Gaming device

The gaming device addresses errors in game value calculation by using communication and storage mechanisms to ensure accurate reporting to the management device, improving game value management efficiency.

JP7836660B2Active Publication Date: 2026-03-27SANKYO CO LTD +1
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-10
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

Existing gaming devices cannot accurately identify and prevent errors in the calculation of game values between the gaming device and the management device, leading to potential discrepancies in game value management.

Method used

A gaming device equipped with communication means to send and receive information with a gaming machine, including storage means to track game values, and transmission logic to ensure accurate reporting of game values to the management device, preventing errors by only transmitting game value information when certain conditions are met.

Benefits of technology

Prevents errors in game value calculation by ensuring accurate reporting to the management device, enhancing the efficiency and reliability of game value management.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game device capable of preventing a discrepancy in counting a game value between the game device and a management device.SOLUTION: A CU 3 can send and receive information to and from each of a game machine 2 and a management computer 802, and stores the number of input medals that can be identified based on the machine information received. After the business hours, the CU sends the management computer 802 an input medal number notification allowing identification of the number of input medals stored.SELECTED DRAWING: Figure 15
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Description

Technical Field

[0001] The present invention relates to a gaming device that can communicate with a gaming machine capable of playing games using game values.

Background Art

[0002] Conventionally, in order to play games on a pachinko machine, pachinko balls were required, and in order to play games on a slot machine, medals were required. However, in recent years, in an enclosed circulation type pachinko machine in which pachinko balls are enclosed inside, a medal-less gaming machine that does not require the insertion of medals, etc., pachinko balls and medals for playing games are not required, and these are managed as information (data) by a gaming device (card unit). For example, Patent Document 1 discloses a gaming device that can communicate with a gaming machine in which pachinko balls are enclosed inside.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] When the gaming device disclosed in Patent Document 1 receives information regarding the end of business from the management device, if the game value of the connected gaming machine is stored, it is configured to notify the outside that there is a game value in the gaming machine. As a result, it has become possible to improve the efficiency of the operation of initializing the game value of the gaming machine at the end of business. However, although the gaming device disclosed in Patent Document 1 can notify the outside that there is a game value in the gaming machine at the end of business, the management device side cannot identify what the remaining game value in the gaming machine is, and there is a possibility that a counting error of the game value may occur between the gaming device and the management device.

[0005] This invention was conceived in view of the circumstances described herein, and its purpose is to provide a gaming device that can prevent errors in the calculation of game value from occurring between the gaming device and the management device. [Means for solving the problem]

[0006] The gaming device relating to this disclosure is a gaming device (e.g., CU3) that can communicate with a gaming machine (e.g., a gaming machine 2 such as a slot machine or pachinko machine) that can be played using gaming value (e.g., gaming tokens, gaming balls), Communication means (e.g., CU control unit 323, SC board 325) for sending and receiving information between the gaming machine and the management device (e.g., management computer 802 and hall computer 810), The communication means From the aforementioned gaming machine Based on the received gaming machine information and the aforementioned It includes a storage means (for example, RAM provided in the CU control unit 323) for storing the game value (number of tokens inserted, number of tokens played), The game value stored in the storage means includes the game value used for playing games in the gaming machine and other game values ​​other than the game value used. The aforementioned communication means is When business hours end, the data stored in the storage means If the value of the game used is equal to or greater than the first specified number, the use Gaming value can be identified Value of use in games Transmit information to the management device. Furthermore, if the other game value stored in the storage means is equal to or greater than the second specified number, the other game value information that can identify the other game value is transmitted to the management device. If, after the business has ended and the aforementioned game value information and / or other game value information has been transmitted to the management device, the management device receives counting information from the game machine indicating that the game value has been counted, it will not transmit information that can identify the game value based on the counting information to the management device. . [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of a card unit and a coinless gaming machine. [Figure 2] This is a block diagram showing the configuration of a card unit and a medalless gaming machine. [Figure 3] This is a schematic diagram illustrating the configuration of the PIF wiring that connects the card unit and the gaming machine. [Figure 4] This is a block diagram illustrating the configuration of a gaming system, including a card unit and a gaming machine. [Figure 5]This is an explanatory diagram illustrating the general flow of information transmitted and received between the card unit and the gaming machine. [Figure 6] This diagram illustrates the general flow of game machine information notifications transmitted from the game machine to the card unit. [Figure 7] This is a diagram used to explain the performance information of a gaming machine. [Figure 8] This is a diagram to explain the installation information of gaming machines. [Figure 9] This is a diagram illustrating hall control and fraud monitoring information. [Figure 10] This is a diagram illustrating hall control and fraud monitoring information. [Figure 11] This is a diagram to explain the types of game information. [Figure 12] This diagram shows the timing of information transmission and reception between the card unit and the gaming machine. [Figure 13] This diagram illustrates the processing of the card unit when there is no change in gameplay for a predetermined period of time after the number of tokens inserted has been set. [Figure 14] This diagram illustrates the processing of the card unit when closing procedures are performed in the comparative example. [Figure 15] This diagram illustrates the processing of the card unit when closing procedures are performed while there are still tokens remaining in the machine in the embodiment. [Figure 16] This diagram illustrates the processing of the card unit when closing procedures are performed while there are still tokens remaining in the machine in the embodiment. [Figure 17] This diagram illustrates the processing of the card unit when closing procedures are performed while there are still game tokens remaining in the machine in the embodiment. [Figure 18] This diagram illustrates the processing of the card unit when closing procedures are performed while there are still game tokens remaining in the machine in the embodiment. [Figure 19] This diagram illustrates the processing of the card unit when closing procedures are performed while there are still tokens remaining in the inserted tokens and game tokens in the embodiment. [Figure 20] This is a diagram for explaining the processing of the card unit when the closing process is performed while the number of inserted medals and the number of game medals remain in the embodiment. [Figure 21] This is a front view of the card unit and the pachinko gaming machine. [Figure 22] This is a block diagram showing the configuration of the card unit and the pachinko gaming machine. [Figure 23] This is a diagram for explaining the gaming machine performance information of the pachinko gaming machine. [Figure 24] This is a diagram for explaining the hall control - illegal monitoring information of the pachinko gaming machine. [Figure 25] This is a diagram for explaining the hall control - illegal monitoring information of the pachinko gaming machine.

Embodiments for Carrying out the Invention

[0008] Hereinafter, embodiments of the present invention will be described below with reference to the drawings.

[0009] <Configuration of Medal - less Gaming Machine> FIG. 1 is a front view of the card unit and the medal - less gaming machine. First, referring to FIG. 1, the configuration of the medal - less gaming machine according to this embodiment will be described. In each gaming island (not shown) arranged in plurality in the game hall (hall), there is a medal - less gaming machine (hereinafter, may also be abbreviated as a gaming machine, a slot machine or an S unit), which is a slot machine that does not use medals as an example of a gaming machine. In the game hall (hall), in addition to the medal - less gaming machines, enclosed - circulation pachinko gaming machines (hereinafter, may also be abbreviated as a gaming machine, a pachinko gaming machine or a P unit) may be provided side by side.

[0010] Furthermore, a card unit 3 (hereinafter sometimes abbreviated as CU or lending device), which is an example of a gaming device connected to the gaming machine 2, is installed at a predetermined lateral position on the gaming machine 2. The following description will use the card unit as an example of a gaming device according to this embodiment, but it is not limited to this, and may also be a call lamp device, etc., which is connected to the gaming machine 2 to notify of jackpots and abnormalities, and to collect gaming information such as the number of wins.

[0011] Gaming machine 2 is a medalless gaming machine in which players do not pick up medals and insert them into a slot, nor are medals dispensed to the players. Therefore, the game value is directly added to credits (game points usable in the game (hereinafter also referred to as "game medals")) in accordance with operations such as dispensing. The number of credits (number of game medals) added is displayed on the credit display 11. Furthermore, unlike conventional slot machines, the maximum number of credits that can be added is not limited to "50," but can be set within the range of the number that can be displayed on the credit display 11. In fact, there is no upper limit at all. Note that the number of medals, such as the number of game medals and the number of medals held, is game points (game value) that are managed electromagnetically, and is a game value that does not use physical medals.

[0012] Furthermore, unlike conventional slot machines, it not only lacks a coin slot and payout opening, but it also does not require devices to control inserted coins, such as a coin selector or hopper. Slot machines that do not require any coins are also called "managed gaming machines," "coinless slot machines," or "coinless gaming machines."

[0013] Inside the gaming machine 2, reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, middle reel, and right reel) are arranged horizontally, with multiple types of symbols arranged around their outer edges. As shown in Figure 1, three consecutive symbols among the symbols arranged on these reels 2L, 2C, and 2R are positioned so that they can be seen through the transparent window 30.

[0014] Each reel, 2L, 2C, and 2R, is rotated by corresponding reel motors 32L, 32C, and 32R. As a result, the patterns on each reel, 2L, 2C, and 2R, are displayed in the transparent window 30 in a continuously changing manner. Furthermore, by stopping the rotation of each reel, 2L, 2C, and 2R, three consecutive patterns are derived and displayed as the result in the transparent window 30.

[0015] Inside reels 2L, 2C, and 2R, there is a reel LED 55 that illuminates reels 2L, 2C, and 2R from the back. The reel LED 55 consists of 12 LEDs corresponding to the three consecutive symbols on reels 2L, 2C, and 2R, and each symbol can be illuminated independently.

[0016] The display area of ​​the liquid crystal display 51 is located at the front (player side) of each reel 2L, 2C, and 2R. The liquid crystal display 51 is configured so that each reel 2L, 2C, and 2R can be seen from the player's side through the transparent area and the transparent window 30 corresponding to the transparent window 30 of the display area.

[0017] A gently sloping surface is formed below the transparent window 30, extending from the back to the front, and the operating section is formed to protrude further forward from there. The top surface of the operating section is provided with a MAXBET switch 6, 1BET LED 14, 2BET LED 15, and 3BET LED 16, while the front side of the operating section is provided with a start switch 7, stop switches 8L, 8C, and 8R, a counting button 10, and a credit indicator 11. The credit indicator 11 is composed of a 7-segment LED display and is controlled by the game point control unit 171.

[0018] The various operating means provided in the control unit will now be described. The MAXBET switch 6 is a switch that is operated when setting the maximum bet amount (in this embodiment, "3"). Although not shown in Figure 1, in addition to the MAXBET switch, there is also a 1BET switch 6a that is operated when setting the bet amount using credits equivalent to one medal. Also, although not shown in Figure 1, there is a settlement button 12 that settles the bet amount set by operating the MAXBET switch 6 or the 1BET switch 6a. Operations on the MAXBET switch 6 or the 1BET switch 6a are also referred to as "BET operations".

