gaming machines

The gaming machine improves update control of the difference ball counter by cumulative counting and disabling the game when limits are reached, addressing inefficiencies and ensuring fair credit management during power cycles.

JP7824063B2Active Publication Date: 2026-03-04SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-21
Publication Date
2026-03-04

AI Technical Summary

Technical Problem

Existing gaming machines lack effective update control mechanisms for the difference ball counter, leading to potential misuse and inefficiencies in managing game credits.

Method used

A gaming machine with improved update control of the difference ball counter, including cumulative counting of granted and used game values, disabling the game when the difference reaches a limit, and transmitting commands for specifying game values during power cycles.

Benefits of technology

Enhances the management of game credits by preventing excessive use and ensuring fair gameplay, while maintaining operational integrity during power interruptions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that is improved regarding communication control of a value obtained by subtracting the number of used tokens from the number of granted tokens all through the day.SOLUTION: A game machine capable of playing a game includes game control means and performance control means. The game control means cumulatively counts the number of used game values and the number of granted game values in a game performed after a predetermined count starting condition is satisfied, stores a number obtained by subtracting the number of cumulatively used game values from the number of cumulatively granted game values as a difference number when the number of cumulatively granted game values is larger than the number of cumulatively used game values, stores 0 as a difference number when the number of cumulatively granted game values is smaller than the number of cumulatively used game values, and disables progress of a game when the stored difference number reaches a limited number.SELECTED DRAWING: Figure 69
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] Gaming machines have been proposed that limit the number of medals that a player can win in order to curb gambling. For example, the gaming machine described in Japanese Patent Laid-Open Publication No. 2004-344497 (hereinafter referred to as Patent Document 1) has a ball difference counter that indicates the value obtained by subtracting the number of medals set by the player (number of uses) from the number of medals paid out as a result of winning throughout the day (number of medals awarded), and activates a limiter when the value of the ball difference counter reaches 9,600 or more. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-344497 Summary of the Invention [Problem to be solved by the invention]

[0004] In the gaming machine of Patent Document 1, there was room for improvement in the update control of the difference ball counter.

[0005] The present invention was devised in consideration of the above situation, and its purpose is to provide a gaming machine with improved update control of the difference ball counter. [Means for solving the problem]

[0006] (A) The gaming machine described in claim 1 is A gaming machine capable of playing games, a game control means for controlling the progress of a game; A performance control means for controlling the performance, The game control means when a cumulative number of granted games, which is obtained by cumulatively counting the number of granted game values ​​in games that have been played since a predetermined counting start condition was met, is greater than a cumulative number of uses, which is obtained by cumulatively counting the number of uses of game values ​​in games that have been played since the predetermined counting start condition was met, storing a number obtained by subtracting the cumulative number of uses from the cumulative number of granted games as a difference between the cumulative number of granted games and the cumulative number of uses; When the cumulative number of granted items is smaller than the cumulative number of used items, 0 is stored as the difference number; When the stored difference number reaches the limit, the game will be disabled. At the same time, a specific flag indicating that the game is being controlled to a state where it is impossible to proceed is turned on, When the state of the gaming machine is controlled to a state in which the game cannot proceed, the difference number is held; The specific flag is in an on state, When the power supply to the gaming machine is stopped and then resumed 、 The difference but retention And, transmitting a command capable of specifying the number of gaming values ​​to be used and a command capable of specifying the number of gaming values ​​to be awarded for each unit game to the performance control means; When the difference between the stored difference number and the limit number is smaller than a predetermined number, a command capable of specifying the difference between the difference number and the limit number is transmitted to the performance control means for each unit game. It is characterized by: [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the card unit and the slot machine. [Figure 2] FIG. 2 is a block diagram showing the internal configuration of the card unit and the slot machine. [Figure 3] FIG. 10 is a diagram showing the arrangement of symbols on the reels. [Figure 4] FIG. 10 is a diagram for explaining the transition of game states. [Figure 5] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 6]10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 7] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 8] 10 is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awarding of prizes when winning. [Figure 9] 10 is a diagram for explaining the combination of winning roles that are read out as the roles to be selected for each game state. FIG. [Figure 10] This is a diagram to explain reel control when a push order role is won. [Figure 11] This is a diagram showing the game start command that the main control unit sends to the performance control unit when the start switch is operated. [Figure 12] 10 shows the game end command sent by the main control unit to the performance control unit at the time of the third stop. [Figure 13] A diagram showing the types of commands that the main control board sends to the medal count control board. [Figure 14] FIG. 10 is a diagram illustrating a gaming machine installation information command. [Figure 15] FIG. 10 is a diagram showing details of gaming machine characteristics. [Figure 16] A diagram showing the structure of a reel information command. [Figure 17] A diagram showing details of the device operation information. [Figure 18] A diagram showing the structure of a favorable zone information command. [Figure 19] A diagram showing details of advantageous zone information. [Figure 20] FIG. 10 is a diagram illustrating the configuration of an input command. [Figure 21] FIG. 10 is a diagram showing the configuration of a settlement command. [Figure 22] FIG. 10 is a diagram illustrating the configuration of a start command. [Figure 23] FIG. 10 is a diagram showing the configuration of a termination command. [Figure 24] FIG. 10 is a diagram showing the configuration of a dispensing pulse command. [Figure 25] A diagram showing the structure of a jackpot command. [Figure 26] FIG. 2 is a diagram showing details of a hall computer signal. [Figure 27] A diagram showing the structure of the gaming machine fraud 1 command. [Figure 28] FIG. 10 is a diagram showing details of setting information. [Figure 29] A diagram showing the structure of the gaming machine fraud 2 command. [Figure 30] FIG. 10 is a diagram showing details of door information. [Figure 31] A diagram showing the structure of the gaming machine fraud 3 command. [Figure 32] FIG. 10 is a diagram showing the configuration of a main control state command. [Figure 33] A diagram showing the configuration of a main control board error command. [Figure 34] FIG. 10 is a diagram showing a list of main control board errors. [Figure 35] A diagram showing the structure of a gaming machine performance information (preliminary) command. [Figure 36] A diagram showing a list of commands from the medal count control board to the main control board. [Figure 37] FIG. 10 is a diagram illustrating the configuration of a response command. [Figure 38] FIG. 10 is a diagram showing the configuration of a frame-side information command. [Figure 39] A diagram showing an example of communication between the main control board and the medal count control board. [Figure 40] FIG. 10 is a diagram for explaining communication of a frame-side information command. [Figure 41] 10 is a flowchart showing the processing performed when the main control board receives a command. [Figure 42] This is a diagram showing the flow of communication between the main control board and the medal count control board after the power is turned on. [Figure 43] FIG. 10 is a diagram illustrating an example of communication when the serial number is normal. [Figure 44] FIG. 10 is a diagram illustrating an example of communication when a serial number mismatch error occurs. [Figure 45] A figure showing an example of communication when an error related to a gaming medal occurs. [Figure 46] A figure showing an example of communication occurring before the sending and receiving of a gaming machine installation information command. [Figure 47] FIG. 10 is a diagram illustrating an example of a timeout when powering on. [Figure 48] 10A and 10B are diagrams illustrating the bet number setting operation and the settlement operation. [Figure 49] FIG. 10 is a diagram showing an example in which a new bet amount setting operation is performed after a bet amount setting operation has been performed and before a response command is received. [Figure 50] FIG. 10 is a diagram showing an example in which a new payment operation is performed after a payment operation and before a response command is received. [Figure 51] This figure shows an example in which a new settlement operation is performed after the bet number setting operation and before the response command is received. [Figure 52] This figure shows an example in which a new bet number setting operation is performed after a settlement operation and before a response command is received. [Figure 53] A diagram explaining a serial number error in the bet number setting operation. [Figure 54] FIG. 10 is a diagram illustrating a serial number error during a payment operation. [Figure 55] 10A and 10B are diagrams illustrating a process of checking frame side information. [Figure 56] 10A and 10B are diagrams illustrating display control of the number of dispensed coins. [Figure 57] FIG. 10 is a diagram showing a role ratio monitor. [Figure 58] A figure showing an example of the display of a role ratio monitor. [Figure 59] A diagram for explaining the initialization process of role ratio information. [Figure 60] 1 is an address map of a memory area used by the main control unit. [Figure 61] FIG. 2 is a diagram for explaining a register bank included in a CPU of a main control unit. [Figure 62] 10 is a flowchart showing a startup process of a main control unit. [Figure 63]FIG. 10 is a diagram illustrating an initial setting process performed by the main control board. [Figure 64] FIG. 10 is a diagram illustrating variables related to safety device processing. [Figure 65] 10 is a diagram illustrating the area F initialization process performed by the main control board. FIG. [Figure 66] FIG. 2 is a diagram illustrating the control content of the main processing performed by the main control board. [Figure 67] FIG. 10 is a diagram illustrating the control content of the RT information output process performed by the main control board. [Figure 68] FIG. 2 is a diagram illustrating the control content of safety device-related processing performed by the main control board. [Figure 69] FIG. 2 is a diagram illustrating the control content of the safety device processing performed by the main control board. [Figure 70] A diagram showing commands sent from the main control board to the performance control board. [Figure 71] 10 is a flowchart showing the control content of error processing performed by the main control unit. [Figure 72] This is a diagram to explain command communication between the main control board and the performance control board. [Figure 73] 10 is a diagram illustrating the control content of the addition process of the cumulative number of uses on the performance control side performed by the performance control unit. FIG. [Figure 74] This is a diagram explaining the control content of the addition process of the cumulative awarded number on the performance control side performed by the performance control unit. [Figure 75] 10 is a diagram explaining the control content of the notification processing performed by the performance control unit before the safety device is activated. [Figure 76] A diagram explaining the control contents of the game start waiting process performed by the main control board. [Figure 77] A diagram explaining the control content of the bet number setting operation acceptance process performed by the main control board. [Figure 78] FIG. 10 is a diagram illustrating the control content of the settlement operation reception process performed by the main control board. [Figure 79] FIG. 11 is a block diagram showing the internal configuration of a card unit and a slot machine according to a second embodiment. [Figure 80]This is a diagram for explaining communication between the performance control unit, main control unit, medal count control unit, and CU control unit. DETAILED DESCRIPTION OF THE INVENTION

[0008] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A slot machine, which is an example of a gaming machine according to the present invention, will be described below based on an embodiment.

[0009] Embodiment 1 [Slot machine configuration] FIG. 1 is a front view of a card unit and a slot machine.

[0010] Referring to Figure 1, a slot machine (hereinafter sometimes abbreviated as S machine) 2 is installed in each of a plurality of gaming islands (not shown) arranged in an amusement hall (hall), and a card unit (hereinafter sometimes abbreviated as CU) 3, which is an example of a gaming device, is installed in a one-to-one correspondence with the S machine 2 at a predetermined side position of the S machine 2. The card unit is also called a "game medal lending device."

[0011] The S machine 2 is a gaming machine in which the player does not pick up medals and insert them into an insertion slot, and medals are not paid out to the player. For this reason, gaming value is added directly to credits (game points that can be used in games (hereinafter also referred to as "game medals")) according to a lending operation, etc. The added number of credits (number of game medals) is displayed on the credit display 11. Also, unlike conventional slot machines, the upper limit number that can be added as credits is not limited to "50," but may be set within the range of numbers that can be displayed on the credit display 11. Also, it is not necessary to set an upper limit number. Hereinafter, the number of credits may be referred to as the number of game medals.

[0012] Unlike conventional slot machines, these machines not only lack a medal slot or payout outlet, but also do not require a medal selector, hopper, or other device for controlling inserted medals.Such slot machines, which do not require any medals at all, are called "controlled gaming machines" or "medalless slot machines."

[0013] Inside S-machine 2, reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, center reel, and right reel) with multiple types of patterns arranged around the outer periphery are arranged horizontally, and three consecutive patterns among the patterns arranged on these reels 2L, 2C, and 2R are arranged so that they can be seen through the transparent window 3W.

[0014] The reels 2L, 2C, and 2R are rotated by the reel motors 32L, 32C, and 32R provided correspondingly, respectively, as shown in Fig. 2. As a result, the symbols on the reels 2L, 2C, and 2R are displayed in a continuously changing manner in the transparent window 3W. Furthermore, by stopping the rotation of the reels 2L, 2C, and 2R, three consecutive symbols are derived and displayed in the transparent window 3W as a display result.

[0015] Reel LEDs 55 shown in Fig. 2 are provided inside the reels 2L, 2C, and 2R. The reel LEDs 55 illuminate the reels 2L, 2C, and 2R shown in Fig. 1 from behind. The reel LEDs 55 are made up of 12 LEDs corresponding to the three consecutive symbols on the reels 2L, 2C, and 2R, and can illuminate each symbol independently.

[0016] A display area of ​​a liquid crystal display 51 is located in front of each of the reels 2L, 2C, and 2R (on the player's side). The liquid crystal display 51 has a transparent area corresponding to the transparent window 3W of the display area, and each of the reels 2L, 2C, and 2R can be seen from the player's side through the transparent window 3W.

[0017] Fig. 3 is a diagram showing the arrangement of symbols on the reels. As shown in Fig. 3, each reel has a number of identifiable symbols ("Character", "Black 7", "White 7", "BAR", "Replay", "Plum", "Cherry", "Watermelon", "Moon", and "Orange") arranged in a predetermined order.

[0018] A gently sloping surface is formed below the transparent window 3W, and the operation unit is formed to protrude further forward from there. The top surface of the operation unit is provided with a MAXBET switch 6, a 1BET switch 20, a bet clear switch 21, a 1BET LED 14, a 2BET LED 15, a 3BET LED 16, a credit indicator 11, and a game auxiliary indicator 12, and the side surface of the front side of the operation unit is provided with a start switch 7, stop switches 8L, 8C, 8R, and a count button 10.

[0019] The credit indicator 11 is configured with a seven-segment LED display and is controlled by the medal count control unit 171 shown in FIG. 2. The gaming aid indicator 12 displays the number of medals paid out when a win occurs, operation information (navigation notification) corresponding to the operation mode, etc. Hereinafter, the number of medals paid out displayed by the gaming aid indicator 12 may be referred to as the "number of medals paid out." In other words, the gaming aid indicator 12 displays the gaming value awarded to the player according to the result of one game. The gaming aid indicator 12 is configured with a seven-segment LED display and is controlled by the main control unit 161.

[0020] Various operating means provided in the operating section will now be described. The MAXBET switch 6 is a switch that is operated to set the maximum number of bets ("3" in this embodiment).

[0021] The 1BETLED 14 lights up to indicate that the bet number is set to 1. The 2BETLED 15 lights up to indicate that the bet number is set to 2. The 3BETLED 16 lights up to indicate that the bet number is set to 3.

[0022] The start switch 7 is a switch for starting the reels to spin after the bet number has been set. The stop switches 8L, 8C, and 8R are switches for stopping the reels while they are spinning, with 8L corresponding to the left reel, 8C corresponding to the center reel, and 8R corresponding to the right reel. The count button 10 is a switch that is operated to count the number of credits (number of game medals) and convert it into the number of medals held.

[0023] A door open detection switch 25 shown in FIG. 2 is provided on the inside of the front door of the S machine 2. The door open detection switch 25 detects whether the front door is open. Furthermore, a power supply box is provided inside the housing. A setting key switch 37 and a reset / setting switch 38 shown in FIG. 2 are provided on the front of the power supply box. The setting key switch 37 switches to a setting change state or a setting confirmation state. The reset / setting switch 38 normally functions as a reset switch for canceling an error state or a stop state, and in the setting change state functions as a setting switch for changing the set value of the winning probability (ball payout rate) of the internal lottery.

[0024] In this embodiment, the first reel to stop among the three reels 2L, 2C, and 2R that have started spinning is referred to as the first stopped reel, and its stop is referred to as the first stop. Similarly, the second reel to stop is referred to as the second stopped reel, and its stop is referred to as the second stop, and the third reel to stop is referred to as the third stopped reel, and its stop is referred to as the third stop, final stop, or all reels stop.

[0025] Next, we will explain the flow of the game on S machine 2. When playing a game on S machine 2, first, a lending operation is performed on CU3 to secure credits (game medals). This lending operation corresponds to the two-step operation of "lending medals" and "manually inserting the loaned medals into the slot" in a conventional medal payout type slot machine.

[0026] If the MAXBET switch 6 is operated when credits are present, the maximum bet is added within the credit range, and the credits are reduced by the additional bet amount. Once the bet amount is set, the pay line determined according to the bet amount and game status among the pay lines L1 to L5 becomes valid, and operation of the START switch 7 becomes valid, i.e., the game is ready to start.

[0027] Here, the winning lines are lines set to determine whether the combination of symbols displayed in the transparent windows 3W of each of the reels 2L, 2C, and 2R is a winning combination. In this embodiment, as shown in Fig. 1, five types of winning lines are defined: a winning line L1 set across the symbols lined up in the middle row of each of the reels 2L, 2C, and 2R, a winning line L2 set across the symbols lined up in the upper row of each of the reels 2L, 2C, and 2R, a winning line L3 set across the symbols lined up in the lower row of each of the reels 2L, 2C, and 2R, a winning line L4 set across the symbols lined up in the upper row of the reel 2L, the middle row of the reel 2C, and the lower row of the reel 2R, i.e., the symbols lined up downward to the right, and a winning line L5 set across the symbols lined up in the lower row of the reel 2L, the middle row of the reel 2C, and the upper row of the reel 2R, i.e., the symbols lined up upward to the right.

[0028] When the start switch 7 is operated while the game is ready to start, the reels 2L, 2C, and 2R spin, and the symbols on each reel 2L, 2C, and 2R change continuously. When any of the stop switches 8L, 8C, and 8R is operated in this state, the rotation of the corresponding reel 2L, 2C, and 2R stops, and the display result is derived and displayed in the transparent window 3W.

[0029] A game ends when all reels 2L, 2C, and 2R come to a stop, and a win occurs when a predetermined combination of symbols appears on any of the activated paylines L1 to L5 as a result of the display of each of the reels 2L, 2C, and 2R. When a win occurs, the player is awarded a number of points determined according to the win. These points are added to the player's credits.

[0030] Credits can be counted and converted into owned medals by operating the count button 10. By converting into owned medals, it becomes possible to record the owned medals on a card at the end of a game.

[0031] In this embodiment, when the count button 10 is pressed once, all of the game balls currently owned by the player are counted, regardless of the time the button is pressed (whether it is pressed and held for a long time or not). However, this is not limiting, and the counting operation may be repeatedly executed according to the time the count button 10 is pressed (for example, the counting process for 50 coins is executed every time the button is pressed for 0.3 seconds). Furthermore, regardless of the duration of the press, when the count button is pressed once, a predetermined number (for example, 50 coins) of game balls may be counted into the owned medals.

[0032] A credit display segment 7S and speakers 53 and 54 are provided at the top of the LCD display 51. The credit display segment 7S is made up of five 7-segment displays and displays the number of credits held by the player. By being provided at the top of the S machine 2, the credit display segment 7S can display the number of credits stored in the S machine 2 to players other than the player playing on the S machine 2 or to store staff. The speakers 53 and 54 emit sound effects and the like that accompany the presentation.

[0033] [Card unit configuration] The configuration of the CU3 according to this embodiment will be described with reference to Figure 1. This CU3 accepts visitor cards (also called general cards) with prepaid functions, which are gaming storage media issued to general players who are not registered as members, and member cards, which are gaming storage media issued to member players who have registered as members at the gaming facility. Visitor cards and member cards are composed of IC cards.

[0034] CU3, which accepts these cards, has the function of converting the gaming value owned by the player (for example, prepaid balance, number of medals held, or number of medals saved (also called "number of saved balls")) identified by the information stored on the card into the number of credits (number of gaming medals).

[0035] The front side of CU3 is provided with a bill insertion slot 302 for inserting bills, a protrusion 305 formed to protrude forward from the front of the device, and a card insertion / ejection slot 309 for inserting a membership card or visitor card. A membership card or visitor card inserted into this card insertion / ejection slot 309 is received by a card reader / writer (not shown), and the information recorded on the card is read.

[0036] The surface of the aforementioned protrusion 305 facing the player is provided with a display 312, a replay button 319 for executing a replay game using the membership card ID (also simply referred to as the card ID or C-ID) recorded on the membership card when the membership card is accepted, and the number of medals (number of balls) identified by the membership card ID, and an IR photosensitive unit 320 for receiving infrared signals from a remote control (not shown) carried by an attendant at the amusement facility, converting the signals into electronic signals, and outputting them.

[0037] The display 312 can display the prepaid balance (also called the card balance or simply the balance) recorded on the inserted gaming recording medium (card), the number of medals held, the number of credits (number of gaming medals), and other various information, and its surface is made up of a transparent touch panel. It is configured so that various operations can be input by touching the various display items displayed on the display section of the display 312 with a finger.

[0038] When the medal button 324 is operated, part of the number of medals recorded on the inserted card is withdrawn and converted into the number of credits (number of game medals). When the replay button 319 is operated, if the number of medals acquired by the player is stored on the inserted card, part of the number of medals is withdrawn and converted into credits, and the player can play on the S machine 2 based on the converted credits.

[0039] On the other hand, if the inserted card is a membership card and does not store the number of medals held, but the medals stored in the hall's management computer or the like, some of the medals are withdrawn and converted into credits, allowing play on the S machine 2. In other words, if both the medals held and the medals held are stored in association with the inserted card, the medals held are withdrawn first. Note that a dedicated medal payout button for withdrawing medals may be provided in addition to the replay button 319, and the replay button 319 may be used as a dedicated medal withdrawal button.

[0040] Here, the "number of credits (number of game medals)" is data that can be used to set the bet amount and can also be converted into the "number of medals in hand." The "number of credits" is generated in exchange for withdrawing the balance of a prepaid card, the number of medals in hand, or the number of medals saved.

[0041] The "number of medals in possession" is a numerical conversion of the number of credits (number of game medals) that a player has acquired as a result of playing a game on a gaming machine. This "number of medals in possession" is stored so as to be identifiable by the player's card. The number of medals in possession may also be managed by a management device for managing the number of medals in possession that is set up in the gaming facility.

[0042] "Number of saved medals (number of saved balls)" refers to the number of medals that a player has deposited in the gaming parlor. The number of medals that a player has acquired through playing is managed as the number of saved medals on the day, but is managed as the "number of saved medals" from the day after the acquisition. In other words, the number of credits (number of game medals) that a player has acquired and counted at the gaming parlor on the day is called "credit points," and the number of medals that a player has acquired and deposited in the gaming parlor on or before the day before is called the "number of saved medals." This "number of saved medals" is generally managed by a hall management computer or other management computer installed in the gaming parlor.

[0043] The direction in which each of the above data, "Balance," "Number of saved medals (number of saved balls)," "Number of medals held," and "Number of credits (number of game medals)," can be converted is shown by arrows as follows: "Balance, number of saved medals, number of medals held" → "Number of credits" → "Number of medals held" → "Number of saved medals."

[0044] In this embodiment, the medal count data is not recorded directly on the membership card, but is stored in a host server such as a hall management computer in association with the membership card number, so that the corresponding medal count can be retrieved based on the membership card number. On the other hand, the medal count is recorded directly on the card.

[0045] However, both may be stored in the upper server in association with the card number. In the case of a visitor card, the number of medals held is also recorded directly on the visitor card. However, the number of medals held may also be stored in the upper server in association with the card number. When storing the number in association with the card number in this upper server, data that can identify the time when it was stored in the upper server may be written to the card (membership card, visitor card) and then discharged. In addition, the prepaid balance is written directly to the card (membership card, visitor card) and then discharged.

[0046] The number of medals held is stored in the card (membership card, visitor card) or in the upper server, for example, when the counting button 10 is operated to perform the counting process. However, instead of this, the number of medals held may be stored all at once when the card is returned.

[0047] Also, when a player finishes playing and returns the card from CU3, the medals stored in CU3 are temporarily stored in the hall server as saved balls, and when the player inserts the card again into the same or another CU3 on the same day that the card is returned, only the medals for that day that were temporarily stored as saved balls are stored again in that CU3, and credits can be added within the range of the medals that are stored, allowing the player to play.

[0048] A bill inserted into the bill insertion slot 302 is taken in by a currency validator (not shown) and its authenticity and type are identified.

[0049] Further provided on the front side of CU3 are a lending button 321 and a card return button 322. The lending button 321 is a button operated to withdraw the balance recorded on the inserted card to obtain the number of credits. Specifically, by operating the lending button 321, the number of credits is added according to the balance withdrawn. The card return button 322 is an operation button operated when the player ends a game, to store in the inserted card the determined number of medals held at the end of the game (number of medals held at the time of card insertion - number of medals converted from number of medals to number of credits + number counted by the counting operation) and then discharge the card.

[0050] As explained above, with the S machine 2 according to this embodiment, the number of medals held, as specified by the card, is converted into the number of credits (number of game medals), and furthermore, the number of credits can be used to set the number of bets. Therefore, it is possible to provide a new slot machine (controlled game machine) that does not use medals for play, without causing confusion to players who are accustomed to conventional slot machines in which medals are loaned to them, credits are secured by inserting those medals, and the number of bets is set using those credits.

[0051] [Internal structure of the card unit and slot machine] 2 is a block diagram showing the internal configuration of the card unit and the slot machine 1. The control circuits of the CU 3 and the S machine 2 will be outlined with reference to FIG.

[0052] The CU3 is provided with a CU control board 32, which is provided with a CU control unit 323 configured with a microcomputer, etc. The CU control unit 323 is the main control function unit of the CU3, and is provided with a CPU as the control center, a ROM that stores programs and control data for the CPU to operate, a RAM that functions as a work area for the CPU, an input / output interface that maintains signal consistency with peripheral devices, etc.

[0053] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with a hall management computer and a hall server that performs security management. The CU3 transmits the status of the CU3 and gaming machine status information received from the S machine 2 to an external device such as a hall management computer (hall computer) or a hall server that performs security management via the external output terminal. The CU control unit 323 communicates with the medal count control board 17 of the S machine 2 via a communication control IC 325. The communication control IC 325 and the medal count control board 17 are connected, for example, by an asynchronous serial communication port. Communication between the communication control IC 325 and the medal count control board 17 is performed via a connection terminal board 1000.

