a diagram showing an animation during counting processing. [Figure 99] A figure showing a time chart of a game value number warning. [Figure 100] FIG. 10 is a diagram showing an animation of a game value number warning. [Figure 101] FIG. 10 is a diagram showing a time chart of complete advance notification. [Figure 102] FIG. 10 is a diagram showing an animation of a complete advance notification. [Figure 103]FIG. 10 is a diagram showing a time chart of complete standby notification. [Figure 104] FIG. 10 is a diagram showing an animation of a complete standby notification. [Figure 105] FIG. 10 is a diagram showing a time chart for calculating the gaming value number. [Figure 106] FIG. 10 is a diagram showing an animation of game value settlement. [Figure 107] FIG. 10 is a diagram showing an animation after activation of the complete function. [Figure 108] FIG. 10 shows an animation after the game value is cleared. [Figure 109] FIG. 10 is a diagram showing an animation after a complete advance notification. [Figure 110] FIG. 10 is a diagram showing an animation after a complete standby notification. [Figure 111] FIG. 10 is a diagram showing an animation from the advance notification of completion to the activation of the complete function. [Figure 112] FIG. 10 is a diagram showing an animation from the completion standby notification to the activation of the complete function. [Figure 113] FIG. 1 is a diagram showing a list of functions of the gaming machine and the implementation area. [Figure 114] FIG. 10 is a diagram showing the timing of each process in one game. [Figure 115] FIG. 10 is a simplified flowchart showing various processes for adding and subtracting game values. [Figure 116] FIG. 10 is a simplified flowchart of processing related to bets and processing related to settlement. [Figure 117] FIG. 10 is a simplified flowchart showing processing related to betting and processing related to the awarding of gaming value. [Figure 118] FIG. 10 is a simplified flowchart of processing related to bets and processing related to counting. [Figure 119] FIG. 10 is a simplified flowchart of processing related to bets and processing related to lending. [Figure 120]FIG. 10 is a simplified flowchart showing the process related to settlement and the process related to the granting of gaming value. [Figure 121] FIG. 10 is a simplified flowchart of a process related to settlement and a process related to counting. [Figure 122] FIG. 10 is a simplified flowchart of a process related to settlement and a process related to lending. [Figure 123] FIG. 10 is a simplified flowchart showing the process of awarding game value and the process of counting. [Figure 124] A figure showing a simple flowchart of processing related to the granting of gaming value and processing related to lending. [Figure 125] FIG. 10 is a simplified flowchart of SC board communication processing. [Figure 126] FIG. 10 is a diagram showing an animation when a bet operation and a counting operation overlap. [Figure 127] FIG. 10 is a diagram showing an animation when a settlement operation and a counting operation overlap. [Figure 128] FIG. 10 is a diagram showing an animation when the awarding of game value and the counting operation overlap. [Figure 129] FIG. 10 is a diagram showing an animation when a counting operation and a lending operation overlap. [Figure 130] FIG. 10 is a diagram showing an animation when a bet operation is performed during a counting operation. [Figure 131] FIG. 10 is a diagram showing an animation that appears when a settlement operation is performed during a counting operation. [Figure 132] FIG. 10 is a diagram showing an animation when a lending operation is performed during a counting operation. [Figure 133] FIG. 10 is a diagram showing an animation that appears when a winning combination is achieved during the counting operation. [Figure 134] FIG. 10 is a timing chart relating to counting. [Figure 135] FIG. 10 is a diagram showing a main control area and a game value control area in the second embodiment. [Figure 136] FIG. 10 is a diagram illustrating a storage area in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.
[0011] First, each component of the gaming machine 1 will be described with reference to FIGS.
[0012] 1 is a front view of the exterior of the gaming machine 1, FIG. 2 is a detailed view of the base, FIG. 3 is a view of the internal structure of the cabinet 2, and FIG. 4 is a rear view of the front door 3.
[0013] (Gaming machine 1) The gaming machine 1 in this embodiment is composed of a cabinet 2, a front door 3, etc. Furthermore, the gaming machine 1 in this embodiment is capable of executing a game using electromagnetically stored game value. In other words, the gaming machine 1 in this embodiment is capable of executing a game without using game media (for example, medals).
[0014] (Cabinet 2) The cabinet 2 is a substantially rectangular box body with an opening on the front side. A plurality of components are attached to the cabinet 2. The provision of the cabinet 2 makes it possible to store a reel 31 and the like.
[0015] (Front door 3) The front door 3 is attached so as to close the opening on the front side of the cabinet 2. In addition, a number of parts are attached to the front door 3. Incidentally, the provision of the front door 3 makes it possible to attach a stop button 15 and the like.
[0016] (Door keyhole 4) The door keyhole 4 is provided on the right side of the center of the front door 3 when viewed from the front, and is provided for unlocking the front door 3 with a locking device (not shown). Here, when a gaming parlor employee or the like performs maintenance work or changes to setting values, the locking device (not shown) provided on the front door 3 is unlocked. Specifically, the front door 3 is opened by inserting a door key (not shown) into the door keyhole 4 and rotating it clockwise a predetermined angle, and work such as maintenance work or changes to setting values can be performed. Then, when work such as maintenance work or changes to setting values is completed, the front door 3 is closed, and the locking device is locked. The provision of the door keyhole 4 makes it possible to open and close the front door 3.
[0017] (setting value) The setting value indicates the degree of advantage to the player, and the larger the setting value, the more advantageous it is to the player. In this embodiment, it is possible to set any of settings "1," "2," "4," "5," and "6," and it is not possible to set setting "3." It is also possible to set setting "0," which is a setting value that is significantly disadvantageous to the player.
[0018] (Central Panel 5) The middle panel 5 is provided in the center of the front door 3 when viewed from the front, and is a design panel made of smooth acrylic resin with a transparent window so as not to obstruct the visibility of the symbols arranged on the reels 31. The provision of the middle panel 5 makes it possible to view the symbols arranged on the reels 31.
[0019] (bottom panel 6) The lower panel 6 is provided at the bottom of the front door 3 when viewed from the front, and is a design panel made of acrylic resin on which the character pictures to be displayed on the image display device 7, the model name, etc. are printed. The provision of the lower panel 6 makes it possible to make the motifs of the gaming machine 1 easier to recognize.
[0020] (Image display device 7) The image display device 7 is provided to display moving images, still images, etc. corresponding to the effects executed when a game is played. Here, the image display device 7 is capable of displaying effect images that are displayed when an effect is being executed, and error images that are displayed when an abnormality (error) is detected in the gaming machine 1. Incidentally, by providing the image display device 7, it is possible to execute effects that appeal to the player's visual sense.
[0021] (Upper speaker port 8) The upper speaker outlets 8 are holes for outputting sound from the speakers 62 (more specifically, the upper right speaker 62A and the upper left speaker 62B), and are provided on the left and right sides of the center when viewed from the front of the gaming machine 1. The upper speaker outlets 8 are also made up of an upper right speaker outlet 8R and an upper left speaker outlet 8L. The upper right speaker outlet 8R is provided to correspond to the upper right speaker 62A, and the upper left speaker outlet 8L is provided to correspond to the upper left speaker 62B.
[0022] (Lower speaker port 9) The lower speaker openings 9 are holes for outputting sound from the speakers 62 (more specifically, the lower right speaker 62C and the lower left speaker 62D), and are provided on the left and right sides of the lower part of the gaming machine 1 when viewed from the front. The lower speaker openings 9 are made up of a lower right speaker opening 9R and a lower left speaker opening 9L. The lower right speaker opening 9R is provided corresponding to the lower right speaker 62C, and the lower left speaker opening 9L is provided corresponding to the lower left speaker 62D.
[0023] (Status display unit 10) The status display unit 10 is a unit for displaying various statuses. Specifically, the status display unit 10 includes a bet availability display section 25, a game start display section 26, a replay display section 27, an instruction monitor display section 28, a bet number display section 29, and an award number display section 30.
[0024] (BET button 11) The BET button 11 is provided to accept a BET operation of pressing the BET button 11. When the BET operation is accepted, a process is performed in which a gaming value of "1" is bet on the game from among the gaming values owned by the player. The provision of the BET button 11 makes it possible to accept a BET operation.
[0025] (MAXBET button 12) The MAXBET button 12 is provided to accept a MAXBET operation of pressing the MAXBET button 12. When the MAXBET operation is accepted, a process is performed in which the maximum gaming value ("3" in this embodiment) that can be bet on one game ("1" game) from the gaming value owned by the player is bet on the game. Incidentally, the provision of the MAXBET button 12 makes it possible to accept the MAXBET operation.
[0026] (Payment button 13) The settlement button 13 is provided to accept a settlement operation of pressing the settlement button 13. When the settlement operation is accepted, a process of settling the bet game value is performed. In this embodiment, the maximum game value that can be bet in one game is "3", so the value of the game value that can be settled is any value between "1" and "3". Incidentally, by providing the settlement button 13, it is possible to accept the settlement operation.
[0027] (Start lever 14) The start lever 14 is provided to accept a start operation of pressing the start lever 14. Here, when the start operation is accepted, processes such as obtaining a random number value, determining a winning combination using the obtained random number value, and starting the rotation of the reels 31 are performed. Note that the provision of the start lever 14 makes it possible to accept the start operation.
[0028] (Stop button 15) The stop button 15 is provided to accept a stop operation by pressing the stop button 15. The stop button 15 is composed of a left stop button 15L for accepting a left stop operation that triggers the left reel 31L to stop spinning, a center stop button 15C for accepting a center stop operation that triggers the center reel 31C to stop spinning, and a right stop button 15R for accepting a right stop operation that triggers the right reel 31R to stop spinning. Here, when a stop operation is accepted, a process to stop the spinning of the reels 31 is performed. Note that the provision of the stop button 15 makes it possible to accept a stop operation corresponding to the reels 31.
[0029] (Show button 16) The effect button 16 is provided to accept an effect button operation of pressing the effect button 16. Here, if an effect button operation is accepted when a predetermined effect image is displayed on the image display device 7, a process is performed to switch the predetermined effect image displayed on the image display device 7 to a specific effect image. Also, if an effect button operation is accepted when no game is being played, a process is performed to display a menu image on the image display device 7. Incidentally, by providing the effect button 16, it is possible to accept the effect button operation.
[0030] (D-pad 17) The cross key 17 is provided to accept a cross key operation of pressing the cross key 17. The cross key 17 is also composed of an up button, a down button, a left button, and a right button. Here, when a cross key operation is accepted while a menu image is displayed on the image display device 7, a cursor image CUR, which will be described later, is displayed and moves. Incidentally, the provision of the cross key 17 makes it possible to accept a cross key operation.
[0031] (Game Value Display Unit 18) The gaming value display unit 18 is a unit for displaying the gaming value owned by the player. Specifically, the gaming value display unit 18 is a unit that combines a counting button 19 and a gaming value display device 20.
[0032] (Count button 19) The counting button 19 is provided to accept a counting operation of pressing the counting button 19. When the counting operation is accepted, a process of counting the game value owned by the player and a process of updating the value displayed on the game value display device 20 towards "0" are performed. Incidentally, by providing the counting button 19, it is possible to accept the counting operation.
[0033] (Game value display device 20) The gaming value display device 20 is provided to display the value of the gaming value owned by the player. Here, the gaming value display device 20 in this embodiment is capable of displaying a value of "5" digits. Incidentally, by providing the gaming value display device 20, it becomes possible to display the value of the gaming value owned by the player.
[0034] (Logo LED21) The logo LED 21 is provided to illuminate the logo of the gaming machine 1 provided at the top of the front door 3 when viewed from the front. The provision of the logo LED 21 makes it easier for players to recognize the logo of the gaming machine 1.
[0035] (Control Panel LED22) The control panel LED 22 is provided to illuminate a base portion provided in the center of the front door 3 when viewed from the front. By providing the control panel LED 22, the base portion can be illuminated, thereby enhancing the dramatic effect.
[0036] (Plywood side LED23) The plywood side LEDs 23 are provided to illuminate the right and left sides of the base when viewed from the front. The plywood side LEDs 23 are also composed of a right plywood side LED 23R provided to illuminate the right side of the base when viewed from the front, and a right plywood side LED 23R provided to illuminate the left side of the base when viewed from the front. By providing the plywood side LEDs 23, it is possible to illuminate the right and left sides of the base when viewed from the front, thereby enhancing the dramatic effect.
[0037] (Side unit LED24) The side unit LEDs 24 are provided to illuminate the right and left sides as viewed from the front of the gaming machine 1. The side unit LEDs 24 are also made up of a right side unit LED 24R provided to illuminate the right side as viewed from the front of the gaming machine 1, and a left side unit LED 24L provided to illuminate the left side as viewed from the front of the gaming machine 1. Incidentally, by providing the side unit LEDs 24, it is possible to illuminate the right and left sides as viewed from the front of the gaming machine 1, thereby enhancing the presentation effect.
[0038] (BET possible display section 25) The bet availability display unit 25 is provided to notify the player that it is possible to bet on a game value. Specifically, the bet availability display unit 25 lights up when it is possible to bet on a game value, and turns off when betting on a game value is restricted. Incidentally, by providing the bet availability display unit 25, it is possible to notify the player that it is possible to bet on a game value and that betting on a game value is restricted.
[0039] (Game start display unit 26) The game start display unit 26 is provided to notify the player that it is possible to start a game. Specifically, the game start display unit 26 lights up when it is possible to start a game (in other words, when the bet game value is "3" and operation of the start lever 14 is acceptable), and goes out when starting a game is restricted. Incidentally, by providing the game start display unit 26, it is possible to notify the player that it is possible to start a game.
[0040] (Replay display unit 27) The replay display unit 27 is provided to notify that a replay has been activated. Specifically, the replay display unit 27 lights up when a replay has been activated (in other words, when a replay has resulted in a win), and goes out when a replay has not been activated. Incidentally, by providing the replay display unit 27, it is possible to notify the player that a replay has been activated.
[0041] (Instruction monitor display unit 28) The instruction monitor display unit 28 is provided to notify the operation order of the stop buttons 15. By providing the instruction monitor display unit 28, it is possible to notify the player of the operation order of the stop buttons 15, etc.
[0042] (BET number display section 29) The bet number display unit 29 is provided to notify the value of the bet game value. Specifically, the bet number display unit 29 is composed of "3" LEDs, and when the bet game value is "1", "1" LED lights up, when the bet game value is "2", "2" LEDs light up, and when the bet game value is "3", "3" LEDs light up. Incidentally, by providing the bet number display unit 29, it is possible to notify the value of the bet game value to the player.
[0043] (Number of grants display section 30) The award number display unit 30 is provided to notify the player of the value of the game value awarded upon winning. The award number display unit 30 can also notify the player of the current setting value when changing settings or checking settings, information regarding errors, and whether the complete function is operating. The provision of the award number display unit 30 makes it possible to notify the player of the value of the game value awarded upon winning.
[0044] Although the gaming machine 1 in this embodiment is not provided with a favorable zone display unit capable of notifying that it is in a favorable zone, it may be provided with a favorable zone display unit capable of notifying that it is in a favorable zone. Furthermore, although the gaming machine 1 in this embodiment is not provided with a role device operation notification unit capable of notifying that a role device is operating, it may be provided with a role device operation notification unit capable of notifying that a role device is operating.
[0045] (Reel 31) The reel 31 is cylindrical and consists of a left reel 31L, a center reel 31C, and a right reel 31R. A translucent sheet is attached to the periphery of the reel 31, and multiple types of symbols are arranged in a row on this sheet. The provision of the reel 31 allows the player to see multiple symbols.
[0046] (Stepping motor 32) The stepping motor 32 is provided to control the acceleration, constant speed, deceleration, and stopping of the reel 31. Specifically, the stepping motor 32 is composed of a left stepping motor 32L for controlling the acceleration, constant speed, deceleration, and stopping of the left reel 31L, a center stepping motor 32C for controlling the acceleration, constant speed, deceleration, and stopping of the center reel 31C, and a right stepping motor 32R for controlling the acceleration, constant speed, deceleration, and stopping of the right reel 31R. The provision of the stepping motor 32 makes it possible to rotate and stop the reel 31.
[0047] (Photosensor 33) The photosensor 33 is provided to detect when the reel 31 has made one rotation. Specifically, the photosensor 33 has a light-emitting portion and a light-receiving portion, and is composed of a left photosensor 33L for detecting when the left reel 31L has made one rotation, a center photosensor 33C for detecting when the center reel 31C has made one rotation, and a right photosensor 33R for detecting when the right reel 31R has made one rotation. The provision of the photosensor 33 makes it possible to detect the reel index indicating when the reel 31 has made one rotation.
[0048] (Setting keyhole 34) The setting keyhole 34 is provided to accept a setting change operation in which a setting key (not shown) is inserted and rotated a predetermined angle. Here, when the power is turned on with the setting change operation accepted, the main control board 100 performs a process to display the current setting value on the number of awards display unit 30. The provision of the setting keyhole 34 makes it possible to accept setting change operations.
[0049] (Setting door 34A) The setting door 34A is provided to close the setting keyhole 34. When the setting door 34A is in a fixed position, it closes the setting keyhole 34, making it impossible to change the settings. On the other hand, when the setting door 34A tilts in a predetermined direction from the fixed position, the setting keyhole 34 is exposed, making it possible to change the settings. Incidentally, by providing the setting door 34A, it is possible to prevent fraudulent attempts to change the setting values.
[0050] (Reset button 35) The reset button 35 is provided to accept a reset operation by operating the reset button 35. Here, if a reset operation is accepted when a specific error has occurred, a process to clear the specific error is performed. Also, if a reset operation is accepted when changing a setting value, a process to switch the display of the current setting value displayed on the award number display unit 30, which will be described later, is performed. Incidentally, by providing the reset button 35, it is possible to accept a reset operation.
[0051] (Reset door 35A) The reset door 35A is provided to conceal the reset button 35. When the reset door 35A is in its fixed position, the reset button 35 is concealed, making it impossible to perform the reset operation. On the other hand, when the reset door 35A is tilted in a predetermined direction from its fixed position, the reset button 35 is exposed, making it possible to perform the reset operation. Incidentally, the provision of the reset door 35A makes it possible to prevent fraudulent reset attempts.
[0052] Although the specifics will be described later, the gaming machine 1 in this embodiment is provided with a setting door switch 34Asw that detects the tilting of the setting door 34A. On the other hand, it is not provided with a reset door switch 35Asw that detects the tilting of the reset door 35A. Of course, it may be provided with a reset door switch 35Asw that detects the tilting of the reset door 35A.
[0053] (Ratio display section 36) The ratio display unit 36 is made up of a 4-digit 7-segment LED and is provided to display ratio information. Here, "ratio information" refers to the instructed role ratio, the role ratio over 6,000 games, the consecutive role ratio over 6,000 games, the role ratio in cumulative play, the consecutive role ratio in cumulative play, and the role status ratio. Incidentally, by providing the ratio display unit 36, it is possible to display the ratio information.
[0054] (Play Value Clear Button 37) The game value clear button 37 is provided to accept a game value clear operation of pressing the game value clear button 37. When the game value clear operation is performed, a process is performed to set the value of the game value owned by the player, which is displayed on the game value display device 20, to "0." Incidentally, by providing the game value clear button 37, it becomes possible to accept the game value clear operation.
[0055] It is also possible to provide a game value clear door for concealing the game value clear button 37. When the game value clear door is in its fixed position, the game value clear button 37 is concealed, making it impossible to perform the game value clear operation. On the other hand, when the reset door 35A tilts in a predetermined direction from its fixed position, the game value clear button 37 is exposed, making it possible to perform the game value clear operation. It is also possible to prevent fraudulent acts of clearing the game value by providing a game value clear door.
[0056] (Power button 38) The power button 38 is provided to accept a power operation of pressing the power button 38. Here, when the power operation is accepted, power is supplied to the gaming machine 1, and the main control board 100 performs a main program start process (see FIG. 23) described later. Also, when the power operation is accepted, the game value control board 200 performs a game value program start process (see FIG. 45) described later, and the sub-control board 300 performs a sub-loop process (see FIG. 60) described later. Incidentally, by providing the power button 38, it is possible to accept the power operation.
[0057] (Subwoofer 39) The subwoofer 39 is a woofer speaker for outputting sound effects. By providing the subwoofer 39, it is possible to output sound effects with enhanced dramatic effects.
[0058] (Status board 40) The status board 40 is a board for relaying various components to the main control board 100, the game value control board 200, etc. The status board 40 will be explained in detail later using Figure 7. Incidentally, by providing the status board 40, it becomes possible to relay various components to the main control board 100, the game value control board 200, etc.
[0059] (Reel control board 41) The reel control board 41 is provided to control the rotation and stopping of the reels 31. The stepping motor 32 and the photosensor 33 are also connected to the reel control board 41. By providing the reel control board 41, it is possible to control the rotation and stopping of the reels 31.
[0060] (Power supply unit 42) The power supply unit 42 is a unit that relays the AMP board 49, the main control board 100, and the game value control board 200, and supplies the necessary power to each part of the gaming machine 1 that is equipped with a power LED and a fuse. By providing the power supply unit 42, it becomes possible to supply power to each part of the gaming machine 1.
[0061] (Rental device connection terminal board 43) The lending device connection terminal board 43 is provided for connecting to an external lending device 400 of the gaming machine 1. When the counting button 19 is operated, information that the operation of the counting button 19 has been accepted can be transmitted to the lending device 400 via the lending device connection terminal board 43. Information that the operation of a lending button 76 (described later) has been accepted can also be received from the lending device 400 via the lending device connection terminal board 43. Incidentally, the provision of the lending device connection terminal board 43 enables communication between the gaming machine 1 (specifically, the game value control board 200) and the lending device 400.
[0062] (Backlight relay board 44) The backlight relay board 44 is a board for relaying the reel backlight board 45 and the subwoofer relay board 46. By providing the backlight relay board 44, it is possible to relay the reel backlight board 45 and the subwoofer relay board 46.
[0063] (Reel backlight board 45) The reel backlight board 45 is a board on which LEDs are attached for illuminating the symbols arranged on the reels 31. Specifically, the reel backlight board 45 is composed of a left reel backlight board 45L for illuminating the symbols arranged on the left reel 31L, a center reel backlight board 45C for illuminating the symbols arranged on the center reel 31C, and a right reel backlight board 45R for illuminating the symbols arranged on the right reel 31R. The provision of the reel backlight board 45 makes it easier for the player to see the symbols arranged on the reels 31.
[0064] (Subwoofer relay board 46) The subwoofer relay board 46 is a board for relaying the subwoofer 39, the backlight relay board 44, and the control panel relay board 54. By providing the subwoofer relay board 46, it becomes possible to relay the subwoofer 39, the backlight relay board 44, and the control panel relay board 54.
[0065] (Logo illumination board 47) The logo illumination board 47 is a board for controlling the logo LED 21. By providing the logo illumination board 47, it becomes possible to control the logo LED 21.
[0066] (Feature drive board 48) The accessory drive board 48 is a board for controlling the operation of the image display device 7. By providing the accessory drive board 48, it becomes possible to control the operation of the image display device 7.
[0067] (AMP board 49) The AMP board 49 is provided to amplify and output sound effects output from a speaker 62, which will be described later. Incidentally, by providing the AMP board 49, it becomes possible to amplify and output sound effects output from a speaker 62, which will be described later.
[0068] (Side unit board 50) The side unit board 50 is a board for controlling the side unit LEDs 24. Specifically, the side unit board 50 is composed of a right side unit board 50R for controlling the right side unit LEDs 24R, and a left side unit board 50L for controlling the left side unit LEDs 24L. Incidentally, by providing the side unit board 50, it becomes possible to control the side unit LEDs 24.
[0069] (Plywood Illumination Board 51) The control panel illumination board 51 is a board for controlling the control panel LED 22. By providing the control panel illumination board 51, it becomes possible to control the control panel LED 22.
[0070] (Control panel side board 52) The control panel side board 52 is a board for controlling the control panel side LEDs 23. Specifically, the control panel side board 52 is composed of a right control panel side board 52R for controlling the right control panel side LED 23R and a left control panel side board 52L for controlling the left control panel side LED 23L. Incidentally, by providing the control panel side board 52, it becomes possible to control the control panel side LEDs 23.
[0071] (Title panel board 53) The title panel board 53 is a board for controlling the lower panel LEDs 66, which will be described later. Incidentally, by providing the title panel board 53, it becomes possible to control the lower panel LEDs 66, which will be described later, and therefore it becomes possible to make the lower panel 6 emit light.
[0072] (Control panel relay board 54) The control panel relay board 54 is a board that relays the effect switch 16sw, subwoofer relay board 46, control panel illumination board 51, title panel board 53, MAXBET LED board 55, stop button LED board 56, effect button LED board 60, cross key board 61, lower right speaker 62C, lower left speaker 62D, and effect button vibration motor 67. Incidentally, by providing the control panel relay board 54, it is possible to relay the various boards mentioned above.
[0073] (MAXBETLED board 55) The MAXBET LED board 55 is a board on which a MAXBET button LED 64, which will be described later, is attached. The MAXBET LED board 55 is also a board for controlling the light emission of the MAXBET button LED 64, which will be described later. By providing the MAXBET LED board 55, it becomes possible to control the light emission of the MAXBET button LED 64, which will be described later.
[0074] (Stop button LED board 56) The stop button LED board 56 is a board on which a stop button LED 65, which will be described later, is attached. The stop button LED board 56 is also a board for controlling the light emission of the stop button LED 65, which will be described later. By providing the stop button LED board 56, it becomes possible to control the light emission of the stop button LED 65, which will be described later.
[0075] (Memory board 57) The memory board 57 is a board provided for mounting an image ROM 68 (to be described later) and an audio ROM 69 (to be described later). Incidentally, by providing the memory board 57, it becomes possible to mount an image ROM 68 (to be described later) and an audio ROM 69 (to be described later).
[0076] (LVDS relay board 58) The LVDS relay board 58 is a board for relaying the AMP board 49, the image display device relay board 59, and the sub-control board 300 described later. By providing the LVDS relay board 58, it becomes possible to relay the AMP board 49, the image display device relay board 59, and the sub-control board 300 described later.
[0077] (Image display device relay board 59) The image display device relay board 59 is a board for relaying the image display device 7 and the LVDS relay board 58. By providing the image display device relay board 59, it becomes possible to relay the image display device 7 and the LVDS relay board 58.
[0078] (60 LED effect button boards) The effect button LED board 60 is a board for controlling the light emission of the effect button LEDs 63, which will be described later. By providing the effect button LED board 60, it is possible to control the light emission of the effect button LEDs 63, which will be described later.
[0079] (Drawing key board 61) The cross key board 61 is a board to which the control panel relay board 54 is connected and on which a cross key switch 17sw, which will be described later, is attached. By providing the cross key board 61, when the cross key switch 17sw, which will be described later, detects the operation of the cross key 17, it becomes possible to transmit information that the operation of the cross key 17 has been detected to the sub-control board 300 via the control panel relay board 54.
