Gaming machine
The gaming machine addresses operational state and error management by integrating a door switch system, token count display, and sub-control board, enhancing clarity and efficiency in gameplay and maintenance.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-19
- Publication Date
- 2026-03-16
AI Technical Summary
Conventional gaming machines lack effective mechanisms to manage and display critical operational states and errors, leading to potential confusion and inefficiencies in gameplay and maintenance.
The gaming machine incorporates a door switch system to determine door openness, various switches for game control, a display unit for token count and error notification, and a sub-control board for performance control, enhancing operational clarity and error management.
Improves gameplay experience by providing clear operational status and error notification, reducing confusion, and facilitating efficient maintenance through enhanced switch functionality and display mechanisms.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as one type of gaming machine, a slot machine (rotary gaming machine) is known. As this type of slot machine, a point-based slot machine that can execute a game using points stored in a card without using medals is known (see, for example, Patent Document 1).
Prior Art Documents
[0006] According to the present invention, the performance of a gaming machine can be improved. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 is a perspective view of the gaming machine according to this embodiment. [Figure 2] Figure 2 is a rear view of the front door of the gaming machine according to this embodiment. [Figure 3] Figure 3 is a front view of the cabinet of the gaming machine according to this embodiment. [Figure 4] Figure 4 shows the reel arrangement of the gaming machine according to this embodiment. [Figure 5] Figure 5 shows the symbol combinations of the gaming machine according to this embodiment. [Figure 6] Figure 6 shows the combination of symbols in the gaming machine according to this embodiment. [Figure 7] Figure 7 shows the combination of symbols in the gaming machine according to this embodiment. [Figure 8] Figure 8 shows the symbol combinations of the gaming machine according to this embodiment. [Figure 9] Figure 9 shows the symbol combinations of the gaming machine according to this embodiment. [Figure 10] Figure 10 shows the condition device for a gaming machine according to this embodiment. [Figure 11] Figure 11 shows the target of the internal lottery of the gaming machine according to this embodiment. [Figure 12]FIG. 12 is a diagram showing the result of internal lottery of the gaming machine according to the present embodiment. [Figure 13] FIG. 13 is a diagram showing the result of internal lottery of the gaming machine according to the present embodiment. [Figure 14] FIG. 14 is a diagram showing the content of a telegram used for communication between the gaming machine and the lending unit according to the present embodiment. [Figure 15] FIG. 15 is a diagram showing the content of a gaming machine information notification among the telegrams output from the gaming machine to the lending unit according to the present embodiment. [Figure 16] FIG. 16 is a diagram showing the gaming machine type among the information included in the gaming machine information notification output by the gaming machine according to the present embodiment. [Figure 17] FIG. 17 is a diagram showing the gaming machine information included in the telegram in the case where the gaming machine performance information is set in the gaming machine information notification output by the gaming machine according to the present embodiment. [Figure 18] FIG. 18 is a diagram showing the gaming machine information included in the telegram in the case where the gaming machine installation information is set in the gaming machine information notification output by the gaming machine according to the present embodiment. [Figure 19] FIG. 19 is a diagram showing the gaming machine information included in the telegram in the case where the hall control / fraud monitoring information is set in the gaming machine information notification output by the gaming machine according to the present embodiment. [Figure 20] FIG. 20 is a diagram showing the basic communication sequence between the gaming machine and the lending unit according to the present embodiment. [Figure 21] FIG. 21 is a diagram showing the startup sequence between the gaming machine and the lending unit according to the present embodiment. [Figure 22] FIG. 30 is a diagram showing the startup sequence between the gaming machine and the lending unit according to the present embodiment. [Figure 23] FIG. 23 is a diagram showing the counting notification sequence between the gaming machine and the lending unit according to the present embodiment. [Figure 24] FIG. 24 is a diagram showing the lending notification sequence between the gaming machine and the lending unit according to the present embodiment. [Figure 25]Figure 25 shows the recovery sequence from a communication error between the gaming machine and the lending unit according to this embodiment. [Figure 26] Figure 26 shows the sequence of events when a communication error occurs during counting between the gaming machine and the lending unit according to this embodiment. [Figure 27] Figure 27 shows the sequence of events when a communication error occurs during lending between the gaming machine and the lending unit according to this embodiment. [Figure 28] Figure 28 is a flowchart relating to the counting control of the gaming machine according to this embodiment. [Figure 29] Figure 29 is a flowchart relating to the scoring process of a gaming machine according to this embodiment. [Figure 30] Figure 30 is a flowchart relating to the management of gaming machine information in a gaming machine according to this embodiment. [Figure 31] Figure 31 is a diagram showing the transmission pattern of game machine information notification after the initial startup of the game machine according to this embodiment. [Figure 32] Figure 32 shows the transmission pattern of the second hall computer fraud monitoring information among the gaming machine information notifications of the gaming machine according to this embodiment. [Figure 33] Figure 33 shows a pattern in which the transmission timing of hall computer fraud monitoring information and gaming machine installation information coincides among the gaming machine information notifications of the gaming machine according to this embodiment. [Figure 34] Figure 34 shows a pattern in which the transmission timing of hall computer / fraud monitoring information, gaming machine installation information, and gaming machine performance information in the gaming machine information notification of the gaming machine according to this embodiment coincides. [Figure 35] Figure 35 is a comparative example illustrating the effects of the gaming machine according to this embodiment, and shows an undesirable example where the number of tokens inserted ON and the BB status ON are transmitted at the same time in the hall computer / fraud monitoring information. [Figure 36] Figure 36 shows a preferred example in the gaming machine according to this embodiment in which the number of tokens inserted ON and the BB status ON signals are transmitted in the hall computer / fraud monitoring information at different timings. [Figure 37] Figure 37 is a comparative example illustrating the effects of the gaming machine according to this embodiment, and shows an undesirable example where the payout signal ON and the BB status signal ON are transmitted by the hall computer / fraud monitoring information at different timings. [Figure 38] Figure 38 shows a preferred example in the gaming machine according to this embodiment in which the payout number signal ON and the BB status signal ON are transmitted at the same timing in the hall computer fraud monitoring information. [Figure 39] Figure 39 shows the counting execution flag setting process of a gaming machine according to this embodiment. [Figure 40] Figure 40 is a time chart related to the counting process of a gaming machine according to this embodiment. [Figure 41] Figure 41 is a diagram showing the time chart related to the counting process of the gaming machine according to this embodiment. [Figure 42] Figure 42 is a diagram showing the time chart related to the counting process of the gaming machine according to this embodiment. [Figure 43] Figure 43 is a diagram showing the time chart related to the counting process of the gaming machine according to this embodiment. [Figure 44] Figure 44 shows the main game progression processing of the gaming machine according to this embodiment. [Figure 45] Figure 45 shows the process for ending the advantageous period of a gaming machine according to this embodiment. [Figure 46] Figure 46 shows Pattern 1 of the advantageous section clear counter management for the gaming machine according to this embodiment. [Figure 47] Figure 47 shows Pattern 2 of the advantageous section clear counter management for the gaming machine according to this embodiment. [Figure 48] Figure 48 shows Pattern 3 of the advantageous section clear counter management for the gaming machine according to this embodiment. [Figure 49] Figure 49 is a flowchart relating to the receipt of a rental notification for a gaming machine according to this embodiment. [Figure 50]Figure 50 is a flowchart relating to the interrupt processing of the game medium count control means of the gaming machine according to this embodiment. [Figure 51] Figure 51 is a flowchart relating to the game token count check process within the interrupt processing of the game medium count control means of the game machine according to this embodiment. [Figure 52] Figure 52 is a flowchart relating to the counting button check process within the counting control process of the game medium count control means of the gaming machine according to this embodiment. [Figure 53] Figure 53 is a flowchart relating to the communication anomaly checks 2-6 within the loan notification reception process of the game media quantity control means of the gaming machine according to this embodiment. [Figure 54] Figure 54 shows an example of the display of the operation notification state and the stop notification state of the gaming machine according to this embodiment. [Figure 55] Figure 55 is a flowchart relating to the management of the advantageous section clear counter (advantageous section difference counter) of the gaming machine according to this embodiment. [Figure 56] Figure 56 is a flowchart relating to the management of the advantageous section clear counter (advantageous section difference counter) of the gaming machine according to this embodiment.
[0008] <Explanation of Terms> "Medals (number of medals)", "game medium (number of game mediums)", "game value", and "points (number of points or scores)" are synonymous, and the term "medal" may be used conceptually even without actual medals. "Bet", "BET", and "insert" in relation to game mediums are synonymous, and all refer to the act of wagering game mediums. The "performance selection switch P8W" and "performance decision switch P8E" are sometimes collectively referred to as "sub-switches". When representing hexadecimal values, they are written as "0x〇〇" or "〇〇h", and unless otherwise specified before or after the number, they are represented in decimal. "Reels" may be referred to as "slot machines", and all are synonymous. "Memory means" may be referred to as "RWM", "RAM", or "memory area", and all are synonymous. "Granting" used in "granting game mediums" or "granting points", etc., may be referred to as "payout", and all are synonymous. The "setting / reset switch" may be referred to as the "setting change switch" or "reset switch" depending on its function, but in both cases, it refers to the same switch. Note that the "setting change switch" and "reset switch" may be provided as separate switches. "Pattern," "frame," and "piece" are synonymous and all refer to the pattern area depicted on the reel.
[0009] The features (outline) of the gaming machine P according to this embodiment will be described below. Each element will be described in detail with reference to the drawings.
[0010] <Description of the appearance of the gaming machine P> First, the basic structure of the gaming machine P according to this embodiment will be explained with reference to Figure 1. The gaming machine P has a front door P2 (also referred to as the front mask, front door, front panel, door, or door) and a cabinet P1 (also referred to as the back box or casing) that are locked together by a hinge structure. The hinge structure is located on the left side when the gaming machine P is viewed from the front, and the front door P2 is configured to be openable with the left side as the axis. In order to open the front door P2, a door release key is inserted into a cylinder located on the right side (located to the right of the front door P2) when the gaming machine P is viewed from the front, and the door release key is rotated to the right to change the state from locked to unlocked. It may also be possible to clear the door opening error by rotating the door release key to the left while it is inserted into the cylinder of the front door P2. Furthermore, the errors that can be reset are not limited to door open errors, but may also include, for example, all or some of the resettable errors that can be corrected by operating the reset switch (specifically, examples of errors include insertion request communication error, settlement request communication error, payout request communication error, game medium quantity control reception abnormality, main control reception abnormality, total score upper limit abnormality, total score threshold reached state, dispensing device connection abnormality, dispensing serial number abnormality, dispensing device communication abnormality 1 (also referred to as "communication abnormality 1"), dispensing device communication abnormality 2 (also referred to as "communication abnormality 2"), dispensing device communication abnormality 3 (also referred to as "communication abnormality 3"), dispensing device communication abnormality 4 (also referred to as "communication abnormality 4"), dispensing device communication abnormality 5 (also referred to as "communication abnormality 5"), dispensing device communication abnormality 6 (also referred to as "communication abnormality 6"), etc.).
[0011] A door switch is provided near the cylinder on the back of the front door P2, and the system is configured to determine whether the front door P2 is open or not by detecting whether the door switch is ON or OFF.
[0012] The door switch is movable by an elastic member such as a spring. When the front door P2 is closed, the tip of the door switch contacts the door switch receiver provided on the cabinet P1, causing the door switch to be pressed in. When the door switch is pressed in, the optical sensor on the door switch is shielded from light, which detects that the door switch is ON, and the system determines that the door is closed.
[0013] Furthermore, when the front door P2 is open, the tip of the door switch is not in contact with the door switch receiver provided on the cabinet P1, and the door switch is in a protruding state due to the biasing force of an elastic member such as a spring. In this protruding state, the optical sensor provided on the door switch is not shielded from light, which allows the system to detect that the door switch is OFF and determine that the door is open.
[0014] The determination of whether the door is open or not is performed for each interrupt processed by the main control board P15. In the input port reading process within the interrupt processed by the main control board P15, the input port corresponding to the door switch is checked, and whether the door is open or not is determined based on whether the door switch is ON or OFF.
[0015] The process for determining whether a door is open or not, as described above, is not limited to this, and the correspondence between the detection result of ON or OFF of the door switch and the determination of whether the door is open or not may be reversed. For example, it may be determined that the door is open when the door switch is detected as ON, and that the door is closed when the door switch is detected as OFF. Furthermore, the door switch may also detect the opening and closing of the door using various sensors such as proximity sensors, or it may be a system that detects the door being open by detecting that the door open key has been rotated to the right.
[0016] On the front side of the front door P2, there are a start switch P3, a left stop switch P4L, a middle stop switch P4C, a right stop switch P4R (hereinafter, these may be collectively referred to as "stop switches P4"), a MAX bet switch P5M, a 1 bet switch P5O (hereinafter, these may be collectively referred to as "bet switches P5"), a settlement switch P6, a counting switch P7 (sometimes referred to as "counting button"), a performance selection switch P8W, a performance confirmation switch P8E, etc. In addition, there is a display unit for notifying information related to the game, such as a game medium count display unit P9 and a number of awarded display unit (not shown). Furthermore, there is a display window P10 for making the reels visible, and an image display device (image display device P11M, image display device P11S) for enhancing the enjoyment of the game.
[0017] (Start switch P3) This is a lever-shaped switch that becomes active when a predetermined number of game tokens are placed (for example, a number of game tokens arbitrarily selected by the player from 1 to 3 input points are placed), and when operated, it starts the reels spinning. Furthermore, when the operation of the start switch P3 is accepted, the color of the lamp (the color of the LED lighting, or the way the LED lights up or down) on the operation part of the start switch P3 or around it is changed or illuminated to indicate that the operation of the start switch P3 is accepted. For example, the lamp lights up red when the operation of the start switch P3 is accepted, and turns off when the operation of the start switch P3 is not accepted. The LED may be controlled by the main control board P15 to turn on or off, or by the sub-control board P12 to turn on or off.
[0018] (Stop switch P4) In this embodiment, the left reel P18L corresponds to the left stop switch P4L, the middle reel P18C corresponds to the middle stop switch P4C, and the right reel P18R corresponds to the right stop switch P4R. Furthermore, when operation of the stop switch P4 is possible, the color of the lamp (the color of the LED lighting, or the way the LED lights up or down) of the operation part of the stop switch P4 or the lamp around it is changed or illuminated to indicate that operation of the stop switch P4 is possible. For example, when operation of the stop switch P4 is possible, it lights up blue, and when operation of the stop switch P4 is not possible, it lights up red. The lighting or turning off of the LED may be managed by the main control board P15, or by the sub-control board P12.
[0019] (Bed switch P5 (MAX bet switch P5M, 1 bet switch P5O)) When the information stored in the game medium count storage means (also called the total score storage area), which is provided on the gaming machine P (more specifically, the game medium count control board P16) and stores the number of game mediums (also called the total score) held by the player, is not 0 (when the information displayed on the game medium count display unit P9 is not 0), the bet switch P5 is accepted and the bet amount setting process is performed. If the information stored in the game medium count storage means is 0, the bet switch P5 is not accepted, or even if the bet switch P5 is accepted, the bet process is not executed. Furthermore, it consists of a MAX bet switch P5M that can bet the maximum number set for each gaming machine P, and a 1 bet switch P5O that can bet "1". The 1 bet switch P5O is configured so that by operating it multiple times, it is possible to bet the same number of coins as the number of operations within the range of the maximum bet amount. Furthermore, when the MAX bet switch P5M is ready to be operated, the operating section of the MAX bet switch P5M or the surrounding lamp color (the color of the LED, or the way the LED is lit or lit) is changed or turned on to indicate that the MAX bet switch P5M is ready to be operated. For example, the lamp may light up red when the MAX bet switch P5M is ready to be operated and turn off when the MAX bet switch P5M is not ready to be operated. The 1 bet switch P5O does not have an LED, but an LED may be placed on the operating section of the 1 bet switch P5O or around it, and the lamp color may be changed or turned on to indicate that the 1 bet switch P5O is ready to be operated. The main control board P15 may manage whether the LED is lit or turned off, or the sub-control board P12 may manage whether the LED is lit or turned off.
[0020] (Settlement switch P6) When the bet count memory means provided in the gaming machine P has a value of "1" or more stored in it (i.e., the number of bets is "1" or more), and the settlement switch P6 is operated, the system is configured to add the number of bets stored in the bet count memory means to the number of gaming media stored in it. For example, when the bet count memory means stores "2" and the number of gaming media stored in it stores "100", and the settlement switch P6 is operated, "0" is stored in the bet count memory means and "102" is stored in the number of gaming media stored in it. The period during which settlement processing can be executed when the settlement switch P6 is operated is from when the gaming media is inserted until the start switch P3 is operated. In other words, even if the settlement switch P6 is operated, settlement processing will not be executed from when the start switch P3 is operated until the end of the game. Alternatively, the system may accept input from the time a game medium is inserted until the start switch P3 is operated, but may not accept input from the time the start switch P3 is operated until the game ends. Furthermore, although the settlement switch P6 does not have an LED, an LED may be placed on or around the operation part of the settlement switch P6, and the system may indicate that the settlement switch P6 is ready for operation by changing its color or illuminating it. The LED may be controlled by the main control board P15, or by the sub-control board P12.
[0021] Furthermore, the 1-bet switch P5O and the settlement switch P6 may be configured as a single switch (1-bet switch / settlement switch). For example, the function may be switched depending on the long-press duration of the 1-bet switch / settlement switch. If the press time is less than 1000ms (if the 1-bet switch / settlement switch stops accepting input before 1000ms have elapsed since the input was received), the function of the 1-bet switch P5O may be executed, and if the press time is 1000ms or more (if 1000ms have elapsed since the input was received), the function of the settlement switch P6 may be executed. Note that in order for the function of the settlement switch P6 to be executed when 1000ms have elapsed since the input was received of the 1-bet switch / settlement switch, it is not necessary for the 1-bet switch / settlement switch to stop accepting input; even if the 1-bet switch / settlement switch was still accepting input 1000ms after the input was received, the function of the settlement switch P6 will be executed.
[0022] (Counting switch P7) The counting switch P7 is configured to transmit information stored in the game medium count storage means to an external dispensing unit (also referred to as the "dedicated unit") via a game ball dispensing device connection terminal board (described later) provided on the game machine P. For example, when "50" is stored in the game medium count storage means, when the counting switch P7 is operated, the information "50" is transmitted as a count value (also referred to as "count points" or "counted medals") to the game ball dispensing device connection terminal board, and then the information "50" is transmitted as a count value to the dispensing unit. After the counting switch P7 is operated and the count value is transmitted, "0" is stored in the game medium count storage means. In addition, although the counting switch P7 does not have an LED, an LED may be placed on or around the operation part of the counting switch P7, and the operation of the counting switch P7 may be indicated by changing the lamp color or lighting it up. The LED may be controlled to light up or turn off by the main control board P15, or by the sub-control board P12.
[0023] (Performance selection switch P8W) The performance selection switch P8W is a so-called "directional pad" and consists of an up switch, a right switch, a down switch, and a left switch. For example, by operating the up switch of the performance selection switch P8W, it is possible to move the cursor or other elements displayed on the image display device P11M or P11S upwards. Furthermore, during game standby (also referred to as game standby state), the system may be configured such that operating the up switch increases the volume, operating the down switch decreases the volume, operating the right switch increases the brightness of the lamps, and operating the left switch decreases the brightness of the lamps.
[0024] (Performance decision switch P8E) The performance selection switch P8E serves as a selection button when deciding on a performance, and as a chance button when executing a performance that suggests to the player that a favorable situation is about to occur. For example, when the cursor is pointed to an item displayed on the image display device P11M or P11S, operating the performance selection switch P8E will allow the player to select the item pointed to by the cursor. Also, during gameplay, if a performance such as "Press the chance button!" appears on the image display device P11M or P11S, operating the performance selection switch P8E will allow the next performance to be executed. The performance selection switch P8E may also be equipped with a drive source (solenoid, motor, etc.) to enable the execution of a performance where the operating part of the performance selection switch P8E vibrates up and down.
[0025] (Total score clear switch) The total score clear switch (also called the "game token count clear switch") is a switch used to initialize the total score stored in the total score memory means. If the total score clear switch is ON when the power is turned on, the total score can be initialized. However, the operation of the total score clear switch to initialize the total score is not limited to this; the total score can also be cleared by operating the total score clear switch once while the game machine P is powered on, or by operating the total score clear switch twice in a row while the game machine P is powered on. If the total score can be cleared by operating the total score clear switch once while the game machine P is powered on, the total score clear switch may be covered with a cover or placed in a recessed location to prevent accidental operation during gameplay.
[0026] (Gaming media count display section P9) This is a display device for displaying information on the number of game tokens (also referred to as "total score" or "total number of game tokens") stored in a game token count storage means, and can display numerical information up to a maximum of 5 digits. Each digit of the game token count display unit P9 consists of five segment display units arranged in a horizontal row, and the information on the number of game tokens can be conveyed by the combination of lighting and extinguishing of the seven segments that make up the segment display unit. The five segments may also have decimal points (sometimes referred to as DP points), and there is no problem with displaying the information using decimal points. Furthermore, each segment is configured to change its display mode by lighting or extinguishing its respective LED.
[0027] In this embodiment, the maximum number of game media that can be displayed on the game media count display unit P9 is "16383". When displaying "1", it is displayed as "□□□□1" (the four □s represent blank spaces (four of the five segment display units are not lit)) and is right-aligned. Also, if the number of game media stored in the game media count storage means is "0", it is displayed as "□□□□0". If the game media count display unit P9 were to display "□□□□□" when the number of game media stored in the game media count storage means is "0", there is a possibility that the game media count display unit P9 may be mistakenly perceived as being malfunctioning, even if the game media count display unit P9 is not malfunctioning. For this reason, by displaying something like "□□□□0" on the game media count display unit P9, it is possible to understand that the game media count display unit P9 is not malfunctioning.
[0028] Furthermore, if an error occurs, the game medium count display unit P9 may display error information corresponding to the error that occurred instead of notifying the game medium count information. In this case, the game medium count display unit P9 may alternately display the game medium count information and the error information. For example, one possible display method is to display the game medium count information for 3 seconds → display the error information for 3 seconds → display the game medium count information for 3 seconds → ... and so on. Also, when displaying an error on the game medium count display unit P9, it is displayed left-aligned as "Pxx□□" (the two □s represent spaces, and the two xs represent numbers, symbols, or letters (the type of error can be understood by displaying "xx", which is error identification information corresponding to various errors)). In other words, the game medium count information is displayed right-aligned as "1" etc. as described above, and the smallest digit (the rightmost segment display unit) displays one of the numerical information from "0" to "9". On the other hand, error information is displayed left-aligned as "Pxx□□" as described above, and the smallest digit is not displayed, so no numerical information is shown (the rightmost segment display unit is not lit). With this configuration, it becomes easy to determine whether the currently displayed information is numerical or error information by whether or not there is a display in the smallest digit of the game medium count display unit P9 (whether or not at least a part of the rightmost segment display unit is lit).
[0029] Furthermore, by checking whether the second segment from the right in the game token count display unit P9 is lit or not, it becomes easy to determine whether the currently displayed information is numerical or error information.
[0030] Furthermore, when controlling a gaming machine using a main control chip and a game medium count chip, as in this embodiment, errors detected by the main control chip are represented as "Pxx□□" and errors detected by the game medium count chip are represented as "Hxx□□," making it easier to determine where the error occurred. For example, since an input request communication error is detected by the main control chip, it could be displayed as "P01□□" or "PE1□□," and since a dispensing device communication anomaly 1 is detected by the game medium count chip, it could be displayed as "H01□□" or "HE1□□." In this way, by simultaneously displaying identification information such as "P" and "H" corresponding to the chip that detected the error (location of the anomaly), and error identification information such as "E1" and "01" corresponding to the above "xx," it becomes possible to display the location of the anomaly and the type of anomaly (type of error) without changing the number of digits, even if there are more than 100 types of anomalies.
[0031] Furthermore, while we have described an example where the identification information is changed depending on which chip detected the error, this is not the only example; the identification information may also be changed depending on the type of error. For example, recoverable errors could be represented as "Pxx□□" and unrecoverable errors as "Hxx□□". Such a configuration makes it easier to determine the severity of the error.
[0032] Furthermore, when displaying an error on the game media count display unit P9, if a countable error occurs and the counting switch P7 is operated while the error is displayed, the game media count information and the error information may be displayed alternately on the game media count display unit P9 even while the counting process is in progress. This configuration makes it possible to check the error information even while the counting process is in progress.
[0033] Furthermore, when displaying an error on the game media count display unit P9, if an error occurs that allows for lending, and the lending switch is operated and lending is performed while the error is displayed, the game media count information and the error information may be displayed alternately on the game media count display unit P9 even during lending. This configuration makes it possible to check the error information even during lending.
[0034] Furthermore, when displaying an error on the game media count display unit P9, if the power is cut off while the game media count display unit P9 is displaying an error, and then the power is turned on while the total score clear switch is operated, the total score will be reset, but the error will not be cleared. In this case, the information indicating "0" displayed on the game media count display unit P9 and the error information may be displayed alternately. With this configuration, it is possible to check the error information even when the total score is reset by operating the total score clear switch.
[0035] (Status indicator lights 1-5) Status indicator lamps 1-5 consist of five LEDs, with one LED positioned at each segment of the game medium count display unit P9 (not shown). The status indicator lamps are controlled by the game medium count control board P16 and light up when there is a change in the state managed by the game medium count control board P16. The status indicator lamps may be placed in any location as long as they are visible to the player.
[0036] Status indicator lamp 1 is configured to light up when there is a connection problem with the rental device (VL abnormality flag = FFh) and to turn off in all other cases (VL abnormality flag = 00h).
[0037] Status indicator lamp 2 is configured to light up when there is an abnormality in the loan serial number and to turn off in all other cases.
[0038] Status indicator lamp 3 is configured to light up in the event of a communication error 1 to 6 in the rental device, and to turn off in all other cases.
[0039] Status indicator lamp 4 is configured to light up when the total score is 15,000 or more, and to turn off in all other cases.
[0040] The status indicator lamp 5 is configured to light up when the counting point is not 0 (a value of 1 or more) when a counting notification is sent, and to turn off when the counting point is 0 when a counting notification is sent. When the status indicator lamp 5 is lit, it is determined whether or not the counting flag (described later) is set. When the counting flag is set (counting flag = FFh), the status indicator lamp 5 is lit, and when the counting flag is not set (counting flag = 0), the status indicator lamp 5 is turned off.
[0041] Furthermore, the counting flag is cleared (counting flag = 0) at each count notification timing, and is set at the count notification timing when the count execution flag (described later) = 1 or greater (when the count switch P7 is short-pressed or long-pressed). At subsequent count notification timings, if the VL abnormal flag ≠ 0, the total score is 0, or the count execution flag = 0, the counting flag will no longer be set. In other words, when counting a value of "1" or more, the counting flag = FFh will be set for at least 300ms, which is the output interval for count notifications. In other words, if the status indicator lamp 5 is lit, it will remain lit for at least 300ms. Note that the counting flag, which is set when the count execution flag = 1 or greater, is cleared when the count notification timing occurs, but it is reset within the same interrupt process, so the status indicator lamp 5 will remain lit instead of turning off.