[0019] 1BETLED14 lights up to indicate that the number of bets is set to 1. 2BETLED15 lights up to indicate that the number of bets is set to 2. 3BETLED16 lights up to indicate that the number of bets is set to 3.

[0020] The start switch 7 is used to start the reels spinning after the bet amount has been set. The stop switches 8L, 8C, and 8R are used to stop the reels while they are spinning, with 8L corresponding to the left reel, 8C to the middle reel, and 8R to the right reel. The counting button 10 is used to count the number of credits (game tokens) and convert them into the number of tokens held (points).

[0021] On the inside of the front door of the gaming machine 2, there is a door open detection switch 25 that detects whether the front door is open. Inside the cabinet, there is a power supply box. On the front of the power supply box, there is a setting key 37 for switching to a setting change state or a setting confirmation state, and an error release switch 38 which functions as a reset switch to clear an error state or a stop state in normal circumstances, and as a setting switch to change the setting value of the winning probability (payout rate) of the internal lottery in the setting change state.

[0022] In this embodiment, of the three reels 2L, 2C, and 2R that start rotating, the first reel to stop is referred to as the first stop reel, and that stop is referred to as the first stop. Similarly, the second reel to stop is referred to as the second stop reel, and that stop is referred to as the second stop, and the third reel to stop is referred to as the third stop reel, and that stop is referred to as the third stop or final stop.

[0023] Next, we will explain the game flow in Gaming Machine 2. When playing a game in Gaming Machine 2, first, you perform a dispensing operation at CU3 to secure credits (game tokens). This dispensing operation corresponds to the two-step operation in conventional token-paying slot machines: "dispensing tokens" and "manually inserting the dispensed tokens into the slot."

[0024] When the MAXBET switch 6 is operated while credits are available, the number of bets is increased to the maximum possible within the credit limit, and the number of credits is reduced by that amount. Once the number of bets is set, the winning lines L1 to L5, as determined by the number of bets and the game state, become active, and the START switch 7 becomes active, meaning the game can be started.

[0025] Here, a winning line is a line set up to determine whether the combination of symbols displayed in the transparent window 30 of each reel 2L, 2C, and 2R is a winning symbol combination. In this embodiment, as shown in Figure 1, five types of winning lines are defined: L1, which spans the symbols arranged in the middle row of each reel 2L, 2C, and 2R; L2, which spans the symbols arranged in the upper row of each reel 2L, 2C, and 2R; L3, which spans the symbols arranged in the lower row of each reel 2L, 2C, and 2R; L4, which spans the symbols arranged in a downward sloping direction to the right, such as the upper row of reel 2L, the middle row of reel 2C, and the lower row of reel 2R; and L5, which spans the symbols arranged in an upward sloping direction to the right, such as the lower row of reel 2L, the middle row of reel 2C, and the upper row of reel 2R.

[0026] When the game is ready to start, operating the start switch 7 causes reels 2L, 2C, and 2R to rotate, and the symbols on each reel change continuously. If any of the stop switches 8L, 8C, or 8R are operated in this state, the rotation of the corresponding reels 2L, 2C, and 2R stops, and the display result is shown in the transparent window 30.

[0027] A game ends when all reels 2L, 2C, and 2R stop. A win occurs if a predetermined combination of symbols stops on any of the activated winning lines L1 to L5 as the display result for each reel 2L, 2C, or 2R.

[0028] When a win occurs, the player is awarded points according to the amount won. These points are added to their credits.

[0029] Credits can be counted and converted into tokens by operating the counting button 10. By converting them to tokens, it becomes possible to record those tokens on a card at the end of the game.

[0030] In this embodiment, when the counting button 10 is pressed once, all of the game balls currently held by the player are counted, regardless of how long the button is pressed (whether it is pressed and held or not). However, the system is not limited to this, and the counting operation may be repeated according to how long the counting button 10 is held down (for example, the counting process of 50 tokens may be performed each time the button is held down for 0.3 seconds). Alternatively, regardless of how long the button is held down, a predetermined number (for example, 50 tokens) may be counted from the game balls to the player's tokens upon a single press.

[0031] <Composition of card unit> Next, referring to Figure 1, the configuration of the CU3 according to this embodiment will be described. This CU3 accepts visitor cards (also called general cards), which are prepaid game storage media issued to general players who have not registered as members, and member cards, which are game storage media issued to member players who have registered as members at the game arcade. Visitor cards and member cards are made of IC cards.

[0032] The CU3, upon receiving these cards, has the function of converting the game value owned by the player (for example, prepaid balance, number of tokens held, or number of stored tokens (also called "stored tokens")) identified by the information stored on the card into credits (number of game tokens).

[0033] The front side of the CU3 is provided with a banknote slot 302 for inserting banknotes, a protrusion 305 that extends forward from the front of the device, and a card insertion / extraction slot 309 for inserting membership cards and visitor cards. Membership cards and visitor cards inserted into this card insertion / extraction slot 309 are received by a card reader / writer (not shown), and the information recorded on the card is read.

[0034] In the aforementioned protruding portion 305, the side facing the player is provided with a display unit 312, a replay button 319 for performing a replay game using the member card ID (also simply called card ID or C-ID) recorded on the member card and the number of stored tokens (stored balls) identified by the member card ID when a member card is accepted, and an IR photosensitive unit 320 that receives infrared signals from a remote control (not shown) held by the staff of the gaming hall, converts them into electronic signals, and outputs them.

[0035] The display unit 312 can display the prepaid balance (also called the card balance or simply the balance) recorded on the inserted game recording medium (card), the number of tokens held, the number of credits (number of game tokens), and various other information, and its surface is made of a transparent touch panel. Various operations can be input by touching the various display items displayed on the display part of the display unit 312 with a finger.

[0036] When the "Hold Medal" button 324 is operated, a portion of the number of medals recorded on the inserted card is deducted and converted into credits (game medals).

[0037] When the replay button 319 is operated, if the inserted card has a record of the number of medals the player has acquired, a portion of those medals will be withdrawn and converted into credits, allowing the player to play on the gaming machine 2 based on the converted credits. On the other hand, if the inserted card is a membership card and does not have a record of the number of medals the player has acquired, and the stored medals are stored in the hall's management computer, a portion of those stored medals will be withdrawn and converted into credits, allowing the player to play on the gaming machine 2. In other words, if both stored medals and acquired medals are recorded in the inserted card, the acquired medals will be withdrawn preferentially. In addition to the replay button 319, a dedicated medal payout button for withdrawing acquired medals may be provided, and the replay button 319 may be used exclusively for withdrawing stored medals.

[0038] Here, "Credits (Number of Game Tokens)" is data that can be used to set the bet amount and can also be converted to "Number of Tokens Held." "Credits" are generated in exchange for deducting the balance from a prepaid card, the number of tokens held, or the number of stored tokens.

[0039] "Number of tokens held" refers to the number of credits (number of tokens played) acquired by the player as a result of playing games on the gaming machine. This "number of tokens held" is stored in a way that allows for identification by the player's card. Alternatively, the number of tokens held may be managed using a token management device set up in the gaming facility.

[0040] "Stored medals (stored tokens)" refers to the number of medals a player has deposited at the arcade. The number of medals a player has won through gameplay is managed as the number of medals they have on hand for the day, but from the day after they are won, they are managed as "stored medals." In other words, the number of credits (game medals) that a player has won and counted at the arcade on a given day is called the "number of medals a player has," while the number of medals that a player has won and deposited at the arcade on previous days is called the "number of stored medals." This "number of stored medals" is generally managed by a hall management computer or other management computer installed at the arcade.

[0041] If we represent the conversion directions of the above data, "Balance," "Number of Stored Medals (Number of Stored Balls)," "Number of Medals Held," and "Number of Credits (Number of Playing Medals)," with arrows, it becomes "'Balance, Number of Stored Medals, Number of Medals Held' → 'Number of Credits' → 'Number of Medals Held' → 'Number of Stored Medals'."

[0042] In this embodiment, the number of stored tokens is not directly recorded on the member card, but is stored in a higher-level server such as the hall management computer (for example, the management computer 802 or hall computer 810 described later) in association with the member card number, and the system is configured to allow retrieval of the corresponding number of stored tokens based on the member card number. On the other hand, the number of tokens held is directly recorded on the card.

[0043] However, both methods may store the card number and the number of medals held in a higher-level server. In the case of visitor cards, the number of medals held is recorded directly on the visitor card. However, the number of medals held may also be stored in a higher-level server in association with the card number. When storing the card number and the number of medals in the higher-level server, data that identifies the time the information was stored in the higher-level server may be written to the card (member card, visitor card) before it is dispensed. Also, the prepaid balance is written directly to the card (member card, visitor card) before it is dispensed.

[0044] The timing for storing the number of medals held on the card (member card, visitor card) or on the higher-level server is, for example, when the counting button 10 is operated and the counting process is performed. However, instead, the number may be stored all at once when the card is returned.

[0045] Furthermore, when a player finishes playing and returns their card from CU3, the tokens they had stored in CU3 may be temporarily stored as saved tokens on the higher-level server. If the player inserts the card into the same or a different CU3 again on the same day they received the card back, only the tokens they had for that day, which were temporarily stored as saved tokens, will be stored in that CU3 again, and credits will be added within the range of those tokens so that they can play.

[0046] Banknotes inserted into the banknote slot 302 are taken in by a currency identifier (not shown) and their authenticity and type are identified.

[0047] On the front of the CU3, there are also a dispensing button 321 and a card return button 322. The dispensing button 321 is a button used to deduct the balance recorded on the inserted card and obtain the number of credits. Specifically, the number of credits is increased according to the balance deducted by operating the dispensing button 321. The card return button 322 is operated when the player finishes playing and is a button used to store the final number of tokens held at the end of the game (number of tokens held when the card was inserted - number of tokens converted to credits + number counted by the counting operation) on the inserted card and eject it.

[0048] As explained above, according to the gaming machine 2 of this embodiment, the number of tokens held, as identified by the card, is converted into the number of credits (number of game tokens), and furthermore, the number of bets can be set using the number of credits. Therefore, it is possible to provide a new type of tokenless gaming machine (managed gaming machine) that does not use tokens, without confusing players who are accustomed to conventional slot machines in which players receive tokens, insert those tokens to secure credits, and then use those credits to set the number of bets.

[0049] <Configuration of card unit and medalless gaming machine> Figure 2 is a block diagram showing the configuration of the card unit and the medalless gaming machine. Referring to Figure 2, the schematic of the control circuit between CU3 and gaming machine 2 will be explained.