[0080] (Speaker 62) The speakers 62 are provided to output background music, voice, sound effects, etc. corresponding to the effects executed when a game is played. The speakers 62 are also capable of outputting background music, voice, sound effects, etc. corresponding to detected errors. Here, the speakers 62 are composed of an upper right speaker 62A, an upper left speaker 62B, a lower right speaker 62C, and a lower left speaker 62D. Incidentally, by providing the speakers 62, it is possible to execute effects that appeal to the player's auditory sense.
[0081] (Main control board 100) The main control board 100 is provided to perform control related to games. The main control board 100 is provided inside the cabinet 2, above the reels 31. The provision of the main control board 100 makes it possible to execute control related to games.
[0082] (Game value control board 200) The gaming value control board 200 is provided to control the gaming value owned by the player. The gaming value control board 200 is provided inside the cabinet 2, below the reels 31. By providing the gaming value control board 200, it becomes possible to execute control over the gaming value owned by the player.
[0083] (Sub-control board 300) The sub-control board 300 is provided mainly to control the effects. The sub-control board 300 is provided on the back side of the front door 3, above the middle panel 5. The provision of the sub-control board 300 makes it possible to control the effects.
[0084] (Reel 31 symbol arrangement) Next, the symbol arrangement of the reel 31 will be described with reference to Figure 5. Information relating to the symbol arrangement of the reel 31 shown in Figure 5 is stored in the main ROM usage area 102A.
[0085] Each reel 31 has 20 symbols arranged thereon, including a red seven symbol FIGa, a bar symbol FIGb, a cherry symbol FIGc, a first bell symbol FIGd, a second bell symbol FIGe, a third bell symbol FIGf, a fourth bell symbol FIGg, a first plum symbol FIGh, a second plum symbol FIGi, and a replay symbol FIGj.
[0086] In the following, the first bell design FIGd, the second bell design FIGe, the third bell design FIGf, and the fourth bell design FIGg will be collectively referred to as the "bell designs," and the first plum design FIGh and the second plum design FIGi will be collectively referred to as the "plum designs."
[0087] In this embodiment, the reel 31 can be stopped within the range of the "5" symbol based on the symbol displayed on the pay line at the time the stop button 15 is operated. For example, when the left reel 31L is stopped based on the "10" replay symbol FIGj, the left reel 31L can be stopped within the range of the "10" replay symbol FIGj, the "09" second plum symbol FIGi, the "08" red seven symbol FIGa, the "07" first plum symbol FIGh, and the "06" replay symbol FIGj. The stop position of the symbols is determined according to the winning combination.
[0088] (Valid line) In this embodiment, the "active line" is one line (middle line) connecting the symbols displayed in the middle row of the left reel 31L, the symbols displayed in the middle row of the center reel 31C, and the symbols displayed in the middle row of the right reel 31R. Note that other lines may be used as the active line. For example, the active line may be a lower line, an upper line, a line rising to the right, a line falling to the right, or a small mountain-shaped line, as described below. In addition, although the number of active lines is one in this embodiment, there may be multiple lines.
[0089] (Bottom line) The lower line refers to the line connecting the symbols displayed on the lower row of the left reel 31L, the symbols displayed on the lower row of the center reel 31C, and the symbols displayed on the lower row of the right reel 31R.
[0090] (Top line) The upper line refers to the line connecting the symbols displayed on the upper row of the left reel 31L, the symbols displayed on the upper row of the center reel 31C, and the symbols displayed on the upper row of the right reel 31R.
[0091] (Rising line) The upward-sloping line is a line connecting the symbols displayed on the bottom row of the left reel 31L, the symbols displayed on the middle row of the center reel 31C, and the symbols displayed on the top row of the right reel 31R.
[0092] (Sloping line to the right) The downward-sloping line to the right is a line connecting the symbols displayed on the top row of the left reel 31L, the symbols displayed on the middle row of the center reel 31C, and the symbols displayed on the bottom row of the right reel 31R.
[0093] (Small hill type line) The small mountain-shaped line is a line connecting the symbols displayed on the bottom row of the left reel 31L, the symbols displayed on the middle row of the center reel 31C, and the symbols displayed on the bottom row of the right reel 31R.
[0094] In this embodiment, if four of the specific symbols are arranged at intervals of five, the specific symbols can be displayed stopped on an active line regardless of when the stop button 15 is operated. For example, the center reel 31C has replay symbols FIGj arranged at numbers 04, 09, 14, and 19, so the replay symbols FIGj can be displayed stopped on an active line regardless of when the center stop button 15C is operated. This type of symbol arrangement is called "PB=1."
[0095] (Pattern combinations and game value) Next, the symbol combinations and the awarded game value will be described with reference to Figure 6. Note that information relating to the symbol combinations shown in Figure 6 and the awarded game value values is stored in the main ROM usage area 102A, which will be described later.
[0096] As shown in Figure 6, in this embodiment, the symbol combinations related to winning are defined as "First Bonus," "Second Bonus," "Replay," "Plum," "Cherry," and "Bell." When these symbol combinations are displayed on an active line, a winning is achieved and a player is awarded a benefit. The benefits awarded to the player include transition to a bonus activation state, awarding of a game value, activation of a replay, etc.
[0097] (First Bonus) The "First Bonus" is won when the red sevens (FIGa) are displayed on the pay line. When the "First Bonus" is won, the game will transition to the bonus activation state described below.
[0098] (Second Bonus) The "Second Bonus" is won when the BAR symbol FIGb is displayed on the active line. When the "Second Bonus" is won, the game will transition to the bonus activation state described below. In the following, the "First Bonus" and the "Second Bonus" will be collectively referred to as "bonus."
[0099] (Replay) A "replay" win is achieved when the replay symbols FIGj are displayed on the pay line. When a "replay" win is achieved, the replay is activated and a single game can be played without betting any game value.
[0100] In this embodiment, a replay is activated when the replay symbols FIGj are displayed in alignment on any of the upper line, lower line, upward-to-right line, and downward-to-right line. For example, a replay is activated when a red seven symbol FIGa with the number "03" stops in the middle of the left reel 31L, a bar symbol FIGb with the number "03" stops in the middle of the center reel 31C, a second plum symbol FIGi with the number "05" stops in the middle of the right reel 31R, and the replay symbols FIGj are displayed in alignment on the bottom line. In the display determination process of step S11000 described later, it is determined that a replay win has been achieved when it is determined that the red seven symbol FIGa, the bar symbol FIGb, and the replay symbol FIGj are displayed in alignment.
[0101] (plum) A "Plum" win is achieved when the "Plum" symbols are displayed in alignment on an active line. For example, a "Plum" win is achieved when the first plum symbol FIGh is displayed in the middle row of the left reel 31L, the first plum symbol FIGh is displayed in the middle row of the center reel 31C, and the first plum symbol FIGh is displayed in the middle row of the right reel 31R. When a "Plum" win is achieved, the player is awarded a game value of "6".
[0102] In this embodiment, the "plum" winning is also achieved when the "plum symbol" is displayed on any of the other lines. Specifically, when the "plum symbol" is displayed on the lower line, upper line, right-upward line, right-downward line, or small mountain-shaped line, the "plum" winning is achieved and a game value of "13" is awarded. In other words, the value of the game value awarded to the player varies depending on the line on which the "plum symbol" is displayed.
[0103] (Bell) A "bell" win is achieved when the "bell symbols" are displayed in a line on an active pay line. For example, a "bell" win is achieved when the first bell symbol FIGd is displayed in the middle of the left reel 31L, the first bell symbol FIGd is displayed in the middle of the center reel 31C, and the first bell symbol FIGd is displayed in the middle of the right reel 31R. When a "bell" win is achieved, the player is awarded a game value of "1".
[0104] In this embodiment, a game value is also awarded to the player when the "bell symbols" are aligned on other lines. Specifically, when the "bell symbols" are aligned on any of the lower line, upper line, right-upward line, and right-downward line, a "bell" win is achieved. In this case, the game value awarded for the "bell" win is "1". In other words, the game value awarded to the player is the same regardless of which line the "bell symbols" are aligned on.
[0105] Furthermore, in the gaming machine 1 of this embodiment, a combination of symbols (not shown) relating to a blank is specified, and when a winning combination of "blank" is achieved, a gaming value of "1" is awarded to the player.
[0106] (Block diagram of the main control board 100 and the game value control board 200) Next, a block diagram of the main control board 100 and the game value control board 200 will be described with reference to FIG.
[0107] The gaming machine 1 has a main control board 100 that controls the main operations of the gaming machine 1, to which a status display unit 10, a setting key switch 34sw, a setting door switch 34Asw, a reset switch 35sw, a ratio display unit 36, a status board 40, a reel control board 41, a power supply unit 42, a game value control board 200, and a sub-control board 300 are connected.
[0108] (Setting key switch 34sw) The setting key switch 34sw is a switch for detecting a setting change operation in which the setting key is inserted and rotated a predetermined angle. Here, when the power is turned on while a setting change operation has been performed, the setting key switch 34sw outputs a setting key switch signal to the main control board 100. Then, when the setting key switch signal is input, the main control board 100 performs a process to display the current setting value on the number of awards display unit 30. Incidentally, by providing the setting key switch 34sw, it is possible to detect a setting change operation.
[0109] (Setting door switch 34Asw) The setting door switch 34Asw is a switch for detecting tilting of the setting door 34A. When the setting door 34A tilts in a predetermined direction, a setting door switch signal is output to the main control board 100. When the setting door switch signal is input, the main control board 100 performs processing appropriate for when a setting door switch signal is input. Incidentally, by providing the setting door switch 34Asw, it becomes possible to detect that the setting door 34A has tilted in a predetermined direction.
[0110] (Reset switch 35sw) The reset switch 35sw is provided to detect the reset operation of pressing the reset button 35. Here, when the reset switch 35sw detects the reset operation, it outputs a reset switch signal to the main control board 100. Then, when the reset switch signal is input, the main control board 100 performs processes such as switching the display of the setting value displayed on the number of awards display unit 30 and clearing errors. Note that by providing the reset switch 35sw, the reset operation of the reset button 35 can be detected.
[0111] As shown in Figure 7, the status board 40 is connected to a door opening / closing sensor 4Rs, an error release sensor 4Ls, a BET switch 11sw, a MAXBET switch 12sw, a settlement switch 13sw, a start switch 14sw, a stop switch 15sw, and a game value display unit 18.
[0112] (Door opening / closing sensor 4Rs) The door open / close sensor 4Rs is a sensor for detecting the opening and closing of the front door 3. Specifically, when the door key is inserted into the door keyhole 4 and rotated clockwise by a predetermined angle, the door open / close sensor 4Rs turns ON and outputs a door open signal to the main control board 100 via the status board 40. When the door open signal is input, the main control board 100 performs processing such as responding to a door open error, which will be described later. Incidentally, by providing the door open / close sensor 4Rs, it becomes possible to detect the opening and closing of the front door 3.
[0113] (Error release sensor 4Ls) The error reset sensor 4Ls is a sensor for resetting an error that has occurred. Specifically, the error reset sensor 4Ls turns ON when the door key is inserted into the door keyhole 4 and rotated counterclockwise by a predetermined angle, and outputs an error reset signal to the main control board 100 via the status board 40. When the error reset signal is input, the main control board 100 performs processing to reset the error. Incidentally, by providing the error reset sensor 4Ls, it becomes possible to reset an error that has occurred.
[0114] (BET switch 11sw) The BET switch 11sw is a switch for detecting a BET operation. Here, when the BET switch 11sw detects a BET operation, it outputs a BET switch signal to the main control board 100 via the status board 40. Then, when the BET switch signal is input, the main control board 100, together with the game value control board 200, performs processing to bet a game value of "1" from the game value owned by the player. Note that by providing the BET switch 11sw, it becomes possible to detect a BET operation.
[0115] (MAXBET switch 12sw) The MAXBET switch 12sw is a switch for detecting a MAXBET operation. Here, when the MAXBET switch 12sw detects a MAXBET operation, it outputs a MAXBET switch signal to the main control board 100 via the status board 40. Then, when the MAXBET switch signal is input, the main control board 100, together with the game value control board 200, performs processing to bet a game value of "3" from the game value owned by the player. Incidentally, by providing the MAXBET switch 12sw, it becomes possible to detect a MAXBET operation.
[0116] (Settlement switch 13sw) The settlement switch 13sw is a switch for detecting a settlement operation. Here, when the settlement switch 13sw detects a settlement operation, it outputs a settlement switch signal to the main control board 100 via the status board 40. Then, when the settlement switch signal is input, the main control board 100 performs processing to settle the game value bet together with the game value control board 200. Note that by providing the settlement switch 13sw, it becomes possible to detect a settlement operation.
[0117] (Start switch 14sw) The start switch 14sw is a switch for detecting a start operation. Here, when the start switch 14sw detects the start operation, it outputs a start switch signal to the main control board 100 via the status board 40. Then, when the start switch signal is input, the main control board 100 performs processing such as starting the rotation of the reels 31. Note that the inclusion of the start switch 14sw makes it possible to detect the start operation.
[0118] (Stop switch 15sw) The stop switch 15sw is a switch for detecting a stop operation. The stop switch 15sw is composed of a left stop switch 15Lsw for detecting a stop operation of the left stop button 15L, a center stop switch 15Csw for detecting a stop operation of the center stop button 15C, and a right stop switch 15Rsw for detecting a stop operation of the right stop button 15R. When the stop switch 15sw detects a stop operation, it outputs a stop switch signal to the main control board 100 via the status board 40. When the stop switch signal is input, the main control board 100 performs processing such as stopping the rotation of the reels 31. The stop switch 15sw makes it possible to detect a stop operation of the stop button 15.
[0119] As shown in FIG. 7, the game value display unit 18 is connected to a counting switch 19sw and a game value display device 20.
[0120] (Counting switch 19sw) The counting switch 19sw is a switch for detecting a counting operation. Here, when the counting switch 19sw detects a counting operation, it outputs a counting switch signal to the game value control board 200 via the game value display unit 18 and the status board 40. Then, when the counting switch signal is input, the game value control board 200 performs a process of counting the game value owned by the player and a process of updating the value displayed on the game value display device 20 toward "0". Note that by providing the counting switch 19sw, the counting operation of the counting button 19 can be detected.
[0121] As shown in FIG. 7, the power supply unit 42 is connected to a power switch 38sw, an AMP board 49, a main control board 100, and a game value control board 200.
[0122] (Power switch 38sw) The power switch 38sw is a switch for detecting a power operation. Here, when the power switch 38sw detects the power operation, a process of supplying power to the gaming machine 1 by the power supply unit 42 is performed. Note that the provision of the power switch 38sw makes it possible to detect the power operation.
[0123] As shown in FIG. 7, the main control board 100 includes a main CPU 101, a main ROM 102, a main RAM 103, and a main random number generator 104.
[0124] (Main CPU 101) The main CPU 101 reads a program stored in the main ROM 102 and performs predetermined arithmetic processing in accordance with the progress of the game, thereby transmitting predetermined signals to the status display unit 10, the ratio display unit 36, the status board 40, the reel control board 41, the game value control board 200, and the sub-control board 300. The main CPU 101 also receives predetermined signals from the setting key switch 34sw, the setting door switch 34Asw, the reset switch 35sw, the status board 40, the reel control board 41, and the game value control board 200, and executes processing in accordance with the received signals. Incidentally, the provision of the main CPU 101 makes it possible to execute predetermined arithmetic processing in accordance with the progress of the game.
[0125] (Main ROM 102) The main ROM 102 is provided to store the control program executed by the main CPU 101, various tables, data for transmitting predetermined signals to the game value control board 200 and the sub-control board 300, etc. Incidentally, by providing the main ROM 102, it becomes possible to store the control program, tables, etc. Incidentally, the main ROM 102 will be described in detail later using FIG. 14.
[0126] (Main RAM 103) The main RAM 103 is provided to store various data determined by the execution of programs by the main CPU 101. Specifically, the main RAM 103 has a storage area for storing various data. The main RAM 103 makes it possible to store various data determined by the execution of programs by the main CPU 101. The main RAM 103 will be described in detail later with reference to FIG. 14.
[0127] (Main Random Number Generator 104) The main random number generator 104 is provided to generate random numbers used in the lottery. The main random number generator 104 is capable of generating random numbers in the range of "0" to "65535" and generates random numbers used to determine winning combinations. The provision of the main random number generator 104 makes it possible to generate random numbers used in the lottery.
[0128] As shown in Figure 7, the game value control board 200 is connected to a game value clear switch 37sw, a status board 40, a power supply unit 42, a lending device connection terminal board 43, a main control board 100, and a sub-control board 300.
[0129] (Game Value Clear Switch 37sw) The game value clear switch 37sw is a switch for detecting a game value clear operation. Here, when the game value clear switch 37sw detects a game value clear operation, it outputs a game value clear switch signal to the game value control board 200. Then, when the game value clear switch signal is input, the game value control board 200 performs a process of resetting the value of the game value owned by the player displayed on the game value display device 20 to "0" and a process of resetting the value displayed on the game value display device 20 before the gaming machine 1 was powered off to "0". Note that by providing the game value clear switch 37sw, it is possible to detect a game value clear operation.
[0130] As shown in FIG. 7, the game value control board 200 includes a game value CPU 201, a game value ROM 202, and a game value RAM 203.
[0131] (Game Value CPU201) The game value CPU 201 reads the program stored in the game value ROM 202, performs predetermined calculations in response to signals input from the game value clear switch 37sw, the status board 40, the lending device connection terminal board 43, and the main control board 100, and controls the game value display device 20 via the status board 40 based on the results of the calculations. Incidentally, by providing the game value CPU 201, it becomes possible to control the game value display device 20.
[0132] (Game Value ROM202) The game value ROM 202 is provided to store control programs, data tables, etc. executed by the game value CPU 201. Incidentally, by providing the game value ROM 202, it becomes possible to store control programs, data tables, etc. executed by the game value CPU 201. Incidentally, the game value ROM 202 will be described in detail later using FIG. 14.
[0133] (Game Value RAM 203) The game value RAM 203 is provided to store various data determined by the execution of a program by the game value CPU 201. By providing the game value RAM 203, it becomes possible to store various data determined by the execution of a program by the game value CPU 201. The game value RAM 203 will be described in detail later using FIG. 14.
[0134] (Block diagram of sub-control board 300) Next, a block diagram of the sub-control board 300 will be described with reference to FIG.
[0135] The gaming machine 1 has a sub-control board 300 which controls the presentation of the gaming machine 1, and to this are connected a logo illumination board 47, a right side unit board 50R, a left side unit board 50L, a right control panel side board 52R, a left control panel side board 52L, a control panel relay board 54, an LVDS relay board 58, an upper right speaker 62A, an upper left speaker 62B, a main control board 100, and a gaming value control board 200.
[0136] 8, connected to the control panel relay board 54 are the effect switch 16sw, the subwoofer relay board 46, the control panel illumination board 51, the title panel board 53, the MAXBET LED board 55, the stop button LED board 56, the effect button LED board 60, the cross key board 61, the lower right speaker 62C, the lower left speaker 62D, and the effect button vibration motor 67. Here, the cross key switch 17sw is connected to the cross key board 61.
[0137] (Performance switch 16sw) The effect switch 16sw is a switch for detecting effect button operation. Here, when the effect switch 16sw detects an effect button operation, it outputs an effect switch signal to the sub-control board 300 via the control panel relay board 54. Then, when the effect switch signal is input, the sub-control board 300 performs processing such as switching the predetermined effect image displayed on the image display device 7 to a specific effect image and displaying the image, or processing such as displaying a menu image on the image display device 7. Note that the provision of the effect switch 16sw makes it possible to detect effect button operation.
[0138] (Cross-key switch 17sw) The cross key switch 17sw is a switch for detecting a cross key operation. Here, when the cross key switch 17sw detects a cross key operation, it outputs a cross key switch signal to the sub-control board 300 via the cross key board 61 and the control panel relay board 54. Then, when the cross key switch signal is input, the sub-control board 300 performs a process of moving and displaying a cursor image CUR, which will be described later. Note that the provision of the cross key switch 17sw makes it possible to detect a cross key operation.
[0139] (Effect button LED63) The effect button LED 63 is provided to cause the effect button 16 to emit light when a predetermined condition is met. Specifically, the effect button LED 63 emits light when operation of the effect button 16 is acceptable. On the other hand, when acceptance of operation of the effect button 16 is restricted, the effect button LED 63 does not emit light. Furthermore, in this embodiment, the effect button LED 63 emits light when a predetermined effect is executed. Incidentally, by providing the effect button LED 63, it is possible to notify the player that operation of the effect button 16 is acceptable.
[0140] (MAXBET button LED64) The MAXBET button LED 64 is provided to make the MAXBET button 12 emit light when operation of the MAXBET button 12 is acceptable. Specifically, the MAXBET button LED 64 emits light when operation of the MAXBET button 12 is acceptable. On the other hand, when operation of the MAXBET button 12 is not acceptable, the MAXBET button LED 64 does not emit light. Incidentally, by providing the MAXBET button LED 64, it is possible to notify the player that operation of the MAXBET button 12 is acceptable.
[0141] (Stop button LED65) The stop button LED 65 is provided to illuminate the stop button 15 when a stop operation is acceptable. Specifically, the stop button LED 65 is composed of a left stop button LED 65L provided to illuminate the left stop button 15L when operation of the left stop button 15L is acceptable, a center stop button LED 65C provided to illuminate the center stop button 15C when operation of the center stop button 15C is acceptable, and a right stop button LED 65R provided to illuminate the right stop button 15R when operation of the right stop button 15R is acceptable. Here, the stop button LED 65 illuminates when a stop operation is acceptable. On the other hand, when acceptance of operation of the stop button 15 is restricted, the stop button LED 65 does not illuminate. Incidentally, by providing the stop button LED 65, it is possible to notify the player that a stop operation is acceptable.
[0142] (Lower panel LED66) The lower panel LED 66 is provided to illuminate the lower panel 6. Specifically, the lower panel LED 66 is generally always illuminated, and does not illuminate when a predetermined effect is executed or a predetermined error occurs. Incidentally, by providing the lower panel LED 66, it becomes possible to make the lower panel 6 more easily visible to the player.
[0143] (Performance button vibration motor 67) The effect button vibration motor 67 is provided to vibrate the effect button 16. Specifically, the effect button vibration motor 67 is driven when a predetermined effect is executed, thereby vibrating the effect button 16. Incidentally, by providing the effect button vibration motor 67, the effect button 16 can be vibrated, thereby enhancing the effect of the effect.
[0144] (Backlight LED70) The backlight LED70 is provided to illuminate the symbols arranged on the reels 31. Specifically, the backlight LED70 is composed of a left backlight LED70L provided to illuminate the symbols arranged on the left reel 31L, a middle backlight LED70C provided to illuminate the symbols arranged on the middle reel 31C, and a right backlight LED70R provided to illuminate the symbols arranged on the right reel 31R. The provision of the backlight LED70 makes it possible to improve the visibility of the symbols arranged on the reels 31.
[0145] 8, the sub-control board 300 includes a role-playing device drive board 48, an AMP board 49, a memory board 57, a sub-CPU 301, a sub-ROM 302, a sub-RAM 303, and a sub-random number generator 304. The memory board 57 also includes an image ROM 68 and an audio ROM 69, as described above.
[0146] (Image ROM68) The image ROM 68 is provided to store data relating to images to be displayed on the image display device 7. Incidentally, by providing the image ROM 68, it becomes possible to store data relating to images to be displayed on the image display device 7.
[0147] (Audio ROM 69) The audio ROM 69 is provided to store data relating to the audio output from the speaker 62. Incidentally, by providing the audio ROM 69, it becomes possible to store data relating to background music, audio, sound effects, and the like.
[0148] (Sub-CPU301) The sub-CPU 301 reads the program stored in the sub-ROM 302, performs predetermined calculations in accordance with command information received from the main control board 100 and the game value control board 200, and signals input from the control panel relay board 54, and controls the image display device 7, logo LED 21, control panel LED 22, control panel side LED 23, side unit LED 24, subwoofer 39, speaker 62, effect button LED 63, MAXBET button LED 64, stop button LED 65, lower panel LED 66, effect button vibration motor 67, and backlight LED 70 based on the results of the calculations.
[0149] (SubROM302) The sub-ROM 302 is provided to store the control programs, data tables, etc. executed by the sub-CPU 301. Incidentally, by providing the sub-ROM 302, it becomes possible to store the control programs, data tables, etc. executed by the sub-CPU 301.
[0150] (Sub RAM 303) The sub-RAM 303 is provided to store various data determined by the execution of a program by the sub-CPU 301. Incidentally, by providing the sub-RAM 303, it is possible to store various data determined by the execution of a program by the sub-CPU 301.
[0151] (Sub-random number generator 304) The sub-random number generator 304 is provided to generate random numbers used when determining the effects by lottery. In this embodiment, the sub-random number generator 304 is capable of generating random numbers in the range of "0" to "65535" and generates the random numbers used when determining the effects. Incidentally, by providing the sub-random number generator 304, it is possible to generate random numbers used in the lottery for determining the effects.
[0152] (Block diagram of rental device 400) Next, a block diagram of the rental device 400 will be described with reference to FIG.
[0153] The rental device 400 is connected to a rental device connection terminal board 43 and a hall computer 500.
[0154] As shown in Figure 9, the lending device 400 includes an SC board 71, a lending device control board 72, a lending switch 76sw, a return switch 77sw, a replay switch 78sw, an LCD display 79, a banknote reading unit 80, a card reading unit 81, and a hall control output unit 82.
[0155] (SC board 71) The SC board 71 is capable of executing an encryption transmission process in which predetermined information received from the gaming value control board 200 is encrypted and transmitted to a gaming machine information center 520 (described later). The SC board 71 is also capable of executing a decryption transmission process in which specific information received from the gaming machine information center 520 (described later) is decrypted and transmitted to the gaming value control board 200.
[0156] (Rental device control board 72) The lending device control board 72 is equipped with a lending device CPU 73, a lending device ROM 74, and a lending device RAM 75. Here, the lending device control board 72 is capable of executing a prepaid card information storage process that reads and stores information (for example, the prepaid card ID and monetary information) stored on a prepaid card inserted into the lending device 400. The lending device control board 72 is also capable of executing a prepaid card information transmission process that transmits prepaid card information to the management computer 501, which will be described later.
[0157] (Rental device CPU73) The lending device CPU 73 reads a program stored in the lending device ROM 74 and performs predetermined calculation processing related to the lending of gaming value, thereby controlling the display on the liquid crystal display 79 and transmitting predetermined signals to the hall control output unit 82. Incidentally, by providing the lending device CPU 73, it becomes possible to execute processing related to the lending of gaming value.
[0158] (Rental equipment ROM74) The lending device ROM 74 is provided to store control programs and the like executed by the lending device CPU 73. Incidentally, by providing the lending device ROM 74, it becomes possible to store control programs and the like relating to the lending of gaming value.
[0159] (Rental device RAM75) The rental device RAM 75 is provided to store various data determined by the execution of programs by the rental device CPU 73. Incidentally, by providing the rental device RAM 75, it becomes possible to store various data determined by the execution of programs by the rental device CPU 73.