[0054] Communication between the CU control unit 323 and the medal count control board 17 is two-way, exchanging loan information (information related to the operation for debiting the balance stored in the inserted card and using it for games on S machine 2) and loan response information (information related to the response to the loan information), while other counting information (information related to the counting process from credit to held medals) and gaming machine information are communicated one-way from the medal count control board 17 to the CU control unit 323. Therefore, S machine 2 does not recognize whether or not CU3 has received the counting information and gaming machine information. CU3 is provided with a connection part (not shown) to the S machine 2 side, and S machine 2 is provided with a connection part (not shown) to the CU3 side. These connection parts are composed of, for example, connectors or the like.

[0055] The CU control unit 323 manages and stores the medals held by the player while the player is playing. The display 312 displays an image corresponding to data such as the balance or number of medals held output from the CU control unit 323. When the player operates the touch panel provided on the surface of the display 312, the operation signal is input to the CU control unit 323. When the player operates the lending button 321, the operation signal is input to the CU control unit 323. Note that the lending button 321 is not limited to being provided on the CU 3, and may be provided on the S-stand 2 and input an operation signal to the CU control unit 323. When the player operates the card return button 322, the operation signal is input to the CU control unit 323.

[0056] The S machine 2 is equipped with a main control board 16 that controls the progress of the game on the S machine 2, a medal count control board 17 that controls the credits owned by the player, a performance control board 15 that controls the performance according to the game status, and a power supply board 101. The power supply board 101 generates power to drive the electrical components that make up the S machine 2 and supplies it to each part.

[0057] The power supply board 101 is supplied with AC 100V power from an external source, and this AC 100V power generates the DC voltage required to drive the electrical components that make up the S-stand 2, which is then supplied to the main control board 16, the medal count control board 17, and the performance control board 15.

[0058] The medal count control board 17 is equipped with a microcomputer for payout control, which is a medal count control unit 171. The medal count control unit 171 is provided with a CPU 171a as a control center, a ROM 171b that stores programs and control data for the operation of the CPU 171a, a RAM 171c that functions as a work area for the CPU 171a, and an input / output interface for maintaining signal consistency with peripheral devices.

[0059] A RAM clear switch 293 for erasing information stored in the RAM 171c and a door open detection switch 25 are connected to the medal count control board 17, and detection signals of these connected switches are input. Also, the medal count control board 17 is connected to the count button 10, and a detection signal of the count button 10 is input.

[0060] The medal count control board 17 is connected to the credit display device 11 and the role ratio monitor 89, and the display is controlled by a medal count control unit 171. In addition, a backup memory 294 is connected to the medal count control board 17, and the medal count control board 17 backs up the role ratio information to be displayed on the role ratio monitor 89.

[0061] The role ratio monitor 89 normally displays a numerical value indicating the performance of the slot machine (hereinafter also referred to as "role ratio information"). The numerical value indicating the performance of the slot machine is, for example, the instructed role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number. Details of this information will be described later using Figure 58.

[0062] The main control board 16 is equipped with a game control microcomputer, which is the main control unit 161. The main control unit 161 is provided with a CPU 161a as a control center, a ROM 161b that stores programs and control data for the CPU 161a to operate, a RAM 161c that functions as a work area for the CPU 161a, and an input / output interface for maintaining signal consistency with peripheral devices.

[0063] Reel motors 32L, 32C, and 32R are connected to the main control board 16, and are driven under the control of the main control unit 161. Also connected to the main control board 16 are a setting key switch 37, a reset / setting switch 38, and a start switch 7, and detection signals from these connected switches are input. Also connected to the main control board 16 is a game auxiliary display device 12, and the display is controlled by the main control unit 161.

[0064] The main control board 16 is also connected to a bet number clear switch 21, a 1BET switch 20, stop switches 8L, 8C, and 8R, a door open detection switch 25, and a MAXBET switch 6 via a relay board 1100, and receives detection signals from these connected switches. The main control board 16 is also connected to 1-3BET LEDs 14-16 via the relay board 1100, and the displays are controlled by a main control unit 161.

[0065] The performance control board 15 is equipped with a performance control microcomputer, which is a performance control unit 151. The performance control unit 151 is provided with a CPU 151a as a control center, a ROM 151b that stores programs and control data for the operation of the CPU 151a, a RAM 151c that functions as a work area for the CPU 151a, an input / output interface for maintaining the consistency of signals with peripheral devices, and the like.

[0066] A performance switch 56 is connected to the performance control board 15, and a detection signal from the performance switch 56 is input. In addition, performance devices such as a liquid crystal display 51, a performance effect LED 52, speakers 53 and 54, a reel LED 55, and a credit display segment 7S are connected to the performance control board 15, and these performance devices are driven under the control of a performance control unit 151.

[0067] In addition, a light intensity / volume adjustment board 111 is connected to the performance control board 15. Switches for adjusting the light intensity and volume are connected to the light intensity / volume adjustment board 111, and detection signals from these switches are input to the performance control board 15 via the light intensity / volume adjustment board 111.

[0068] The main control unit 161 transmits various commands to the performance control unit 151. Commands transmitted from the main control unit 161 to the performance control unit 151 are transmitted in only one direction, and commands are never transmitted from the performance control unit 151 to the main control unit 161. The performance control unit 151 receives commands transmitted from the main control unit 161 and performs various controls for producing performances.

[0069] The medal count control unit 171 transmits various commands to the main control unit 161. The main control unit 161 also transmits various commands to the medal count control unit 171. In other words, communication between the medal count control unit 171 and the main control unit 161 is two-way communication. In addition, backup power for the main control board 16 is supplied from the medal count control board 17.

[0070] Furthermore, the medal count control unit 171 stores credits in a predetermined area of ​​the RAM 171c. Specifically, the credit number is stored in a credit counter. The medal count control unit 171 updates the credits stored in the predetermined area of ​​the RAM 171c in the credit addition process or credit subtraction process.

[0071] The set bet amount is stored in a predetermined area of ​​the RAM 161c. Specifically, the set bet amount is stored as a BET counter. When the value stored in the BET counter is "3", the game can be started. Hereinafter, the value stored in the BET counter may be simply referred to as "bet amount".

[0072] As explained above, medal-less slot machines that do not require medals are provided with a medal count control board 17. Functions related to the insertion and payout of medals in conventional slot machines are concentrated on the medal count control board 17. Furthermore, conventional slot machines that require medals must be equipped with devices related to the insertion and payout of medals, such as a medal selector or hopper, but medal-less slot machines do not require such devices.

[0073] Furthermore, by configuring a medal-less slot machine as in this embodiment, it is possible to share parts with conventional slot machines. Specifically, because the credit update function (function related to medal insertion and payout) is concentrated in the medal count control board 17, a conventional slot machine can be configured by replacing the medal count control board 17 of the medal-less slot machine. To configure a conventional slot machine, it is sufficient to provide the medal count control board 17 with functions related to medal insertion and payout, and then connect devices related to medal insertion and payout, such as a medal selector and hopper, to the medal count control board 17. This configuration ensures compatibility with conventional slot machines, and by sharing parts, it is possible to reduce costs in the design and manufacture of the slot machine.

[0074] When a detection signal is input from the start switch 7, the main control unit 161 drives the reel motors 32L, 32C, and 32R to rotate, and also draws for winning combinations.

[0075] The types of winning roles are determined according to the game status, but can be broadly divided into special roles that transition to a big bonus (BB) or regular bonus (RB), small roles that result in the payout of medals, and replay roles that allow you to start the next game without having to set a bet amount.

[0076] The main control unit 161 draws for a winning combination, drives the reels to spin, and then waits for the player to stop the reels. When any of the stop switches 8L, 8C, or 8R is operated, the main control unit 161 stops the rotation of the reel corresponding to that stop switch 8L, 8C, or 8R. The main control unit 161 stops the three symbols and executes a win determination process to determine whether or not a win has occurred. If a win is determined, the player is awarded a number of credits corresponding to the type of win. The main control unit 161 subtracts and displays the display on the credit indicator 11 in response to the subtraction of the number of credits, and adds and displays the display on the credit indicator 11 in response to the addition of the number of credits. A power-on switch 102 is connected to the power supply board 101, and a detection signal from the power-on switch 102 is input.

[0077] In this embodiment, the term "game" refers to the period from when the start switch 7 is operated until the reels 2L, 2C, and 2R stop. When playing a game, the number of bets is set before the start switch 7 is operated, and medals are paid out and the game state is changed after the reels 2L, 2C, and 2R stop, so these incidental processes are also included in the "game" in a broad sense.

[0078] In addition, in this embodiment, operation of the MAXBET switch 6 is also referred to as the MAXBET operation, operation of the start switch 7 as the start operation, operation of the stop switches 8L, 8C, and 8R as the stop operation, operation of the counting button 10 as the counting operation, operation of the lending button 321 as the lending operation, and operation of the card return button 322 as the return operation.

[0079] Furthermore, S-machine 2 is configured so that the medal payout rate changes according to a set value. Specifically, the medal payout rate is changed by using the winning probability according to the set value in a lottery that affects the player's advantage, such as an internal lottery. The set value has six levels, from 1 to 6, with 6 being the highest payout rate, and the payout rate decreasing as the value decreases in the order of 5, 4, 3, 2, and 1. In other words, when 6 is set as the set value, the player has the highest advantage, and the advantage gradually decreases as the value decreases in the order of 5, 4, 3, 2, and 1.

[0080] To change the setting value, it is necessary to turn on the power of the S-machine 2 after turning on the setting key switch 37. When the power is turned on with the setting key switch 37 in the ON state, the setting value read from the RAM 161c is displayed as the display value on the setting value display, and the system transitions to a setting change state in which the setting value can be changed by operating the reset / setting switch 38. In the setting change state, when the reset / setting switch 38 is operated, the display value shown on the setting value display is updated by 1 (when operated again from setting value 6, it returns to setting value 1). Then, when the start switch 7 is operated, the display value is confirmed as the setting value. Then, when the setting key switch 37 is turned off, the confirmed display value (setting value) is stored in the RAM 161c of the main control unit 161, and the system transitions to a state in which the game can proceed.

[0081] [state transition] 4 is a diagram for explaining the transition of the game state. As shown in FIG. 4, the states managed by the main control unit 161 include game states related to the payout rate.

[0082] The game status includes non-internal, internal, and BB. Internal is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In this embodiment, the S machine 2 allows players to play most games internally.

[0083] On the other hand, during the non-internal period, the player does not play, or even if they do, the time they play is extremely short. During the non-internal period, if a BB is won and the BB prize is missed, the game state shifts to the internal period from the next game. In other words, during the internal period, the BB prize is carried over.

[0084] In both non-internal and internal modes, a game in which the BB can be won (hereinafter also referred to as a "BB winable game") may be played. Specifically, in non-internal modes, if the BB symbol combination can be derived in response to the operation of the stop switches 8L, 8C, and 8R in a game in which the BB is won, the BB is won. In this case, the game state is controlled to BB from the next game. In other words, in non-internal modes, the game in which the BB is won is a BB winable game.

[0085] During the internal lottery, the BB win is carried over. Here, if the BB and small wins are simultaneously won, the reels are controlled to prioritize the small win symbol combination. Furthermore, if the small win symbol combination is a combination with no misses, in a game in which the BB and small wins are simultaneously won, the small win symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Similarly, if the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, in a game in which the BB and replay symbol combination are simultaneously won, the replay symbol combination will always win, regardless of the operation of the stop switches 8L, 8C, and 8R, and the BB symbol combination will not win. Therefore, during the internal lottery, only in games that result in a loss in the internal lottery (games in which no symbol combination wins), if the BB symbol combination can be derived by operating the stop switches 8L, 8C, and 8R, the BB symbol combination will win. In this case, the game state is controlled to BB from the next game. That is, during the internal game, the game that is a loss in the internal lottery becomes a game in which the BB prize can be won.

[0086] During the BB, the BB game is played for a predetermined number of games (for example, 60G), but since the payout rate during the BB is approximately 101%, the net increase in the number of coins hardly increases. Therefore, for the player, the BB is simply a state in which a predetermined number of games (for example, 60G) is consumed. When the BB ends, the game state transitions back to the non-internal state.

[0087] The internal states include normal zones and advantageous zones. Normal zones are states in which navigation is not executed, and are non-announcement states in which navigation information cannot be notified. Advantageous zones are states in which navigation can be executed, and are notification states in which navigation information can be notified. In this embodiment, among the advantageous zones, navigation is not executed in the normal advantageous zone, but navigation can be executed in both the AT state and the ending state. Note that navigation may also be executed in the normal advantageous zone, but in the AT state and the ending state, the probability of executing navigation to win the main role when the push order role is won is higher than in the normal advantageous zone. In this way, in the AT state in advantageous zones such as the AT state and the ending state, navigation is executed with a higher probability than in the advantageous zone or the normal advantageous zone.

[0088] In the normal zone, when the lottery for transitioning to the advantageous zone is won (winning the advantageous zone), the state is controlled to the advantageous zone. In this embodiment, since the winning of most of the roles that can be won during normal play is the condition for winning the advantageous zone, the duration of play during normal play is approximately 1G. The condition for winning the advantageous zone may also be met when any of the roles that can be won during normal play is won.

[0089] In the normal section, navigation is not performed in the game in which the push order role is won, so the net increase in the number of coins a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet number. The net increase in the number of coins per game is the number of medals paid out per game minus the number of medals used to set the bet number per game. In this embodiment, the normal payout rate is set to 40%. Thus, normally, the payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0090] The advantageous zone includes the normal advantageous zone, the AT state, and the ending state. In the normal advantageous zone, navigation is not executed in the game in which the push order role is won, so the net increase in the number of coins that a player can win per game will be 0 or negative, taking into account the number of medals used to set the bet amount. In this embodiment, the payout rate in the normal advantageous zone is set to 40%. Thus, in the normal advantageous zone, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).

[0091] In this embodiment, the player's advantage increases when a specific symbol (watermelon, strong cherry) is won. Specifically, in the AT state, when a strong cherry is won, the number of games in the AT state is added.

[0092] In the normal advantageous zone, processing such as lotteries related to control to the AT state is carried out. In the normal advantageous zone, the main control unit 161, for example, conducts a lottery to acquire points. The points updated by the lottery to acquire points are managed by the main control unit 161. The main control unit 161 has an internal point counter (not shown) for counting points. When the value of the point counter reaches a specified value, the main control unit 161 executes an AT lottery. Note that the main control unit 161 may execute an AT lottery based on the winning of a specific symbol (watermelon, strong cherry) without using points.

[0093] In the advantageous zone, the ending state is controlled when the total number of medals generated by winning during the advantageous zone, which is updated based on the progress of the game, reaches a predetermined ED transition number. The ED transition number is updated during the advantageous zone but not during the normal zone or BB. The ending state is a state in which control of the advantageous zone state is determined to continue until, for example, the total value of the net increase in the number of medals reaches the upper limit (e.g., 2,400 medals) or the number of games played during the advantageous zone reaches the upper limit (e.g., 1,500 games). The ED transition number is set when the zone transitions from the normal zone to the advantageous zone. The ED transition number may be determined by lottery or may be predetermined. The ED transition number is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the ED transition number. The main control unit 161 cumulatively counts the ED transition number and ends the advantageous zone in accordance with the counting process.

[0094] When a limiter condition is met in a favorable zone, the favorable zone is switched to a normal zone. Specifically, when the number of coins in the favorable zone (the net increase in the number of coins during the favorable zone) reaches 2,400, the favorable zone ends and the zone is switched to a normal zone. The number of coins in the favorable zone is counted by a favorable zone number counter stored in RAM 161c. In other words, when the number of coins in the favorable zone reaches the upper limit, it is said that the "limiter condition" is met. Alternatively, in the favorable zone, when the total number of games played (number of games in the favorable zone), which is updated based on the progress of the game, reaches a predetermined upper limit (for example, 1,500 games), the favorable zone ends and the zone is switched to a normal zone. The number of games in the favorable zone is counted by a net increase in the number of coins counter stored in RAM 161c.

[0095] When the game is switched from the advantageous zone to the normal zone, the total number of games played and the net increase in coins counted in the advantageous zone, as well as the points that can be earned during play, are also initialized. The number of games played in the advantageous zone and the net increase in coins during the advantageous zone are updated not only during the advantageous zone but also during BB, but are not updated during the normal zone.

[0096] If the setting is changed during the advantageous zone, the game will be controlled to the normal zone. At this time, the total number of games played and the net increase in coins counted during the advantageous zone, as well as the points that can be earned during play, are also reset. In this embodiment, the S machine 2 changes the medal payout rate according to the setting value. More specifically, the medal payout rate is changed by varying the probability of winning in a predetermined lottery, such as a point acquisition lottery, according to the setting value (for example, 1, 2, 4, 5, 6). Gaming store staff can change this setting value by changing the setting.

[0097] In this way, the conditions for transitioning from the advantageous zone to the normal zone include limiter conditions and optional termination conditions that are established based on the progress of the game, and a condition that a setting change is made.

[0098] In addition, in the S machine 2 of this embodiment, an upper limit on the number of games played in the normal advantageous zone is set. When the predetermined upper limit on the number of games played in the normal advantageous zone is reached, an AT right is granted to forcibly transition to the AT state regardless of the number of points reached. The upper limit on the number of games played in the normal advantageous zone is, for example, 1,280 games. This upper limit on the number of games played is referred to as the "ceiling." The main control unit 161 has a lottery counter in RAM 161c to determine whether the ceiling has been reached. That is, the main control unit 161 stores the number of games played in the normal advantageous zone in the lottery counter in RAM 161c. The main control unit 161 increments the value of the lottery counter each time a game is played in the normal advantageous zone. For example, if the upper limit on the number of games played in the normal advantageous zone is set to 700 games, the main control unit 161 grants an AT right when the value of the lottery counter reaches 700. The upper limit on the number of games played in the normal advantageous zone is not limited to 700 games and may be, for example, 1,280 games.

[0099] [Winning Role] 5 to 8 are diagrams for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given when winning. The name column in Fig. 5 to 8 shows the name of the winning combination, and the symbol combination column shows the symbol combination that will result in the winning combination. In addition, the award column shows the value (number of medals paid out, award of replay, etc.) that will be awarded when winning.

[0100] As shown in FIG. 5, Lip 1 to Lip 6 are provided as replay roles. As shown in FIG. 6, BB is provided as a special role. As shown in FIGS. 6 to 8, Plums 1 to 6, watermelon, and 1-coin roles 1 to 33 are provided as minor roles. Plums 1 to 6 are main roles that can be won when a push-order role is won, and when won, 9 medals are paid out, which is more than the number of medals used for the bet (3 medals). Plums 1 to 6 are collectively referred to as "Plum roles." 1-coin roles 1 to 33 are sub roles that can be won when a push-order role is won, and when won, 1 medal is paid out, which is less than the number of medals used for the bet (3 medals). 1-coin roles 1 to 33 are collectively referred to as "1-coin roles."

[0101] As shown in FIG. 7, among the symbol combinations that result in a win of 1 coin 22, when "Character-Character-Black 7" is derived on reels 2L, 2C, and 2R, three character symbols are arranged in a row on the reels. Specifically, when character symbols are derived on the bottom row of left reel 2L, the middle row of center reel 2C, and the top row of right reel 2R, the character symbols are arranged in a row, sloping upward to the right. The arrangement of character symbols in a row is also called "character alignment."

[0102] As shown in FIG. 8, among the symbol combinations that result in a win of 1 coin 23, when "Chara-Chara-Plum" or "Chara-Plum-Plum" is derived on reels 2L, 2C, and 2R, three 7 symbols are arranged in a row on the reels. Specifically, when 7 symbols are derived on the top row of the left reel 2L, the top row of the middle reel 2C, and the top row of the right reel 2R, three 7 symbols are arranged in a row on the top row. The arrangement of 7 symbols in a row is also called "7-match."

[0103] [Role to be selected] 9 is a diagram for explaining the combination of winning roles read out as the lottery target roles for each game state. The role number column in FIG. 9 shows the role number determined for each lottery target role, the flag category column shows the flag category assigned to each type of lottery target role, the lottery target role column shows its name, the game state column shows with a circle that the lottery target role is a lottery target for each game state, and the advantageous zone win column shows whether or not there is an advantageous zone win. Also, the winning role combination column in FIG. 9 shows the combination of winning roles included in each lottery target role.

[0104] As shown in FIG. 9, BB is provided as a special role that can be selected. The roles that can be selected for the replay role are normal lip, 7-match lip, 7-mismatch lip, character-match lip, and character-mismatch lip. The roles that can be selected for the minor role are common plum, 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, 321-choice roles A-D, watermelon, 7-match 1 or 2, character-match 1, weak cherry, strong cherry, and chance eye A or B. The minor roles within BB are BB medium small role and BB medium 1. Note that 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D are roles that can execute navigation when won, and are therefore types of push order roles. The 213-choice combinations A to D, 231-choice combinations A to D, 312-choice combinations A to D, and 321-choice combinations A to D are collectively called "push-order bells." Seven-match combinations of 1 and 2 are also collectively called "seven-match combinations."

[0105] During non-internal play, all roles except for the BB small / medium role and one BB in-game can be won, but during internal play, since the BB win has already been carried over, BB, BB small / medium role, and one BB in-game cannot be won.

[0106] A common flag category is assigned to each role in non-internal, internal, and BB. Also, while role numbers are determined for each role to be drawn, flag categories are assigned for each type of role to be drawn. For this reason, the number of flag categories is smaller than the number of role numbers. Also, the point acquisition lottery in the normal advantageous zone and the bonus lottery in the advantageous zone (hereinafter collectively referred to as "lotteries related to AT control") are both conducted based on flag categories. For this reason, the processing burden can be reduced compared to conducting lotteries related to the control of these AT states based on role numbers.

[0107] In this embodiment, a flag category is also assigned to misses and BBs, and BBs are assigned the same FC1 as other winning combinations such as regular replies. In addition, common plums are assigned the same FC4 as watermelons.

[0108] [Reel control of push order role] 10 is a diagram for explaining reel control when a push order role is won. As described above, in this embodiment, in a game in which a push order role is won in an advantageous zone, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) that is advantageous to the player by operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation.

[0109] For example, as shown in Fig. 10, in a game in which any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, and 8R are operated in the correct sequence, the main role of plum is won, while when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, the secondary role of 1 coin is won. Note that if the secondary role of 1 coin is not won when the stop switches 8L, 8C, and 8R are operated in the incorrect sequence, no win may occur.

[0110] While the "normal procedure" is not set as the "correct procedure," the "irregular procedure" can be set as the "correct procedure." That is, in a game in which a player wins any of the 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, and 321-choice roles A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, the player will not be able to win the main plum role. This may encourage a player to operate the stop switches 8L, 8C, and 8R in the irregular procedure. However, in this embodiment, operating the stop switches 8L, 8C, and 8R in the irregular procedure in a game in which navigation is not performed imposes a penalty that is disadvantageous to the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in a game in which navigation is not performed.

[0111] FIG. 11 is a diagram showing game start commands that the main control unit 161 transmits to the performance control unit 151 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 161 executes an internal lottery process and transmits a group of commands including predetermined information to the performance control unit 151 according to the result of the internal lottery process. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 11 will be simply referred to as "game start commands." The main control unit 161 transmits each command in the order of No. 1 to No. 13 as game start commands. Each command is assigned a serial number, which is the same as the number, as a "setting serial number." Each command stores various information managed by the main control unit 161.

[0112] For example, the command No. 2 "instruction number" stores information related to navigation. That is, the command No. 2 stores information that can identify the order in which to press the buttons in a game in which the start switch 7 is operated. Specifically, the command "instruction number" stores information that indicates the order in which to press the stop switches 8L, 8C, and 8R. When the performance control unit 151 receives the command No. 2 "instruction number," it executes a navigation performance on the LCD display 51 based on the operation procedure that can be identified from the command "instruction number." Furthermore, the performance control unit 151 outputs a sound from the speaker 53 to notify the player of the operation procedure that can be identified from the command "instruction number."

[0113] For example, the No. 3 command "small role type" stores information that can identify whether the winning combination obtained by the internal lottery is a small role, a replay role, or a special role. The No. 6 command "interval status" stores information that can identify which of the internal states shown in FIG. 4 the game in which the start switch 7 was operated is in. Specifically, the No. 6 command "interval status" stores information indicating whether the currently controlled state is a normal interval or an advantageous interval, and further, whether the advantageous interval is a normal advantageous interval, an AT state, or an ending state. Based on receiving the No. 6 command "interval status," the effect control unit 151 can identify which interval state the game in which the start switch 7 was operated is in. The No. 4 command "ball payout status" can also store information that can identify the game state of the game in which the start switch 7 was operated. The No. 9 command "ART precursor G number" stores the number of games in the AT continuous effect. The command No. 10 "Points" in the game start command stores the number of points acquired in the previous game. Also, the command No. 11 "Winning Number" stores information that can identify the winning combination number of the winning combination selected by the internal lottery.

[0114] Furthermore, when the main control unit 161 transmits a game start command, it stores information indicating that medals have been bet in the command No. 12 "insert medals." If information indicating that medals have been bet in the command No. 12 "insert medals" is stored, the performance control unit 151 can determine that the game start command has been received.

[0115] FIG. 12 shows game end commands that the main control unit 161 transmits to the performance control unit 151 at the third stop. The main control unit 161 transmits a group of commands No. 1 to No. 13 to the performance control unit 151 in the order of No. 1 to No. 13 not only when the start switch 7 is operated but also at the third stop of the stop switch. Hereinafter, the group of commands No. 1 to No. 13 shown in FIG. 12 will be simply referred to as "game end commands." Note that, among the commands transmitted at the third stop, No. 11 differs from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to a win. In other words, at the third stop, the main control unit 161 transmits information related to a win, not information related to a winning number.

[0116] The command No. 10 "Points" in the game end command stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Furthermore, when the main control unit 161 sends a game end command, it stores information indicating that the reels have stopped in the command No. 13 "Stop Reels." If the command No. 13 "Stop Reels" stores information indicating that the reels have stopped, the performance control unit 151 can determine that it has received a game end command. That is, the performance control unit 151 determines whether the received command group is a game start command or a game end command based on the command No. 12 "Insert Medal" and the command No. 13 "Stop Reels." When sending a game start command, the main control unit 161 does not need to send the command No. 13 "Stop Reels." When sending a game end command, the main control unit 161 does not need to send the command No. 12 "Insert Medal."