[0050] CU3 is equipped with a CU control board 32, and this CU control board 32 is equipped with a CU control unit 323 consisting of a microcomputer and the like. This CU control unit 323 is the main control function unit of CU3 and is equipped with a CPU (Central Processing Unit) as the control center, a ROM (Read-only memory) that stores programs and control data for the operation of the CPU, a RAM (Random Access Memory) that functions as the CPU's work area, and an input / output interface to maintain signal consistency with peripheral devices.

[0051] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with the hall management computer (for example, the management computer 802 or hall computer 810 described later) and the hall server that performs security management. The CU 3 transmits its status and the game machine information received from the game machine 2 to an external party such as the hall management computer (for example, the management computer 802 or hall computer 810 described later) and the hall server that performs security management via the external output terminal. The CU control unit 323 communicates with the game point control board 17 (also called the medal count control board) of the game machine 2 via the SC board 325 (also called the communication control IC). The SC board 325 and the game point control board 17 are connected, for example, by an asynchronous serial communication port. Communication between the SC board 325 and the game point control board 17 is performed via the connection terminal plate 1000.

[0052] Communication between the CU control unit 323 and the game point control board 17 is bidirectional for the exchange of loan information (information regarding the operation to withdraw the balance stored on the inserted card and use it for gameplay on the game machine 2) and loan response information (response information to the loan information), while other counting information (information regarding the counting process from credit to held tokens) and game machine information are communicated unidirectionally from the game point control board 17 to the CU control unit 323. Therefore, the game machine 2 does not know whether the CU3 has received the counting information and game machine information. The CU3 is provided with a connection part (not shown) to the game machine 2, and the game machine 2 is provided with a connection part (not shown) to the CU3. These connection parts are composed of, for example, connectors.

[0053] The CU control unit 323 manages and stores the player's tokens while the player is playing. The display unit 312 displays images corresponding to data such as the balance or number of tokens output from the CU control unit 323. When the player operates the touch panel on the surface of the display unit 312, the operation signal is input to the CU control unit 323. When the player operates the dispensing button 321, the operation signal is input to the CU control unit 323. Note that the dispensing button 321 is not limited to being installed on the CU3, but may also be installed on the gaming machine 2 and the operation signal is input to the CU control unit 323. When the player operates the card return button 322, the operation signal is input to the CU control unit 323.

[0054] The gaming machine 2 is equipped with a main control board 16 that controls the progress of the game, a game point control board 17 that controls the credits owned by the player, an effect control board 15 that controls the effects according to the game state, and a power supply board 101. The power supply board 101 generates the power to drive the electrical components that make up the gaming machine 2 and supplies it to each part.

[0055] The power supply board 101 is supplied with AC100V power from an external source and is also connected to ground. This AC100V power supply generates the DC voltage necessary to drive the electrical components that make up the gaming machine 2. The power supply board 101 supplies the necessary DC voltage to the main control board 16, the game point control board 17, and the performance control board 15.

[0056] The game point control board 17 is connected to a counting button 10 and a RAM clear switch 293 for erasing information stored in RAM, and detection signals from these connected switches are input. In addition, a credit display 11 is connected to the game point control board 17, and the display of the current number of credits (number of game tokens) is controlled by the game point control unit 171.

[0057] The game point control board 17 is equipped with a game point control unit 171, which is a microcomputer for controlling game points. The game point control unit 171 includes a CPU as the control center, a ROM that stores programs and control data for the CPU to operate, a RAM 171c that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices.

[0058] The main control board 16 is connected to reel motors 32L, 32C, and 32R, which are driven based on the control of the main control unit 161. The main control board 16 is also equipped with a setting key 37, a setting indicator 37a, an error release switch 38, and a RAM clear switch 38a, and is connected to a start switch 7, a MAXBET switch 6, and a 1BET switch 6a. Detection signals from these switches are input to the main control board 16. Since signals from the MAXBET switch 6 and the 1BET switch 6a are input to the main control board 16, the lottery table to be referenced can be changed depending on the number of bets. Although not shown in the figure, the main control board 16 may also be equipped with a payout ratio monitor.

[0059] Furthermore, the main control board 16 is connected to stop switches 8L, 8C, and 8R, and a door open detection switch 25 via the relay board 1100, and detection signals from these connected switches are input to it. In addition, 1-3 BET LEDs 14-16 are connected to the main control board 16 via the relay board 1100, and their display is controlled by the main control unit 161.

[0060] The main control board 16 is equipped with a microcomputer for game control, which is the main control unit 161. The main control unit 161 includes a CPU as the control center, a ROM that stores programs and control data for the CPU to operate, RAM 161c that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices.

[0061] The performance control board 15 is connected to a performance switch 56, and the detection signal from the performance switch 56 is input to it. In addition, the performance control board 15 is connected to performance devices such as a liquid crystal display 51, performance effect LEDs 52, speakers 53 and 54, and reel LEDs 55, and these performance devices are driven based on the control of the performance control unit 151.

[0062] Furthermore, a light intensity / volume adjustment board 111 is connected to the performance control board 15. Switches for adjusting the light intensity and volume are connected to the light intensity / volume adjustment board 111, and detection signals from these switches are input to the performance control board 15 via the light intensity / volume adjustment board 111.

[0063] The performance control board 15 is equipped with a performance control unit 151, which is a performance control microcomputer. The performance control unit 151 includes a CPU as the control center, a ROM that stores programs and control data for the CPU to operate, a RAM 151c that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices.

[0064] The main control unit 161 transmits various commands to the performance control unit 151. Commands transmitted from the main control unit 161 to the performance control unit 151 are sent in only one direction; no commands are sent from the performance control unit 151 to the main control unit 161. The performance control unit 151 receives the commands transmitted from the main control unit 161 and performs various controls for the performance.

[0065] The game point control unit 171 transmits various control commands to the main control unit 161. The main control unit 161 also transmits various control commands to the game point control unit 171. In other words, communication between the game point control unit 171 and the main control unit 161 is bidirectional. In addition, the game point control board 17 supplies backup power to the main control board 16.

[0066] Furthermore, the game point control unit 171 stores the credits in a predetermined area of ​​the RAM 171c. Specifically, the number of credits is stored in the credit counter. In credit addition processing or credit subtraction processing, the game point control unit 171 updates the credit counter stored in the predetermined area of ​​the RAM 171c.

[0067] As will be described in more detail later, the game point control board 17 performs credit deduction processing based on MAXBET operation, credit addition processing based on winning, credit addition processing based on lending operation, and counting processing (credit deduction processing) based on counting operation. In addition, the game point control board 17 is equipped with a credit display 11 and a counting button 10. The set number of bets is stored in a predetermined area of ​​RAM 161c. Specifically, the set number of bets is stored in the BET counter. When the value stored in the BET counter is "3", the game becomes ready to start. In addition, the main control board 16 is equipped with a MAXBET switch 6 and a 1BET switch 6a.

[0068] As described above, a medalless gaming machine that does not require tokens is equipped with a game point control board 17. The functions related to token insertion and payout in conventional slot machines are concentrated on the game point control board 17. In addition, while conventional slot machines that require tokens need to be equipped with devices related to token insertion and payout, such as a token selector and hopper, such devices are unnecessary in a medalless gaming machine.

[0069] Furthermore, by configuring a coinless gaming machine as in this embodiment, it is possible to share parts with conventional slot machines. Specifically, since the function of updating credits (functions related to inserting and paying out medals) is concentrated on the game point control board 17, a conventional slot machine can be configured by replacing the game point control board 17 of a coinless gaming machine. When configuring a conventional slot machine, the game point control board 17 should be equipped with functions related to inserting and paying out medals, and devices related to inserting and paying out medals, such as medal selectors and hoppers, should be connected to the game point control board 17. With this configuration, compatibility with conventional slot machines is achieved, and costs can be reduced in the design and manufacture of slot machines through the sharing of parts.

[0070] When the main control unit 161 receives a detection signal from the start switch 7, it rotates the reel motors 32L, 32C, and 32R and performs a lottery for winning combinations. The main control unit 161 changes the lottery table to be referenced based on the BET number signals from the MAXBET switch 6 and the 1BET switch 6a.

[0071] The types of winning combinations are determined according to the game state, but they can be broadly divided into special combinations that lead to a transition to a Big Bonus (BB) or Regular Bonus (RB), minor combinations that result in a payout of medals, and replay combinations that allow the next game to start without needing to set a bet amount.

[0072] The main control unit 161 draws the winning combinations and drives the reels to rotate, then waits for the player to stop the reels. When any of the stop switches 8L, 8C, or 8R are operated, the main control unit 161 stops the rotation of the reel corresponding to that stop switch 8L, 8C, or 8R. The main control unit 161 stops the three symbols and performs a winning combination determination process to determine whether a winning combination has been achieved. If a winning combination is determined, the player is awarded a number of credits corresponding to the type of winning combination.

[0073] The game point control unit 171 subtracts the amount displayed on the credit indicator 11 in accordance with the decrease in the number of credits, and adds to the amount displayed on the credit indicator 11 in accordance with the increase in the number of credits.

[0074] In this embodiment, "game" refers to the period from when the start switch 7 is operated until reels 2L, 2C, and 2R stop. Furthermore, during gameplay, the number of bets is set before operating the start switch 7, and after reels 2L, 2C, and 2R stop, medal payouts and transitions to different game states also occur. Therefore, these incidental processes are also broadly included in the definition of "game."

[0075] In this embodiment, the operation of the MAXBET switch 6 is also referred to as the MAXBET operation, the operation of the START switch 7 as the start operation, the operation of the TOP switches 8L, 8C, and 8R as the stop operation, the operation of the COUNT button 10 as the COUNT operation, the operation of the Lending button 321 as the Lending operation, and the operation of the Card Return button 322 as the Return operation.

[0076] Furthermore, the second game machine is configured so that the payout rate of medals changes depending on the setting value. Specifically, the payout rate of medals changes by using the winning probability according to the setting value in the lottery that affects the player's advantage, such as the internal lottery. There are six setting values ​​from 1 to 6, with 6 having the highest payout rate, and the payout rate decreasing in the order of 5, 4, 3, 2, and 1 as the value decreases. In other words, when the setting value is 6, it is the most advantageous for the player, and the advantage decreases in the order of 5, 4, 3, 2, and 1 as the value decreases.

[0077] To change the setting value, it is necessary to turn on the power of the gaming machine 2 after turning on the setting key 37 (tablet switch). When the power is turned on with the setting key 37 in the ON state, the setting value read from the RAM 161c is displayed as the display value on the setting display 37a, and the system shifts to a setting change state where the setting value can be changed by operating the error release switch 38 (setting change switch). In the setting change state, when the error release switch 38 is operated, the display value displayed on the setting display 37a is updated one by one (when further operated from the setting value 6, it returns to the setting value 1). Then, when the start switch 7 is operated, the display value is determined as the setting value. When the setting key 37 is turned off, the determined display value (setting value) is stored in the RAM 161c of the main control unit 161, and the system shifts to a state where the game can proceed.