[0160] (Loan button 76) The lending button 76 is provided to accept a lending operation by pressing the lending button 76. When the lending operation is accepted, a lending switch signal is input, and a process of lending gaming value is performed according to electronic information corresponding to the money inserted into the lending device 400 or information related to the money stored in the prepaid card. Incidentally, the provision of the lending button 76 makes it possible to accept the lending operation.
[0161] (Lending switch 76sw) The lending switch 76sw is a switch for detecting a lending operation. Here, when the lending switch 76sw detects a lending operation, it outputs a lending switch signal to the lending device control board 72. Then, when the lending switch signal is input, the lending device control board 72 performs a process of lending gaming value according to electronic information corresponding to the money inserted into the lending device 400 or information related to the money stored in the prepaid card. Note that by providing the lending switch 76sw, it is possible to detect a lending operation.
[0162] (Return button 77) The return button 77 is provided to accept a return operation of pressing the return button 77. When the return operation is accepted, a process of returning the prepaid card to the player is carried out. Incidentally, by providing the return button 77, it is possible to accept the return operation.
[0163] (Return switch 77sw) The return switch 77sw is a switch for detecting a return operation. Here, when the return switch 77sw detects a return operation, it outputs a return switch signal to the lending device control board 72. Then, when the return switch signal is input, the lending device control board 72 returns the prepaid card inserted in the lending device 400. Note that the provision of the return switch 77sw makes it possible to detect a return operation.
[0164] (Replay button 78) The replay button 78 is provided to accept a replay operation by pressing the replay button 78. When the replay operation is accepted, processing related to the replay is carried out according to information about the gaming value stored in the membership card or prepaid card inserted in the rental device 400. Incidentally, the provision of the replay button 78 makes it possible to accept a replay operation.
[0165] (Replay switch 78sw) The replay switch 78sw is a switch for detecting a replay operation by pressing the replay button 78. Here, when the replay switch 78sw detects a replay operation, it outputs a replay switch signal to the rental device control board 72. Then, when the replay switch signal is input, the rental device control board 72 controls the replay in accordance with information about the gaming value stored in the membership card or prepaid card inserted in the rental device 400. Note that the provision of the replay switch 78sw makes it possible to detect a replay operation.
[0166] (LCD display 79) The liquid crystal display 79 is provided to display electronic information corresponding to the money inserted into the lending device 400. Specifically, the liquid crystal display 79 is capable of displaying information related to the money inserted into the lending device 400, the calculated gaming value, etc. By providing the liquid crystal display 79 in the lending device 400, it becomes possible to display electronic information corresponding to the money inserted into the lending device 400.
[0167] (Banknote reading unit 80) The banknote reading unit 80 is provided to read money inserted into the dispensing device 400. Specifically, the banknote reading unit 80 is capable of identifying 1,000 yen notes, 2,000 yen notes, 5,000 yen notes, and 10,000 yen notes. Incidentally, by providing the banknote reading unit 80, it becomes possible to read money inserted into the dispensing device 400.
[0168] (Card reader 81) The card reading unit 81 is provided to read a membership card or prepaid card inserted into the lending device 400. Incidentally, by providing the card reading unit 81, it becomes possible to read an inserted membership card or prepaid card.
[0169] (Hall capacitor output section 82) The hall computer output unit 82 is provided to output hall computer information, which will be described later, to the hall computer 500. The hall computer output unit 82 also includes a plurality of pulse output signal terminals for supplying pulses.
[0170] (Game state transition) Next, the transition of the game state will be described with reference to FIG.
[0171] As shown in FIG. 10, in this embodiment, a total of three gaming states are provided: a normal gaming state, a bonus carryover state, and a bonus activation state.
[0172] (Normal gameplay) The normal gaming state is a gaming state in which the probability of winning a "replay" is determined by lottery with a first probability. The normal gaming state is also a gaming state that is unfavorable to the player. Here, if the "first BB" or the "second BB" is won in the normal gaming state, the game shifts from the normal gaming state to the bonus carryover state. Furthermore, if a "bonus" is won in the normal gaming state, the game shifts from the normal gaming state to the bonus activation state.
[0173] (Bonus carried over) The bonus carryover state is a gaming state in which the winning probability of a "replay" is selected at a second probability that is higher than the first probability. In this embodiment, when the bonus carryover state is entered, the gaming state is not changed in principle.
[0174] (Bonus activated) The bonus activation state is a gaming state in which a "bonus" is activated. Here, if a gaming value exceeding a predetermined threshold is awarded in the bonus activation state, the bonus activation state transitions to a normal gaming state. Note that in this embodiment, "31" is used as the predetermined threshold, but this is not limited to this, and other values may be used as the predetermined threshold.
[0175] (Ball output state transition) Next, the transition of the ball dispensing state will be explained using FIG.
[0176] As shown in Figure 11, in the "advantageous zone", there are multiple ball output states managed by the main control board 100. Specifically, there are a total of "three" ball output states: normal state, CZ state, and AT state.
[0177] Here, as will be described in detail later, when a replay is determined as a winning combination in the "non-advantageous zone," a transition from the "non-advantageous zone" to the "advantageous zone" occurs. Here, other conditions may be adopted as the transition conditions for transitioning from the "non-advantageous zone" to the "advantageous zone." For example, the transition condition for the "advantageous zone" may be winning a lottery to transition to the "advantageous zone" in the "non-advantageous zone," or the transition condition for the "advantageous zone" may be playing a predetermined number of games in the "non-advantageous zone."
[0178] (Normal state) The normal state is a disadvantageous state for the player, and is a state in which a lottery for transitioning to the CZ state or the AT state can be executed. Also, in the normal state, the player will remain in the bonus carryover state. Here, if the lottery for transitioning to the CZ state is won in the normal state, the player will transition from the normal state to the CZ state. Also, in the normal state, if the lottery for transitioning to the AT state is won or if a predetermined number of games have been played, the player will transition from the normal state to the AT state.
[0179] In addition, if you win the lottery to transition to the CZ state in the normal state, you may transition to the CZ premonition state. In this case, if the number of premonition games is played in the CZ premonition state, the state will transition from the CZ premonition state to the CZ state.
[0180] In addition, in the CZ precursor state, effects that can make the player look forward to the transition to the CZ state and effects that notify the player of the transition to the CZ state are executed. This makes it possible to make the player look forward to the transition to the CZ state.
[0181] In addition, if the conditions for executing the CZ fake premonition effect are met in the normal state, the game may transition to the CZ fake premonition state. In this case, if the number of fake premonition games is played in the CZ fake premonition state, the game will transition from the CZ fake premonition state to the normal state.
[0182] In addition, the conditions for executing the CZ fake premonition effect can be, for example, when a specific winning role is determined and the lottery for transitioning to the CZ state is not won.
[0183] In addition, in the CZ fake precursor state, effects that can make the player expect a transition to the CZ state and effects that notify the player that the game will transition to the normal state without transitioning to the CZ state are executed. This makes it possible to make the player expect a transition to the CZ state even if the lottery for transitioning to the CZ state is not won.
[0184] In addition, if the lottery for transitioning to the AT state is won in the normal state, the game may transition to the AT precursor state. In this case, when the number of precursor games is played in the AT precursor state, the game will transition from the AT precursor state to the AT state.
[0185] In addition, in the AT precursor state, effects that can make the player expect a transition to the AT state and effects that notify the player of the transition to the AT state are executed. This makes it possible to make the player expect a transition to the AT state.
[0186] In addition, if the execution conditions for the AT fake premonition effect are met in the normal state, the state may transition to the AT fake premonition state. In this case, if the number of fake premonition games is played in the AT fake premonition state, the state will transition from the AT fake premonition state to the normal state.
[0187] The conditions for executing the AT fake precursor effect can be, for example, when a specific winning role is determined and the lottery for transitioning to the AT state is not won.
[0188] In addition, in the AT fake precursor state, effects that can make the player expect a transition to the AT state and effects that notify the player that the game will transition to the normal state without transitioning to the AT state are executed. This makes it possible to make the player expect a transition to the AT state even if the player does not win the lottery for transitioning to the AT state.
[0189] (CZ state) The CZ state is a state in which it is easier to transition to the AT state compared to the normal state, and is a state in which a lottery for transitioning to the AT state can be executed. Also, in the CZ state, the bonus will remain in a carryover state. Here, if the lottery for transitioning to the AT state is won in the CZ state, the state will transition from the CZ state to the AT state. Also, in the CZ state, if the termination conditions for the CZ state are met, the state will transition from the CZ state to the normal state.
[0190] (AT state) The AT state is advantageous to the player in that it is easier for the player to receive game value compared to the normal state. As will be described later in detail, the AT state is a state in which the order of operation of the stop buttons 15 required to win "Plum" is notified. In addition, in the AT state, the player remains in the bonus carryover state.
[0191] Here, when the AT state's termination conditions are met, the AT state will transition to the normal state. Also, when the AT state's termination conditions are met, the AT state will transition to the non-advantageous zone.
[0192] (Flow of goods and information) Next, the flow of goods and information will be explained using FIG.
[0193] Figure 12 shows a gaming machine 1, a rental device 400, an amusement store H, a card company data center 510, a gaming machine information center 520, a union 530, an addiction countermeasure agency 540, a card company organization 550, a rental device manufacturer 560, an SC board manufacturer 570, a gaming machine manufacturer 580, and a gaming machine management control chip supplier 590.
[0194] (Amusement Store H) The gaming parlor H is equipped with a gaming machine 1, a rental device 400, a hall computer 500, and a management computer 501. In this embodiment, the gaming machine 1 and the rental device 400 are connected to each other, allowing a game to be played. In other words, if the gaming machine 1 and the rental device 400 are not connected to each other, a game cannot be played.
[0195] Here, the gaming machine 1 and the lending device 400 have a configuration that allows them to communicate with each other. Specifically, the gaming machine 1 has a configuration that allows it to transmit gaming value counting information, gaming machine installation information, gaming machine performance information, and hall control / fraud monitoring information to the lending device 400. In addition, the gaming machine 1 has a configuration that allows it to input a gaming value lending signal from the lending device 400.
[0196] The lending device 400 has a configuration capable of communicating with the gaming machine 1, the hall computer 500, and the management computer 501. Specifically, the lending device 400 has a configuration capable of outputting a gaming value lending signal to the gaming machine 1, and has a configuration capable of transmitting hall control information to the hall computer 500. The lending device 400 also has a configuration capable of receiving a secret key and a verification security result notification from the management computer 501.
[0197] (Hall Computer 500) The hall computer 500 is configured to be able to communicate with the rental device 400. Specifically, the hall computer 500 is configured to be able to receive hall computer information from the rental device 400.
[0198] (Management computer 501) The management computer 501 is configured to be able to communicate with the rental device 400, the card company data center 510, and the gaming machine information center 520. Specifically, the management computer 501 is configured to be able to receive gaming machine installation information, gaming machine performance information, fraud error information, prepaid card information, and player information related to addiction countermeasures from the rental device 400. The management computer 501 is also configured to be able to receive a PIN and verification security result information from the gaming machine information center 520 via the card company data center 510.
[0199] The management computer 501 is also configured to be able to notify the lending device 400 of the encryption key and the verification security result. The management computer 501 is also configured to be able to transmit prepaid card information to the card company data center 510. The management computer 501 is also configured to be able to transmit gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures to the gaming machine information center 520 via the card company data center 510.
[0200] (Card company data center 510) The card company data center 510 has a configuration that allows it to communicate with the management computer 501 and the gaming machine information center 520. Specifically, the card company data center 510 has a configuration that allows it to transmit the PIN and verification security result information received from the gaming machine information center 520 to the management computer 501. The card company data center 510 also has a configuration that allows it to transmit gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures received from the management computer 501 to the gaming machine information center 520. On the other hand, the card company data center 510 has a configuration that allows it to receive prepaid card information transmitted from the management computer 501.
[0201] (Gaming Machine Information Center 520) The gaming machine information center 520 is equipped with a machine history server 521, a fraud monitoring server 522, a performance information server 523, and a player information server 524. As a result, the gaming machine information center 520 is configured to be able to collect information received from the management computer 501 installed in the gaming establishment H, the SC board manufacturer 570, and the gaming machine manufacturer 580.
[0202] (Machine history server 521) The machine history server 521 has a configuration capable of accumulating and storing information related to the gaming machine 1. Specifically, the machine history server 521 has a configuration capable of storing shipping information of the gaming machine 1, gaming machine installation information, used gaming machine 1 transfer information, and disposal information of the gaming machine 1. This makes it possible to manage the gaming machine 1 from the time the gaming machine 1 is installed in the gaming establishment H until the time the gaming machine 1 is disposed of.
[0203] (Fraud monitoring server 522) The fraud monitoring server 522 has a configuration capable of accumulating and storing information related to fraud and errors in the gaming machine 1. Specifically, the fraud monitoring server 522 has a configuration capable of storing information related to fraudulent errors that have occurred in the gaming machine 1, SC board manufacturing information, SC board installation information, security result information, etc. This makes it possible to prevent fraudulent replacement of the SC board 71.
[0204] The fraud monitoring server 522 is also configured to be able to generate encryption keys and communication keys, which makes it possible to prevent tampering when transmitting encryption keys and verification security result information from the gaming machine information center 520 to the management computer 501.
[0205] (Performance Information Server 523) The performance information server 523 has a configuration capable of accumulating and storing gaming machine performance information.
[0206] (player information server 524) The player information server 524 has a configuration capable of accumulating and storing information about players. Specifically, the player information server 524 has a configuration capable of storing information about the membership numbers of registered players, information about the playing time played by players, information about the amount of money used by players, information about the number of times played by players, and the like.
[0207] Here, the gaming machine information center 520 has a configuration that allows it to communicate with the card company data center 510, the association 530, the addiction countermeasure agency 540, the card company organization 550, the SC board manufacturer 570, and the gaming machine manufacturer 580. Specifically, the gaming machine information center 520 has a configuration that allows it to transmit a secret key and verification security result information to the management computer 501 via the card company data center 510.
[0208] The gaming machine information center 520 is also configured to be able to transmit information stored in the machine history server 521, information stored in the fraud monitoring server 522, and information stored in the performance information server 523 to the association 530. The gaming machine information center 520 is also configured to be able to transmit information stored in the fraud monitoring server 522 to the card company organization 550. The gaming machine information center 520 is also configured to be able to transmit information stored in the player information server 524 to the addiction countermeasure agency 540.
[0209] On the other hand, the gaming machine information center 520 has a configuration capable of receiving gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures from the management computer 501 via the card company data center 510. The gaming machine information center 520 also has a configuration capable of receiving SC board manufacturing information from an SC board manufacturer 570. The gaming machine information center 520 also has a configuration capable of receiving shipping information from a gaming machine manufacturer 580.
[0210] (Union 530) The association 530 is an association to which multiple manufacturers of gaming machines 1 belong. Here, the association 530 has a configuration that allows it to communicate with the gaming machine information center 520. Specifically, the association 530 has a configuration that allows it to acquire the shipping information of the gaming machine 1, the gaming machine installation information, the used gaming machine 1 transfer information, and the gaming machine 1 disposal information stored in the machine history server 521 by communicating with the gaming machine information center 520.
[0211] In addition, the combination 530 is configured to be able to acquire fraud error information, SC board manufacturing information, SC board installation information, and security result information stored in the fraud monitoring server 522 by communicating with the gaming machine information center 520.
[0212] In addition, the combination 530 has a configuration that allows it to acquire gaming machine performance information stored in the performance information server 523 by communicating with the gaming machine information center 520.
[0213] (Addiction Prevention Agency 540) The addiction countermeasure agency 540 is an agency that takes measures to prevent players from becoming addicted to playing on the gaming machine 1. Here, the addiction countermeasure agency 540 has a configuration that allows it to communicate with the gaming machine information center 520. Specifically, the addiction countermeasure agency 540 has a configuration that allows it to acquire information on the membership numbers of registered players stored in the player information server 524, information on playing time, information on the amount of money used, and information on the number of times played, by communicating with the gaming machine information center 520.
[0214] (550 card company groups) The card company organization 550 has a configuration that allows it to communicate with the gaming machine information center 520. Specifically, the card company organization 550 has a configuration that allows it to acquire fraud error information, SC board manufacturing information, SC board installation information, and security result information stored in the fraud monitoring server 522 by communicating with the gaming machine information center 520.
[0215] (Rental equipment manufacturer 560) The rental device manufacturing company 560 is a company that manufactures the rental device 400 using the SC board 71 shipped from the SC board manufacturing company 570. The manufactured rental device 400 is then shipped to the game parlor H or the like.
[0216] (SC PCB manufacturing company 570) The SC board manufacturing company 570 is a company that manufactures the SC board 71 and ships the manufactured SC board 71 to the rental device manufacturing company 560. Here, the SC board manufacturing company 570 is capable of communicating with the gaming machine information center 520. Specifically, the SC board manufacturing company 570 has a configuration that allows it to transmit manufacturing information of the SC board 71 to the gaming machine information center 520.
[0217] (Amusement machine manufacturers 580) The gaming machine manufacturer 580 is a company that manufactures the gaming machine 1 using the main control chip of the main control board 100 shipped from the gaming machine management control chip supply company 590 and the gaming value control chip of the gaming value control board 200. Here, the gaming machine manufacturer 580 is capable of communicating with the gaming machine information center 520. Specifically, the gaming machine manufacturer 580 has a configuration that allows it to transmit shipping information of the gaming machine 1 to the gaming machine information center 520.
[0218] (A gaming machine control chip supplier 590) The gaming machine management control chip supplier 590 is a company that ships the main control chip of the main control board 100 and the gaming value control chip of the gaming value control board 200 to the gaming machine manufacturer 580 .
[0219] (Details of the information and signals communicated) The information and signals communicated (transmitted) will be described in detail below.
[0220] (Game value counting information) The gaming value count information is information relating to the value of the gaming value owned by the player. When the count button 19 of the gaming machine 1 is operated, the gaming value count information is transmitted from the gaming machine 1 to the rental device 400. This enables the rental device 400 to perform a process of storing the value of the gaming value owned by the player, which is included in the received gaming value count information, in the prepaid card.
[0221] (Gaming machine installation information) The gaming machine installation information is information relating to the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, and the gaming value chip manufacturer code, gaming value chip product code, and gaming value chip ID number of the gaming value control board 200. Here, the gaming machine installation information is transmitted from the gaming machine 1 to the rental device 400 when power is supplied to the gaming machine 1 by the power supply unit 42. Next, the gaming machine installation information is encrypted by the rental device 400 and transmitted to the management computer 501. Next, the encrypted gaming machine installation information is transmitted from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0222] Then, when the gaming machine information center 520 receives the encrypted gaming machine installation information, it performs a process of decrypting the encrypted gaming machine installation information and stores the decrypted gaming machine installation information in the machine history server 521. In this way, by performing a process of encrypting the gaming machine installation information and a process of decrypting the gaming machine installation information, it is possible to prevent the gaming machine installation information from being obtained illegally.
[0223] (Gaming machine performance information) The gaming machine performance information is mainly information regarding the balls dispensed by the gaming machine 1, and includes information regarding the ratio of special features, information regarding the ratio of consecutive special features, information regarding the state ratio of special features, etc. Here, when power is supplied to the gaming machine 1 by the power supply unit 42, the gaming machine performance information is transmitted from the gaming machine 1 to the rental device 400. Next, the gaming machine performance information is encrypted by the rental device 400 and transmitted to the management computer 501. Next, the encrypted gaming machine performance information is transmitted from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0224] Then, when the gaming machine information center 520 receives the encrypted gaming machine performance information, it performs a process of decrypting the encrypted gaming machine performance information and stores the decrypted gaming machine performance information in the performance information server 523. In this way, by performing a process of encrypting the gaming machine performance information and a process of decrypting the gaming machine performance information, it is possible to prevent the gaming machine performance information from being obtained illegally.
[0225] (Invalid error information) The fraud error information is information indicating the state of the gaming machine 1, and specifically, information regarding an error occurring in the gaming machine 1 and information regarding fraud detected by the gaming machine 1. Here, when an error or fraud is detected in the gaming machine 1, the fraud error information is transmitted from the gaming machine 1 to the rental device 400. Next, the fraud error information is encrypted by the rental device 400 and transmitted to the management computer 501. Next, the encrypted fraud error information is transmitted from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0226] Then, when the gaming machine information center 520 receives the encrypted fraudulent error information, it performs a process of decrypting the encrypted fraudulent error information and stores the decrypted fraudulent error information in the fraud monitoring server 522. In this way, by performing a process of encrypting and a process of decrypting the fraudulent error information, it is possible to prevent the fraudulent error information from being obtained fraudulently.
[0227] (Hall Con Information) The hall computer information is information that mainly indicates the state of the gaming machine 1, and specifically, information such as bonus activation information indicating that a "bonus" has been activated and AT transition information indicating that the gaming machine has transitioned to an AT state. Here, the hall computer information is transmitted from the gaming machine 1 to the rental device 400 when power is supplied to the gaming machine 1 by the power supply unit 42, the main program start process (see FIG. 23) described later is completed, and the main loop process (see FIG. 25) described later begins to be performed. The hall computer information is then encrypted by the rental device 400 and transmitted to the hall computer 500.
[0228] As a result, the hall computer 500 performs a process of decrypting the encrypted hall control information and a process of storing the decrypted hall control information. By performing a process of encrypting and decrypting the hall control information in this way, it is possible to prevent the hall control information from being obtained illegally.
[0229] (Game value lending signal) The gaming value lending signal is a signal related to the lending of gaming value. When the lending button 76 is operated, the gaming value lending signal is transmitted from the lending device 400 to the gaming machine 1. This makes it possible to lend gaming value to the player.
[0230] (Prepaid card information) Prepaid card information is information recorded on a prepaid card. When a prepaid card is inserted into lending device 400, the prepaid card information is transmitted from lending device 400 to management computer 501. Next, the prepaid card information is transmitted from management computer 501 to card company data center 510. This enables card company data center 510 to collect the prepaid card information.
[0231] (Player information related to addiction prevention measures) Player information related to addiction countermeasures includes information regarding the member number of a registered player, information regarding the playing time spent by the player, information regarding the amount of money spent by the player, and information regarding the number of times the player has played.
[0232] Here, when a game is played on the gaming machine 1 or when gaming value is lent by the lending device 400, the player information related to the addiction countermeasures is encrypted by the lending device 400 and transmitted to the management computer 501. Next, the encrypted player information related to the addiction countermeasures is transmitted from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0233] Then, when the gaming machine information center 520 receives the encrypted player information related to the addiction countermeasures, it performs a process of decrypting the encrypted player information related to the addiction countermeasures and stores the decrypted player information related to the addiction countermeasures in the player information server 524. In this way, by performing a process of encrypting the player information related to the addiction countermeasures and a process of decrypting the player information related to the addiction countermeasures, it is possible to prevent the player information related to the addiction countermeasures from being illegally obtained.
[0234] In addition, the "player information related to addiction countermeasures" may be information regarding the number of times the player has visited gaming establishment H, information regarding the value of the gaming value used in the game, or the like.
[0235] (Encryption key and verification security result information) The encryption key and the verification security result information are information transmitted from the gaming machine information center 520 to the rental device 400. Specifically, upon receiving the encrypted gaming machine installation information, the gaming machine information center 520 performs a process of decrypting the encrypted gaming machine installation information, a process of verifying the information with the gaming machine installation information stored in the machine history server 521, and a process of accumulating and storing the decrypted gaming machine installation information in the machine history server 521. Next, the gaming machine information center 520 transmits the encryption key and the verification security result information to the management computer 501 via the card company data center 510. Then, the management computer 501 performs a process of transmitting the encryption key and the verification security result information to the rental device 400.
[0236] Furthermore, upon receiving the encrypted gaming machine performance information, the gaming machine information center 520 performs a process of decrypting the encrypted gaming machine performance information, a process of comparing it with the gaming machine performance information stored in the performance information server 523, and a process of accumulating and storing the decrypted gaming machine performance information in the performance information server 523. Next, the gaming machine information center 520 performs a process of transmitting an encryption key and verification security result information to the management computer 501 via the card company data center 510. Then, the management computer 501 performs a process of transmitting the encryption key and verification security result information to the rental device 400.
[0237] Furthermore, when the gaming machine information center 520 receives the encrypted fraud error information, it performs a process of decrypting the encrypted fraud error information, a process of comparing it with fraud error information stored in the fraud monitoring server 522, and a process of accumulating and storing the decrypted fraud error information in the fraud monitoring server 522. Next, the gaming machine information center 520 performs a process of transmitting an encryption key and verification security result information to the management computer 501 via the card company data center 510. Then, the management computer 501 performs a process of transmitting the encryption key and verification security result information to the lending device 400.
[0238] Furthermore, upon receiving the encrypted player information related to the addiction countermeasures, the gaming machine information center 520 performs a process of decrypting the encrypted player information related to the addiction countermeasures, a process of comparing the player information related to the addiction countermeasures with the player information related to the addiction countermeasures stored in the player information server 524, and a process of accumulating and storing the decrypted player information related to the addiction countermeasures in the player information server 524. Next, the gaming machine information center 520 performs a process of transmitting an encryption key and verification security result information to the management computer 501 via the card company data center 510. Then, the management computer 501 performs a process of transmitting the encryption key and verification security result information to the rental device 400.
[0239] (Shipping Information) The shipping information is information relating to the shipment of the gaming machine 1, and is transmitted from the gaming machine manufacturer 580 to the gaming machine information center 520. Specifically, the gaming machine manufacturer 580 manufactures the gaming machine 1 when the gaming machine management control chip supplier 590 supplies the main control chip of the main control board 100 and the gaming value control chip of the gaming value control board 200. Then, when the manufactured gaming machine 1 is ready to be shipped to the gaming parlor H, the gaming machine manufacturer 580 transmits the shipping information to the gaming machine information center 520.
[0240] Here, when the gaming machine information center 520 receives shipping information from the gaming machine manufacturer 580, it links together the main control chip manufacturer code, main control chip product code, main control chip ID number of the main control board 100, the gaming value chip manufacturer code, gaming value chip product code, gaming value chip ID number of the gaming value control board 200, and information regarding the shipping date and time of the gaming machine 1, and registers them in the machine history server 521. Then, the gaming machine manufacturer 580 registers each piece of information in the machine history server 521, and then ships the gaming machine 1 to the gaming establishment H.
[0241] As a result, when the gaming machine information center 520 receives gaming machine installation information after the gaming machine 1 is installed in the gaming facility H, it can compare the information with the shipping information registered in the machine history server 521 to determine whether the main control chip and gaming value control chip of the gaming machine 1 installed in the gaming facility H are the same as those at the time of shipment.
[0242] (SC board manufacturing information) The SC board manufacturing information is information transmitted from the SC board manufacturer 570 to the gaming machine information center 520. Specifically, the SC board manufacturer 570 manufactures the SC board 71, and when it is ready to be shipped to the rental device manufacturer 560, transmits the SC board manufacturing information to the gaming machine information center 520.
[0243] Here, when the gaming machine information center 520 receives the SC board manufacturing information from the SC board manufacturer 570, it links the product code of the SC board 71, the ID number of the SC board 71, and information regarding the manufacturing date and time of the SC board 71, and registers them in the fraud monitoring server 522. Then, after each piece of information has been registered in the fraud monitoring server 522, the SC board manufacturer 570 ships the SC board 71 to the rental device manufacturer 560. Then, the rental device manufacturer 560 will manufacture the rental device 400 using the SC board 71 shipped from the SC board manufacturer 570.