[0042] With this configuration, even if a short press of the counting switch P7 occurs immediately before the count notification timing, the status indicator lamp 5 can be lit for 300ms, ensuring that the status indicator lamp 5 is visible for a sufficient amount of time. Furthermore, if a long press of the counting switch P7 spans n (multiple) count notification timings, the lamp can remain lit for a period of n × 300ms.
[0043] Furthermore, whether the counting switch P7 is briefly pressed and counted as "1" only, or whether the counting switch P7 is long-pressed and counted as "50" only, the status indicator lamp 5 will remain lit for 300ms. Therefore, there is no need to separate the processing for short presses and long presses, and the status indicator lamp 5 can be lit with a common process, thus reducing the complexity of the program and compressing the program size.
[0044] (Number of items displayed) When game tokens (scores) are awarded as a result of gameplay, a display device is used to show the number of game tokens awarded, and can display numerical information up to two digits. Each digit of the display unit constituting the number awarded unit is composed of multiple segments, and by lighting up the segments, information on the number of game tokens can be communicated. If the game token count display unit P9 does not display error information corresponding to an error that occurred, the number awarded unit may be configured to display error information corresponding to an error that occurred. In this case, the number awarded unit may display the error information after the information on the number of game tokens awarded. For example, if the number of game tokens awarded as a result of gameplay is "7", the number awarded unit may display "1", "2", "3", "4", "5", "6", "7" followed by "E1" (error code). The number awarded unit is not shown in the figure, but it is conceivable that it be located to the left of the settlement switch P6 and the 1-bet switch P5O in a front view.
[0045] (Display window P10) With the front door P2 closed, the patterns on the reel tapes attached to each of the left reel P18L, middle reel P18C, and right reel P18R (see Figure 3), which are rotatable vertically, can be seen through the display window P10. Specifically, when the reels are stopped, three consecutive patterns out of 21 (20, 16, etc.) patterns, aligned with the rotation direction of the left reel P18L, middle reel P18C, and right reel P18R, can be seen through the display window P10. In other words, a total of 9 patterns (3 patterns x 3 reels) can be seen through the display window P10. Here, of the stop display positions where the left reel P18L, middle reel P18C, and right reel P18R each display three patterns, the uppermost stop display position is called the upper row, the middle stop display position is called the middle row, and the lowermost stop display position is called the lower row.
[0046] (Image display device) The image display device displays various visual effects, game instruction images that indicate the order in which to press the stop switch P4 during gameplay, and error images when errors occur. In this embodiment, the image display device is equipped with two image display devices, image display device P11M and image display device P11S. Depending on the model, there may be only one image display device, three or more, or none at all. Various types of display devices can be used for the image display device, such as liquid crystal displays, plasma displays, organic EL displays, dot displays, and projectors, as long as they are displays that allow the player to see images.
[0047] In addition, the machine may be equipped with an operation mode display device (also called an instruction monitor) that notifies the operation mode of the stop switch P4. The operation mode of the stop switch P4 may also be notified on the number of bets display unit (they may be used together). When the operation mode of the stop switch P4 is notified on the number of bets display unit, the number of bets display unit may be referred to as an instruction monitor. Furthermore, the machine may be equipped with 1-bet lamps, 2-bet lamps, 3-bet lamps to notify the number of bets, a replay indicator lamp to show that replaying (also called a replay) is possible, a game playable lamp to show that the game can be played by operating the start switch P3, and a game medium insertion lamp to show that a game medium can be inserted by operating the bet switch P5.
[0048] The 1-bet lamp can be lit when the number of bets is set to 1, the 2-bet lamp can be lit when the number of bets is set to 2, and the 3-bet lamp can be lit when the number of bets is set to 3. In other words, when the number of bets is set to 1, the 1-bet lamp can be lit; when the number of bets is set to 2, the 1-bet lamp and the 2-bet lamp can be lit; and when the number of bets is set to 3, the 1-bet lamp, the 2-bet lamp, and the 3-bet lamp can be lit.
[0049] The 1-bet lamp, 2-bet lamp, 3-bet lamp, re-play indicator lamp, game playable lamp, and game media insertion lamp described above are controlled by the main control board P15 to light up or turn off, but the sub-control board P12 may also control whether they light up or turn off.
[0050] <Explanation of the main components located on the back of the front door P2 of the gaming machine P>
[0051] Next, the rear structure of the front door P2 according to this embodiment will be described with reference to Figure 2.
[0052] (Sub-control board P12) The sub-control board P12 (also referred to as the sub-control means, sub-control board (means), or performance control board (means)) is housed in a case. The sub-control board P12 is equipped with a sub-control CPU, sub-control ROM, and sub-control RAM (the sub-control CPU, sub-control ROM, and sub-control RAM may be integrated into a single chip). The sub-control CPU, sub-control ROM, and sub-control RAM communicate with each other via a bus. Based on information (also referred to as commands) from the main control board P15, which will be described later, the sub-control board P12 determines the data to be output to the performance lamps, speakers, and image display devices (image display device P11M, image display device P11S). In other words, the sub-control board P12 primarily performs control related to performance. Note that the sub-control board P12 cannot transmit information to the main control board P15 (one-way communication). Furthermore, the system may acquire data input when the performance selection switch P8W or performance confirmation switch P8E is operated, and determine the data to be output to the performance lamps, speakers, and image display devices (image display device P11M, image display device P11S) based on the data input when the performance selection switch P8W or performance confirmation switch P8E is operated.
[0053] (Game token count display board P13) The game token count display board P13 is the board that displays the game token count display unit P9. Specifically, it is the board on which the game token count display unit P9 is installed. (Speaker) The vehicle is equipped with four speakers: the upper right speaker P14UR and upper left speaker (not shown) above the front door, and the lower right speaker P14DR and lower left speaker P14DL below the front door. These speakers output sound effects that match the performance, as well as error sounds and warning sounds to indicate when an error has occurred.
[0054] <Explanation of the main components located in cabinet P1 of the gaming machine P>
[0055] Next, the internal structure of the cabinet P1 according to this embodiment will be described with reference to Figure 3.
[0056] (Main control board P15) The main control board P15 (also referred to as the main control means, the first main control board (means), the main control board (means), or the game control board (means)) is housed in a main control board case. The main control board P15 is protected by the main control board case, and the main control board case is sealed by crimping (also referred to as a sealing member), making it difficult to open the main control board case.
[0057] The main control board P15 is equipped with a first main control CPU, a first main control ROM, and a first main control RAM (the first main control CPU, first main control ROM, and first main control RAM are integrated into a single chip and are referred to as the main control chip). The first main control CPU, first main control ROM, and first main control RAM communicate with each other via a bus. The main control board P15 performs internal lottery, reel control such as driving and stopping the reels, control of prize determination based on the combination of symbols that have stopped all the reels, and control of transitions between various game states such as bonus game state (also simply referred to as bonus) and RT state.
[0058] The main control board P15 is connected to a RAM clear switch, which, when operated, clears the advantageous period information stored in the main control board P15. If the RAM clear switch is operated during an advantageous period, the advantageous period ends and the normal period is set. The information cleared by operating the RAM clear switch is information related to the advantageous period; information related to setting values, total score, number of bets, RT status, and role ratio monitor is not cleared. The method of operating the RAM clear switch to clear the advantageous period is as follows: it may be a single press, it may be detected as being held down for a predetermined period of time (so-called long press), or the power may be turned on while it is being pressed. The RAM clear switch is located in a position that cannot be operated by the player (user) (for example, the main control board P15 which is not exposed unless the front door P2 is opened, inside the cabinet, or on the back of the front door). The RAM clear switch may also be used as a reset switch. As will be explained in more detail later, the advantageous section is a game section in which the instruction monitor may notify the player of advantageous stop switch operation patterns (including operation order and operation position), while the normal section is a game section in which the instruction monitor does not notify the player of advantageous stop switch operation patterns.
[0059] The main control board P15 is connected to a setting key switch (also called a setting switch). By inserting a setting key into the setting key switch and rotating it approximately 45 degrees to the right, and then turning on the power to the gaming machine P, the setting change mode can be started. Note that the setting key switch is not limited to one operated by a setting key; a push-type switch or a pull-type switch may also be used. In any case, it is sufficient as long as it can detect whether it is ON or OFF when the power is turned on.
[0060] Furthermore, during the waiting period after a game has finished, if no bet is set (bet count is 0), the setting confirmation mode can be started by inserting the setting key into the setting key switch and rotating it approximately 45 degrees to the right. Note that the condition for transitioning to the setting confirmation mode does not necessarily have to include the fact that no bet is set; the conditions under which the machine can transition to the setting confirmation mode are referred to as the conditions for transitioning to the setting confirmation mode.
[0061] The built-in ROM of the main control chip mounted on the main control board P15 has a storage capacity of "16KB or less," and has a "7.5KB or less" usable area (also called the first program) and the rest of the area outside the usable area (also called the second program). The usable area has a "4.5KB or less" control area (also called the first control area) where the program executed by the main control board P15 is stored, and a "3.0KB or less" data area (also called the first data area) where only information other than the program is stored, or will be stored. The area outside the usable area has a control area (also called the second control area) and a data area (also called the second data area), similar to the usable area. The usable area stores programs related to the progress of the game, while the area outside the usable area stores programs related to anti-fraud measures and programs used for testing the gaming machine.
[0062] (Game token count control board P16) The game medium count control board P16 (also referred to as the game medium count control means, second main control board (means), payout control board (means), game medal count control board (means), game medal count display control board (means), or game medium count display control board (means)) is housed in a game medium count control board case. The game medium count control board P16 is protected by the game medium count control board case, and the game medium count control board case is sealed by crimping (also referred to as a sealing member), making it difficult to open the game medium count control board case.
[0063] The game medium count control board P16 is equipped with a second main control CPU, a second main control ROM, and a second main control RAM (the second main control CPU, second main control ROM, and second main control RAM are built into a single chip and are referred to as the game medium count chip). The second main control CPU, second main control ROM, and second main control RAM communicate with each other via a bus. The game medium count control board P16 can control the display of the game medium count display unit P9, send information (commands) to the dispensing unit via the game ball dispensing device connection terminal board (described later), receive information (commands) from the dispensing unit via the game ball dispensing device connection terminal board, send information (commands) to the main control board P15, and receive information (commands) from the main control board P15.
[0064] Furthermore, the game media control board P16 is equipped with a game media count storage means that stores the number of game media acquired. It stores the number of game media currently held by the user by adding the number of game media awarded as a result of winning, and subtracting the number of game media used to start the game.
[0065] The maximum number of game tokens that can be stored in the memory device is "16383," and it is not possible to store numbers beyond "16384."
[0066] If the value stored in the game medium count storage means is between "15000" and "16368", the game medium count control board P16 will detect that the total score threshold has been reached. If the value stored in the game medium count storage means is between "16369" and "16383", the game medium count control board P16 will detect an abnormality in the total score upper limit. Any value between "16369" and "16383" stored in the game medium count storage means is referred to as the upper limit warning value. In other words, the upper limit warning value is a concept that also includes the upper limit value. In addition, the value stored in the game medium count storage means, "15000" (the value at which the total score threshold is reached), may be referred to as the first threshold, and the value stored in the game medium count storage means, "16369" (the value at which the total score upper limit is abnormal), may be referred to as the second threshold.
[0067] The game media count control board P16 is connected to a total score clear switch. When the power is turned on while the total score clear switch is pressed after a power outage (the operation of the total score clear switch is detected during the power-on process), the total score stored in the game media count control board P16 can be cleared. The information cleared by operating the total score clear switch is only the total score; other information (e.g., bet count information) is not cleared. The total score clear switch can be operated by pressing it once, or by detecting that it has been pressed for a predetermined period of time (so-called long press). The total score clear switch is located in a position that cannot be operated by the user (e.g., on the game media count control board P16, inside the cabinet, or on the back of the front door).
[0068] If the total score is cleared when the power is turned on while the total score clear switch is operated, the total score clear status is set to ON (stored as "1" in the RWM's total score clear status memory area), and the total score clear status remains ON until the end of the next game that starts, after which the total score clear status is turned OFF (stored as "0" in the RWM's total score clear status memory area). The total score clear status information may also be sent to the lending unit, and if the lending unit receives information that the total score clear status is ON, it clears the total score information stored in the lending unit. In addition, if the lending unit awards lending points (also referred to as "number of lending medals") while the total score clear status is ON on the gaming machine P, the total score clear status remains ON, the lending points are added as a new total score, and even if the total score clear status turns OFF after the end of the next game, the total score with the newly added lending points is not cleared.
[0069] Furthermore, if the power is cut off during gameplay (during reel rotation, payout processing (also called score awarding processing), etc.) and the total score clear switch is operated, the total score will not be cleared and the total score clear status will remain OFF. However, if the power is cut off after gameplay has ended and the total score clear switch is operated, the total score will be cleared and the total score clear status will turn ON. In this case, the game media count control board P16 determines whether or not gameplay is in progress based on the game start information and game end information transmitted from the main control board P15, and prevents the total score from being cleared by operating the total score clear switch when gameplay is in progress.
[0070] Furthermore, if the total score clear switch is operated during gameplay, and the game ends while the total score clear switch is operated, and the power is turned off while the total score clear switch is operated and the game has ended, and the power is turned on while the total score clear switch is operated, the total score will be cleared and the total score clear status will be turned ON.
[0071] Furthermore, if the power is cut off while the total score clear status is ON, and then the power is turned back on without the total score clear switch being pressed, the total score clear status will remain ON. In other words, the total score clear status is not reset by turning the power ON or OFF.
[0072] Furthermore, if the power is cut off while the total score clear status is ON, and then the power is turned back on while the total score clear switch is not pressed and the setting key switch is ON, the settings change mode will start, but the total score clear status will remain ON. In other words, the total score clear status is not reset when the power is turned ON or OFF, or during the initialization process when the settings change mode is started.
[0073] Furthermore, if the power is cut off while the total score clear status is ON, and then the power is turned back on while the total score clear switch is pressed, the total score will be cleared and the total score clear status will be turned ON again. However, even in this case, although the total score is initialized, the ON status of the total score clear status is not initialized, so the total score clear status will remain ON. In other words, the total score clear status is not initialized by the initialization process of turning the power ON or OFF, or by turning the total score clear switch ON.
[0074] Furthermore, the total score clear switch may be configured so that if the power is cut off during gameplay and then turned back on while the total score clear switch is being operated, the total score will be cleared and the total score clear status will be turned ON. In this case, the total score clear status will be changed from ON to OFF based on the end of the game following the game in which the total score clear switch was operated. In other words, the total score clear status will remain ON at the end of the game in which the total score clear switch was operated, and will be turned OFF when the next game ends. This ensures that even if the total score clear status is ON for only a short time (for example, when the total score clear switch is operated just before the end of a game), the total score clear status will remain ON for the next game, thus deterring fraudulent attempts to clear the total score. Alternatively, the total score clear status may be turned OFF after the end of the game in which the total score clear switch was operated. In this case, a reduction in capacity can be expected by standardizing the program that updates the total score clear status.
[0075] Furthermore, although the total score is not cleared simply by pressing the total score clear switch, the system detects the switch's activation, and the monitor lamp, which allows the arcade manager to visually confirm whether there is any abnormality in the switches managed by the game media count control board P16, lights up. On the other hand, instead of the monitor lamp lighting up when the total score clear switch is detected, the system may be configured so that the monitor lamp is off when the total score clear switch is detected and on when the total score clear switch is not detected. The monitor lamp is located on the main control board P15 and / or the game media count control board P16, but it may also be located on other boards.
[0076] Furthermore, if the power is cut off during or after gameplay, and the setting key switch is ON and the total score clear switch is ON when the power is turned back on, the main control board P15 will determine whether the setting key switch is ON or OFF, and the game medium count control board P16 will determine whether the total score clear switch is ON or OFF.
[0077] When the setting key switch is ON and the total score clear switch is ON, the setting change mode is activated, and after initializing a predetermined range of memory in the first main control RAM, the setting value can be selected. On the other hand, the game medium count control board P16 initializes a specific range of memory in the second main control RAM based on the power being turned on, and then, based on the total score clear switch being ON, initializes the memory area in the second main control RAM that stores the total score, thereby clearing the total score. With this configuration, setting changes and total score clearing can be performed simultaneously with a single power-on, thus preventing the operation from becoming complicated for the game hall manager.
[0078] If the power is turned on with the setting key switch ON and the total score clear switch ON, the main control board P15 will start the setting change mode and initialize a predetermined range of memory in the first main control RAM. When the termination condition for the setting change mode is met (after operating the start switch P3 to confirm the setting value, the setting key switch is turned OFF), the setting change mode is terminated. After that, when the bet button is operated, the system becomes ready to execute bet processing using the total score (waiting for gameplay). In other words, if the initialization of the memory area storing the total score is not completed by the time the setting change mode ends, there is a possibility that bet processing will be performed based on an uncleared total score. To resolve this problem, it is preferable that, when the power is turned on with the setting key switch ON and the total score clear switch ON, the initialization of the memory area storing the total score in the second main control RAM starts earlier than the initialization of the predetermined range of memory in the first main control RAM. Alternatively, if the power is turned on with the setting key switch ON and the total score clear switch ON, it is preferable that the initialization of the memory area storing the total score in the second main control RAM is completed earlier than the initialization of a predetermined range of memory areas in the first main control RAM.
[0079] Furthermore, if the setting key switch is ON and the total score clear switch is ON when the power is turned on, the system may transition to the setting change mode, but the total score may not be cleared. With such a configuration, even if the total score clear switch is accidentally operated during the process of transitioning to the setting change mode, the total score will not be cleared. If the total score is important information and it is important to prevent it from being easily cleared, then such a control system may be appropriate.
[0080] Furthermore, if the setting key switch is ON and the total score clear switch is ON when the power is turned on, it is conceivable that the system will not enter setting change mode, and the total score will be cleared. With such a configuration, even if the setting key switch is accidentally operated during the process of clearing the total score, the system will not enter setting change mode. Since the setting values are important information for controlling the profits of the gaming establishment, such a control system may be used when it is important to prevent them from being changed fraudulently.
[0081] Furthermore, when the device enters settings change mode, the LCD displays "Settings Change Mode in Progress," the frame lamp lights up red, and the speaker outputs background music and the voice message "Settings are being changed" until the settings change mode ends. When the total score is cleared, the frame lamp lights up orange, and the speaker outputs the voice message "Total score cleared" for a short period or once. For this reason, even if the device enters settings change mode and the total score is cleared simultaneously, the notification regarding the total score being cleared, which is output for a short period or once, is given priority to make it easier to recognize all situations. To prioritize, for example, if the audio channels for the settings change mode voice message and the total score clear voice message are the same, the total score clear voice message could be output later so that it is recognized first. Alternatively, even if the audio channels for the settings change mode voice message and the total score clear voice message are different, the volume of the settings change mode voice message could be lowered or muted while the total score clear voice message is being output. This configuration makes it easier to understand the situation even if the transition to settings change mode and the clearing of the total score occur simultaneously.
[0082] The built-in ROM of the game medium count control chip mounted on the game medium count control board P16 has a storage capacity of "16KB or less," and has a "7.5KB or less" usable area (also called the first program) and the rest of the area outside the usable area (also called the second program). The usable area has a "4.5KB or less" control area (also called the first control area) where the program executed by the game medium count control board P16 is stored, and a "3.0KB or less" data area (also called the first data area) where only information other than the program is stored, or will be stored. The area outside the usable area has a control area (also called the second control area) and a data area (also called the second data area), similar to the usable area. The usable area stores programs related to the progress of the game, while the area outside the usable area stores programs related to anti-fraud measures and programs used for the payout ratio monitor.
[0083] Furthermore, the game media control board P16 is equipped with a payout ratio monitor (also called a performance display monitor) and is configured to perform calculation and display processing to display the dwell time ratio for various states.
[0084] The payout ratio monitor is a display device that switches and displays the cumulative advantageous section ratio or cumulative payout ratio including instructions (selectable according to the specifications of the gaming machine), the continuous payout ratio for the most recent 6000 games, the payout ratio for the most recent 6000 games, the cumulative continuous payout ratio, the cumulative payout ratio, and the cumulative payout state ratio every 4800ms. It uses four 7-segment LEDs (with DP) to display a four-digit number. The upper two digits of the four-digit number displayed by the four 7-segment LEDs are called the identification segment, and the lower two digits are called the ratio segment.
[0085] In the context of the bonus payout ratio, "bonus payout" refers to Type 1 special bonus payouts (so-called RB), Type 2 special bonus payouts (so-called CB), and regular bonus payouts (so-called SB). The "bonus payout ratio" is calculated as: Payouts during bonus payout operation ÷ Total payouts × 100. Payouts during the operation of Type 1 special bonus continuous operation devices (so-called BB) and Type 2 special bonus continuous operation devices (so-called MB) are included in "payouts during bonus payout operation," but payouts from general gameplay during BB or MB are not included in "payouts during bonus payout operation."
[0086] In the context of the continuous bonus ratio, "continuous bonus" refers to the Type 1 Special Bonus (so-called RB), and the "continuous bonus ratio" is calculated as: payouts during Type 1 Special Bonus operation ÷ total payouts × 100. Payouts during the operation of the Type 1 Special Bonus continuous operation device (so-called BB) are included in "payouts during bonus operation," but payouts from general gameplay during BB are not included in "payouts during bonus operation."
[0087] In the "Instruction-Included Bonus Ratio," "Instruction-Included Bonus" refers to the payouts from games where the instruction function is activated (so-called AT) in addition to the aforementioned "bonus," and the "Instruction-Included Bonus Ratio" is the ratio calculated as (payouts while the instruction function is active, or payouts while the bonus is active) ÷ total payouts × 100. Here, (payouts while the instruction function is active, or payouts while the bonus is active) does not refer to the payouts from games where both the instruction function and the bonus were active, but rather the sum of the payouts from games where the instruction function was active and the payouts from games where the bonus was active. If a game in which the instruction function was active was also a game in which a bonus was active, the payouts from that game will be (payouts while the instruction function is active, or payouts while the bonus is active), rather than the sum of the two payouts. Note that if a player makes a mistake in operating the stop switch during a game in which AT is active, they may not receive the maximum payout, but in this case, the calculation will be based on the actual payout.
[0088] The information displayed on the payout ratio monitor, specifically the information displayed on the identification segment, is used to identify which of the following ratios is being displayed: cumulative advantageous section ratio, cumulative payout ratio including instructions, consecutive payout ratio for the latest 6000 games, payout ratio for the latest 6000 games, cumulative consecutive payout ratio, cumulative payout ratio, and cumulative payout status ratio. These are displayed as "7U.", "7P.", "6Y.", "7Y.", "6A.", "7A.", and "5H." respectively. For example, if "7U." is displayed on the identification segment, it indicates the cumulative advantageous section ratio, and if "6Y." is displayed on the identification segment, it indicates the consecutive payout ratio for the latest 6000 games.
[0089] The information displayed on the ratio monitor, specifically the ratio segment, is intended to allow users to visually confirm the calculation results of various ratios. It is displayed as a two-digit number using two 7-segment LEDs. For example, if the calculation result is 70, "70" will be displayed on the ratio segment. The decimal part of the calculated result is truncated before display. If the calculation result is 100, "99" will be displayed. Furthermore, if the cumulative number of games played is less than 400, "00" will be displayed on the ratio segment.
[0090] The identification segment will flash if the cumulative number of games falls below the standard number of games. The standard number of games is determined according to various ratios: 175,000 games for the cumulative advantageous section ratio, 175,000 games for the cumulative bonus item ratio including instructions, 6,000 games for the consecutive bonus item ratio over the latest 6,000 games, 6,000 games for the bonus item ratio over the latest 6,000 games, 17,500 games for the cumulative consecutive bonus item ratio, 17,500 games for the cumulative bonus item ratio, and 175,000 games for the cumulative bonus item status ratio.
[0091] The ratio segment will flash if the displayed value is above the threshold. The threshold is determined according to the various ratios: it is 70 for the cumulative advantageous section ratio, 70 for the cumulative bonus ratio including instructions, 60 for the consecutive bonus ratio over the most recent 6000 games, 70 for the bonus ratio over the most recent 6000 games, 60 for the cumulative consecutive bonus ratio, 70 for the cumulative bonus ratio, and 50 for the cumulative bonus status ratio. If the cumulative number of games is less than 400 and the calculation result is above the threshold, but the ratio segment displays "00", the ratio segment will be displayed in a lit state.
[0092] Of the information displayed on the identification segment of the payout ratio monitor, only one of "7U." or "7P." is displayed according to the specifications of the gaming machine. "7U." is an identification display that indicates the advantageous section ratio, and the value of (number of games played in the advantageous section ÷ total number of games played × 100) is displayed on the ratio segment. "7P." is an identification display that indicates the bonus item ratio including instructions, and the value of (number of bonus item payouts including instructions (number of bonus item payouts + number of payouts when the instruction function is activated) ÷ total payouts × 100) is displayed on the ratio segment. In addition, for gaming machines that do not have an instruction function (gaming machines that do not notify the player of an operation mode stop switch that is advantageous to the player on the instruction monitor), "7U." is displayed as the information displayed on the identification segment of the payout ratio monitor, and "--" is displayed on the ratio segment (hereinafter, the specification in which "7U.--" is displayed on the instruction monitor will be referred to as the 7U type (no instruction function)).
[0093] Furthermore, since the choice between adopting the "7U." or "7P." specification may change during development, it is desirable for the gaming machine P to be configured to store information for both types. To achieve this configuration, when the power is turned on, the main control board P15 transmits the payout ratio monitor type information (0 for 7U type (no instruction function), 1 for 7U type (with instruction function), and 2 for 7P type) stored in a certain memory area or program to the gaming medium count control board P16, and the gaming medium count control board P16 stores the payout ratio monitor type information transmitted from the main control board P15 in a certain memory area. Furthermore, regardless of whether it is a 7U type or 7P type, the game media count control board P16 stores information that is only used in one of the following ways, such as "number of games played in the advantageous section" and "number of prize payouts including instructions," in predetermined memory areas. When displaying the advantageous section ratio or the prize payout ratio including instructions on the identification segment and ratio segment of the payout ratio monitor, it is configured to display the necessary information based on the payout ratio monitor type information transmitted from the main control board P15.