[0078] <Connection between CU and gaming machine> CU3 and the gaming machine 2 are connected by PIF wiring between the SC board 325 and the game point control board 17 shown in FIG. 2. The configuration of the PIF wiring will be described in detail. FIG. 3 is a schematic diagram for explaining the configuration of the PIF wiring connecting the card unit and the gaming machine. In FIG. 3(a), the wiring numbers and information names of the PIF wiring connecting CU3 and the gaming machine 2 are shown, and in FIG. 3(b), the direction of the information and the explanation of the information for each information name are shown respectively.

[0079] Specifically, wiring number 1 has the information name "Insulated GND" and is assigned an isolation GND. Wiring number 2 has the information name "Insulated GND" and is used as the signal GND for wiring number 6. Wiring number 3 has the information name "Insulated GND" and is used as the signal GND for wiring number 7. Wiring number 4 has the information name "PSI" and is used to transmit connection confirmation information from the gaming machine 2 to CU3. Note that the PSI wiring and the VL wiring form a loop in CU3. When the VL wiring is connected, the voltage of the VL wiring, 5V, is supplied as the voltage of the PSI wiring. When the VL wiring is disconnected, the voltage of the VL wiring changes from 5V to 0V, and the voltage of the PSI wiring also changes from 5V to 0V. Therefore, when the gaming machine 2 is detecting a connection with CU3 (VL=ON), a PSI signal (5V ON signal) is output to CU3 as a special signal for connection confirmation, and when the connection with CU3 is not detected (VL=OFF), the PSI signal is not output to CU3.

[0080] Wiring number 5 has the information name "Isolated GND" and is assigned to isolation GND. Wiring number 6 has the information name "Loan Response Information, Counting Information, Gaming Machine Information" and is used to transmit the respective information from gaming machine 2 to CU3. Wiring number 7 has the information name "Loan Information" and is used to transmit loan information from CU3 to gaming machine 2. Wiring numbers 8 and 9 have the information name "Isolated 5V (VL)" and are assigned as signal lines for isolation 5V (power supply VL for connection confirmation), respectively.

[0081] <Configuration of a gaming system including card units and gaming machines> Gaming machine 2 is connected to CU3 on a one-to-one basis. Multiple sets of gaming machine 2 and CU3 exist within the gaming hall, and each set is connected to a management computer and hall computer to form a gaming system. The gaming system including CU3 and gaming machine 2 will be described below. Figure 4 is a block diagram illustrating the configuration of the gaming system including the card unit and gaming machine. In the gaming system shown in Figure 4, for the sake of simplicity, an example is illustrated in which two sets of gaming machine 2 and CU3—one set of a pachinko gaming machine (P machine) and CU3, and another set of a medalless gaming machine (S machine) and CU3—are connected to the management computer 802 and hall computer 810. In an actual gaming parlor, numerous sets of pachinko gaming machines (P machines) and CU3, and numerous sets of medalless gaming machines (S machines) and CU3 are connected to the management computer 802, hall computer 810, etc.

[0082] The gaming machine 2 and CU3 are connected via PIF wiring 322P. This PIF wiring 322P connects the PIF-E circuit 171a connected to the game point control unit 171 of the gaming machine 2 to the PIF-E circuit 325a connected to the SC board 325 of CU3. In CU3, information transmitted from the gaming machine 2 is anonymized as needed on the SC board 325 and output to an external source (management computer 802 or hall computer 810) via the CU control unit 323. The SC board 325 is a security monitoring board for the gaming system. Note that the SC board 325 and the CU control unit 323 may be combined into a single configuration.

[0083] The management computer 802 is a computer connected to the external output terminal of CU3, the card company data center 801 is a center of a card company connected to the management computer 802, and the gaming machine information center 800 is a center that collects various information output from the gaming machine 2.

[0084] The hall computer 810 is a computer that collects game information output from the gaming machine 2, and the hall computer output BOX 811 is a device that converts the information output from the external output terminal of the CU3 into a signal that can be received by the hall computer 810, a data lamp, etc., and outputs it. In FIG. 4, a configuration in which the hall computer output BOX 811 is provided outside the CU3 is shown, but the hall computer output BOX 811 may be provided inside the CU3.

[0085] When the count button 10 is operated on the gaming machine 2, the number of inserted medals and the number of game medals are counted, and a count notification capable of specifying the counted number of inserted medals and the number of game medals is transmitted from the gaming machine 2 to the CU3. Based on the count notification, the CU3 adds the number of medals to the number of medals it stores for the counted number of inserted medals and the number of game medals. Further, the CU3 transmits a count notification capable of specifying the number of inserted medals and the number of game medals counted by the operation of the count button 10 to the management computer 802. Thereby, the management computer 802 can specify the number of inserted medals and the number of game medals converted into the number of medals held in the CU3 and use them for sales calculation and the like.

[0086] <Communication between CU3 and gaming machine 2> Next, the communication between the CU3 and the gaming machine 2 according to the present embodiment will be described in more detail. The telegram used in the communication is composed of frames with a predetermined format. The transmission data (telegram) is always transmitted in units of one frame. That is, split transmission of the telegram is not performed. Also, when transmitting telegrams continuously, an interval of 1 millisecond or more is provided.

[0087] Figure 5 is an explanatory diagram illustrating the general outline of the information transmitted and received between CU3 and the gaming machine 2. The following explanation will refer to Figure 5 to describe the general outline of the information (telegrams) transmitted and received between CU3 and the gaming machine 2. Between the gaming machine 2's game point control board 17 and CU3's SC board 325, telegrams categorized into (a) lending information, (b) lending response information, (c) counting information, and (d) gaming machine information are communicated via a common asynchronous serial communication port. The four types of information (telegrams) (a) to (d) transmitted and received between CU3 and the gaming machine 2 each have different telegram headers, allowing for the distinction of the telegram type based on these headers.

[0088] Furthermore, (a) loan information and (b) loan response information may be communicated via a common asynchronous serial communication port, (a) loan information and (c) counting information may be communicated via a common asynchronous serial communication port, or (a) loan information and (d) gaming machine information may be communicated via a common asynchronous serial communication port. Also, (b) loan response information and (c) counting information may be communicated via a common asynchronous serial communication port, (b) loan response information and (d) gaming machine information may be communicated via a common asynchronous serial communication port, or (c) counting information and (d) gaming machine information may be communicated via a common asynchronous serial communication port.

[0089] Figure 5(a) shows the loan information. The loan information includes the number of tokens to be loaned and the loan serial number for communication management, which are included in the loan notification message that CU3 sends to the gaming machine 2. The information on the number of tokens to be loaned is the number of gaming tokens related to the loan, and the information on the number of gaming tokens transmitted in one message includes, for example, information on 125 tokens. Note that if the number of tokens to be loaned is 0, the information on the number of tokens to be loaned may also include the information of 0.

[0090] Figure 5(b) shows the loan response information. The loan response information includes information on the number of tokens received and information on the loan serial number for communication management, which are included in the loan receipt result response message that the gaming machine 2 sends to the CU3. The information on the number of tokens received is information that informs the CU3 that it has received the loan number information sent from the CU3.

[0091] Figure 5(c) shows the counting information. In the counting information, the gaming machine 2 sends a counting notification message to the CU3 that includes the number of tokens counted, the cumulative number of tokens counted, and a counting serial number for communication management. The gaming machine 2 does not receive any information from the CU3 to confirm the transmission result. The number of tokens counted, the cumulative number of tokens counted, and the counting serial number are all information for the purpose of counting game tokens. The number of tokens counted in one message is, for example, 250 tokens. Note that if the number of tokens counted is 0 (zero), the counting information may be sent with 0 (zero) entered in the information for the number of tokens counted.

[0092] Figure 5(d) shows the gaming machine information. In the gaming machine information, gaming machine 2 transmits gaming machine installation information, gaming machine performance information, and hall control / fraud monitoring information to CU3. Note that gaming machine 2 does not receive information from CU3 to confirm the transmission results. The gaming machine installation information is information for the purpose of machine history management and is transmitted to CU3 as a gaming machine installation information notification message after power-on. The gaming machine installation information includes information such as the manufacturer code, model code, and chip ID number of the main / game point control CPU.

[0093] Gaming machine performance information is information intended for the aggregation of performance data and is transmitted to CU3 as a message for gaming machine performance information notification. Gaming machine performance information outputs results calculated based on gameplay and includes information such as total number of tokens inserted, total number of tokens paid out, MY (maximum difference in tokens in a day), total number of tokens paid out by special features, total number of tokens paid out by consecutive special features, special feature ratio, consecutive special feature ratio, advantageous section ratio, special feature ratio including instructions, and special feature status ratio. Furthermore, the conditions for the game point control board 17 to notify CU3 of gaming machine performance information include, for example, (1) notification after 3 minutes have elapsed since the power of gaming machine 2 was turned on, (2) notification at cycles of a specified number of games (for example, 1000 games) or a specified time (for example, 10 hours), (3) notification prioritizing notification over gaming machine installation information notification, and (4) notification in the cycle following notification of hall control / fraud monitoring information (300ms later). These conditions are merely examples, and other conditions may be adopted. Furthermore, only one of the above conditions may be adopted, or a combination of multiple conditions may be adopted.

[0094] Hall computer fraud monitoring information is information intended for fraud monitoring by Hall Computer 810 information aggregation and CU3. Hall computer fraud monitoring information includes hall computer information such as jackpots and big bonuses, the number of tokens played (current number of tokens held), the serial number of tokens played, the error status of the gaming machine, and fraud monitoring information such as gaming machine fraud.

[0095] <Gaming Machine Information Notification> Next, we will explain in detail the commands for notifying gaming machine information. Figure 6 is a diagram illustrating the general outline of gaming machine information notifications sent from the gaming machine to the card unit. The commands for notifying gaming machine information shown in Figure 6 are commands used by gaming machine 2 to notify CU3 of gaming machine information, and the gaming machine information includes three types: gaming machine installation information, gaming machine performance information, and hall control / fraud monitoring information. The type of gaming machine information included in the gaming machine information notification command is determined to be one of the following based on the notification conditions for each type of information, and is notified to CU3.