[0117] [Transmission and reception between the main control board and the medal count control board] The following describes the manner of transmission and reception between the main control board 16 and the medal count control board 17. In this embodiment, communication is performed by commands between the main control board 16 and the medal count control board 17. The main control board 16 transmits a predetermined command to the medal count control board 17 every time an event occurs. Events include when the start switch 7 is pressed, when the 1BET switch 20 or the MAXBET switch 6 is pressed, when all reels have stopped, etc.

[0118] When the predetermined command transmitted from the main control board 16 is a command requiring a predetermined response, the medal count control board 17 transmits a response command to the main control board 16. For example, when the power is turned on while S machine 2 is installed and electrically connected in an amusement facility, the main control board 16 transmits a gaming machine installation information command including the main chip ID (main control chip ID) to the medal count control board 17. Even when the power is turned on thereafter, the main control board 16 transmits gaming machine installation information including the main chip ID (main control chip ID) to the medal count control board 17. In other words, when S machine 2 is powered on, the main control board 16 transmits a gaming machine installation information command capable of identifying the main chip ID, which is unique information possessed by the main control board 16, to the medal count control board 17.

[0119] Both the main control board 16 and the medal count control board 17 assign a "serial number" to the command before sending it. In addition, both the main control board 16 and the medal count control board 17 store the received "serial number." By assigning a "serial number" to the command, the S-machine 2 prevents a person who attempts to fraudulently obtain medals (hereinafter referred to as an "illegal person") from operating the S-machine 2 fraudulently. An "illegal operation" refers, for example, to an operation in which the commands sent and received between the main control board 16 and the medal count control board 17 are altered, or an operation in which an unauthorized person controls the main control board 16 or the medal count control board 17. An unauthorized person performs fraudulent operation, for example, by connecting a device that performs fraudulent operation (hereinafter referred to as an "illegal device") to the main control board 16 or the medal count control board 17.

[0120] The initial value and the additional value of the "serial number" are determined by the medal count control board 17 and the main control board 16, respectively. The medal count control board 17 determines the initial value and the additional value of the "serial number" based on the gaming machine installation information command received from the main control board 16. The main chip ID included in the gaming machine installation information command includes a 4-byte chip-specific number register. Each byte included in the main chip ID stores a hexadecimal value specific to the chip. The medal count control board 17 calculates the total value by adding the hexadecimal values ​​stored in each byte included in the main chip ID. The medal count control board 17 converts the value indicated by the lowest 2 bytes of the calculated total value into a decimal number and determines the value as the initial value for the "serial number".

[0121] For example, if the total value is "189h" (the "h" indicates that "189" is a hexadecimal number), the initial value for the serial number will be the decimal representation of "89h". In other words, the initial value for the "serial number" will be "137".

[0122] Furthermore, the medal count control board 17 divides the initial value by a predetermined number. If the predetermined number is, for example, "5," the remainder calculated as a result of the division will be one of four types: "0," "1," "2," "3," and "4." The medal count control board 17 predetermines and stores additional values ​​corresponding to the four types of remainder. For example, the medal count control board 17 stores "7" corresponding to "0," "11" corresponding to "1," "13" corresponding to "2," "19" corresponding to "3," and "23" corresponding to "4." After dividing the initial value by the predetermined number, the medal count control board 17 sets the value stored corresponding to the remainder of the division result as the additional value.

[0123] For example, when the initial value "137" is divided by 5, the remainder is "2." As described above, the medal count control board 17 stores "13" in correspondence with the remainder "2" of the division. Therefore, the medal count control board 17 determines the additional value for the serial number as "13." In this way, the medal count control board 17 generates an initial value and additional value for the serial number to determine whether the command sent from the main control board 16 is normal or not, based on the main chip ID identified from the gaming machine installation information command. The main control board 16 also performs a similar calculation to generate the initial value and additional value. As a result, the same initial value and additional value are stored in both the main control board 16 and the medal count control board 17.

[0124] As described above, in this embodiment, when an event occurs, the main control board 16 transmits a predetermined command to the medal count control board 17. The main control board 16 assigns a serial number to the predetermined command. For example, an example will be described in which a gaming machine installation information command is transmitted to the medal count control board 17, and after both the main control board 16 and the medal count control board 17 have determined the initial value and the additional value for the serial number, a predetermined event A occurs.

[0125] When a predetermined event A occurs, the main control board 16 transmits a command A to the medal count control board 17. At this time, the main control board 16 assigns an initial value of a serial number to the command A that is transmitted for the first time after transmitting the gaming machine installation command. In other words, the main control board 16 assigns the serial number "137" to the command A and transmits it.

[0126] The medal count control board 17 stores "137" as the initial value, and since the serial number assigned to the first command A received after receiving the gaming machine installation command is "137", it determines that communication is normal.

[0127] Subsequently, when a new event B occurs, the main control board 16 transmits command B to the medal count control board 17. At this time, the main control board 16 transmits command B with a value obtained by adding an additional value to the value of the previously transmitted serial number. In other words, the main control board 16 transmits command B with the value "150", which is obtained by adding the additional value "13" to the previously transmitted "137". Before receiving command B, the medal count control board 17 calculates in advance that the serial number to be assigned to the next command to be transmitted will be "150". The medal count control board 17 determines that communication with the main control board 16 is normal because the serial number assigned to the received command B is "150", which matches the serial number calculated in advance.

[0128] That is, each time the main control board 16 sends a command, it assigns a serial number that is the result of adding an additional value to the value of the serial number sent previously. The medal count control board 17 also stores the initial value and the additional value, so it can calculate in advance the value of the serial number to be assigned to the next command it receives, and can determine whether the serial number is normal each time it receives a command. If the serial number assigned to the received command does not match the calculated serial number value, the medal count control board 17 determines that a communication abnormality has occurred between the main control board 16 and the medal count control board 17.

[0129] If the value obtained by adding the additional value to the value of the previously transmitted serial number exceeds 255, the main control board 16 transmits the serial number minus 255. When the main control board 16 receives a response command from the medal count control board 17 indicating that an error has occurred, it does not add the additional value to the serial number of the command to be transmitted after the response command, but instead assigns the same serial number again and transmits it.

[0130] [Command sent from the main control board to the medal count control board] FIG. 13 is a diagram showing the types of commands that the main control board 16 transmits to the medal count control board 17. In this embodiment, as shown in the command name column in FIG. 13, the main control board 16 transmits to the medal count control board 17 a gaming machine installation information command, a role information command, an advantageous zone information command, a throw-in command, a settlement command, an end command, a start command, a payout pulse command, a jackpot command, a gaming machine fraud 1 command, a gaming machine fraud 2 command, a gaming machine fraud 3 command, a main control status command, a main control board error command, and a gaming machine performance information (spare) command. The number column also shows the command number preset for each command. Furthermore, the message length column shows the message length, i.e., the byte length, of each command.

[0131] The two-way column indicates whether or not the medal count control board 17 needs to send a response command after the main control board 16 sends a command. For example, when the medal count control board 17 receives a start command from the main control board 16, it does not send a response command in response to the start command. In other words, the main control board 16 controls the reel drums and the like without waiting to receive a response command from the medal count control board 17.

[0132] On the other hand, when the medal count control board 17 receives an insertion command, a settlement command, or an end command from the main control board 16, it transmits a response command to the main control board 16 in response to receiving these commands. The insertion command, the settlement command, and the end command are commands that directly affect the number of credits managed by the medal count control board 17. Therefore, after transmitting the insertion command, the settlement command, or the end command, the main control board 16 performs the next control on the condition that it has received a response command from the medal count control board 17. Below, we will explain the commands transmitted from the main control board 16 to the medal count control board 17 using Figures 14 to 35.

[0133] FIG. 14 is a diagram illustrating the gaming machine installation information command. As shown in FIG. 14, the gaming machine installation information command is a 22-byte command. The first byte stores the message length of the gaming machine installation information command. The second byte stores the serial number. The gaming machine installation information command is sent after power is turned on and before the medal count control board 17 determines the initial value and additional value of the serial number, so the serial number is fixed to the value "0." The third to sixth bytes store values ​​indicating the command number, gaming machine characteristics, gaming machine type, and identification code, respectively. The seventh to tenth bytes store the values ​​of the first to fourth bytes of the unique number register of the main chip ID. The medal count control board 17 determines the initial value and additional value of the serial number using the values ​​of the main chip ID in the seventh to tenth bytes.

[0134] The 11th to 13th bytes store the manufacturer code. The 14th to 21st bytes store the product code. The 22nd byte stores a checksum to determine whether or not there was an error in the information sent in the 1st to 21st bytes.

[0135] FIG. 15 is a diagram showing details of gaming machine characteristics. Below, we will explain the details of the gaming machine characteristics indicated in the fourth byte of the gaming installation information command. The gaming machine characteristics are one byte of data from bit 0 to bit 7. Bit 0 indicates whether S machine 2 is equipped with an RB (regular bonus). If S machine 2 is equipped with an RB, bit 0 will be "1", and if S machine 2 is not equipped with an RB, bit 0 will be "0".

[0136] The first bit indicates whether S machine 2 is equipped with BB (Big Bonus). If S machine 2 is equipped with BB, the first bit will be "1", and if S machine 2 is not equipped with BB, the first bit will be "0". The second bit indicates whether S machine 2 is equipped with CT (Challenge Time). If S machine 2 is equipped with CT, the second bit will be "1", and if S machine 2 is not equipped with CT, the second bit will be "0". The third bit indicates whether S machine 2 is equipped with CB (Challenge Bonus). If S machine 2 is equipped with CB, the third bit will be "1", and if S machine 2 is not equipped with CB, the third bit will be "0".

[0137] The fourth bit indicates whether S machine 2 is equipped with SB (single bonus). If S machine 2 is equipped with SB, the fourth bit will be "1", and if S machine 2 is not equipped with SB, the fourth bit will be "0". The fifth bit indicates whether S machine 2 is equipped with an instruction function. If S machine 2 is equipped with an instruction function, the fifth bit will be "1", and if S machine 2 is not equipped with an instruction function, the fifth bit will be "0". The sixth bit indicates the instruction type of S machine 2. If the instruction type of S machine 2 is 7P type, the sixth bit will be "1", and if the instruction type of S machine 2 is 7U type, the sixth bit will be "0". The seventh bit is not used and "0" is stored.

[0138] 16 is a diagram showing the configuration of a bonus information command. The bonus information command is a command for the medal count control board 17 to update the gaming machine performance information and bonus ratio monitor information. The bonus information command is sent to the medal count control board 17 after the end command is sent.

[0139] The reel information command consists of 5 bytes of data. The first byte stores the message length of the reel information command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the reel information command is "1".

[0140] The fourth byte stores the bonus operation information. The bonus operation information stores information indicating whether or not a bonus is currently being won. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes.

[0141] FIG. 17 is a diagram showing details of the reel operation information. The reel operation information is data stored in the fourth byte of the reel information command. The reel operation information is composed of one byte of data from the zeroth to seventh bits. The zeroth bit stores "Type 1" information indicating whether the RB is in operation. The first bit stores "Type 1 consecutive" information indicating whether the BB is in operation. The second bit stores "Type 2" information indicating whether the CT is in operation. The third bit stores "Type 2 consecutive" information indicating whether the CB is in operation. The fifth bit stores "Normal reel" information indicating whether the SB is in operation. The fourth, sixth, and seventh bits are not used and store "0".

[0142] 18 is a diagram showing the configuration of the advantageous zone information command. The advantageous zone information command is a command that the medal count control board 17 uses to update the gaming machine performance information and role ratio monitor information. The advantageous zone information command is sent after the end command is sent.

[0143] The advantageous zone information command consists of 5 bytes of data. The first byte stores the message length of the reel information command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the advantageous zone information command is "2".

[0144] The fourth byte stores advantageous zone information. The advantageous zone information is transmitted as data regarding replay and instruction information in the advantageous zone. The fifth byte stores a checksum to determine whether there was an error in the information transmitted in the first through fourth bytes.

[0145] 19 is a diagram showing details of advantageous zone information. The advantageous zone information is data stored in the fourth byte of the advantageous zone information command, and is data indicating information about the game played before the advantageous zone information command was sent.

[0146] The advantageous zone information consists of one byte of data from bit 0 to bit 7. Bit 0 stores information indicating whether or not the game played before the advantageous zone information command was sent was in an advantageous zone. If it was in an advantageous zone, "1" is stored in bit 0. Bit 1 stores information indicating whether or not instruction information was present in the game played before the advantageous zone information command was sent. If instruction information was present, "1" is stored in bit 1. Bit 4 stores information indicating whether or not a replay symbol combination was displayed in the game played before the advantageous zone information command was sent. If a replay symbol combination was displayed, "1" is stored in bit 4. Bits 2, 3, 5, 6, and 7 are not used and "0" is stored in them.

[0147] FIG. 20 is a diagram showing the configuration of a deposit command. The deposit command is transmitted from the main control board 16 to the medal count control board 17 when the 1BET switch 20 is pressed or the MAXBET switch 6 is pressed. That is, the main control board 16 transmits the deposit command to the medal count control board 17 when it receives a bet number setting operation for setting the bet number for starting one game. Also, referring to FIG. 13, since the deposit command is a bidirectional command, the medal count control board 17 transmits a response command in response to the deposit command to the main control board 16 when it receives the deposit command. The deposit command is composed of 5 bytes of data. The first byte stores the message length of the deposit command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the deposit command is "3."

[0148] The fourth byte stores the number of inserted medals. When the 1BET switch 20 is pressed with the bet number at 0, 1, or 2, the number of inserted medals is 1. When the MAXBET switch 6 is pressed with the bet number at 0, the number of inserted medals is 3; when the MAXBET switch 6 is pressed with the bet number at 1, the number of inserted medals is 2; when the MAXBET switch 6 is pressed with the bet number at 2, the number of inserted medals is 1. When the 1BET switch 20 or the MAXBET switch 6 is pressed and an insertion command is sent during the replay operation state, no data is stored in the number of inserted medals. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first through fourth bytes. The "replay operation state" refers to the state after a replay win has been achieved.

[0149] FIG. 21 is a diagram showing the configuration of a settlement command. The settlement command is transmitted from the main control board 16 to the medal count control board 17 when the bet number clear switch 21 is pressed. That is, the main control board 16 transmits the settlement command to the medal count control board 17 when it receives a settlement operation to cancel the bet number for starting one game. Also, referring to FIG. 13, since the settlement command is a bidirectional command, when the medal count control board 17 receives the settlement command, it transmits a response command in response to the settlement command to the main control board 16. The settlement command is composed of 5 bytes of data. The first byte stores the message length of the settlement command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the settlement command is "4".

[0150] The fourth byte stores the number of settled medals. If the bet number clear switch 21 is pressed when the number of bets is one, the number of settled medals will be one, if the bet number clear switch 21 is pressed when the number of bets is two, the number of settled medals will be two, and if the bet number clear switch 21 is pressed when the number of bets is three, the number of settled medals will be three. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.

[0151] FIG. 22 shows the structure of a start command. The start command is transmitted from the main control board 16 to the medal count control board 17 when the start switch 7 is pressed. That is, the main control board 16 transmits the start command to the medal count control board 17 when starting a game. The start command is transmitted even when the start switch 7 is pressed during replay operation. The start command is a command that does not directly affect the number of credits managed by the medal count control board 17. Therefore, upon receiving the start command, the medal count control board 17 does not transmit a response command to the main control board 16 in response to the start command, but instead performs control in accordance with the start command. Examples of control in accordance with the start command include a process for controlling the game to wait for completion and a preparation process for receiving an end command. After transmitting the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control may include, for example, control for driving the reels.

[0152] The start command consists of 5 bytes of data. The first byte stores the message length of the start command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the start command is "6".

[0153] The fourth byte stores the number of input pulses (1 to 3) to be sent to the hall computer. Even in the replay operation state, the specified number of input pulses is sent. The fifth byte stores a checksum to determine whether there was an error in the information sent in the first through fourth bytes.

[0154] FIG. 23 shows the configuration of the end command. The end command is transmitted from the main control board 16 to the medal count control board 17 when all reels have stopped, i.e., when the third stop occurs. In other words, the main control board 16 transmits the end command to the medal count control board 17 when a game ends. The end command includes the number of medals to be paid out, which is determined according to the combination of symbols derived. When medals are paid out to a player, the number of credits increases. Therefore, the end command is a command that directly affects the number of credits managed by the medal count control board 17. Therefore, when the medal count control board 17 receives the end command, it transmits a response command to the main control board 16. After transmitting the end command, the main control board 16 performs the next control on the condition that it has received the response command. The next control corresponds to, for example, updating the data displayed on the game assist display device 12.

[0155] In other words, when the medal count control board 17 receives the end command, it transmits a response command in response to the end command to the main control board 16 and performs control in accordance with the end command. The control in accordance with the end command is, for example, control to add the number of medals paid out to the number of credits.

[0156] The termination command consists of 5 bytes of data. The first byte stores the message length of the termination command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the termination command is "5".

[0157] The fourth byte stores the number of medals to be paid out. The maximum number of medals to be paid out is 15. If a replay symbol combination is derived, or if there are no medals to be paid out, "0" is stored in the fourth byte. In other words, the end command is a command that can specify the game value to be awarded to a player according to the result of a game when the game ends. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.

[0158] FIG. 24 shows the configuration of a payout pulse command. The payout pulse command is transmitted from the main control board 16 to the medal count control board 17 when all reels have stopped, i.e., when the third stop occurs. The payout pulse command is a pulse signal for transmitting the number of medals awarded to a player in response to a winning combination to a hall computer (not shown) connected to the medal count control board 17. After receiving the payout pulse command, the medal count control board 17 transmits a payout pulse signal to the hall computer (not shown). This allows the hall computer to store the number of medals paid out at S machine 2. The payout pulse command is transmitted to the medal count control board 17 even when the machine is in the replay operation state. After transmitting the payout pulse command, the main control board 16 performs the next control operation without waiting for a response from the medal count control board 17.

[0159] The dispensing pulse command consists of 5 bytes of data. The first byte stores the message length of the dispensing pulse command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the dispensing pulse command is "7".

[0160] The fourth byte stores the number of payout pulses to be sent to the hall computer. The maximum number of payout pulses is 15. If a replay symbol combination is derived, or if there are no payout medals, the fourth byte stores "0." The fifth byte stores a checksum to determine whether there was an error in the information sent in the first through fourth bytes.

[0161] Figure 25 is a diagram showing the configuration of a jackpot command. The jackpot command is sent from the main control board 16 to the medal count control board 17 at the start and end of a jackpot. The jackpot command is also sent from the main control board 16 to the medal count control board 17 when the machine is in a hot start state when the power is turned on. This allows the S machine 2 to restore the hall computer signal without having to back it up.

[0162] The jackpot command consists of 5 bytes of data. The first byte stores the message length of the jackpot command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the jackpot command is "8".

[0163] The fourth byte stores the hall computer signal. The hall computer signal is a signal used to notify the hall computer of the jackpot information for machine S2. The type of jackpot, such as RB, BB, or AT, is stored. The fifth byte stores a checksum to determine whether there was an error in the information sent in bytes 1 through 4.

[0164] Figure 26 is a diagram showing details of the hall computer signal. The hall computer signal is data stored in the fourth byte of the jackpot command. The hall computer signal consists of one byte of data from bit 0 to bit 7. Bit 0 stores information indicating that the jackpot type is RB. Bit 1 stores information indicating that the jackpot type is BB. Bit 2 stores information indicating that the jackpot type is AT. Bits 3 to 7 are not used and store "0".

[0165] 27 is a diagram showing the configuration of the gaming machine tampering command 1. The gaming machine tampering command 1 is sent from the main control board 16 to the medal count control board 17 at the start and end of setting change and setting confirmation.

[0166] The gaming machine fraud 1 command consists of 5 bytes of data. The first byte stores the message length of the gaming machine fraud 1 command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the gaming machine fraud 1 command is "9".

[0167] The fourth byte contains the setting information. This setting information is information used when changing or confirming settings, and indicates whether or not any fraud was detected during that process. The fifth byte contains a checksum used to determine whether or not an error occurred in the information sent in the first through fourth bytes.

[0168] FIG. 28 is a diagram showing details of the setting information. The setting information is data stored in the fourth byte of the gaming machine fraud 1 command. The setting information is composed of one byte of data from the 0th to 7th bits. The 0th bit stores data indicating whether or not a setting change is in progress. The 1st bit stores data indicating whether or not a setting check is in progress. The 2nd to 4th bits store data indicating whether or not a manufacturer-defined fraud has been detected. The 6th and 7th bits are not used and store "0".

[0169] FIG. 29 is a diagram showing the structure of the gaming machine fraud 2 command. The gaming machine fraud 2 command is an unused command in S machine 2. In S machine 2, the door open detection switch 25 is connected to the medal count control board 17. Therefore, the main control board 16 does not need to send door information to the medal count control board 17. Therefore, "0" is stored in the fourth byte.

[0170] 30 is a diagram showing details of the door information. Since the medal count control board 17 detects whether the door is open or closed, all bits included in the door information are not used and "0" is stored.

[0171] 31 is a diagram showing the configuration of the gaming machine fraud 3 command. The gaming machine fraud 3 command is an unused command in the S machine 2. The gaming machine fraud 3 command is an expansion command, and will be used when it becomes necessary to send a new command from the main control board 16 to the medal count control board 17 in the future.

[0172] 32 is a diagram showing the configuration of a main control status command. A main control status command is a command that indicates the status of the main control board 16. The main control status command is sent from the main control board 16 to the medal count control board 17 at a predetermined timing. By receiving the main control status command, the medal count control board 17 can obtain the status of the main control board 16 or the S-machine 2.

[0173] The main control status command consists of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the main control status command is "12". The fourth byte stores the gaming machine status signal. The fifth byte stores a checksum to determine whether there was an error in the information sent in the first to fourth bytes.

[0174] 33 is a diagram showing the configuration of the main control board error command. The main control board error command is a command that indicates the type of error that has occurred on the main control board 16. The main control board error command is sent from the main control board 16 to the medal count control board 17 when an error occurs on the main control board 16 and when the error that has occurred is resolved.

[0175] The main control board error command consists of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the main control board error command is "13". The fourth byte stores the error number. The error number is a number indicating the type of error that has occurred on the main control board 16. The fifth byte stores a checksum to determine whether or not there was an error in the information sent in the first to fourth bytes.

[0176] Figure 34 is a diagram showing a list of main control board errors. The error numbers shown in Figure 34 are error numbers stored in the fourth byte of the main control board error command. E6 is an error number indicating a reel rotation error. The main control board 16 determines that a reel rotation error has occurred if it is unable to detect input from the origin sensor three times in a row. When a reel rotation error occurs, the main control board 16 sends the fourth byte of the main control board error command with the value "E6". The main control board 16 determines that the error has been resolved when an error release switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends a main control board error command.

[0177] E7 is an error number indicating a medal count overflow error. The main control board 16 determines that a medal count overflow error has occurred when the medal count exceeds 16,383. When a medal count overflow error occurs, the main control board 16 sends the fourth byte of the main control board error command as "E7." The main control board 16 determines that the error has been resolved when an error release switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0178] E8 is an error number indicating a backup error. When the main control board 16 inspects the RAM after power is turned on and finds that the value does not match the RAM value backed up before the power was cut off, it determines that a backup error has occurred. When a backup error occurs, the main control board 16 sends the fourth byte of the main control board error command as "E8". The main control board 16 determines that the error has been resolved when the power to S unit 2 is turned off and the settings are changed again. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0179] E9 is an error number indicating a communication abnormality error. If the main control board 16 does not receive a response command before 40 ms has elapsed since sending a command requiring a response command to the medal count control board 17, it determines that a communication abnormality error has occurred. When a communication abnormality error occurs, the main control board 16 sends the fourth byte value of the main control board error command as "E9". When the error release switch (not shown) is pressed, the main control board 16 determines that the error has been resolved. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0180] 35 is a diagram showing the configuration of the gaming machine performance information (preliminary) command. The gaming machine performance information is information for the purpose of aggregating performance information. The gaming machine performance information outputs the results calculated based on the game.

[0181] The gaming machine performance information (preliminary) command consists of 28 bytes of data. The first byte stores the message length of the gaming machine performance information (preliminary) command. The second byte stores a serial number. The third byte stores a value indicating the command number. As shown in FIG. 13, the command number of the gaming machine performance information (preliminary) command is "14". Gaming machine performance information may be stored in bytes 4 to 27. In this embodiment, "0" is stored in this preliminary area. The 28th byte stores a checksum for determining whether or not an error has occurred in the information transmitted in bytes 1 to 27.

[0182] 36 is a diagram showing a list of commands sent from the medal count control board 17 to the main control board 16. The medal count control board 17 transmits two types of commands to the main control board 16.

[0183] The response command is a command for responding to a command received from the main control board 16. For example, when the medal count control board 17 receives an end command, it sends a response command because the end command affects the number of credits. In other words, the response command is a bidirectional command that responds in response to receiving it. A command number between 3 and 5 can be set for the response command. The message length of the response command is 4 bytes.

[0184] The frame side information command is a command that transmits system information including connection information between the medal count control board 17 and CU3. The medal count control board 17 transmits the frame side information command to the main control board 16 every 0.3 seconds. The specified period for transmitting the frame side information command may be other periods other than 0.3 seconds. The main control board 16 does not respond even when it receives a frame side information command. Therefore, the frame side information command is a command that is continuously transmitted unidirectionally from the medal count control board 17 to the main control board 16, and does not have bidirectionality. The command number of the frame side information command is "81h", and the message length is 4 bytes.

[0185] Figure 37 is a diagram showing the structure of a response command. A response command consists of 4 bytes of data. The first byte stores the message length of the response command. The second byte stores a value indicating the command number. The command number in the response command stores the command number of the received command to which the response is made. When sending a response command in response to an input command, the medal count control board 17 stores "3" as the command number. When sending a response command in response to a settlement command, the medal count control board 17 stores "4" as the command number. When sending a response command in response to an end command, the medal count control board 17 stores "5" as the command number.