[0094] Furthermore, the game media count control board P16 transmits necessary information based on the payout ratio monitor type information transmitted from the main control board P15, not only when displaying on the payout ratio monitor, but also when transmitting game machine performance information to the dispensing unit. For example, when transmitting game machine performance information when game machine P is a 7U type (without instruction function), FFh is transmitted as information regarding the payout ratio including instructions, and FFh is transmitted as information regarding the advantageous section ratio. Also, for example, when transmitting game machine performance information when game machine P is a 7U type (with instruction function), FFh is transmitted as information regarding the payout ratio including instructions, and a value corresponding to the result of (number of games played in the advantageous section ÷ total number of games played × 100) is transmitted as information regarding the advantageous section ratio. Also, for example, when transmitting game machine performance information when game machine P is a 7P type, a value corresponding to the result of (number of payouts including instructions ÷ total payouts × 100) is transmitted as information regarding the payout ratio including instructions, and FFh is transmitted as information regarding the advantageous section ratio.
[0095] Furthermore, since the initial value of the payout ratio monitor type information storage area of the game media count control board P16 is 0, if a communication failure between the main control board P15 and the game media count control board P16 occurs when the power is turned on and the main control board P15 does not transmit the payout ratio monitor type information, the payout ratio monitor type information will be 0 even if the specifications of the game machine P are 7P type. Also, if a Type 1 special payout is not installed at this time, the ratio segments related to "6Y.", "7Y.", "6A.", "7A.", and "5H." will all be displayed as "--".
[0096] Thus, even if a communication failure occurs between the main control board P15 and the game medium count control board P16 when the power is turned on, the role ratio monitor display will show "--" instead of a number in the ratio segment, making it possible to immediately recognize that something is not working correctly.
[0097] To verify that the payout ratio monitor is functioning correctly, a test pattern is displayed on the identification segment and ratio segment for 4800ms after power is turned on and interrupt processing is initiated. The test pattern displays all segments (including DP) of the four 7-segment LEDs that make up the payout ratio monitor in a blinking pattern. For example, "8.8.8.8." can be displayed in a blinking pattern. In addition to being displayed after power-on, the test pattern may also be displayed during setting changes, setting verification, or RWM abnormal error.
[0098] In the identification segment, if the cumulative number of games falls below the standard number of games, in the ratio segment, if the displayed value is above the threshold, and in the identification segment and ratio segment, if a test pattern is displayed, the segment is displayed in a blinking pattern. Specifically, the blinking pattern is displayed by switching between on and off every 300ms, such as on for 300ms → off for 300ms → on for 300ms → off for 300ms → ... In addition, when switching between various ratio information, the display starts from on, so that the display time of the various ratio information does not become longer or shorter depending on the timing of on and blinking.
[0099] As mentioned above, the cumulative advantageous section ratio or cumulative bonus ratio including instructions, the continuous bonus ratio for the latest 6000 games, the bonus ratio for the latest 6000 games, the cumulative continuous bonus ratio, the cumulative bonus ratio, and the cumulative bonus state ratio displayed on the bonus ratio monitor are configured to switch display content every 4800ms. By setting this 4800ms to a multiple of 600ms, which is one set of on and flashing, it is possible to configure the system so that at least one of the 7-segment LEDs is always lit when switching between the various ratios displayed on the bonus ratio monitor, even when the display is in flashing mode.
[0100] By configuring it in this way, the display starts from a lit state even when various ratio information is switched, so it is possible to continuously display a natural-looking display without any shift in the blinking cycle.
[0101] Furthermore, since the display period for the test pattern after power-on is set to 4800ms, the 7-segment LED will turn off once the test pattern has finished displaying for 4800ms. In the next interrupt process, it will be possible to display information regarding the cumulative advantageous section ratio or the cumulative instruction-included bonus ratio by turning the LED back on.
[0102] Next, we will explain the control method for the flashing display in the role ratio monitor.
[0103] The performance ratio monitor has a memory area (_TM_CHG_FLS) for managing the time it takes to switch between on and off to make the display blink. This memory area (_TM_CHG_FLS) is a 2-byte memory area, and it is incremented by 1 each time an interrupt is processed. The memory area (_TM_CHG_FLS) is initialized (stored as 0) when the power is turned on, and thereafter cycles through values from 0 to 299 each time an interrupt is processed. In other words, the value after 299 is 0.
[0104] Example 1) When the memory area (_TM_CHG_FLS) used to manage the time for switching between on and off is "0", an update operation is performed, and the memory area (_TM_CHG_FLS) used to manage the time for switching between on and off becomes "1". At this time, the carry flag becomes 1 (because a carry occurs as a result of the calculation "0-299", the carry flag becomes 1). Example 2) When the memory area for managing the time to switch between on and off (_TM_CHG_FLS) is "298" and an update is performed, the memory area for managing the time to switch between on and off (_TM_CHG_FLS) becomes "299". At this time, the carry flag becomes 1 (because a carry occurs as a result of the calculation "298-299"). Example 3) When the memory area for managing the time to switch between on and off (_TM_CHG_FLS) is "299" and an update operation is performed, the memory area for managing the time to switch between on and off (_TM_CHG_FLS) becomes "0". At this time, the carry flag becomes 0 (because the calculation "299-299" does not result in a carry-over, the carry flag becomes 0).
[0105] As mentioned above, if the memory area (_TM_CHG_FLS) used to manage the time for switching between on and off is a value between 0 and 298, the carry flag will be 1, and if the memory area (_TM_CHG_FLS) used to manage the time for switching between on and off is 299, the carry flag will be 0. In other words, the carry flag will be 0 every 300ms.
[0106] When the carry flag becomes 0, the system is configured to update the blinking toggle flag (_FL_CHG_FLS). The blinking toggle flag (_FL_CHG_FLS) is initialized (stored as 0) when the power is turned on. When 0 is stored in the blinking toggle flag (_FL_CHG_FLS), the payout ratio monitor is turned on, and when 1 is stored in the blinking toggle flag (_FL_CHG_FLS), the payout ratio monitor is turned off. In other words, since the carry flag becomes 0 every 300ms, by repeatedly storing 0 and 1 in the blinking toggle flag (_FL_CHG_FLS) every 300ms, the display mode of the payout ratio monitor can repeatedly display (blink) between the on state and the off state every 300ms.
[0107] The ratio monitor is displayed in a blinking mode when the cumulative number of games in the identification segment is less than the standard number of games, when the displayed value in the ratio segment is above the threshold, or when a test pattern is displayed in the identification segment or the ratio segment. In all other cases, the display is set to a steady state without referring to the blinking toggle flag (_FL_CHG_FLS). However, regardless of whether the blinking toggle flag (_FL_CHG_FLS) is referred to or not, the memory area (_TM_CHG_FLS) for managing the time to switch between on and off is updated with each interrupt process, so the blinking toggle flag (_FL_CHG_FLS) is also updated as needed. Therefore, even when switching from a state where the blinking toggle flag (_FL_CHG_FLS) is not referred to to a state where it is referred to, it is possible to display the lights without any discrepancies in the timing of switching between on and off and the timing of switching between various ratio displays.
[0108] (Terminal board for connecting gaming ball dispensing device) The gaming ball dispensing device connection terminal board (also referred to as the connection terminal board) serves as a relay board for bidirectional communication between the gaming machine P and the dispensing unit. The gaming ball dispensing device connection terminal board is housed in a gaming ball dispensing device connection terminal board case. The gaming ball dispensing device connection terminal board is protected by the gaming ball dispensing device connection terminal board case, and the case is sealed by crimping (also referred to as a sealing member), making it difficult to open the gaming ball dispensing device connection terminal board case.
[0109] The gaming ball / dispenser connection terminal board has a connector (D-sub 9-pin) for bidirectional communication with the dispensing unit. Bidirectional communication is possible via a harness (approximately 1.5m to 2.0m in length) connected to the connector through an opening on the back of the gaming machine P's casing. The gaming ball / dispenser connection terminal board also has a capacitor to stabilize communication with the dispensing unit. The dispensing unit is equipped with a dispensing switch, and when the switch is operated, a dispensing notification is sent from the dispensing unit, which is then input to the gaming medium count control board P16 via the gaming ball / dispenser connection terminal board. The connector connecting the gaming ball / dispenser connection terminal board and the dispensing unit is equipped with a spring lock to prevent the harness from easily coming loose.
[0110] The main control board P15, the game medium count control board P16, and the game ball dispensing device connection terminal board are each housed in separate board cases, but this is not limited to this arrangement. The main control board P15 and the game medium count control board P16 may be housed together in a single board case, or the main control board P15, the game medium count control board P16, and the game ball dispensing device connection terminal board may be housed together in a single board case. Furthermore, the board cases are designed so that the back side can be easily viewed even when installed in the game machine P.
[0111] In conventional coin-operated gaming machines, the main control board P15 and the reel mechanism board are connected by a harness. By disconnecting this harness, the power supply from the capacitor on the reel mechanism board to the main control chip on the main control board P15 is cut off, allowing the data stored in the main control chip's RAM to be initialized. This ensures that even if incorrect data is stored in the RAM, it can be reliably initialized by disconnecting the harness. Furthermore, since the main control board P15 has a sealed case, if a capacitor is mounted on the main control board, as mentioned above, cutting off the power supply from the capacitor would require destroying the main control board's case and then removing the main control chip from the main control board P15. Thus, to avoid destroying the board case in order to cut off the power supply from the capacitor, it is desirable to mount the capacitor on a board other than the main control board.
[0112] On the other hand, the gaming ball dispensing device connection terminal board described in this embodiment communicates with the dispensing unit at high speed using a photocoupler, which makes it prone to power shortages. Therefore, it is desirable to supply power immediately by mounting a capacitor. Accordingly, a capacitor is mounted on the gaming ball dispensing device connection terminal board, this gaming ball dispensing device connection terminal board is connected to the gaming medium count control board P16 with a harness, and the gaming medium count control board P16 is further connected to the main control board P15 with a harness. In this configuration, the capacitor mounted on the gaming ball dispensing device connection terminal board serves as a backup power supply for the main control chip mounted on the main control board P15.
[0113] The main control board P15, the game medium count control board P16, and the game ball dispensing device connection terminal board are each sealed in a board case. The game medium count control board P16 and the game ball dispensing device connection terminal board, and the main control board P15 and the game medium count control board P16 are each connected by harnesses. Therefore, to initialize the data stored in the RAM of the main control chip, it is possible to disconnect these harnesses. In addition, the game medium count control chip on the game medium count control board is sealed in a board case, making it difficult to remove and reinsert. However, the total score can be initialized by initializing the total score clear switch.
[0114] The main control board P15 and the game medium count control board P16 are connected via a 32-pin connector. Pin 1 is DC12V, pin 2 is DC12V, pin 3 is DC5V, pin 4 is DC5V, pin 5 is the main control data signal, pin 6 is the control status signal 1, pin 7 is the control status signal 2, pin 8 is the control status signal 3, pin 9 is the control status signal 4, pin 10 is the control status signal 5, pin 11 is the game medium count control data signal 1, pin 12 is the game medium count control data signal 2, pin 13 is the game medium count control data signal 3, pin 14 is the game medium count control data signal 4, pin 15 is the game medium count control data signal 5, pin 16 is the game medium count control data signal 6, pin 17 is the game medium count control data signal 7, and pin 18 is... Pin 19 is the game medium count control data signal 8, pin 19 is the game medium count control data signal 9, pin 20 is the game medium count control data signal 10, pin 21 is the game medium count control data signal 11, pin 22 is the game medium count control data signal 12, pin 23 is the game medium count control data signal 13, pin 24 is the game medium count control data signal 14, pin 25 is the game medium count control data signal 15, pin 26 is the game medium count control data signal 16, pin 27 is the game medium count control data strobe signal, pin 28 is the power outage detection signal 1, pin 29 is the backup power, pin 30 is the GND signal, pin 31 is the GND signal, and pin 32 is the GND signal. The main control board P15 and the game medium count control board P16 may be directly connected by a harness, or they may be indirectly connected via a relay terminal board.
[0115] The game medium count control board P16 and the game ball dispensing device connection terminal board are connected via a 5-pin connector. Pin 1 is DC 5V, pin 2 is the VL signal, pin 3 is the transmit signal, pin 4 is the receive signal, and pin 5 is the GND signal. The game medium count control board P16 and the game ball dispensing device connection terminal board may be directly connected by a harness, or they may be indirectly connected via an intermediate terminal board.
[0116] The game medium count control board P16 and the game medium count display board P13 are connected via a 14-pin connector. Pin 1 is the LED digit A signal, pin 2 is the LED digit B signal, pin 3 is the LED digit C signal, pin 4 is the LED digit D signal, pin 5 is the LED digit E signal, pin 6 is the game medium count display segment A signal, pin 7 is the game medium count display segment B signal, pin 8 is the game medium count display segment C signal, pin 9 is the game medium count display segment D signal, pin 10 is the game medium count display segment E signal, pin 11 is the game medium count display segment F signal, pin 12 is the game medium count display segment G signal, pin 13 is the game medium count display segment P signal, and pin 14 is the game medium count display segment P signal. Furthermore, the signals related to pins 1 through 14 are signals transmitted from the game medium count control board P16 to the game medium count display board P13. The game medium count control board P16 and the game medium count display board P13 may be directly connected by a harness, or they may be indirectly connected via a relay terminal board.
[0117] The game medium count control board P16 and the counting switch P7 are connected via a 2-pin connector. Pin 1 is the counting switch P7 signal, and is used to send a signal to the game medium count control board P16 regarding the operation input of the counting switch P7 when the counting switch P7 is operated. When the counting switch P7 signal is input, some or all of the total score information managed by the game medium count control board P16 is sent to the dispensing unit. Pin 2 is the GND signal and is used as GND. The game medium count control board P16 and the counting switch P7 may be directly connected by a harness, or they may be indirectly connected via an intermediate terminal board.
[0118] The gaming ball dispensing device connection terminal board and the dispensing unit are connected via a 9-pin connector. Pin 1 is the LG signal, pin 2 is the TXD- signal, pin 3 is the RXD- signal, pin 4 is the PSI signal, pin 5 is the LG signal, pin 6 is the TXD+ signal, pin 7 is the RXD+ signal, pin 8 is the VL signal, and pin 9 is the VL signal. The TXD+ and TXD- signals are used to transmit information from the gaming machine P (gaming ball dispensing device connection terminal board) to the dispensing unit. The RXD+ and RXD- signals are used by the gaming machine P (gaming ball dispensing device connection terminal board) to receive information from the dispensing unit. The PSI signal is used as a connection confirmation signal to confirm the connection between the gaming machine P and the dispensing unit. The VL signal is used as an isolated DC 5V power supply. In addition, the harness connecting pins 2 and 6 is twisted. Furthermore, the harness connecting pins 3 and 7 is twisted. The gaming ball dispensing device connection terminal board and the dispensing unit may be directly connected by a harness, or they may be indirectly connected via an intermediate terminal board.
[0119] The main control board P15 and the door relay board are connected via a 40-pin connector. Pin 1 is DC 5V, pin 2 is DC 5V, pin 3 is DC 5V, pin 4 is DC 5V, pin 5 is the GND signal, pin 6 is the LED digit 1 signal, pin 7 is the LED digit 2 signal, pin 8 is the LED digit 3 signal, pin 9 is the LED digit 4 signal, pin 10 is the LED digit 5 signal, pin 11 is the LED segment 1A signal, pin 12 is the LED segment 1B signal, pin 13 is the LED segment 1C signal, pin 14 is the LED segment 1D signal, pin 15 is the LED segment 1E signal, pin 16 is the LED segment 1F signal, pin 17 is the LED segment 1G signal, pin 18 is the LED segment 1P signal, pin 19 is the GND signal, and pin 20 is the GND signal. Yes, pin 21 is the GND signal, pin 22 is the GND signal, pin 23 is the GND signal, pin 24 is the GND signal, pin 25 is the start switch sensor signal, pin 26 is the GND signal, pin 27 is the settlement switch signal, pin 28 is the single-card input switch signal, pin 29 is the triple-card input sensor signal, pin 30 is the GND signal, pin 31 is the left stop switch P4L sensor signal, pin 32 is the GND signal, pin 33 is the middle stop switch P4C sensor signal, pin 34 is the GND signal, pin 35 is the GND signal, pin 36 is the right stop switch P4R sensor signal, pin 37 is the GND signal, pin 38 is the GND signal, pin 39 is the GND signal, and pin 40 is the connector connection monitor signal. The main control board P15 and the reel mechanism board P17 may be directly connected by a harness, or they may be indirectly connected via a relay terminal board.
[0120] The main control board P15 and the reel mechanism board P17 are connected via a 26-pin connector. Pin 1 is DC12V, pin 2 is DC12V, pin 3 is DC5V, pin 4 is DC5V, pin 5 is backup power, pin 6 is the left reel P18L motor Φ0 signal, pin 7 is the left reel P18L motor Φ1 signal, pin 8 is the left reel P18L motor Φ2 signal, pin 9 is the left reel P18L motor Φ3 signal, pin 10 is the middle reel P18C motor Φ0 signal, pin 11 is the middle reel P18C motor Φ1 signal, pin 12 is the middle reel P18C motor Φ2 signal, and pin 13 is the middle reel P18C motor Φ3 signal. Yes, pin 14 is the right reel P18R motor Φ0 signal, pin 15 is the right reel P18R motor Φ1 signal, pin 16 is the right reel P18R motor Φ2 signal, pin 17 is the right reel P18R motor Φ3 signal, pin 18 is the left reel P18L sensor signal, pin 19 is the middle reel P18C sensor signal, pin 20 is the right reel P18R sensor signal, pin 21 is the door switch signal, pin 22 is the GND signal, pin 23 is the GND signal, pin 24 is the GND signal, pin 25 is the GND signal, and pin 26 is the GND signal. Note that the main control board P15 and the reel mechanism board P17 may be directly connected by a harness, or they may be indirectly connected via an intermediate terminal board.
[0121] The main control board P15 and the setting / reset switch are connected via a 5-pin connector. In this embodiment, the setting change switch for changing the setting value in setting change mode and the reset switch for clearing errors in error mode are the same switch, but they may also be provided as different switches.
[0122] The main control board P15 and the sub-control board are connected via a 30-pin connector.
[0123] The reel mechanism board P17 and the power supply board are connected via an 8-pin connector.
[0124] The reel mechanism board P17 and the left reel P18L motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel mechanism board P17 and the left reel P18L motor may be directly connected by a harness, or they may be indirectly connected via an intermediate terminal board.
[0125] The reel mechanism board P17 and the left reel P18L sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the left reel P18L sensor signal, and pin 3 is the GND signal. The reel mechanism board P17 and the left reel P18L sensor may be directly connected by a harness, or indirectly connected via an intermediate terminal board.
[0126] The reel mechanism board P17 and the middle reel P18C motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel mechanism board P17 and the middle reel P18C motor may be directly connected by a harness, or they may be indirectly connected via an intermediate terminal board.
[0127] The reel mechanism board P17 and the middle reel P18C sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the middle reel P18C sensor signal, and pin 3 is the GND signal. The reel mechanism board P17 and the middle reel P18C sensor may be directly connected by a harness, or indirectly connected via an intermediate terminal board.
[0128] The reel mechanism board P17 and the right reel P18R motor are connected via a 4-pin connector. Pin 1 is the motor Φ0 signal, pin 2 is the motor Φ1 signal, pin 3 is the motor Φ2 signal, and pin 4 is the motor Φ3 signal. The reel mechanism board P17 and the right reel P18R motor may be directly connected by a harness, or they may be indirectly connected via an intermediate terminal board.
[0129] The reel mechanism board P17 and the right reel P18R sensor are connected via a 3-pin connector. Pin 1 is DC 5V, pin 2 is the right reel P18R sensor signal, and pin 3 is the GND signal. The reel mechanism board P17 and the right reel P18R sensor may be directly connected by a harness, or indirectly connected via an intermediate terminal board.
[0130] The reel mechanism board P17 and the door switch are connected via a 3-pin connector. Pin 1 is the door switch signal, pin 2 is the GND signal, and pin 3 is the GND signal. The reel mechanism board P17 and the door switch may be directly connected by a harness, or indirectly connected via an intermediate terminal board.
[0131] The door relay board and the display board are connected via a 14-pin connector.
[0132] The door relay board and the maxbet are connected via a 6-pin connector.
[0133] The door relay board and the start switch P3 are connected via a 3-pin connector.
[0134] The door relay board and stop switch P4 are connected via a 9-pin connector.
[0135] <Settings Change Mode> The setting change mode is a mode in which a setting value can be selected (in other words, a setting value setting mode in which a setting value can be set). In this embodiment, any information from "0" to "5" can be selected as the setting value information and stored in the setting value information storage means. A setting value display (not shown) is provided for displaying the setting value, and in the setting change mode, a hall employee can determine the setting value information based on the information displayed on the setting value display. The setting value displayed on the setting value display is any information from "1" to "6", and the degree of advantage of the game (machine payout rate, payout rate, AT winning probability, etc.) changes according to the setting value.
[0136] If the power switch is OFF, and the setting key switch is turned ON, then turning the power switch ON will initiate the setting change mode (start the setting change).
[0137] Furthermore, in addition to the setting key switch being ON when the power is turned on, the game state at the time of power-on may also be that the game is not in progress (the state after all reels have stopped and the game has ended, until the start switch for the next game is operated). In any case, the conditions under which the setting change mode can be started may be referred to as the setting change mode start conditions or predetermined start conditions.
[0138] After starting the settings change mode (starting the settings change), you can select which setting value information to use by operating the settings change switch. For example, if the settings change switch is operated when "2" is displayed on the setting value indicator, "3" will be displayed on the setting value indicator. Also, if the settings change switch is operated when "6" is displayed on the setting value indicator, "1" will be displayed on the setting value indicator. Note that when the settings change mode is started, a predetermined range of memory area in the first main control RAM is initialized. This initialization process resets the game state, such as recoverable errors and advantageous periods, but does not reset the total score. To reset the total score, you need to operate the total score clear switch separately.
[0139] After starting the settings change mode (starting settings change), you can select a setting value by operating the settings change switch, confirm the setting value by operating the start switch P3, and then exit the settings change mode (end settings change) by turning off the setting key switch. After exiting the settings change mode (end settings change), you can bet the points to bet, and if the operation of the start switch P3 is accepted after the points to bet, the game can be played.
[0140] Furthermore, if the setting change mode is exited when "1" is displayed on the setting value indicator, "0" will be stored as the setting value information. If the setting change mode is exited when "2" is displayed on the setting value indicator, "1" will be stored as the setting value information. If the setting change mode is exited when "3" is displayed on the setting value indicator, "2" will be stored as the setting value information. If the setting change mode is exited when "4" is displayed on the setting value indicator, "3" will be stored as the setting value information. If the setting change mode is exited when "5" is displayed on the setting value indicator, "4" will be stored as the setting value information. If the setting change mode is exited when "6" is displayed on the setting value indicator, "5" will be stored as the setting value information.
[0141] Even in the settings change mode, communication between the lending unit and the gaming machine P is still taking place. In other words, even in the settings change mode, the lending notification described later can be received and points can be added to the gaming machine P. Also, even in the settings change mode, the counting notification described later can be sent and the points of the gaming machine P can be counted.
[0142] Furthermore, even in setting change mode, the system can be configured so that communication between the lending unit and the gaming machine P does not occur. In other words, even in setting change mode, if the lending switch on the lending unit is operated, the gaming machine P will not receive a lending notification, and therefore points cannot be added to the gaming machine P. Also, in this case, even if the counting switch P7 is operated in setting change mode, a counting notification will not be sent, and therefore the points on the gaming machine P cannot be counted.
[0143] Furthermore, while in settings change mode, the reel rotation process activated by the start switch, the bet number setting process activated by the bet switch, the settlement process activated by the settlement switch, and the reel stopping process activated by the stop switch are disabled, preventing the game from progressing.
[0144] <Settings confirmation mode> The setting confirmation mode is a mode in which the setting value can be checked, and the current setting value can be displayed on the setting value indicator.
[0145] With the power switch on, the setting confirmation mode can be started (setting confirmation begins) when the setting key switch is turned on. Note that, unlike the setting change mode, setting values cannot be selected or changed in setting confirmation mode. Furthermore, if there is one or more points bet and the power switch is on, the setting confirmation mode will not be started when the setting key switch is turned on. In other words, the setting confirmation mode will be started when the setting key switch is turned on in a situation where no bets have been placed (including automatic bets due to replay).
[0146] After starting the settings confirmation mode (starting the settings confirmation), you can exit the settings confirmation mode (end the settings confirmation) by turning off the settings key switch.
[0147] Even in the settings confirmation mode, communication between the lending unit and the gaming machine P is still taking place. In other words, even in settings confirmation mode, the lending notification described later can be received and points can be added to the gaming machine P. Also, even in settings confirmation mode, the counting notification described later can be sent and the points of the gaming machine P can be counted.
[0148] Furthermore, even in setting confirmation mode, the system can be configured so that communication between the lending unit and the gaming machine P does not occur. In other words, in setting confirmation mode, even if the lending switch on the lending unit is operated, the gaming machine P does not receive a lending notification, and therefore points cannot be added to the gaming machine P. Also, in this case, even if the counting switch P7 is operated in setting confirmation mode, a counting notification is not sent, and therefore the points on the gaming machine P cannot be counted.
[0149] Furthermore, during the settings confirmation mode, the reel rotation process activated by the start switch, the bet number setting process activated by the bet switch, the settlement process activated by the settlement switch, and the reel stopping process activated by the stop switch are disabled, preventing the game from progressing.
[0150] <Rental Unit> In this embodiment, the gaming machine P is capable of communicating with the lending unit. For example, the lending unit is equipped with a lending switch, and when the lending switch is operated, it sends a lending notification to the gaming machine P. The lending unit is equipped with an SC board that receives information from the gaming machine P, and the SC board is configured to receive information transmitted by the gaming medium count control board P16 in the gaming machine P.
[0151] <Hall Computer> When the SC board installed in the dispensing unit receives information from the gaming machine P, some of the information is transmitted from the dispensing unit to the hall computer. This information includes the number of tokens inserted, the number of tokens dispensed, the main control status, and any fraudulent activity. When the hall computer receives information from the dispensing unit, it performs processing to display it on a data display outside the gaming machine. Furthermore, since the hall computer may also manage information from gaming machines that use physical tokens, it manages the number of tokens inserted and dispensed by receiving a corresponding number of pulses. In other words, while the gaming machine P transmits the values of the number of tokens inserted and dispensed directly, the hall computer, as the final receiving medium, receives them as pulses, resulting in a time lag before the hall computer fully receives the token counts.
[0152] <Description of the power-on process controlled by the main control board P15 applicable to this embodiment> When the gaming machine is powered on, the system determines whether the power failure detection signal is ON or OFF. If the power failure detection signal is not ON (i.e., OFF), the main control chip's function settings are configured. If the power failure detection signal is ON, the system loops through determining whether the power failure detection signal is ON or OFF (the following power-on process is not executed).
[0153] The main control chip's function settings include initial configuration of the built-in registers.
[0154] Next, the checksum of the RWM area is calculated, and the power-off processing flag is checked, and power-off recovery data is generated.