[0096] The command for notifying gaming machine information includes message length information, command information, sequence number information, gaming machine type information, gaming machine information type information, and gaming machine information. Message length information indicates the length of the message to be transmitted (message length ~ error detection code (CRC) of the communication frame). Command information indicates the command code of the message. Sequence number information indicates the sequence number. The sequence number is a sequence number that the primary station (for example, the gaming machine side) sends, starting with an initial value of "0" and counting up (+1) when transmitting. However, the primary station does not count up the sequence number when retransmitting, and the secondary station (for example, the CU side) also transmits the received sequence number as is. Note that since the message length information, command information, and sequence number information are commonly included in the commands and responses used in communication, explanations of these are omitted in the following commands and responses.

[0097] The gaming machine type information indicates the gaming machine type of gaming machine 2. For example, if the gaming machine type information is "0x01", it indicates that gaming machine 2 connected to CU3 is a "pachinko gaming machine" of "Organization A" with a management medium of "game balls", and if it is "0x11", it indicates that gaming machine 2 connected to CU3 is a "pachinko gaming machine" of "Organization B" with a management medium of "game balls". If the gaming machine type information is "0x82", it indicates that it is a "slot machine" of "Organization A" with a management medium of "game tokens", and if it is "0x83", it indicates that it is an "arrange ball gaming machine" of "Organization A" with a management medium of "game tokens". If the information for the type of gaming machine is "0x84", it indicates that it is a "Jankyu gaming machine" from "Organization A" and the management medium is "gaming tokens", and if it is "0x92", it indicates that it is a "slot machine" from "Organization B" and the management medium is "gaming tokens".

[0098] Furthermore, in CU3, if the management medium for the type of gaming machine transmitted is "gaming balls," the number of gaming balls will be displayed, for example, using the unit used for playing as "balls." If the management medium for the type of gaming machine is "gaming medals," the number of gaming medals will be displayed, for example, using the unit used for playing as "pieces." Also, "pachinko gaming machine" refers to a pachinko gaming machine, and "slot machine" refers to a medalless gaming machine. In addition, CU3 performs lending processing in response to information on the unit price of the game (unit price of value for playing) transmitted from the management device, such as the management computer 802. For example, if CU3 receives information from the management computer 802 to set the unit price of the game to "20 yen," it will lend out one medal for 20 yen and enable gameplay if it is a medalless gaming machine. If CU3 receives information from the management computer 802 to set the unit price of the game to "4 yen," it will lend out one ball for 4 yen and enable gameplay if it is a pachinko gaming machine.

[0099] Conventional card units had different lending functions and display contents for pachinko machines and medalless gaming machines, requiring separate units for each type of machine. Therefore, when a pachinko parlor switched from pachinko machines to medalless machines, it was necessary not only to change the machines but also to replace the card units, and sometimes even modify the configuration of higher-level equipment, making the process cumbersome. However, with CU3, the lending functions, counting functions, and display contents are standardized across managed gaming machines (pachinko machines, P-machines) and medalless gaming machines (S-machines) (for example, the program is divided into common and dedicated functions to reduce software capacity), allowing it to be used universally regardless of the type of gaming machine. Furthermore, since information about the type of gaming machine is transmitted from the gaming machine, CU3 determines the type of gaming machine it is connected to based on this information, and switches the lending function, counting function, and display content for pachinko machines and coinless gaming machines according to the determination result.

[0100] The gaming machine information type information is a type code that indicates the type of information included in the gaming machine information. If the gaming machine information type information is "0x00", it indicates that the information included in the gaming machine information is gaming machine performance information; if it is "0x01", it indicates that the information included in the gaming machine information is gaming machine installation information; and if it is "0x02", it indicates that the information included in the gaming machine information is hall control / fraud monitoring information. If the gaming machine information type information is any value other than those above, the notified CU3 will be judged to be abnormal.

[0101] The gaming machine information includes one of the following based on the type code set in the gaming machine information type information: gaming machine installation information, gaming machine performance information, or hall control / fraud monitoring information, and is notified to CU3. The gaming machine performance information includes information such as the total number of tokens inserted, the total number of tokens paid out, and MY; the gaming machine installation information includes information such as the manufacturer code, model code, and chip ID number of the main control CPU and game point control CPU; and the hall control / fraud monitoring information includes information such as IN, OUT, BB, RB, AT, door open signal, and security signal. In the case of tokenless gaming machines, the number of game tokens is managed using information on the specified number (IN) and the number of tokens paid out (OUT). Incidentally, in pachinko gaming machines, the number of game balls is managed using information on the number of shots (corresponding to IN information) and information on the number of prize balls (corresponding to OUT information).

[0102] Furthermore, the gaming machine information will be explained in more detail. Figure 7 is a diagram illustrating the gaming machine performance information. In Figure 7, the gaming machine performance information included in the gaming machine information is shown when the gaming machine information type information is "0x00". For example, the gaming machine information includes the total number of tokens inserted, the total number of tokens paid out, MY (maximum difference in tokens in one day), the total number of tokens paid out by special features, the total number of tokens paid out by consecutive special features, the special feature ratio, the consecutive special feature ratio, the advantageous section ratio, the special feature ratio including instructions, and the special feature state ratio. The total number of tokens inserted is the cumulative number of tokens inserted from the time the power is turned on, and does not include replays. The total number of tokens paid out is the cumulative number of tokens paid out from the time the power is turned on, including the number of tokens awarded for winning small wins in BB, RB, CB, or AT, and the number of tokens awarded for winning small wins in the normal state, and does not include replays. MY is the maximum difference in tokens in one day, and is the maximum MY calculated from the time the power is turned on. The total payout from special features is the cumulative payout from the operation of special features since the power was turned on. The total payout from consecutive special features is the cumulative payout from the operation of Type 1 special features since the power was turned on. The special feature ratio, consecutive special feature ratio, advantageous section ratio, special feature ratio including instructions, and special feature status ratio are all information from the special feature ratio monitor. The special feature ratio is calculated as: cumulative total number of medals acquired during BB, RB, and CB / total number of medals acquired × 100.

[0103] Figure 8 is a diagram illustrating the installation information of a gaming machine. In Figure 8, the installation information of a gaming machine is shown when the type of gaming machine information is "0x01". For example, the gaming machine information includes the main control chip ID number, the main control CPU manufacturer code, the main control CPU model code, the game point control chip ID number, the game point control CPU manufacturer code, and the game point control CPU model code.

[0104] Figures 9 and 10 are diagrams illustrating hall control and fraud monitoring information. Figures 9 and 10 show the hall control and fraud monitoring information included in the gaming machine information when the gaming machine information type information is "0x02". For example, the gaming machine information includes "number of game tokens played", "number of tokens inserted", "number of tokens paid out", "main control status", "gaming machine error status", "gaming machine fraud", and "number of game information items".

[0105] "Number of Game Tokens" indicates the current number of game tokens. For example, if the number of game tokens is 2000, it will be displayed as "0xD00700". "Number of Tokens Inserted" indicates the number of tokens inserted (-3 to 3), and subtracts any tokens returned by the payout button. "Number of Tokens Payout" indicates the number of tokens that have been paid out.

[0106] "Main control state" is information about the game state of the gaming machine 2 and includes "Main control state 1" and "Main control state 2". "Main control state 1" includes information on RB, BB, and AT, and information on gaming machine state signals 1 to 4. Gaming machine state signals 1 to 4 are used to output the state to an external device such as a hall computer from the external output terminal 340 of CU3, and correspond to "external terminal board state output signal terminals 1 to 2" output from the external output terminal of CU3. "Main control state 2" includes information on gaming machine state signals 5 to 7.

[0107] The "Gaming Machine Error Status" contains information about the error code currently occurring in the gaming machine. Specifically, in the "Gaming Machine Error Status," Bits 0 to 5 represent the error code, and if Bit 6 is "0", it indicates an error on the game point control side, and if it is "1", it indicates an error on the main control side. Furthermore, if Bit 6 is "0", only an alert is issued, and if it is "1", an alert is issued + hall computer output is also issued. Note that the alert is issued by the dedicated unit CU3.

[0108] "Gaming machine fraud" includes "Gaming machine fraud 1" to "Gaming machine fraud 3". "Gaming machine fraud 1" indicates a setting change in progress signal (information of setting change mode) on the main control board 16 in Bit0, and a setting confirmation in progress signal (information of setting confirmation mode) on the main control board 16 in Bit1, and fraud detection signals 1 to 3 and security signals on the main control board 16 are shown in Bit2 to Bit5. The security signal is output together with the setting change in progress signal or the setting confirmation in progress signal, because existing hall computers can only determine whether a setting change or setting confirmation is in progress based on the "security signal" due to their connection configuration, etc. "Gaming machine fraud 2" indicates gaming machine fraud on the main control board 16 or the game point control board 17, and includes a setting door open signal in Bit0, a door open signal in Bit1, and game token count clear detection information in Bit3. "Gaming machine fraud 3" indicates gaming machine fraud on the main control board 16 or the game point control board 17. "Number of game information" indicates the number of type information and count information included in "game information". When it is "0", the type information and count information included in "game information" are not transmitted.

[0109] The "number of game information entries" consists of type information and count information. The type information indicates whether the game occurred in the gaming machine 2 as a specified number or a payout, while the count information indicates the number of entries generated by the type information. The game information is treated as a signal for the hall computer, and the game information output from the gaming machine 2 is output directly from CU3 to the hall computer 810. Specifically, the "number of game information entries" consists of a total of two bytes: the upper byte is type information and the lower byte is count information. The type information consists of a data type and a data number, with a data number set for each data type.

[0110] FIG. 11 is a diagram for explaining the type information of the number of game information. The type information is composed of a data type (upper 4 bits) and a data number (lower 4 bits). The type is set for each value of the data type (Bits 4 to 7). For example, as shown in FIG. 11(a), when the value of the data type is 1, information on the specified number (IN) is set, and when the value of the data type is 2, information on the payout number (OUT) is set. The details of the data number (lower 4 bits) set for each data type are as shown in FIG. 11(b).

[0111] The count information is set with different number information for each data type. When the data type is 1 = specified number (IN), the count information is composed of the specified number (1 to 3) of the game. For example, in the case of a game with a specified number of 3, game information (0x1103) with the data type (Bits 4 to 7) being "1 = specified number (IN)", the data number (Bits 0 to 3) being "1 fixed", and the specified number (Bits 0 to 3) being "3 = 3 specified number 3" is set. Also, when the data type is 2 = payout number (OUT), the count information is composed of the payout number (1 to 15) of the game. For example, when 10 medals are paid out upon winning, game information (0x210A) with the data type (Bits 4 to 7) being "2 = payout number (OUT)", the data number (Bits 0 to 3) being "1 fixed", and the payout number (Bits 0 to 3) being "10 = 10 medals paid out" is set.