[0186] The third byte stores information indicating the reception result of the response command. The third byte contains a data area of ​​1 to 4 bits. If the 0th bit in the data area of ​​the third byte is "1", the response command indicates "reception OK". "Reception OK" indicates that the received command received by the medal count control board 17 is normal. Below, a response command in which the 0th bit in the data area of ​​the third byte is "1" may be referred to as a "response command indicating reception OK". In other words, the response command is a command that notifies the main control board 16 that the received command has been received normally. The received command is a command sent from the main control board 16 that is the target of the response command. If the 1st bit in the data area of ​​the third byte is "1", the response command indicates "serial number mismatch". "Serial number mismatch" indicates that the received command received by the medal count control board 17 is abnormal. Below, a response command in which the 1st bit in the data area of ​​the third byte is "1" may be referred to as a "response command indicating serial number mismatch". In other words, the response command indicates that the serial number of the received command that was the subject of the response did not match the serial number calculated by the medal count control board 17.

[0187] If the second bit in the data area of ​​the third byte is "1", the response command indicates that there is an "insufficient number of gaming medals". When the medal count control board 17 receives an insertion command as a received command and is requested to subtract credits, but the number of credits is insufficient, a response command with "1" stored in the second bit is transmitted.

[0188] If the third bit in the data area of ​​the third byte is "1", the response command indicates "game medal count overflow". When the medal count control board 17 receives a settlement command as a received command and the number of credits (game medal count) is at the upper limit, a response command with "1" stored in the third bit is sent. The fourth byte stores a checksum to determine whether or not an error has occurred in the information sent in the first to third bytes.

[0189] 38 is a diagram showing the configuration of a frame-side information command. As described above, the frame-side information command is transmitted from the medal count control board 17 to the main control board 16 every 0.3 seconds.

[0190] The frame side information command consists of 4 bytes of data. The first byte stores the message length of the frame side information command. The second byte stores the command number. The command number for the frame side information command is "81h". The third byte stores information indicating the system status of the medal count control board 17. The system status of the medal count control board 17 includes information on whether the count button has been pressed or not, and whether CU3 and the medal count control board 17 are connected normally or not. The fourth byte stores a checksum to determine whether there was an error in the information sent in the first to third bytes.

[0191] [About communication between the main control board and the medal count control board] Figure 39 is a diagram showing an example of communication between the main control board 16 and the medal count control board 17. Serial communication is used for communication between the main control board 16 and the medal count control board 17. As shown in Figure 39, the main control board 16 sends an input command when a bet number setting operation is performed. The bet number setting operation includes pressing the 1BET switch 20 or the MAXBET switch 6.

[0192] When the medal count control board 17 receives a command from the main control board 16, it measures the elapsed time using a counter. If reception of the command is not completed within 10 ms from the time the command is received from the main control board 16, the medal count control board 17 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of Figure 39, the medal count control board 17 has completed receiving the insertion command before 10 ms has elapsed since receiving it, so a timeout error does not occur.

[0193] The medal count control board 17 transmits a response command in response to receiving the insertion command. When the main control board 16 receives a command from the medal count control board 17, it measures the elapsed time using a counter. If reception of the command is not completed before 2.24 ms has elapsed since the command was received from the medal count control board 17, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example of Figure 39, reception of the response command is completed before 2.24 ms has elapsed since the main control board 16 received it, so a timeout error does not occur.

[0194] In addition, when the main control board 16 transmits a command that requires a response command from the medal count control board 17, such as an insertion command, it uses a counter to measure the elapsed time from the time the bet number setting operation that triggered the transmission of the insertion command was performed.

[0195] If reception of the response command from the medal count control board 17 is not completed within 40 ms from the occurrence of an event such as a bet number setting operation, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal number control board 17. In the example of Figure 39, reception of the response command is completed before 40 ms has elapsed since the bet number setting operation was performed, so a timeout error does not occur.

[0196] After receiving the response command to the input command, the main control board 16 starts control corresponding to the bet amount setting operation. That is, the main control board 16 subtracts the number of credits displayed on the credit display 11.

[0197] Next, the player presses the start switch 7 of machine S 2. Based on the start switch 7 being pressed, the main control board 16 transmits a start command to the medal count control board 17. As described above, the start command is a command that does not require a response command from the medal count control board 17. Therefore, the medal count control board 17 does not transmit a response command.

[0198] Finally, when the player performs the third stop operation, all the reels stop. Based on the fact that all the reels have stopped, the main control board 16 sends an end command to the medal count control board 17. In this example, even though the end command requires a response command, the medal count control board 17 does not send the response command. Therefore, the main control board 16 does not receive a response command until 40 ms has elapsed since all the reels stopped, and determines that a timeout error has occurred.

[0199] Figure 40 is a diagram for explaining the communication of the frame-side information command. As shown in Figure 40, the medal count control board 17 transmits a frame-side information command to the main control board 16 every 300 ms. If a period of more than 2.24 ms has passed from the start of reception of the frame-side information command until the reception is completed, the main control board 16 determines that a timeout error has occurred.

[0200] Fig. 41 is a flowchart showing the processing when the main control board 16 receives a command. As shown in Fig. 36, the medal count control board 17 transmits two types of commands to the main control board 16: a response command or a frame side information command.

[0201] Referring to FIG. 41, the main control board 16 receives a command from the medal count control board 17 (step S10). The main control board 16 determines whether the received command is a frame side information command (step S11). If the received command is a frame side information command (YES in step S11), the main control board 16 checks whether error information is included in the frame side information command (step S12). The error information is information indicating whether the CU3 is normally connected to the S-stand 2. If the frame side information command includes error information (YES in step S12), the main control board 16 transmits the error information to the performance control board 15 and terminates the processing. This enables the performance control board 15 to display on the LCD display 51 that an error has occurred, indicating that the CU3 is not connected to the S-stand 2. If the frame side information command does not include error information (NO in step S12), the processing terminates.

[0202] If the received command is not a frame-side information command (NO in step S11), that is, if the received command is a response command, the main control board 16 executes processing according to the response command and ends the processing.

[0203] FIG. 42 is a diagram showing the flow of communication between the main control board 16 and the medal count control board 17 after the power is turned on. When the power-on switch 102 is pressed and power is turned on to the main control board 16, the main control board 16 transmits a gaming machine installation information command. Thereafter, when a bet number setting operation is performed, the main control board 16 transmits a throw-in command. Since the throw-in command requires a response command, the medal count control board 17 transmits a response command to the main control board 16 based on receiving the throw-in command. For example, if there are sufficient medals in the game, the medal count control board 17 sets bit 0 of the third byte of the response command to "1" (received OK); if the serial numbers do not match, the medal count control board 17 sets bit 1 of the third byte of the response command to "1" (serial number mismatch); and if there are insufficient medals, the medal count control board 17 sets bit 2 of the third byte of the response command to "1" (insufficient medal count).

[0204] Next, the main control board 16 transmits a settlement command to the medal count control board 17 based on the fact that a settlement operation has been performed. The settlement operation is an operation indicating that the bet number clear switch 21 has been pressed. This executes a process of resetting the bet number to the number of credits. Since the settlement command is a command that requires a response command, the medal count control board 17 transmits a response command to the main control board 16 based on receiving the settlement command. For example, if there is a surplus of gaming medals, the medal count control board 17 sets the 0th bit in the 3rd byte of the response command to "1" (received OK), if the serial numbers do not match, the 1st bit in the 3rd byte of the response command to "1" (serial number mismatch), and if the number of gaming medals overflows, the 3rd bit in the 3rd byte of the response command to "1" (game medal number overflow).

[0205] In Figure 42, the bet number setting operation is performed again, and communication based on the bet number setting operation is performed. Subsequently, when the start switch 7 is pressed, the main control board 16 sends a start command to the medal count control board 17. After sending the start command, the main control board 16 performs control to progress the game, such as control to drive the reels, without waiting for a response from the medal count control board 17. When the medal count control board 17 receives the start command from the main control board 16, it controls the game to wait for the end as control in response to the start command. Since the start command is a command that does not require a response command, the medal count control board 17 does not send a response command.

[0206] Based on the fact that all reels have stopped, the main control board 16 sends an end command to the medal count control board 17. Based on receiving the end command, the medal count control board 17 sends a response command to the main control board 16. For example, if the end command is normal, the medal count control board 17 sets bit 0 of the third byte of the response command to "1" (received OK), and if the serial numbers do not match, sets bit 1 of the third byte of the response command to "1" (serial number mismatch). Next, the main control board 16 sends the role information command, advantageous zone command, and payout pulse command to the medal count control board 17 in that order.

[0207] In this way, when starting a game, the main control board 16 does not affect the number of credits, so after transmitting a start command, it executes the next control without waiting for a response from the medal count control board 17, and when ending a game, since the number of credits may be affected, it transmits an end command, and then executes the next control on the condition that it has received a response command transmitted from the medal count control board 17. In this way, by improving the communication between the main control board 16 and medal count control board 17, the main control board 16 can progress the game while checking the status of the medal count control board 17.

[0208] [Example of processing for serial numbers] As described above, the main control board 16 and the medal count control board 17 communicate using serial numbers. That is, the medal count control board 17 executes a process to check whether the serial numbers match in order to determine whether the command sent from the main control board 16 is normal. Below, an example of processing for serial numbers will be explained using Figs. 43 to 45. Fig. 43 is a diagram showing an example of communication when the serial number is normal.

[0209] Upon power-on, the main control board 16 transmits a gaming machine installation information command to the medal count control board 17. As explained above, the serial number assigned to the gaming machine installation information command is "0." The medal count control board 17 determines the initial value and the additional value of the serial number based on the main chip ID included in the gaming machine installation information command. In the example of FIG. 43, the medal count control board 17 determines the initial value of the serial number to be "137" and the additional value to be "13." Using a similar calculation method, the main control board 16 determines the initial value of the serial number to be "137" and the additional value to be "13" based on the main chip ID.

[0210] After transmitting the gaming machine installation information command, the bet number is set, and the main control board 16 transmits a coin insertion command. This coin insertion command is the first command transmitted to the medal count control board 17 after the gaming machine installation information command is transmitted. Therefore, the main control board 16 transmits the coin insertion command with the initial serial number "137." The medal count control board 17 transmits a response command to the coin insertion command. At this time, the medal count control board 17 transmits a response command indicating receipt OK to the main control board 16 because communication was normal. In other words, when the medal count control board 17 determines that the coin insertion command transmitted from the main control board 16 is normal by checking whether the serial numbers match, it transmits a response command indicating that the coin insertion command is normal to the main control board 16 in response to the coin insertion command.

[0211] Next, when the start switch 7 is pressed, the main control board 16 sends a start command. At this time, the main control board 16 adds an additional value of "13" to the serial number value of "137" sent previously, and sends the command. In other words, the main control board 16 sends the start command with a serial number of "150".

[0212] When the medal count control board 17 receives an input command with the serial number "137," it calculates that the serial number of the next command to be received will be "150" based on the added value. When the medal count control board 17 receives a start command, it executes a process to check whether the value of the serial number calculated before reception matches the value of the serial number assigned to the actually received start command. Because the serial numbers match, the medal count control board 17 determines that communication is normal.

[0213] Figure 44 is a diagram showing an example of communication when a serial number mismatch error occurs. The process up to when the main control board 16 receives a response command corresponding to the bet number setting operation is the same as in Figure 42, so the explanation will not be repeated. As mentioned above, at the time of receiving the insertion command, the medal count control board 17 calculates that the serial number assigned to the next command to be received is "150".

[0214] In the example of Figure 44, after the bet number setting operation is performed, an unauthorized operation is performed. As described above, an unauthorized operation refers to, for example, an operation in which commands transmitted and received between the main control board 16 and the medal count control board 17 are altered, or an unauthorized person controls the main control board 16 or the medal count control board 17. In Figure 44, the main control board 16 is controlled by an unauthorized person, causing the main control board 16 to send an end command even though all reels have not stopped. In other words, in Figure 44, an unauthorized operation is performed with the aim of causing the medal count control board 17 to execute a payout process even though no win has occurred. However, because the unauthorized person cannot obtain the initial value and additional value of the serial number determined based on the main chip ID of the main control board 16, nor the number of times commands have been transmitted and received, they are unable to know the value of the serial number to be assigned to the next command. Therefore, in the example of Figure 44, the fraudster sends the end command with the serial number "78." However, the medal count control board 17 determines that a serial number mismatch error has occurred because the calculated serial number "150" does not match the actually received serial number "78." The medal count control board 17 then sends a response command indicating that the serial numbers do not match to the main control board 16. That is, when the medal count control board 17 determines that the end command sent from the main control board 16 is incorrect through the process of checking whether the serial numbers match, the medal count control board 17 responds to the end command by sending a response command indicating that the end command is incorrect to the main control board 16. Upon receiving the response command indicating that the serial numbers do not match, the main control board 16 does not execute the payout control that is performed after the end command. This prevents fraudulent operations.

[0215] Unauthorized operations include not only those that cause the main control board 16 to send an end command even though no winning has occurred, as shown in Figure 44, but also the following types of unauthorized operations.

[0216] For example, one possible fraudulent operation is to make the main control board 16 send a bet number cancel command even though the bet number set in the BET counter of RAM 161c in the main control board 16 is 0. This allows the fraudster to increase the number of credits stored in the medal number control board 17 even though no bet number has been set.

[0217] Another possible fraudulent operation is altering the response command sent by the medal count control board 17 in response to the insertion command sent by the main control board 16. For example, a fraudster may cause the medal count control board 17 to send a response command indicating receipt OK to the main control board 16, even though the number of credits is "0". This allows the fraudster to set the number of bets even though the number of credits is "0".

[0218] Thus, possible types of fraudulent operations include fraudulent operations that forge commands sent by the main control board 16, and fraudulent operations that forge commands sent by the medal count control board 17. In the S-machine 2 of this embodiment, by using a "serial number," all of the fraudulent operations described above can be prevented.

[0219] Next, a start command with the serial number "150" assigned is sent to the medal count control board 17. The serial number "150" assigned to the start command matches the serial number calculated in advance by the medal count control board 17. Because they match, the medal count control board 17 determines that the serial number mismatch error has been resolved, and sends a response command indicating receipt OK to the main control board 16. In this way, the S machine 2 can easily determine that the medal number mismatch error has been resolved in the medal count control board 17.

[0220] 43 and 44, when the medal count control board 17 receives a command transmitted from the main control board 16, it uses the initial value of the serial number and the additional value to determine whether the command transmitted from the main control board 16 is normal. In other words, when the medal count control board 17 receives a command that requires a response, it transmits a response command, and further, since the response command is provided with information indicating whether the communication is normal, the main control board 16 can proceed with the game while checking the status of the medal count control board 17.

[0221] Furthermore, as shown in Figure 44, if the serial numbers do not match, it can be determined that there is a possibility of fraudulent operation, thereby increasing security regarding communication between the main control board 16 and the medal count control board 17.

[0222] Figure 45 is a diagram showing an example of communication when an error related to game medals occurs. The processing up to when the medal count control board 17 receives the start command is the same as that shown in Figure 42, so the explanation will not be repeated. After sending the start command, the main control board 16 sends an end command with the serial number "163" attached based on the fact that all reels have stopped. At this time, the end command includes the number of medals to be paid out, but since the number of credits is at the upper limit, an error related to game medals occurs. Therefore, the medal count control board 17 sends a response command indicating an overflow of game medals to the main control board 16. As a result, the main control board 16 does not execute processing related to payout.

[0223] Thereafter, the number of credits is subtracted based on the operation of the counting button 10, etc., and the medal count control board 17 enters a state in which it can accept medals for payment. In other words, the error related to the gaming medals is resolved. Thereafter, the main control board 16 again sends an end command with the serial number "163" to the medal count control board 17. In response, the medal count control board 17 sends a response command indicating that the medals have been received, since no error related to the gaming medals has occurred.

[0224] [Communication before sending and receiving gaming machine installation information command] 46 is a diagram showing an example of communication occurring before the transmission and reception of the gaming machine installation information command. As described above, the main control board 16 transmits the gaming machine installation information command to the medal count control board 17 after power-on.

[0225] In the example of Fig. 46, the main control board 16 transmits a termination command to the medal count control board 17 after power-on and before transmitting the gaming machine installation information command. If the medal count control board 17 receives a command from the main control board 16 before receiving the gaming machine installation information command, it discards the command regardless of the type of the command or the assigned serial number. In other words, the medal count control board 17 does not execute processing in accordance with commands other than the gaming machine installation information command from the main control board 16 until it receives at least the gaming machine installation information command.

[0226] As a result, the medal count control board 17 does not communicate with the main control board 16 when communication with the main control board 16 based on the gaming machine installation information command has not been established, thereby improving security regarding communication between the main control board 16 and the medal count control board 17. In other words, it is possible to prevent unauthorized operations performed before receiving the gaming machine installation information command.

[0227] 46, after the termination command is discarded, in response to power-on, a gaming machine installation information command A is transmitted to the medal count control board 17. Based on receiving the gaming machine installation information command A, the medal count control board 17 determines the initial value and the additional value in the serial number.

[0228] 46, the medal count control board 17 receives gaming machine installation information command B from the main control board 16. At this time, the medal count control board 17 has already received gaming machine installation information command A, so it does not update the initial value and the additional value of the serial number based on gaming machine installation information command B. In other words, even if the main control board 16 transmits a gaming machine installation information command again after receiving the gaming machine installation information command, the medal count control board 17 does not execute processing according to the gaming machine installation information command.

[0229] This allows the medal count control board 17 to prevent, for example, spoofing of the main control board 16 by an unauthorized board other than the main control board 16 connected to the medal count control board 17. In other words, it is possible to prevent the initial value and the additional value of the serial number from being illegally rewritten.

[0230] [Power-on timeout] 47 is a diagram showing an example of a timeout when the power is turned on. The main control board 16 transmits a gaming machine installation information command when the power is turned on. The main control board 16 measures the elapsed time from when the power is turned on using a counter.

[0231] If the main control board 16 does not complete transmission of the gaming machine installation information command within 5000 ms from when the main control board 16 is powered on, the main control board 16 determines that an error has occurred in the communication between the main control board 16 and the medal count control board 17. In other words, if the medal count control board 17 is unable to receive the gaming machine installation information command within 5000 ms after S-machine 2 is powered on, it controls to an abnormal state. In the example of FIG. 47, since the gaming machine installation information command has not been transmitted within 5000 ms from when the main control board 16 is powered on, the medal count control board 17 determines that a communication error has occurred. The medal count control board 17 displays the fact that a communication error has occurred on the display 312 of CU3.

[0232] This allows the medal count control board 17 to notify the outside world that there is a communication abnormality if communication cannot be established with the medal count control board 17 based on the gaming machine installation information command after the power to S machine 2 is turned on.

[0233] The medal count control board 17 is connected to the CU control board 32. Even if a communication error occurs in the main control board 16, the medal count control board 17 can communicate with the CU control board 32.

[0234] The communication error that occurred in the main control board 16 is resolved by turning the power back on, the gaming machine installation information command being sent successfully within 5000 ms from when the main control board 16 was powered on, and a response command indicating receipt OK being sent from the medal count control board 17.

[0235] [About bet setting and settlement operations] 48 is a diagram illustrating the bet number setting operation and the settlement operation. As described above, the main control board 16 transmits an insertion command to the medal number control board 17 based on the bet number setting operation being performed by pressing the 1BET switch 20 or the MAXBET switch 6. In addition, the main control board 16 transmits a settlement command to the medal number control board 17 based on the settlement operation being performed by pressing the bet number clear switch 21.

[0236] As shown in Figure 48, the main control board 16 transmits an insertion command to the medal count control board 17 based on the bet number setting operation. The insertion command is a command that includes the number of inserted medals. The medal count control board 17 reads the number of inserted medals included in the received insertion command and performs the bet number setting process. Specifically, the medal count control board 17 subtracts the number of inserted medals from the number of credits managed by the medal count control board 17 and adds the number of inserted medals to the bet number. For example, if the number of bets before the bet number setting process is executed is 0 and the MAXBET switch 6 is pressed to set the bet number, the medal count control board 17 subtracts 3 from the number of credits and adds 3 to the bet number. The medal count control board 17 transmits a response command to the main control board 16 based on receiving the insertion command.

[0237] Next, the main control board 16 transmits a settlement command to the medal count control board 17 based on the settlement operation being performed. The settlement command is a command that includes the number of medals to be settled. The medal count control board 17 reads the number of medals to be settled that is included in the received settlement command and performs a bet number cancellation process. Specifically, the medal count control board 17 subtracts the number of medals to be settled from the number of bets managed by the medal count control board 17 and adds the number of medals to the number of credits. For example, if the number of bets before the bet number cancellation process was performed was three and the bet number clear switch 21 was pressed, the medal count control board 17 subtracts three from the number of bets and adds three to the number of credits. The medal count control board 17 transmits a response command to the main control board 16 based on receiving the settlement command.

[0238] Here, the medal count control board 17 transmits a common response command in response to the insertion command and the settlement command. That is, the medal count control board 17 transmits a common response command to the main control board 16 both when it receives an insertion command and when it receives a settlement command. Specifically, the medal count control board 17 transmits a response command to the main control board 16 both when it receives an insertion command and when it receives a settlement command. Here, when the medal count control board 17 receives an insertion command, it does not execute the process of adding the number of credits (number of game medals), so game medal number overflow cannot occur. Therefore, the medal count control board 17 does not store "1" in the third bit of the third byte of the response command to the insertion command and transmit it.

[0239] Furthermore, when the medal count control board 17 receives a settlement command, it does not execute the process of subtracting the number of credits, so a shortage of the number of game medals cannot occur. Therefore, the medal count control board 17 does not store "1" in the second bit of the third byte of the response command to the insertion command and transmit it.

[0240] In this way, the medal count control board 17 notifies the main control board 16 of a shortage of game medals or an overflow of game medals by using different data stored in the third byte depending on whether it receives an insertion command or a settlement command. This allows the medal count control board 17 to use the same response command when a bet number setting operation is performed and when a bet number cancellation operation is performed, thereby reducing the processing load.

[0241] Figure 49 is a diagram showing an example in which a new bet number setting operation is performed after a bet number setting operation and before receiving a response command. As shown in Figure 49, the main control board 16 sends a throw-in command based on bet number setting operation A. The main control board 16 controls the throw-in command so that it is completed before 40 ms has elapsed since the start of transmission to prevent a timeout error. The medal count control board 17 sends a response command in response to receiving the throw-in command.

[0242] In the example of Figure 49, after accepting bet number setting operation A, a new bet number setting operation B is performed before receiving a response command to the insertion command based on bet number setting operation A. The main control board 16 does not accept bet number setting operation B. In other words, after transmitting an insertion command to the medal count control board 17, the main control board 16 does not accept a new bet number setting operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new bet number setting operation B from being accepted in a situation where the processing in accordance with bet number setting operation A has not been confirmed in the medal count control board 17.

[0243] Figure 50 is a diagram showing an example in which a new settlement operation is performed after a settlement operation and before a response command is received. As shown in Figure 50, the main control board 16 sends a settlement command based on settlement operation A. The main control board 16 controls the transmission of the settlement command so that it is completed before 40 ms has elapsed since the start of transmission, so as to prevent a timeout error. The medal count control board 17 sends a response command in response to receiving the settlement command.

[0244] In the example of Figure 50, after accepting settlement operation A, a new settlement operation B is performed before receiving a response command to the input command based on settlement operation A. The main control board 16 does not accept settlement operation B. In other words, after sending a settlement command to the medal count control board 17, the main control board 16 does not accept a new settlement operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new settlement operation B from being accepted in a situation where the processing according to settlement operation A has not been confirmed in the medal count control board 17.

[0245] Figure 51 shows an example in which a new settlement operation is performed after the bet number setting operation and before receiving a response command. As shown in Figure 51, the main control board 16 transmits a deposit command based on the bet number setting operation. The medal count control board 17 transmits a response command in response to receiving the deposit command.

[0246] In the example of Figure 51, a new settlement operation is performed after accepting a bet number setting operation and before receiving a response command to the insertion command based on that bet number setting operation. The main control board 16 does not accept that settlement operation. In other words, after sending an insertion command to the medal count control board 17, the main control board 16 does not accept a new settlement operation until it receives a response command from the medal count control board 17. This makes it possible to prevent a new settlement operation from being accepted in a situation where the medal count control board 17 has not yet confirmed processing in response to the bet number setting operation.

[0247] Figure 52 shows an example in which a new bet number setting operation is performed after the settlement operation and before receiving a response command. As shown in Figure 52, the main control board 16 transmits a throw-in command based on the settlement operation. The medal count control board 17 transmits a response command in response to receiving the throw-in command.

[0248] In the example of Figure 52, after accepting a settlement operation, a new bet number setting operation is performed before receiving a response command to the settlement command based on the settlement operation. The main control board 16 does not accept the bet number setting operation. In other words, after sending a settlement command to the medal count control board 17, the main control board 16 does not accept a new bet number setting operation until receiving a response command from the medal count control board 17. This makes it possible to prevent a new bet number setting operation from being accepted in a situation where the medal count control board 17 has not yet confirmed the processing in response to the settlement operation.

[0249] [Bet setting operation and serial number] 53 is a diagram illustrating a serial number error in the bet number setting operation. As shown in FIG. 53, the medal number control board 17 determines the initial value of the serial number to be "137" based on receiving the gaming machine installation information command.

[0250] After that, a bet number setting operation is performed on S machine 2. The main control board 16 sends a coin insertion command based on the bet number setting operation. The serial number "78" is assigned to the coin insertion command. In other words, the serial number assigned to the coin insertion command does not match the initial serial number value. Therefore, the medal count control board 17 sends a response command indicating a serial number mismatch to the main control board 16. After receiving the response command indicating a serial number mismatch, the main control board 16 does not accept new bet number setting operations. In other words, when the main control board 16 receives a response command indicating an abnormality, it does not resume accepting bet number setting operations.

[0251] 54 is a diagram illustrating a serial number error during a settlement operation. As shown in FIG. 54, the medal count control board 17 determines the initial value of the serial number to be "137" based on the reception of the gaming machine installation information command.

[0252] After that, a bet number setting operation is performed on S machine 2. The main control board 16 sends a coin insertion command based on the bet number setting operation. The coin insertion command is assigned the serial number "137". In other words, the serial number assigned to the coin insertion command matches the initial serial number value. Therefore, the medal number control board 17 sends a response command indicating receipt OK to the main control board 16. Based on receiving the response command indicating receipt OK, the main control board 16 accepts the bet number setting operation and performs the following control.