[0155] Next, the system determines whether the door switch signal and the setting key switch signal are ON or OFF. If the door switch signal is ON (the front door is open) and the setting key switch signal is ON, the system executes the setting change device process. If either switch is OFF, the system determines whether the power-off recovery data is normal or not.
[0156] Next, if the power-off recovery data is not valid, an error message is displayed, and the system loops through the error state until initialization is performed. If the power-off recovery data is valid, the stack pointer is restored based on the data saved at the time of the power-off.
[0157] Next, we will perform a read operation on the input port.
[0158] Next, the interrupt activation process is executed. The interrupt activation process configures the four serial communication port channels 0 through 3. Of these, channel 0 can be configured for both transmission and reception, channel 1 can be configured for transmission only, channel 2 can be configured for transmission only, and channel 3 can be configured for transmission only.
[0159] To enable reception for channel 0, bit 7 of the setting area (part of the internal register) corresponding to channel 0 is set to "1". Additionally, setting bit 6 of the same setting area (part of the internal register) to "1" enables transmission for channel 0. In this embodiment, since channel 0 is configured for reception only, bit 7 is set to "1" and bit 6 remains "0". By enabling reception only for channel 0, the main control board can receive commands from the game medium count control board. In this embodiment, when sending commands from the main control board to the game medium count control board, the serial communication port is not used as it is transmitted via parallel communication. However, when sending commands from the main control board to the game medium count control board via serial communication, one of channels 1 to 3 of the serial communication port may be used. Even in this case, by configuring channel 0 to enable reception only, mutual communication can be performed without the need to perform complex processing such as adjusting the timing of transmission and reception commands.
[0160] In interrupt-activated processing, the receive setting for channel 0 is set in the usage area, and the transmit setting for channel 2 is set outside the usage area. Channel 2 performs the transmit setting in order to execute the process of outputting a test signal from the main control board to the test IF board.
[0161] In the interrupt-activated process, after enabling and disabling reception for channel 0, the serial communication setting program outside the used area is called to enable reception for channel 2. By setting the reception settings for channel 0 before the transmission settings for channel 2 in this way, it becomes possible to quickly prepare for the transmission of commands from the game media count control board.
[0162] After executing the interrupt-activated process, the system returns to the interrupt-activated process for power outages.
[0163] <Description of the main game progression processing controlled by the main control board P15 applicable to this embodiment> The processing related to gameplay in the gaming machine P is broadly divided into interval interrupt processing (hereinafter sometimes simply referred to as "interrupt processing" or "timer interrupt processing") which is executed periodically (every 2.235 ms in this embodiment), and the main game progression processing which is executed from the end of one interval interrupt processing until the start of the next interval interrupt processing.
[0164] The outline of the main game progression processing of the main control board P15 in this embodiment will be explained with reference to Figure 44.
[0165] <Processing when power is turned on> When the power is turned on, the power-on process is executed. During the power-on process, an abnormality in the first main control RAM (checksum calculation) is checked. If the first main control RAM is abnormal and the setting key switch is not on (off), the system will be unable to recover from power failure, resulting in a recovery failure error. If a recovery failure error occurs, the subsequent main game progression process will not be executed. If a recovery failure error occurs, it is possible to recover by turning the power off and then on again with the setting key switch on (initializing a predetermined area of the first main control RAM by changing the settings).
[0166] During power-on processing, if the first main control RAM is not malfunctioning and the setting key switch is not on (off), the game start setup is performed.
[0167] During power-on processing, if the first main control RAM is functioning correctly and the setting key switch is ON, the system initializes a specific area of the first main control RAM and then transitions to a setting change mode where the setting value can be modified. If the conditions for ending the setting change mode are met, the system performs a game start setup.
[0168] During power-on processing, if the first main control RAM is abnormal (an irrecoverable error occurs) and the setting key switch is ON, the system initializes a predetermined area including at least a specific area of the first main control RAM, and then transitions to a setting change mode in which the setting value can be changed. If the conditions for ending the setting change mode are met, the game start set is performed.
[0169] Furthermore, although the transition conditions for entering the setting change mode were explained assuming the setting key switch is ON, it is also acceptable to enter the setting change mode if the setting key switch is ON AND the setting changeable state is set in the first main control RAM. The setting changeable state will be explained later.
[0170] <Game Starter Set> First, the "configurable" state, which allows for setting changes, is set in the first main control RAM. When the "configurable" state is set, the system will enter configuration change mode if the setting key switch is ON when the power is turned on. When the "configurable" state is not set (i.e., the "configurable" state is set), the system will not enter configuration change mode even if the setting key switch is ON when the power is turned on.
[0171] Next, the 1-bet lamp, 2-bet lamp, 3-bet lamp, game cartridge insertion lamp, game play ready lamp, and re-play indicator lamp are turned off. Specifically, the data to turn them off is set in the memory area of the first main control RAM that manages the on / off status of the 1-bet lamp, 2-bet lamp, 3-bet lamp, game cartridge insertion lamp, game play ready lamp, and re-play indicator lamp.
[0172] Next, we determine whether the result of the previous game constitutes a replay.
[0173] If the system determines that the previous game was a repeat game, the repeat game indicator lamp will light up. Specifically, the lighting data will be set in the memory area of the first main control RAM that manages the lighting / exiting of the repeat game indicator lamp. After that, the system will automatically bet the same amount as the previous game. For example, if the number of bets in the previous game was "3", the system will automatically bet "3". After that, the system will accept the game media.
[0174] On the other hand, if it is determined that the previous game was not a repeat game, the game will accept the game token without lighting the repeat game indicator lamp or performing automatic betting.
[0175] <Acceptance of gaming media> Gaming media acceptance refers to the control process that occurs when betting using the total score and settling the number of bets are possible (while waiting to play).
[0176] When receiving a game cartridge, the first step is to determine whether the conditions for transitioning to the settings confirmation mode are met. Specifically, the first step is to check whether the number of bets is 0. If the number of bets is 0, the settings confirmation process is executed (the system transitions to settings confirmation mode) when the door is open and the setting key switch is on (or when it is determined that there is a rising edge to the setting key switch signal). If the number of bets is not 0 (for example, if the number of bets is 1), the settings confirmation process is not executed (the system does not transition to settings confirmation mode) even if the door is open and the setting key switch is on.
[0177] If the conditions for transitioning to the settings confirmation mode are not met (i.e., the system does not transition to the settings confirmation mode), the system then determines whether there is a VL abnormality or a total score upper limit abnormality, as described later.
[0178] If a VL (Value Level) abnormality or a total score limit abnormality occurs, regardless of the lighting status of the game medium insertion lamp and the game playable lamp, the game medium insertion lamp and the game playable lamp will be turned off, and subsequent processing (betting, settlement, etc.) will not be executed. Turning off the game medium insertion lamp and the game playable lamp means storing the off data in the memory area of the first main control RAM that manages the lighting status of the game medium insertion lamp and the game playable lamp. At this time, the lighting status of the first bet lamp, second bet lamp and third bet lamp will be maintained. For example, if a VL abnormality occurs while the first bet lamp is lit, the second bet lamp is lit, and the third bet lamp is off, the first bet lamp will remain lit, the second bet lamp will remain lit, and the third bet lamp will remain off. By using this lamp configuration, it is possible to inform the player of the current number of bets even if a VL abnormality or a total score limit abnormality occurs. On the other hand, the "Game Material Insertion Available" lamp and the "Game Execution Available" lamp will turn off. By turning off the "Game Execution Available" lamp, it becomes possible to inform the player that even if the specified number of bets have been placed (when the 1-bet lamp, 2-bet lamp, and 3-bet lamp are lit), the game will not proceed even if the start switch is operated. Also, by turning off the "Game Material Insertion Available" lamp, it becomes possible to inform the player that even if the number of bets is 0 and the total score is greater than the specified number, operating the bet switch while bets have been placed will not result in a bet being placed.
[0179] Furthermore, even if a VL abnormality or a total score limit abnormality occurs while the game medium is being accepted, the system still determines whether the conditions for transitioning to the setting confirmation mode are met. By configuring the system in this way, even if a VL abnormality or a total score limit abnormality occurs, the system can provide a game machine that allows the player to check the setting value if the conditions for transitioning to the setting confirmation mode are met.
[0180] If there is no VL abnormality or total score limit abnormality, the settlement process and input process will be executed.
[0181] During the settlement process, if it is determined that the settlement switch P6 has been operated, the settlement process for the bet points will be executed.
[0182] During the betting process, if it is determined that the MAX bet switch has been operated, the process of inserting 3 points is executed; if it is determined that the 1 bet switch has been operated, the process of inserting 1 point is executed.
[0183] Here, we will explain the input process (hereinafter sometimes referred to as the betting process) performed by the main control board P15.
[0184] When the main control board P15 receives an operation on the MAX bet switch or the 1 bet switch (when it determines that there is rising edge data for the MAX bet switch or the 1 bet switch), if the result of subtracting the current number of bets (current number of bets, number of bets placed, number of bets placed) from the maximum number of bets (also called the specified number) of "3" is "0" (zero flag = 1), the betting process is terminated. If the result of subtracting the current number of bets from the maximum number of bets ("3") is not "0" (zero flag = 1), the number of bets requested (also called the number of bets requested) is set.
[0185] In the process of setting the number of bets to bet, if the 1-bet switch is operated, the number of bets to bet to bet is set to "1". If the MAX-bet switch is operated, the number of bets that can be bet (which is "3" when the current number of bets is "0", "2" when the current number of bets is "1", and "1" when the current number of bets is "2") is set as the number of bets to bet to bet.
[0186] The set number of tokens to be inserted is sent to the game token quantity control board P16 as an insertion request command (also called a bet request command). The command sent from the main control board P15 to the game token quantity control board P16 consists of a first control command (1 byte) and a second control command (1 byte). The first control command indicates the type of command, and the second control command indicates the data. For example, in the case of an insertion request command, the first control command will be "20h" and the second control command will be one of the values from "01h" to "03h". In other words, when the game token quantity control board P16 receives a command from the main control board P15, it can confirm that it is an insertion request command from the first control command and confirm the number of tokens to be inserted from the second control command.
[0187] After the main control board P15 sends an input request command, if the game medium quantity control board P16 sends a command for the number of balls to be inserted, the main control board P15 adds 1 point to the number of bets according to the number of balls requested to be inserted. In addition, each time the number of bets is increased by 1 point, the 1 to 3 bet lamps are lit sequentially.
[0188] Furthermore, if the game medium count control board P16 sends a rejection command after the main control board P15 has sent an insertion request command, the insertion process is terminated. The game medium count control board P16 sends a rejection command to the main control board P15 when the value stored in the total score memory area, which is the RAM area of the game medium count control board P16 (also called the total score), is less than the number of insertion requests. For example, if the number of insertion requests is "3" and the value stored in the total score memory area is less than "3", the game medium count control board P16 sends a rejection command to the main control board P15. If the number of insertion requests is "2" and the value stored in the total score memory area is less than "2", the game medium count control board P16 sends a rejection command to the main control board P15. Also, if the number of insertion requests is "1" and the value stored in the total score memory area is less than "1", the game medium count control board P16 sends a rejection command to the main control board P15.
[0189] Here, we will explain the settlement process performed by the main control board P15.
[0190] When the main control board P15 receives an operation of the settlement switch P6 (when it determines that there is rising data for the settlement switch P6), it reads the number of bets, determines whether the number of bets is "0", and if the number of bets is "0", it terminates the settlement process. If the number of bets is not "0", it turns off the 1-bet lamp, 2-bet lamp, 3-bet lamp, re-play indicator lamp, playable lamp, and game medium insertion lamp. Note that settlement processing cannot be performed during re-play, so even if the settlement switch P6 is operated during re-play, settlement processing will not be performed. In other words, even if the settlement switch P6 is operated during re-play, the 1-bet lamp, 2-bet lamp, 3-bet lamp, playable lamp, and game medium insertion lamp, including the re-play indicator lamp, will not turn off.
[0191] After turning off the various lamps, set the settlement request command. The value of the second control command of the settlement request command is the value of the register stored when reading the number of bets placed (also called the settlement request number) at the time of settlement processing. In other words, the settlement request number will be one of the values from "01h" to "03h".
[0192] Next, the set settlement request command is sent to the game media control board P16.
[0193] After the main control board P15 sends a settlement request command, if the game medium count control board P16 sends a settlement request command, the main control board P15 sends a command to the sub-control board P12 to start the settlement process, clears the number of bets, turns off the lit 1-3 bet lamps, and sends a command to the sub-control board P12 to end the settlement process. The sub-control board P12 outputs a settlement sound to the speaker when the command to start the settlement process is sent from the main control board P15, and stops outputting the settlement sound from the speaker when the command to end the settlement process is sent from the main control board P15.
[0194] Furthermore, if the total score stored in the game medium count memory means is greater than or equal to the upper limit warning value of "16369", the game medium count control board P16 detects an abnormality in the total score upper limit and notifies the main control board P15 of the abnormality in the total score upper limit via command communication. When the main control board P15 receives the command indicating an abnormality in the total score upper limit from the game medium count control board P16, the main control board P15 sets the abnormality in the total score upper limit.
[0195] In the event of an abnormal total score limit, the main control board P15 is set to a game-disabled state (start switch P3, bet switch P5, and settlement switch P6 are not accepting input), thereby preventing the total score stored in the game medium count memory from exceeding the upper limit of "16383". For example, if the game medium count memory is stored at "16368", which is the value just before the upper limit warning value, and the maximum bet of "3" has been placed, even after the settlement switch P6 is operated, the value stored in the game medium count memory will be "16371", which is below the upper limit of "16383". Therefore, even if the number of game mediums is added to the game medium count memory during the settlement process by operating the settlement switch P6, it will not exceed the upper limit, thus preventing the game mediums that exceed the upper limit from being lost. In this case, the abnormal total score limit is detected after the value stored in the game medium count memory becomes "16371", and subsequent operations on the settlement switch P6 are disabled, preventing settlement processing. Subsequently, if the counting switch P7 is operated and the value stored in the game media count memory becomes "16368" or less, the total score limit abnormality is automatically cleared, and the game becomes playable (the start switch P3, bet switch P5, and settlement switch P6 are all ready to accept input).
[0196] In the event of an abnormal total score limit, the game becomes unplayable, and the start switch P3, bet switch P5, and payout switch P6 are disabled. Under normal circumstances, disabling only the bet switch P5 would also result in the game becoming unplayable, and it would not be necessary to disable the start switch P3 and payout switch P6. However, considering the possibility of fraudulent abnormal total score limit occurrences, both the start switch P3 and payout switch P6 are disabled. Furthermore, considering the possibility of fraudulent abnormal total score limit occurrences during gameplay, payout processing may also be disabled.
[0197] <Start lever reception?> Next, if a playable slot is filled, the system checks whether to accept the start lever. The start lever check confirms whether the start switch P3 has been operated (checking whether the rising edge signal of the start switch P3 has been detected). If no playable slot is filled, the system returns to determining whether the conditions for transitioning to the game media acceptance setting confirmation mode are met, and the system loops through the game waiting state.
[0198] Next, if a playable slot is opened and the start lever is activated, the system checks whether the start switch P3 has been operated. If it is determined that the start switch P3 has been operated (if the start lever activation is YES), the system sets the setting to "cannot be changed." If it is determined that the start switch P3 has not been operated (if the start lever activation is NO), the system returns to determining whether the conditions for transitioning to the setting confirmation mode are met, and the system loops through the waiting period for gameplay.
[0199] <Internal drawing> Next, after setting the machine to a state where settings cannot be changed, an internal lottery process is executed. In this internal lottery process, minor wins, replays (also called replays), Big Bonuses (BB), Regular Bonuses (RB), misses, etc. are determined by lottery.
[0200] <Rodder rotation processing> Next, the system determines whether the minimum play time (the time required to ensure at least 4.1 seconds between the start of one game's reel spin and the start of the next game's reel spin) has elapsed. If it determines that the minimum play time has elapsed, the reel spin start process is executed. If it determines that the minimum play time has not elapsed, the system loops through the minimum play time determination process until the minimum play time has elapsed.
[0201] Next, in the reel rotation start process, the process to rotate all the reels is executed, and the creation of the shift frame count data begins while the stop switch operation is being accepted.
[0202] <Slot machine stop process> Next, the reel stop process is executed. In the reel stop process, it is determined whether or not the stop switch can be operated. If the stop switch can be operated, it is checked whether or not the stop switch has been operated (checking whether or not the rising edge signal of the stop switch has been detected). If the stop switch cannot be operated, the process returns to the creation of the shift frame count data.
[0203] Next, the system checks whether the stop switch has been operated. If it is determined that the stop switch has been operated, the stop position is determined from the stop acceptance position and the number of shift frames. If it is determined that the stop switch has not been operated, the system returns to the creation of the shift frame data.
[0204] Next, once the stopping position is determined, it is determined whether all reels (three in this embodiment) have stopped. If it is determined that all reels have stopped, the processing for the game state is executed. If it is determined that all reels have not stopped, the process returns to creating the shift frame count data.
[0205] <Processing based on game state> Game state-specific processing refers to the execution of processing according to the main game state, which will be described later. For example, if the current game is AT (game in the advantageous section), and the arbitrary termination condition of the advantageous section (for example, 300 AT games) is met during this game, and the next game will be a game in the normal section, then the advantageous section termination processing will be executed. The control processing for terminating the advantageous section based on arbitrary termination conditions will be described later.
[0206] <Payout Processing> Next, after executing the processing based on the game state, the payout process is executed.
[0207] During the payout process, it is determined whether the re-play activation symbol has stopped. If it is determined that the re-play activation symbol has stopped, the initial number of tokens inserted at the start of the game is stored as automatic token insertion data. If it is determined that the re-play activation symbol has not stopped, it is determined whether the value of the score awarding timer is not "0" in order to determine whether the payout time has elapsed. If the value of the score awarding timer is not "0", it waits until the value of the score awarding timer becomes "0". If the value of the score awarding timer is "0", the value of the score awarding timer is stored as "27" (a time equivalent to 60.35ms), which represents the payout time for 1 point, and then the payout request command is set.
[0208] If the main control board P15 sends a payout request command and then the game medium count control board P16 sends a payout request command, the main control board P15 increments the value of the acquired number data (which is stored as "0" at the start of payouts) and decrements the score award data (which is stored as the payout amount corresponding to the winning symbols at the start of payouts) that indicates the number to be paid out. If the value of the score award data is not 0, the process of checking whether the value of the score award timer is not "0" is repeated until the value of the score award data becomes 0. The acquired number data is data used to display the acquired number on the score award display unit.
[0209] Furthermore, even if the game medium count memory device stores "16368," which is the value just before reaching the upper limit warning value, and the maximum number of tokens to be awarded, "15," is awarded, the value stored in the game medium count memory device after the award becomes "16383," which is the upper limit. Therefore, even if the number of game mediums is added to the game medium count memory device during the payout process, it will not exceed the upper limit, thus preventing the game mediums exceeding the upper limit from being lost. In this case, after the value stored in the game medium count memory device becomes "16383," an abnormality in the total score upper limit is detected, and subsequent operations of the bet switch P5 and the start switch P3 are disabled, preventing betting and game start processes (such as the reel rotation start process). Subsequently, if the counting switch P7 is operated and the value stored in the game medium count memory device becomes "16368" or less, the abnormality in the total score upper limit is automatically cleared, and the game becomes playable (the start switch P3, bet switch P5, and settlement switch P6 become available).
[0210] <Management process for the advantageous section clear counter> Next, if the current game is in the advantageous period, the system updates counters related to the conditions for ending the advantageous period (for example, a memory area that manages the number of games played in the advantageous period, or a memory area that manages MY in the advantageous period). If the system determines through this update that the conditions for ending the advantageous period have been met, it controls the next game to be in the normal period. If the advantageous period ends with the current game, the various memory areas of the first main control RAM that were used for the game in the advantageous period are initialized. On the other hand, if the current game is in the normal period, the system does not update the counters related to the conditions for ending the advantageous period. In other words, the advantageous period clear counter management process determines whether the conditions for ending the advantageous period have been met when the game is in the advantageous period, and if the conditions for ending the advantageous period have been met, it controls the game to end the advantageous period.
[0211] <Operating state management process> Next, the system executes the re-play, the operation status management process for the special features and the continuous operation device for the special features. The execution of the operation status management process marks the end of one game, and the system returns to the game start set in the main game progression process.
[0212] Previously, if the start switch was detected as being operated, the system was configured to set a "settings cannot be changed" state, preventing settings from being changed. However, it is also possible to configure the system to allow settings to be changed even during gameplay (even after the start switch has been operated) without setting a "settings cannot be changed" state.
[0213] <Description of interval interrupt processing controlled by the main control board P15 applicable to this embodiment> Interval interrupt handling first performs register saving. In register saving, register values are stored in the stack area so that the game progression main processing that was running immediately before the interrupt handling is completed can be returned to.
[0214] Next, the interrupt flag clearing process is executed. In the interrupt flag clearing process, the interrupt flag is cleared (turned OFF) to enable interrupt processing.
[0215] Next, the power-off process is executed. During the power-off process, if the power-off detection signal is ON, the power-off process described later is executed; if the power-off detection signal is OFF, the power-off process is terminated.
[0216] Next, the interrupt counter update process is executed. In the interrupt counter update process, the counter is updated each time an interrupt occurs.
[0217] Next, the main control command acquisition process is executed. In the main control command acquisition process, commands are received from the game medium count control board P16 and stored in the main control command buffer.
[0218] Next, the input port reading process is executed. This process reads the input ports.
[0219] Next, the reel drive management process is executed. In the reel drive management process, a drive process is performed for all reels according to their status.
[0220] Next, the game media count control command output process is executed. In the game media count control command output process, the command is saved in the game media count command buffer in order to send the command to the game media count control board P16.
[0221] Next, the port output process is executed. In the port output process, data is set to the output port and output.
[0222] Next, the timer measurement process is executed. The timer measurement process updates various timers, including the condition device output timer, payout count signal output timer, overflow test signal timer, reel stop reception waiting timer, minimum game time management timer, score awarding timer, setting change device start waiting timer, bonus start waiting timer, and bonus end waiting timer.
[0223] Next, error management processing is executed. Error management processing checks for setting value errors and built-in random number errors. Note that error management processing is a process that calls a program outside the used memory area, and error checking is performed by the program outside the used memory area.
[0224] Next, the Gaming Machine Information Management Process (Main Control) is executed. In the Gaming Machine Information Management Process (Main Control), the information for Gaming Machine Fraud 1 and Gaming Machine Fraud 2 is updated.
[0225] Next, the sub-control command transmission process is executed. In the sub-control command transmission process, the commands to be sent to the sub-control board P12 are set.
[0226] If the main control board P15 has no commands to send to the sub-control board P12 (i.e., no commands are stored in the transmission command buffer), the main control board P15 may send an idle command to the sub-control board P12. The idle command includes information about the game status and error status, so that when the sub-control board P12 receives the idle command, it can understand the status of the main control board P15. For example, if the total score of the game medium count control board P16 reaches a value that exceeds the total score limit and the main control board P15 receives a total score limit abnormality signal, it may send an idle command to the sub-control board P12 so that the sub-control board P12 executes a notification prompting the operation of the counting switch as a process for the total score limit abnormality. It is desirable that the idle command includes information such as total score limit abnormality, total score threshold reached, lending device communication abnormality 1-6, counting in progress, VL abnormality, etc.
[0227] Next, the LED display processing is executed. This process involves setting the 7-segment LED segment table to be displayed in the assigned number display section.
[0228] Next, the sub-notification data output process is executed. In the sub-notification data output process, information such as whether the stop switch and MAX bed switch can be operated effectively, and whether the doors are open or closed is transmitted to the sub-control board.
[0229] Next, the game media count control notification process is executed. In the game media count control notification process, the game media count control notification information is updated.
[0230] Next, the register recovery process is executed. The register recovery process restores the information that was saved on the stack during the register saving process.
[0231] Next, the interrupt enable process is executed.
[0232] <Description of power outage processing controlled by the main control board P15 applicable to this embodiment> When the power supply of the gaming machine P is turned off or the power-off detection signal becomes ON due to external factors such as a power outage, the power-off process is executed. When the power-off detection signal is not ON, the power-off process is terminated. When the voltage drops below a predetermined value, the power-off detection signal is input to a predetermined input port. If the power-off detection signal is input to the predetermined input port twice continuously in the interrupt process, it is determined as a power-off and the power-off detection signal is configured to be turned ON. However, it is not limited to this, and an external interrupt may occur when the voltage drops below the predetermined value even once, and the power-off detection signal may be configured to be turned ON.
[0233] When it is determined that the power-off detection signal is ON, the output ports (0 to 6) are turned OFF.
[0234] Subsequently, the stack pointer save process is executed.
[0235] Subsequently, the process of setting the power-off processed flag and the RWM checksum data is executed.
[0236] Subsequently, the RWM write prohibition process is executed.
[0237] Subsequently, it enters the reset signal waiting state and loops in this state thereafter.
[0238] <Explanation of the power-on process, main loop process, and power-off process controlled by the gaming medium number control board P16 applicable to this embodiment> When the power supply of the gaming machine is turned on, the function settings of the gaming medium number control chip are performed. In the function settings of the gaming medium number control chip, the initial settings of the built-in registers are executed.
[0239] Subsequently, the RWM initialization process is executed. In the RWM initialization process, check the power state flag and calculate the RWM checksum data, and set the RWM initialization start address according to whether it is normal or abnormal and execute the initialization of the RWM. Also, the initialization of the RWM area outside the usage area is also executed by a program outside the usage area. In other words, the RWM initialization range is different in the normal case and the abnormal case. In the normal case, the total score stored in the total score storage area is not included in the initialization range, but in the abnormal case, the total score stored in the total score storage area is also included in the initialization range.
[0240] Check the power state flag and calculate the RWM checksum data (the check of the power state flag and the calculation of the RWM checksum data may be collectively referred to as the determination of RWM abnormality). If it is determined to be normal, initialize various storage areas that store the counting flag, the game machine information notification timer A, the game machine information notification timer B, the game machine information notification timer C, the serial number, the counted serial number, the counted points, the accumulated counted points, the lent serial number, the result of receiving lent points, the calculation MY counter, the output MY counter, the main control chip ID, the main control chip manufacturer code, the main control chip product code, etc. (for example, store 0 in various storage areas). Note that regardless of whether the setting key switch is on or not, initialize various storage areas. Also, after the RWM initialization process, determine whether the total score clear switch is ON. If it is determined to be ON, initialize the total score; if it is not determined to be ON, do not initialize the total score. With such a configuration, whether to clear the total score can be executed based on the operation of the total score clear switch, and the total score can be prevented from being inadvertently cleared.
[0241] If the RWM abnormality detection determines that an abnormality has occurred, in addition to initializing the memory areas that were in operation when normal (counting flag, game machine information notification timer A, game machine information notification timer B, and game machine information notification timer C, serial number, counting serial number, counting points, cumulative counting points, loan serial number, loan point receipt result, calculation MY counter, output MY counter, main control chip ID, main control chip manufacturer code, main control chip product code, etc.), the memory areas that store information such as total score and role ratio monitor will also be initialized (for example, 0 will be stored in various memory areas). Note that the initialization of various memory areas will be performed regardless of whether the setting key switch is on or off.