[0244] In addition, when transmitting and receiving the above-mentioned information and signals, the party transmitting each information or signal is able to execute a process to record information regarding the date and time of transmission, and the party receiving each information or signal is able to execute a process to record information regarding the date and time of reception.
[0245] (Details of sending and receiving each piece of information) Next, details of transmission and reception of each piece of information will be described with reference to FIG.
[0246] 13, the phases are divided into a verification phase and a status communication phase, so the verification phase and the status communication phase will be described separately.
[0247] (Matching phase) First, the matching phase will be described.
[0248] In the collation phase, when power is supplied to the gaming machine 1 from the power supply unit 42, the main control board 100 transmits the main control chip ID number to the gaming value control board 200. Next, the gaming value control board 200 transmits the main control chip ID number and the gaming value control chip ID number to the SC board 71.
[0249] Here, the main control chip ID number and the gaming value control chip ID number are encrypted by the SC board 71 and then transmitted to the gaming machine information center 520 via the rental device control board 72, management computer 501, and card company data center 510.
[0250] Then, when the gaming machine information center 520 receives the encrypted main control chip ID number and game value control chip ID number, it performs a process of decrypting the encrypted main control chip ID number and game value control chip ID number. Next, the gaming machine information center 520 performs a process of collating the decrypted main control chip ID number and game value control chip ID number with the gaming machine installation information stored in the machine history server 521, thereby determining whether the decrypted main control chip ID number and game value control chip ID number are normal or not.
[0251] The gaming machine information center 520 also performs a process of generating verification security result information and a process of encrypting the generated verification security result information. Next, the gaming machine information center 520 performs a process of transmitting the encrypted verification security result information to the SC board 71 via the card company data center 510, the management computer 501, and the rental device control board 72.
[0252] Then, when the SC board 71 receives the encrypted verification security result information, it performs a process of decrypting the encrypted verification security result information. Next, the SC board 71 performs a process of determining whether the decrypted verification security result information is normal. If it is determined that the decrypted verification security result information is normal, the verification phase ends and the system transitions to a status communication phase. If it is determined that the decrypted verification security result information is not normal, the system enters a state in which it is impossible to play the game.
[0253] (Status communication phase) Next, the status communication phase will be described.
[0254] (1) Loan information When the lending button 76 is operated with a prepaid card having electronic information corresponding to money inserted into the lending device 400, or when the lending button 76 is operated with money inserted into the lending device 400, the lending device control board 72 transmits information regarding the number of lending game values (for example, "47") to the SC board 71. Next, the SC board 71 performs processing to transmit a game value lending signal including information regarding the number of lending game values to the game value control board 200. Then, upon receiving the game value lending signal from the SC board 71, the game value control board 200 performs processing such as adding the number of lending game values to the value displayed on the game value display device 20 and displaying the result.
[0255] (2) Counting Information When the count button 19 is operated while the game value owned by the player is displayed on the game value display device 20, the game value control board 200 transmits information regarding the counted game value to the SC board 71. For example, when the game value owned by the player is "50" and the count button 19 is operated, the information regarding the counted game value becomes "50." Next, the SC board 71 transmits information regarding the counted game value to the rental device control board 72. In addition, the rental device control board 72 performs a process of storing information regarding the counted game value on a prepaid card.
[0256] Then, after the process of storing information about the counted gaming value in the prepaid card is completed, the lending device control board 72 performs a process of returning the prepaid card when the return button 77 is operated. In other words, even if the return button 77 is operated before the process of storing information about the counted gaming value in the prepaid card is completed, the prepaid card will not be returned. This makes it possible to prevent players from leaving their seats before the counting of the gaming value is completed.
[0257] Furthermore, if the return button 77 is operated before the process of storing information about the counted game value in the prepaid card is completed, a notification is made on the liquid crystal display 79 to have the player wait until the counting of the game value is completed. For example, a text image saying "Counting" is displayed on the liquid crystal display 79 to notify the player that the counting of the game value is completed.
[0258] The notification to have the player wait until the counting of the game value is completed may be made by outputting a sound from a rental speaker (not shown) provided on the rental device 400, or by turning on or flashing a rental lamp (not shown) provided on the rental device 400, or by a combination of these.
[0259] Furthermore, the notification to have the player wait until the counting of the game value is completed may be made by the gaming machine 1, or may be made by the gaming machine 1 and the lending device 400. Here, when the gaming machine 1 makes a notification to have the player wait until the counting of the game value is completed, the notification may be made by the image display device 7, the logo LED 21, the control panel LED 22, the control panel side LED 23, the side unit LED 24, or the speaker 62.
[0260] (3) Number of gaming values Information regarding the number of play values is transmitted from the play value control board 200 to the SC board 71 at predetermined intervals (for example, 300 ms). The SC board 71 also transmits information regarding the play values owned by the player to the rental device control board 72. Here, the play value number is the uncounted play value, and is the value of the play value displayed on the play value display device 20. This enables the rental device 400 to recognize the number of play values owned by the player.
[0261] (4) Number of bets Information regarding the number of bets placed on the gaming machine 1 is transmitted from the main control board 100 to the game value control board 200 at predetermined intervals (for example, 1.564 ms). Next, information regarding the number of bets is transmitted from the game value control board 200 to the SC board 71. Then, information regarding the number of bets is transmitted from the SC board 71 to the rental device control board 72. This allows the rental device 400 to recognize the number of bets.
[0262] (5) Number of winning games In the gaming machine 1, the number of game values awarded for winning is transmitted from the main control board 100 to the game value control board 200 at predetermined intervals (for example, 1.564 ms). The game value control board 200 then transmits the information to the SC board 71 at predetermined intervals (for example, 300 ms). This allows the lending device 400 to recognize the game value awarded for winning.
[0263] (6) Hall Con Information The hall control information is transmitted from the main control board 100 to the rental device control board 72 via the gaming value control board 200 and the SC board 71. The rental device control board 72 then transmits the hall control information to the hall computer 500. This enables the hall computer 500 to recognize the hall control information.
[0264] (7) Gaming machine performance information The gaming machine performance information is transmitted from the main control board 100 to the gaming value control board 200. Then, the gaming value control board 200 transmits the gaming machine performance information to the SC board 71. Here, the SC board 71 encrypts the received gaming machine performance information and transmits it to the gaming machine information center 520 via the rental device control board 72, the management computer 501, and the card company data center 510.
[0265] (8) Gaming machine installation information The gaming machine installation information is transmitted from the main control board 100 to the gaming value control board 200. Then, the gaming value control board 200 transmits the gaming machine installation information to the SC board 71. Here, the SC board 71 encrypts the received gaming machine installation information and transmits it to the gaming machine information center 520 via the rental device control board 72, the management computer 501, and the card company data center 510.
[0266] (9) Error information Main control board error information regarding an error detected by the main control board 100 is transmitted from the main control board 100 to the gaming value control board 200. Next, the gaming value control board 200 transmits the main control board error information received from the main control board 100 and / or the gaming value control board error information detected by the gaming value control board 200 to the SC board 71. Next, the SC board 71 transmits the main control board error information and / or the gaming value control board error information to the rental device control board 72. Then, the rental device control board 72 transmits the error information received from the SC board 71 to the management computer 501.
[0267] The SC board 71 also performs a process of encrypting the error information received from the gaming value control board 200. Then, the SC board 71 transmits the encrypted error information to the gaming machine information center 520 via the rental device control board 72, the management computer 501, and the card company data center 510.
[0268] (10) Fraudulent information Foul play information regarding the fraud detected by the main control board 100 is transmitted from the main control board 100 to the gaming value control board 200. Next, the gaming value control board 200 transmits the fraud information received from the main control board 100 and / or the fraud information regarding the fraud detected by the gaming value control board 200 to the SC board 71. Then, the SC board 71 transmits the fraud information received from the gaming value control board 200 to the rental device control board 72. Then, the rental device control board 72 transmits the fraud information received from the SC board 71 to the management computer 501.
[0269] Furthermore, the SC board 71 performs a process of encrypting the fraudulent information received from the gaming value control board 200. Then, the SC board 71 transmits the encrypted fraudulent information to the gaming machine information center 520 via the rental device control board 72, the management computer 501, and the card company data center 510.
[0270] (Memory area of the main control board 100 and memory area of the game value control board 200) Next, the storage area of the main control board 100 and the storage area of the game value control board 200 will be described with reference to FIG.
[0271] (Storage area of main control board 100) As shown in FIG. 14(A), the storage area of the main control board 100 is composed of a main ROM 102 and a main RAM 103.
[0272] 14(A), the main ROM 102 has a continuous storage area of "0000(H)" to "EFFF(H)." The main ROM 102 also has a main ROM used area 102A, a main ROM outside used area 102B, and a main ROM unused area 102C.
[0273] (102A in the main ROM area) The main ROM usage area 102A is a storage area in which programs related to the progress of a game are stored, and has a control area and a data area. Specifically, the main ROM usage area 102A stores programs related to the progress of a game (for example, a main loop process (see FIG. 25) described later and a main interrupt process (see FIG. 44) described later). In this embodiment, the main ROM usage area 102A is a storage area from "0000(H)" to "2FFF(H)".
[0274] The control area within the main ROM usage area 102A is a memory area from "0000(H)" to "1FFF(H)", and is a memory area other than the data area within the main ROM usage area 102A, where various programs executed by the main control board 100 are stored.
[0275] In addition, the data area 102A within the main ROM usage area is a memory area from "2000(H)" to "2FFF(H)", which is a memory area where only information other than programs is stored, and is an area where data used when executing programs is stored.
[0276] (102B outside the main ROM area) The area outside the main ROM usage area 102B is a storage area in which information unrelated to the progress of the game is stored, such as a program used during a test firing test of the gaming machine 1 and a program for preventing cheating on the gaming machine 1. Similarly to the area inside the main ROM usage area 102A, the area outside the main ROM usage area 102B has a control area and a data area. In this embodiment, the area outside the main ROM usage area 102B is a storage area from "4000(H)" to "5FFF(H)".
[0277] The control area outside the main ROM usage area 102B is a memory area from "4000(H)" to "4FFF(H)", and is a memory area other than the data area outside the main ROM usage area 102B, where various programs executed by the main control board 100 are stored.
[0278] The data area outside the main ROM usage area 102B is a memory area from "5000(H)" to "5FFF(H)", which is a memory area where only information other than programs is stored, and is an area where data used when a program is executed is stored.
[0279] A program management area is also provided in the main ROM outside area 102B. Here, the "program management area" stores a manufacturer code, a product code, and the like.
[0280] The main ROM unused area 102C is provided between the main ROM used area 102A and the main ROM used area outside 102B (specifically, the storage area from "3000(H)" to "3FFF(H)").
[0281] As shown in Figure 14 (A), the main RAM 103 has a continuous memory area from "F000(H)" to "FFFF(H)". The main RAM 103 also has a main RAM used area 103A, a main RAM outside used area 103B, and a main RAM unused area 103C. The gaming machine 1 has a backup function, which makes it possible to retain information stored in the main RAM 103.
[0282] (103A in the main RAM area) The main RAM 103A usage area is the storage area from "F000(H)" to "F3FF(H)." Of the main RAM 103A usage area, the storage area from "F000(H)" to "F1FF(H)" is the working area, and the storage area from "F200(H)" to "F3FF(H)" is the stack area.
[0283] (103B outside the main RAM area) The area outside the main RAM usage area 103B is the storage area from "F500(H)" to "F8FF(H)". Of the area outside the main RAM usage area 103B, the storage area from "F500(H)" to "F6FF(H)" is the working area, and the storage area from "F700(H)" to "F8FF(H)" is the stack area.
[0284] (Main RAM unused area 103C) The unused main RAM area 103C is provided between the inside main RAM used area 103A and the outside main RAM used area 103B (specifically, the storage area from "F400(H)" to "F4FF(H)").
[0285] In addition, unused areas are provided between main ROM 102 and main RAM 103 (specifically, the memory area from "6000(H)" to "EFFF(H)") and after main RAM 103 (specifically, the memory area from "F900(H)" to "FFFF(H)").
[0286] As shown in FIG. 14(B), the storage area of the game value control board 200 is composed of a game value ROM 202 and a game value RAM 203.
[0287] 14(B), the game value ROM 202 has a continuous storage area of "0000(H)" to "EFFF(H)". The game value ROM 202 also has a game value ROM used area 202A, a game value ROM used area outside 202B, and a game value ROM unused area 202C.
[0288] (Game value ROM usage area 202A) The game value ROM use area 202A is a storage area of "0000(H)" to "2FFF(H)". Here, within the game value ROM use area 202A, the storage area of "0000(H)" to "1FFF(H)" is a control area, and the storage area of "2000(H)" to "2FFF(H)" is a data area.
[0289] (Game value ROM usage area 202B) The game value ROM outside use area 202B is a storage area from "4000(H)" to "5FFF(H)". Here, within the game value ROM outside use area 202B, the storage area from "4000(H)" to "4FFF(H)" is a control area, and the storage area from "5000(H)" to "5FFF(H)" is a data area.
[0290] (Game value ROM unused area 202C) The game value ROM unused area 202C is provided between the game value ROM used area 202A and the game value ROM used area outside 202B (specifically, a storage area from "3000(H)" to "3FFF(H)").
[0291] As shown in Figure 14 (B), the game value RAM 203 has a continuous memory area of "F000 (H)" to "FFFF (H)". The game value RAM 203 also has a game value RAM used area 203A, a game value RAM outside used area 203B, and a game value RAM unused area 203C. The gaming machine 1 has a backup function, which makes it possible to retain information stored in the game value RAM 203.
[0292] (Game Value RAM area 203A) The game value RAM usage area 203A is a storage area of "F000(H)" to "F3FF(H)". Here, within the game value RAM usage area 203A, the storage area of "F000(H)" to "F1FF(H)" is a working area, and the storage area of "F200(H)" to "F3FF(H)" is a stack area.
[0293] (Game value RAM usage area 203B) Additionally, the gaming value RAM outside use area 203B is a storage area of "F500(H)" to "F8FF(H)." Of the gaming value RAM outside use area 203B, the storage area of "F500(H)" to "F6FF(H)" is a working area, and the storage area of "F700(H)" to "F8FF(H)" is a stack area.
[0294] (Game Value RAM unused area 203C) The unused game value RAM area 203C is located between the game value RAM used area 203A and the game value RAM used area outside 203B (specifically, the memory area from "F400(H)" to "F4FF(H)"), and after the game value RAM used area outside 203B (specifically, the memory area from "F900(H)" to "FFFF(H)").
[0295] In addition, unused areas are provided between the game value ROM 202 and the game value RAM 203 (specifically, the memory area from "6000(H)" to "EFFF(H)") and after the game value RAM 203 (specifically, the memory area from "F900(H)" to "FFFF(H)").
[0296] (Winning role determination table) Next, the winning combination determination table will be described with reference to FIG.
[0297] The winning combination determination table is stored in the main ROM use area 102A and is used to determine a winning combination by the winning combination determination process in step S1004, which will be described later. In addition, the winning combination determination table defines winning combinations and the lottery values corresponding to the winning combinations for each gaming state.
[0298] In this embodiment, the winning combination determination table illustrates a lottery value corresponding to one setting value (for example, setting "1"), and illustrations corresponding to other setting values are omitted. Note that the winning combination determination table in this embodiment defines lottery values such that the higher the setting value, the more advantageous it is for the player.
[0299] As shown in Figure 15, when the game state managed by the main control board 100 is a general game state, the lottery values are specified for "1st BB," "2nd BB," "Replay," "Plum in the order of pressing left, center, and right ... center, left, and right," "Plum in the order of pressing center, right, and left," "Plum in the order of pressing right, left, and center," "Plum in the order of pressing right, center, and left," "Weak Cherry," "Strong Cherry," and "Bell."
[0300] In addition, when the game status managed by the main control board 100 is the "bonus carryover status," the lottery values are set to "replay," "plum in the order of pressing left, center, and right," "plum in the order of pressing left, center, and right," "plum in the order of pressing center, left, and right," "plum in the order of pressing center, right, and left," "plum in the order of pressing right, left, and center," "plum in the order of pressing right, center, and left," "weak cherry," "strong cherry," and "bell."
[0301] In addition, when the game status managed by the main control board 100 is the "bonus activation status," lottery values are specified for "push left, center, right order," "push left, center order," "push center, left, right order," "push center, right, left order," "push right, left order," and "push right, center, left order."
[0302] The "1st BB" and "2nd BB" are collectively referred to as "BB."
[0303] In addition, "push order plums: left, center, right," "push order plums: left, right, center," "push order plums: center, left, right," "push order plums: center, right, left," "push order plums: right, left, center," and "push order plums: right, center, left." are collectively referred to as "push order plums."
[0304] (The relationship between winning combinations, the order in which the stop button 15 is operated, and winnings, etc.) Next, the relationship between the winning combination, the operation order of the stop button 15, and the winning will be explained with reference to FIG.
[0305] FIG. 16 shows the relationship between winning combinations and symbol combinations that can be displayed on the pay line depending on the order in which the stop buttons 15 are operated.
[0306] In this embodiment, the combination of symbols that can be used to win a prize varies depending on the winning combination. For example, if the winning combination is "replay," a "replay" prize is allowed.
[0307] In addition, in this embodiment, a winning combination that allows a winning combination to be achieved varies depending on the order in which the stop buttons 15 are operated. For example, when the winning combination is "Plum in the order of pressing left, middle, and right," if the stop buttons 15 are operated in the order of left stop button 15L, middle stop button 15C, and right stop button 15R, a "Plum" wins. On the other hand, when the winning combination is "Plum in the order of pressing left, middle, and right," if the stop buttons 15 are operated in the order of left stop button 15L, right stop button 15R, and middle stop button 15C, and the middle stop button 15C is operated first, or if the right stop button 15R is operated first, a "Blank" wins, depending on the timing of the operation of the stop buttons 15. In other words, depending on the timing of the operation of the stop buttons 15, a "Blank" wins and no winning combination is achieved.
[0308] In addition, in this embodiment, there are provided winning combinations that may or may not be awarded depending on the timing of operation of the stop button 15. For example, if the winning combination is "Bell," and the stop button 15 is operated at an appropriate timing, the "Bell" will be awarded. On the other hand, if the stop button 15 is operated at an inappropriate timing, the "Bell" will not be awarded and the player will not win.
[0309] In this embodiment, "BB" and another winning combination may be won at the same time. Specifically, if another winning combination is determined while "BB" is carried over, "BB" and the other winning combination will be won at the same time.
[0310] Here, in this embodiment, if "BB" and "Replay" are won, "Replay" will be displayed on the valid line with priority over "Bonus", so that "Replay" will win.
[0311] Also, if "BB" and "Plum" are winning, "Plum" will be displayed on the active line with priority over "Bonus", and "Plum" will win. Similarly, if "BB" and "Cherry" are winning, or if "BB" and "Bell" are winning, "Cherry" and "Bell" will be displayed on the active line with priority over "Bonus".
[0312] (Command Group Table) Next, the command group table will be described with reference to FIG.
[0313] 17, the command group table defines the name of the group table and the name of the command to be sent to the sub-control board 300 defined in this group table. Specifically, the command group table defines a command table for setting change, a command table for reset start, a command table for power recovery after power outage, a command table for starting a game, a command table for pressing the start lever, a command table for ending a game, and a command table for stopping.
[0314] (Command table when changing settings) The setting change command table is a table in which commands to be sent when a setting value is changed are grouped. Specifically, the setting change command table defines a power-on start command indicating that the power-on of the gaming machine 1 has started, a setting change start command indicating that a change in the setting value has started, and a power-on end command indicating that the power-on of the gaming machine 1 has ended, and these are grouped together.
[0315] (Reset start command table) The reset start command table is a table in which commands to be sent when a reset start is performed are grouped. Specifically, the reset start command table defines a power start command indicating that the power start of the gaming machine 1 has started, a reset start command indicating that the reset start has started, and a power start end command indicating that the power start of the gaming machine 1 has ended, and these are grouped together.
[0316] (Power off / recovery command table) The power-off recovery command table is a table that groups commands that are sent when the gaming machine 1 recovers from a power-off. Specifically, the power-off recovery command table defines a power-on start command that indicates that power-on of the gaming machine 1 has started, a set value data designation command that has data on a set value, an error-occurring command that has information about an error that is occurring in the gaming machine 1, a phase state command that has information about the phase state of the main RAM 103, and a recovery bet number command that has information about the number of bets when the gaming machine 1 recovers from a power-off, and these are grouped together.
[0317] (Command table at the start of the game) The game start command table is a table in which commands to be sent when a game starts are grouped. Specifically, the game start command table defines a game start state command having information about the game state, a complete operation flag command having information about the complete operation flag, a complete advance notification flag command having information about the complete advance notification flag, and a power start end command indicating that power up of the gaming machine 1 has been completed, and these are grouped together.
[0318] (Command table when start lever is pressed) The command table when the start lever is pressed is a table in which commands to be sent when the bet game value is "3" and the start lever 14 is pressed are grouped. Specifically, the command table when the start lever is pressed prescribes a setting value data designation command having data on a setting value, a reel spin start acceptance command having information that the operation of the start lever 14 has been accepted, a winning combination command having information on a winning combination, and a lever freeze type command having information on the type of lever freeze effect executed when the start lever 14 is operated, and these are grouped.
[0319] (Game End Command Table) The game end command table is a table in which commands to be sent when one game ends are grouped. Specifically, the game end command table defines and groups an all stop freeze type command having information about the type of all stop freeze effect that can be executed when all reels 31 come to a halt, a complete activation flag command having information about a complete activation flag, a complete advance notification flag command having information about a complete advance notification flag, and a game end status command having information about the game status.
[0320] (Stop command table) The stop command table is a table that groups commands that are sent when stopping the reels 31. Specifically, the stop command table defines a sliding frame number command that has information about the number of sliding frames, a pressed position command that has information about the pressed position of the stop button 15, and a pressed reel command that has information about the reel 31 on which the stop button 15 is operated, and these are grouped together.
[0321] In addition, the commands defined in the command group table may be transmitted not only to the sub-control board 300 but also to the game value control board 200.
[0322] (Storage area 103A in the main RAM area) Next, the storage area in the main RAM use area 103A will be described with reference to FIG.
[0323] 18, the main RAM use area 103A is provided with a plurality of storage areas, from a set value storage area 103AA to a favorable zone state storage area 103Am. Each storage area will be described below.
[0324] (Setting value storage area 103AA) The setting value storage area 103AA is a 1-byte storage area that can store a setting value that indicates the degree of advantage to the player. For example, if the setting value is 1, then 01(H) is stored in the setting value storage area 103AA, and if the setting value is 6, then 06(H) is stored in the setting value storage area 103AA.
[0325] (serial number storage area 103AB) The serial number storage area 103AB is a "3" byte storage area, and is a storage area capable of storing a serial number when communicating with the game value control board 200. Here, for example, if the value of the stored serial number is "1", the value of the "1st" byte of the serial number storage area 103AB will be "01(H)", and the values of the "2nd" byte and the "3rd" byte will be "00(H)".
[0326] (Ratio monitor test display request storage area 103AC) The ratio monitor test display request memory area 103AC is a 1-byte memory area that can store information regarding the presence or absence of a ratio monitor test display request. For example, when there is a ratio monitor test display request, the value of the ratio monitor test display request memory area 103AC becomes "01(H)." On the other hand, when there is no ratio monitor test display request, the value of the ratio monitor test display request memory area 103AC becomes "00(H)."
[0327] (Setting change device operation abnormality flag storage area 103AD) The setting change device operation abnormality flag storage area 103AD is a 1-byte storage area that can store information related to the setting change device operation abnormality flag. For example, if the setting change device operation abnormality flag is ON, the value of the setting change device operation abnormality flag storage area 103AD becomes "01(H)". On the other hand, if the setting change device operation abnormality flag is OFF, the value of the setting change device operation abnormality flag storage area 103AD becomes "00(H)".
[0328] (Recovery error status storage area 103AE) The error state storage area for recovery 103AE is a 1-byte storage area that can store information related to the error state for recovery. Specifically, the error state storage area for recovery 103AE stores an error number, which will be described later. For example, if the error number is "1," the value of the error state storage area for recovery 103AE will be "01(H)."
[0329] (BET possible status flag storage area 103AF) The bet possible state flag storage area 103AF is a storage area of "1" byte, and is a storage area capable of storing information related to the bet possible state flag. Here, for example, when the bet possible state flag is ON, the value of the bet possible state flag storage area 103AF becomes "01(H)". On the other hand, when the bet possible state flag is OFF, the value of the bet possible state flag storage area 103AF becomes "00(H)".
[0330] (LED display mode storage area 103AG) The LED display mode storage area 103AG is a "1" byte storage area, and is a storage area capable of storing information regarding the LED display mode. Here, in this embodiment, the LED display mode storage area 103AG stores information regarding when all is OFF (for example, "00(H)"), information regarding normal operation (for example, "01(H)"), information regarding when the setting is changed (for example, "02(H)"), information regarding when the setting is confirmed (for example, "03(H)"), information regarding when the setting is confirmed (for example, "04(H)"), information regarding when the BET lever is waiting to be accepted (for example, "05(H)"), etc.
[0331] (Instruction monitor display memory area 103AH) The instruction monitor display unit memory area 103AH is a memory area of "1" byte, and is a memory area capable of storing information to be displayed on the instruction monitor display unit 28. Here, for example, if the winning combination is "1st BB", "2nd BB", "Replay", "Weak Cherry", "Strong Cherry", or "Bell", the value of the instruction monitor display unit memory area 103AH becomes "00(H)". In other words, if a winning combination that does not notify the operation order of the stop buttons 15 is won, the value of the instruction monitor display unit memory area 103AH becomes "00(H)".
[0332] On the other hand, if the winning role is "Plum in the order of pressing left, center, and right", the value of the instruction monitor display unit memory area 103AH will be "01(H)", if the winning role is "Plum in the order of pressing left, center, and right", the value of the instruction monitor display unit memory area 103AH will be "02(H)", if the winning role is "Plum in the order of pressing center, left, and right", the value of the instruction monitor display unit memory area 103AH will be "03(H)", if the winning role is "Plum in the order of pressing center, right, and left", the value of the instruction monitor display unit memory area 103AH will be "04(H)", if the winning role is "Plum in the order of pressing right, left, and center", the value of the instruction monitor display unit memory area 103AH will be "05(H)", and if the winning role is "Plum in the order of pressing right, center, and left", the value of the instruction monitor display unit memory area 103AH will be "06(H)".