[0253] Next, in Figure 54, a settlement operation is performed. The main control board 16 sends a settlement command based on the settlement operation. The settlement command is assigned the serial number "78." In other words, the serial number assigned to the settlement command does not match the serial number calculated by the medal count control board 17. Therefore, the medal count control board 17 sends a response command indicating a serial number mismatch to the main control board 16. Based on receiving the response command indicating a serial number mismatch, the main control board 16 does not accept new settlement operations. In other words, when the main control board 16 receives a response command indicating an abnormality, it does not resume accepting settlement operations.

[0254] Referring to Figures 53 and 54, the main control board 16 can prevent a new bet number setting operation or bet number cancellation operation from being accepted when the processing corresponding to the bet number setting operation or settlement operation has not been confirmed in the medal number control board 17.

[0255] [Frame side information confirmation process] 55 is a diagram illustrating the process of checking the frame-side information. As explained above, the medal count control board 17 periodically transmits a frame-side information command to the main control board 16. The system information contained in the frame-side information command includes information indicating the connection status, which indicates whether the medal count control board 17 and the CU control board 32 are connected normally.

[0256] In the example of Figure 55, the connection between the medal count control board 17 and the CU control board 32 is disconnected. After the disconnection, the medal count control board 17 sends a frame-side information command indicating a connection abnormality to the main control board 16. After the main control board 16 receives the frame-side information command indicating a connection abnormality, the start switch 7 is pressed. At this time, the main control board 16 does not send a start command.

[0257] On the other hand, as shown in FIG. 55, even after the main control board 16 receives a frame-side information command indicating a connection abnormality, if a bet number setting operation and a settlement operation are performed, the main control board 16 will send a coin insertion command and a settlement command. That is, when the main control board 16 receives a bet number setting operation to set the bet number to start a game, it sends a coin insertion command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and CU3 is normal or not. Also, when the main control board 16 receives a settlement operation to cancel the bet number to start a game, it sends a settlement command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and CU3 is normal or not. Furthermore, after the connection between the medal count control board 17 and the CU control board 32 is restored and the main control board 16 receives a frame-side information command indicating a normal connection, it sends a start command. That is, at the start of a game, the main control board 16 checks the connection status between the medal count control board 17 and CU3 based on the frame-side information command, and starts the game if the connection between the medal count control board 17 and CU3 is normal. After sending the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is, for example, reel drive control to start the game.

[0258] As a result, the main control board 16 starts one game on the condition that the connection between the medal count control board 17 and CU3 is normal, and therefore the game can proceed while checking the status of the medal count control board 17. Furthermore, since the main control board 16 does not affect the game value when starting one game, after transmitting the start command, it can execute the next control without waiting for a response from the medal count control board 17.

[0259] In addition, the main control board 16 can send an input command in response to the bet number setting operation, and can send a settlement command in response to the settlement operation, regardless of whether the connection between the medal number control board 17 and CU3 is normal or not.

[0260] [Display of payout quantity] Figure 56 is a diagram illustrating the display control of the number of medals paid out. After all reels have stopped, the main control board 16 transmits an end command to the medal count control board 17. The end command shown in Figure 56 is a command that includes at least one medal to be paid out. The medal count control board 17 transmits a response command upon receiving the end command. Furthermore, the medal count control board 17 adds credits and updates the credit display 11 according to the number of medals paid out indicated by the end command. After receiving the response command, the main control board 16 displays the number of medals paid out on the gaming auxiliary display 12. That is, after transmitting the end command, the main control board 16 causes the gaming auxiliary display 12 to display the number of medals paid out, provided that it receives a response command. This allows the main control board 16 to display the number of medals paid out on the gaming auxiliary display 12 while checking the status of the medal count control board 17.

[0261] After transmitting the response command, the main control board 16 transmits a role information command, an advantageous zone command, and a payout pulse command. That is, after transmitting the end command, the main control board 16, on the condition that it has received the response command, transmits to the medal count control board 17 a role information command and an advantageous zone command that can identify whether or not the special role is being controlled to a winning state. This allows the main control board 16 to notify the medal count control board 17 whether or not it is being controlled to an advantageous zone, etc., while checking the status of the medal count control board 17, and therefore can cause the medal count control board 17 to output the proportion of the number of payout coins awarded in an advantageous zone, etc., while checking the status of the medal count control board 17.

[0262] [About the Yakubiki Monitor] Figure 57 is a diagram showing the role ratio monitor 89. Figure 57 shows the role ratio monitor 89 when it is turned off. As shown in Figure 57, the role ratio monitor 89 consists of five role ratio information displays 50a, 50b, 50c, 50d, and 50e that can turn on / off the first segment A, the second segment B, the third segment C, the fourth segment D, the fifth segment E, the sixth segment F, the seventh segment G, and the eighth segment DP, respectively, and the medal number control board 17 is an indicator that can display various information by turning on or off the first to eighth segments A to DP by setting display data for each of the role ratio information displays 50a, 50b, 50c, 50d, and 50e.

[0263] 58 is a diagram showing an example of the display of the role ratio monitor 89. The medal number control board 17 causes the role ratio monitor 89 to display, in the order of (1) to (6), (1) the instructed role payout ratio to the total cumulative payout number, (2) the consecutive role payout ratio for the past 6000 games, (3) the role payout ratio for the past 6000 games, (4) the consecutive role payout ratio to the total cumulative payout number, (5) the role payout ratio to the total cumulative payout number, and (6) the role etc. status ratio to the total cumulative payout number. Hereinafter, the information shown in (1) to (6) may be referred to as the display content.

[0264] The payout ratio of a special role (BB) indicates the ratio of the payout number of a special role (RB) to the payout number of a specific period. The consecutive role ratio indicates the ratio of the payout number of a special role (RB) to the payout number of a specific period. The payout ratio of a special role (RB) to the payout number of a specific period includes the payout number when a command (navigation) is issued. In other words, it is the ratio of the total number of medals paid out when a navigation notification is issued and the total number of medals paid out for BB or RB to the total number of medals paid out. The role status ratio indicates the ratio of the number of games played when a special role (BB, RB, CB, and SB) is won to the number of games played in a specific period. In other words, the role ratio monitor 89 outputs the ratio of the number of medals awarded when a special role is won to the total number of medals awarded. The display contents displayed on the role ratio monitor 89 are calculated by the medal number control board 17.

[0265] When the medal count control unit 171 switches and displays the display content every predetermined period in the display order (1) to (6) shown in Figure 58 and described above, even if the game progresses and these values ​​can be updated to new values ​​within a period until each display has completed a cycle, the medal count control unit 171 restricts updating to new values ​​and cycles the display using the original values.

[0266] Specifically, if the game progresses and these values ​​can be updated to new values ​​within a period until the display completes one cycle, new values ​​are calculated and stored in RAM 171c. However, the original values ​​are set without setting the new values ​​in the output buffer for displaying the display contents on the role ratio monitor 89, so that the display on the role ratio monitor 89 is completed using the original values ​​set in the output buffer, and when one cycle of display is completed, new values ​​are set in the output buffer, and the new values ​​are then displayed. Also, if the values ​​can be updated to new values ​​within a period until the display completes one cycle, calculations to determine new values ​​may be restricted, and the display on the role ratio monitor 89 is completed, and when one cycle of display is completed, calculations to determine new values ​​may be performed, and the new values ​​may then be used to display the display on the role ratio monitor 89. This prevents values ​​calculated at different times from being mixed together during the period until the display contents on the role ratio monitor 89 completes one cycle.

[0267] Furthermore, if the consecutive feature payout ratio over the past 6000 games or the consecutive feature payout ratio to the total cumulative payout number exceeds a specified ratio (for example, 60%), the medal count control board 17 displays the consecutive feature payout ratio in a different display mode from normal (for example, if the normal mode is always on, the top two digits of the feature ratio monitor 89 will flash). Furthermore, if the consecutive feature payout ratio over the past 6000 games or the consecutive feature payout ratio to the total cumulative payout number exceeds a specified ratio (for example, 70%), the medal count control board 17 displays the feature payout ratio in a different display mode from normal (for example, if the normal mode is always on, the top two digits of the feature ratio monitor 89 will flash).

[0268] In this way, when the consecutive feature payout ratio and feature payout ratio exceed the specified ratio, they are displayed in a different manner from normal, so that it is possible to warn that the game may be controlled to a state of high gambling tendency.

[0269] Furthermore, when the medal count control board 17 displays the consecutive bonus payout ratio and bonus payout ratio for the past 6,000 games on the bonus ratio monitor 89, if the total number of games played since power-on has not reached 6,000, the medal count control board 17 controls the display mode to be different from the normal mode, for example, by flashing all of the digits on the bonus ratio monitor 89, so that it can be recognized that the total has not reached 6,000 games. That is, in the process of calculating the display content to be displayed on the bonus ratio monitor 89, the medal count control board 17 flashes all of the digits on the bonus ratio monitor 89 when a period of 6,000 games has not elapsed since the start of accumulation of data used in the process. Note that, in the process of calculating the display content to be displayed on the bonus ratio monitor 89, the medal count control board 17 may flash some of the digits on the bonus ratio monitor 89 when a period of 6,000 games has not elapsed since the start of accumulation of data used in the process. This makes it possible to recognize the possibility of bias in the displayed ratios and proportions, and the medal count control board 17 can notify the outside that there is a risk of insufficient data when displaying the continuous feature payout ratio and feature payout ratio on the feature ratio monitor 89.

[0270] The medal count control board 17 may display "00" in the last two digits of the role ratio monitor 89 when 6000 games have not been played, and may display the rate or ratio that should be displayed in the last two digits of the role ratio monitor 89 after 6000 games have been played. In other words, it is preferable to configure the display mode of the last two digits of the role ratio monitor 89 to be different from the display mode after 6000 games when 6000 games have not been played. By configuring it in this way, when 6000 games have not been played, it can be recognized that the total of the consecutive role payout rate and the like specified by the display of the top two digits of the role ratio monitor 89 (for example, "1C") has not reached 6000 games, and it can be recognized that there may be a bias in the displayed rate or ratio. Furthermore, when 6000 games have not been played, the lowest two digits of the role ratio monitor 89 are configured to display "00." This means that when 6000 games have not been played, data is always displayed in the lowest two digits of the role ratio monitor 89. For example, if no data is displayed in one of the lowest two digits of the role ratio monitor 89, an abnormality in the role ratio monitor 89 can be recognized.

[0271] Furthermore, when the medal count control board 17 displays the consecutive feature payout ratio to the total cumulative payout number on the feature ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the consecutive feature payout ratio generally converges to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from the normal mode, for example, by flashing the top two digits of the feature ratio monitor 89, so that it is possible to recognize that the specified number of games at which the consecutive feature payout ratio generally converges to the design value of the slot machine has not been reached, and it is possible to recognize that there may be a bias in the displayed proportions and rates.

[0272] Furthermore, when the medal count control board 17 displays the payout ratio of the special feature to the total cumulative payout number on the special feature ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the payout ratio of the special feature converges roughly to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from the normal mode, for example, by flashing the top two digits of the special feature ratio monitor 89, so that it is possible to recognize that the specified number of games at which the payout ratio of the special feature converges roughly to the design value of the slot machine has not been reached, and it is possible to recognize that there may be a bias in the displayed proportions and rates.

[0273] Furthermore, when the medal count control board 17 displays the instruction-based feature payout ratio relative to the total cumulative payout number on the feature ratio monitor 89, if the number of past games has not reached the specified number of games (for example, 175,000 games) at which the instruction-based feature payout ratio generally converges to the design value of the slot machine, the medal count control board 17 controls the display mode to be different from the normal mode, for example by flashing the top two digits of the feature ratio monitor 89, so that it is possible to recognize that the specified number of games at which the instruction-based feature payout ratio generally converges to the design value of the slot machine has not yet been reached, and it is possible to recognize that there may be a bias in the displayed proportions and rates.

[0274] In addition, the medal count control board 17 determines whether the data used to calculate the consecutive feature payout ratio and feature payout ratio for the past 6,000 games is normal, and if it is determined to be abnormal (for example, if the stored value is in a certain data format (such as 01 repetition)), it initializes the data determined to be abnormal and the data related to that data, and causes the feature ratio monitor 89 to display (for example, "FFFF") that an abnormality has been detected, thereby notifying the player of this fact, so that the player can recognize that the calculation of these data is not being performed normally.

[0275] When initializing data that has been determined to be abnormal and data related to that data, for example, if either the consecutive feature payout ratio or the feature payout ratio over the past 6,000 games is determined to be abnormal, all of the data related to this may be initialized, or only some of the data may be initialized.

[0276] In addition, the data used to calculate the continuous feature payout ratio for the past 6000 games or the total cumulative payout number, the feature payout ratio, and the instructed feature payout ratio for the total cumulative payout number may be judged to be normal, and if an abnormality is judged, this may be notified, and then the data may be initialized by performing a predetermined operation (for example, operating switches such as start switch 7, stop switches 8L, 8C, 8R, and setting key switch 37 in a predetermined procedure).

[0277] Furthermore, when an abnormality has been detected, the notification may be given by having the role ratio monitor 89 display a message (for example, "FFFF") indicating that an abnormality has been detected, as described above, or, when an abnormality is detected, a command that can identify this may be sent to the performance control unit 151, and the performance control unit 151 may then notify the user by using a liquid crystal display 51 or the like to notify the user that an abnormality has been detected.

[0278] In this embodiment, during the period from when the power is turned on until the power supply is stopped, the following are switched and displayed every predetermined period: the instructed feature payout ratio to the total cumulative payout number, the consecutive feature payout ratio for the past 6000 games, the feature payout ratio for the past 6000 games, the consecutive feature payout ratio to the total cumulative payout number, the feature payout ratio to the total cumulative payout number, and the feature status ratio to the total cumulative payout number. However, they may be displayed only when the open state of the front door 1b is detected, or only when the operation of a predetermined operation switch (e.g., reset / setting switch 38) is detected, or when not playing a game, or when the settings are being changed or confirmed, or only for a predetermined period after the power is turned on. Also, instead of automatically switching every predetermined period, the displayed content may be switched every time a predetermined operation is performed.

[0279] In addition, in this embodiment, the role ratio monitor 89 is configured to notify when an abnormality in the data used to calculate the display content of the role ratio monitor 89 has been detected or when there is a period of time when there is insufficient data to calculate the display content, but a command that can identify this may be sent to the performance control unit 151 so that it can be confirmed on the LCD display 51 or performance device controlled by the performance control unit 151.

[0280] Furthermore, in this embodiment, the instructed feature payout ratio to the total cumulative payout number, the consecutive feature payout ratio for the past 6000 games, the feature payout ratio for the past 6000 games, the consecutive feature payout ratio to the total cumulative payout number, the feature payout ratio to the total cumulative payout number, and the feature etc. status ratio to the total cumulative payout number are configured to be displayed on the feature ratio monitor 89, but in addition to these displays, the feature ratio monitor 89 may also be configured to display information that makes it possible to recognize when RAM 171c has been initialized due to a setting change, or when a break has been detected in the wiring (such as the wiring for the backup power supply) installed on S machine 2.

[0281] In particular, when a setting change is made during a bonus, during an advantageous zone, or while a bonus is being carried over, forcing the bonus or advantageous zone to end, or when a carried-over bonus is cleared, when a specified number of games are played while a bonus is being carried over, or when an operation to intentionally end an advantageous zone is performed, that is, when a game state that is relatively advantageous to the player is intentionally shifted to an unfavorable game state, or when it is detected that the player is not properly connected due to a wire break or the like in the role ratio monitor 89, the device will notify the fact in an identifiable manner. In this way, it is possible to recognize the possibility that fraudulent operation has been performed so that correct information such as the payout ratio of a bonus item, the payout ratio of consecutive bonus items, or the payout ratio of a bonus item with instructions is not displayed.

[0282] Furthermore, in a configuration in which the total cumulative data is initialized to avoid overflow of the total cumulative number of games played or the total cumulative number of payouts, it is preferable to notify this in a manner that is identifiable and different from the case in which there is a possibility of fraudulent operation to prevent correct information from being displayed such as the above-mentioned feature payout ratio, continuous feature payout ratio, instruction feature payout ratio, etc. By doing so, it is possible to recognize that the total cumulative number of games played or the total cumulative number of payouts has been initialized by the process to avoid overflow, separately from initialization due to fraudulent operation to prevent correct information from being displayed such as the feature payout ratio, etc.

[0283] As mentioned above, if there is a possibility that fraudulent operation has been performed so that correct information such as the payout ratio of the reel, the consecutive reel, or the payout ratio of the reel with instructions is not displayed, this may be detected and the history of the detection may be recorded on the medal count control board 17 side, and without issuing an alarm at the time of detection, a predetermined operation may be performed thereafter, so that these histories may be confirmed on a display provided on the medal count control board 17 side (for example, the reel ratio monitor 89), a display provided on the performance control unit 151 side (for example, the LCD display 51), or an external display of the S-machine 2 (for example, the display 312).

[0284] Furthermore, it may be possible to confirm on a display or presentation device controlled by the presentation control unit 151 that a setting change has been made, that a disconnection has been detected, that a connection problem has occurred in the role ratio monitor 89 and correct information such as the role payout ratio, continuous role payout ratio, and instruction-based role payout ratio may not be displayed, and that, as described above, there may have been fraudulent operations performed so that correct information such as the role payout ratio, continuous role payout ratio, and instruction-based role payout ratio may not be displayed. Furthermore, the presentation control unit 151 may record a history of detections of possible fraudulent operations such as the role payout ratio, continuous role payout ratio, and instruction-based role payout ratio not being displayed because a setting change has been made during a bonus, during an advantageous zone, or while a bonus is being carried over, forcing the bonus or advantageous zone to end, or clearing a carried-over bonus, and the history may be confirmed by a predetermined operation.

[0285] In addition, each ratio display may be configured to be displayed not only on the role ratio monitor 89 but also on the credit display 11. The credit display 11 is a display that displays information according to the progress of the game, and since the ratio display cannot be displayed all the time, it is preferable that the ratio display be displayed when a predetermined operation is performed by a gaming parlor employee or the like when no game is being played, and when the ratio display is displayed on the credit display 11, if any of the following is detected: closure of the front door 1b, operation to set the number of bets on S machine 2, occurrence of an error, operation of the setting key switch 37, operation of the number of bets clear switch 21, or stoppage of power supply to S machine 2, it is preferable to switch back to the original display content that was displayed before the ratio display was displayed and end the ratio display.

[0286] [Initialization of role ratio information] Fig. 59 is a diagram for explaining the initialization process of the role ratio information. As shown in Fig. 59, after the power is turned on, the main control board 16 transmits a gaming machine installation information command A to the medal count control board 17. After that, the game is repeated, and the main control board 16 transmits an advantageous zone command and a payout pulse command to the medal count control board 17.

[0287] Upon receiving a payout pulse command, the medal count control board 17 executes a backup process to store the role ratio information in the backup memory 294. The role ratio information is data used to calculate the data to be displayed on the role ratio monitor 89, and is included in the role information command, advantageous zone command, and payout pulse command. The medal count control board 17 may store the role ratio information in the backup memory 294 every time it receives a command including the role ratio information.

[0288] In the example of FIG. 59, after the backup process is executed, an unauthorized operation is performed on the main control board 16. As described above, "unauthorized operation" refers to an operation that alters commands exchanged between the main control board 16 and the medal count control board 17 or an operation that illegally controls the main control board 16 or the medal count control board 17. In the example of FIG. 44, due to the unauthorized operation, the main control board 16 is controlled by an unauthorized connected device, and the main control board 16 transmits a gaming machine installation information command B to the medal count control board 17. At this time, the medal count control board 17 again performs backup initialization, which initializes the role ratio information stored in the backup memory 294, based on the reception of the gaming machine installation information command. That is, if the main chip ID identified from the gaming machine installation information command differs from the main chip ID identified from the previously received gaming machine installation information command, the medal count control board 17 initializes the data used to display the role ratio monitor 89.

[0289] As a result, the medal count control board 17 initializes the data used to display the role ratio information based on the main chip ID possessed by the main control board 16 if the main control board 16 is not legitimate, thereby ensuring that the correct role ratio corresponding to each slot machine is output.

[0290] [Regarding gaming programs and non-gaming programs] In this embodiment, the main control unit 161 of the S unit 2 executes a gaming program and a non-gaming program. A gaming program is a program that contains instructions related to the progress of a game, such as internal lottery processing. A non-gaming program is a program that contains instructions that are not directly related to the progress of a game, such as outputting data to a winning combination monitor. Malfunctions can occur when data between a gaming program and a non-gaming program is unintentionally mixed. For example, if data in a non-gaming RAM area is rewritten in accordance with an instruction from a gaming program, even though the data should be rewritten in the gaming RAM area, this can result in a program malfunction. To prevent such malfunctions, the main control unit 161 distinguishes between gaming programs and non-gaming programs and executes the programs to progress the game.

[0291] The following describes the areas in which non-game programs and game programs are stored, using Figure 60. Figure 60 is an address map of the memory area used by the main control unit 161. As shown in Figure 60, the memory area used by the main control unit 161 includes a memory area (0000H to EFFFH) allocated to the ROM 161b and a memory area (F000H to FFFFH) allocated to the RAM 161c.

[0292] The memory area of ​​ROM 161b consists of a program / data area where programs and fixed data are stored, an unused area where access is prohibited, and other areas. The other areas include a ROM comment area where any data such as the program title and version can be set, a vector table area where the upper addresses of the subroutines of the CALLV instruction and the start address of the timer interrupt process (main) are set, a HW parameter area where parameters for setting the internal functions of the main control unit 161 in terms of hardware are set, and the unused area where access is prohibited.

[0293] The memory area of ​​the RAM 161c consists of a usable area (F000H to F400H) that can be used as a work area, and other areas (F401H to FFFFH). The other areas include an internal function register area (FE00H to FEACH) that stores registers for controlling the various functions installed in the main control unit 161. The various functions installed in the main control unit 161 include, for example, the functions of a serial communication circuit, which will be described later. In other words, the internal function register area of ​​the RAM 161c includes a storage area for setting the functions of the serial communication circuit.

[0294] The program / data area in ROM161b includes a game program area in which game programs related to the progress of the game are stored, a game data area in which game data used by the game programs is stored, unused area 1, a non-game program area in which non-game programs not related to the progress of the game are stored, a non-game data area in which non-game data used by the non-game programs is stored, and unused area 2.

[0295] The progression of a game refers to the progression of a series of processes that make up the game, and in the case of a slot machine, this refers to the progression of the stages of setting the number of bets and allowing the game to begin, starting the game and spinning the reels, stopping the reels and deriving the display result, and awarding value such as medals based on the display result.

[0296] In the above, the term "before and after" refers to the relationship between the address values ​​assigned to the storage areas, with a smaller address being the front and a larger address being the back. Therefore, a storage area allocated behind a certain storage area corresponds to a storage area with a larger address value than that storage area, and a storage area allocated ahead of that storage area corresponds to a storage area with a smaller address value than that storage area.

[0297] RAM161c includes a game RAM area used by game programs as a work area, an unused area 3, a stack area where game programs save data, a non-game RAM area used by non-game programs as a work area, an unused area 4, and a stack area where non-game programs save data.

[0298] The game RAM area is composed of areas A to D. Here, areas A to D are called areas to be initialized entirely, areas B to D are called areas to be initialized when a setting change ends, areas C to D are called areas to be initialized when a bonus (BB) ends, and area D is called an area to be initialized when each game ends. The areas to be initialized entirely are areas that are initialized by performing a specified operation when a RAM error occurs. The areas to be initialized when a setting change ends are areas that are initialized when a setting change ends. The areas to be initialized when a bonus ends are areas that are initialized when a bonus ends. The areas to be initialized when each game ends are areas that are initialized every time a game ends.

[0299] Hereinafter, the game program area, game data area, and game RAM area may be collectively referred to as the game area, and the non-game program area, non-game data area, and non-game RAM area may be collectively referred to as the non-game area.

[0300] The non-game RAM area is composed of areas E and F. Here, area E is called the area to be initialized at the end of each game, and area F is called the area to be initialized when the power is turned on. The area to be initialized at the end of each game (area E) in the non-game RAM area is an area that is initialized every time a game ends, similar to the area to be initialized at the end of each game (area D) in the game RAM area. Furthermore, the area to be initialized at power on (area F) is an area that is initialized when the power is turned back on after a power outage to S machine 2. Area F stores various variables for counting the difference number used in the safety device processing described below. Furthermore, area E stores a play stop flag used in the safety device processing described below.

[0301] [Instructions used by the program]

[0302] The programs executed by the main control unit 161 include a main routine that manages the progress of the entire program, and subroutines that are called during the execution of other programs.

[0303] The LD instruction is included as an instruction for reading data stored in the program / data area in the main control unit 161. The LD instruction is an instruction for reading one byte of data stored at an address specified in the main routine or subroutine into a specified register. The main control unit 161 reads the data stored at the address specified by the LD instruction and stores the read data in the register specified by the LD instruction.

[0304] The LD instruction includes a normal LD ​​instruction and a special LD ​​instruction, the LDQ instruction. The normal LD ​​instruction is an instruction that specifies both an upper address and a lower address and reads data stored in a specific area of ​​ROM 161b or RAM 161c using the specified upper address and lower address. In contrast, the LDQ instruction specifies only the lower address, and is an instruction that specifies an address using a predetermined upper address and a specified lower address in a special register (Q register) in the internal function register area of ​​RAM 161c, reads data stored in a specific area of ​​ROM 161b or RAM 161c, and stores the read data in the specified register. This makes it possible to store specified data in a specified register using a smaller amount of data than the normal LD ​​instruction.

[0305] When reading data stored in a specific area of ​​ROM 161b or RAM 161c in a main routine or subroutine, the LDQ instruction, which is a special LD ​​instruction, can be used to read data from the specific area by specifying only the lower part of the address, rather than specifying the entire address (upper and lower parts) that indicates the specific area. By using the LDQ instruction, it is possible to read a smaller amount of data than with a normal LD ​​instruction, which reads data by specifying both the upper and lower addresses, and it is possible to reduce the amount of program waste required to specify addresses when reading data.