[0242] If the RWM abnormality check determines that the system is normal, the system checks whether the total score clear switch is ON or OFF. However, if the RWM abnormality check determines that the system is abnormal, the system does not check whether the total score clear switch is ON or OFF. This is because the total score is initialized by the initialization process that is executed when the power status flag check and RWM checksum data calculation result in an abnormality. In other words, even if the total score clear switch is operated, the system checks the power status flag and calculates the RWM checksum data, and if an abnormality is found, it does not perform initialization based on the operation of the total score clear switch. By configuring the system in this way, it is possible to avoid performing the initialization of the memory area that stores the total score twice, thereby shortening the processing time related to the initialization process.
[0243] Note that while RWM abnormalities are detected by checking the power status flag and calculating the RWM checksum data, either one of these methods may be used. Furthermore, other checking methods may also be used to detect RWM abnormalities.
[0244] Furthermore, if an RWM abnormality is determined as a result of the RWM abnormality detection, the RWM initialization process for power recovery abnormalities (for example, initialization of the entire RWM area of the second main control RAM (including the memory area that stores the total score)) may be performed, and then a determination may be made as to whether the total score clear switch is ON or OFF. Alternatively, the system may be configured so that the determination of whether the total score clear switch is ON or OFF is made after the RWM initialization process for power recovery abnormalities has been performed.
[0245] With this configuration, if the power status flag check and RWM checksum data calculation result in an abnormality (either the power status flag check result is deemed abnormal, or the RWM checksum data calculation result is deemed abnormal), the RWM initialization process for power recovery abnormality is performed, followed by a determination of whether the total score clear switch is ON or OFF. If the total score clear switch is ON, the memory area storing the total score will also be initialized again, which may result in overlapping initialization ranges, but it is possible to reliably initialize the total score.
[0246] Furthermore, if the RWM abnormality is detected and the system is deemed normal, and the total score clear switch is then determined to be ON, the total score is initialized, and then the total score clear timer 1 (also referred to as medal count clear timer 1) is saved to a predetermined memory area in the RWM.
[0247] Furthermore, if an abnormality is determined as a result of the RWM abnormality check, the RWM area including the total score is initialized, and then the total score clear timer 2 (also referred to as the medal count clear timer 2) is saved in a predetermined memory area in the RWM (a different memory area from the total score clear timer 1).
[0248] Total Score Clear Timer 1 is a timer for counting down 60 seconds, and Total Score Clear Timer 2 is also a timer for counting down 60 seconds. Total Score Clear Timer 1 and Total Score Clear Timer 2 are decrement counters, and 60 seconds have been counted when the counter value reaches 0. Note that Total Score Clear Timer 1 and Total Score Clear Timer 2 may also be increment timers.
[0249] If a value for counting 60 seconds is stored as the value of Total Score Clear Timer 1, Total Score Clear 1 information is transmitted to the main control means until the value of Total Score Clear Timer 1 becomes 0. If a value for counting 60 seconds is stored as the value of Total Score Clear Timer 2, Total Score Clear 2 information is transmitted to the main control means until the value of Total Score Clear Timer 2 becomes 0.
[0250] When the main control means receives total score clear 1 information, it transmits predetermined information based on the receipt of total score clear 1 information to the sub-control means as part of the no-operation command. When the main control means receives total score clear 2 information, it transmits predetermined information (different from the predetermined information based on the receipt of total score clear 1 information) based on the receipt of total score clear 2 information to the sub-control means as part of the no-operation command.
[0251] If the sub-control means receives predetermined information based on the receipt of total score clear 1 information, it will execute a notification based on the predetermined information based on the receipt of total score clear 1 information. If the sub-control means receives predetermined information based on the receipt of total score clear 2 information, it will execute a notification based on the predetermined information based on the receipt of total score clear 2 information. Examples of notifications based on predetermined information based on the receipt of total score clear 1 information include displaying "Total score has been cleared" on the LCD, displaying "Total score has been cleared successfully," or outputting dedicated background music from the speaker. Examples of notifications based on predetermined information based on the receipt of total score clear 2 information include displaying "Power recovery abnormality" on the LCD, displaying "Total score has been cleared due to an abnormality," or outputting dedicated background music from the speaker.
[0252] Furthermore, when the sub-control means receives predetermined information based on the receipt of total score clear 1 information, or predetermined information based on the receipt of total score clear 2 information, the notification time may be until the value of total score clear timer 1 or total score clear timer 2 becomes 0 (until 60 seconds have elapsed since total score clear timer 1 or total score clear timer 2 was set), or the sub-control means may manage and notify for an arbitrary notification time (for example, 180 seconds) after receiving predetermined information based on the receipt of total score clear 1 information or predetermined information based on the receipt of total score clear 2 information.
[0253] In this way, by setting the total score clear timer 1 or total score clear timer 2, the sub-control means can execute a notification based on predetermined information based on the reception of total score clear 1 information, or a notification based on predetermined information based on the reception of total score clear 2 information. As a result, the administrator can find out that the total score has been cleared and what triggered the total score to be cleared, and can recognize the initialization of the total score due to erroneous operation of the total score clear switch or the initialization of the total score due to fraud.
[0254] Additionally, if the total score clear switch was pressed when the power was turned on, the total score will be reset, the total score clear timer 1 will be set, and then the total score clear status will be set to 1 (turning the total score clear status ON).
[0255] The reason why the total score clear timer 1 and total score clear timer 2 are set to 60 seconds is to ensure that commands are reliably transmitted from the main control means to the sub-control means. This is because there may be a difference of up to 30 seconds between the time it takes for the main control means to start up and the time it takes for the sub-control means to start up when the power of the gaming machine P is turned on (the sub-control means may start up 30 seconds after the main control means starts up). Even in that case, the sub-control means is able to perform a notification based on predetermined information based on the receipt of total score clear 1 information, or a notification based on predetermined information based on the receipt of total score clear 2 information, for 30 seconds. It should be noted that when the power is turned on, the game medium count control means starts up first, followed by the main control means. However, the time difference between the game medium count control means and the main control means starting up after power is turned on is relatively short (about 1 second). Therefore, the explanation is based on the time difference between the main control means and the sub-control means starting up after power is turned on. However, if the time difference between the game medium count control means and the main control means starting up after power is turned on is long, it should be added that the timer value must be set to take that time difference into account.
[0256] While it's possible to manage the Total Score Clear Timer 1 and Total Score Clear Timer 2 using flags instead of timers (e.g., Total Score Clear Flag 1 and Total Score Clear Flag 2), flag management requires initialization (storing 0 in memory) after setting the flag (storing 1 in memory). Timer management automatically resets the timer value to its initial value (0) after time has elapsed, thus reducing program size.
[0257] The time counted by Total Score Clear Timer 1 and Total Score Clear Timer 2 is not limited to 60 seconds; any time can be set as long as the sub-control means can receive information from Total Score Clear Timer 1 or Total Score Clear Timer 2.
[0258] When a power failure occurs while the value of the total score clear timer 1 is not 0 (when the total score clear timer 1 is counting), in the initialization process after determining normal as the result of the RWM abnormality determination at the time of power restoration, the total score clear timer 1 is initialized. Also, in the initialization process after determining abnormal as the result of the RWM abnormality determination at the time of power restoration, the total score clear timer 1 is initialized. In other words, when a power failure occurs while executing notification based on the total score clear 1 information and power is restored, the sub-control means does not execute notification based on predetermined information based on receiving the total score clear 1 information.
[0259] <Case 1 where power is turned on by pressing the total score clear switch after a power failure during the counting of the total score clear timer 1> When a power failure occurs while the value of the total score clear timer 1 is not 0 (when the total score clear timer 1 is counting), and the total score clear switch is being operated and power is restored, in the initialization process after determining normal as the result of the RWM abnormality determination at the time of power restoration, after initializing the total score clear timer 1, since the total score clear switch is ON, after executing the initialization process of the total score, the total score clear timer 1 is saved. In other words, the total score clear timer 1 is initialized at the time of power restoration after a power failure, but when the total score clear switch is ON, the total score clear timer 1 is configured to be set again.
[0260] By configuring in this way, even if the total score clear timer 1 is initialized due to a power failure, by turning on the total score clear switch at the time of power-on, the total score clear timer 1 is saved again, so it becomes possible to cause the sub-control means to execute notification based on predetermined information based on receiving the total score clear 1 information.
[0261] <Case 2 where power is turned on by pressing the total score clear switch after a power failure during the counting of the total score clear timer 1> If a power outage occurs while the value of Total Score Clear Timer 1 is not 0 (i.e., Total Score Clear Timer 1 is counting), and power is restored while the Total Score Clear Switch is being operated, and an RWM abnormality is detected as a result of the RWM abnormality detection at the time of power restoration, then in the initialization process after the RWM abnormality detection at the time of power restoration, the RWM area including Total Score Clear Timer 1 is initialized, and Total Score Clear Timer 2 is saved without determining whether the Total Score Clear Switch is ON or OFF, even if the Total Score Clear Switch is being operated. In other words, Total Score Clear Timer 1 is initialized when power is restored after a power outage, and Total Score Clear Timer 2 is set even if the Total Score Clear Switch is ON.
[0262] With this configuration, if the RWM abnormality is detected when the power is restored while the total score clear switch is being operated, the total score clear timer 2 is saved. This allows the sub-control means to perform notification based on predetermined information, which is received from the total score clear timer 2.
[0263] If a power outage occurs while the value of Total Score Clear Timer 2 is not 0 (i.e., Total Score Clear Timer 2 is counting), the initialization process after determining normal operation as a result of the RWM abnormality check upon power restoration will initialize Total Score Clear Timer 2 and then reset it (a value for counting 60 seconds will be stored as the value of Total Score Clear Timer 2). Also, in the initialization process after determining abnormal operation as a result of the RWM abnormality check upon power restoration, Total Score Clear Timer 2 will be initialized and set. In other words, if a power outage occurs while a notification based on predetermined information based on the receipt of Total Score Clear Timer 2 information is being executed, and power is restored, the notification based on predetermined information based on the receipt of Total Score Clear Timer 2 information can be executed. Note that if a power outage occurs while the value of Total Score Clear Timer 2 is not 0 (i.e., Total Score Clear Timer 2 is counting), the initialization process after determining normal operation as a result of the RWM abnormality check upon power restoration may be reset without initializing Total Score Clear Timer 2.
[0264] <If the power is turned on by pressing the total score clear switch after a power outage while the total score clear timer is at 2 counts, 1> If a power outage occurs while the value of Total Score Clear Timer 2 is not 0 (i.e., Total Score Clear Timer 2 is counting), and power is restored while the Total Score Clear Switch is being operated, and an RWM abnormality is detected as a result of the RWM abnormality detection at the time of power restoration, then in the initialization process after the RWM abnormality detection at the time of power restoration, the RWM area including Total Score Clear Timer 2 is initialized, and Total Score Clear Timer 2 is saved without determining whether the Total Score Clear Switch is ON or OFF, even if the Total Score Clear Switch is being operated. In other words, Total Score Clear Timer 2 is initialized when power is restored after a power outage, and is configured to be set even if the Total Score Clear Switch is ON.
[0265] With this configuration, if the RWM abnormality is detected when the power is restored while the total score clear switch is being operated, the total score clear timer 2 is saved. This allows the sub-control means to perform notification based on predetermined information, which is received from the total score clear timer 2.
[0266] <If the power is turned on by pressing the total score clear switch after a power outage while the total score clear timer is at 2 counts> If a power outage occurs while the value of Total Score Clear Timer 2 is not 0 (i.e., Total Score Clear Timer 2 is counting), and power is restored while the Total Score Clear Switch is being operated, and the RWM abnormality check at power restoration determines that the system is normal, then in the initialization process after the RWM abnormality check at power restoration determines that the system is normal, the RWM area including Total Score Clear Timer 2 is initialized, and since the Total Score Clear Switch is ON, the total score initialization process is executed, after which Total Score Clear Timer 1 is saved and Total Score Clear Timer 2 is also saved. In other words, Total Score Clear Timer 2 is initialized when power is restored after a power outage, but even if the Total Score Clear Switch is ON, the system is configured so that Total Score Clear Timer 1 and Total Score Clear Timer 2 are set. Furthermore, if both Total Score Clear Timer 1 and Total Score Clear Timer 2 are set, predetermined information based on the reception of Total Score Clear Timer 1 information and predetermined information based on the reception of Total Score Clear Timer 2 information are transmitted to the sub-control board. When the sub-control board receives the predetermined information based on the reception of Total Score Clear Timer 1 information and predetermined information based on the reception of Total Score Clear Timer 2 information, it prioritizes and executes the notification based on Total Score Clear Timer 2 information.
[0267] With this configuration, when the power is restored while the total score clear switch is being operated, if the RWM abnormality is determined to be normal, total score clear timer 1 and total score clear timer 2 are saved. Furthermore, it becomes possible to have the sub-control means execute a notification based on predetermined information, based on the receipt of total score clear timer 2 information.
[0268] Furthermore, if a power outage occurs while the value of Total Score Clear Timer 2 is not 0 (i.e., Total Score Clear Timer 2 is counting), and power is restored while the Total Score Clear Switch is being operated, and the initialization process after determining normal as a result of the RWM abnormality check upon power restoration does not initialize Total Score Clear Timer 2, then, since the Total Score Clear Switch is ON, the initialization process for the total score may be executed, and then Total Score Clear Timer 1 may be saved and Total Score Clear Timer 2 may also be saved again. Alternatively, if a power outage occurs while the value of Total Score Clear Timer 2 is not 0 (i.e., Total Score Clear Timer 2 is counting), and power is restored while the Total Score Clear Switch is being operated, and the RWM abnormality check result upon power restoration If the total score clear timer 2 is not initialized during the initialization process after determining that the system is functioning normally, the total score clear timer 2 may be saved again without determining whether the total score clear switch is ON or OFF, even if the total score clear switch is being operated. Alternatively, if a power outage occurs while the value of the total score clear timer 2 is not 0 (i.e., the total score clear timer 2 is being counted), and power is restored while the total score clear switch is being operated, and the total score clear timer 2 is initialized during the initialization process after determining that the system is functioning normally as a result of the RWM abnormality determination upon power restoration, the total score clear timer 2 may be saved again without determining whether the total score clear switch is ON or OFF, even if the total score clear switch is being operated. In any case, it becomes possible to have the sub-control means execute a notification based on predetermined information based on the receipt of total score clear 2 information.
[0269] Although the example described shows the main control means sending predetermined information based on the receipt of total score clear 1 information and predetermined information based on the receipt of total score clear 2 information to the sub-control means as part of an idle command, the example is not limited to sending as part of an idle command. The command corresponding to the predetermined information based on the receipt of total score clear 1 information or the command corresponding to the predetermined information based on the receipt of total score clear 2 information may be sent directly. In other words, the command corresponding to the predetermined information based on the receipt of total score clear 1 information or the command corresponding to the predetermined information based on the receipt of total score clear 2 information may be generated and stored in a command buffer, and the command corresponding to the predetermined information based on the receipt of total score clear 1 information or the command corresponding to the predetermined information based on the receipt of total score clear 2 information may be sent when it is time to send a command.
[0270] Next, a program outside the usage area is called to turn on the test pattern display flag, which displays the test pattern on the role ratio monitor.
[0271] Subsequently, interrupt processing is initiated. In this operational configuration, the interrupt period of the game media count control board P16 is set to 1 ms.
[0272] Next, a power failure detection process is executed to determine whether or not a power failure has been detected. If a power failure is detected, the power failure process is executed; otherwise, the system waits for an interrupt.
[0273] Furthermore, if the power to the gaming machine P is turned off, or if the voltage falls below a predetermined value due to external factors such as a power outage, a power outage detection signal is input to a predetermined input port. In the interrupt processing, if the power outage detection signal is input to the predetermined input port seven times in a row, it is determined that the power is out and the power outage detection signal is turned ON. However, the system is not limited to this, and it may also be configured so that an external interrupt occurs and the power outage detection signal is turned ON if the voltage falls below a predetermined value even once.
[0274] Next, in the power-off detection process, if a power-off is detected, the power status flag is saved as normal if the power-on process is normal, and as abnormal if the power-on process is abnormal.
[0275] Next, the RWM write disable process is executed.
[0276] Next, the system enters a state of waiting for a reset signal, and then loops through this reset signal waiting state.
[0277] <Description of the interval interrupt processing controlled by the game medium count control board P16 applicable to this embodiment> The interval interrupt processing (also known as timer interrupt processing or interrupt processing) controlled by the game medium count control board P16 will be explained based on Figure 50.
[0278] The interval interrupt processing controlled by the game media count control board P16 is executed every 1ms.
[0279] In interval interrupt handling, the first step is to perform a WDT (Watchdog Timer) clear and restart process. In the WDT clear and restart process, "55h" is saved in the watchdog timer command register as the WDT clear and restart word.
[0280] Next, check data is set for the game token count check (also called the total score check), which will be described later. For the check data, 16h is saved in the B register and 04h is saved in the C register.
[0281] Here, the 16h stored in register B corresponds to the maximum payout (maximum number of points awarded), which is 15 points, and the 04h stored in register C corresponds to the maximum bet, which is 3 points.
[0282] Furthermore, the 16h stored in the B register corresponding to the maximum payout is referred to as range check data 1, and the 04h stored in the C register corresponding to the maximum bet is referred to as range check data 2.
[0283] Furthermore, if the maximum payout is 10 points, 11h will be stored in the B register as range check data 1, so the value of range check data 1 can be said to be the value of maximum payout + 01h. Also, if the maximum bet is 5 points, 06h will be stored in the C register as range check data 2, so the value of range check data 2 can be said to be the value of maximum bet + 1h.
[0284] Next, the game token count check process is executed. The game token count check process will be explained based on Figure 51. Note that the game token count check process is executed twice within the interrupt process. For convenience, the game token count check process executed at this timing will be referred to as the first game token count check process, and the game token count check process executed at a different timing will be referred to as the second game token count check process. However, the first game token count check process and the second game token count check process are the same module, but the check data and execution timing are different.
[0285] In the first check of the number of game tokens, the number of game tokens (total score) is first obtained. Specifically, the total score data stored in the total score storage device is saved to the HL register.
[0286] Next, in the verification dataset processing, the number of acquired game tokens is saved to the IX register. Specifically, the value of the IX register is saved to the DE register, and then the value of the HL register is saved to the IX register. At this point, the total score data stored in the total score storage means is saved to the IX register. In other words, the latest total score data is saved to the IX register each time the game token count check process is executed. Furthermore, because the total score data stored in the total score storage area is saved to the IX register during the power-on process, accurate checks can be performed even immediately after power-on.
[0287] Next, in the "Number of Game Medals ≥ Confirmation Data?" process, the difference between the acquired number of game medals and the confirmation data is determined. Specifically, the total score data stored in the IX register stored in the DE register is subtracted from the total score data stored in the total score storage means stored in the HL register. If it is not a non-carry (the bit corresponding to the carry flag in the flag register is 0) (the value of the HL register is greater than or equal to the value of the DE register), the game medal change value calculation process is executed. If it is not a non-carry (the bit corresponding to the carry flag in the flag register is 1) (the value of the HL register is less than the value of the DE register), the values of the DE register and the HL register are swapped, range check data 2 is set (04h stored in the C register is stored in the B register), and the game medal change value calculation process is executed.
[0288] In other words, this process checks the difference between the total score data stored in the IX register (which was recorded during the second game token count check) and the total score data stored in the total score storage device (which was called during the first game token count check).
[0289] Next, in the process of calculating the change in the number of game tokens, the total score data stored in the IX register, which is stored in the DE register, is subtracted from the total score data stored in the total score storage means, which is stored in the HL register, and the result of the subtraction is stored in the HL register.
[0290] Next, in the game token count change value <range check data> processing, the range check data 1 or range check data 2 stored in the B register is subtracted from the subtraction result stored in the HL register, and the subtraction result is stored in the HL register. If there is a carry in the subtraction result (the bit corresponding to the carry flag in the flag register is 1), the first game token count check processing is terminated. If there is no carry in the subtraction result (the bit corresponding to the carry flag in the flag register is 0), 200 is stored as the timer value in the out-of-range increase / decrease timer storage area, and the first game token count check processing is terminated.
[0291] In other words, if range check data 1 is stored in register B (i.e., 16h is stored), then the total score data stored in register IX, which was stored during the second game token count check process, is smaller than or the same as the total score data stored in the total score storage means called during the first game token count check process. Therefore, it means that the number of game tokens increased or did not increase or decrease between the second game token count check process and the first game token count check process.
[0292] If the number of game tokens increases between the second and first game token count checks, it is possible that the main control means has added game tokens (award points) to the game medium control means through a payout process.
[0293] If the number of game tokens does not increase or decrease between the second game token count check process and the first game token count check process, it is possible that the main control means has not executed a score increase process due to payout processing to the game medium control means, and the main control means has not executed a score decrease process due to betting processing to the game medium control means.
[0294] Therefore, the maximum value obtained by subtracting the total score saved in the second game token count check process from the total score saved in the first game token count check process in a normal environment is 15, which is the maximum payout. Since 16 is set as range check data 1, there is no situation where there is a carry as a result of 16-15.
[0295] Therefore, in the processing of the change value of the number of game tokens <range check data>, if a carry occurs, it is possible that the total score has increased due to fraudulent activity, so 200 is stored as the timer value in the range out-of-range increase / decrease timer memory area.
[0296] Furthermore, if 200 is stored as the timer value in the out-of-range increase / decrease timer storage area, an abnormality command is sent to the sub-control means via the main control means, and an abnormality notification is executed based on the abnormality command, making it possible to notify those nearby of the fraudulent activity.
[0297] Furthermore, if range check data 2 is stored in register B (i.e., 04h is stored), the total score data stored in register IX, which was stored during the second game token count check process, is greater than the total score data stored in the total score storage means called during the first game token count check process. Therefore, the number of game tokens decreased between the second game token count check process and the first game token count check process.
[0298] If the number of game tokens decreases between the second and first game token count checks, it is possible that the main control means has deducted the number of game tokens (inserted points) due to a bet process from the game medium control means.
[0299] Furthermore, since the values of the DE register and the HL register are swapped before setting range check data 2, the game token change value calculation process can be executed with the same instruction whether range check data 1 or range check data 2 is set. In other words, when the game token change value calculation process subtracts the total score data stored in the IX register stored in the DE register from the total score data stored in the total score storage means stored in the HL register, the result will always be a positive value.
[0300] Therefore, the maximum value obtained by subtracting the total score saved in the second game token count check process from the total score saved in the first game token count check process in a normal environment is 3, which is the maximum bet amount. Since 04h is set as range check data 2, there is no situation where there is a carry as a result of 4-3.
[0301] Therefore, in the processing of the change value of the number of game tokens <range check data>, if a carry occurs, it is possible that the total score has decreased due to fraudulent activity, so 200 is stored as the timer value in the range out-of-range increase / decrease timer memory area.
[0302] Furthermore, if 200 is stored as the timer value in the out-of-range increase / decrease timer storage area, an abnormality command is sent to the sub-control means via the main control means, and an abnormality notification is executed based on the abnormality command, making it possible to notify those nearby of the fraudulent activity.
[0303] Next, the input port reading process is executed. In this process, input port 3 is read.
[0304] The input ports on the game medium count control board P16 are configured such that game medium count control data signals 1 to 8 can be input to input port 1, game medium count control data signals 9 to 16 to input port 2, and game medium count control data strobe signal, power outage detection signal, counting button signal, VL signal, and medal count clear button signal to input port 3.
[0305] Input ports 1 and 2 are input ports used for parallel communication between the main control board P15 and the game medium count control board P16. The input ports are read when a command is received from the main control board P15. Input port 1 receives a command indicating the type of information, and input port 2 receives a command indicating the data of the information.
[0306] Input port 3 is an input port used for serial communication with various switches, lending units, and the main control board P15, and the input port is read when a game media count control command is received.
[0307] In the input port reading process, the rising edge data for input port 3 is created from the previous level data for input port 3 and the current level data for input port 3.
[0308] Next, if the bit data input to input port 3 for the power failure detection signal is 1, 1 is added to the value of the power failure check counter. Then, the value of the power failure check counter is checked, and if the value of the power failure check counter is 7, it is determined that a power failure has been detected, and 1 is stored in the power failure detection flag (the power failure detection flag is turned ON).
[0309] Next, the VL signal is checked to confirm any connection abnormalities with the loan unit. First, the VL abnormality flag is set to 0 (cleared). Then, if the bit data to which the VL signal is input to input port 3 is 0, FFh is stored in the VL abnormality flag (stored after subtracting 1 from the value of the VL abnormality flag). Note that if the bit data to which the VL signal is input to input port 3 is 1, it is normal, so the next process is executed.
[0310] Next, the gaming machine information management process (game media count control) is executed. In the gaming machine information management process (game media count control), processes such as updating gaming machine information notification timer A, gaming machine information notification timer B, and / or gaming machine information notification timer C are executed. If, as a result of updating gaming machine information notification timer A, gaming machine information notification timer B, and / or gaming machine information notification timer C, it becomes time to notify hall computer fraud monitoring information, gaming machine installation information, or gaming machine performance information, the gaming machine information for which notification is timed is transmitted to the lending unit. The specific processes will be described later based on Figure 30.
[0311] Next, the counting control process is executed. In the counting control process, the counting process is performed according to the operation status of the counting switch P7. The specific process will be described later based on Figure 28.
[0312] Next, the loan notification reception process is executed. In the loan notification reception process, the loan process is executed according to the received loan notification based on the operation status of the loan switch on the loan unit. In addition, a program outside the usage area is called to set the loan device communication error flags 2 to 6 according to the communication status. The specific process will be described later based on Figure 49.
[0313] Next, we set the check data for the second check of the number of game tokens. For the check data, we save 51h in the B register and 51h in the C register.
[0314] Here, the 51h stored in register B corresponds to the maximum number of tokens that can be lent (maximum points lent), which is 50 points, and the 51h stored in register C corresponds to the maximum number of tokens that can be counted (maximum points counted), which is 50 points.
[0315] Next, the second game token count check process (the game token count check process executed at the second timing within the same interrupt process) is executed. The second game token count check process uses the same module as the first game token count check process, except that the set check data is different, and executes the same instructions.
[0316] The first game token count check process checks the increase or decrease in the total score between the second game token count check process and the first game token count check process, and the second game token count check process checks the increase or decrease in the total score between the first game token count check process and the second game token count check process.
[0317] In other words, the first game token count check process checks whether the increase or decrease in the token count is normal by taking into account the number of bets and payouts based on the command received from the main control means, while the second game token count check process checks whether the increase or decrease in the token count is normal by taking into account the number of tokens counted based on the command sent to the dispensing unit and the number of tokens dispensed from the dispensing unit.