[0333] (LED data buffer storage area 103AI) The LED data buffer memory area 103AI is a memory area of "1" byte, and is a memory area capable of storing data to be displayed in the bet possibility display area 25, the game start display area 26, the replay display area 27, and the bet number display area 29. Specifically, BIT "1" of the LED data buffer memory area 103AI is a memory area corresponding to the first bet number display area 29A, and is set to "1" when the first bet number display area 29A is lit, and is set to "0" when the first bet number display area 29A is extinguished. Similarly, BIT "2" of the LED data buffer memory area 103AI is a memory area corresponding to the second bet number display area 29B, and is set to "1" when the second bet number display area 29B is lit, and is set to "0" when the second bet number display area 29B is extinguished. In addition, BIT "3" of the LED data buffer memory area 103AI is a memory area corresponding to the third BET number display section 29C, and becomes "1" when the third BET number display section 29C is lit, and becomes "0" when the third BET number display section 29C is extinguished.
[0334] Furthermore, BIT "4" of the LED data buffer storage area 103AI is a storage area corresponding to the game start display section 26, and is set to "1" when the game start display section 26 is lit, and to "0" when the game start display section 26 is extinguished. BIT "6" of the LED data buffer storage area 103AI is a storage area corresponding to the bet available display section 25, and is set to "1" when the bet available display section 25 is lit, and to "0" when the bet available display section 25 is extinguished. BIT "7" of the LED data buffer storage area 103AI is a storage area corresponding to the replay display section 27, and is set to "1" when the replay display section 27 is lit, and to "0" when the replay display section 27 is extinguished. BIT "0" and BIT "5" of the LED data buffer storage area 103AI are unused and are always set to "0".
[0335] (Game value management status memory area 103AJ) The gaming value management status memory area 103AJ is a 1-byte memory area capable of storing information related to the gaming value management status. Specifically, BIT "4" in the gaming value management status memory area 103AJ is set to "1" when the start lever 14 is permitted to be operated, and set to "0" when the start lever 14 is not permitted to be operated. BIT "6" in the gaming value management status memory area 103AJ is set to "1" when a bet is permitted, and set to "0" when a bet is not permitted. BIT "7" in the gaming value management status memory area 103AJ is set to "1" when a replay is enabled, and set to "0" when a replay is not enabled. BITs "0" to "3" and BIT "5" in the gaming value management status memory area 103AJ are unused and are always set to "0."
[0336] (Operational status flag storage area 103AK) The operable status flag storage area 103AK is a 1-byte storage area capable of storing information related to the operable status. Specifically, bit "0" of the operable status flag storage area 103AK corresponds to the left stop button 15L and is set to "1" when the left stop button 15L is operable and is set to "0" when operation of the left stop button 15L is restricted. Bit "1" of the operable status flag storage area 103AK corresponds to the center stop button 15C and is set to "1" when the center stop button 15C is operable and is set to "0" when operation of the center stop button 15C is restricted. Bit "2" of the operable status flag storage area 103AK corresponds to the right stop button 15R and is set to "1" when the right stop button 15R is operable and is set to "0" when operation of the right stop button 15R is restricted. Also, BIT "3" of the operable state flag storage area 103AK is a storage area corresponding to the MAXBET button 12, and is set to "1" when the MAXBET button 12 is operable, and is set to "0" when the operation of the MAXBET button 12 is restricted. BIT "4" to BIT "7" of the operable state flag storage area 103AK are unused and are always set to "0".
[0337] (Transmission / reception error flag storage area 103AL) The transmission / reception error flag storage area 103AL is a 1-byte storage area that can store information related to the transmission / reception error flag. For example, if the transmission / reception error flag is ON, the value of the transmission / reception error flag storage area 103AL becomes "01(H)." On the other hand, if the transmission / reception error flag is OFF, the value of the transmission / reception error flag storage area 103AL becomes "00(H)."
[0338] (Error information flag storage area 103AM) The error information flag storage area 103AM is a 1-byte storage area that can store information related to the error information flag. Specifically, the error information flag storage area 103AM stores the value of an error number, which will be described later. For example, if the error number is "1," the value of the error information flag storage area 103AM will be "01(H)."
[0339] (BET required game value memory area 103AN) The BET request game value storage area 103AN is a "1" byte storage area, and is a storage area capable of storing information about game value that is requested to be bet on the game value control board 200. Here, for example, if the value of the game value that is requested to be bet on the game value control board 200 is "1", the value of the BET request game value storage area 103AN becomes "01(H)".
[0340] (Requested gaming value storage area 103AO) The requested grant game value memory area 103AO is a memory area of "1" byte, and is a memory area capable of storing information regarding the game value requested to be granted to the game value control board 200. Here, for example, if the value of the game value requested to be granted to the game value control board 200 is "1", the value of the requested grant game value memory area 103AO becomes "01(H)".
[0341] (First illegal status storage area 103AP) The first fraud state storage area 103AP is a 1-byte storage area capable of storing information related to the first fraud state. Specifically, bit "0" of the first fraud state storage area 103AP corresponds to a setting change signal, and is set to "1" when the setting change signal is output, and to "0" when the setting change signal is not output. Bit "1" of the first fraud state storage area 103AP corresponds to a setting confirmation signal, and is set to "1" when the setting confirmation signal is output, and to "0" when the setting confirmation signal is not output. Bit "2" of the first fraud state storage area 103AP corresponds to a first fraud detection signal, and is set to "1" when the first fraud detection signal is output, and to "0" when the first fraud detection signal is not output. In addition, BIT "3" of the first fraud status memory area 103AP is a memory area corresponding to the second fraud detection signal, and becomes "1" when the second fraud detection signal is output, and becomes "0" when the second fraud detection signal is not output.
[0342] The minimum output time for the setting change signal is 3 seconds after gameplay becomes possible.
[0343] Furthermore, bit "4" of the first fraud state storage area 103AP is a storage area corresponding to the third fraud detection signal, and is set to "1" when the third fraud detection signal is output, and is set to "0" when the third fraud detection signal is not output. Bit "5" of the first fraud state storage area 103AP is a storage area corresponding to the security signal, and is set to "1" when the security signal is output, and is set to "0" when the security signal is not output. Bit "6" of the first fraud state storage area 103AP is a storage area corresponding to the complete signal, and is set to "1" when the complete signal is output, and is set to "0" when the complete signal is not output. Bit "7" of the first fraud state storage area 103AP is unused and is always set to "0."
[0344] The complete signal turns ON after the complete function is activated and the game stops, and turns OFF after approximately 30 seconds have passed.
[0345] (Second invalid status storage area 103AQ) The second incorrect state storage area 103AQ is a 1-byte storage area capable of storing information related to the second incorrect state. Specifically, bit "0" of the second incorrect state storage area 103AQ is a storage area corresponding to the set door open signal, and is set to "1" when the set door open signal is output, and is set to "0" when the set door open signal is not output. The set door open signal is output when the set door switch 34Asw is ON.
[0346] Furthermore, the bit "1" of the second incorrect state storage area 103AQ is a storage area corresponding to the door open signal, and is set to "1" when the door open signal is output, and is set to "0" when the door open signal is not output. The door open signal is output when the door open / close sensor 4Rs is ON.
[0347] Also, BIT "3" of the second fraudulent state memory area 103AQ is a memory area corresponding to the game value clear detection signal, and becomes "1" when the game value clear detection signal is output, and becomes "0" when the game value clear detection signal is not output. Note that BIT "2" and BIT "4" to BIT "7" of the second fraudulent state memory area 103AQ are unused and are always "0".
[0348] (Given number display memory area 103AR) The award number display unit memory area 103AR is a memory area of "1" byte, and is a memory area capable of storing information to be displayed on the award number display unit 30. Here, for example, if the value of the game value to be displayed on the award number display unit 30 is "1", the value of the award number display unit memory area 103AR will be "01(H)".
[0349] (Advantageous section difference counter storage area 103AS) The advantageous zone difference number counter storage area 103AS is a 2-byte storage area that can store the difference number of game values in the advantageous zone. Here, for example, if the difference number of game values is 1, the value of the first byte of the advantageous zone difference number counter storage area 103AS will be 01(H) and the value of the second byte will be 00(H).
[0350] (Complete MY counter storage area 103AT) The complete MY counter storage area 103AT is a 2-byte storage area that can store the value of the game value (MY value) until the complete function is activated. For example, if the value of the game value (MY value) until the complete function is activated is 1, the value of the first byte of the complete MY counter storage area 103AT will be 01(H) and the value of the second byte will be 00(H).
[0351] (Complete advance notification flag storage area 103AU) The complete advance notification flag storage area 103AU is a 1-byte storage area that can store information related to the complete advance notification flag. Specifically, when the complete advance notification flag is ON, the value of the complete advance notification flag storage area 103AU is "01(H)." On the other hand, when the complete advance notification flag is OFF, the value of the complete advance notification flag storage area 103AU is "00(H)."
[0352] (Wait timer storage area 103AV) The wait timer storage area 103AV is a 2-byte storage area that can store information related to the wait timer. For example, if the value of the wait timer is 1, the value of the first byte of the wait timer storage area 103AV will be 01(H) and the value of the second byte will be 00(H).
[0353] (Replay activation flag storage area 103AW) The replay activation flag memory area 103AW is a "1" byte memory area that can store information related to the replay activation flag. Specifically, when the replay activation flag is ON, the value of the replay activation flag memory area 103AW becomes "01(H)". On the other hand, when the replay activation flag is OFF, the value of the replay activation flag memory area 103AW becomes "00(H)".
[0354] (Game status memory area 103AX) The game status memory area 103AX is a 1-byte memory area that can store information about the game status. Specifically, if the current game status is the normal game status, the value of the game status memory area 103AX is "00(H)." Also, if the bonus is carried over, the value of the game status memory area 103AX is "01(H)," and if the bonus is activated, the value of the game status memory area 103AX is "02(H)."
[0355] (Bonus type storage area 103AY) The bonus type memory area 103AY is a 1-byte memory area that can store information about the type of "bonus" that has been won. Specifically, if no "bonus" has been won, the value of the bonus type memory area 103AY becomes "00(H)." Furthermore, if the "first BB" has been won, the value of the bonus type memory area 103AY becomes "01(H)," and if the "second BB" has been won, the value of the bonus type memory area 103AY becomes "02(H)."
[0356] (BB operation status flag storage area 103AZ) The BB operation status flag storage area 103AZ is a 1-byte storage area that can store information related to the BB operation status flag. Specifically, when the BB operation status flag is ON, the value of the BB operation status flag storage area 103AZ becomes "01(H)." On the other hand, when the BB operation status flag is OFF, the value of the BB operation status flag storage area 103AZ becomes "00(H)."
[0357] (RB winning count storage area 103Aa) The RB winning count memory area 103Aa is a "1" byte memory area, and is a memory area that can store information about the number of times a prize can be won in the RB (first type special role). Here, for example, if the number of times a prize can be won in the RB is "1", the value of the RB winning count memory area 103Aa will be "01(H)".
[0358] (RB operation count storage area 103Ab) The RB activation count memory area 103Ab is a 1-byte memory area that can store information about the number of games that can be played in the RB. For example, if the number of games that can be played in the RB is 1, the value of the RB activation count memory area 103Ab becomes 01(H).
[0359] (BB acquisition number storage area 103Ac) The BB acquisition count memory area 103Ac is a 1-byte memory area that can store information about the value of the game value acquired in the bonus activation state. For example, if the value of the game value acquired in the bonus activation state is 1, the value of the BB acquisition count memory area 103Ac becomes 01(H).
[0360] (RT storage area 103Ad) The RT memory area 103Ad is a "1" byte memory area that can store information about RT (replay time). Specifically, if the current gaming state is a regular gaming state and the "0th RT gaming state," the value of the RT memory area 103Ad is "00(H)." Also, if the current gaming state is a bonus carryover state and the "1st RT gaming state," the value of the RT memory area 103Ad is "01(H)." Also, if the current gaming state is a bonus activation state and the "2nd RT gaming state," the value of the RT memory area 103Ad is "02(H)."
[0361] (Main BET number storage area 103Ae) The main bet number storage area 103Ae is a 1-byte storage area capable of storing information related to the value of the bet game value. For example, if the bet game value is 1, the value of the main bet number storage area 103Ae becomes 01(H).
[0362] (Remaining grant number storage area 103Af) The remaining number of points to be awarded storage area 103Af is a 1-byte storage area that can store information about the value of the remaining game value to be awarded to the player. For example, if the value of the remaining game value to be awarded to the player is 1, the value of the remaining number of points to be awarded storage area 103Af will be 01(H).
[0363] (Complete operation flag storage area 103Ag) The complete operation flag storage area 103Ag is a 1-byte storage area that can store information related to the operation of the complete function. For example, when the complete operation flag is ON, the value of the complete operation flag storage area 103Ag is "01(H)." On the other hand, when the complete operation flag is OFF, the value of the complete operation flag storage area 103Ag is "00(H)."
[0364] (Return phase status storage area 103Ah) The return phase state storage area 103Ah is a "1" byte storage area, and is a storage area for storing information related to the return phase state. Here, the return phase state storage area 103Ah stores one of the following information: "01(H)" corresponding to waiting for a BET and lever acceptance, "02(H)" corresponding to setting confirmation, "03(H)" corresponding to setting change, and other information "00(H)."
[0365] (Winning symbol memory area 103Ai) The winning combination memory area 103Ai is a "1" byte memory area, and is a memory area for storing information about winning combinations. Specifically, when "1st BB" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "01(H)", when "2nd BB" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "02(H)", and when "replay" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "03(H)".
[0366] Furthermore, when "plums in the order of pressing left, center, and right" is determined as the winning role, the value of the winning role memory area 103Ai becomes "04(H)", when "plums in the order of pressing left, center, and right" is determined as the winning role, the value of the winning role memory area 103Ai becomes "05(H)", when "plums in the order of pressing center, left, right" is determined as the winning role, the value of the winning role memory area 103Ai becomes "06(H)", when "plums in the order of pressing center, right, and left" is determined as the winning role, the value of the winning role memory area 103Ai becomes "07(H)", when "plums in the order of pressing right, left, and center" is determined as the winning role, the value of the winning role memory area 103Ai becomes "08(H)", and when "plums in the order of pressing right, center, and left" is determined as the winning role, the value of the winning role memory area 103Ai becomes "09(H)".
[0367] In addition, when a "weak cherry" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "0A(H)", when a "strong cherry" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "0B(H)", and when a "bell" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "0C(H)". Note that when no combination is won (i.e., in the case of a "loss"), the value of the winning combination memory area 103Ai becomes "00(H)".
[0368] (Counting notification time storage area 103Aj) The counting notification time storage area 103Aj is a 2-byte storage area that can store the counting time for timing the time required to output a test signal during a test firing test. When the counting notification time is 1, the value of the first byte of the counting notification time storage area 103Aj is 01(H) and the value of the second byte is 00(H).
[0369] (First gaming machine information storage area 103Ak) The first gaming machine information storage area 103Ak is a storage area of "1" byte, and is a storage area capable of storing first gaming machine information. Note that, as will be described later in detail, "0" is set in the first gaming machine information storage area 103Ak.
[0370] (Second gaming machine information storage area 103A1) The second gaming machine information storage area 103Al is a 1-byte storage area capable of storing second gaming machine information. In addition, as will be described later in detail, information regarding the number of bets and the remaining number of awarded coins will be set in the second gaming machine information storage area 103Al.
[0371] (Advantageous Zone State Memory Area 103Am) The advantageous zone status storage area 103Am is a storage area of "1" byte, and is a storage area capable of storing information related to advantageous zones. Here, for example, if it is an advantageous zone, the value of the advantageous zone status storage area 103Am will be "01(H)". On the other hand, if it is a non-advantageous zone, the value of the advantageous zone status storage area 103Am will be "00(H)".
[0372] Although not shown, the main RAM use area 103A also has a plurality of storage areas capable of storing other information.
[0373] Although not shown, the main RAM outside use area 103B can store information necessary for calculating ratio information, such as information about the number of games played and information about the ratio of bonus items.
[0374] (Memory area 203A in the game value RAM usage area) Next, the storage area in the game value RAM use area 203A will be described with reference to FIG.
[0375] As shown in Figure 19, the gaming value RAM use area 203A includes a plurality of storage areas, from a gaming value storage area data validity determination flag storage area 203AA to a third fraud detection timer storage area 203Ax. As will be explained later with reference to Figures 20 to 22, the gaming value RAM use area 203A includes a plurality of storage areas, from a total number of bets storage area 203ABa to a number of SC transmission gaming value award storage area 203ADj. Each storage area will be explained below.
[0376] (Game value storage area data validity determination flag storage area 203AA) The game value storage area data validity determination flag storage area 203AA is a 1-byte storage area that can store information related to the game value storage area data validity determination flag. Specifically, when the game value storage area data validity determination flag is ON, the value of the game value storage area data validity determination flag storage area 203AA becomes "01(H)". On the other hand, when the game value storage area data validity determination flag is OFF, the value of the game value storage area data validity determination flag storage area 203AA becomes "00(H)".
[0377] (Game value storage area 203AB) The game value storage area 203AB is a 3-byte storage area that can store information about the value of the game value owned by the player. For example, if the value of the game value owned by the player is 1, the value of the first byte of the game value storage area 203AB will be 01(H), and the values of the second and third bytes will be 00(H).
[0378] (Security information storage area data valid flag storage area 203AC) The security information storage area data valid flag storage area 203AC is a 1-byte storage area that can store information related to the security information storage area data valid flag. Specifically, when the security information storage area data valid flag is ON, the value of the security information storage area data valid flag storage area 203AC is "01(H)". On the other hand, when the security information storage area data valid flag is OFF, the value of the security information storage area data valid flag storage area 203AC is "00(H)".
[0379] (Security information storage area 203AD) The security information storage area 203AD is a 1-byte storage area capable of storing security information, and in this embodiment, is a storage area in which information relating to game value clear detection is stored. Specifically, BIT "3" of the security information storage area 203AD is a storage area corresponding to game value clear detection, and is set to "1" when game value clear is detected, and to "0" when game value clear is not detected. BITs "0" to "2" and BITs "4" to "7" of the security information storage area 203AD are unused and are always set to "0".
[0380] (Input port current status buffer storage area 203AE) The input port current status buffer memory area 203AE is a 1-byte memory area capable of storing information about the current status of the input port. Specifically, bit 2 of the input port current status buffer memory area 203AE corresponds to the game value clear switch 37sw, and is set to 1 when the game value clear switch signal is input and to 0 when the game value clear switch signal is not input. Bit 3 of the input port current status buffer memory area 203AE corresponds to the counting switch 19sw, and is set to 1 when the counting switch signal is input and to 0 when the counting switch signal is not input. Bit 4 of the input port current status buffer memory area 203AE corresponds to the connection confirmation signal, and is set to 1 when the connection confirmation signal is input and to 0 when the connection confirmation signal is not input.
[0381] Furthermore, bit "5" of the input port current status buffer storage area 203AE is a storage area corresponding to the power outage detection signal, and becomes "1" when the power outage detection signal is input, and becomes "0" when the power outage detection signal is not input. Furthermore, bit "6" of the input port current status buffer storage area 203AE is a storage area corresponding to the door open / close sensor 4Rs, and becomes "1" when the door open signal is input, and becomes "0" when the door open signal is not input. Furthermore, bits "0" to "1" and bit "7" of the input port current status buffer storage area 203AE are unused and are always "0".
[0382] (First timer interrupt division counter storage area 203AF) The first timer interrupt division counter storage area 203AF is a 1-byte storage area that can store a first timer interrupt division counter used when determining whether or not to execute processing every 2 ms in the game value interrupt processing (see FIG. 58) described later. Specifically, the value of the first timer interrupt division counter storage area 203AF is one of "00(H)" to "02(H)", and when the value of the first timer interrupt division counter storage area 203AF is "02(H)", processing every 2 ms is executed.
[0383] (Second timer interrupt division counter storage area 203AG) The second timer interrupt division counter storage area 203AG is a 1-byte storage area that can store a second timer interrupt division counter used when determining whether or not to execute processing every 4 ms in the game value interrupt processing (see FIG. 58) described later. Specifically, the value of the second timer interrupt division counter storage area 203AG is one of "00(H)" to "04(H)", and when the value of the second timer interrupt division counter storage area 203AG is "04(H)", processing every 4 ms is executed.
[0384] (Main unit switch information storage area 203AH) The main body switch information storage area 203AH is a 1-byte storage area that can store information about the switches of the main body of the gaming machine 1, and in this embodiment, it is a storage area that stores information about the detection of the counting switch 19sw. Specifically, BIT "3" of the main body switch information storage area 203AH is a storage area that corresponds to the detection of the counting switch 19sw, and becomes "1" when detected by the counting switch 19sw, and becomes "0" when not detected by the counting switch 19sw. Note that BIT "0" to BIT "2" and BIT "4" to BIT "7" of the main body switch information storage area 203AH are unused and are always "0".
[0385] (Error detection flag storage area 203AI) The error detection flag storage area 203AI is a 1-byte storage area capable of storing information related to a detected error. Specifically, bit "0" of the error detection flag storage area 203AI is a storage area corresponding to a rental device communication no-response error, and is set to "1" when the rental device communication no-response error occurs, and is set to "0" when the rental device communication no-response error does not occur. Bit "1" of the error detection flag storage area 203AI is a storage area corresponding to an in-game machine communication abnormality error, and is set to "1" when the gaming machine communication abnormality error occurs, and is set to "0" when the gaming machine communication abnormality error does not occur. Bit "3" of the error detection flag storage area 203AI is a storage area corresponding to a rental device unconnected error, and is set to "1" when the rental device unconnected error occurs, and is set to "0" when the rental device unconnected error does not occur.
[0386] Furthermore, BIT "4" of the error detection flag storage area 203AI is a storage area corresponding to a game value error error, and is set to "1" when there is a game value error error, and is set to "0" when there is no game value error error. Furthermore, BIT "7" of the error detection flag storage area 203AI is a storage area corresponding to a serial number abnormality error, and is set to "1" when there is a serial number abnormality error, and is set to "0" when there is no serial number abnormality error. Furthermore, BIT "2" and BITs "5" to "6" of the error detection flag storage area 203AI are unused and are always set to "0".
[0387] (Error code storage area 203AJ) The error code storage area 203AJ is a 1-byte storage area capable of storing information related to error codes. Specifically, bit "0" of the error code storage area 203AJ is a storage area corresponding to a rental device communication no-response error, and is set to "1" when the rental device communication no-response error occurs, and is set to "0" when the rental device communication no-response error does not occur. Bit "1" of the error code storage area 203AJ is a storage area corresponding to an in-game machine communication abnormality error, and is set to "1" when the gaming machine communication abnormality error occurs, and is set to "0" when the gaming machine communication abnormality error does not occur. Bit "3" of the error code storage area 203AJ is a storage area corresponding to a rental device unconnected error, and is set to "1" when the rental device unconnected error occurs, and is set to "0" when the rental device unconnected error does not occur.
[0388] Furthermore, BIT "4" of the error code storage area 203AJ is a storage area corresponding to a game value error error, and is set to "1" when there is a game value error error, and is set to "0" when there is no game value error. Furthermore, BIT "7" of the error code storage area 203AJ is a storage area corresponding to an HC notification, and is set to "1" when a notification is issued to the hall computer 500, and is set to "0" when there is no notification to the hall computer 500. Furthermore, BIT "2" and BITs "5" to "6" of the error code storage area 203AJ are unused and are always set to "0".
[0389] (Game value number information flag storage area 203AK) The gaming value number information flag storage area 203AK is a 1-byte storage area capable of storing various information about the gaming value control board 200. Specifically, BIT "0" of the gaming value number information flag storage area 203AK is a storage area corresponding to an over-the-count gaming value, and is set to "1" when the gaming value is over the limit and "0" when the gaming value is not over the limit. BIT "1" of the gaming value number information flag storage area 203AK is a storage area corresponding to a rental device unconnected error, and is set to "1" when the rental device unconnected error occurs and is set to "0" when the rental device unconnected error does not occur. BIT "2" of the gaming value number information flag storage area 203AK is a storage area corresponding to a rental device no-response communication error, and is set to "1" when the rental device no-response communication error occurs and is set to "0" when the rental device no-response communication error does not occur.
[0390] Also, BIT "3" of the game value number side information flag storage area 203AK is a storage area corresponding to a game value number overflow error, and is set to "1" when there is a game value number overflow error, and is set to "0" when there is no game value number overflow error. Also, BIT "4" of the game value number side information flag storage area 203AK is a storage area corresponding to a game value error error, and is set to "1" when there is a game value error error, and is set to "0" when there is no game value error error. Incidentally, BIT "5" to BIT "7" of the game value number side information flag storage area 203AK are unused and are always set to "0".
[0391] (Counting button pressing time timer storage area 203AL) The count button press time timer storage area 203AL is a 1-byte storage area that can store the value of a count button press time timer that measures the press time of the count button 19. For example, if the value of the count button press time timer is 1, the value of the count button press time timer storage area 203AL becomes 01(H).
[0392] (Counting switch edge detection timer memory area 203AM) The count switch edge detection timer storage area 203AM is a 1-byte storage area that can store the value of the count switch edge detection timer used to detect the edge of the count switch 19sw. For example, if the value of the count switch edge detection timer is 1, the value of the count switch edge detection timer storage area 203AM becomes 01(H).
[0393] (SC board reception control flag storage area 203AN) The SC board reception control flag storage area 203AN is a 1-byte storage area that can store an SC board reception control flag. Specifically, bit 0 of the SC board reception control flag storage area 203AN is a storage area corresponding to the completion of SC board reception, and becomes 1 when reception of a message from the SC board 71 is complete, and becomes 0 when reception of a message from the SC board 71 is not complete. Bits 1 to 7 of the SC board reception control flag storage area 203AN are unused and are always 0.
[0394] (SC board receive buffer storage pointer memory area 203AO) The SC board receive buffer storage pointer memory area 203AO is a 1-byte memory area that can store information related to the reference position of the SC board receive buffer. For example, if the value of the SC board receive buffer storage pointer is 1, the value of the SC board receive buffer storage pointer memory area 203AO becomes 01(H).
[0395] (SC board frame reception timeout timer storage area 203AP) The SC substrate intra-frame reception timeout timer memory area 203AP is a 1-byte memory area that can store an SC substrate intra-frame reception timeout timer used to count the valid time for receiving a message from the SC substrate 71. Here, for example, if the value of the SC substrate intra-frame reception timeout timer is "1", the value of the SC substrate intra-frame reception timeout timer memory area 203AP will be "01(H)".
[0396] (SC board previous lending serial number storage area 203AQ) The SC board previous lending serial number memory area 203AQ is a 1-byte memory area for storing the previous lending serial number of the message from the SC board 71 to the lending device 400. Here, for example, if the previous lending serial number is "1", the value of the SC board previous lending serial number memory area 203AQ will be "01(H)".
[0397] (SC board unreceived count counter storage area 203AR) The SC board not-received count counter memory area 203AR is a "1" byte memory area for storing an SC board not-received count counter for counting the number of times a message has not been received from the SC board 71. Here, for example, if the value of the SC board not-received count counter is "1", the value of the SC board not-received count counter memory area 203AR will be "01(H)".
[0398] (SC board receive buffer storage area 203AS) The SC board receive buffer memory area 203AS is a 5-byte memory area that can store information about data received from the SC board 71. Here, each byte of the SC board receive buffer memory area 203AS stores a value between 0 and 255 as received data.