[0306] Furthermore, among the game data stored in the game RAM area of ​​RAM 161c, particularly frequently used game data is stored in an area of ​​the game RAM area whose starting address is a specific value, and this specific value is set as the upper address of the game data in a special register (Q register).When the main control unit 161 reads the game data, by specifying only the lower address using the LDQ instruction, it becomes possible to read game data with a smaller amount of data than with a normal LD ​​instruction which reads data by specifying both the upper and lower addresses, thereby reducing the waste of programming for specifying addresses when reading this game data.

[0307] Furthermore, the main control unit 161 can change the value set in the special register (Q register) in the main routine or subroutine. As will be described later, during the initialization process performed at startup, the built-in registers are set in the special register (Q register) with a specific value indicating the start address of game data frequently used by the game program. In this embodiment, the special register (Q register) includes two registers, a first Q register and a second Q register. Hereinafter, the first Q register and the second Q register will be collectively referred to simply as the "special register (Q register)." For example, "F0" is stored in the special register (Q register). Thus, when a game program is being executed, a specific value indicating the start address of game data frequently used by the game program is set in the special register (Q register), and the game program can read out the frequently used game data using the LDQ instruction.

[0308] Note that the upper address used when reading with the LDQ instruction as a special LD ​​instruction may be set in a predetermined storage area other than a special register (e.g., the Q register), such as a vector table area, and if a special LD ​​instruction is used in which a part of the address is specified using a value stored in a predetermined storage area such as the vector table area and the remaining part of the address is specified by a program, the waste of the program for specifying an address when reading data can be reduced. Furthermore, even if a special LD ​​instruction is used in which, for example, an identification value having a data amount smaller than the address is assigned to each of a plurality of areas constituting the vector table area, data storage addresses are set to each of these plurality of areas, and the storage address of the data stored in the area corresponding to the identification value is specified, the waste of the program for specifying an address when reading data can be reduced.

[0309] The main control unit 161 also includes a CALL instruction (call instruction) as an instruction to cause the main control unit 161 to execute a program stored in the program / data area. The CALL instruction is an instruction to call and execute a subroutine stored at a specified address in a main routine or subroutine. When calling a subroutine with the CALL instruction, the main control unit 161 stores the caller's address in the stack area, and calls and executes the subroutine stored at the specified address. Then, when the subroutine ends, the main control unit 161 returns to the caller's address stored in the stack area, i.e., the main routine or subroutine program that executed the CALL instruction, with a RET instruction (return instruction).

[0310] Furthermore, the main control unit 161 includes a CALLEX instruction (call instruction) as an instruction for causing the main control unit 161 to execute a program stored in the program / data area. The CALLEX instruction not only calls a subroutine stored at an address specified in a main routine or subroutine, but also switches register banks. FIG. 61 is a diagram for explaining the register banks included in the CPU 161a of the main control unit 161. As shown in FIG. 61, the CPU 161a has a first register bank R1 and a second register bank R2.

[0311] The first register bank R1 includes ten registers: a first Q register, a first U register, a first A register, a first B register, a first C register, a first D register, a first E register, a first F register, a first H register, and a first L register. Similarly, the second register bank R2 includes ten registers: a second Q register, a second U register, a second A register, a second B register, a second C register, a second D register, a second E register, a second F register, a second H register, and a second L register.

[0312] In this embodiment, the main control unit 161 uses the first register bank R1 when executing instructions according to a program written in the game program area, and uses the second register bank R2 when executing instructions according to a program written in the non-game program area. In other words, the main control unit 161 does not use the second register bank R2 when executing instructions according to a program written in the game program area, and does not use the first register bank R1 when executing instructions according to a program written in the non-game program area. This prevents the S machine 2 in this embodiment from unintentionally mixing data between game programs and non-game programs, which could cause malfunctions. Note that, hereinafter, the program written in the game program area will be referred to simply as the "game program," and the program written in the non-game program area will be referred to simply as the "non-game program."

[0313] That is, the main control unit 161 uses the first register bank R1 when executing a game program as a main routine, but switches from the first register bank R1 to the second register bank R2 when a non-game program is called as a subroutine by the CALLEX instruction. More specifically, when the main control unit 161 calls a non-game program area as a subroutine by the CALLEX instruction, it stores the caller's address in the stack area and calls and executes the subroutine stored at the specified address. Then, upon completion of the subroutine, the main control unit 161 returns to the caller's address stored in the stack area, i.e., the game program that executed the CALLEX instruction, by issuing a RETEX instruction (return instruction), and switches from the second register bank R2 to the first register bank R1. This allows the S unit 2 in this embodiment to use different register banks when executing a game program and when executing a non-game program, preventing the processing contents of the game program area and the processing contents of the non-game program area from being mixed on the registers.

[0314] [Q register setting] FIG. 62 is a flowchart showing the startup process of the main control unit 161. The main control unit 161 is realized as a control computer such as a microcomputer. Before a user program is executed, the main control unit 161 executes a startup process for setting, for example, the hardware functions of the microcomputer. The user program is a program for controlling the progress of a game, is stored in the ROM 161b, and refers to a program designed by a gaming machine manufacturer or the like. On the other hand, the startup process is a process provided in the main control unit 161 itself, and is executed automatically when the main control unit 161 is started up.

[0315] The main control unit 161 executes the startup process of the main control unit 161 shown in Fig. 62 based on the supply of power to the main control unit 161. In Fig. 62, as an example of a setting process related to the hardware functions of the main control unit 161, initial values ​​are set in the first Q register and the second Q register (step Sj1). After executing step Sj1, although not shown, the main control unit 161 may execute a setting process related to the hardware functions of the main control unit 161. The setting process related to the hardware functions may, for example, set the functions of a serial communication circuit.

[0316] In step Sj1 of this embodiment, the initial value of the first Q register is, for example, "F0," and the initial value of the second Q register is, for example, "F3." This allows the main control unit 161 to reduce the amount of program waste required to specify an address when calling a game RAM area that is frequently referenced and written to when executing a game program. Similarly, the main control unit 161 can reduce the amount of program waste required to specify an address when calling a non-game RAM area that is frequently referenced and written to when executing a non-game program. This allows the main control unit 161 of this embodiment to reduce the program capacity required to execute instructions for both game programs and non-game programs.

[0317] In step Sj1, the main control unit 161 sets initial values ​​in the first Q register and the second Q register, and then executes the user program (step Sj2). The user program includes an initial setting process (described later in FIG. 63) and a main process (described later in FIG. 66). In this manner, before starting game control by the user program, an initial value is set in the first Q register, and an initial value is also set in advance in the second Q register. This allows the main control unit 161 to set initial values ​​in the first Q register and the second Q register before starting game control, thereby simplifying processing. Furthermore, this configuration eliminates the need to set values ​​in the first Q register and the second Q register in the user program. In other words, it is possible to reduce the amount of processing performed in the user program. In this embodiment, the initial values ​​in the first Q register and the second Q register are different from each other, but the same value may be set as the initial value.

[0318] [Initial setting process for main control board 16] 63 is a diagram illustrating the initial setting process performed by the main control board 16. The initial setting process is included in the user program and is described in the game program area of ​​the ROM 161b.

[0319] When power supply to the S unit 2 is started, the main control board 16 starts up with timer interrupts set to disabled due to a reset, and performs various processes according to the programs stored in the ROM 161b of the main control board 16. After starting up, first, all output ports 0 to 9 are initialized, and an initial setting process included in the game program is performed.

[0320] The initial setting process starts with timer interrupts disabled. As shown in FIG. 63, the initial setting process first refers to a predetermined area of ​​the input port (Sa1) and determines whether the power interruption detection signal output from the power interruption detection circuit is in the ON state (Sa2). If the power interruption detection signal is in the ON state, the process waits until the power interruption detection signal turns OFF. After that, when the power supply voltage of S-unit 2 becomes normal and the power interruption detection signal turns OFF, the main control unit 161 sets values ​​in the first Q register and the second Q register (Sa2Q). In step Sa2Q, "F0" is set in the first Q register and "F3" is set in the second Q register. That is, in step Sa2Q, the same process as step Sj1 in FIG. 62 is performed. In other words, the same value is reset in the first Q register and the second Q register.

[0321] In this way, the main control unit 161 sets values ​​in the first Q register and the second Q register not only in the startup process but also in the user program. This allows the main control unit 161 to set any value in the first Q register and the second Q register in the user program. Even if an abnormality occurs in the startup process of the main control unit 161 and initial values ​​are not set in the first Q register and the second Q register in step Sj2, the values ​​are set in the first Q register and the second Q register in the user program, preventing an abnormality from occurring in the user program due to values ​​not being set in the first Q register and the second Q register. In the present embodiment, the S-unit 2 sets values ​​in the first Q register and the second Q register in both the process of step Sj1 in FIG. 62 and the process of step Sa2Q in FIG. 63. However, the S-unit 2 may be configured to perform only one of the processes of step Sj1 in FIG. 62 and step Sa2Q in FIG. 63.

[0322] Next, the main control unit 161 calculates the parity of a predetermined area of ​​the RAM 161c (Sa3), and sets a predetermined initial address in the stack pointer (Sa4). Then, it determines whether the parity calculated in step Sa3 is normal (Sa5), and if the parity is normal, it acquires fixed data for RAM destruction diagnosis that was set in a predetermined area of ​​the RAM 161c at the time of power outage (Sa6), and diagnoses whether the stored contents of the RAM 161c are destroyed based on the fixed data for RAM destruction diagnosis (Sa7).

[0323] If it is determined in step Sa5 that the parity is normal, or if the contents stored in RAM 161c are diagnosed in step Sa7, it is determined whether or not there is an abnormality in RAM 161c based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa8). Note that an abnormality in RAM 161c occurs when the parity is abnormal, or when the parity is normal but the stored contents are diagnosed as abnormal.

[0324] If an abnormality occurs in the RAM 161c, the values ​​of the flag registers in the main control board 16, which store the calculation results, are saved in a game stack area of ​​the game RAM area by being stored in a predetermined order, and then a non-game RAM area initialization process included in the non-game program is called (Sa10). That is, the process of step Sa10 is a process of calling a non-game program from the game program. Therefore, the process name of step Sa10 is prefixed with the word "(non-game)." In the initial setting process shown in FIG. 63 and the main process shown in FIG. 66, the process name of the process of calling a non-game program from the game program is prefixed with the word "(non-game)." Specifically, steps Sa10, SaF1, and Sa30 in FIG. 63 and steps Sb2, Sb13, Sb36, and Sb50 in FIG. 66 correspond to the process of calling a non-game program from the game program. Hereinafter, such a process of calling a non-game program from a game program will be simply referred to as a “non-game program calling process.” The CALLEX command described above can be used in the non-game program calling process.

[0325] When a non-game program call process such as the non-game RAM area initialization process shown in step Sa10 is executed, the main control unit 161 executes the process of switching the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2 and the process of setting the value of the second Q register at the beginning of the process corresponding to the non-game program call process. At this time, "F3" is set in the second Q register. That is, in the non-game program call process, the value of the second Q register is reset, similar to step Sj1 in FIG. 62 and step Sa2Q in FIG. 63.

[0326] In this manner, the main control unit 161 sets a value in the first Q register in step Sj1 in FIG. 62 and step Sa2Q in FIG. 63 before game control is initiated, and also sets a value in the second Q register each time a non-game program call process is executed to call a non-game program from a game program. As a result, in the S machine 2 of this embodiment, even if an unintended value is set in the second Q register of the second register bank R2, the value in the second Q register of the second register bank R2 can be reset each time a non-game program is called, thereby ensuring prevention of malfunctions. The main control unit 161 does not need to set a value in the second Q register each time a non-game program is called. That is, as described above, in the S machine 2 of this embodiment, values ​​are set in the first Q register and the second Q register in advance in step Sj1 in FIG. 62 and step Sa2Q in FIG. 63 before game progress control is initiated. Therefore, a value is already set in the second Q register without the need to set a value in the second Q register each time a non-game program is called.

[0327] Furthermore, in the process of step Sj1 in Figure 62 and the process of step Sa2Q in Figure 63, the main control unit 161 may set a value only in the first Q register without setting a value in the second Q register, and may set the value of the second Q register when a non-game program is called. In this case, the main control unit 161 may set the value of the second Q register only when a non-game program is called for the first time after power-on. That is, as described above, in order to ensure prevention of malfunctions, the value of the second Q register is not reset every time a non-game program is called, but the value of the second Q register is set only when a non-game program is called for the first time after power-on, thereby simplifying the process.

[0328] Thereafter, the non-game RAM area is initialized, which is the objective of the non-game RAM area initialization process. More specifically, the main control unit 161 specifies the start address (the first address of the unused area) and end address (the last address of the non-game RAM area) of the RAM to be initialized, and then repeatedly executes a process of clearing the data at the specified address using the start address as the initial value of the specified address and then updating the specified address to the next address until the specified address becomes the specified address. This initializes the area from the start address to the end address of the RAM to be initialized (in this embodiment, the area from the beginning of the unused area to the end of the non-game RAM area). Then, a process is executed to switch the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1. After initializing the non-game RAM area of ​​the RAM 161c, the process returns to the initial setting process.

[0329] In addition, in the non-game RAM area initialization process, the capacity of the RAM to be initialized can be calculated by specifying the start address and end address of the RAM to be initialized, and the RAM area of ​​that capacity can be cleared sequentially from the start address of the RAM to be initialized, thereby initializing the area from the start address to the end address of the RAM to be initialized.

[0330] If it is determined in step Sa8 that there is no abnormality in RAM161c, the fixed data for RAM destruction diagnosis set in RAM161c is cleared (Sa12), and the initialization start address in case of RAM destruction is set to specify the address of the game RAM area that is to be subjected to initialization processing if there is an abnormality in RAM161c (Sa13).

[0331] Next, in the S machine 2 in this embodiment, an area F initialization process, which is a non-game program call process, is executed (SaF1). The area F initialization process is a process for initializing the area F included in the non-game RAM area shown in FIG. 60. Details of the area F initialization process will be explained later. After that, the input port 2 is referenced to determine whether the setting key switch 37 is in the ON state (Sa14).

[0332] If it is determined in step Sa14 that the setting key switch 37 is in the ON state, a gaming machine installation information command is sent to the medal count control board 17 (Sa14a), and setting change processing is performed. In the setting change processing, the reset / setting switch 38 and the start switch 7 are operated in a predetermined sequence to confirm the setting value. When it is detected that the setting key switch 37 has been turned OFF, the setting change processing is terminated and the game is allowed to proceed. Furthermore, in the setting change processing, when the setting change processing starts, a setting command (start) indicating the start of the setting change processing is sent to the performance control unit 151, and when the setting change processing ends, a setting command (end) indicating the end of the setting change processing is sent. Furthermore, when the setting change processing ends, the setting change processing specifies the start address of the RAM area to be initialized at the time of the setting change, and the process returns to step Sb47 of the main processing, which will be described later. Then, by performing RAM initialization processing in step Sb47, the area from the start address of the RAM area to be initialized at the time of the setting change to the end address of the game RAM area, i.e., all game RAM areas, are initialized. In addition, it is also possible to configure the RAM 161c so that all game RAM areas except for the stack area currently in use are initialized.

[0333] If it is determined in step Sa14 that the setting key switch 37 is not in the ON state, the RAM 161c is checked for abnormality based on the RAM parity calculated in step Sa3 and the diagnosis result in Sa7 (Sa15). If it is determined that the RAM 161c is not abnormal, the output buffer for outputting external output signals is cleared (Sa16). Also, a reel error counter, which is set in a predetermined area of ​​the RAM 161c and counts the number of reel rotation errors detected in the main processing described below, is cleared (Sa17). Then, the stack pointer SP is set to the address at the time of power failure based on the contents stored in the RAM 161c, thereby restoring the stack pointer to its state at the time of power failure (Sa18). Then, a gaming machine installation information command is sent to the medal count control board 17 (Sa15a), and port input processing is performed twice in succession (Sa19, Sa20).

[0334] The port input process is a process for updating input status data (input data indicating the current input status of the various switches, decision data indicating that the current and previous input data are the same, and edge data indicating that the decision data has changed from the previous time) relating to the input status of the various switch detection signals input to the parallel input port. Port input buffers 0-2 are provided in a predetermined area of ​​the game RAM area of ​​RAM 161c to store the input status data of the various switches, and the input status data of the various switches updated by the port input process is stored in a predetermined bit of the port input buffer, which is predetermined for each type. In the port input process, the input ports 0-2 of the parallel input port are set.

[0335] The detected states (ON state or OFF state) of various switches are stored as input data in predetermined bits of the port input buffer. Furthermore, the detected states (ON state or OFF state) of the previous and current port input processes are compared. If the current and previous input data are the same, the determined data is updated to indicate the detected state of the current input data. On the other hand, if the current and previous input data are different, the previous determined data is maintained. Furthermore, the current and previous determined data are compared. If the determined data changes from an OFF state to an ON state, ON edge data indicating that the determined data has changed from an OFF state to an ON state is stored in predetermined bits of port input buffers 0 to 2. If the determined data changes from an ON state to an OFF state, OFF edge data indicating that the determined data has changed from an ON state to an OFF state is stored in predetermined bits of port input buffers 0 to 2. The input data, determined data, and edge data of various switches stored in the port input buffers can be referenced by game programs and non-game programs.

[0336] Furthermore, by performing the port input process twice in succession in the initial setting process, when the port input process is subsequently performed, input status data relating to the input status of the detection signals of the various switches is created based on the input status of the various switches after the initial setting process, i.e., the input status of the various switches after the power supply to S unit 2 is resumed. This prevents unintended input situations from being identified. Furthermore, the port input process may be configured to create finalized data based on input data acquired through three or more port input processes (e.g., input data from the current, previous, and previous-previous times). In such a configuration, by performing the port input process consecutively in the initial setting process one less time than the number of port input processes required to create finalized data, input status data can be created when the port input process is performed after the initial setting process based on the input status of the various switches after the initial setting process.

[0337] After the port input processing is performed in steps Sa19 and Sa20, a specified input port is referenced (Sa21) to determine whether the reset / setting switch 38 is in the ON state (Sa22), and if the reset / setting switch 38 is in the ON state, status data indicating that the reset / setting switch 38 is in the ON state is set in a specified area of ​​RAM 161c (Sa23).

[0338] If it is determined in step Sa22 that the reset / setting switch 38 is not in the ON state, and after the status data is set in step Sa23, a restoration command indicating that the control state before power failure has been restored is sent to the performance control unit 151 (Sa24), and then, in the command transmission process of the timer interrupt process (main), a door command transmission flag indicating that a door command indicating the detection state of the door open detection switch 25 will be transmitted is set in a predetermined area of ​​RAM 161c (Sa25). In the command transmission process, a door command is normally transmitted when the detection state of the door open detection switch 25 has changed, but if the door command transmission flag is set in the predetermined area of ​​RAM 161c, a door command indicating the detection state of the door open detection switch 25 is transmitted regardless of whether the detection state of the door open detection switch 25 has changed.

[0339] Then, after setting the door command sending flag in step Sa25, all registers are restored to the state before power was cut off stored in RAM 161c (Sa26), the timer interrupt is set to enabled (Sa27), the initial setting process is terminated and the process transitions to the timer interrupt process (main), and then the process returns to the main process that was being executed before the power supply to S unit 2 was cut off.

[0340] On the other hand, if it is determined in step Sa15 that there is an abnormality in the RAM 161c, a gaming machine installation information command is sent to the medal count control board 17 (Sa15b), and gaming RAM initialization processing is performed (Sa28), initializing the area from the RAM destruction initialization start address set in step Sa13 to the end of the gaming RAM area of ​​the RAM 161c. Then, similar to the processing in Sa10, the main control unit 161 executes non-gaming RAM area initialization processing, which is a non-gaming program call processing (Sa30). That is, at the beginning of the processing, the main control unit 161 executes processing to switch the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2 and processing to set the value of the second Q register. Next, after initializing the non-gaming RAM area, the main control unit 161 executes processing to switch the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1. Next, the main control unit 161 sets the door command transmission flag (Sa32), sets the timer interrupt to enabled (Sa33), prepares a RAM abnormality error number indicating that there is an abnormality in RAM 161c in a specified register (Sa34), terminates the initial setting process, and transitions to error processing.

[0341] Error processing is a process that controls the game to an error state in which game progress is disabled. An error command that can identify an error number stored in a specified register is sent to the performance control unit 151, and the error number is set in a specified area of ​​the RAM 161c as an error flag that can be referenced by other processes (e.g., the sensor monitoring process described below). The error number is also controlled to be displayed on the game auxiliary display 12. Thereafter, the error state is controlled until it is determined that the error state release condition corresponding to the error number stored in the specified register has been met. If the RAM abnormality error number is stored in the specified register and the game enters an error state, turning on the power switch with the setting key switch 37 turned on will transition to a setting change state, initializing all game RAM areas, thereby reliably eliminating the data abnormality in the RAM 161c and clearing the error state. On the other hand, if the power switch is turned on without the setting key switch 37 turned on, an abnormality in the RAM 161c will be detected again, and the game will enter an error state again.

[0342] In this way, after power supply to S-stand 2 is started, the main control board 16 executes the startup process of the main control unit 161 shown in Fig. 62 and then executes a user program including initial setting processing, and in the initial setting processing, the main control board 16 transitions to one of timer interrupt processing (main), setting change processing, or error processing depending on the state of the main control board 16 when power supply to S-stand 2 is started. When transitioning to these processes, a command capable of specifying the type of processing to transition to is sent to the performance control unit 151. When transitioning to timer interrupt processing (main), that is, when returning to the control state before power supply to S-stand 2 was stopped, a return command is sent to the performance control unit 151, when setting change processing is started and transition to the setting change state is made, a setting command (start) is sent to the performance control unit 151, and when error processing is started and transition to the error state is made due to an abnormality in RAM 161c, an error command is sent to the performance control unit 151.

[0343] After transitioning from the initial setting process to the setting change process, the main control board 16 passes through the setting change state and returns to a state in which the game can proceed, and when returning to the state in which the game can proceed, it sends a setting command (end) that can specify that the setting change state has ended to the performance control unit 151, but does not send a return command. Also, after transitioning to error processing due to an abnormality in RAM 161c, the main control board 16 is configured to return to a state in which the game can proceed by transitioning to the setting change process as described above and canceling the error state, and does not send a return command to the performance control unit 151 even when the error processing is terminated and the state in which the game can proceed is returned to.

[0344] In this way, the main control board 16 of this embodiment is started when power supply to the S unit 2 is started, and is configured to initialize all output ports 0 to 9. After initializing output ports 0 to 9, the main control board 16 performs an initial setting process included in the gaming program. Then, in the initial setting process, if it is determined that there is an abnormality in the RAM 161c, a non-game RAM area initialization process included in the non-game program is called to initialize a predetermined area of ​​the non-game RAM area of ​​the RAM 161c. In addition, in the initial setting process, a RAM initialization process included in the gaming program is called to initialize a predetermined area of ​​the gaming RAM area of ​​the RAM 161c, and the gaming RAM area is initialized by the gaming program, and the non-game RAM area is initialized by the non-game program.

[0345] [Safety device processing] In this embodiment, S machine 2 sets an upper limit on the number of medals a player can acquire over the course of a day, and executes safety device processing to restrict the player from acquiring too many medals. The number of medals acquired is the number of medals awarded to a player over the course of a day minus the number of medals used by the player. If the sign of the number of medals acquired is a positive value, it means that a large number of medals have been awarded to the player. On the other hand, if the sign of the number of medals acquired is a negative value, it means that a large number of medals have been used by the player.

[0346] The safety device processing executed by the main control unit 161 is a process that disables game progress when the number of medals won reaches the limit. By executing the safety device processing, it is possible to prevent the number of medals won from increasing excessively. As a result, the S machine 2 in this embodiment can prevent excessive medals from being paid out from the slot machine due to fraud. Furthermore, if the number of medals won by a specific player increases over the course of a day, it could lead to a situation that could significantly stimulate gambling. Therefore, by setting an upper limit and limiting the number of medals won over the course of a day, it is possible to prevent the S machine 2 from becoming a situation that significantly stimulates gambling. The safety device processing will be explained in detail below using figures.

[0347] Figure 64 is a diagram showing variables related to safety device processing. Figure 64 shows the variables related to safety device processing: the number of winning medals, the number of medals inserted, the calculation replay flag, the cumulative awarded number, the cumulative used number, the difference number, the number remaining until the safety device is activated, and the stop flag. These variables are stored in a specified area in the non-game RAM area. A variable is a memory area for reading and writing data with a specific meaning.

[0348] "Number of winning medals" is a variable with a size (area) of 1 byte, and indicates the number of medals awarded to a player in one game. For example, if a plum role is won when the push order role is won and nine medals are paid out, data indicating nine medals will be stored in the number of winning medals. Alternatively, if a one-coin role 1 to 33 is won when the push order role is won and one medal is paid out, data indicating one medal will be stored in the number of winning medals. The number of winning medals is stored in area F, which is included in the non-game RAM area.

[0349] The "number of inserted medals" is a variable having a size of 1 byte, and indicates the number of medals used by a player in one game. For example, if the MAXBET switch 6 is pressed to bet the maximum number of medals, 3, and the START switch 7 is then pressed, data indicating 3 medals is stored in the number of inserted medals. Also, for example, if the 1BET switch 20 is pressed only once to bet 1 medal, and the START switch 7 is then pressed, data indicating 1 medal is stored in the number of inserted medals. The number of inserted medals is stored in area F, which is included in the non-game RAM area.

[0350] In this embodiment, the variables "number of winning medals" and "number of inserted medals" are newly provided in the non-game RAM area for the safety device processing, but the main control unit 161 may refer to variables used to progress the game. Variables used to progress the game are, for example, variables stored in the game RAM area, and, like the "number of winning medals" and the "number of inserted medals," variables that store the number of medals at the time of winning and variables that store the number of medals set as the bet amount. In other words, the main control unit 161 may refer to variables stored in the game RAM area when executing the safety device processing.

[0351] The "calculation replay flag" is a variable with a size of 1 byte and is a flag related to the replay operation state. In other words, the calculation replay flag is a flag indicating whether or not the replay operation state is in progress. The calculation replay flag is a variable stored in area F included in the non-play RAM area.