[0112] <Communication between CU3 and Gaming Machine 2> Next, the communication between CU3 and gaming machine 2 using the telegrams described in FIGS. 5 to 11 will be explained. FIG. 12 is a diagram showing the timing of information transmitted and received between the card unit and the gaming machine. In the communication between the card unit and the gaming machine, the information of No. 3 and No. 4 of the (b) lending response information, (c) count information, and (d) gaming machine information shown in FIG. 5 are transmitted from gaming machine 2 to CU3 through a common asynchronous serial communication port. Conversely, the information of No. 1 and No. 2 of the (a) lending information shown in FIG. 5 is transmitted from CU3 to gaming machine 2 through a common asynchronous serial communication port.

[0113] Furthermore, in the communication between the card unit and the gaming machine, the sequence shown in Figure 5, where (c) counting information and (d) gaming machine information are transmitted from the gaming machine 2 to the CU3 via a common asynchronous serial communication port, is also acceptable. In this sequence, the information for (a) loan information No. 1 to No. 2 shown in Figure 5 is transmitted from the CU3 to the gaming machine 2 via a separate asynchronous serial communication port, and the information for (b) loan information No. 3 to No. 4 is transmitted from the gaming machine 2 to the CU3 via a separate asynchronous serial communication port. Additionally, the sequence shown in Figure 5, where the information for (a) loan information No. 1 to No. 2 is transmitted from the CU3 to the gaming machine 2 via a common asynchronous serial communication port, and the information for (b) loan information No. 3 to No. 4 and (c) counting information shown in Figure 5 are transmitted from the gaming machine 2 to the CU3 via a common asynchronous serial communication port, is also acceptable. In this sequence, the sequence shown in Figure 5, where (d) gaming machine information is transmitted from the gaming machine 2 to the CU3 via a separate asynchronous serial communication port, is also acceptable.

[0114] Of the information transmitted from the gaming machine 2 to the CU3, (d) gaming machine information is transmitted at predetermined intervals A, as shown in Figure 12. In other words, the period between the transmission of information from the gaming machine 2 to the CU3 and the transmission of the next piece of information is controlled to a predetermined interval A (for example, 300ms = 0.3 seconds). The gaming machine 2 can transmit gaming machine information to the CU3 at predetermined intervals A, regardless of the reception status of gaming machine information at the CU3. Therefore, the gaming machine 2 does not need to retransmit gaming machine information, does not need to store past gaming machine information, and the processing burden can be reduced.

[0115] In this way, information is transmitted from the gaming machine 2 to the CU3 at intervals of 300ms. On the other hand, the gaming machine 2 requires at least a few seconds between games. As a result, multiple pieces of information are sent and received during a single game.

[0116] Gaming machine information and counting information are communicated via a common asynchronous serial communication port. Therefore, if an attempt is made to send counting information at the same time as sending gaming machine information, the information may become congested within the common asynchronous serial communication port, potentially causing data collisions and preventing proper communication. To address this, when gaming machine 2 sends gaming machine information to CU3 at predetermined intervals A, in order to optimize information transmission, (c) counting information is sent to CU3 at a timing corresponding to a predetermined interval B (for example, 100ms) that is shorter than predetermined interval A after sending gaming machine information. Counting information is sent to CU3 at predetermined intervals B, regardless of the reception status at CU3. Note that if the player operates the counting button 10 before sending gaming machine information, the counted number will include information for, for example, 250 coins. If the player does not operate the counting button 10 before sending gaming machine information, the counted number will include information for 0 (zero) coins.

[0117] The transmission of counting information is not limited to occurring within the specified period B from the time the gaming machine information is transmitted; it may occur at any time that does not cause congestion with the gaming machine information, and may even occur between the time the specified period B has elapsed and the time the next gaming machine information is transmitted.

[0118] In Figure 12, after sending the counting information to the CU3, the lending information is received from the CU3 during the reception validity period (for example, 170ms). The lending information sent from the CU3 to the gaming machine 2 includes the number of tokens lent and the lending serial number. If the player has operated the lending button 321 or the replay button 319 before the gaming machine information is sent, the number of tokens lent will include information such as 125 tokens. If the player has not operated the lending button 321 or the replay button 319 before the gaming machine information is sent, the number of tokens lent will include information such as 0 (zero) tokens.

[0119] Loan response information is communicated via a common asynchronous serial communication port shared with the gaming machine information. Therefore, if loan response information is sent from CU3 at the same time as gaming machine information is sent, the information may become congested within the common asynchronous serial communication port, potentially causing data collisions and preventing proper communication.

[0120] Therefore, CU3 transmits the loan information to the gaming machine 2 within the reception validity period after receiving the counting information. In other words, the gaming machine 2 receives the information on the number of loaned tokens and the loan serial number from CU3 within the reception validity period after transmitting the counting information, and transmits the loan response information of the number of loaned tokens received and the loan serial number to CU3 within the response time.

[0121] Figure 12 illustrates an example of communication between CU3 and gaming machine 2, where the timing for transmitting counting information is determined based on the timing for transmitting gaming machine information, and the timing for receiving lending information is determined based on the timing for transmitting counting information. However, the communication between CU3 and gaming machine 2 may also be based on other timings, such as determining the timing for sending and receiving counting information and lending information based on the timing for transmitting gaming machine information.

[0122] <Processing when there is no change in gameplay after a set number of tokens have been inserted> Figure 13 illustrates the processing of CU3 when there is no change in gameplay for a predetermined time after the number of tokens inserted has been set. In Figure 13 (and similarly in Figures 14 to 20 described later), the number of tokens inserted is represented by "I", the number of tokens played is represented by "C", and the number of tokens held is represented by "T". Furthermore, the processing of CU3 in Figure 13 and Figures 14 to 20 described later corresponds to the processing by the CU control unit 323.

[0123] As shown in Figure 13, when a BET operation is performed on the gaming machine 2 with the number of inserted tokens = 0 and the number of game tokens = 50, the number of tokens is transferred from the number of game tokens to the number of inserted tokens by the amount corresponding to the BET operation. In this example, the number of tokens = 3 is transferred from the number of game tokens to the number of inserted tokens, resulting in the number of inserted tokens = 3 and the number of game tokens = 47. Based on the number of inserted tokens = 3 and the number of game tokens = 47 included in the gaming machine information notification received from the gaming machine 2, CU3 stores the identified number of inserted tokens = 3 and the number of game tokens = 47.

[0124] Subsequently, when the start switch 7 is operated on the gaming machine 2, the number of inserted tokens = 3 is consumed, and the number of inserted tokens becomes 0. Based on the specified number (IN) = 3, number of inserted tokens = 0, and number of game tokens = 47 included in the gaming machine information notification received from the gaming machine 2, CU3 updates the number of inserted tokens from 3 to 0 and stores the identified number of inserted tokens = 0 and number of game tokens = 47.

[0125] In this way, CU3 stores and updates the number of inserted tokens and the number of game tokens it stores, in accordance with the number of inserted tokens and the number of game tokens stored and updated in game machine 2, based on the game machine information notification it receives from game machine 2.

[0126] Here, we will explain the processing of CU3 when there is no change in gameplay for a predetermined time after the number of tokens inserted has been set. Referring to Figure 13, when the number of tokens inserted is 0 and the number of tokens in play is 47, if a BET operation is performed on the game machine 2, the number of tokens will be moved from the number of tokens in play to the number of tokens inserted by the amount corresponding to the BET operation. In this example, the number of tokens moved from the number of tokens in play to the number of tokens inserted is 3, resulting in the number of tokens inserted being 3 and the number of tokens in play being 44. Based on the number of tokens inserted being 3 and the number of tokens in play being 44 included in the game machine information notification received from the game machine 2, CU3 stores the identified number of tokens inserted being 3 and the number of tokens in play being 44.

[0127] When CU3 has stored a number of inserted tokens of 1 or more (3 in this example) and detects that no game has been played on the gaming machine 2 for a predetermined period of time, it sends an external notification to the management computer 802 to send an external notification. For example, even though CU3 has stored a number of inserted tokens of 1 or more (3 in this example), if the specified number (IN) included in the gaming machine information notification received from gaming machine 2 is not updated from 0 for a predetermined period of time, that is, if it continues to receive gaming machine information notifications with a specified number (IN) = 0 and never receives a gaming machine information notification with a specified number (IN) = 3, it sends an external notification to the management computer 802.

[0128] When the management computer 802 receives an external notification from CU3, it sends an external notification to inform staff that no game has been played on the gaming machine 2 for a predetermined period of time while the number of inserted tokens is stored (i.e., the number of bets is set). This allows CU3 to prompt staff to take appropriate action (for example, counting the tokens). The external notification may also include information that identifies the number of inserted tokens stored in CU3 (in this example, the number of inserted tokens = 3), and the management computer 802 may also send an external notification to staff regarding the number of inserted tokens stored in CU3. In this way, staff can recognize the number of inserted tokens remaining in the gaming machine 2 and CU3 while no game has been played, thus preventing counting errors between CU3 and the management computer 802.

[0129] <Processing at the end of business hours> Sometimes, if a player leaves the arcade with a remaining number of tokens inserted or played in arcade machine 2, the number of tokens remaining in arcade machine 2 may persist after closing time. If a number of tokens remains in arcade machine 2 after closing, it is necessary to clear the remaining tokens by counting them onto a card and clearing them with a counter, or by clearing the RAM of arcade machine 2. However, if an employee forgets to clear the number of tokens inserted or played, the remaining tokens can be used during the next day's business hours, but the management computer 802 has not calculated the remaining tokens, which may result in a discrepancy in sales figures. In other words, there is a risk of a token counting error between the management computer 802, which manages the tokens used in arcade machine 2 and the tokens dispensed from arcade machine 2 for sales calculations, and the CU3, which corresponds to arcade machine 2.

[0130] For example, Figure 14 is a diagram illustrating the processing of CU3 when closing procedures are performed in the comparative example. As shown in Figure 14, when the number of tokens inserted becomes 2 and the number of tokens played becomes 0 due to a BET operation performed on the gaming machine 2, CU3 identifies the number of tokens inserted as 2 and the number of tokens played as 0 based on the gaming machine information notification received from the gaming machine 2, and stores the identified number of tokens inserted as 2 and the number of tokens played as 0.

[0131] When CU3 receives a closing notification from the management computer 802 regarding the end of business, if there are still tokens remaining in the gaming machine 2 as described above, there is a risk that a token counting error will occur between CU3 and the management computer 802 by the amount of the remaining tokens. Therefore, in order to prevent such counting errors, CU3 in this embodiment is configured to transmit information that can identify the number of tokens inserted and the number of tokens being played that it has stored to the management computer 802. The processing by CU3 will be described in detail below. In the following example, the management computer 802 is used as an example of the "management device," but the "management device" may be the hall computer 810.