[0399] (SC board transmission buffer storage area 203AT) The SC board transmission buffer memory area 203AT is a 57-byte memory area that can store information about transmission data to be transmitted to the SC board 71. Here, each byte of the SC board transmission buffer memory area 203AT stores a value between 0 and 255 as transmission data.
[0400] (Main control board reception control flag storage area 203AU) The main control board reception control flag storage area 203AU is a 1-byte storage area that can store a main control board reception control flag. Specifically, bit 0 of the main control board reception control flag storage area 203AU is a storage area corresponding to reception completion, and becomes 1 when reception of a message from the main control board 100 is complete, and becomes 0 when reception of a message from the main control board 100 is not complete. Bits 1 to 7 of the main control board reception control flag storage area 203AU are unused and are always 0.
[0401] (Main control board receive buffer memory area 203AV) The main control board receive buffer memory area 203AV is a 26-byte memory area that can store information about data received from the main control board 100. Here, each byte of the main control board receive buffer memory area 203AV stores a value between 0 and 255 as received data.
[0402] (Main control board receive buffer storage pointer memory area 203AW) The main control board receive buffer storage pointer memory area 203AW is a 1-byte memory area that can store information related to the reference position of the main control board receive buffer. For example, if the value of the main control board receive buffer is 1, the value of the main control board receive buffer storage pointer memory area 203AW will be 01(H).
[0403] (Main control board transmission buffer memory area 203AX) The main control board transmission buffer memory area 203AX is a 5-byte memory area that can store information about the transmission data transmitted by the game value control board 200. Here, each byte of the main control board transmission buffer memory area 203AX stores a value between 0 and 255 as transmission data.
[0404] (Main control board frame reception timeout timer storage area 203AY) The reception timeout timer storage area 203AY in the main control board frame is a 1-byte storage area in which information regarding the valid reception time is stored. Here, if the value of the reception timeout timer storage area 203AY in the main control board frame is 1, the value of the reception timeout timer storage area 203AY in the main control board frame becomes 01(H).
[0405] (SC board receive data error memory area 203AZ) The SC board receive data error storage area 203AZ is a 1-byte storage area that can store information related to an SC board receive data error. If there is an SC board receive data error, the value of the SC board receive data error storage area 203AZ will be "01(H)". On the other hand, if there is no SC board receive data error, the value of the SC board receive data error storage area 203AZ will be "00(H)".
[0406] (Transmission information type storage area 203Aa) The transmission information type storage area 203Aa is a 1-byte storage area in which the transmission information type is stored. For example, the transmission information type storage area 203Aa stores hole control / fraud monitoring information as the transmission type.
[0407] (Counting execution flag storage area 203Ab) The counting execution flag storage area 203Ab is a 1-byte storage area capable of storing information related to the counting execution flag. Specifically, when the counting button 19 is not operated, the value of the counting execution flag storage area 203Ab is "00(H)." When the counting button 19 is "short-pressed," the value of the counting execution flag storage area 203Ab is "01(H)." When the counting button 19 is "long-pressed," the value of the counting execution flag storage area 203Ab is "02(H)." Note that a "short press" refers to pressing the counting button 19 for a first time (50 ms in this embodiment). A "long press" refers to pressing the counting button 19 for a second time (500 ms in this embodiment) that is longer than the first time.
[0408] (Main control board reception timeout timer storage area 203Ac) The main control board reception timeout timer memory area 203Ac is a 2-byte memory area that can store a main control board reception timeout timer for measuring the time to receive a message from the main control board 100. Here, for example, if the value of the main control board reception timeout timer is 1, the value of the first byte of the main control board reception timeout timer memory area 203Ac will be 01(H) and the value of the second byte will be 00(H).
[0409] (Buffer memory area 203Ad for checking error transmission) The buffer memory area 203Ad for error transmission confirmation is a memory area of 1 byte, and is a memory area into which a predetermined value is set when executing the gaming machine installation information message receiving process described below, and is a memory area used when checking output information before sending a command to the sub-control board 300.
[0410] (Virtual serial number storage area 203Ae) The virtual serial number storage area 203Ae is a 1-byte storage area that can store a virtual serial number. For example, if the value of the virtual serial number is 1, the value of the virtual serial number storage area 203Ae will be 01(H).
[0411] (Complete signal transmission timer storage area 203Af) The complete signal transmission timer memory area 203Af is a 2-byte memory area that can store a complete signal transmission timer that is timed when a complete signal is transmitted to the rental device 400. For example, if the value of the complete signal transmission timer is 1, the value of the first byte of the complete signal transmission timer memory area 203Af will be 01(H) and the value of the second byte will be 00(H).
[0412] (Main control information received flag storage area 203Ag) The main control information received flag storage area 203Ag is a 1-byte storage area that can store information related to the main control information received flag. Specifically, BIT "0" of the main control information received flag storage area 203Ag is a storage area corresponding to the gaming machine installation information notification, and is set to "1" when the gaming machine installation information notification has been received, and is set to "0" when the gaming machine installation information notification has not been received. Also, BIT "1" of the main control information received flag storage area 203Ag is a storage area corresponding to the gaming machine information notification, and is set to "1" when the gaming machine information notification has been received, and is set to "0" when the gaming machine information notification has not been received.
[0413] Furthermore, bit "2" of the main control information received flag storage area 203Ag is a storage area corresponding to SC board communication, and is set to "1" when communication with the SC board 71 is started, and is set to "0" when communication with the SC board 71 is not started. Furthermore, bit "3" of the main control information received flag storage area 203Ag is a storage area corresponding to a count transmission request, and is set to "1" when there is a count transmission request, and is set to "0" when there is no count transmission request. Furthermore, bits "4" to "7" of the main control information received flag storage area 203Ag are unused and are always set to "0".
[0414] (Gaming machine information notification transmission period timer storage area 203Ah) The gaming machine information notification transmission cycle timer storage area 203Ah is a 1-byte storage area that can store a gaming machine information transmission cycle timer for timing the transmission wait time of a gaming machine information notification. Here, for example, when the value of the gaming machine information notification transmission cycle timer is "1", the value of the gaming machine information notification transmission cycle timer storage area 203Ah becomes "01(H)".
[0415] (Count notification transmission period timer storage area 203Ai) The counting notification transmission period timer storage area 203Ai is a 1-byte storage area that can store the counting notification transmission period timer. For example, if the value of the counting notification transmission period timer is "1", the value of the counting notification transmission period timer storage area 203Ai becomes "01(H)".
[0416] (SC board transmission game information number storage area 203Aj) The SC board transmission game information number storage area 203Aj is a "1" byte storage area, and is a storage area capable of storing the number of game information pieces to be transmitted to the SC board 71. Here, for example, if the number of game information pieces to be transmitted to the SC board 71 is "1", the value of the SC board transmission game information number storage area 203Aj becomes "01(H)".
[0417] (Main control state saving buffer memory area 203Ak) The main control status saving buffer memory area 203Ak is a 2-byte memory area that is used to determine whether or not there has been a change in the main control status. Specifically, the value stored in the main control status saving buffer memory area 203Ak is used to compare and determine the value with the value in the first main control status memory area 203ADc and the value in the second main control status memory area 203ADd, which will be described later.
[0418] (Gaming machine installation information notification transmission period timer storage area 203A1) The gaming machine installation information notification transmission cycle timer storage area 203Al is a 2-byte storage area that can store a gaming machine installation information notification transmission cycle timer for timing the transmission wait time for gaming machine installation information. Here, for example, when the value of the gaming machine installation information notification transmission cycle timer is "1", the value of the first byte of the gaming machine installation information notification transmission cycle timer storage area 203Al is "01(H)" and the value of the second byte is "00(H)".
[0419] (Gaming machine performance information notification transmission period timer storage area 203Am) The gaming machine performance information notification transmission cycle timer storage area 203Am is a 2-byte storage area that can store a gaming machine performance information notification transmission cycle timer for timing the transmission wait time for gaming machine performance information. Here, for example, when the value of the gaming machine performance information notification transmission cycle timer is "1", the value of the first byte of the gaming machine performance information notification transmission cycle timer storage area 203Am is "01(H)" and the value of the second byte is "00(H)".
[0420] (Lending notification reception valid timer storage area 203An) The lending notification reception valid timer memory area 203An is a memory area of "1" byte, and is a memory area that can store a lending notification reception valid timer for timing the reception valid time of the lending notification. Here, for example, if the value of the lending notification reception valid timer is "1", the value of the lending notification reception valid timer memory area 203An becomes "01(H)".
[0421] (Counting serial number storage area 203Ao) The counting serial number storage area 203Ao is a 1-byte storage area that can store the counting serial number. For example, if the value of the counting serial number is 1, the value of the counting serial number storage area 203Ao becomes 01(H).
[0422] (Count subtraction value storage area 203Ap) The count subtraction value storage area 203Ap is a 1-byte storage area that can store the value to be subtracted in one counting process. For example, if the value to be subtracted in one counting process is 1, the value of the count subtraction value storage area 203Ap will be 01(H). If the value to be subtracted in one counting process is 50, the value of the count subtraction value storage area 203Ap will be 32(H).
[0423] (Cumulative count value storage area 203Aq) The count cumulative value storage area 203Aq is a 2-byte storage area capable of storing counted cumulative values. For example, if the counted cumulative value is 1, the value of the first byte of the count cumulative value storage area 203Aq will be 01(H) and the value of the second byte will be 00(H).
[0424] (Counting type buffer storage area 203Ar) The count type buffer storage area 203Ar is a "1" byte storage area, and is a storage area in which the value of the count subtraction value storage area 203Ap is set and is used when determining whether or not the value is other than "0".
[0425] (BET possible signal received flag storage area 203As) The bet possible signal received flag storage area 203As is a storage area of "1" byte, and is a storage area capable of storing a bet possible signal received flag. Here, for example, when the bet possible signal received flag is ON, the value of the bet possible signal received flag storage area 203As becomes "01(H)". On the other hand, when the bet possible signal received flag is OFF, the value of the bet possible signal received flag storage area 203As becomes "00(H)".
[0426] (Game value clear signal guarantee timer memory area 203At) The game value clear signal guarantee timer memory area 203At is a 2-byte memory area that can store a game value clear signal guarantee timer for guaranteeing the output time of the game value clear signal. For example, if the value of the game value clear signal guarantee timer is 1, the value of the first byte of the game value clear signal guarantee timer memory area 203At will be 01(H) and the value of the second byte will be 00(H). The minimum output time of the game value clear signal is 3 seconds after play becomes possible.
[0427] (Timer memory area 203Au during setting confirmation) The setting confirmation timer storage area 203Au is a 2-byte storage area that can store a setting confirmation timer for timing the output of a setting confirmation signal. For example, if the value of the setting confirmation timer is 1, the value of the first byte of the setting confirmation timer storage area 203Au will be 01(H) and the value of the second byte will be 00(H).
[0428] (First fraud detection timer storage area 203Av) The first fraud detection timer storage area 203Av is a 2-byte storage area that can store a first fraud detection timer for timing the output of a first fraud detection signal. For example, if the value of the first fraud detection timer is 1, the value of the first byte of the first fraud detection timer storage area 203Av will be 01(H) and the value of the second byte will be 00(H).
[0429] (Second fraud detection timer storage area 203Aw) The second fraud detection timer storage area 203Aw is a 2-byte storage area that can store a second fraud detection timer for timing the output of a second fraud detection signal. For example, if the value of the second fraud detection timer is 1, the value of the first byte of the second fraud detection timer storage area 203Aw will be 01(H) and the value of the second byte will be 00(H).
[0430] (Third fraud detection timer storage area 203Ax) The third fraud detection timer storage area 203Ax is a 2-byte storage area that can store a third fraud detection timer for timing the time to output a third fraud detection signal. Here, for example, if the value of the third fraud detection timer is 1, the value of the first byte of the third fraud detection timer storage area 203Ax will be 01(H) and the value of the second byte will be 00(H).
[0431] (Game value RAM usage area 203A gaming machine performance information) Next, the gaming machine performance information in the gaming value RAM use area 203A will be described with reference to FIG.
[0432] 20, in the gaming value RAM use area 203A, a plurality of memory areas, namely, a total number of bets memory area 203ABa to a second reserved memory area 203ABn, are shown as gaming machine performance information. Each memory area will be described below.
[0433] (Total BET number storage area 203ABa) The total bet number storage area 203ABa is a "3" byte storage area that can store the total bet number of game values used when calculating predetermined gaming machine performance information. For example, if the value of the total bet number is "1", the value of the "1st" byte of the total bet number storage area 203ABa will be "01(H)", and the values of the "2nd" and "3rd" bytes will be "00(H)".
[0434] (Total number of grants memory area 203ABb) The total awarded number storage area 203ABb is a "3" byte storage area that can store the total awarded number of game values used when calculating predetermined gaming machine performance information. Here, for example, if the value of the total awarded number is "1", the value of the "1st" byte of the total awarded number storage area 203ABb will be "01(H)", and the values of the "2nd" byte and the "3rd" byte will be "00(H)".
[0435] (Maximum MY storage area 203ABc) The maximum MY memory area 203ABc is a 3-byte memory area that can store the current MY used when calculating predetermined gaming machine performance information. For example, if the current MY value is 1, the value of the first byte of the maximum MY memory area 203ABc will be 01(H), and the values of the second and third bytes will be 00(H).
[0436] (Total number of granted items memory area 203ABd) The total number of granted reels memory area 203ABd is a "3" byte memory area, and is a memory area that can store the value of the game value granted by the operation of the reels, which is used when calculating predetermined gaming machine performance information. Here, for example, if the value of the game value granted by the operation of the reels is "1", the value of the "1st" byte of the total number of granted reels memory area 203ABd will be "01(H)", and the values of the "2nd" byte and the "3rd" byte will be "00(H)".
[0437] (Total number of consecutive bonuses given in memory area 203ABe) The total number of consecutive games awarded storage area 203ABe is a "3" byte storage area, and is a storage area that can store the value of the game value awarded by the operation of consecutive games, which is used when calculating predetermined gaming machine performance information. Here, for example, if the value of the game value awarded by the operation of consecutive games is "1", the value of the "1st" byte of the total number of consecutive games awarded storage area 203ABe will be "01(H)", and the values of the "2nd" byte and the "3rd" byte will be "00(H)".
[0438] (Feature ratio memory area 203ABf) The bonus feature ratio memory area 203ABf is a "1" byte memory area, and is a memory area capable of storing bonus feature ratios that can be displayed on the ratio display unit 36. In principle, the bonus feature ratio memory area 203ABf stores values from "00" to "99", and as an exception, when a non-applicable value / prescribed number of plays has not been reached, "FF(H)" is stored.
[0439] (Continuous role ratio memory area 203ABg) The consecutive feature ratio storage area 203ABg is a "1" byte storage area, and is a storage area capable of storing consecutive feature ratios that can be displayed on the ratio display unit 36. Here, the consecutive feature ratio storage area 203ABg will store values of "00" to "99" as a general rule, and as an exception, will store "FF(H)" when the value is not applicable / the specified number of plays has not been reached.
[0440] (Advantageous zone ratio storage area 203ABh) The advantageous section ratio storage area 203ABh is a storage area of "1" byte, and is a storage area capable of storing advantageous section ratios that can be displayed on the ratio display unit 36. Here, the advantageous section ratio storage area 203ABh will store values of "00" to "99" as a general rule, with the exception that "FF(H)" will be stored when the value is not applicable / the specified number of plays has not been reached.
[0441] (Instruction included accessory ratio storage area 203ABi) The instruction-included feature ratio memory area 203ABi is a "1" byte memory area, and is a memory area capable of storing instruction-included feature ratios that can be displayed on the ratio display unit 36. Here, the instruction-included feature ratio memory area 203ABi will store values of "00" to "99" as a general rule, and as an exception, will store "FF(H)" when not applicable / the specified number of plays has not been reached.
[0442] (Reel state ratio memory area 203ABj) The reel etc. state ratio memory area 203ABj is a "1" byte memory area, and is a memory area capable of storing reel etc. state ratios that can be displayed on the ratio display unit 36. Here, in principle, values from "00" to "99" are stored in the reel etc. state ratio memory area 203ABj, and as an exception, "FF(H)" is stored when the value is not applicable / the specified number of plays has not been reached.
[0443] (Number of games played memory area 203ABk) The number of games played memory area 203ABk is a 2-byte memory area that can store the number of games played since the power switch 38sw detects the operation of the power button 38 and the gaming machine 1 is powered on. Here, for example, if the number of games played since the gaming machine 1 is powered on is 1, the value of the first byte of the number of games played memory area 203ABk will be 01(H) and the value of the second byte will be 00(H).
[0444] (Auxiliary information storage area 203AB1) The spare information storage area 203ABl is a 24-byte storage area, and is provided with 24 1-byte storage areas. In this embodiment, the spare information storage area 203ABl is not used, and is therefore fixed to 0.
[0445] (First reserved storage area 203ABm) The first reservation memory area 203ABm is a 3-byte memory area and is a memory area used by the rental device 400. Here, the first reservation memory area 203ABm is fixed to "00(H)". In addition, the content of the "first reservation" of the gaming machine performance information is the maximum MY calculated by the rental device 400.
[0446] (Second reserved storage area 203ABn) The second reservation memory area 203ABn is a "2" byte memory area, and is a memory area used by the rental device 400. Here, the second reservation memory area 203ABn is fixed to "00(H)". In addition, the content of the "second reservation" of the gaming machine performance information is the number of games calculated by the rental device 400.
[0447] (Gaming machine installation information in 203A within the gaming value RAM usage area) Next, the gaming machine installation information in the gaming value RAM use area 203A will be described with reference to FIG.
[0448] 21, the gaming value RAM usage area 203A shows multiple memory areas, from a gaming machine type memory area 203ACa to a gaming value control chip product code memory area 203ACg, as gaming machine installation information. Each memory area will be explained below.
[0449] (Gaming machine type memory area 203ACa) The gaming machine type memory area 203ACa is a "1" byte memory area, and is a memory area for storing information about the type of gaming machine. Here, in this embodiment, information about the slot machine type gaming machine is stored as a fixed value in BIT "0" to BIT "3" of the gaming machine type memory area 203ACa, information about the group of the gaming machine 1 is stored as a fixed value in BIT "4" to BIT "6", and information about the medium to be managed is stored as a fixed value in BIT "7".
[0450] (Main control chip ID number storage area 203ACb) The main control chip ID number storage area 203ACb is a 9-byte storage area that can store the main control chip ID number of the main control board 100. Specifically, the main control chip ID number is stored in the 1st to 8th bytes of the main control chip ID number storage area 203ACb, and an identification code is stored in the 9th byte.
[0451] (Main control chip manufacturer code storage area 203ACc) The main control chip manufacturer code storage area 203ACc is a 3-byte storage area that can store the manufacturer code written in the management area of the main control board 100. For example, if the manufacturer code value is 1, the value of the first byte of the main control chip manufacturer code storage area 203ACc will be 01(H), and the values of the second and third bytes will be 00(H).
[0452] (Main control chip product code storage area 203ACd) The main control chip product code storage area 203ACd is an 8-byte storage area that can store the product code written in the management area of the main control board 100. For example, if the product code value is 1, the value of the first byte of the main control chip product code storage area 203ACd will be 01(H), and the values of the second to eighth bytes will be 00(H).
[0453] (Game value control chip ID number storage area 203ACe) The gaming value control chip ID number storage area 203ACe is a 9-byte storage area that can store the gaming value control chip ID number of the gaming value control board 200. Specifically, the gaming value control chip ID number is stored in the 1st to 8th bytes of the gaming value control chip ID number storage area 203ACe, and an identification code is stored in the 9th byte.
[0454] (Game value control chip manufacturer code storage area 203ACf) The gaming value control chip manufacturer code storage area 203ACf is a 3-byte storage area that can store the manufacturer code written in the management area of the gaming value control board 200. Here, for example, if the manufacturer code value is 1, the value of the first byte of the gaming value control chip manufacturer code storage area 203ACf will be 01(H), and the values of the second and third bytes will be 00(H).
[0455] (Game value control chip product code storage area 203ACg) The gaming value control chip product code storage area 203ACg is a 9-byte storage area that can store the product code written in the management area of the gaming value control board 200. For example, if the product code value is 1, the value of the first byte of the gaming value control chip product code storage area 203ACg will be 01(H), and the values of the second to eighth bytes will be 00(H).
[0456] (Hole control and fraud monitoring information in the game value RAM area 203A) Next, the hole control and fraud monitoring information in the game value RAM use area 203A will be described with reference to FIG.
[0457] 22, in the game value RAM use area 203A, a plurality of memory areas are shown, including a BET number memory area 203ADa to a SC transmission game value awarded number memory area 203ADj, as hall control and fraud monitoring information. Each memory area will be described below.
[0458] (BET number storage area 203ADa) The bet number storage area 203ADa is a 1-byte storage area that can store the value of the bet game value and the value of the settled game value. When a game value is bet, the value of the bet number storage area 203ADa is one of the values from 01(H) to 03(H). When the bet game value is settled, the value of the bet number storage area 203ADa is one of the values from FD(H) to FF(H). When neither a bet nor settlement has been made, the value of the bet number storage area 203ADa is "00(H)".
[0459] (Game value grant number memory area 203ADb) The number of awarded game values storage area 203ADb is a 1-byte storage area that can store the value of the game value awarded upon winning. Here, the maximum value of the game value awarded upon winning is 15. Furthermore, if no win is achieved, the value of the number of awarded game values storage area 203ADb becomes 0. For these reasons, the number of awarded game values storage area 203ADb stores a value between 0 and 15.
[0460] (First main control state storage area 203ADc) The first main control state storage area 203ADc is a 1-byte storage area capable of storing the first main control state. Specifically, bit "0" of the first main control state storage area 203ADc corresponds to the RB, and is set to "1" when the RB is activated and "0" when the RB is not activated. Bit "1" of the first main control state storage area 203ADc corresponds to the BB, and is set to "1" when the BB is activated and "0" when the BB is not activated. Bit "2" of the first main control state storage area 203ADc corresponds to the AT, and is set to "1" when the AT is activated and "0" when the AT is not activated. Bit "3" of the first main control state storage area 203ADc corresponds to the first control state, and is set to "1" when the first control state is activated and "0" when the first control state is not activated.
[0461] Furthermore, bit "4" of the first main control state storage area 203ADc is a storage area corresponding to the second control state, and is set to "1" when the second control state is in effect and "0" when the second control state is not in effect. Bit "5" of the first main control state storage area 203ADc is a storage area corresponding to the third control state, and is set to "1" when the third control state is in effect and "0" when the third control state is not in effect. Bit "6" of the first main control state storage area 203ADc is a storage area corresponding to the fourth control state, and is set to "1" when the fourth control state is in effect and "0" when the fourth control state is not in effect. Bit "7" of the first main control state storage area 203ADc is unused and is always set to "0."
[0462] (Second main control state storage area 203ADd) The second main control state storage area 203ADd is a 1-byte storage area capable of storing the second main control state. Specifically, bit "0" of the second main control state storage area 203ADd is a storage area corresponding to the fifth control state, and is set to "1" when the fifth control state is reached and "0" when the fifth control state is not reached. Bit "1" of the second main control state storage area 203ADd is a storage area corresponding to the sixth control state, and is set to "1" when the sixth control state is reached and "0" when the sixth control state is not reached. Bit "2" of the second main control state storage area 203ADd is a storage area corresponding to the seventh control state, and is set to "1" when the seventh control state is reached and "0" when the seventh control state is not reached. Bits "3" to "7" of the second main control state storage area 203ADd are unused and are always set to "0."
[0463] (First gaming machine unauthorized memory area 203ADe) The first gaming machine fraud memory area 203ADe is a 1-byte memory area capable of storing information related to the first gaming machine fraud. Specifically, BIT "0" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to the setting value being changed, and is set to "1" when the setting value is being changed and to "0" when the setting value is not being changed. BIT "1" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to the setting value being confirmed, and is set to "1" when the setting value is being confirmed and to "0" when the setting value is not being confirmed. BIT "2" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to the first fraud detection, and is set to "1" when the first fraud is detected and to "0" when the first fraud is not detected. In addition, BIT "3" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to the second fraud detection, and becomes "1" when the second fraud is detected, and becomes "0" when the second fraud is not detected.
[0464] Furthermore, BIT "4" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to the third fraud detection, and becomes "1" when the third fraud is detected, and becomes "0" when the third fraud is not detected. Furthermore, BIT "5" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to security, and becomes "1" when a security signal is output, and becomes "0" when a security signal is not output. Furthermore, BIT "6" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to completion, and becomes "1" when a complete signal is output, and becomes "0" when a complete signal is not output. Furthermore, BIT "7" of the first gaming machine fraud memory area 203ADe is unused and is always "0".
[0465] (Second gaming machine illegal memory area 203ADf) The second gaming machine fraud memory area 203ADf is a 1-byte memory area capable of storing information related to second gaming machine fraud. Specifically, BIT "0" of the second gaming machine fraud memory area 203ADf corresponds to the setting door open, and is set to "1" when the setting door is open and "0" when the setting door is not open. BIT "1" of the second gaming machine fraud memory area 203ADf corresponds to the door open, and is set to "1" when the front door 3 is open and "0" when the front door 3 is not open. BIT "3" of the second gaming machine fraud memory area 203ADf corresponds to the game value clear, and is set to "1" when the game value clear is executed and is set to "0" when the game value clear is not executed. BIT "2" and BITs "4" to "7" of the second gaming machine fraud memory area 203ADf are unused and always set to "0."
[0466] (First count number storage area 203ADg) The first count number storage area 203ADg is a 1-byte storage area capable of storing the first count number. In this embodiment, the first count number ranges from 0 to 3. Therefore, the value stored in the first count number storage area 203ADg is any value between 0 and 3.
[0467] (Second count number storage area 203ADh) The second count number storage area 203ADh is a 1-byte storage area capable of storing the second count number. In this embodiment, the second count number ranges from 0 to 15. Therefore, the value stored in the second count number storage area 203ADh is any value between 0 and 15.
[0468] (BET number storage area for SC transmission 203ADi) The SC transmission BET number storage area 203ADi is a 1-byte storage area that can store information about the number of BETs to be transmitted to the SC board 71. In this embodiment, the value stored in the SC transmission BET number storage area 203ADi is any one of "0" to "3".
[0469] (SC transmission game value grant number memory area 203ADj) The SC transmission game value awarded number memory area 203ADj is a 1-byte memory area that can store information regarding the number of awarded game values to be transmitted to the SC board 71. In this embodiment, the value stored in the SC transmission game value awarded number memory area 203ADj is any one of "0" to "15".
[0470] (Main program start processing) Next, the main program start process performed by the main control board 100 will be described with reference to FIG.
[0471] (Step S1) In step S1, the main CPU 101 performs a process of determining whether or not the gaming machine 1 is currently powered down. Specifically, the main CPU 101 performs a process of determining whether or not the gaming machine 1 is currently powered down by inspecting the power-down signal terminal. If it is determined that the gaming machine 1 is currently powered down (step S1=YES), the process of step S1 is repeated. On the other hand, if it is determined that the gaming machine 1 is not currently powered down (step S1=NO), the process proceeds to step S2.