[0352] "Cumulative Award Number" is a variable with a size of 3 bytes that indicates the number of medals awarded for the entire day. The total number of medals awarded for the entire day is the total number of medals awarded to a player over the entire day. In other words, it is the cumulative value of the number of medals awarded in one game. The cumulative award number is stored in area F, which is included in the non-game RAM area.

[0353] "Cumulative usage count" is a variable with a size of 3 bytes that indicates the number of usages for the entire day. The number of medals awarded for the entire day is the total number of medals used by the player over the entire day. In other words, it is the cumulative value of the number of medals used in one game. The cumulative usage count is stored in area F, which is included in the non-game RAM area.

[0354] The "difference number" is a variable with a size of 3 bytes, and is a variable that represents the number of medals acquired as described above. As described above, the number of medals acquired is the number of medals awarded to a player over the course of a day minus the number of medals used by the player. In other words, the difference number stores the number obtained by subtracting the "cumulative number of medals used" from the "cumulative number of medals awarded." However, if the sign of the difference number is negative, the main control unit 161 stores "0" in the difference number. The difference number is stored in area F, which is included in the non-game RAM area.

[0355] The "remaining number of medals to activate the safety device" is a variable having a size of 1 byte, and indicates the remaining number up to the limit number. The limit number is the upper limit of the number of medals that can be won in a day, and is a predetermined number. In this embodiment, the limit number is 19,000 medals, but it may be other numbers such as 20,000 medals or 15,000 medals. For example, when data indicating 100 medals is stored in the remaining number to activate the safety device, this means that the difference is +18,900 medals. The remaining number to activate the safety device is stored in area F, which is included in the non-game RAM area.

[0356] The "stop flag" is a variable having a size of 1 byte, and is a flag indicating whether or not progress of the game has been disabled by safety device processing. When the difference number reaches the limit number and progress of the game is disabled by the main control unit 161, the stop flag stores, for example, "1" as information indicating ON. On the other hand, when the difference number is less than the limit number and progress of the game is possible, the stop flag stores, for example, "0" as information indicating OFF. Unlike other variables related to safety device processing, the stop flag is stored in area E, which is included in the non-game RAM area.

[0357] It has been explained that area F initialization processing is executed in step SaF1 of the initial setting processing in Figure 63. As explained in Figure 64, area F of the non-gaming RAM area stores variables related to safety device processing, except for the stop-play flag. The safety device processing is a process that sets a limit on the number of medals that can be won in a day, in other words, it sets a limit on the number of medals that can be won from the opening of the gaming parlor to the closing of the business. In other words, the data stored in the "difference number," which is stored as a variable corresponding to the number of medals won, is initialized after each business day.

[0358] Figure 65 is a diagram illustrating the area F initialization process performed by the main control board 16. The area F initialization process is a process included in the initial setting process shown in Figure 63. The area F initialization process is executed regardless of whether the setting key switch is ON or OFF or whether there is an abnormality in the RAM. In other words, when power is turned on to S machine 2, the main control unit 161 executes the area F initialization process. This allows the main control unit 161 to cumulatively count the number of gaming values ​​awarded and used in games played throughout the day.

[0359] As explained in FIG. 63, the area F initialization process corresponds to the non-game program call process. Therefore, as shown in FIG. 65, the main control unit 161 switches the register bank at the beginning of the area F initialization process (step SQ1). That is, the main control unit 161 switches the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2. Next, the main control unit 161 sets the value of the second Q register (step SQ2). That is, the main control unit 161 sets "F3" in the second Q register. As a result, even if an unintended value is set in the second Q register of the second register bank R2 in the S machine 2, the value of the second Q register is set every time the non-game RAM area is called, thereby ensuring the prevention of malfunctions.

[0360] Next, the main control unit 161 determines whether the betting stop flag is OFF (step Sh1). If the betting stop flag is OFF (YES in step Sh1), the main control unit 161 initializes the difference number, the cumulative awarded number, the cumulative used number, the remaining number of safety device activations, and the calculation replay flag (step Sh2). In other words, the main control unit 161 initializes (clears) variables related to safety device processing stored in area F. By being initialized, the bits of each variable can be set to "0". After the initialization, the main control unit 161 switches the register bank (step Sh3) and ends the processing. That is, the main control unit 161 returns the register bank used by the CPU 161a from the second register bank R2 to the first register bank R1. The register bank switching process can be performed based on the CALLEX command described above. If the stop flag is ON and not OFF (NO in step Sh1), the main control unit 161 returns the register bank (step Sh3) without performing the initialization process in Sh2, and ends the process.

[0361] In this way, in S machine 2 in this embodiment, the variables related to the safety device processing contained in area F are initialized when S machine 2 is powered on. The difference number, cumulative awarded number, cumulative used number, and remaining number of safety device activations are all variables used to determine whether or not to disable game progress on S machine 2, and by initializing these variables when S machine 2 is powered on, it becomes possible to limit the number of medals earned each business day. In other words, the number of gaming values ​​used throughout the day and the number of gaming values ​​awarded throughout the day are initialized when S machine 2 is powered on again. This allows the difference number throughout the day to be stored in an appropriate manner.

[0362] The calculation replay flag is also initialized (cleared) when power is restored from a power outage to S unit 2. This prevents the number of medals used from being erroneously updated to 0 in the game after power is restored.

[0363] Furthermore, when the main control unit 161 controls the state of S machine 2 to a state where game progress is disabled, it retains the difference number, cumulative awarded number, cumulative used number, remaining number of safeguard activations, and calculation replay flag without initializing them. This allows the state to be reverted to a disabled state even if the state is controlled to a state where game progress is enabled due to a malfunction. In other words, even if S machine 2 is powered on when the play stop flag is unintentionally turned ON due to a malfunction even though the difference number has not reached the limit, the difference number, cumulative awarded number, cumulative used number, remaining number of safeguard activations, and calculation replay flag are not initialized, so the main control unit 161 can continue to count the values ​​of the difference number, cumulative awarded number, cumulative used number, and remaining number of safeguard activations. Furthermore, because the calculation replay flag is not initialized, it is possible to prevent the number of medals used from being accidentally set to 0 and updated in the game after power is restored.

[0364] Next, the timing at which variables related to the safety device processing are counted will be described in detail using a flowchart. The safety device processing is included in the main processing that is repeatedly executed by the main control unit 161, and is executed once for each unit game.

[0365] Figure 66 is a diagram explaining the control content of the main processing performed by the main control board 16. The main processing is repeatedly executed for each unit of play (one game). One cycle of the main processing corresponds to one unit of play. The main processing is included in the game program and includes multiple processes. As explained above, even in the main processing shown in Figure 66, the process names corresponding to non-game program call processes are prefixed with the words "(non-game)".

[0366] As shown in Fig. 66, the main control board 16 first performs RT information output processing included in the non-game program (Sb2). Fig. 67 is a diagram explaining the control content of the RT information output processing performed by the main control board 16. As described above, in the non-game program call processing, switching of the register bank (SQ4, SQ6) and setting of the value of the second Q register (SQ2) are executed first. Steps SQ4, SQ5, and SQ6 in Fig. 67 are the same processing as steps SQ1, SQ2, and SQ3 in Fig. 65, and therefore will not be described again.

[0367] The main control unit 161 sets the stack pointer to the non-game RAM area (step Si2) and acquires the RT status (step Si3). Specifically, it refers to information about the game status (RT status) of S machine 2 set in a predetermined area of ​​the game RAM area, and sets the information about the game status (for example, the RT status) to be output from the output port as an external output signal.

[0368] That is, in step Si3, the number of the external output signal to be output is read into a register, and external output signal processing is performed to output the external output signal to external devices such as call lamps and hall computers. The external output signal includes, for example, a signal indicating whether or not the vehicle is being controlled in a favorable zone. This makes it possible to notify external devices such as hall computers whether or not the vehicle is being controlled in a favorable zone. Furthermore, in the main processing, the external output signal processing is executed before the safety device-related processing (Sb50) described below.

[0369] Next, the main control unit 161 initializes the betting stop flag (step Si4). After that, the register bank is switched to the first register bank R1, and the RT information output process ends. Then, the main control unit 161 executes a process for waiting for multiple interrupts (Sbw1). The process for waiting for multiple interrupts is executed to ensure the output time of the information output in the RT information output process. After that, the main control unit 161 executes a process for waiting for the start of a game (Sb5), which will be described later, and performs the process from the end of the control of the previous game to the start of the next game. In the process for waiting for the start of a game, a process for setting the number of bets is performed in accordance with the bet number setting operation, and when the operation of the start switch 7 is detected with the specified number of bets set, a process for starting the next game is performed.

[0370] Then, an internal lottery process is performed to determine whether or not a winning event is permitted (internal lottery) (Sb6). In the internal lottery process, an internal lottery is performed to determine whether or not a winning event is permitted (i.e., whether or not a display result is permitted to be derived) based on a preset setting value (1 to 6) in the S machine 2 and a random number value for the internal lottery obtained simultaneously with the start of a game upon detection of the start switch 7.

[0371] Subsequently, after an AT lottery and other processes are performed, the following processes are sequentially performed: presentation control process (Sb12), test signal output process (Sb13), control status command group transmission process (Sb14), and freeze control execution process (Sb16). The test signal output process corresponds to non-game program call process. The presentation control process sets a presentation flag that the main control board 16 references when performing presentation control. The test signal output process transmits a test signal so that the control status of S unit 2 can be confirmed by a test device installed outside the gaming machine. The control status command group transmission process transmits a control status command group containing multiple commands that can identify various control states at the start of a game to the presentation control unit 151. The freeze control execution process checks whether or not there is a request for freeze control, which delays the progress of a game until a predetermined termination condition is met, and if there is a request, the type of freeze control and the timing to perform the freeze control are set in a predetermined area of ​​the RAM 161c.

[0372] A freeze execution process is performed to execute freeze control based on the type of freeze control and the execution timing of the freeze control set in RAM 161c (Sb16). In the freeze execution process, if freeze control is set to be executed at the start of game play in step Sb13, freeze control is executed to delay game control for a predetermined period of time. If a freeze control type involving an effect using reels 2L, 2C, and 2R (hereinafter referred to as reel effect) is set as the type of freeze control, an effect acceleration pattern (e.g., an acceleration pattern that rotates the reels in a direction different from the rotation direction of the reels in game, an acceleration pattern that starts rotation in the same direction as the rotation direction of the reels in game at a slower speed than the rotation direction of the reels in game, an acceleration pattern that vibrates the reels, etc.) is set in a predetermined area of ​​RAM 161c as an excitation pattern for exciting the reel motors 32L, 32C, and 32R, and control is performed to execute the reel effect during the freeze control period. Then, the main control unit 161 executes a process to wait for multiple interrupts (Sbw2). The multiple interrupt wait process is executed to ensure the output time of the information output in the test signal output process.

[0373] After the freeze control execution process is performed in step Sb16, a timer for managing one game time set in a predetermined area of ​​RAM161c is referenced to measure the elapsed time from the start of reel rotation in the previous game (Sb18), and based on the timer for managing one game time, it is determined whether the specified time for one game (4.1 seconds in this embodiment) has elapsed from the start of reel rotation in the previous game (Sb19). Then, if it is determined that the prescribed time for one game has not elapsed, the process waits until the prescribed time for one game has elapsed based on the timer for managing one game time, and after the prescribed time for one game has elapsed based on the timer for managing one game time, the timer for managing one game time is set to a predetermined value (in this embodiment, a value corresponding to 4.1 seconds) to newly start measuring the elapsed time from the start of reel rotation (Sb20), the wait LED 19 is controlled to the OFF state (light-out state) (Sb21), and a reel rotation start command transmission process is performed to transmit to the performance control unit 151 a reel rotation start command that can specify that rotation control of reels 2L, 2C, and 2R should be started (Sb22). On the other hand, if it is determined in step Sb19 that the prescribed time for one game has elapsed, the process immediately proceeds to steps Sb20 to Sb22. After a predetermined value is set in step Sb20, the timer for managing one game's time is decremented every predetermined time, and becomes 0 when the specified time for one game (4.1 seconds in this embodiment) has elapsed from the start of reel rotation in the game. Therefore, it is possible to determine whether the specified time for one game has elapsed based on whether the timer for managing one game's time is 0 or not.

[0374] After the reel rotation start command transmission process is performed in step Sb22, a normal acceleration pattern that controls the rotation of the reels at a predetermined speed for gaming is set in a predetermined area of ​​RAM161c as the excitation pattern when exciting and controlling the reel motors 32L, 32C, and 32R (Sb23), and a reel start process is performed to start the rotation of the reels by exciting and controlling the reel motors 32L, 32C, and 32R based on the excitation pattern set in RAM161c (Sb24).

[0375] Then, the navigation notification process is performed (Sb25). In the navigation notification process, the AT is controlled, and when the notification target role is won in the internal lottery, the game auxiliary display 12 is controlled to display the navigation number that can identify the stop mode that is advantageous to the player according to the notification target role, while when the AT is not controlled, the game auxiliary display 12 is controlled not to display the navigation number.

[0376] The reel stop initial setting process (Sb26) is performed to set various information required for reel stop control according to the RT state and the result of the internal lottery. Then, the freeze control process (Sb27) is performed, and if freeze control is set to be performed at the timing, the set type of freeze control is performed.

[0377] After the freeze control process in step Sb27, the reel stop control process (Sb28) is performed to control the reels to stop. In the reel stop control process, it is determined whether the reels under rotation control are rotating at a predetermined constant speed. If any reels are not rotating at a constant speed, a reel error is detected, and an excitation pattern is set for the corresponding reel to accelerate to a constant speed, thereby controlling all reels under rotation control to rotate at a constant speed. On the other hand, if all reels under rotation control are rotating at a constant speed, the process enables acceptance of a stop operation for the reels under rotation control and waits for a stop operation via the stop switch. Then, when a valid stop operation is detected for a reel for which a stop operation is enabled (ON edge data is detected for a stop switch for which a stop operation is enabled), the process performs reel stop control to stop the reel for which a valid stop operation has been performed at a predetermined stop position based on information set in the reel stop initial setting process. This reel stop control is repeatedly performed for the reels under rotation control until all reels have stopped rotating, and the reel stop process is completed.

[0378] After the reel stop process is completed, the freeze control process is performed (Sb29), and if it is set that freeze control is to be performed at that timing, the set type of freeze control is performed.

[0379] After that, the RT state check process (Sb30) and the winning determination process (Sb31) are performed. In the RT state check process, it is determined whether or not a combination of RT transition symbols that accompanies a transition to the RT state has stopped on the reels, and if a combination of RT transition symbols has stopped, the current RT state set in a predetermined area of ​​RAM 161c is updated to the RT state corresponding to the combination of RT transition symbols. In the winning determination process, it is determined whether or not an illegal winning has occurred based on the internal lottery result and the symbol combination stopped on reels 2L, 2C, and 2R.

[0380] After the winning determination process in step Sa31 is performed, the deposit / payout error check process is performed (Sb32), and the data process for the winning ratio monitor corresponding to the non-game program call process is performed (Sb36).

[0381] In the data processing for the role ratio monitor, first, the register bank used by the calling game program is switched and the value of the second Q register is set, similar to the above-mentioned RT information output processing, etc. Each state count processing included in the non-game program is performed, and data on the number of medals paid out in a predetermined period (for example, the period from the current game to 6,000 games ago, the period from the current game to 175,000 games ago, an interval controlled to a state advantageous to the player (advantageous interval), etc.) is updated.

[0382] After that, the replay LED is controlled to the OFF state (light off state) (Sb39), the replay in progress flag indicating that a replay is in progress is cleared (Sb40), the display of the navigation number on the game auxiliary display 12 is cleared (Sb41), an end command is sent to the medal count control board 17 (Sb42a), freeze control processing is performed (Sb43), and if freeze control is set to be performed at that timing, the set type of freeze control is performed.

[0383] Then, a role information command is sent to the medal count control board 17 (Sb43a) and a favorable zone command is sent (Sb43b). Thereafter, a game end setting process is performed (Sb44), which determines whether a replay symbol combination has stopped on reels 2L, 2C, and 2R. If a replay symbol combination has stopped, the main control unit 161 performs the following processes: setting the number of bets for replay in the next game (in this embodiment, a replay symbol counter set in a predetermined area of ​​RAM 161c is set to 3 as the number of replay symbols); setting a replay flag in a predetermined area of ​​RAM 161c; and controlling the replay LED to the ON state (lit). In the game end setting process, the main control unit 161 determines whether the number of coins in the favorable zone (the net increase in the number of coins during the favorable zone) has reached 2,400 (a limiter condition). If the number of coins in the favorable zone reaches 2,400, the main control unit 161 ends the favorable zone and switches back to the normal zone.

[0384] Then, a payout pulse command (Sb44a) and a jackpot command (Sb44b) are sent to the medal count control board 17. After that, a payout control process is performed to control the payout of balls at the end of the game (Sb45), and then the start address of the area in RAM 161c to be initialized at the end of the game is set (Sb46), and RAM initialization process is performed (Sb47), initializing the area from the start address to the end of RAM 161c.

[0385] Then, after clearing the winning flag, which is set in a predetermined area of ​​RAM 161c and indicates the result of the internal lottery for the game (Sb48), a game end command sending process is performed to send a game end command that can identify that one game has ended to the presentation control unit 151 (Sb49).

[0386] Then, the main control unit 161 executes safety device-related processing as the final processing of the main processing (Sb50). Figure 68 is a diagram explaining the control content of the safety device-related processing performed by the main control board 16. The safety device-related processing corresponds to non-game program call processing. Therefore, the main control unit 161 executes register bank switching processing in steps SQ7 and SQ9, and sets the value of the second Q register in step SQ8. Steps SQ7, SQ8, and SQ9 are the same processing as steps SQ1, SQ2, and SQ3 described above, and therefore will not be described again.

[0387] After executing the processing of step SQ8, the main control unit 161 executes safety device processing (Sk1). FIG. 69 is a diagram explaining the control content of the safety device processing performed by the main control board 16. The main control unit 161 sets the "number of inserted medals" stored in the non-game RAM area described in FIG. 64 to 0 (Sg1). The main control unit 161 determines whether the "calculation re-play flag" stored in the non-game RAM area described in FIG. 64 is ON (Sg2). If the "calculation re-play flag" is not ON (NO in Sg2), the main control unit 161 acquires the number of inserted medals (Sg3). Specifically, the main control unit 161 references the number of medals set as the number of bets stored in the game RAM area. The main control unit 161 updates the "number of inserted medals," a variable in the non-game RAM area, with the number of medals set as the number of bets referenced from the game RAM area. For example, if the number of medals bet is set to three, the "number of medals inserted" is set to three.

[0388] If the "calculation replay flag" is ON (YES in Sg2), the main control unit 161 does not update the value of the number of inserted medals. If the "calculation replay flag" is ON, the game was played as a result of a replay, so the main control unit 161 determines that the number of bets is 0 and keeps the number of inserted medals at "0". Next, the main control unit 161 adds the number of inserted medals to the cumulative number of used medals (Sg4). If the number of inserted medals is set to 3, the main control unit 161 adds 3 to the cumulative number of used medals contained in the non-play RAM area. If the "calculation replay flag" is ON, the number of inserted medals remains 0, so no value is added to the cumulative number of used medals. Note that in the example of FIG. 69, a configuration was described in which the processing of step Sg4 is executed regardless of whether the "calculation replay flag" is ON or OFF. However, the main control unit 161 may execute the processing of step Sg4 only if the "calculation replay flag" is OFF. In this case, the main control unit 161 does not need to execute the process of setting the number of inserted medals to "0" in advance as shown in step Sg1.

[0389] In this way, the S machine 2 can store the cumulative number of medals used by the player by repeatedly adding the set bet number to the cumulative number of medals used, which is a variable, for each unit of play (one game). In other words, the main control unit 161 cumulatively counts the number of medals used in games played over the course of a day.

[0390] Next, the main control unit 161 acquires the number of winning medals (Sg5). Specifically, the main control unit 161 acquires the number of winning medals determined in the winning determination process (Sb31) of the main processing by referencing the game RAM area (Sg6). The main control unit 161 updates the "number of winning medals," which is a variable in the non-game RAM area, with the number of winning medals referenced from the game RAM area. For example, if the winning determination process determines that a plum role has been won when the push order role is won, the number of winning medals is set to 9, data indicating nine medals. In other words, the main control unit 161 cumulatively counts the number of medals awarded in games played throughout the day.

[0391] Next, the main control unit 161 turns OFF the calculation replay flag stored in the non-game RAM area (Sg7). In this way, the calculation replay flag is initialized (cleared) when the number of medals used in a new game based on the establishment of a replay is updated to 0. In other words, the calculation replay flag initialization process (Sg7) is executed within the safety device process, similar to the cumulative medal count addition process (Sg4). This makes it possible to prevent inconsistencies between the number of medals used in a new game and the cumulative medal count for the day, even in the event of a power outage.

[0392] 69, the main control unit 161 sets the number of medals awarded in a game in which a replay is established to 0, and sets the number of medals to be used in the next game executed as a result of the replay being established to 0. This allows the main control unit 161 to manage data without carrying over information from the previous game.

[0393] Next, the main control unit 161 acquires the most significant bit of the cumulative given number (Sg10). As described above, the cumulative given number is a variable having a 3-byte area. The main control unit 161 acquires the most significant bit of the 3-byte area included in the cumulative given number. The main control unit 161 acquires the most significant bit of the cumulative usage number (Sg11). As described above, the cumulative usage number is a variable having a 3-byte area. The main control unit 161 acquires the most significant bit of the area of ​​the lowest byte of the 3 bytes included in the cumulative usage number.

[0394] The main control unit 161 determines whether the most significant bits acquired in steps Sg10 and Sg11 are both "1" (step Sg12). If both most significant bits are "1" (YES in step Sg12), the main control unit 161 performs a subtraction process on the most significant bits of the cumulative awarded number and cumulative used number (step Sg13). If the most significant bit is "1," the cumulative awarded number and cumulative used number store a medal count of 128 or more. That is, the main control unit 161 updates the most significant bit of each of the cumulative awarded number and cumulative used number from "1" to "0." In other words, the main control unit 161 subtracts the same number (the number indicated by the most significant bit) from both the cumulative awarded number and cumulative used number. This allows the subtraction process to be performed on the cumulative awarded number and cumulative used number without changing the difference between the cumulative awarded number and cumulative used number, simplifying the subtraction process that is performed later.

[0395] The main control unit 161 subtracts the cumulative number of uses from the cumulative number of awarded coins to obtain the difference (Sg14). That is, the main control unit 161 updates the difference, which is a variable stored in the non-gaming RAM area, to the number indicated by the result of subtracting the cumulative number of uses from the cumulative number of awarded coins. For example, if the cumulative number of awarded coins is 300 and the cumulative number of uses is 200, the main control unit 161 stores data indicating +100 coins in the difference, which is a variable. Alternatively, if the cumulative number of awarded coins is 200 and the cumulative number of uses is 300, the main control unit 161 stores data indicating -100 coins in the difference, which is a variable.

[0396] The main control unit 161 determines whether the sign of the difference number is negative (Sg15). That is, the main control unit 161 determines whether the number of medals indicated by the difference number is less than 0. If the sign of the difference number is negative (YES in Sg15), the main control unit 161 updates the difference number to "0" (Sg16). That is, the main control unit 161 initializes the difference number. As described above, the safety device processing is executed to set an upper limit on the number of medals a player can acquire over the course of a day and to restrict the player from acquiring too many medals. If the sign of the difference number is negative, the player has not acquired any medals, and therefore there is no need to store the data as the difference number. Therefore, in this embodiment, if the sign of the difference number is negative, the main control unit 161 updates the difference number to "0."

[0397] In this way, in S machine 2 which executes a safety device process that controls the state of S machine 2 to a state where game play cannot proceed when the difference number, which is the difference between the cumulative number of medals used and the cumulative number of medals awarded, reaches the limit number for the day, if the cumulative number of medals awarded is less than or equal to the cumulative number of medals used, the difference number is calculated and stored as 0, so that there is no need to store the difference number when the cumulative number of medals awarded is less than or equal to the cumulative number of medals used, and the increase in memory area usage can be suppressed.

[0398] The main control unit 161 subtracts the difference from the limit number to obtain the remaining number of coins for activating the safety device (Sg17). As described above, the limit number in this embodiment is +19,000 coins. For example, if the difference is +18,600 coins, in step Sg17 the main control unit 161 subtracts +18,600 coins from +19,000 coins to obtain +400 coins. Also, if the difference is +18,900 coins, in step Sg17 the main control unit 161 subtracts +18,900 coins from +19,000 coins to obtain +100 coins.

[0399] The main control unit 161 determines whether the remaining safety activation number exceeds 127 (step Sg18). That is, the main control unit 161 determines whether data indicating a number of medals exceeding +127 is stored in the remaining safety activation number. More specifically, the main control unit 161 determines whether the 8th bit of the area of ​​the remaining safety activation number in the non-game RAM area is "1." That is, the main control unit 161 uses the value of the 8th bit of the remaining safety activation number as a determination value to determine whether the remaining safety activation number exceeds 127. This allows the main control unit 161 to determine whether the difference number is close to the limit number using the value of the 8th bit of the remaining safety activation number in the non-game RAM area, thereby simplifying the determination process. Note that the main control unit 161 may use a value other than the 8th bit of the remaining safety activation number as a determination value. For example, when the remaining safety activation number is converted from binary to hexadecimal, it may be determined whether the remaining safety activation number exceeds 127 from the converted hexadecimal number. At this time, a predetermined bit of the remaining number of safety devices to be activated in hexadecimal is used as the judgment value.

[0400] If the remaining number of medals to activate the safety device exceeds 127 (YES in step Sg18), the main control unit 161 updates the remaining number of medals to 127. In other words, the remaining number of medals to activate the safety device is updated to data indicating 127 medals. If the remaining number of medals to activate the safety device does not exceed 127 (NO in step Sg18), the main control unit 161 does not update the remaining number of medals to activate the safety device. This is because when the remaining number of medals to activate the safety device is sent from the main control unit 161 to the performance control unit 151, the available area is 7 bits. Figure 70 is a diagram showing commands sent from the main control board 16 to the performance control board 15.