[0132] Figures 15 and 16 illustrate the processing of CU3 when closing procedures are performed while there are still tokens remaining in the machine in the embodiment. As shown in Figures 15 and 16, when the number of tokens inserted is 2 and the number of tokens in play is 0, CU3 identifies the number of tokens inserted as 2 and the number of tokens in play as 0 based on the game machine information notification received from the game machine 2, and stores the identified number of tokens inserted as 2 and the number of tokens in play as 0.

[0133] When CU3 receives a closing notification from the management computer 802 while it has stored a number of inserted tokens of 1 or more (2 in this example), it sends an inserted token count notification to the management computer 802 that allows it to identify the inserted token count as 2. Based on the inserted token count notification received from CU3, the management computer 802 identifies the inserted token count as 2 and uses the identified inserted token count as 2 for sales calculations and other purposes.

[0134] In this way, the management computer 802 can identify the number of tokens inserted that CU3 has stored at the end of business hours based on the token count notification, thus preventing token counting errors between CU3 and the management computer 802.

[0135] As shown in Figure 15, the number of tokens inserted = 2 stored in the gaming machine 2 is erased when the gaming machine 2 is RAM-cleared by a store employee. Furthermore, the number of tokens inserted = 2 stored in CU3 is erased based on the gaming machine information notification received from gaming machine 2 (number of tokens inserted = 0, number of tokens played = 0). The number of tokens inserted = 2 stored in CU3 may also be erased when CU3 is RAM-cleared.

[0136] Furthermore, as shown in Figure 16, after receiving a closing notification, the CU3 sends a notification of the number of tokens inserted to the management computer 802. When the counting button 10 is operated on the gaming machine 2, the number of tokens is moved from the number of tokens inserted to the number of tokens in play by the amount of the counted tokens inserted. In this example, the number of tokens = 2 is moved from the number of tokens inserted to the number of tokens in play, resulting in the number of tokens inserted = 0 and the number of tokens in play = 2. Then, the number of tokens in play = 2 is counted, and the number of tokens in play becomes 0. The gaming machine 2 then sends a counting notification to the CU3 to identify the counted number = 2.

[0137] Based on the counting notification received from the gaming machine 2, CU3 identifies the counted number as 2 and counts the identified number of counted tokens. In this example, the tokens = 2 are moved from the number of tokens inserted to the number of tokens being played, resulting in the number of tokens inserted being 0 and the number of tokens being played being 2. Furthermore, the number of tokens being played being 2 is counted, resulting in the number of tokens being played being 0, and the counted tokens = 2 are moved to the number of tokens held, resulting in the number of tokens held being 2, and then the number of tokens held being 0. As a result, the final numbers are: number of tokens inserted = 0, number of tokens being played = 0, and number of tokens held = 0. The number of tokens held being 2 after the counted tokens have been moved may be erased by clearing CU3's RAM.

[0138] Here, the number of tokens inserted into the gaming machine 2 that are subject to counting (the number of tokens converted to the number of tokens held) has already been notified from CU3 to the management computer 802 as a token insertion notification. If CU3 were to send a count notification to the management computer 802 that could identify the number of tokens inserted into the gaming machine 2 = 2 (the number of tokens converted to the number of tokens held = 2), the management computer 802 would calculate the number of tokens inserted = 2 twice. For this reason, CU3 is configured not to send a count notification to the management computer 802 that could identify the number of tokens inserted into the gaming machine 2 = 2 (the number of tokens converted to the number of tokens held = 2).

[0139] In this way, after CU3 sends a notification of the number of tokens inserted to the management computer 802 at the end of business hours, even if it receives a counting notification from the gaming machine 2, it does not send a counting notification to the management computer 802 indicating that it will count the tokens. This prevents the management computer 802 from counting the number of tokens inserted that are subject to counting multiple times.

[0140] Figures 17 and 18 illustrate the processing of CU3 when closing procedures are performed while there are still game tokens remaining in the embodiment. As shown in Figures 17 and 18, when the number of tokens inserted is 0 and the number of game tokens in use is 2, CU3 identifies the number of tokens inserted as 0 and the number of game tokens in use as 2 based on the game machine information notification received from the game machine 2, and stores the identified number of tokens inserted as 0 and the number of game tokens in use as 2.

[0141] When CU3 receives a closing notification from the management computer 802 while it has stored a number of game tokens of 1 or more (2 in this example), it sends a count notification to the management computer 802 that identifies the number of game tokens as 2. Based on the count notification received from CU3, the management computer 802 identifies the number of game tokens as 2 and uses the identified number of game tokens as 2 for sales calculations and other purposes.

[0142] In this way, the management computer 802 can identify the number of game tokens stored in CU3 at the end of business hours based on the counting notification, thus preventing counting errors between CU3 and the management computer 802.

[0143] As shown in Figure 17, the number of game tokens = 2 stored in the game machine 2 is erased when the game machine 2 is RAM-cleared by a store employee. Furthermore, the number of game tokens = 2 stored in CU3 is erased based on the game machine information notification received from game machine 2 (number of tokens inserted = 0, number of game tokens played = 0). The number of game tokens = 2 stored in CU3 may also be erased when CU3 is RAM-cleared.

[0144] Furthermore, as shown in Figure 18, after receiving a closing notification, a counting notification is sent from CU3 to the management computer 802. When the counting button 10 is operated on the gaming machine 2, the number of game tokens = 2 is counted, and the number of game tokens becomes = 0. The gaming machine 2 then sends a counting notification to CU3 to specify the number of tokens counted = 2.

[0145] Based on the counting notification received from the gaming machine 2, CU3 identifies the number of tokens to be counted as 2 and counts the identified number of tokens. In this example, the number of tokens played as 2 is counted, so the number of tokens played becomes 0. Furthermore, the counted number of tokens played as 2 is moved to the number of tokens held, which then becomes 2, and then the number of tokens held becomes 0. As a result, the final numbers are: number of tokens inserted = 0, number of tokens played as 0, and number of tokens held as 0. Note that the number of tokens held as 2 after the counted number of tokens has been moved may be erased by clearing CU3's RAM.

[0146] Here, the number of game tokens that were counted in game machine 2 (the number of tokens converted to the number of tokens held) has already been notified from CU3 to management computer 802 as a count notification. If CU3 were to send a count notification to management computer 802 that could identify the number of game tokens counted in game machine 2 = 2 (the number of tokens converted to the number of tokens held = 2), management computer 802 would calculate the number of tokens inserted = 2 twice. For this reason, CU3 is configured not to send a count notification to management computer 802 that could identify the number of game tokens counted in game machine 2 = 2 (the number of tokens converted to the number of tokens held = 2).

[0147] In this way, after CU3 sends a counting notification to the management computer 802 at the end of business hours, even if it receives a counting notification from the gaming machine 2, it does not send a counting notification to the management computer 802 indicating that it will count the medals. This prevents the management computer 802 from counting the number of game medals that are to be counted twice.

[0148] Figures 19 and 20 illustrate the processing of CU3 when closing procedures are performed while the number of inserted tokens and the number of game tokens remaining in the embodiment. As shown in Figures 19 and 20, when the number of inserted tokens = 2 and the number of game tokens = 2, CU3 identifies the number of inserted tokens = 2 and the number of game tokens = 2 based on the game machine information notification received from the game machine 2, and stores the identified number of inserted tokens = 2 and the number of game tokens = 2.

[0149] When CU3 stores the number of inserted tokens as 1 or more (2 in this example) and the number of game tokens played as 1 or more (2 in this example), and receives a closing notification from the management computer 802, it sends an inserted token count notification that can identify the inserted token count = 2 and a count notification that can identify the game token count = 2 to the management computer 802. Based on the inserted token count notification received from CU3, the management computer 802 identifies the inserted token count = 2 and based on the count notification received from CU3, it identifies the game token count = 2 and uses the identified inserted token count = 2 and game token count = 2 for sales calculations, etc.

[0150] In this way, the management computer 802 can identify the number of tokens inserted that CU3 has stored at the end of business based on the token insertion number notification, and can also identify the number of game tokens played that CU3 has stored at the end of business based on the counting notification, thus preventing token counting errors from occurring between CU3 and the management computer 802.

[0151] Furthermore, the management computer 802 can identify the medals stored by CU3 at the end of business hours based on the number of medals inserted and the counted value for each type, thereby preventing counting errors between CU3 and the management computer 802.

[0152] As shown in Figure 19, the number of tokens inserted = 2 and the number of tokens played = 2 stored in the gaming machine 2 are erased when the gaming machine 2 is RAM-cleared by a store employee. Furthermore, the number of tokens inserted = 2 and the number of tokens played = 2 stored in CU3 are erased based on the gaming machine information notification (number of tokens inserted = 0, number of tokens played = 0) received from the gaming machine 2. The number of tokens inserted = 2 and the number of tokens played = 2 stored in CU3 may also be erased when CU3 is RAM-cleared.

[0153] Furthermore, as shown in Figure 20, after receiving a closing notification, CU3 sends a notification of the number of tokens inserted and a counting notification to the management computer 802. When the counting button 10 is operated on the gaming machine 2, the number of tokens is moved from the number of tokens inserted to the number of tokens in play by the amount of the counted number of tokens inserted. In this example, the number of tokens = 2 is moved from the number of tokens inserted to the number of tokens in play, resulting in the number of tokens inserted = 0 and the number of tokens in play = 4. Then, the number of tokens in play = 4 is counted, and the number of tokens in play becomes 0. The gaming machine 2 then sends a counting notification to CU3 to specify the number of tokens counted = 4.

[0154] Based on the counting notification received from the gaming machine 2, CU3 identifies the number of tokens to be counted as 4 and counts the identified number of tokens. In this example, the number of tokens = 2 moves from the number of tokens inserted to the number of tokens being played, resulting in the number of tokens inserted = 0 and the number of tokens being played = 4. Furthermore, the number of tokens being played = 4 is counted, so the number of tokens being played becomes 0, and the counted number of tokens being played = 4 moves to the number of tokens held, resulting in the number of tokens held = 4, and then the number of tokens held = 0. As a result, the final numbers are: number of tokens inserted = 0, number of tokens being played = 0, and number of tokens held = 0. Note that the number of tokens held = 4 after the counted number of tokens being moved may be erased by clearing CU3's RAM.