[0472] (Step S2) In step S2, the main CPU 101 performs a setting value data abnormality determination process. Specifically, the main CPU 101 performs a process of comparing the value in the setting value storage area 103AA with abnormal setting value data (in this embodiment, "0" or "6") used to determine whether the setting value is an abnormal value. Then, when the process of step S2 ends, the process proceeds to step S3.
[0473] (Step S3) In step S3, the main CPU 101 performs a process of determining whether the set value is an abnormal value. Specifically, the main CPU 101 performs a process of determining whether the value stored in the set value storage area 103AA is "0" or whether the value stored in the set value storage area 103AA is greater than "6." Here, the main CPU 101 determines that the set value is an abnormal value when the value stored in the set value storage area 103AA is "0" or a value greater than "6." If it is determined that the set value is an abnormal value (step S3=YES), the process proceeds to step S5. On the other hand, if it is determined that the set value is not an abnormal value (step S3=NO), the process proceeds to step S4.
[0474] (Step S4) In step S4, the main CPU 101 performs a checksum calculation process. Specifically, the main CPU 101 sets an address for starting calculation of the checksum of the main RAM 103 in a register, calculates the checksum of the main RAM 103, and sets the calculated checksum in the register. Then, when the process of step S4 ends, the process proceeds to step S5.
[0475] (Step S5) In step S5, the main CPU 101 performs a process of determining whether the setting key switch 34sw is ON. Specifically, the main CPU 101 performs a process of determining whether the setting key switch 34sw is ON and a setting key switch signal has been input. If it is determined that the setting key switch 34sw is ON (step S5=YES), the process proceeds to step S6. On the other hand, if the setting key switch 34sw is not ON (step S5=NO), the process proceeds to step S8.
[0476] (Step S6) In step S6, the main CPU 101 performs a process of determining whether the door open / close sensor 4Rs is ON. Specifically, the main CPU 101 performs a process of determining whether a door open signal has been input via the status board 40. If it is determined that the door open / close sensor 4Rs is ON (step S6=YES), the process proceeds to step S14. On the other hand, if it is determined that the door open / close sensor 4Rs is not ON (step S6=NO), the process proceeds to step S7.
[0477] (Step S7) In step S7, the main CPU 101 performs processing when a setting change device operation abnormality error occurs. Specifically, the main CPU 101 performs processing to turn on the setting change device operation abnormality flag by setting "01(H)" in the setting change device operation abnormality flag storage area 103AD. Then, when the processing of step S7 ends, the processing proceeds to step S8.
[0478] (Step S8) In step S8, the main CPU 101 performs a process to determine whether the checksum is a normal value. Specifically, the main CPU 101 performs a process to determine whether the checksum calculated by the checksum calculation process in step S4 is a normal value. If it is determined that the checksum is a normal value (step S8=YES), the process proceeds to step S9. On the other hand, if it is determined that the checksum is not a normal value (step S8=NO), the process proceeds to step S12.
[0479] (Step S9) In step S9, the main CPU 101 performs a process of turning on a reset start flag. Specifically, the main CPU 101 performs a process of turning on a reset start flag by setting "1" in a predetermined register. Then, when the process of step S9 ends, the process proceeds to step S10.
[0480] (Step S10) In step S10, the main CPU 101 performs a process of determining whether the reset switch 35sw is ON. Specifically, the main CPU 101 performs a process of determining whether a reset switch signal has been input via the status board 40. If it is determined that the reset switch 35sw is ON (step S10=YES), the process proceeds to step S11. On the other hand, if it is determined that the reset switch 35sw is not ON (step S10=NO), the process proceeds to step S12.
[0481] (Step S11) In step S11, the main CPU 101 performs a process to determine whether the door open / close sensor 4Rs is ON. Specifically, the main CPU 101 performs a process to determine whether a door open signal has been input via the status board 40. If it is determined that the door open / close sensor 4Rs is ON (step S11=YES), the process proceeds to step S14. On the other hand, if it is determined that the door open / close sensor 4Rs is not ON (step S11=NO), the process proceeds to step S12.
[0482] (Step S12) In step S12, the main CPU 101 performs a ratio monitor test display request setting process. Specifically, the main CPU 101 reads the program from the main ROM outside area 102B, and if there is a ratio monitor test display request, sets the value of the ratio monitor test display request memory area 103AC to "01(H)" and performs a process to display ratio monitor test information on the ratio display unit 36. Then, when the process of step S12 ends, the process proceeds to step S13.
[0483] In this embodiment, the display mode of the ratio monitor test information is a flashing display mode that alternates between lighting for about 5 seconds, lighting for about 0.3 seconds, and turning off for about 0.3 seconds. However, any display mode can be adopted for the display mode of the ratio monitor test information.
[0484] The ratio monitor test information is also displayed on the ratio display unit 36 when the setting value change process in step S300 is completed or when the setting value confirmation process in step S5000 is completed. After the ratio monitor test information is displayed on the ratio display unit 36, the ratio display unit 36 switches to displaying ratio information.
[0485] In this embodiment, when a setting value is being changed or checked, the ratio monitor test information is not displayed on the ratio display unit 36. At this time, all indicators on the ratio display unit 36 are turned off. Of course, the ratio monitor test information may be displayed on the ratio display unit 36 even when a setting value is being changed or checked. Even in this case, the ratio display unit 36 displays the ratio monitor test information, and then displays the ratio information.
[0486] (Step S13) In step S13, the main CPU 101 performs a power interruption recovery process. Specifically, the main CPU 101 performs a process to restore the register values that were saved before the power interruption and the values stored in the stack pointer. The main CPU 101 also performs a process to collectively transmit the commands grouped in the power interruption recovery command table (see FIG. 17) to the sub-control board 300. Then, when the process of step S13 is completed, the gaming machine 1 returns to the state it was in when it was powered off.
[0487] (Step S14) In step S14, the main CPU 101 performs a process to determine whether the checksum is a normal value. Specifically, the main CPU 101 performs a process to determine whether the checksum calculated by the checksum calculation process in step S4 is a normal value. If it is determined that the checksum is a normal value (step S14=YES), the process proceeds to step S17. On the other hand, if it is determined that the checksum is not a normal value (step S14=NO), the process proceeds to step S15.
[0488] (Step S15) In step S15, the main CPU 101 performs a ratio monitor RAM initialization process. Specifically, the main CPU 101 reads a program from the main ROM outside area used 102B and performs a process of initializing a predetermined area in the main RAM outside area used 103B. Then, when the process of step S15 ends, the process proceeds to step S16.
[0489] (Step S16) In step S16, the main CPU 101 performs processing to turn off the complete operation flag. Specifically, the main CPU 101 performs processing to turn off the complete operation flag by setting the value of the complete operation flag storage area 103Ag to "00(H)". Then, when the processing of step S16 ends, the main CPU 101 proceeds to step S17.
[0490] (Step S17) In step S17, the main CPU 101 performs a gaming machine installation information transmission process. Specifically, the main CPU 101 performs a process of transmitting gaming machine installation information to the gaming value control board 200. Furthermore, if communication with the gaming value control board 200 fails, the main CPU 101 performs a process of transmitting an E8 error display start command to the gaming value control board 200, and thereafter, if communication with the gaming value control board 200 is successful, the main CPU 101 performs a process of transmitting an E8 error display end command to the gaming value control board 200. Then, when the process of step S17 ends, the process proceeds to step S18.
[0491] (Step S18) In step S18, the main CPU 101 performs a process of setting an offset when the setting is changed. Specifically, the main CPU 101 performs a process of setting an offset value in a register for transmitting commands collectively when the setting is changed. Then, when the process of step S18 ends, the process proceeds to step S19.
[0492] (Step S19) In step S19, the main CPU 101 performs a process of determining whether or not the reset start flag is ON. Specifically, the main CPU 101 performs a process of determining whether or not the value of the reset start flag set in the register is ON. If it is determined that the reset start flag is ON (step S19=YES), the process proceeds to step S20. On the other hand, if it is determined that the reset start flag is not ON (step S19=NO), the process proceeds to step S21.
[0493] (Step S20) In step S20, the main CPU 101 performs a process of setting a reset start offset. Specifically, the main CPU 101 performs a process of overwriting the value set in the register in the process of step S18 with an offset value for transmitting commands collectively at reset start. Then, when the process of step S20 ends, the process proceeds to step S21.
[0494] (Step S21) In step S21, the main CPU 101 performs a command batch transmission process. Specifically, the main CPU 101 performs a process of batch transmitting commands to the sub-control board 300 according to the offset value set in the register. More specifically, if the offset value set in the register is a setting change offset, the main CPU 101 performs a process of batch transmitting the commands grouped in the setting change command table (see FIG. 17). On the other hand, if the offset value set in the register is a reset start offset, the main CPU 101 performs a process of batch transmitting the commands grouped in the reset start command table (see FIG. 17). Then, when the process of step S21 ends, the process proceeds to step S22.
[0495] (Step S22) In step S22, the main CPU 101 performs a process of setting the return phase state to "setting change in progress." Specifically, the main CPU 101 performs a process of setting data "03(H)" corresponding to "setting change in progress" in the return phase state storage area 103Ah. Then, when the process of step S22 ends, the process proceeds to step S23.
[0496] (Step S23) In step S23, the main CPU 101 performs processing to determine whether or not the reset start flag is ON. Specifically, the main CPU 101 performs processing to determine whether or not the value of the reset start flag set in the register in the processing of step S9 or the like is ON. If it is determined that the reset start flag is ON (step S23=YES), the main CPU 101 proceeds to processing in step S26. On the other hand, if it is determined that the reset start flag is not ON (step S23=NO), the main CPU 101 proceeds to processing in step S24.
[0497] (Step S24) In step S24, the main CPU 101 performs processing to set a setting change signal as a first illegal state. Specifically, the main CPU 101 performs processing to set a setting change signal by setting "1" to BIT "0" in the first illegal state storage area 103AP. Then, when the processing of step S24 ends, the processing proceeds to step S25.
[0498] (Step S25) In step S25, the main CPU 101 performs hall control / fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the set hall control / fraud monitoring information to the gaming value control board 200. Here, in the hall control / fraud monitoring information transmission processing of step S25, information regarding the setting change signal is transmitted because information regarding the setting change signal has been set in the first fraud information storage area by the processing of step S24. Then, when the processing of step S25 is completed, the processing proceeds to step S26.
[0499] (Step S26) In step S26, the main CPU 101 performs a process of determining whether or not the reset start flag is ON. Specifically, the main CPU 101 performs a process of determining whether or not the value of the reset start flag set in the register by the process of step S9 is ON. If it is determined that the reset start flag is ON (step S26=YES), the process proceeds to step S28. On the other hand, if it is determined that the reset start flag is not ON (step S26=NO), the process proceeds to step S100.
[0500] (Step S100) In step S100, the main CPU 101 performs a set value change process, which will be described in detail later with reference to Fig. 24. Then, when the process of step S100 ends, the process proceeds to step S27.
[0501] (Step S27) In step S27, the main CPU 101 performs processing to turn off the complete operation flag. Specifically, the main CPU 101 performs processing to turn off the complete operation flag by setting the value of the complete operation flag storage area 103Ag to "00(H)". Then, when the processing of step S27 ends, the process proceeds to step S28.
[0502] (Step S28) In step S28, the main CPU 101 performs a RAM check process. Specifically, the main CPU 101 performs a process of checking writing to the main RAM 103 and a process of initializing a predetermined storage area of the main RAM 103. Then, when the process of step S28 ends, the process proceeds to step S29.
[0503] (Step S29) In step S29, the main CPU 101 performs a hall control / fraud monitoring information transmission process. Specifically, the main CPU 101 performs a process of transmitting the set hall control / fraud monitoring information to the gaming value control board 200. Here, in the hall control / fraud monitoring information transmission process of step S29, the value of the complete operation flag storage area 103Ag set in the process of step S27 is transmitted. Then, when the process of step S29 is completed, the process proceeds to step S30.
[0504] (Step S30) In step S30, the main CPU 101 performs a setting change end command transmission process. Specifically, the main CPU 101 performs a process of transmitting a setting change end command to the sub-control board 300. Then, when the process of step S30 ends, the process proceeds to the main loop process of step S1000.
[0505] (Setting value change processing) Next, the setting value change process performed in step S100 of the main program start process will be described with reference to FIG.
[0506] (Step S101) In step S101, the main CPU 101 performs a process of setting a predetermined value in the instruction monitor display section storage area 103AH. Specifically, the main CPU 101 performs a process of setting a predetermined value (e.g., "88") in the instruction monitor display section storage area 103AH. As a result, "88" is displayed on the instruction monitor display section 28, indicating that the setting is being changed. Then, when the process of step S101 ends, the process proceeds to step S102.
[0507] (Step S102) In step S102, the main CPU 101 performs a process of determining whether or not the setting value is a normal value. Specifically, the main CPU 101 performs a process of determining whether or not the setting value stored in the setting value storage area 103AA is a normal value (for example, any one of setting "1," setting "2," setting "4," setting "5," and setting "6"). If it is determined that the setting value is a normal value (step S102=YES), the process proceeds to step S104. On the other hand, if it is determined that the setting value is not a normal value (step S102=NO), the process proceeds to step S103.
[0508] (Step S103) In step S103, the main CPU 101 performs a process of setting an initial value for the setting value. Specifically, the main CPU 101 performs a process of setting the initial value of the setting value, "1", in the register. Note that the initial setting value may be any value as long as it is a normal value (for example, any of setting "1", setting "2", setting "4", setting "5", and setting "6"). Then, when the process of step S103 ends, the process proceeds to step S104.
[0509] (Step S104) In step S104, the main CPU 101 performs a process of changing the LED display mode to the setting change mode. Specifically, the main CPU 101 performs a process of setting the data "02(H)" relating to the setting change mode in the LED display mode storage area 103AG. Then, when the process of step S104 ends, the process proceeds to step S105.
[0510] (Step S105) In step S105, the main CPU 101 performs a setting value correction process. Specifically, when the setting value set in the register is an unsettable value ("3" in this embodiment), the main CPU 101 performs a process to correct the setting value set in the register to "4." Then, when the process of step S105 ends, the process proceeds to step S106.
[0511] (Step S106) In step S106, the main CPU 101 performs a process to clear the number of points awarded display storage area 103AR. Specifically, the main CPU 101 performs a process to clear the number of points awarded display storage area 103AR by setting "0" to the number of points awarded display area 103AR. As a result, "0" is displayed in the number of points awarded display unit 30. Then, when the process of step S106 is completed, the process proceeds to step S107.
[0512] (Step S107) In step S107, the main CPU 101 performs a process of determining whether the reset switch 35sw is ON. Specifically, the main CPU 101 performs a process of determining whether a reset switch signal has been input via the status board 40. If it is determined that the reset switch 35sw is ON (step S107=YES), the process proceeds to step S108. On the other hand, if it is determined that the reset switch 35sw is not ON (step S107=NO), the process proceeds to step S111.
[0513] (Step S108) In step S108, the main CPU 101 performs a process of determining whether the set value is equal to or greater than "6." Specifically, the main CPU 101 performs a process of determining whether the value corresponding to the set value set in the register is equal to or greater than "6." If it is determined that the set value is equal to or greater than "6" (step S108=YES), the main CPU 101 proceeds to step S109. On the other hand, if it is determined that the set value is not equal to or greater than "6" (step S108=NO), the main CPU 101 proceeds to step S110.
[0514] (Step S109) In step S109, the main CPU 101 performs a process of correcting the set value. Specifically, the main CPU 101 performs a process of setting a correction value ("0" in this embodiment) to a value corresponding to the set value set in the register. Then, when the process of step S109 ends, the process proceeds to step S110.
[0515] (Step S110) In step S110, the main CPU 101 performs a process of adding "1" to the set value. Specifically, the main CPU 101 performs a process of adding "1" to the value corresponding to the set value set in the register. Then, when the process of step S110 ends, the process proceeds to step S111.
[0516] (Step S111) In step S111, the main CPU 101 performs a process of determining whether or not the start switch 14sw is ON. Specifically, the main CPU 101 performs a process of determining whether or not a start switch signal has been input via the status board 40. If it is determined that the start switch 14sw is ON (step S111=YES), the process proceeds to step S112. On the other hand, if it is determined that the start switch 14sw is not ON (step S111=NO), the process proceeds to step S104.
[0517] (Step S112) In step S112, the main CPU 101 performs a process of setting the LED display mode to the fixed setting. Specifically, the main CPU 101 performs a process of setting the data "03(H)" relating to the fixed setting in the LED display mode storage area 103AG. Then, when the process of step S112 ends, the process proceeds to step S113.
[0518] (Step S113) In step S113, the main CPU 101 performs processing to determine whether the setting key switch signal is OFF. Specifically, the main CPU 101 performs processing to determine whether the setting key switch 34sw has turned OFF and the setting key switch signal is no longer being input. If the setting key switch signal is OFF (step S113=YES), the main CPU 101 proceeds to step S114. On the other hand, if the setting key switch signal is not OFF (step S113=NO), the main CPU 101 repeatedly executes the processing of step S113.
[0519] (Step S114) In step S114, the main CPU 101 performs a setting value saving process. Specifically, the main CPU 101 stores a value corresponding to the setting value set in the register in the setting value storage area 103AA. Then, when the process of step S114 ends, the process proceeds to step S115.
[0520] (Step S115) In step S115, the main CPU 101 performs a process to set the LED display mode to normal. Specifically, the main CPU 101 performs a process to set data "01(H)" relating to normal mode in the LED display mode storage area 103AG. Then, when the process of step S115 ends, the subroutine of the setting value change process ends.
[0521] (Main loop processing) Next, the main loop process performed in step S1000 of the main program start process will be described with reference to FIG.
[0522] (Step S1001) In step S1001, the main CPU 101 performs RAM initialization processing at the start of a game. Specifically, the main CPU 101 sets an initialization start address and an initialization end address of the main RAM 103, and then performs processing to initialize the area of the main RAM 103 from the initialization start address to the initialization end address area. This initializes a predetermined storage area of the main RAM 103. Then, when the processing of step S1001 is completed, the processing proceeds to step S2000.
[0523] (Step S2000) In step S2000, the main CPU 101 performs a game start management process, which will be described in detail later with reference to Figure 26. Then, when the process of step S2000 ends, the process proceeds to step S3000.
[0524] (Step S3000) In step S3000, the main CPU 101 performs a game value reception start process, which will be described in detail later with reference to Figure 27. Then, when the process of step S3000 ends, the process proceeds to step S4000.
[0525] (Step S4000) In step S4000, the main CPU 101 performs an error / complete function monitoring process, which will be described in detail later with reference to Fig. 30. Then, when the process of step S4000 ends, the process proceeds to step S5000.
[0526] (Step S5000) In step S5000, the main CPU 101 performs a setting value confirmation process, which will be described in detail later with reference to Fig. 33. Then, when the process of step S5000 ends, the process proceeds to step S6000.
[0527] (Step S6000) In step S6000, the main CPU 101 performs a gaming value management process, which will be described in detail later with reference to Figure 35. Then, when the process of step S6000 ends, the process proceeds to step S1002.
[0528] (Step S1002) In step S1002, the main CPU 101 performs a process of determining whether the main bet number storage area 103Ae is "3". Specifically, the main CPU 101 performs a process of determining whether the currently bet value is "3" by referring to the value of the main bet number storage area 103Ae. If it is determined that the main bet number storage area 103Ae is "3" (step S1002=YES), the main CPU 101 proceeds to step S7000. On the other hand, if it is determined that the main bet number storage area 103Ae is not "3" (step S1002=NO), the main CPU 101 proceeds to step S4000.
[0529] (Step S7000) In step S7000, the main CPU 101 performs a start lever check process, which will be described in detail later with reference to Figure 36. Then, when the process of step S7000 ends, the process proceeds to step S1003.
[0530] (Step S1003) In step S1003, the main CPU 101 performs a process of determining whether the start switch 14sw is ON. Specifically, the main CPU 101 performs a process of determining whether a start switch signal has been input via the status board 40. If it is determined that the start switch 14sw is ON (step S1003=YES), the process proceeds to step S1004. On the other hand, if it is determined that the start switch 14sw is not ON (step S1003=NO), the process proceeds to step S4000.
[0531] (Step S1004) In step S1004, the main CPU 101 performs a winning combination determination process. Specifically, the main CPU 101 performs a process of determining a winning combination according to the random number value acquired by the hardware random number acquisition process in step S7005 (described later) and the winning combination determination table (see FIG. 15). Here, information about the winning combination determined by the winning combination determination process is set in a register, and then stored in the winning combination memory area 103Ai by the symbol code setting process in step S8000. Then, when the process of step S1004 is completed, the process proceeds to step S8000.
[0532] (Step S8000) In step S8000, the main CPU 101 performs a symbol code setting process, which will be described in detail later with reference to Fig. 37. Then, when the process of step S8000 ends, the process proceeds to step S9000.
[0533] (Step S9000) In step S9000, the main CPU 101 performs a reel spin start preparation process, which will be described in detail later with reference to Figure 38. Then, when the process of step S9000 ends, the process proceeds to step S1005.
[0534] (Step S1005) In step S1005, the main CPU 101 performs pre-reel stop processing. Specifically, the main CPU 101 performs processing such as clearing the operable state flag storage area 103AK. Then, when the processing of step S1005 ends, the process proceeds to step S1006.
[0535] (Step S1006) In step S1006, the main CPU 101 performs reel rotation start processing. Specifically, the main CPU 101 performs a freeze effect that is performed before the reels 31 stop. Furthermore, when the ball output state is in the AT state, the main CPU 101 performs processing to set the value of the instruction monitor display unit memory area 103AH according to the winning combination. Then, when the processing of step S1006 ends, the processing proceeds to step S10000.
[0536] (Step S10000) In step S10000, the main CPU 101 performs a reel spinning process, which will be described in detail later with reference to Figure 39. Then, when the process of step S10000 ends, the process proceeds to step S1007.
[0537] (Step S1007) In step S1007, the main CPU 101 performs processing to determine whether all the reels 31 have stopped. Specifically, the main CPU 101 performs processing to determine whether all the reels 31 have stopped as a result of performing the reel rotation processing in step S10000. If it is determined that all the reels 31 have stopped (step S1007=YES), the main CPU 101 proceeds to processing in step S11000. On the other hand, if it is determined that all the reels 31 have not stopped (step S1007=NO), the main CPU 101 proceeds to processing in step S10000.
[0538] (Step S11000) In step S11000, the main CPU 101 performs a display determination process, which will be described in detail later with reference to Fig. 40. Then, when the process of step S11000 ends, the process proceeds to step S12000.
[0539] (Step S12000) In step S12000, the main CPU 101 performs a game value awarding process, which will be described in detail later with reference to Figure 41. Then, when the process of step S12000 ends, the process proceeds to step S13000.
[0540] (Step S13000) In step S13000, the main CPU 101 performs an MY difference calculation process, which will be described in detail later with reference to Fig. 42. Then, when the process of step S13000 ends, the process proceeds to step S1008.
[0541] (Step S1008) In step S1008, the main CPU 101 performs a ratio calculation process. Specifically, the main CPU 101 refers to the program in the main ROM outside area 102B and calculates all of the following: the instructed role ratio, the role ratio over "6,000" games, the consecutive role ratio over "6,000" games, the role ratio in cumulative play, the consecutive role ratio in cumulative play, and the role etc. state ratio. Then, when the process of step S1008 ends, the process proceeds to step S1009.
[0542] (Step S1009) In step S1009, the main CPU 101 performs a gaming machine performance information processing call process. Specifically, the main CPU 101 first saves register values, then calculates gaming machine performance information, and stores the calculation results. Finally, it restores the saved register values. Then, when the process of step S1009 ends, the process proceeds to step S1010.
[0543] (Step S1010) In step S1010, the main CPU 101 performs a gaming machine performance information transmission process. Specifically, the main CPU 101 performs a process of transmitting the gaming machine performance information stored as a calculation result by the gaming machine performance information processing call process in step S1009 to the gaming value control board 200. The gaming machine performance information transmission process also includes a process of receiving predetermined information from the gaming value control board 200 and a process of updating the value of the serial number storage area 103AB. Then, when the process of step S1010 ends, the process proceeds to step S14000.
[0544] In the gaming machine installation information transmission process in step S1010, if communication with the gaming value control board 200 fails, an E8 error display process in step S4100 will be performed.
[0545] (Step S14000) In step S14000, the main CPU 101 performs a game state transition process, which will be described in detail later with reference to Figure 43. Then, when the process of step S14000 ends, the process proceeds to step S1001.
[0546] (Game start management process) Next, the game start management process performed in step S2000 of the main loop process will be described with reference to FIG.
[0547] (Step S2001) In step S2001, the main CPU 101 performs a process of clearing the main bet number storage area 103Ae. Specifically, the main CPU 101 performs a process of setting the value of the main bet number storage area 103Ae to "0." Then, when the process of step S2001 ends, the main CPU 101 proceeds to step S2002.
[0548] (Step S2002) In step S2002, the main CPU 101 performs processing to set the gaming value management status to bet-enabled. Specifically, the main CPU 101 performs processing to set information indicating that betting is enabled in the gaming value management status storage area 103AJ. More specifically, the main CPU 101 performs processing to set BIT "6" in the gaming value management status storage area 103AJ to "1". Then, when the processing of step S2002 ends, the processing proceeds to step S2003.
[0549] (Step S2003) In step S2003, the main CPU 101 performs a process of setting the LED data buffer as the bet-available display section 25. Specifically, the main CPU 101 performs a process of setting data corresponding to the bet-available display section 25 in the LED data buffer storage area 103AI. More specifically, the main CPU 101 performs a process of setting "1" to BIT "6" in the LED data buffer storage area 103AI. Then, when the process of step S2003 ends, the process proceeds to step S2004.
[0550] (Step S2004) In step S2004, the main CPU 101 performs a process of setting a game start offset. Specifically, the main CPU 101 performs a process of setting an offset value for transmitting commands collectively at the start of a game in a register. Then, when the process of step S2004 ends, the process proceeds to step S2005.
[0551] (Step S2005) In step S2005, the main CPU 101 performs a command batch transmission process. Specifically, the main CPU 101 performs a process of batch transmitting commands to the sub-control board 300 according to the offset value set in the register. Here, since the offset value at the start of game has been set in the register by the process of step S2004, the main CPU 101 performs a process of batch transmitting commands grouped in the game start command table (see FIG. 17). Then, when the process of step S2005 ends, the subroutine of the game start management process ends.
[0552] (Game value acceptance start processing) Next, the game value reception start process performed in step S3000 of the main loop process will be described with reference to FIG.
[0553] (Step S3001) In step S3001, the main CPU 101 performs a process of determining whether the re-game activation flag is ON. Specifically, the main CPU 101 performs a process of determining whether the re-game activation flag is ON by referring to the value of the re-game activation flag storage area 103AW. If it is determined that the re-game activation flag is ON (step S3001=YES), the process proceeds to step S3003. On the other hand, if it is determined that the re-game activation flag is not ON (step S3001=NO), the process proceeds to step S3002.