[0401] A two-byte command shown in Fig. 70 is transmitted from the main control board 16 to the performance control board 15. The main control unit 161 transmits the remaining number of safety device activations included in the two-byte command shown in Fig. 70 to the performance control unit 151. Of the two-byte command shown in Fig. 70, the first byte command shown in the upper part of Fig. 70 is a command indicating the type of information. For example, the first byte command shown in the upper part of Fig. 70 stores data indicating the type of information of the command to be transmitted, such as whether it is a command related to an internal lottery or a command indicating the remaining number of safety device activations in safety device processing.

[0402] On the other hand, of the two-byte command shown in FIG. 70, the second byte command shown at the bottom of FIG. 70 is a command indicating information content. The first byte command shown at the bottom of FIG. 70 stores data indicating the result of the internal lottery and the number of remaining safety device activations. In both the first byte command and the second byte command, the eighth bit (first bit) stores information for the command itself to distinguish between the first byte command and the second byte command. More specifically, the performance control unit 151 receives a two-byte command from the main control unit 161. The performance control unit 151 references the eighth bit (first bit) of one of the received two-byte commands, and if "0" is stored, determines that the referenced command is the first byte command indicating the information type. On the other hand, the performance control unit 151 references the eighth bit (first bit) of the other of the received two-byte commands, and if "1" is stored, determines that the referenced command is the first byte command indicating the information content.

[0403] That is, the upper limit of the data area for storing the information content itself, such as the remaining number of safety device activations, is a total of 7 bits, from the 1st bit to the 7th bit of the second byte of the command. The maximum number that can be stored in a 7-bit area is 127. In this way, if the remaining number of safety device activations exceeds 127, it cannot be stored in the 7-bit area, so the main control unit 161 updates the remaining number of safety device activations to 127 in step Sg18 shown in FIG.

[0404] In this way, when the remaining number for activating the safety device, which is the difference between the stored difference number and the limit number, is smaller than 127, the main control unit 161 transmits a command capable of specifying the difference between the difference number and the limit number to the performance control unit 151. As a result, when the difference between the difference number and the limit number becomes smaller than 127, a command capable of specifying the difference between the difference number and the limit number is transmitted from the main control unit 161 to the performance control unit 151, thereby making it possible to suppress an increase in data volume caused by communication.

[0405] Furthermore, until the difference between the difference number and the limit number becomes smaller than 127, the main control unit 161 transmits the command shown in FIG. 70 to the performance control unit 151, setting the remaining number for activating the safety device to 127. In this way, when the difference between the difference number and the limit number is 127 or more, the main control unit 161 can make the performance control unit 151 recognize that the difference number has not reached the limit by uniformly transmitting a command indicating that the remaining number for activating the safety device is 127. In other words, when the performance control unit 151 receives a command indicating that the remaining number for activating the safety device is 127, it can recognize that the difference number is a value of 127 or more.

[0406] The main control unit 161 determines whether the difference number is equal to or greater than the limit number (19,000) (Sg20). If the difference number is equal to or greater than the limit number (YES in Sg20), the main control unit 161 turns on the stop flag (Sg21) and ends the process. If the difference number is less than the limit number (NO in Sg20), the main control unit 161 ends the process without turning on the stop flag.

[0407] In this way, in the safety device processing, the main control unit 161 updates the values ​​of the variables shown in Figure 64 contained in the non-game RAM area every time a unit game is executed. This allows the main control unit 161 to properly store the latest difference number every time a unit game is played.

[0408] The process of step Sg20 for determining whether the difference number is equal to or greater than the limit number is executed for each unit game. That is, the main control unit 161 in this embodiment executes the process of step Sg20 regardless of the number of bets and the number of wins set in the unit game. This allows the main control unit 161 to reliably determine whether the difference number is equal to or greater than the limit number for each unit game.

[0409] Note that if the difference number does not change before and after the unit game is played, the main control unit 161 may not execute the processing of step Sg20. An example of a case where the difference number does not change before and after the unit game is when three medals are set as the bet number and three medals are paid out as a result of a win. In this case, three medals are added to both the number of awarded medals and the number of used medals, and the difference number does not change before and after the unit game. In other words, if the number of awarded medals and the number of used medals in the unit game are the same, the main control unit 161 may not execute the processing of step Sg20. Also, if a replay role is won, the main control unit 161 may not execute the processing of step Sg20 in the game in which the replay role is won. The main control unit 161 executes the processing of step Sg20 again from the next game played as a result of a replay win.

[0410] Returning to Fig. 68, the main control unit 161 transmits a command including the remaining number of safety device activations to the performance control board 15 (Sk2). That is, as explained in Fig. 70, the main control unit 161 stores the remaining number of safety device activations in the area of ​​the 1st to 7th bits of the command (second byte) indicating the information content of the 2-byte command, and transmits it to the performance control board 15. As a result, the performance control unit 151 in the performance control board 15 can obtain the remaining number of safety device activations from the main control unit 161 every time a unit game is executed.

[0411] The main control unit 161 determines whether the stop flag is ON (Sk3). That is, the main control unit 161 determines whether the stop flag was updated to ON in Sg21 of the safety device processing. If the stop flag is not ON (NO in Sk3), the main control unit 161 returns the register bank to the first register bank R1 (SQ9) and ends the safety device-related processing. If the stop flag is ON (YES in Sk3), the main control unit 161 turns the RWM abnormality release flag OFF (Sk4). The RWM abnormality release flag is a flag for determining whether RAM clearing is permitted when RAM clearing processing is executed. If the RWM abnormality release flag is OFF, the main control unit 161 cannot clear the RAM even if RAM clearing processing is executed. Therefore, by turning the RWM abnormality release flag OFF and restricting RAM clearing processing when the stop flag is ON, the stop flag that was ON in Sg21 is prevented from being updated to OFF due to a malfunction or fraud.

[0412] Next, the main control unit 161 sets a play stop error number (Sk5) and then executes error processing (Sk6). By executing the error processing, the main control unit 161 controls the state of S machine 2 to a state in which game progress is disabled. That is, referring to the main processing of FIG. 66, the processing to disable game progress when the difference number reaches the limit number is performed in the safety device related processing (step Sb50).

[0413] As shown in Figure 66, the safety device-related processing (step Sb50) is a process that is performed at the end of all processes, such as the external output signal processing (step Sbw3) that notifies external devices such as hall computers whether or not they are controlled in a favorable zone, and the end-of-game setting processing (step Sb44) that determines whether or not the number of coins in the favorable zone (net increase in the number of coins in the favorable zone) has reached 2,400 (limiter condition).

[0414] In this way, the safety device-related processing (Sb50), which can disable the progress of the game when the difference number reaches the limit number, is performed at the end of the main processing, and the game end setting processing is performed before the game is controlled to a state where it is disabled to progress, so that when the limiter condition is met, the game can be controlled to a state where it is disabled to progress after being controlled to the normal section.

[0415] Furthermore, because external output signal processing is performed in step Sb2 before controlling the game to a state in which game progress is disabled, it is possible to control the game to a state in which game progress is disabled after informing an external device whether or not it is controlled to a favorable zone. In this way, even when the main control unit 161 disables game progress because the difference number has reached the limit number, it can disable game progress after appropriately processing information related to the favorable zone. This makes it possible to prevent inconsistencies from occurring regarding information related to the favorable zone after the disablement of game progress is released.

[0416] As described above, the safety device processing has been described as a process for disabling game progress when the number of medals acquired by the player over the course of a day reaches a limit. In this embodiment, the setting processing at the end of the game determines whether the number of medals in the advantageous zone (the net increase in the number of medals during the advantageous zone) has reached 2,400 (limiter condition). The determination of the limiter condition in the advantageous zone may be performed within the flowcharts of Figures 68 and 69 described in the safety device processing.

[0417] At this time, the RAM 161c of the main control unit 161 may further store a "favorable zone difference number" as a variable representing the value obtained by subtracting the number of uses from the number of awarded points during the favorable zone. The main control unit 161 starts the counting process of the "favorable zone difference number" when the favorable zone starts, and returns the "favorable zone difference number" to its initial value (0) when the favorable zone ends, and does not execute the counting process during the normal zone. This allows the main control unit 161 to count the difference number during the favorable zone. In other words, the safety device processing and the limiter condition determination processing can be executed as the same process.

[0418] Figure 71 is a flowchart showing the control content of the error processing performed by the main control unit 161. As shown in Figure 71, in the error processing, first, the error number (error number) set before the error processing is executed is stored (Sf1). When the error processing is called in step Sk6 of the safety device-related processing, the stop error number is set as the error number. The error number includes numbers indicating errors other than the stop error number. For example, when the error processing is called from the deposit / dispense error check processing, the error number E4 or E5 is set in a predetermined area of ​​the RAM 161c.

[0419] The main control unit 161 executes an error start command sending process to send an error command that can identify an error number (Sf2). The main control unit 161 acquires the error cause corresponding to the error number (Sf3) and executes an error number display process to control the game aid display device 12 to display the error number (Sf3). Thereafter, the main control unit 161 controls the error state until it is determined that the condition for canceling the error state corresponding to the error number stored in a predetermined register has been met (Sf5).

[0420] When the error state is entered when the difference number has reached the limit and a play stop error number has been set, the error state is released by waiting until the setting key switch is turned on and power is applied to S machine 2. In other words, S machine 2 is in a state where game play cannot proceed until the setting change process is executed. As another example, when the error number (E5) is prepared in the register and the error state is entered, the error state is released by waiting until the detection state of the inserted medal sensors 31a to 31c is in the OFF state and the reset / setting switch 38 or the reset switch 23 is turned on.

[0421] If the error state release condition is met (YES in Sf5), proceed to Sf6 and perform one interrupt wait process. Then, input buffers 1 and 2 are acquired (Sf7), and based on the acquired input buffers 1 and 2, it is determined whether the payout sensor, inserted medal sensor, and full sensor are normal (Sf8). If it is determined that they are normal in Sf8, proceed to Sf9. On the other hand, if it is determined that they are not normal in Sf8, return to Sf6 and repeat steps Sf6 to Sf8 until it is determined that they are normal in Sf8.

[0422] In step Sf9, the ON edge state of input buffer 0 is obtained, and the process waits until the reset / setting switch 38 or the reset switch 23 is in the ON edge state (until it is operated) (NO in Sf10), and when the reset / setting switch 38 or the reset switch 23 is in the ON edge state (YES in Sf9), the process proceeds to Sf11.

[0423] In step Sf11, the dispensed number display data is stored, the error number is cleared (Sf12), and an error clear command transmission process (Sf13) is executed. In the error clear command transmission process, an error clear command is sent to clear the error state. In step Sf14, an interrupt wait process is performed, and the error processing is terminated.

[0424] In this way, when the setting change process is performed, the main control unit 161 controls the state of S machine 2 from a state in which game progress is impossible to a state in which game progress is possible. The setting change process is a process in which information related to control of advantageous zones, AT, and BB is initialized, and cannot be executed unless the setting key switch is changed to the ON state by a store clerk. This allows the main control unit 161 to prevent excessive medals from being awarded.

[0425] In this way, when error processing is executed based on the difference number reaching the limit number, setting change processing is performed, thereby ending the error processing shown in Fig. 71 and ending the safety device-related processing shown in Fig. 68. Furthermore, the main control unit 161 ends step Sb50 of the main processing shown in Fig. 66 based on the end of the safety device-related processing.

[0426] As a result, the main control unit 161 returns to step Sb2 and repeats the steps from Sb2 again. When the main process completes one cycle, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.

[0427] Thus, the main processing performed by the main control board 16 in this embodiment is included in the game program and calls processing included in non-game programs, such as RT information output processing, winning information output processing, and role ratio monitor data processing. When calling processing included in a non-game program, each time the processing of the corresponding non-game program is called, the calling game program stores and saves the value of the flag register among the registers provided in the main control board 16 in the game stack area, and the called non-game program stores and saves the value of the stack pointer SP used in the game program in the non-game RAM area, and stores and saves the values ​​of all registers provided in the main control board 16 in the non-game stack area. Then, processing according to the called non-game program (e.g., processing to initialize the non-game RAM area in the non-game RAM area initialization processing, processing to count each state in the role ratio monitor data processing described below, processing to monitor sensor monitoring in the non-game related processing described below, test signal output processing, and role ratio monitor display data selection processing) is performed.

[0428] In addition, after processing a non-game program, the main control board 16 reads into the appropriate registers the values ​​of all registers that were saved in the non-game stack area at the start of the non-game program on the non-game program side, restoring the registers to the state they were in at the start of the non-game program, and sets the value of the stack pointer SP that was stored in the non-game RAM area at the start of the non-game program to the stack pointer SP, restoring the stack pointer SP to the state it was in at the start of the non-game program.Furthermore, on the calling game program side, the value of the flag register that was stored in the game stack area before the non-game program was called is read into the appropriate flag register, restoring the registers to the state they were in before the non-game program was called.

[0429] In addition, when the main control board 16 performs various processes according to a non-game program, it calls the non-game program from the game program using the above-mentioned CALLEX command, etc., performs various processes according to the non-game program, and returns to the game program that called it when each process according to the non-game program is completed.

[0430] [Counting the difference in the production control unit 151] In the above, it has been explained that the main control unit 161 updates the variables related to the safety device processing for each unit game. The performance control unit 151 also holds variables similar to the variables related to the safety device processing held in the main control unit 161, and updates them for each unit game. That is, in the S machine 2 of this embodiment, the main control unit 161 and the performance control unit 151 each hold variables related to the safety device processing.

[0431] Fig. 72 is a diagram for explaining command communication between the main control board 16 and the performance control board 15. As shown in Fig. 72, when the start switch 7 is operated (start operation), the main control unit 161 transmits the game start command shown in Fig. 11 to the performance control unit 151. Also, as shown in Fig. 72, when the stop switch is stopped for the third time (when all reels are stopped), the main control unit 161 transmits the game end command shown in Fig. 12 to the performance control unit 151.

[0432] 11, the command at the start of a game includes the command No. 12 "Insert medal," which stores information indicating that medals have been bet. The command at the end of a game includes the command "Winning number," which stores information about the win.

[0433] FIG. 73 is a diagram illustrating the control content of the addition process of the cumulative number of medals used on the effect control side performed by the effect control unit 151. The effect control unit 151 determines whether or not a game start command has been received (Sm1). If the game start command has not been received (NO in Sm1), the effect control unit 151 ends the process without adding up the cumulative number of medals used on the effect control side. If the game start command has been received (YES in Sm1), the effect control unit 151 references the command "insert medal" included in the game start command to obtain the number of medals used in the game in which the start switch 7 was pressed (Sm2). Thereafter, the effect control unit 151 adds this to the cumulative number of medals used on the effect control side (Sm3). The cumulative number of medals used on the effect control side is a variable included in the RAM 151c of the effect control unit 151, and is a variable corresponding to the cumulative number of medals used in the main control unit 161. In this way, the presentation control unit 151 adds up the number of uses each time it receives a command at the start of a game, so the cumulative number of uses on the presentation control unit 151 side and the cumulative number of uses on the main control unit 161 side will be the same at the end of a unit game unless any fraud or malfunction occurs.

[0434] Next, the cumulative awarded number on the performance control unit 151 side will be explained. FIG. 74 is a diagram explaining the control content of the addition process of the cumulative awarded number on the performance control side performed by the performance control unit 151. The performance control unit 151 determines whether or not a game end command has been received (Sn1). If the game end command has not been received (NO in Sn1), the performance control unit 151 ends the process without performing the addition process of the cumulative awarded number on the performance control side. If the game end command has been received (YES in Sn1), the performance control unit 151 references the command "insert medal" included in the game end command to obtain the number of medals used in the game in which the start switch 7 was pressed (Sn2). Thereafter, the performance control unit 151 adds it to the cumulative awarded number on the performance control side (Sn3). The cumulative awarded number on the performance control side is a variable included in the RAM 151c of the performance control unit 151, and is a variable corresponding to the cumulative awarded number of the main control unit 161. In this way, the presentation control unit 151 adds the number of points awarded each time it receives a game end command, so the cumulative number of points awarded on the presentation control unit 151 side and the cumulative number of points awarded on the main control unit 161 side will be the same at the end of the unit game unless there is any fraud or malfunction.

[0435] In this way, the performance control unit 151 counts the cumulative number of used medals and the cumulative number of awarded medals for each unit game, just like the main control unit 161. That is, the main control unit 161 transmits to the performance control unit 151, for each unit game, a game start command that can specify the number of medals used in that unit game and a game end command that can specify the number of medals awarded in that unit game. The performance control unit cumulatively counts the number of medals used in games played over an entire day, and cumulatively counts the number of medals awarded in games played over an entire day. This allows the performance control unit 151 to calculate the cumulative number of awarded medals and the cumulative number of used medals for the entire day.

[0436] 75 is a diagram illustrating the control content of the notification process before the safety device is activated, which is performed by the performance control unit 151. As explained above, the main control unit 161 controls the state of S machine 2 to a state in which game progress is disabled when the difference number reaches the limit number. In the S machine 2 of this embodiment, before the difference number reaches the limit number, the player is notified in advance that game progress may become disabled.

[0437] The notification process before the safety device is activated shown in Fig. 75 is performed by the performance control unit 151. The performance control unit 151 in this embodiment executes the notification process before the safety device is activated when it receives a game end command, but may execute the process at other timings during the unit game period. In other words, the notification process before the safety device is activated shown in Fig. 75 is executed once per unit game.

[0438] The performance control unit 151 subtracts the cumulative number of uses on the performance control side from the cumulative number of awards on the performance control side to obtain the difference number on the performance control side (Sp1). The difference number on the performance control side may be stored in RAM 151c of the performance control unit 151, or may be temporarily stored in a register while the notification process is being performed before the safety device is activated. The performance control unit 151 determines whether the difference number on the performance control side obtained in step Sp1 is less than a specific number (Sp2). The specific number is, for example, 300 coins, but may be any other number.

[0439] If the difference number on the effect control side is not less than the specific number (NO in Sp2), the effect control unit 151 ends the processing. If the difference number on the effect control side is less than the specific number (YES in Sp2), the effect control unit 151 determines whether or not a specific state is in effect (Sp3). A specific state is a state advantageous to the player in which the increase rate of the number of medals exceeds 1, such as an AT state. The specific state may also include an ending state. The effect control unit 151 determines whether or not a specific state is in effect using information contained in the game start command or the game end command.

[0440] If the specific state is not reached (NO in Sp3), the performance control unit 151 terminates the process. If the specific state is reached (YES in Sp3), the performance control unit 151 notifies the player that progress in the game will be disabled by the awarding of new medals equal to the difference in number. For example, if the difference is "100," the performance control unit 151 displays the following message on the LCD display 51: "The remaining 100 medals will be awarded, and play will be disabled." Alternatively, the performance control unit 151 issues a warning sound from the speakers 53 and 54 indicating that progress in the game will be disabled. This prevents the S machine 2 from suddenly disabling play without any prior notification to the player, thereby reducing the player's interest in the game. Furthermore, if the specific state is reached and the medal increase rate exceeds 1, the performance control unit 151 notifies the player before the safety device is activated. As a result, the performance control unit 151 can notify the difference number when the medal increase rate exceeds 1, that is, when the difference number is decreasing.

[0441] Next, the performance control unit 151 determines whether or not the remaining number of times to activate the safety device is less than 127 (Sp5). That is, the performance control unit 151 determines whether or not the remaining number of times to activate the safety device included in the command sent from the main control unit 161 to the performance control unit 151 in step Sk2 of Fig. 68 is less than 127. If the remaining number of times to activate the safety device is not less than 127 (NO in Sp5), the performance control unit 151 ends the processing.

[0442] If the remaining number for activating the safety device is less than 127 (YES in Sp5), the performance control unit 151 determines whether or not the difference number on the performance control side and the remaining number for activating the safety device are inconsistent (Sp6). That is, the performance control unit 151 determines whether or not the difference number counted on the performance control unit 151 side and the difference number calculated on the main control unit 161 side are consistent. More specifically, the performance control unit 151 subtracts the difference number on the performance control unit side from the limit number (19,000 coins), and determines whether or not the result of the subtraction is the same as the remaining number for activating the safety device transmitted from the main control unit 161. If the numbers are the same, the performance control unit 151 determines that there is no inconsistency, and if the numbers are not the same, the performance control unit 151 determines that there is an inconsistency.

[0443] If it is determined that there is no inconsistency (NO in Sp6), the performance control unit 151 ends the process. If it is determined that there is an inconsistency (YES in Sp6), the performance control unit 151 notifies the fact that an abnormality has occurred (Sp7). Specifically, the performance control unit 151 sends a command to the main control unit 161 indicating that an abnormality has occurred, in which the difference numbers are inconsistent. The performance control unit 151 also displays information on the liquid crystal display 51 indicating that an abnormality has occurred, in which the difference numbers are inconsistent.

[0444] [About waiting for the game to start] 76 is a diagram illustrating the control content of the game start waiting process performed by the main control board 16. The game start waiting process is included in the game program and is a subroutine called in the main process included in the game program.

[0445] As shown in FIG. 76, in the game start waiting process, first, a bet number display process is performed (Sc1), and the 1 to 3 BET LEDs 14 to 16 corresponding to the number of medals set as the bet number are controlled to be in the ON state (lit state). Then, the process proceeds to step Sc5. The value of the re-play medal counter set in a predetermined area of ​​the RAM 161c is read into a predetermined register (Sc5). Note that the re-play medal counter has been set to a value corresponding to the result of the previous game by the game end setting process in the previous main process. If a re-play role was won and a re-play was awarded in the previous game, a numerical value (for example, 3) corresponding to the prescribed number of bets required to play the game is set, whereas if a re-play was not awarded in the previous game, 0 is set.

[0446] Thereafter, the re-play medal counter in RAM 161c is cleared (Sc6), and it is determined whether the value of the re-play medal counter read in step Sc5 is greater than 0, i.e., whether a re-play has been awarded (Sc7), and if a re-play has been awarded, a bet number setting process is performed (Sc8). In the bet number setting process, the value of the re-play medal counter is set to the bet number, and the 1-3 BET LEDs 14-16 are set to the ON state (lit state) to notify that a specified number of bets (3 in this embodiment) has been set. In addition, an insertion number command that can specify the number of medals used to set the bet number is sent to the performance control unit 151.

[0447] If it is determined in step Sc7 that the value of the replay medal counter is 0, that is, that a replay has not been granted, and after the bet number setting process has been performed because a replay has been granted in step Sc8, a one-time interrupt wait process is performed (Sc10). By performing the one-time interrupt wait process, a timer interrupt process (main) is performed, and the detection status of various switches, the lighting status of LEDs, various timers, etc. are updated, and subsequent processing can be performed with the detection status of these various switches updated.

[0448] In step Sc10, the process waits for one interrupt and a timer interrupt is performed once. After that, various switches are enabled to accept operations, and when an enabled switch is operated, an operation input acceptance process is performed to accept the operation by that switch (Sc14).

[0449] In the operation input acceptance process, if the credit set in a predetermined area of ​​the RAM 171c is 1 or more, acceptance of operations by the 1BET switch 20 and the MAXBET switch 6 is enabled. Also, if the bet number set in a predetermined area of ​​the RAM 171c is a specified number, acceptance of operations by the start switch 7 is enabled. Also, acceptance of operations by the bet number clear switch 21 and the setting key switch 37 is enabled.

[0450] Furthermore, in the operation input reception process, if operation of the start switch 7 is detected while operation of the start switch 7 is enabled, a start flag indicating that the start switch 7 has been operated is set in a predetermined register. Furthermore, if operation of the setting key switch 37 is enabled and operation of the setting key switch 37 is detected, a setting value display process is performed to display the setting value on the setting value display 24. Furthermore, if operation of the 1BET switch 20 and MAXBET switch 6 is enabled and operation of the 1BET switch 20 or MAXBET switch 6 is detected, a process is performed to set the number of medals up to a specified number based on the credit as the number of bets, and subtract the number of medals set as the number of bets from the credit. After performing the process according to the switch whose operation was detected, the operation input reception process is terminated.

[0451] After the operation input reception process is performed in step Sc14, it is determined whether or not a valid operation of the start switch 7 is detected based on the start flag (Sc15). If the start flag is not set in a predetermined register and it is determined that a valid operation of the start switch 7 is not detected, the process proceeds to step Sc16, where LED display process is performed to control the lighting state of the start valid LED.

[0452] In the LED display processing, when operation by the start switch 7 is set to enabled by the operation input acceptance processing in step Sc14 and no operation of switches other than the reset switch is detected, the start enable LED is controlled to the ON state (lit state), and when operation by the start switch 7 is set to enabled and operation of switches other than the reset switch is detected, or when operation by the start switch 7 is not set to enabled, the start enable LED is controlled to the OFF state (unlit state), and the lit state of the start enable LED indicates whether operation by the start switch 7 is enabled or disabled.

[0453] If it is determined in step Sc15 that a start flag has been set in a pre...

Claims

[Claim 1] A gaming machine capable of playing games, a game control means for controlling the progress of a game; A performance control means for controlling the performance, The game control means when a cumulative number of granted games, which is obtained by cumulatively counting the number of granted game values ​​in games that have been played since a predetermined counting start condition was met, is greater than a cumulative number of uses, which is obtained by cumulatively counting the number of uses of game values ​​in games that have been played since the predetermined counting start condition was met, storing a number obtained by subtracting the cumulative number of uses from the cumulative number of granted games as a difference between the cumulative number of granted games and the cumulative number of uses; When the cumulative number of granted items is smaller than the cumulative number of used items, 0 is stored as the difference number. When the stored difference number reaches a limit number, the game is disabled from proceeding, and a specific flag indicating that the game is being controlled to a state in which the game is disabled from proceeding is turned on; When the state of the gaming machine is controlled to a state in which the game cannot proceed, the difference number is held; When the specific flag is in an on state, the power supply to the gaming machine is stopped, and then the power supply is resumed, the difference number is held, transmitting a command capable of specifying the number of gaming values ​​to be used and a command capable of specifying the number of gaming values ​​to be awarded for each unit game to the performance control means; When the difference between the stored difference number and the limit number is smaller than a predetermined number, the gaming machine transmits a command capable of specifying the difference between the difference number and the limit number for each unit game to the presentation control means.

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