[0318] Next, the process for managing the pressing time of the counting switch P7 (hereinafter also referred to as the counting execution flag setting process) will be explained using Figure 39.
[0319] The counting execution flag setting process is a process that sets a flag to indicate whether a short press or a long press operation of the counting switch P7 has been accepted, depending on whether the player is operating (pressing) the counting switch P7 or has released (not pressing) it. The counting execution flag setting process is not necessary if the processing related to the counting button state, which will be described later, is adopted.
[0320] First, the "Counting switch ON?" question determines whether the counting switch P7 is being operated. As described above, before executing the counting execution flag set process, the input data (ON or OFF) of the counting switch P7 input to input port 3 is stored in a memory area in the RWM area of the game medium count control board P16 (also referred to as the input port 3 level data memory area) via the interrupt processing of the game medium count control board P16. If the input data of the counting switch P7 stored in the memory area is a value indicating ON, it is determined to be YES, and if the input data of the counting switch P7 stored in the memory area is a value indicating OFF, it is determined to be NO.
[0321] The question "Counting execution timer (also called "counting button timer") = 0?" determines whether the timer value measuring the time the counting switch P7 is being operated is "0". As a method for measuring the time the counting switch P7 is being operated, for example, the RWM area of the game medium count control board P16 has a counting execution timer memory area (_TM_CAL_ACT) that measures the time the counting switch P7 is being operated. If the value stored in this memory area is "0", it is determined to be YES, and if the value stored in this memory area is a value other than "0" (for example, "200" or "500"), it is determined to be NO. The counting execution timer memory area is a memory area that can store 2 bytes of data (0 to 65535) in order to store values from "0" to "500".
[0322] The statement "Counting execution flag ≠ 0?" determines whether the counting execution flag is "0". Here, the counting execution flag is a flag that manages whether a short press operation or a long press operation of the counting switch P7 is accepted. For example, a counting execution flag memory area (_FL_CAL_ACT) is provided to manage the counting execution flag. If the counting execution flag memory area is "0" (the counting execution flag is 0), it indicates that it has not yet been decided whether a short press operation or a long press operation of the counting switch P7 is accepted. If the counting execution flag memory area is "1" (the counting execution flag is 1), it indicates that it has been decided that a short press operation of the counting switch P7 is accepted. If the counting execution flag memory area is "2" (the counting execution flag is 2), it indicates that it has been decided that a long press operation of the counting switch P7 is accepted.
[0323] Therefore, the question "Count execution flag ≠ 0?" is judged as YES if a value other than "0" (specifically, "1" or "2") is stored in the count execution flag memory area, and as NO if "0" is stored in the count execution flag memory area.
[0324] "Save counting execution flag = 1" is the process of saving "1" to the counting execution flag memory area. In other words, it is the process of determining that a short press operation has been accepted as an operation of the counting switch P7. For example, if there is no operation of the counting switch P7, the counting execution timer memory area is "200", and "0" is stored in the counting execution flag memory area, then "1" is saved to the counting execution flag memory area.
[0325] "Counting execution timer clear" is a process that resets the counting execution timer memory area to its initial value (for example, "0"). As is clear from Figure 39, "Counting execution timer clear" is executed when the counting switch P7 has not been operated, and is executed not only when "1" is stored in the counting execution flag memory area, but also when "1" is not stored in the counting execution flag memory area (for example, when "1" or "2" is already stored in the counting execution flag memory area). In other words, if the counting switch P7 has not been operated, the counting execution timer memory area is reset to its initial value, so that when the counting switch P7 is operated again afterward, the value in the counting execution timer memory area can be updated from the initial value.
[0326] The condition "Counting Execution Timer ≥ 500" determines whether the timer value measuring the time the counting switch P7 is being operated is "500" or greater (i.e., the time the counting switch P7 is being operated is 500ms or greater). For example, if the value in the counting execution timer memory area is "500", the result is YES, and if the value in the counting execution timer memory area is less than "500" (specifically, if the value in the counting execution timer memory area is between "0" and "499"), the result is NO.
[0327] "Counting Execution Timer +1" is a process that adds "1" to the timer value that measures the time the counting switch P7 is being operated (updating the time the counting switch P7 is being operated). As is clear from Figure 39, if "Counting Execution Timer ≥ 500" is met with YES, "Counting Execution Timer +1" is not executed. In other words, after the value in the counting execution timer memory area reaches "500", the value in the counting execution timer memory area is maintained at "500", so the value in the counting execution timer memory area can be kept within the range of "0 to 500". In other words, since the time the counting switch P7 is being operated does not exceed 500ms (the value in the counting execution timer memory area does not exceed 500), the value stored in the counting execution timer memory area is configured not to overflow. By configuring it in this way, for example, when the value in the counting execution timer memory area reaches the maximum value that can be stored, "65535", "Counting Execution Timer + 1" is executed, causing the value in the counting execution timer memory area to become "0". If the counting switch P7 continues to be operated thereafter, the value in the counting execution timer memory area is updated, and if the counting switch P7 is released when the value in the counting execution timer memory area is less than "500", it is possible to prevent "1" from being stored in the counting execution flag memory area (which would cause it to be determined that a short press operation of the counting switch P7 was accepted).
[0328] "Counting Execution Timer Save" is the process of saving the value updated by "Counting Execution Timer + 1" to the counting execution timer memory area. For example, if the value in the counting execution timer memory area is "0", the value in the counting execution timer memory area will become "1", and if the value in the counting execution timer memory area is "499", the value in the counting execution timer memory area will become "500".
[0329] "Counting execution flag = save 2" is the process of saving "2" to the counting execution flag memory area. In other words, it is the process of determining that a long press operation has been accepted as an operation of counting switch P7. Specifically, if the timer value measuring the time that counting switch P7 is being operated is determined to be "500" or more (the time that counting switch P7 is being operated is 500ms or more), "2" is saved to the counting execution flag memory area.
[0330] As described above, the counting execution flag setting process determines whether a short press operation or a long press operation has been accepted for the counting switch P7, and also measures the operation time of the counting switch P7.
[0331] Next, the system returns to interrupt handling and executes the game media count control command reception process. In the game media count control command reception process, the system receives commands from the lending unit and the main control board P15. If a game machine fraud command is received from the lending unit, a program outside the used area is called to accumulate and save the fraud information.
[0332] Furthermore, when a command regarding the operation status of a special feature is received from the main control board P15, a program outside the used area is called to save the operation status of the special feature.
[0333] Furthermore, when a ratio display command is received from the main control board P15, a program outside the used area is called and the ratio monitor type number is saved.
[0334] Furthermore, when a start lever acceptance command is received from the main control board P15, the program in the usage area stores the input point information used in the game information of the hall computer / fraud monitoring information in the data area of the usage area (_WK_MDL_IN), and the input point information to be displayed on the payout ratio monitor by calling a program outside the usage area is stored in the data area outside the usage area (_SN_MDL_IN). Note that the input point information used in the hall computer / fraud monitoring information is stored as "3" when a replay is activated (a replay was won in the previous game) (if the input points in the previous game were 3 points; if the input points in the previous game were 2 points, it will be "2"), and the input point information to be displayed on the payout ratio monitor is stored as "0" when a replay is activated (a replay was won in the previous game).
[0335] Furthermore, when a command to stop all reels is received from the main control board P15, the program in the usage area stores the point award information used in the game information of the hall computer / fraud monitoring information in the data area of the usage area (_WK_MDL_OUT), and the point award information to be displayed on the payout ratio monitor by calling a program outside the usage area is stored in the data area outside the usage area (_SN_MDL_OUT). Note that the point award information used in the hall computer / fraud monitoring information is stored as "3" when a replay is activated (a replay was won in the previous game) (if the points awarded in the previous game were 3 points; if the points awarded in the previous game were 2 points, it will be "2"), and the point award information to be displayed on the payout ratio monitor is stored as "0" when a replay is activated (a replay was won in the previous game).
[0336] The data area outside the usage area, (_SN_MDL_OUT), which contains the points awarded for displaying on the payout ratio monitor, is the data necessary to calculate the cumulative payout ratio including instructions, the consecutive payout ratio over the last 6000 games, the payout ratio over the last 6000 games, the cumulative consecutive payout ratio, and the cumulative payout ratio. For example, by adding the information stored in (_SN_MDL_OUT), which is the points awarded for the game in question, to the storage area that can store the cumulative number of points awarded, the storage area that can store the cumulative number of points awarded when consecutive payouts are activated, and the storage area that can store the cumulative number of points awarded when payouts are activated, it becomes possible to update the storage area that can store the cumulative number of points awarded, the storage area that can store the cumulative number of points awarded when consecutive payouts are activated, and the storage area that can store the cumulative number of points awarded when payouts are activated.
[0337] Furthermore, if Bit3 of Gaming Machine Irregularity 2 is set to "1" when the command to stop all reels is received from the main control board P15 (i.e., the total score is cleared when the total score is turned on by operating the total score clear switch), a program outside the used area is called to set Bit3 of Gaming Machine Irregularity 2 to "0" (clear it).
[0338] Furthermore, if a command to stop all reels is received from the main control board P15, calculations for game performance information and payout ratio monitoring are performed.
[0339] Furthermore, when an input request command is received from the main control board P15, it is determined whether the value of the second control command is "0". If it is determined to be "0", the abnormal command reception process is executed. If it is determined not to be "0", it is determined whether it exceeds "3" ("4" or more). If it is determined that the value of the second control command exceeds "3", the abnormal command reception process is executed. If it is determined not to exceed "3" ("3" or less), it is determined whether the VL abnormal flag is not "0". If the VL abnormal flag is determined to be "0", the rejection setting process is executed. If the VL abnormal flag is not determined to be "0", it is determined whether the result of subtracting the number of input requests from the total score is a negative value (carry flag = 1 or not). If it is determined that the result of subtracting the number of input requests from the total score is a negative value, the rejection setting process is executed. If it is determined that the result of subtracting the number of input requests from the total score is not a negative value, the value obtained by subtracting the number of input requests from the total score is stored as the total score. Then, after storing the number of input requests in the input point storage area for transmitting hall control fraud monitoring information, the command to be sent to the main control board P15 is set. The "reception not accepted" setting process is the process of setting an abnormal value as the data for the second control command to be sent to the main control board P15 (for example, setting the most significant bit of the received input request data to "1"). The "abnormal command reception" process is the process of setting a value indicating a communication abnormality (for example, FFh) as the type of the first control command to be sent to the main control board P15, and an abnormal value (for example, FFh) as the data for the second control command. After setting the commands, commands are sent to the main control board P15 as needed.
[0340] Furthermore, when a settlement request command is received from the main control board P15, it is determined whether the value of the second control command is "0". If it is determined to be "0", the abnormal command reception process is executed. If it is determined not to be "0", it is determined whether it exceeds "3" ("4" or more). If it is determined that the value of the second control command exceeds "3", the abnormal command reception process is executed. If it is determined not to exceed "3" ("3" or less), it is determined whether the VL abnormal flag is not "0". If it is determined that the VL abnormal flag is "0", the rejection set process is executed. If it is determined that the VL abnormal flag is not "0", it is determined whether the value obtained by adding the settlement amount to the current total score exceeds the upper limit of the total score (16383). If it is determined that the value obtained by adding the settlement amount to the current total score exceeds the upper limit of the total score, the rejection set process is executed. If it is determined that the value obtained by adding the settlement amount to the current total score does not exceed the upper limit of the total score, the value obtained by adding the settlement amount to the current total score is stored as the total score. Then, after storing a value obtained by subtracting the number of settlement requests from the value in the input point storage area for transmitting hall control fraud monitoring information, the command to be sent to the main control board P15 is set. The rejection setting process is the process of setting a value indicating an abnormality as the data of the second control command to be sent to the main control board P15 (for example, the process of setting the most significant bit of the received settlement request number data to "1"). The abnormal command reception process is the process of setting a value indicating a communication abnormality as the type of the first control command to be sent to the main control board P15 (for example, FFh), and a value indicating an abnormality as the data of the second control command (for example, FFh). After setting the command, commands are sent to the main control board P15 as needed.
[0341] If the VL abnormality flag is determined to be non-zero, it is checked whether the sum of the current total score and the settlement number exceeds the upper limit of the total score (16383). However, if the total score reaches the upper limit warning value, the settlement switch P6 becomes unacceptable. In the normally expected situation, the total score will not exceed the upper limit due to the settlement process. Therefore, after determining that the VL abnormality flag is non-zero, it is also possible to skip checking whether the sum of the current total score and the settlement number exceeds the upper limit of the total score (16383) and instead execute a process to store the value obtained by subtracting the settlement request number from the value in the input point storage area for transmitting hall control fraud monitoring information.
[0342] Furthermore, when a payout request command is received from the main control board P15, it is determined whether the value of the second control command is not "1". If it is determined not to be "1", the abnormal command reception process is executed. If it is determined to be "1", it is determined whether the VL abnormal flag is not "0". If the VL abnormal flag is determined to be "0", the rejection set process is executed. If the VL abnormal flag is not determined to be "0", it is determined whether the total score is at the upper limit. If the total score is determined to be at the upper limit, the rejection set process is executed. If the total score is determined not to be at the upper limit, the current total score plus "1" is stored as the total score. Then, after updating the value of the assigned point storage area for transmitting hall control fraud monitoring information, the command to be sent to the main control board P15 is set. Note that the rejection set process is the process of setting an abnormal value as the data of the second control command to be sent to the main control board P15 (for example, the process of setting the most significant bit of the received payout request data to "1"). Furthermore, the abnormal command reception process involves setting a value indicating a communication abnormality (e.g., FFh) as the type of the first control command to be sent to the main control board P15, and a value indicating an abnormality (e.g., FFh) as the data for the second control command. After setting the commands, they are sent to the main control board P15 as needed.
[0343] If the VL abnormality flag is determined to be non-zero, the system checks whether the total score is at the upper limit. However, if the total score reaches the upper limit warning value, the start switch P3 and the bet switch become unresponsive. In the normally expected scenario, the payout process will not cause the total score to exceed the upper limit. Therefore, after determining that the VL abnormality flag is non-zero, the system may instead not check whether the total score is at the upper limit and instead store the current total score plus "1" as the new total score.
[0344] Furthermore, the processing of receiving the game media quantity control command may be performed using a receive interrupt instead of a timer interrupt. The receive interrupt is a process that is executed when the main control means sends a command and the game media quantity control means receives the command, and it is executed with higher priority than timer interrupts.
[0345] Next, state control processing is performed. In state control processing, a determination process is performed to determine whether the VL abnormality flag, which is set when the VL signal is OFF, is ON or OFF, and a determination process is performed to determine whether the serial number abnormality flag, which is set when the serial numbers are not consecutive, is ON or OFF. In other words, the VL abnormality flag is ON when the gaming machine P and the dispensing unit are not connected. When the gaming machine P and the dispensing unit are not connected, this includes situations where the gaming machine P is powered on and running, but the dispensing unit is not powered on, or when there is a communication abnormality between the gaming machine P and the dispensing unit.
[0346] Furthermore, if the value stored in the out-of-range increment / decrement timer storage area is not 0, a control status signal is set to cause the main control means to perform notification processing related to the out-of-range increment / decrement timer.
[0347] Next, the LED display processing is executed. During the LED display processing, the display control of the game token count display unit P9 is performed.
[0348] Next, the ratio control process is executed. In the ratio control process, programs outside the used area are called to update various counters for calculating the display content of the role ratio monitor, and the display process of the role ratio monitor is also executed.
[0349] Next, the timer management process is executed. In the timer management process, a program outside the usage area is called to update loan notification reception timer 1 and loan notification reception timer 2. Loan notification reception timer 1 and loan notification reception timer 2 are used to determine communication abnormalities.
[0350] Next, the interrupt enable process is executed.
[0351] <Description of the method for coordinating each circuit board during power outage and power-on, applicable to this embodiment> In the game described in this embodiment, when a power outage occurs, the main control board P15 determines whether or not a power outage has occurred with two interrupts, and the game medium count control board P16 determines whether or not a power outage has occurred with seven interrupts. In other words, the main control board P15 determines that a power outage has occurred 4.47 ms (2.235 ms x 2 times) after the voltage falls below a predetermined value, and the game medium count control board P16 determines that a power outage has occurred 7 ms (1 ms x 7 times) after the voltage falls below a predetermined value.
[0352] Therefore, in the event of a power outage, the main control board P15 can execute the power outage process before the game medium count control board P16, so that the game medium count control board P16 can receive commands from the main control board P15 even when a power outage occurs.
[0353] Furthermore, when power is turned on, the main control board P15 starts security mode for a predetermined period (e.g., 2883.54 ms) before starting user mode, while the game medium count control board P16 starts user mode without starting security mode. Alternatively, the game medium count control board P16 starts security mode for a shorter period than the predetermined period (e.g., 500 ms) before starting user mode. User mode is a mode in which programs related to gameplay are executed, and the main control board P15 and the game medium count control board P16 first perform power-on processing.
[0354] Therefore, when the power is turned on, the game media count control board P16 can start up before the main control board P15, and thus the game media count control board P16 can receive commands from the main control board P15.
[0355] Furthermore, if the system is configured to execute power-off processing via an external interrupt after detecting a power outage, the power-off processing will be executed even in situations where the voltage drops to a predetermined value for just a moment (so-called momentary power interruption). In this case, since the WDT (watchdog timer) set during the power-off processing is not cleared after the power-off processing is executed, a reset signal is output, the main control board P15 activates security mode for a predetermined period (for example, 2883.54 ms) and then executes power-on processing, while the game medium count control board P16 executes power-on processing without activating security mode. As a result, even if power-off processing is executed due to a momentary power interruption, the game medium count control board P16 can start up before the main control board P15, and therefore the game medium count control board P16 can receive commands from the main control board P15.
[0356] Furthermore, for example, if the total score stored in the total score memory means is 100 points, and a power outage occurs just before the gaming machine P executes a payout process for 15 points, and the power outage process is executed, and the total score clear switch is pressed, then the gaming machine P is powered on, and the gaming medium count control board P16 starts up first to initialize (set to 0 points) the total score managed by the gaming medium count control board P16, and then the main control board P15 starts up to add 15 points to the total score.
[0357] In other words, the absolute value of the difference between the time from when the gaming machine P is powered on until the gaming media control board P16 starts user mode and the time from when the gaming machine P is powered on until the main control board P15 starts user mode is configured to be longer than the execution time of the payout process related to the maximum payout amount (15 points in this embodiment) (the time from the start of the payout process to the end of the payout process).
[0358] This configuration prevents the total score from being cleared midway through the payout process when the power is restored after a power outage just before the start of the payout process, and allows for accurate management of the number of game tokens.
[0359] Furthermore, the absolute value of the difference between the time from when the gaming machine P is powered on until the gaming media control board P16 starts user mode and the time from when the gaming machine P is powered on until the main control board P15 starts user mode is configured to be longer than the time from when the final stop operation (third stop operation in this embodiment) is received until the payout process for the maximum number of payouts (15 points in this embodiment) is completed after moving the maximum number of slides (4 slides in this embodiment (maximum slide time is 190ms)).
[0360] This configuration prevents the total score from being cleared during the payout process when the power is restored after a power outage occurs immediately after the final stop operation is received, and allows for accurate management of the number of game tokens.
[0361] <Description of gameplay using the advantageous period applicable to this embodiment> In this embodiment, the prescribed number for starting the game is only 3 coins. In other words, the game cannot be started with anything other than a 3-coin bet, and even when a bonus is activated, the game can only be started with a 3-coin bet.
[0362] In this embodiment, the active line consists of one line: the lower part of the left reel P18L, the middle part of the middle reel P18C, and the lower part of the right reel P18R. Hereinafter, when a combination of symbols stops on the active line, it will simply be referred to as a "stop of symbol combinations."
[0363] In this embodiment, there are 10 types of symbols. These are called Red Seven, Blue Seven, Bar, Gold Bar, Blank, Cherry, Watermelon, Bell A, Bell B, and Replay. Note that the names and types of symbols are merely examples and can be changed without any problem.
[0364] The reel arrangement of this embodiment will be explained using Figure 4. As shown in Figure 4, there are 20 symbols on one reel, and it consists of a first reel (left reel P18L), a second reel (middle reel P18C), and a third reel (right reel P18R).
[0365] Figures 5 to 9 show the symbol combinations in this embodiment. The items "Winning Symbol / Activation Symbol / Pattern Symbol Name" in the figures indicate the name of the condition device corresponding to the symbol combination. The "Specified Number and Game State" indicates the bonus granted when a specified number of symbol combinations stop. If "1 Type BB" is written in the "Specified Number and Game State" item, it indicates that a 1 Type BB will be granted when the symbol combination stops. If "Replay" is written, it indicates that a replay will be granted when the symbol combination stops. If a number is written, it indicates the number of coins to be paid out when the symbol combination stops. If "-" is written, it indicates that the symbol combination will not stop in the corresponding game state.
[0366] In this embodiment, the bonus is a type 1 BB, and its termination condition is the awarding of more than 11 game tokens. Furthermore, this type 1 BB is a type in which RB operates continuously, and RB ends when either two wins or two games are completed is met. When the termination condition of RB is met, RB automatically operates until the termination condition of the type 1 BB (awarding more than 11 game tokens) is met.
[0367] As shown in Figure 5, there are eight possible symbol combinations for the Type 1 BB. Since the probability of a symbol being drawn in for a Type 1 BB symbol combination (the probability of a symbol related to a symbol combination stopping) on each reel is not 100%, precise timing is required on each reel to display the Type 1 BB symbol combination.
[0368] In this embodiment, the RT transition starts from non-RT (also referred to as 1st type BB not internal), and if a 1st type BB is won during non-RT and the 1st type BB symbol combination does not stop, the transition to RT1 (also referred to as 1st type BB internal) starts from the next game (or at the end of that game). If the 1st type BB symbol combination stops during RT1, RT1 ends and 1st type BB is activated from the next game (also referred to as 1st type BB in progress), and when the operation of 1st type BB ends, the transition to non-RT starts from the next game. Also, since the transition starts from non-RT when the settings are changed, if the setting change device is activated during RT1 or 1st type BB operation, non-RT is set when the operation of the setting change device ends. Note that in the case of a power outage that does not involve the setting change device (sometimes referred to as a normal power outage), the RT state and 1st type BB operation state are not cleared, so when the power is restored, the transition starts from the state before the power outage. Specifically, if a power outage occurs during Type 1 BB operation and power is subsequently restored, the Type 1 BB operation state is still in Type 1 BB operation and in the RT1 state. If a power outage occurs again in this state and power is subsequently restored, the RT state is configured to be RT1.
[0369] Here, RT stands for Replay Time, and it is possible to have different replay winning probabilities for each of the multiple RTs. For example, it is possible to have different replay winning probabilities for RT1 and RT2. Furthermore, differentiating the replay winning probabilities means that the winning probabilities for all replays may differ, or the winning probabilities for only certain replays may differ while the overall winning probabilities for all replays remain the same. The triggers for transitioning to RT can be set to include the stopping of a predetermined combination of symbols, winning a bonus (activation of the bonus condition device), playing a predetermined number of games after the end of a bonus, etc., and can be combined as appropriate.
[0370] The condition devices in this embodiment are explained in Figure 10. In Figure 10, the "Re-play after winning" item lists the numbers corresponding to the winning numbers. The "Condition Device" item lists the condition devices that are activated. The "Common Name" item lists the simplified names of the condition devices that are activated. For example, the common name for the Re-play-H condition device is "Right Press: Strong-Battle Symbol," indicating that when the right reel P18R is stopped first, the Strong Battle Symbol will stop. The common name for the Winning-A1 condition device is "Push Order Bell Group A 123," indicating that the correct operation is to stop the left reel P18L first, the middle reel P18C second, and the right reel P18R third (in this case, the symbol combination for Winning 52 (a win with a larger payout than Winning 01-02, 09, and 29-31)). The "Components" item lists the symbol combinations corresponding to the condition devices. For example, if the Replay-A condition device is activated (a win occurs), it indicates that either Replay 01 or Replay 02 can be displayed. Note that the "0" in the "Winning Replay" section corresponds to a loss.
[0371] The internal lottery results that can be determined by the internal lottery means during a non-internal 1-type BB in this embodiment will be explained with reference to Figures 11 to 13. The internal lottery results that can be determined by the internal lottery means during a non-internal 1-type BB are: 1-type BB, Replay-A, Replay-B, Replay-C (+1-type BB), Replay-D (+1-type BB), Replay-E (+1-type BB), Replay-F (+1-type BB), Replay-G (+1-type BB), Replay-H (+1-type BB), Replay-I (+1-type BB), Replay-J (+1-type BB), Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win The prizes are one of the following: Prize A6, Honorable Mention B1, Honorable Mention B2, Honorable Mention B3, Honorable Mention B4, Honorable Mention B5, Honorable Mention B6, Honorable Mention C1, Honorable Mention C2, Honorable Mention C3, Honorable Mention C4, Honorable Mention C5, Honorable Mention C6, Honorable Mention D (+1 type BB), Honorable Mention E (+1 type BB), Honorable Mention F (+1 type BB), Honorable Mention G (+1 type BB), Honorable Mention H (+1 type BB), Honorable Mention I (+1 type BB), Honorable Mention J (+1 type BB), or Honorable Mention K (+1 type BB). There are no losing tickets.
[0372] The above-mentioned description "Replay-C (+1 type BB)" indicates that Replay-C and 1 type BB are won simultaneously, and corresponds to the fact that the names are listed for both "Bonus Condition Device" and "Winning Replay" in Figures 11, 12, and 13. In addition, the "Internal Drawing" item in Figures 11, 12, and 13 indicates whether or not an internal drawing is applicable for each game state, with "○" indicating that it is applicable to the internal drawing and "×" indicating that it is not applicable. Furthermore, the "Advantageous Section Transition" item in Figures 11, 12, and 13 indicates whether or not an advantageous section transition drawing is performed for each game state, with "○" indicating that the advantageous section transition drawing is performed and "×" indicating that the advantageous section transition drawing is not performed. In this embodiment, if the advantageous section transition drawing is performed, it is configured to result in a 100% win and transition to the advantageous section. Furthermore, the "R1" to "R6" items in Figures 11, 12, and 13 represent settings 1 to 6, respectively, and indicate the number of winning positions in the internal lottery corresponding to the setting value, with 65,536 positions allocated for each game state.
[0373] In this embodiment, the internal lottery result that can be determined by the internal lottery means within the type 1 BB is one of the following: Replay-A, Replay-B, Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Prize-A1, Prize-A2, Prize-A3, Prize-A4, Prize-A5, Prize-A6, Prize-B1, Prize-B2, Prize-B3, Prize-B4, Prize-B5, Prize-B6, Prize-C1, Prize-C2, Prize-C3, Prize-C4, Prize-C5, Prize-C6, Prize-D, Prize-E, Prize-F, Prize-G, Prize-H, Prize-I, Prize-J, Prize-K, and there are no losing outcomes.