[0554] (Step S3002) In step S3002, the main CPU 101 performs processing to set the gaming value management status to bet-enabled. Specifically, the main CPU 101 performs processing to set data corresponding to bet-enabled in the gaming value management status storage area 103AJ. More specifically, the main CPU 101 performs processing to set BIT "6" in the gaming value management status storage area 103AJ to "1". Then, when the processing of step S3002 ends, the subroutine of the gaming value reception start processing ends.
[0555] (Step S3003) In step S3003, the main CPU 101 performs processing to set an initial value of the automatic insertion wait time. Specifically, the main CPU 101 performs processing to set the initial value of the automatic insertion wait time in a register. Then, when the processing of step S3003 ends, the processing proceeds to step S3004.
[0556] (Step S3004) In step S3004, the main CPU 101 performs a timer wait process. Specifically, the main CPU 101 waits until the automatic power-on wait time set in the register has elapsed. Then, when the process of step S3004 ends, the process proceeds to step S3005.
[0557] (Step S3005) In step S3005, the main CPU 101 performs processing to determine whether the game value management status is currently lit with the replay LED. Specifically, the main CPU 101 performs processing to determine whether the game value management status is currently lit with the replay LED by referencing the game value management status storage area 103AJ. If it is determined that the game value management status is currently lit with the replay LED (step S3005=YES), the processing proceeds to step S3100. On the other hand, if it is determined that the game value management status is not currently lit with the replay LED (step S3005=NO), the processing proceeds to step S3006.
[0558] (Step S3006) In step S3006, the main CPU 101 performs an automatic insertion number command transmission process. Specifically, the main CPU 101 performs a process of transmitting the automatic insertion number command to the sub-control board 300. Then, when the process of step S3006 ends, the process proceeds to step S3007.
[0559] (Step S3007) In step S3007, the main CPU 101 performs processing to change the gaming value management status to "replay LED ON." Specifically, the main CPU 101 performs processing to set data corresponding to "replay LED ON" in the gaming value management status storage area 103AJ. More specifically, the main CPU 101 performs processing to set "1" to BIT "7" in the gaming value management status storage area 103AJ. Then, when the processing of step S3007 is completed, the processing proceeds to step S3100.
[0560] (Step S3100) In step S3100, the main CPU 101 performs a game value addition process, which will be described in detail later with reference to Figure 28. Then, when the process of step S3100 ends, the process proceeds to step S3008.
[0561] (Step S3008) In step S3008, the main CPU 101 performs a process of determining whether the main bet number storage area 103Ae is "3". Specifically, the main CPU 101 performs a process of determining whether the currently bet value is "3" by referring to the value of the main bet number storage area 103Ae. If it is determined that the main bet number storage area 103Ae is "3" (step S3008=YES), the main CPU 101 ends the subroutine of the game value acceptance start process. On the other hand, if it is determined that the main bet number storage area 103Ae is not "3" (step S3008=NO), the main CPU 101 proceeds to step S3009.
[0562] (Step S3009) In step S3009, the main CPU 101 performs a process of setting the automatic insertion wait time. Specifically, the main CPU 101 performs a process of setting the automatic insertion wait time in a register. Then, when the process of step S3009 ends, the process proceeds to step S3004.
[0563] (Game value addition processing) Next, the game value addition process performed in step S3100 of the game value reception start process will be described with reference to FIG.
[0564] (Step S3101) In step S3101, the main CPU 101 performs a process to clear the number of awards display unit storage area 103AR. Specifically, the main CPU 101 performs a process to set "0" in the number of awards display unit storage area 103AR. As a result, "0" is displayed in the number of awards display unit 30. Then, when the process of step S3101 is completed, the process proceeds to step S3102.
[0565] (Step S3102) In step S3102, the main CPU 101 performs a process of adding "1" to the main bet number storage area 103Ae. Specifically, the main CPU 101 performs a process of adding "1" to the value of the main bet number storage area 103Ae. Then, when the process of step S3102 ends, the main CPU 101 proceeds to step S3110.
[0566] (Step S3110) In step S3110, the main CPU 101 performs a game value LED display data creation process, which will be described in detail later with reference to Figure 29. Then, when the process of step S3110 ends, the subroutine of the game value addition process ends.
[0567] (Game value LED display data creation process) Next, the game value LED display data creation process performed in step S3110 of the game value addition process will be described with reference to FIG.
[0568] (Step S3111) In step S3111, the main CPU 101 performs a process of acquiring the number of bets. Specifically, the main CPU 101 performs a process of setting the value of the main bet number storage area 103Ae in a register. Then, when the process of step S3111 ends, the main CPU 101 proceeds to step S3112.
[0569] (Step S3112) In step S3112, the main CPU 101 performs a process of setting the LED data buffer. Specifically, the main CPU 101 obtains LED lighting data corresponding to the value of the main bet number storage area 103Ae set in the register, and sets the data in the LED data buffer storage area 103AI. More specifically, if the value of the main bet number storage area 103Ae is "01(H)," the main CPU 101 performs a process of setting "1" to bit "1" in the LED data buffer storage area 103AI. Furthermore, if the value of the main bet number storage area 103Ae is "02(H)," the main CPU 101 performs a process of setting "1" to bit "2" in the LED data buffer storage area 103AI, and if the value of the main bet number storage area 103Ae is "03(H), the main CPU 101 performs a process of setting "1" to bit "3" in the LED data buffer storage area 103AI. Then, when the process of step S3112 ends, the subroutine of the game value LED display data creation process ends.
[0570] (Error / Complete function monitoring process) Next, the error / complete function monitoring process performed in step S4000 of the main loop process will be described with reference to FIG.
[0571] (Step S4001) In step S4001, the main CPU 101 performs processing to determine whether or not there is a game value control board transmission / reception error. Specifically, the main CPU 101 performs processing to determine whether or not there is a game value control board transmission / reception error by referring to the value of the transmission / reception error flag storage area 103AL. If it is determined that there is a game value control board transmission / reception error (step S4001=YES), the processing proceeds to step S4100. On the other hand, if it is determined that there is not a game value control board transmission / reception error (step S4001=NO), the processing proceeds to step S4003.
[0572] (Step S4100) In step S4100, the main CPU 101 performs an E8 error display process, which will be described in detail later with reference to Fig. 31. Then, when the process of step S4100 ends, the process proceeds to step S4002.
[0573] (Step S4002) In step S4002, the main CPU 101 performs processing to turn off the game value control board transmission / reception error flag. Specifically, the main CPU 101 performs processing to turn off the game value control board transmission / reception error flag by setting the value of the transmission / reception error flag storage area 103AL to "0." Then, when the processing of step S4002 ends, the processing proceeds to step S4003.
[0574] (Step S4003) In step S4003, the main CPU 101 performs a process of determining whether the game value is greater than "15,000". Specifically, the main CPU 101 performs a process of determining whether the value of the game value owned by the player is greater than "15,000" by referring to the value of the error information flag storage area 103AM. In other words, the main CPU 101 performs a process of determining whether a game value number warning is being issued. Then, if it is determined that the game value is greater than "15,000" (step S4003=YES), the process proceeds to step S4004. On the other hand, if it is determined that the game value is not greater than "15,000" (step S4003=NO), the process proceeds to step S4006.
[0575] (Step S4004) In step S4004, the main CPU 101 performs processing to determine whether the counting notification time is "0." Specifically, the main CPU 101 sets the value of the counting notification time storage area 103Aj in a register, and performs processing to determine whether the value of this register is "0." If it is determined that the counting notification time is "0" (step S4004=YES), the main CPU 101 proceeds to step S4005. On the other hand, if it is determined that the counting notification time is not "0" (step S4004=NO), the main CPU 101 proceeds to step S4006.
[0576] (Step S4005) In step S4005, the main CPU 101 performs processing to set the counting notification time. Specifically, the main CPU 101 performs processing to set a predetermined value in the counting notification time storage area 103Aj. Then, when the processing of step S4005 ends, the processing proceeds to step S4006.
[0577] (Step S4006) In step S4006, the main CPU 101 performs processing to set an initial value of the error number. Specifically, the main CPU 101 performs processing to set the initial value of the error number in a register. Then, when the processing of step S4006 ends, the processing proceeds to step S4007.
[0578] (Step S4007) In step S4007, the main CPU 101 performs processing to determine whether an error has occurred. Specifically, the main CPU 101 performs processing to determine whether an error has occurred based on the error number set in the register and the value of the error information flag storage area 103AM. If it is determined that an error has occurred (step S4007=YES), the processing proceeds to step S4200. On the other hand, if it is determined that an error has not occurred (step S4007=NO), the processing proceeds to step S4008.
[0579] (Step S4008) In step S4008, the main CPU 101 performs a process of subtracting the error number. Specifically, the main CPU 101 performs a process of subtracting "1" from the value of the error number set in the register. Then, when the process of step S4008 ends, the process proceeds to step S4009.
[0580] (Step S4009) In step S4009, the main CPU 101 performs processing to determine whether the error number is "0." Specifically, the main CPU 101 performs processing to determine whether the value of the error number set in the register has become "0." This processing determines whether the error search has ended. If it is determined that the error number is "0" (step S4009=YES), the processing proceeds to step S4010. On the other hand, if it is determined that the error number is not "0" (step S4009=NO), the processing proceeds to step S4007.
[0581] (Step S4010) In step S4010, the main CPU 101 performs a process of determining whether the complete operation flag is OFF. Specifically, the main CPU 101 performs a process of determining whether the complete operation flag is OFF by referring to the complete operation flag storage area 103Ag. If it is determined that the complete operation flag is OFF (step S4010=YES), the main CPU 101 ends the subroutine of the error / complete function monitoring process. On the other hand, if it is determined that the complete operation flag is not OFF (step S4010=NO), the process proceeds to step S4011.
[0582] (Step S4011) In step S4011, the main CPU 101 performs processing to set a complete operation display request. Specifically, the main CPU 101 performs processing to set the complete operation display request in a register. Then, when the processing of step S4011 ends, the processing proceeds to step S4200.
[0583] (Step S4200) In step S4200, the main CPU 101 performs error display processing, which will be described in detail later using Figure 32. Here, the error display processing is executed with the complete operation display request set in the register. Then, when the processing of step S4200 ends, the error / complete function monitoring processing subroutine ends.
[0584] The error display process in step S4200 is also executed if it is determined that an error has occurred (step S4007=YES). In this case, the process is executed with the error number set in the register, and when the process in step S4200 is completed, the process proceeds to step S4006.
[0585] (E8 error display processing) Next, the E8 error display process performed in step S4100 of the error / complete function monitoring process will be described with reference to FIG.
[0586] (Step S4101) In step S4101, the main CPU 101 performs processing to set a communication abnormality error setting value. Specifically, the main CPU 101 performs processing to set the communication abnormality error setting value in a register. Then, when the processing of step S4101 ends, the processing proceeds to step S4200.
[0587] The error display process in step S4200 is also executed during the E8 error occurrence process, in which case the communication abnormality error setting value is set in the register.
[0588] (Error display processing) Next, the error display process performed in step S4200 of the error / complete function monitoring process will be described with reference to FIG.
[0589] (Step S4201) In step S4201, the main CPU 101 performs processing to determine whether or not the complete operation is in progress. Specifically, the main CPU 101 performs processing to determine whether or not the complete operation is in progress based on the value set in the register. If it is determined that the complete operation is in progress (step S4201=YES), the processing proceeds to step S4202. On the other hand, if it is determined that the complete operation is not in progress (step S4201=NO), the processing proceeds to step S4205.
[0590] (Step S4202) In step S4202, the main CPU 101 performs a process of setting the first fraud information to the time of complete activation. Specifically, the main CPU 101 performs a process of setting information related to the time of complete activation in the first fraud state storage area 103AP. More specifically, the main CPU 101 performs a process of setting "1" to BIT "6" in the first fraud state storage area 103AP. Then, when the process of step S4202 ends, the process proceeds to step S4203.
[0591] (Step S4203) In step S4203, the main CPU 101 performs hall control / fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the hall control / fraud monitoring information set to the gaming value control board 200. Here, in the hall control / fraud monitoring information transmission processing of step S4203, since information regarding the complete activation was set in the first fraud state memory area 103AP by the processing of step S4202, information regarding the complete activation will be transmitted. Then, when the processing of step S4203 ends, the processing proceeds to step S4204.
[0592] (Step S4204) In step S4204, the main CPU 101 performs processing to clear the first fraudulent state. Specifically, the main CPU 101 performs processing to clear information related to the complete activation that was set as the first fraudulent state in the processing of step S4202. Then, when the processing of step S4204 ends, the process proceeds to step S4205.
[0593] (Step S4205) In step S4205, the main CPU 101 performs a process of setting the value of the number of awards display unit storage area 103AR. Specifically, the main CPU 101 performs a process of setting the value of the number of awards display unit storage area 103AR in a register. Then, when the process of step S4205 ends, the process proceeds to step S4206.
[0594] (Step S4206) In step S4206, the main CPU 101 performs processing to set data to be displayed on the 8-segment LED. Specifically, the main CPU 101 performs processing to set data corresponding to "E0 (error number)" in a register. Then, when the processing of step S4206 ends, the processing proceeds to step S4207.
[0595] (Step S4207) In step S4207, the main CPU 101 performs processing to save the error state for recovery. Specifically, the main CPU 101 performs processing to store the value of the register in which the error number is stored in the error state recovery storage area 103AE. Then, when the processing of step S4207 ends, the processing proceeds to step S4208.
[0596] (Step S4208) In step S4208, main CPU 101 performs processing to determine whether the complete function is operating. Specifically, main CPU 101 performs processing to determine whether the complete function is operating based on the value set in the register. If it is determined that the complete function is operating (step S4208=YES), processing proceeds to step S4211. On the other hand, if it is determined that the complete function is not operating (step S4208=NO), processing proceeds to step S4209.
[0597] (Step S4209) In step S4209, main CPU 101 performs processing to determine whether a communication anomaly error display request has occurred. Specifically, main CPU 101 performs processing to determine whether a communication anomaly error display request has occurred, based on the value of the register in which the error number is set. If it is determined that a communication anomaly error display request has occurred (step S4209=YES), the processing proceeds to step S4210. On the other hand, if it is determined that a communication anomaly error display request has not occurred (step S4209=NO), the processing proceeds to step S4211.
[0598] (Step S4210) In step S4210, the main CPU 101 performs processing to set data for displaying on the 8-segment LED. Specifically, the main CPU 101 performs processing to set data corresponding to "H0 (error number)" in a register. Then, when the processing of step S4210 ends, the processing proceeds to step S4211.
[0599] (Step S4211) In step S4211, the main CPU 101 performs processing to display the 8-segment LED identifier. Specifically, the main CPU 101 performs processing to add the value of the register in which the error number value is set to the value set in the register by the processing of step S4206 or the processing of step S4210. Then, when the processing of step S4211 ends, the process proceeds to step S4212.
[0600] (Step S4212) In step S4212, the main CPU 101 performs an error display start command transmission process. Specifically, the main CPU 101 performs a process of transmitting an error display start command to the sub-control board 300. Then, when the process of step S4212 ends, the process proceeds to step S4213.
[0601] (Step S4213) In step S4213, the main CPU 101 performs processing to set the number of points to be awarded display storage area 103AR. Specifically, the main CPU 101 performs processing to store the value set in the register by the processing of step S4206 or the processing of step S4210 in the number of points to be awarded display storage area 103AR. Then, when the processing of step S4213 ends, the processing proceeds to step S4214.
[0602] (Step S4214) In step S4214, the main CPU 101 performs processing to determine whether or not the complete function is operating. Specifically, the main CPU 101 performs processing to determine whether or not the complete function is operating based on the value set in the register. If it is determined that the complete function is operating (step S4214=YES), the processing proceeds to step S4213. On the other hand, if it is determined that the complete function is not operating (step S4214=NO), the processing proceeds to step S4215.
[0603] (Step S4215) In step S4215, main CPU 101 performs processing to determine whether the error is a VL unconnected error or an SC unit no-response error. Specifically, main CPU 101 performs processing to determine whether the error is a VL unconnected error or an SC unit no-response error based on the value of a register that stores an error number. If it is determined to be a VL unconnected error or an SC unit no-response error (step S4215=YES), processing proceeds to step S4216. On the other hand, if it is determined not to be a VL unconnected error or an SC unit no-response error (step S4215=NO), processing proceeds to step S4217.
[0604] (Step S4216) In step S4216, the main CPU 101 performs processing to determine whether or not an error is occurring. Specifically, the main CPU 101 performs processing to determine whether or not an error is occurring based on the value of a register in which an error number is stored. If it is determined that an error is occurring (step S4216=YES), the processing proceeds to step S4213. On the other hand, if it is determined that an error is not occurring (step S4216=NO), the processing proceeds to step S4221.
[0605] (Step S4217) In step S4217, the main CPU 101 performs processing to determine whether or not a game value number overflow error has occurred. Specifically, the main CPU 101 performs processing to determine whether or not a game value number overflow error has occurred, depending on the value of the register in which the error number is stored. If it is determined that a game value number overflow error has occurred (step S4217=YES), the main CPU 101 proceeds to step S4219. On the other hand, if it is determined that a game value number overflow error has not occurred (step S4217=NO), the main CPU 101 proceeds to step S4218.
[0606] (Step S4218) In step S4218, the main CPU 101 performs processing to determine whether the error reset sensor 4Ls is ON. Specifically, the main CPU 101 performs processing to determine whether an error reset signal has been input via the status board 40. If it is determined that the error reset sensor 4Ls is ON (step S4218=YES), the processing proceeds to step S4221. On the other hand, if it is determined that the error reset sensor 4Ls is not ON (step S4218=NO), the processing proceeds to step S4219.
[0607] (Step S4219) In step S4219, the main CPU 101 performs processing to determine whether the reset switch 35sw is ON. Specifically, the main CPU 101 performs processing to determine whether a reset switch signal has been input via the status board 40. If it is determined that the reset switch 35sw is ON (step S4219=YES), the processing proceeds to step S4220. On the other hand, if it is determined that the reset switch 35sw is not ON (step S4219=NO), the processing proceeds to step S4213.
[0608] (Step S4220) In step S4220, the main CPU 101 performs processing to determine whether the door sensor 4Rs is ON. Specifically, the main CPU 101 performs processing to determine whether a door-open signal has been input via the status board 40. If it is determined that the door sensor 4Rs is ON (step S4220=YES), the processing proceeds to step S4221. On the other hand, if it is determined that the door sensor 4Rs is not ON (step S4220=NO), the processing proceeds to step S4213.
[0609] (Step S4221) In step S4221, the main CPU 101 performs a process to set the number of points to be awarded display storage area 103AR. Specifically, the main CPU 101 performs a process to store the register value set by the process of step S4205 in the number of points to be awarded display storage area 103AR. Then, when the process of step S4221 ends, the process proceeds to step S4222.
[0610] (Step S4222) In step S4222, the main CPU 101 performs processing to clear the error state for recovery. Specifically, the main CPU 101 performs processing to clear the value of the error state storage area for recovery 103AE. Then, when the processing of step S4222 ends, the processing proceeds to step S4223.
[0611] (Step S4223) In step S4223, the main CPU 101 performs an error display end command transmission process. Specifically, the main CPU 101 performs a process of transmitting an error display end command to the sub-control board 300. Then, when the process of step S4223 ends, the subroutine of the error display process ends.
[0612] (Setting value confirmation process) Next, the setting value confirmation process performed in step S5000 of the main loop process will be described with reference to FIG.
[0613] (Step S5001) In step S5001, the main CPU 101 performs a process of determining whether the value of the main BET number storage area 103Ae is equal to or greater than "1." Specifically, the main CPU 101 performs a process of determining whether the value is equal to or greater than "1" by referring to the value of the main BET number storage area 103Ae. In other words, the main CPU 101 performs a process of determining whether a BET has been placed. Then, if it is determined that the value of the main BET number storage area 103Ae is equal to or greater than "1" (step S5001=YES), the subroutine of the set value confirmation process is terminated. On the other hand, if it is determined that the value of the main BET number storage area 103Ae is not equal to or greater than "1" (step S5001=NO), the process proceeds to step S5002.
[0614] (Step S5002) In step S5002, the main CPU 101 performs processing to determine whether the door open / close sensor 4Rs is ON. Specifically, the main CPU 101 performs processing to determine whether a door open signal has been input via the status board 40. If it is determined that the door open / close sensor 4Rs is ON (step S5002=YES), the processing proceeds to step S5003. On the other hand, if it is determined that the door open / close sensor 4Rs is not ON (step S5002=NO), the subroutine for the setting value confirmation processing ends.
[0615] (Step S5003) In step S5003, the main CPU 101 performs processing to determine whether the setting key switch 34sw is ON. Specifically, the main CPU 101 performs processing to determine whether the setting key switch 34sw is ON and a setting key switch signal has been input. If it is determined that the setting key switch 34sw is ON (step S5003=YES), the main CPU 101 performs processing of step S5004. On the other hand, if the setting key switch 34sw is not ON (step S5003=NO), the subroutine for the setting value confirmation processing is terminated.
[0616] (Step S5004) In step S5004, the main CPU 101 performs processing to set a setting checking signal to indicate a first invalid state. Specifically, the main CPU 101 performs processing to set "1" to BIT "1" in the first invalid state storage area 103AP, thereby setting the setting checking signal. Then, when the processing of step S5004 ends, the process proceeds to step S5005.
[0617] (Step S5005) In step S5005, the main CPU 101 performs hall control / fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the hall control / fraud monitoring information set to the gaming value control board 200. Here, in the hall control / fraud monitoring information transmission processing of step S5005, since information regarding the setting confirmation signal was set in the first fraud state memory area 103AP by the processing of step S5004, information regarding the setting confirmation signal will be transmitted. Then, when the processing of step S5005 is completed, the processing proceeds to the setting value display processing of step S5100, which will be described in detail later using FIG. 34.
[0618] (Setting value display processing) Next, the setting value display process performed in step S5100 of the setting value confirmation process will be described with reference to FIG.
[0619] (Step S5101) In step S5101, the main CPU 101 performs processing to set the return phase state to "setting change in progress." Specifically, the main CPU 101 performs processing to set data corresponding to "setting confirmation in progress" in the return phase state storage area 103Ah. More specifically, the main CPU 101 performs processing to set "03(H)" in the return phase state storage area 103Ah. Then, when the processing of step S5101 ends, the processing proceeds to step S5102.
[0620] (Step S5102) In step S5102, the main CPU 101 performs a setting value display start command transmission process. Specifically, the main CPU 101 performs a process of transmitting a setting value display start command to the sub-control board 300. Then, when the process of step S5102 ends, the process proceeds to step S5103.
[0621] (Step S5103) In step S5103, the main CPU 101 performs processing to set the LED display mode to the setting confirmation time. Specifically, the main CPU 101 performs processing to set information related to the setting confirmation time in the LED display mode storage area 103AG. More specifically, the main CPU 101 performs processing to set "04(H)" in the LED display mode storage area 103AG. Then, when the processing of step S5103 ends, the processing proceeds to step S5104.
[0622] (Step S5104) In step S5104, the main CPU 101 performs a process of setting a setting value. Specifically, the main CPU 101 performs a process of setting the value of the setting value storage area 103AA in a register. Then, when the process of step S5104 ends, the process proceeds to step S5105.
[0623] (Step S5105) In step S5105, the main CPU 101 performs a process of setting a value in the number of awards display unit storage area 103AR. Specifically, the main CPU 101 performs a process of setting data related to the setting value set in the register by the process of step S5104 in the number of awards display unit storage area 103AR. Then, when the process of step S5105 ends, the process proceeds to step S5106.
[0624] (Step S5106) In step S5106, the main CPU 101 performs processing to determine whether the setting key switch signal is OFF. Specifically, the main CPU 101 performs processing to determine whether the setting key switch 34sw has turned OFF and the setting key switch signal is no longer being input. If the setting key switch signal is OFF (step S5106=YES), the main CPU 101 performs processing of step S5107. On the other hand, if the setting key switch signal is not OFF (step S5106=NO), the main CPU 101 repeatedly executes the processing of step S5106 until the setting key switch signal turns OFF.
[0625] (Step S5107) In step S5107, the main CPU 101 performs processing to set the LED display mode to bet lever acceptance waiting. Specifically, the main CPU 101 performs processing to set data related to bet lever acceptance waiting in the LED display mode storage area 103AG. More specifically, the main CPU 101 performs processing to set "05(H)" in the LED display mode storage area 103AG. Then, when the processing of step S5107 ends, the processing proceeds to step S5108.
[0626] (Step S5108) In step S5108, the main CPU 101 performs processing to set the return phase state to waiting for a BET lever operation. Specifically, the main CPU 101 performs processing to set data corresponding to waiting for a BET lever operation in the return phase state storage area 103Ah. More specifically, the main CPU 101 performs processing to set "01(H)" in the return phase state storage area 103Ah. Then, when the processing of step S5108 ends, the processing proceeds to step S5109.
[0627] (Step S5109) In step S5109, the main CPU 101 performs a process to clear the number-of-awarded coins display storage area 103AR. Specifically, the main CPU 101 performs a process to set "0" in the number-of-awarded coins display storage area 103AR. As a result, "0" is displayed in the number-of-awarded coins display unit 30. Then, when the process of step S5109 is completed, the process proceeds to step S5110.
[0628] (Step S5110) In step S5110, the main CPU 101 performs a setting value display end command transmission process. Specifically, the main CPU 101 performs a process of transmitting a setting value display end command to the sub-control board 300. Then, when the process of step S5110 ends, the process proceeds to step S5111.
[0629] (Step S5111) In step S5111, the main CPU 101 performs processing to clear the first illegal state. Specifically, the main CPU 101 performs processing to clear the value of the first illegal state storage area 103AP. Then, when the processing of step S5111 ends, the main CPU 101 proceeds to step S5112.
[0630] (Step S5112) In step S5112, the main CPU 101 performs hall control / fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the hall control / fraud monitoring information set to the gaming value control board 200. Here, in the hall control / fraud monitoring information transmission processing of step S5112, information regarding the value of the first fraud state memory area 103AP cleared by the processing of step S5111 is transmitted. Then, when the processing of step S5112 ends, the subroutine of the setting value display processing ends.
[0631] (Game value management processing) Next, the gaming value management process performed in step S6000 of the main loop process will be described with reference to FIG.
[0632] (Step S6001) In step S6001, the main CPU 101 performs a process of turning on the bet available state flag. Specifically, the main CPU 101 performs a process of turning on the bet available state flag by setting the value of the bet available state flag storage area 103AF to "01(H)". Then, when the process of step S6001 ends, the process proceeds to step S6002.
[0633] (Step S6002) In step S60...
Claims
[Claim 1] a game control means capable of executing processing related to a game; a game value control means capable of executing processing related to game values; a counting operation means that allows a player to perform a counting operation; Equipped with The gaming value control means a game value granting process for granting the game value; a counting process for counting a predetermined unit of game value when the counting operation is being performed; is executable, Even when the counting operation is being performed, the game value awarding process can be executed. A gaming machine characterized in that, when the game value is awarded while the counting operation is being performed, the game value awarding process is executed after the counting of the game value of the specified unit has been completed.
Citation Information
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