[0374] In this embodiment, the internal lottery result that can be determined by the internal lottery means in one type of BB is either a win-K, a win-L, or a loss.
[0375] In this embodiment, the condition for transitioning from the normal section to the advantageous section is winning one of the following: Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, or Win-K. Winning Replay-A or Replay-B does not result in a transition to the advantageous section. In other words, if any of the following are won during the normal period: Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, or Win-K, the next game will be in the advantageous period.
[0376] In this embodiment, if any of the following are won during the normal section: Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, or Win-K, the game will always transition to the advantageous section. In other words, if any of the following are won during the normal period: Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, or Win-K, the next game will be in the advantageous period.
[0377] In this embodiment, since there are no misses in RT1 (within the first type of BB) (either a re-play role or a winning role is always won), once RT1 is activated, it is possible to stop the BB symbol combination in certain operation patterns when a push-order bell C group (winning role - C1 to C6) is won. The certain operation patterns when a push-order bell C group is won are, for example, certain stopping positions for the first stop of the middle reel P18C or the right reel P18R when a winning role - C1 is won. Furthermore, when a winning role - C1 is won in the advantageous section, the correct push order (in this case, "1, 2, 3") is displayed on the image display device) and the winning role 38 is stopped, and the BB symbol combination does not stop. With this configuration, the user can maintain RT1 by being notified of operation patterns in which the BB symbol combination does not stop. Alternatively, the number of losing positions during RT1 may be set to 4 (because the minimum winning probability in the design is 1 / 17500 or higher), and the BB symbol combination may be configured so that it stops only when there is a loss, by preventing it from stopping during other re-spinning or winning combinations. The "1,2,3" displayed on the image display device indicates that "1" corresponds to the left stop switch P4L, "2" corresponds to the middle stop switch P4C, and "3" corresponds to the right stop switch P4R. The "1,2,3" displayed on the image display device indicates that the correct button press order is to stop the left stop switch P4L first, the middle stop switch P4C second, and the right stop switch P4R third.
[0378] In this embodiment, the main control means manages the game state (also referred to as the main game state) in the advantageous section, and includes the advantageous section general state (also referred to as the normal state), the chance zone (also referred to as CZ), and the AT. The game transitions from the advantageous section general state to the CZ, from the CZ to the AT, and from the AT to the advantageous section general state or to the CZ. It is also possible to transition from the advantageous section general state (also referred to as the normal state), the CZ, or the AT back to the normal section. Furthermore, the main control means manages only the normal section general state in the normal section, and there are no transitions in the game state until the game transitions back to the advantageous section. The flags related to the game state managed by the main control means in the advantageous section general state and the normal section general state may be the same or different.
[0379] In the normal state, when the internal lottery result is a win in any of the categories A1 to C6, the game does not notify the player of the advantageous button press order for winning.
[0380] The CZ (Chance Zone) is a state that is entered when, in the normal state, the internal lottery result is one of the following: Win-D to Win-H. During the CZ, the results of the internal lottery during the CZ and the lottery at the start of the CZ determine whether the player will transition to the AT (Attack Time).
[0381] AT is a state that is entered when the AT lottery during CZ is won, and it is a state that notifies the player of the advantageous operation method (order of pressing buttons for winning) when the player wins one of the winning combinations from A1 to C6.
[0382] In this embodiment, the conditions for transitioning from the advantageous section to the normal section (forced termination conditions for the advantageous section) are when the number of games played in the advantageous section reaches a predetermined number (e.g., 3000 games), when the MY (difference, difference in tokens) in the advantageous section exceeds a specific value (e.g., 2400), when initialization processing based on a setting change is performed, and when the RAM clear switch is activated. Thus, the termination conditions for the AT and the termination conditions for the advantageous section do not coincide. However, some of the AT termination conditions (for example, in a specification where the termination condition is 300 games played after entering AT, when the number of games reaches 300 (in this case, an ending sequence indicating the end of AT is performed), or when the number of tokens acquired exceeds a predetermined number (e.g., 2300 tokens)) may be used as termination conditions for the advantageous section. In addition, the system may transition to the normal section when a CZ is won in the advantageous section. In this case, the system determines whether or not to terminate the advantageous section depending on the situation in the advantageous section when a CZ is won in the advantageous section. Furthermore, the termination condition for the advantageous period does not necessarily have to include the fact that the number of games played in the advantageous period has reached a predetermined number. In particular, in the case of a gaming machine without actual tokens (sometimes referred to as a "medalless gaming machine") in this embodiment, the fact that the number of games played in the advantageous period has reached a predetermined number is not a condition for the termination of the advantageous period (the number of games played in the advantageous period is unlimited).
[0383] Furthermore, when the AT (Automatic Trigger) ends, a message (a so-called addiction prevention message) is displayed on the LCD or other display device that reads, "Be careful not to get addicted. Pachinko and pachislot are games to be enjoyed in moderation." This helps prevent players from becoming addicted to the game.
[0384] Furthermore, the medalless gaming machine in this embodiment is equipped with a function (hereinafter referred to as the "stop function") that stops the game when the difference exceeds 19,000 (when the total difference exceeds 19,000). Note that the total score storage means has a storage limit of 16383, so the total score cannot be reached unless it is transferred to the dispensing unit by counting processing along the way.
[0385] The difference here is the cumulative value obtained by subtracting the number of inputs from the number of payouts (amounts awarded) in all game sections (each game) from the time the power is turned on, and is intended to represent the total number of wins in a day's gameplay.
[0386] Therefore, in addition to the advantageous section MY counter, which counts only the difference during the advantageous section, there is a difference counter (also called the "stop counter") that counts the difference in all game sections.
[0387] The difference counter is reset to zero when the power is turned on (including in the event of RWM malfunction or setting changes), and all information related to the calculation of the difference counter is initialized.
[0388] The process of stopping operations and the difference counter will be explained in detail later.
[0389] This section explains how to calculate MY during the advantageous period. The main control board P15 is equipped with an advantageous period MY counter as a memory area. The advantageous period MY counter's memory area consists of two consecutive bytes of memory located in the first main control RAM. Specifically, it consists of a memory area that stores the value of the lower byte and a memory area that stores the value of the upper byte. In the following explanation, the advantageous period MY counter's memory area will simply be referred to as the advantageous period MY counter. Furthermore, the advantageous period MY counter is set to an initial value of "0" when the player enters the advantageous period, and increases or decreases according to the results of the game. The advantageous period will be explained as ending when the value of the advantageous period MY counter exceeds 2400.
[0390] The advantageous section MY counter is an increment counter. In a gaming machine where the value of the advantageous section MY counter is "0", if "3" points are added and "10" points are awarded, the value of the advantageous section MY counter becomes "10-3", which equals "7".
[0391] Furthermore, the advantageous section MY counter counts the maximum increase during the advantageous section. Therefore, in a game where the value of the advantageous section MY counter is "0", if the points invested are "3" and the points awarded are "0", the value of the advantageous section MY counter will be "0-3". However, since the result of the calculation is a negative value, it is corrected to "0", resulting in "0". This is because a carry flag becomes "1" when a digit carry occurs as a result of the calculation, and the instruction used is to set the carry flag to "0" when it is "1".
[0392] Furthermore, if a replay is won as a result of the game, the advantageous section MY counter update process is not executed, so the value of the advantageous section MY counter for that game in which the replay was won does not increase or decrease.
[0393] The Chance Zone (CZ) is determined by a lottery when you win one of the prizes D through H (hereinafter also referred to as rare roles), and basically, the less likely you are to win the internal lottery result, the more likely you are to win the CZ. In this embodiment, the order of likelihood of winning the CZ is Prize-G > Prize-E > Prize-H > Prize-F > Prize-D.
[0394] In this embodiment, the CZ does not occur immediately after winning, but rather after winning the CZ, the game transitions from the advantageous section to the normal section, and then transitions back to the advantageous section to start the CZ (that is, the CZ is always started when transitioning to the advantageous section in RT1 (it can be said that transitioning from the normal section to the advantageous section is a condition for the CZ to occur), and if the CZ is won in the current advantageous section, the game is intentionally made to transition to the normal section to start the next advantageous section, thereby causing the CZ to occur). This solves the problem that when winning the AT from the CZ, the remaining number of games in the advantageous section is small and therefore no payout can be made. This is especially effective for specifications with a small net increase in coins (expected number of coins to be obtained per game, also called the slope value). For example, in the case of a net increase of 2 coins, the maximum number of coins that can be obtained in the advantageous section is approximately 2400, so 1200 games are required to obtain 2400 coins. However, the AT (Attack Time) is not always performed during the advantageous period. As mentioned above, the game transitions through various game states such as the normal state and the CZ (Challenge Zone), so when the AT starts, there are often few remaining spins in the advantageous period (for example, 500 spins). In this case, even after 500 spins, the net increase in coins is only 2, so the game ends with an acquisition of only about 1000 coins, making it difficult to meet the user's expectations of winning. Therefore, by ending the advantageous period once with a CZ win and starting a new CZ when transitioning to a new advantageous period, even if the CZ consists of 100 spins, there are still 1400 spins remaining in the advantageous period, creating the expectation for the user to acquire 2400 coins.
[0395] Furthermore, the probability of winning a CZ (Chance Zone) for the second and subsequent times within the same advantageous period may be varied according to the value of the number of coins acquired since the start of the advantageous period (cumulative number of coins paid out - cumulative number of coins inserted). For example, if a CZ is started when transitioning to an advantageous period and an AT (Attack Time) is won, the probability of winning a CZ within the remaining advantageous period after the AT ends may be varied depending on whether 50 coins or 1000 coins were acquired in the AT. In this case, the probability of winning a CZ after acquiring 50 coins may be higher or lower than the probability of winning a CZ after acquiring 1000 coins.
[0396] If the probability of winning a CZ after acquiring 50 coins is higher than the probability of winning a CZ after acquiring 1000 coins, it becomes easier to grant the next CZ to users who did not acquire many coins during AT, thus allowing them to play while maintaining a sense of anticipation.
[0397] If the probability of winning a CZ after acquiring 50 coins is lower than the probability of winning a CZ after acquiring 1000 coins, then even if the probability of winning a CZ is high, the remaining advantageous period will be short after acquiring 1000 coins (close to the conditions for ending the advantageous period, which are 3000 spins or 2400 coins acquired). Therefore, the gambling instinct will not increase significantly in terms of payout design, and a new sense of anticipation can be created for the user.
[0398] If a CZ (Chance Zone) is won, a celebratory animation will be performed, displaying text such as "Success" or "Victory" during the game in which the CZ was won, or after a predetermined number of games have been played (this can be arbitrarily set according to the specifications of the gaming machine P). This allows the user to understand that some kind of benefit has been granted, thus allowing them to intuitively understand the progress of the game. From the next game onward, a message indicating "CZ Preparation in Progress" will be displayed on the image display or the way the lamp lights up, creating a sense of anticipation for the CZ in the user. "CZ Preparation in Progress" corresponds to the state after the advantageous period ends, when the CZ-winning game is in an advantageous period, and before the game returns to an advantageous period in the subsequent normal period. Internally, "CZ Preparation in Progress" is a normal period, so it is a disadvantageous state for the user as no AT (Attack Time) draws or AT bonuses are performed. However, by lowering the payout rate during CZ Preparation in Progress compared to the AT state, payouts can be allocated to AT, creating fluctuations in payouts. Furthermore, the preparation phase for the Chance Zone (CZ) creates a sense of anticipation for the CZ, making it less likely for users to feel like they've lost out even if the payout rate is lowered.
[0399] Furthermore, although the advantageous period ends in the next game after a CZ win, a predetermined number of games may be played between the game in which a CZ is won and the end of the advantageous period. In this case, the announcement of a CZ win is not made in the game in which the CZ is won, and it is conceivable that the outcome of a CZ win is indicated by a performance over a predetermined number of games (so-called premonition performance or continuous performance). Then, a celebration performance is executed at the timing when the predetermined number of games have been played, and the game enters the CZ preparation phase from the next game. This is because the advantageous period lamp is lit during the advantageous period, and the advantageous period lamp is turned off when the advantageous period ends, so it is not possible to tell whether a CZ has been won or not from the way the advantageous period lamp is lit between the game in which a CZ is won and the announcement of a CZ win. Note that the game may also transition from the advantageous period to the normal period during CZ preparation, in which case the game has already been announced as being in CZ preparation, so the outcome cannot be known in advance from the way the advantageous period lamp is lit during CZ preparation.
[0400] Furthermore, the CZ preparation phase does not necessarily have to be a normal phase; it may be set as an advantageous phase. Even in this case, the proportion of times the CZ preparation phase is performed in a normal phase is relatively higher than the proportion of times it is performed in an advantageous phase. The condition for performing the CZ preparation phase in an advantageous phase is that there are at least a predetermined number of remaining plays in the advantageous phase (for example, 1000 plays). By configuring it in this way, the CZ preparation phase is performed when there are plenty of remaining plays in the advantageous phase, so even if the CZ is performed after the CZ preparation phase and the AT is performed as a result, a sufficient sense of payout can be created. In addition, since the normal phase is not used during the CZ preparation phase, it is possible to create a surprise by starting the AT immediately after the CZ preparation phase (since the AT information is initialized when the advantageous phase ends, if the normal phase is used during the CZ preparation phase, the CZ will be performed at the start of the advantageous phase, so the AT cannot be started).
[0401] Furthermore, when the CZ preparation phase is performed during the advantageous period described above, it is possible to decide by lottery whether or not to grant AT when any of the winning combinations from D to H are hit during the CZ preparation phase. In this case, the order of rare combinations that are likely to result in an AT win through the AT lottery may be the same as the order that is likely to result in a CZ win, or it may be partially different, such as winning combination E > winning combination G > winning combination F > winning combination H > winning combination D. By configuring it in this way, even during the CZ preparation phase, the user can be made to expect to win a rare combination.
[0402] Furthermore, to prevent users who have won a rare role but have not won an AT from losing their motivation to play, a different type of reward may be given. For example, such a reward could be the display of a two-dimensional code that can be read by the user's terminal, or the display of a setting-indicating effect that allows the user to determine the setting value. Such a reward may be more likely to be given the closer the number of games played in the advantageous period is to the aforementioned predetermined number (for example, 3000 times), or it may be more likely to be given when the number of CZs is a specific number (for example, a multiple of 5).
[0403] Furthermore, while the conditions for a mandatory transition from the advantageous section to the normal section (the conditions for the forced termination of the advantageous section) were explained as when the number of games played in the advantageous section reaches a predetermined number (for example, 3000 games), when MY in the advantageous section exceeds a specific value (for example, 2400), when initialization processing based on a setting change is performed, and when the RAM clear switch is activated, it is not necessary to define all of these conditions as conditions for a mandatory transition from the advantageous section to the normal section, and some of the conditions may be defined as conditions for a mandatory transition from the advantageous section to the normal section. For example, the condition when the number of games played in the advantageous section reaches a predetermined number (for example, 3000 games) does not have to be included as a condition for a mandatory transition from the advantageous section to the normal section.
[0404] Next, we will explain a configuration in which the advantageous section can be terminated (transitioned to the normal section) at any termination condition, in a case where the condition for transitioning from the advantageous section to the normal section is not included when the number of games played in the advantageous section reaches a predetermined number (for example, 3000 games), but when MY in the advantageous section exceeds 2400.
[0405] Ending the advantageous period under any arbitrary termination conditions means that when the MY in the advantageous period does not exceed 2400 (for example, the MY in the advantageous period is 1000), the AT termination conditions are met (for example, 300 games have been played since entering AT, or the number of acquired coins has exceeded a predetermined number (for example, 2300 coins), or a CZ is won in the advantageous period (it is also possible to decide whether or not to end the advantageous period depending on the situation in the advantageous period when a CZ is won in the advantageous period).
[0406] If the advantageous period is to be terminated under arbitrary termination conditions, when the arbitrary termination conditions for the advantageous period are met, a flag indicating the termination of the advantageous period is stored in a predetermined memory area (for example, the advantageous period termination memory area) in the first main control RAM through game state-specific processing. If it is determined that the flag indicating the termination of the advantageous period is stored in the advantageous period termination memory area, the advantageous period may be terminated (initialization processing of AT-related information stored in the first main control RAM is executed).
[0407] Furthermore, if the advantageous period is to be terminated by an arbitrary termination condition, when the arbitrary termination condition for the advantageous period is met, a flag indicating the termination of the advantageous period is stored in a 1-byte memory area (for example, the advantageous period termination memory area) in the first main control RAM. Subsequently, if it is determined that the flag indicating the termination of the advantageous period is stored in the advantageous period termination memory area, the advantageous period may be terminated (initialization processing of AT-related information stored in the first main control RAM is executed).
[0408] However, if a 1-byte advantageous period termination memory area is provided in the first main control RAM, the memory area of the first main control RAM will become strained. Therefore, another method is to use the advantageous period MY counter to terminate the advantageous period at an arbitrary termination condition. The following describes how to terminate the advantageous period at an arbitrary termination condition using the advantageous period MY counter.
[0409] <A method to terminate the advantageous period using the advantageous period MY counter and specifying arbitrary termination conditions.> First, let's explain the memory area for the advantageous section MY counter. The advantageous section MY counter requires a 2-byte memory area because it needs to store a value to determine whether or not the MY in the advantageous section exceeds 2400. Below, we will explain, with examples, what values are stored in the upper and lower byte memory areas of the advantageous section MY counter. To make the boundary between the values in the upper and lower byte memory areas easier to understand, a " / " will be written at the boundary between the values in the upper and lower byte memory areas, so it will be written as upper byte memory value / lower byte memory value. Also, numbers with a "b" at the end indicate that they are written in binary. Furthermore, of the 8 bits (1 byte), the least significant bit is designated as the D0 bit, the bit following the D0 bit as the D1 bit, the bit following the D1 bit as the D2 bit, the bit following the D2 bit as the D3 bit, the bit following the D3 bit as the D4 bit, the bit following the D4 bit as the D5 bit, the bit following the D5 bit as the D6 bit, and the bit following the D6 bit as the D7 bit. In other words, when referring to the least significant bit, it corresponds to the D0 bit, and when referring to the most significant bit, it corresponds to the D7 bit.
[0410] Furthermore, the D0 bit of the lower byte of the advantageous section MY counter indicates the 1st digit, the D1 bit of the lower byte of the advantageous section MY counter indicates the 2nd digit, the D2 bit of the lower byte of the advantageous section MY counter indicates the 3rd digit, the D3 bit of the lower byte of the advantageous section MY counter indicates the 4th digit, the D4 bit of the lower byte of the advantageous section MY counter indicates the 5th digit, the D5 bit of the lower byte of the advantageous section MY counter indicates the 6th digit, the D6 bit of the lower byte of the advantageous section MY counter indicates the 7th digit, and the D7 bit of the lower byte of the advantageous section MY counter indicates the 8th digit. Furthermore, the D0 bit of the upper byte of the advantageous section MY counter indicates the 9th digit, the D1 bit of the upper byte of the advantageous section MY counter indicates the 10th digit, the D2 bit of the upper byte of the advantageous section MY counter indicates the 11th digit, the D3 bit of the upper byte of the advantageous section MY counter indicates the 12th digit, the D4 bit of the upper byte of the advantageous section MY counter indicates the 13th digit, the D5 bit of the upper byte of the advantageous section MY counter indicates the 14th digit, the D6 bit of the upper byte of the advantageous section MY counter indicates the 15th digit, and the D7 bit of the upper byte of the advantageous section MY counter indicates the 16th digit.
[0411] (Example 1) When the value of the advantageous section MY counter is 10 00000000b / 00001010b (Upper byte: 0, Lower byte: 10) (Example 2) When the value of the advantageous section MY counter is 255 00000000b / 11111111b (Upper byte: 0, Lower byte: 255) (Example 3) When the value of the advantageous section MY counter is 256 00000001b / 00000000b (Upper byte: 1, Lower byte: 0) (Example 4) When the value of the advantageous section MY counter is 1000 00000011b / 11101000b (Upper byte: 3, Lower byte: 232) (Example 5) When the value of the advantageous section MY counter is 2400 00001001b / 01100000b (Upper byte: 9, Lower byte: 96) (Example 6) When the value of the advantageous section MY counter is 2414 00001001b / 01101110b (Upper byte: 9, Lower byte: 110)
[0412] As described above, in a gaming machine where the advantageous section MY counter can store values from 0 to 2414 as the advantageous section MY, bits D4, D5, D6, and D7 of the upper byte storage area of the advantageous section MY counter are not used. Furthermore, although the example given is a gaming machine where the advantageous section MY counter can store values from 0 to 2414 as the advantageous section MY, even if the upper limit of the advantageous section MY is not 2414 but any value between 2400 and 2413, bits D4, D5, D6, and D7 of the upper byte storage area of the advantageous section MY counter will still not be used.
[0413] <<Processing at the end of the advantageous period>> Next, using the advantageous section MY counter, we will explain how to terminate the advantageous section under arbitrary termination conditions, using Figure 45. The advantageous section termination process is one of the processes included in the aforementioned game state-specific processing, and is a control process that is executed when the advantageous section is to be terminated under arbitrary termination conditions.
[0414] <<<Pattern 1>>> In Pattern 1 of the processing at the end of the advantageous period shown in Figure 45, when the advantageous period is terminated by an arbitrary termination condition, a specific bit of the value stored in the upper byte of the advantageous period MY counter is set to 1 (store 1 in the specific bit). Specifically, 1 is stored in the D7 bit (most significant bit) of the storage area of the upper byte of the advantageous period MY counter. For example, when the value stored in the storage area of the upper byte of the advantageous period MY counter is 1 (00000001b), setting the D7 bit of the storage area of the upper byte of the advantageous period MY counter to 1 results in the value stored in the storage area of the upper byte of the advantageous period MY counter becoming 129 (10000001b).
[0415] This configuration is possible because, as mentioned above, no values are stored in bits D4 through D7 of the upper byte storage area of the advantageous section MY counter. In other words, bit D7 of the upper byte storage area of the advantageous section MY counter can be used for other purposes (in this case, as a flag indicating whether or not the conditions for ending the advantageous section have been met). Furthermore, setting bit D7 of the value stored in the upper byte of the advantageous section MY counter to 1 is equivalent to storing a value of at least 32768 (2 to the power of 15) or greater in the advantageous section MY counter. At this time, no value storage operations or operations to store 1 in any bit are performed in the lower byte storage area of the advantageous section MY counter. For example, if the advantageous section MY counter stores 1000 (00000011b / 11101000b (where " / " indicates the boundary between the value stored in the upper byte and the value stored in the lower byte)), setting the D7 bit (most significant bit) of the value stored in the upper byte of the advantageous section MY counter to 1 will result in the advantageous section MY counter storing 33768 (10000011b / 11101000b). In this way, instead of storing values or setting a certain bit to 1 using both the lower byte and upper byte storage areas (2 bytes of storage) that constitute the advantageous section MY counter, the program size can be reduced by targeting only the upper byte storage area (1 byte of storage) of the advantageous section MY counter and executing a process to set a specific bit to 1. Although the example shown involves storing a value of 1 in the D7 bit of the upper byte storage area of the advantageous interval MY counter, it is not limited to the D7 bit; any bit from D4 to D7 may be used.
[0416] <<<Pattern 2>>> In Pattern 2 of the processing at the end of the advantageous period shown in Figure 45, when the advantageous period is terminated by an arbitrary termination condition, a specific value (250 (11110000b)) is stored in the upper byte storage area of the advantageous period MY counter. For example, if the value stored in the upper byte storage area of the advantageous period MY counter is 1 (00000001b), then storing 250 in the upper byte storage area of the advantageous period MY counter will result in the value stored in the upper byte storage area of the advantageous period MY counter becoming 250 (11110000b).
[0417] This configuration is possible because, as mentioned above, the value stored as MY for the advantageous period only uses bits D0 to D3 of the upper byte storage area of the advantageous period MY counter. Specifically, if the upper limit of the value stored as MY for the advantageous period is any value between 2400 and 2414, the upper byte storage area of the advantageous period MY counter can store a maximum of 9 (00001001b). In other words, since it is not possible to store a value of 10 or more, by storing a value of 10 or more in the upper byte storage area of the advantageous period MY counter, the advantageous period MY counter can be set to a value greater than 2414. At this time, no value storage operations or operations to store 1 in any bit are performed in the lower byte storage area of the advantageous period MY counter. For example, if the advantageous interval MY counter stores 1000 (00000011b / 11101000b (where " / " indicates the boundary between the value in the upper byte storage area and the value in the lower byte storage area)), then storing 250 in the upper byte storage area of the advantageous interval MY counter will result in the advantageous interval MY counter storing 61672 (11110000b / 11101000b). In this way, program size can be reduced by targeting the upper byte storage area (1 byte storage area) of the advantageous interval MY counter and storing a specific value, rather than by targeting both the lower byte storage area and the upper byte storage area (2 bytes of storage area) that constitute the advantageous interval MY counter, or by storing 1 in a certain bit. Note that although the example shows storing 250 in the upper byte storage area of the advantageous interval MY counter, the specific value is not limited to 250; any value greater than or equal to 10 would be acceptable.
[0418] <<Advantageous Section Clear Counter Management Processing>> Next, we will explain the advantageous section clear counter management process when the advantageous section is terminated at an arbitrary termination condition using the advantageous section MY counter, using Figures 46, 47, and 48. Here, there are three possible patterns for the advantageous section clear counter management process, so we will explain them as follows: Figure 46 as <Pattern 1> of the advantageous section clear counter management process, Figure 47 as <Pattern 2> of the advantageous section clear counter management process, and Figure 48 as <Pattern 3> of the advantageous section clear counter management process. Note that all of the advantageous section clear counter management processes in Figures 46, 47, and 48 are executed by the game progress main processing of the main control board P15 described in Figure 44.
[0419] <<<Pattern 1>>> Figure 46 shows Pattern 1 of the advantageous section clear counter management process. Pattern 1 of the advantageous section clear counter management process determines whether the value stored in the advantageous section MY counter has exceeded the upper limit of the advantageous section (for example, 2400), thereby allowing simultaneous determination of both cases where the forced termination condition of the advantageous section is met and cases where the arbitrary termination condition of the advantageous section is met.
[0420] First, the "Is this a game in the advantageous period?" check determines whether the current game is in the advantageous period. For example, this can be determined using the main game state of the current game or a flag that is set to 1 when the game is in the advantageous period (advantageous period flag). If it is determined that the current game is not in the advantageous period, the advantageous period clear counter management process is terminated.
[0421] In "Get MY Counter," the value stored in the advantageous section MY counter is stored in the HL register (a general-purpose register owned by the CPU, a pair of registers that can store a total of 2 bytes of value, with the H register and L register combined; the same applies hereinafter). For example, if the value stored in the advantageous section MY counter is 1000, 1000 is stored in the HL register. Since 1000 is a 2-byte value, the value of the upper byte is stored in the H register and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is equivalent to storing 00000011b in the H register and 11101000b in the L register.
[0422] The "When Replay Activation Symbols are Displayed?" check determines whether a symbol combination corresponding to a replay stopped and was displayed during the current game. If it is determined that a symbol combination corresponding to a replay stopped and was displayed during the current game (YES), then "Save MY Counter" is executed. If "When Replay Activation Symbols are Displayed?" does not determine that a symbol combination corresponding to a replay stopped and was not displayed during the current game (NO), then "Add Count" is executed.
[0423] In "Adding Granted Quantity," the number of game tokens granted in the current game is added to the value stored in the HL register, and the added value is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000, and the number of game tokens granted in the current game is 1, then 1001 will be stored in the HL register after the addition.
[0424] In "Bet Count Subtraction," the number of game tokens bet on in the current game (bet count) is subtracted from the value stored in the HL register, and the resulting value is stored in the HL register. For example, if the value stored in the HL register before subtraction is 1001 and the bet count for the current game is 3, then 998 will be stored in the HL register after subtraction.
[0425] The "Subtraction Result = Less Than 0?" check determines whether the value stored in the HL register became less than 0 (i.e., there was a carry) as a result of the "Bet Count Subtraction" performed before the current process. For example, if a carry occurred as a result of performing "Bet Count Subtraction" (i.e., the carry flag became 1), the result is YES and "MY Counter Initial Value Set" is executed. On the other hand, if there was no carry as a result of performing "Bet Count Subtraction" (i.e., the carry flag became 0), the result is NO and "MY Counter Save" is executed.
[0426] In "MY Counter Initial Value Set," the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous interval MY counter in the subsequent "MY Counter Save" operation.
[0427] In "MY Counter Save," the value stored in the HL register is stored in the advantageous section MY counter. Even when the value stored in the HL register is stored in the advantageous section MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 will be stored in the advantageous section MY counter. The value stored in the HL register will also remain 998. For example, if 0 is stored in the HL register, 0 will be stored in the advantageous section MY counter. The value stored in the HL register will also remain 0.
[0428] The check "MY counter > MY counter upper limit?" determines whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the advantageous section MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is equivalent to determining whether the value stored in the advantageous section MY counter exceeds 2400. Alternatively, instead of determining whether the value stored in the HL register exceeds 2400, it would also be acceptable to determine whether the value stored in the advantageous section MY counter exceeds 2400. However, the value stored in the advantageous section MY counter is the value stored in RAM. When comparing a value, comparing it to a value stored in a register uses less program memory than comparing it to a value stored in RAM. Therefore, determining whether the value stored in the HL register exceeds 2400 uses less ROM (program) memory.
[0429] The following section provides an example to explain how to determine "MY counter > MY counter upper limit?" based on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, the result is determined to be NO and the process is terminated. (Example 2) If 998 is stored in the HL register, the system determines NO and terminates the process. (Example 3) If 2404 is stored in the HL register, it is determined to be YES and RAM initialization is performed at the end of the advantageous period. (Example 4) If 33768 is stored in the HL register, it is determined to be YES and RAM initialization is performed at the end of the advantageous period. (Example 5) If 61672 is stored in the HL register, it is determined to be YES and RAM initialization is performed at the end of the advantageous period. Here, if a value between 2400 and 2414 is stored, as in (Example 3), it means that the forced termination condition of the advantageous period has been met. On the other hand, if a value exceeding 2414 is stored, as in (Example 4) and (Example 5), it means that any termination condition of the advantageous period has been met (either <Pattern 1> of the advantageous period termination processing or <Pattern 2> of the advantageous period termination processing has been executed). In this way, "MY counter > MY counter upper limit?" allows for RAM initialization at the end of the advantageous period (ending the advantageous period in this game) depending on whether the forced termination condition of the advantageous period has been met or any termination condition of the advantageous period has been met.
[0430] The "RAM initialization at the end of the advantageous period" process initializes information related to the AT (Automatic Trigger). This process also initializes the advantageous period MY counter and the main game state, ending the advantageous period for the current game. Therefore, the next game can be played in the normal period. <<<Pattern 2>>> Figure 47 shows Pattern 2 of the advantageous interval clear counter management process. Pattern 2 of the advantageous interval clear counter management process is a method that can determine whether the advantageous interval will end (end when any termination condition for the advantageous interval is met) based on whether a predetermined bit in the value stored in the upper byte of the advantageous interval MY counter is 1 or not, and whether the advantageous interval will end when the value stored in the advantageous interval MY counter exceeds the upper limit (end when a forced termination condition for the advantageous interval is met).
[0431] First, the "Is this a game in the advantageous period?" check determines whether the current game is in the advantageous period. For example, this can be determined using the main game state of the current game or a flag that is set to 1 when the game is in the advantageous period (advantageous period flag). If it is determined that the current game is not in the advantageous period, the advantageous period clear counter management process is terminated.
[0432] In "Get MY Counter," the value stored in the advantageous section MY counter is stored in the HL register. For example, if the value stored in the advantageous section MY counter is 1000, 1000 is stored in the HL register. Since 1000 is a 2-byte number, the value of the upper byte is stored in the H register and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is equivalent to storing 00000011b in the H register and 11101000b in the L register.
[0433] The "Specific Bit ON?" check determines whether a specific bit in the value stored in the H register is "1". In other words, this process determines whether any termination condition for the advantageous period has been met. For example, if the <Pattern 1> of the advantageous period termination process stores 1 in the D7 bit of the upper byte storage area of the advantageous period MY counter, the specific bit corresponds to the D7 bit. Also, if the <Pattern 2> of the advantageous period termination process stores 250 (11110000) in the upper byte storage area of the advantageous period MY counter, the specific bit corresponds to the D7 bit, or the D6 bit, or the D5 bit, or the D4 bit. Thus, the process determines which bit (specific bit) becomes 1 when either the <Pattern 1> or <Pattern 2> of the advantageous period termination process is executed. If the specific bit in the value stored in the H register is 1, the "RAM initialization at the end of the advantageous period" is executed. On the other hand, if a specific bit of the value stored in the H register is not 1 (i.e., it is 0), the "When replay activation symbol is displayed?" action is executed. Note that when a specific bit of the value stored in the H register is 1, it means that a specific bit of the value stored in the upper byte of the advantageous section MY counter is 1. Therefore, in this embodiment, it is determined whether or not a specific bit of the value stored in the H register is 1, but it may also be determined whether or not a specific bit of the value stored in the upper byte of the advantageous section MY counter is 1.
[0434] The "When Replay Activation Symbols are Displayed?" check determines whether a symbol combination corresponding to a replay stopped and was displayed during the current game. If it is determined that a symbol combination corresponding to a replay stopped and was displayed during the current game (YES), then "Save MY Counter" is executed. If "When Replay Activation Symbols are Displayed?" does not determine that a symbol combination corresponding to a replay stopped and was not displayed during the current game (NO), then "Add Count" is executed.
[0435] In "Adding Granted Quantity," the number of game tokens granted in the current game is added to the value stored in the HL register, and the added value is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000, and the number of game tokens granted in the current game is 1, then 1001 will be stored in the HL register after the addition.
[0436] In "Bet Count Subtraction," the number of game tokens bet on in the current game (bet count) is subtracted from the value stored in the HL register, and the resulting value is stored in the HL register. For example, if the value stored in the HL register before subtraction is 1001 and the number of bets in the current game is 3, then 998 will be stored in the HL register after subtraction.
[0437] The "Subtraction Result = Less Than 0?" check determines whether the value stored in the HL register became less than 0 (i.e., there was a carry) as a result of the "Bet Count Subtraction" performed before the current process. For example, if a carry occurred as a result of performing "Bet Count Subtraction" (i.e., the carry flag became 1), the result is YES and "MY Counter Initial Value Set" is executed. On the other hand, if there was no carry as a result of performing "Bet Count Subtraction" (i.e., the carry flag became 0), the result is NO and "MY Counter Save" is executed.
[0438] In "MY Counter Initial Value Set," the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous interval MY counter in the subsequent "MY Counter Save" operation.
[0439] In "MY Counter Save," the value stored in the HL register is stored in the advantageous section MY counter. Here, the value stored in the HL register is the same as the value stored in the advantageous section MY counter. Even when the value stored in the HL register is stored in the advantageous section MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 is stored in the advantageous section MY counter. The value stored in the HL register also remains 998. For example, if 0 is stored in the HL register, 0 is stored in the advantageous section MY counter. The value stored in the HL register also remains 0.
[0440] The check "MY counter > MY counter upper limit?" determines whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the advantageous section MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is equivalent to determining whether the value stored in the advantageous section MY counter exceeds 2400. Alternatively, instead of determining whether the value stored in the HL register exceeds 2400, it would also be acceptable to determine whether the value stored in the advantageous section MY counter exceeds 2400. However, the value stored in the advantageous section MY counter is the value stored in RAM. When comparing a value, comparing it to a value stored in a register uses less program memory than comparing it to a value stored in RAM. Therefore, determining whether the value stored in the HL register exceeds 2400 uses less ROM (program) memory.
[0441] The following section provides an example to explain how to determine "MY counter > MY counter upper limit?" based on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, the result is determined to be NO and the process is terminated. (Example 2) If 998 is stored in the HL register, the system determines NO and terminates the process. (Example 3) If 2404 is stored in the HL register, it is determined to be YES and RAM initialization is performed at the end of the advantageous period. In this case, the case where a number between 2400 and 2414 is stored, as in (Example 3), is when the conditions for the forced termination of the advantageous period are met.
[0442] The "RAM initialization at the end of the advantageous period" process initializes information related to the AT (Automatic Trigger). This process also initializes the advantageous period MY counter and the main game state, ending the advantageous period for the current game. Therefore, the next game can be played in the normal period.
[0443] <<<Pattern 3>>> Figure 48 shows Pattern 3 of the advantageous interval clear counter management process. Pattern 3 of the advantageous interval clear counter management process is a method that can determine whether the advantageous interval will end (end when an arbitrary termination condition for the advantageous interval is met) based on whether the value of the upper byte stored in the advantageous interval MY counter is a specific value, or whether the advantageous interval will end when the value stored in the advantageous interval MY counter exceeds the upper limit (end when a mandatory termination condition for the advantageous interval is met).
[0444] First, the "Is this a game in the advantageous period?" check determines whether the current game is in the advantageous period. For example, this can be determined using the main game state of the current game or a flag that is set to 1 when the game is in the advantageous period (advantageous period flag). If it is determined that the current game is not in the advantageous period, the process is terminated.
[0445] In "Get MY Counter," the value stored in the advantageous section MY counter is stored in the HL register (a general-purpose register owned by the CPU). For example, if the value stored in the advantageous section MY counter is 1000, 1000 is stored in the HL register. Since 1000 is a 2-byte number, the value of the upper byte is stored in the H register and the value of the lower byte is stored in the L register. Therefore, storing 1000 in the HL register is equivalent to storing 00000011b in the H register and 11101000b in the L register.
[0446] In the "Advantageous Section End Data?" process, it is determined whether the value stored in the H register is a specific value. In other words, this process determines whether any termination condition for the advantageous section has been met. For example, if 250 (11110000b) is stored in the upper byte storage area of the advantageous section MY counter by <Pattern 2> of the advantageous section end processing, then the specific value corresponds to 250 (11110000b). Thus, it is determined whether the value is the one stored when <Pattern 2> of the advantageous section end processing is executed. If the value stored in the H register is a specific value, "RAM Initialization at Advantageous Section End" is executed. On the other hand, if the value stored in the H register is not a specific value, "Re-play Activation Symbol Display?" is executed. Note that when the value stored in the H register is a specific value, it means that the specific value is stored in the upper byte of the advantageous section MY counter. Therefore, it is determined whether the value stored in the H register is a specific value, but it would also be acceptable to determine whether the value stored in the upper byte of the advantageous section MY counter is a specific value.
[0447] The "When Replay Activation Symbols are Displayed?" check determines whether a symbol combination corresponding to a replay stopped and was displayed during the current game. If it is determined that a symbol combination corresponding to a replay stopped and was displayed during the current game (YES), then "Save MY Counter" is executed. If "When Replay Activation Symbols are Displayed?" does not determine that a symbol combination corresponding to a replay stopped and was not displayed during the current game (NO), then "Add Count" is executed.
[0448] In "Adding Granted Quantity," the number of game tokens granted in the current game is added to the value stored in the HL register, and the added value is stored in the HL register. For example, if the value stored in the HL register before the addition is 1000, and the number of game tokens granted in the current game is 1, then 1001 will be stored in the HL register after the addition.
[0449] In "Bet Count Subtraction," the number of game tokens bet on in the current game (bet count) is subtracted from the value stored in the HL register, and the resulting value is stored in the HL register. For example, if the value stored in the HL register before subtraction is 1001 and the number of bets in the current game is 3, then 998 will be stored in the HL register after subtraction.
[0450] The "Subtraction Result = Less Than 0?" check determines whether the value stored in the HL register became less than 0 (i.e., there was a carry) as a result of the "Bet Count Subtraction" performed before the current process. For example, if a carry occurred as a result of performing "Bet Count Subtraction" (i.e., the carry flag became 1), the result is YES and "MY Counter Initial Value Set" is executed. On the other hand, if there was no carry as a result of performing "Bet Count Subtraction" (i.e., the carry flag became 0), the result is NO and "MY Counter Save" is executed.
[0451] In "MY Counter Initial Value Set," the value stored in the HL register is set to 0. This allows 0 to be stored as the initial value of the advantageous interval MY counter in the subsequent "MY Counter Save" operation.
[0452] In "MY Counter Save," the value stored in the HL register is stored in the advantageous section MY counter. Even when the value stored in the HL register is stored in the advantageous section MY counter, the value stored in the HL register is maintained. For example, if 998 is stored in the HL register, 998 will be stored in the advantageous section MY counter. The value stored in the HL register will also remain 998. For example, if 0 is stored in the HL register, 0 will be stored in the advantageous section MY counter. The value stored in the HL register will also remain 0.
[0453] The check "MY counter > MY counter upper limit?" determines whether the value stored in the HL register exceeds 2400. Here, the value stored in the HL register is the same as the value stored in the advantageous section MY counter. Therefore, determining whether the value stored in the HL register exceeds 2400 is equivalent to determining whether the value stored in the advantageous section MY counter exceeds 2400. Alternatively, instead of determining whether the value stored in the HL register exceeds 2400, it would also be acceptable to determine whether the value stored in the advantageous section MY counter exceeds 2400. However, the value stored in the advantageous section MY counter is the value stored in RAM. When comparing a value, comparing it to a value stored in a register uses less program memory than comparing it to a value stored in RAM. Therefore, determining whether the value stored in the HL register exceeds 2400 uses less ROM (program) memory.
[0454] The following section provides an example to explain how to determine "MY counter > MY counter upper limit?" based on the value stored in the HL register. (Example 1) If 0 is stored in the HL register, the result is determined to be NO and the process is terminated. (Example 2) If 998 is stored in the HL register, the system determines NO and terminates the process. (Example 3) If 2404 is stored in the HL register, it is determined to be YES and RAM initialization is performed at the end of the advantageous period. In this case, the case where a number between 2400 and 2414 is stored, as in (Example 3), is when the conditions for the forced termination of the advantageous period are met.
[0455] The "RAM initialization at the end of the advantageous period" process initializes information related to the AT (Automatic Trigger). This process also initializes the advantageous period MY counter and the main game state, ending the advantageous period for the current game. Therefore, the next game can be played in the normal period.
[0456] As described above, in a game that satisfies any of the conditions for ending the advantageous period, the value stored in the upper byte memory area of the advantageous period MY counter is updated by the advantageous period termination processing (the value stored in the lower byte memory area of the advantageous period MY counter is not updated), and the advantageous period clear counter management processing, which is executed after the advantageous period termination processing, allows the advantageous period to end in a game that satisfies any of the conditions for ending the advantageous period (the next game can be played in the normal period).
[0457] The process related to changing settings in this embodiment will be described below.
[0458] When the setting change device is activated, the aforementioned RAM initialization process is performed at the timing of the device's activation and when the setting value is confirmed. If the game state immediately before this RAM initialization process is RT1, the RT1 information will be initialized when the RAM initialization process is performed, and the game state after the RAM initialization process will be non-RT. Also, if the game state immediately before the RAM initialization process is in the middle of a Type 1 Big Bonus (BB), the information in the middle of the BB will be initialized when the RAM initialization process is performed, and the game state after the RAM initialization process will be non-RT. Note that the total score is not initialized during the RAM initialization process associated with setting changes (the points invested are initialized).
[0459] Furthermore, if the game state immediately before the RAM initialization process is performed is in the advantageous section, the advantageous section information will be initialized when the RAM initialization process is performed, and the game state after the RAM initialization process will be in the normal section. In other words, the game states during the advantageous section include the normal state, CZ (Chance Zone), or AT (Attack Time), but regardless of which state it is, when the RAM initialization process is performed, it will transition to the normal section.
[0460] When the RAM initialization process is performed, the game starts in a non-RT (Replay Time) and normal section. However, in this embodiment, the CZ (Chance Zone) is started when transitioning from the normal section to the advantageous section. Therefore, after the settings are changed, the game is in an advantageous state (a state in which the CZ can be started by transitioning to the advantageous section without having to play in order to win the CZ).
[0461] By configuring the store in this way, customers will be in a favorable position after the settings are changed, which will motivate them to visit from the morning and increase the effectiveness of attracting customers.
[0462] Furthermore, if it becomes possible to set an overly advantageous state after changing the settings (a state where the game transitions to the CZ after only a few plays), there is a risk of excessively stimulating gambling tendencies (the so-called "morning"). For this reason, it is conceivable to change the content of the CZ depending on the circumstances when transitioning to the advantageous period.
[0463] In this case, if the RT state for the next game after the transition to the advantageous section is determined to be RT1, the CZ will start as this is the basic game flow. However, if the RT state for the next game after the transition to the advantageous section is determined to be non-RT, the CZ will not start as it is assumed that the settings have been changed. The games that determine whether a player enters the advantageous period are those in which any of the following types of games are won: Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-A1, Win-A2, Win-A3, Win-A4, Win-A5, Win-A6, Win-B1, Win-B2, Win-B3, Win-B4, Win-B5, Win-B6, Win-C1, Win-C2, Win-C3, Win-C4, Win-C5, Win-C6, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, or Win-K.
[0464] Furthermore, Replay-C, Replay-D, Replay-E, Replay-F, Replay-G, Replay-H, Replay-I, Replay-J, Win-D, Win-E, Win-F, Win-G, Win-H, Win-I, Win-J, and Win-K are all awarded in conjunction with a Type 1 BB, so the RT state for the next game after a win will be RT1 and the CZ will start, but Win-A1, Winning combinations A2, A3, A4, A5, A6, B1, B2, B3, B4, B5, B6, C1, C2, C3, C4, C5, and C6 do not overlap with a single type of Big Bonus (BB), therefore the next game after winning is not an RT (Replay Time) and the Chance Zone (CZ) will not start.
[0465] This configuration allows for transitions to a favorable period during non-RT (Replay Time) phases, thus suppressing the morning-related specification where the game transitions to a CZ (Chance Zone) after only a few plays following a setting change, thereby reducing the element of chance.
[0466] Furthermore, it is conceivable to reduce the element of chance by using a specification that changes the game state managed by the main control means in the advantageous section by referring to the RT state of the next game after it has been decided to transition to the advantageous section. In this case, the advantageous section that is transitioned to during non-RT (non-internal 1st type BB) will not perform AT, while the advantageous section that is transitioned to during RT1 (internal 1st type BB) may perform AT. With such a configuration, if the advantageous section is transitioned to during non-RT after a setting change, no payout will be obtained because AT will not be performed, thus reducing the element of chance. The condition for ending the advantageous section in this case may be until the above-mentioned CZ is won, or it may be after a predetermined number of games have been played (for example, 3000 times).
[0467] Furthermore, while the transition to the CZ is controlled by referring to the RT state of the next game after the advantageous section transition lottery is won, the transition to the CZ may also be controlled by referring to the activated condition device of the game in which the advantageous section transition lottery was won. In this case, if the entry-A1 is won during a Type 1 BB internal in the normal section, the system will control the CZ to start at the start of the advantageous section based on the fact that the condition devices for Type 1 BB and entry-A1 are activated. Also, if the entry-A1 is won during a Type 1 BB non-internal in the normal section, the system will control the CZ not to start at the start of the advantageous section based on the fact that the condition device for entry-A1 is activated.
[0468] In this embodiment, only type 1 BB was included in the draw, but instead, RB or MB may be included in the draw, or two or all of type 1 BB, RB, and MB may be included in the draw.
[0469] Figure 14 illustrates the message used for communication between the gaming machine P and the lending unit.
[0470] The data structure of the message used for communication between the gaming machine P and the dispensing unit can be divided into the following five parts. (1) Message length (2) Command (3) Serial number (4) Data section (5) Checksum The data set consisting of the five elements described above is called a message, and it is transmitted in a single transmission. (It is not transmitted in separate parts.)
[0471] The lending unit is configured to consider a message as one if it fails to receive the next start bit within 3.9ms of the start bit reception. Therefore, when transmitting data (1-byte data) continuously as a single message, the transmission interval is designed to be less than 3.9ms. In addition, some types of data have prescribed transmission times: within 13.9ms for game machine information notifications, within 5.5ms for counting notifications, and within 4.9ms for lending receipt result responses. For example, even if data for game machine information notifications is transmitted within 3.9ms, if the time from transmission of the message length to transmission of the checksum exceeds 13.9ms, the lending unit will discard the data received up to that point. Therefore, the interval between data must be within 3.9ms, and the time until transmission completion must be within 13.9ms.
[0472] Furthermore, the requirement of a minimum of 3.9ms between data points is easily met with normal transmission methods without needing to consciously design the system.
[0473] The following describes each data structure.
[0474] (1) Message length This indicates the length of the data, which consists of five components: message length, command, serial number, data section, and checksum. It is composed of 1-byte data. For example, if the message length is 1 byte, the command is 1 byte, the serial number is 1 byte, the data section is 14 bytes, and the checksum is 1 byte, the message will be 18 bytes (1 byte + 1 byte + 1 byte + 14 bytes + 1 byte), and the message length will be the data corresponding to 18 bytes (12h).
[0475] (2) Command The above message will be used in one of the following messages: game machine information notification, counting notification, loan notification, or loan receipt result response. This command allows you to specify the type of message. For example, 01h is set as the command for a gaming machine information notification, 02h for a counting notification, 13h for a loan notification, and 03h for a loan receipt result response. The data length of each command consists of 1 byte.
[0476] (3) Serial number The numbers included in the game machine information notification, counting notification, loan notification, and loan receipt result response, as described later, will be referred to as serial numbers. The serial number included in the game machine information notification will be referred to as the serial number, the serial number included in the counting notification will be referred to as the counting serial number, the serial number included in the loan notification will be referred to as the loan serial number, and the serial number included in the loan receipt result response will be referred to as the loan serial number. These various serial numbers are numerical values in the range of 0 to 255 and consist of 1-byte data. Further details about each type of serial number will be described later.
[0477] (4) Data section The data corresponding to the gaming machine information notification, counting notification, loan notification, and loan receipt result response, which will be described later, is referred to as the data section. The data included in the data section will be described later, but the data length varies depending on the notification content, ranging from 1 byte to 53 bytes.
[0478] (5) Checksum The data consists of five components: message length, command, serial number, data section, and checksum. These are added together, and the lower byte of the sum is used as the checksum. Using this checksum, the receiving side can detect data corruption during communication. For example, the gaming machine P or the dispensing unit can count the number of messages with mismatched checksums to check for communication problems. For instance, the gaming machine P may display the number of messages with mismatched checksums on an image display device or the like under predetermined conditions (such as during a setting confirmation mode where setting values can be checked or a setting change mode where setting values can be changed).
[0479] Figure 15 illustrates the gaming machine information notification, one of the messages output from the gaming machine P to the lending unit.
[0480] (1) Message length This indicates the length of the data, which consists of five components: message length, command, serial number, data section (including the type of gaming machine, type of gaming machine information, and gaming machine information), and checksum. It is composed of 1-byte data. The message length varies depending on the type of gaming machine information, etc., as described later.
[0481] (2) Command As mentioned earlier, a command serves to notify one of the following: game machine information notification, counting notification, loan notification, or loan receipt result response. The command for game machine information notification is 01h (fixed value).
[0482] (3) Serial number The serial number is a number between 0 and 255, and it serves as a sequential number for the gaming machine information notification. A specific example is provided below. a) When power is turned on, the system is controlled to notify the serial number "00h(0)". (i) After power-on, the serial number is updated (+1) each time a notification is sent. (c) The next value after the serial number "FFh (255)" is updated to "01h (1)" (+1 twice). As mentioned above, the initial serial number after power is restored is 0, and thereafter it increases by 1 each time a game machine information notification is output. The serial number of the next game machine information notification after the current serial number reaches 255 will be 1 (it will not be 0).
[0483] (4) Types of gaming machines The gaming machine type is information that constitutes the data section and is used to identify the type of gaming machine P, etc. This information will be described later based on Figure 6, but it is data that notifies the management medium, organization classification, and gaming machine type.
[0484] (5) Type of Gaming Machine Information The gaming machine information type is information that constitutes the data section and is used to identify whether the gaming machine information notification being sent this time is gaming machine performance information, gaming machine installation information, or hall control / fraud monitoring information. The gaming machine information type is 00h when notifying gaming machine performance information, 01h when notifying gaming machine installation information, and 02h when notifying hall control / fraud monitoring information. Further details regarding gaming machine performance information will be described later using Figure 17, gaming machine installation information using Figure 18, and hall control / fraud monitoring information using Figure 19.
[0485] (6) Gaming machine information Gaming machine information refers to the information that constitutes the data section, and the gaming machine information notification being sent this time is the information that is sent depending on whether it is gaming machine performance information, gaming machine installation information, or hall computer / fraud monitoring information. Details of gaming machine information will be described later.
[0486] (7) Checksum The data for the gaming machine information notification being sent this time consists of five components: message length, command, ...
Claims
[Claim 1] It is equipped with a predetermined counter that can be updated with each game, It is configured to be able to transmit specified information to the lending unit. The value of a predetermined counter is configured to be stored as an initial value when the power is turned on or when the power is turned on with a specific operation. The system is configured to enter a stop-play state where the game stops when a predetermined counter reaches a predetermined value. The system is configured to execute a process to output a test interruption request signal when the value of a predetermined counter becomes greater than or equal to a specific value that is less than a predetermined value. The system is configured to notify the progress until the system stops when the value of a predetermined counter is greater than or equal to a specific value that is less than a predetermined value. When notifying the progress until the system stops when the value of a predetermined counter is greater than or equal to a specific value but less than a predetermined value, the system is configured to display the information in an area of less than half of the entire screen. When a predetermined counter value reaches a predetermined value, the system is configured to notify that the system has stopped operating, displaying this information in an area exceeding half of the entire screen. Gaming machine.
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