[0155] Here, the number of tokens inserted into the gaming machine 2 that are subject to counting (the number of tokens converted to the number of tokens held) has already been notified to the management computer 802 from CU3 as an inserted token notification, and the number of game tokens played that are subject to counting in the gaming machine 2 (the number of tokens converted to the number of tokens held) has already been notified to the management computer 802 from CU3 as a count notification. If CU3 were to send a count notification to the management computer 802 that could identify the inserted tokens = 2 and the game tokens = 2 (the number of tokens converted to the number of tokens held = 4) that are subject to counting in the gaming machine 2, the management computer 802 would calculate the inserted tokens = 2 and the game tokens = 2 twice. For this reason, CU3 is configured not to send a count notification to the management computer 802 that could identify the inserted tokens = 2 and the game tokens = 2 (the number of tokens converted to the number of tokens held = 4) that are subject to counting in the gaming machine 2.

[0156] In this way, after CU3 sends a notification of the number of tokens inserted and a counting notification to the management computer 802 at the end of business hours, even if it receives a counting notification from the gaming machine 2, it does not send a counting notification to the management computer 802 indicating that it will count the tokens. This prevents the management computer 802 from counting the number of tokens inserted and the number of tokens played twice.

[0157] In addition, the CU3 (CU control unit 323) described using Figures 15 to 20 transmits the number of tokens inserted and the counting notification to the management computer 802 as specific information when it receives a closing process notification from the management computer 802. However, the CU3 (CU control unit 323) may also transmit the number of tokens inserted and the counting notification to the management computer 802 when it determines on its own that business has ended, without using a closing process notification. Specifically, the CU3 (CU control unit 323) may determine that business has ended when it receives an operation from a store employee indicating that business has ended due to closing procedures, and then transmit the number of tokens inserted and the counting notification to the management computer 802.

[0158] <Pachinko gaming machines> Next, we will explain pachinko machines as another example of gaming machines. Figure 21 is a front view of a card unit and a pachinko machine. In relation to the abbreviation "S-machine" used for medalless gaming machines in the previous explanation, we will also abbreviate pachinko machines as "P-machine".

[0159] The above-described gaming system using game tokens and player tokens is also applicable to pachinko machines. However, since pachinko games are played without using tokens, in the following, game tokens will be referred to as game balls, and player tokens will be referred to as player balls.

[0160] First, the configuration of the pachinko game machine according to this embodiment will be explained with reference to Figure 21. Each of the multiple game islands (not shown) arranged in the game hall is fitted with an example of a game machine, a sealed-circulation type pachinko game machine (hereinafter sometimes abbreviated as game machine, pachinko game machine, or P machine) 2. A card unit (hereinafter sometimes abbreviated as CU) 3, an example of a game device, is installed in a one-to-one correspondence with the P machine 2P at a predetermined lateral position. The CU 3 connected to the P machine 2P can be used in common with the CU 3 connected to the game machine 2, which is a medal-less game machine, and the position of the display, buttons, etc. can be changed depending on the specifications.

[0161] The P machine 2P contains a game ball (pachinko ball), which is an example of a game medium, sealed inside (hereinafter also referred to as a sealed ball). The player operates the ball-shooting operation handle 25P, which drives the launch solenoid of the launching mechanism, allowing the player to shoot the sealed balls one by one into the game area 27P on the front of the game board 26P and play the game. Specifically, touch sensors are provided around the ball-shooting operation handle 25P. When the player operates the ball-shooting operation handle 25P, their hand touches the touch sensor, and the touch sensor detects the contact of the player's hand and drives the launch solenoid. In this state, the force of the ball launch is adjusted according to the amount of rotational operation of the ball-shooting operation handle 25P by the player, and the sealed ball is launched into the game area 27P.

[0162] When the launch solenoid is driven to fire the sealed balls one by one into the game area 27P, the subtraction mechanism subtracts one ball from the number of playable balls on the P machine 2P. The launch intensity of the game balls (hereinafter also simply referred to as launch intensity T) can be adjusted according to the amount of rotation of the ball-firing operation handle 25P (hereinafter also simply referred to as the handle operation amount), and the launch intensity T increases as the handle operation amount increases. Therefore, the player can adjust the launch intensity T by adjusting the handle operation amount so that the game balls pass through the area they are aiming at. If the launching device is installed on the lower side of the game board 26P, foul balls may be made to flow down through a foul ball return path and detected by a foul ball detection switch installed along the way, so that a negative number of launched balls is counted (that is, the game points may be added according to the detection by the foul ball detection switch).

[0163] The P machine 2P shown in Figure 21 is a so-called Type 1 pachinko game machine, and a variable display device (also called a special symbol) 278P is provided in the center of the game area 27P. In addition, the game area 27P is provided with multiple types of prize slots into which the inserted sealed balls can be awarded. The game area 27P shown in Figure 21 is shown to have one large prize slot (variable prize ball device) 271P, three normal prize slots 272P, 273P, and 274P, and three starting prize slots 275P, 276P, and 277P. In particular, the starting prize slot 276P is composed of an electric tulip that can change between a first state that is advantageous to the player (for example, an open state) and a second state that is disadvantageous to the player (for example, a closed state).

[0164] The variable display device 278P is equipped with a variable display unit that can variably display multiple types of identification information (patterns), and starts variably displaying these multiple types of identification information based on the detection signal of the starting prize ball that enters each of the starting prize pockets 275P, 276P, and 277P. When the display result of the variable display device becomes a specific combination of identification information (for example, matching numbers), the game enters a jackpot state (also called a jackpot game state), and the big prize pocket 271P opens.

[0165] Furthermore, when the display result of the variable display device 278P becomes a predetermined special identification information combination (for example, a combination of probability-changing symbols such as 777) among the combinations of winning symbols (double numbers), a probability-changing jackpot state is generated, and after the end of the jackpot state, a probability-variation state (probability-changing state) is generated in which the probability of a jackpot occurring is increased.

[0166] Enclosed balls launched into the game area 27P either enter one of the prize slots or are collected into the out slot 154P without entering a prize slot. Enclosed balls that enter one of the prize slots and those collected into the out slot 154P are returned to the launch position via the collection path within the P machine 2P. Then, when the player operates the launch handle 25P, the enclosed balls at that launch position are launched back into the game area 27P.

[0167] Furthermore, a game ball count indicator is provided above the ball-shooting handle 25P of machine 2P to display the number of game balls. The game ball count indicator 29P is composed of a 7-segment LED display and is controlled by the game point control unit 171 (see Figure 22). This game ball count indicator 29P displays the number of game balls, the error number of any errors that have occurred, and so on. Note that the game ball count indicator 29P is not limited to a 7-segment LED display, but may be composed of a liquid crystal display, an organic EL display, or other type of display.

[0168] Furthermore, a counting button 28P for counting game balls from the player's possession is provided to the left of the game ball count display 29P on machine 2P. In this embodiment, the counting operation is repeatedly performed according to the duration for which the counting button 28P is pressed (for example, 250 balls are counted each time the button is pressed for 0.3 seconds). Alternatively, regardless of the duration of the press, a predetermined number (for example, 250 balls) may be counted from the game balls to the player's possession when the button is pressed once, or all game balls currently owned by the player may be counted when the counting button 28P is pressed once, regardless of the duration of the press (whether it is a long press or not). In addition, the counting speed is further improved when performing a card return operation, enabling a smooth card return process.

[0169] As described above, since the counting button 28P is located on the P machine 2P side, the operability for players sitting directly facing P machine 2P can be improved compared to the case where the counting button 28P is located on the CU3 side. In addition, P machine 2P is equipped with speakers 270P at the upper right and upper left positions of the game area 27P to output music data to be played in accordance with the effects displayed on the variable display device 278P. Note that the position and number of speakers are not limited to the configuration shown in Figure 21, and the position and number may be changed as needed.

[0170] The P machine 2P according to this embodiment can be divided into the game board 26P and the other game frame (game frame, front frame) 5P. In particular, the game board 26P is different for each model of pachinko game machine developed by each company, while the game frame 5P is a common frame that is common regardless of the model. For this reason, when a game parlor replaces machines with new ones, it is sufficient to replace only the game board 26P.

[0171] <Composition of card unit> Next, referring to Figure 21, the configuration of the CU3 according to this embodiment will be described. This CU3 accepts visitor cards (also called general cards), which are prepaid game storage media issued to general players who have not registered as members, and member cards, which are game storage media issued to member players who have registered as members at the game arcade. Visitor cards and member cards are made of IC cards.

[0172] The CU3 that receives these cards has the function of converting the game value owned by the player (for example, prepaid balance, number of balls held, or number of stored balls, etc.) identified by the information stored on the card into "game ball data". In P-machine 2P, it is possible to play a game of balls corresponding to the number of balls identified by the game ball data. In other words, "game ball data" is data that indicates the number of balls that can be launched remaining. In the following explanation, "game ball data" will be simply referred to as "game balls," just like stored balls or balls held. Note that the CU3 shown in Figure 21 has the same configuration as the CU3 shown in Figure 1, so the same configuration will be given the same symbols and detailed explanations will not be repeated.

[0173] In the P machine 2P, a game frame (hereinafter also called a cell) 5P and a glass door 6P are installed so as to be able to open and close with the left edge of the outer frame (not shown) as the pivot point, with the outer frame being picture frame-like.

[0174] A rear mechanism release switch 13P, shown in Figure 22, is provided at the point where the lower part of the game frame 5P contacts the outer frame, and it is detected when the game frame 5P is opened. In addition, a front ornament release switch 12P, shown in Figure 22, is provided at the point where the upper part of the game frame 5P contacts the glass door 6P, and it is detected when the glass door 6P is opened by this front ornament release switch 12P.

[0175] The number of times the front ornament release switch 12P and the rear mechanism release switch 13P are opened is counted by a counting counter (not shown). The counting counter is equipped with a CPU (Central Processing Unit), ROM (Read Only Memory), RAM (Random Access Memory), etc., and can operate using a backup power supply even when the power supply to the P machine 2P is interrupted. Even when the power is turned off, such as at night, it can count the number of times the glass door 6P and the game frame 5P are detected to be opened and transmit the counted value to the game point control unit 171 (see Figure 22). Here, the backup power supply is, for example, a capacitor or storage battery provided inside the P machine 2P.

[0176] The main control board 16 shown in Figure 22 is located on the back of the game board 26P (the side opposite to the side facing the glass door 6P). Since the back of the outer frame 4 is closed, the main control board 16 can be attached to and detached from the game board 26P by first opening the game frame 5P and removing the game board 26P from the game frame 5P. In other words, in order to remove the main control board 16 from the game board 26P or replace the semiconductor chip installed on the main control board 16, it is necessary to open the game frame 5P, and this operation can always be detected by the back mechanism release switch 13P. Therefore, if the main control board 16 is illegally removed from the game board 26P or the semiconductor chip installed on the main control board 16 is illegally replaced, it can always be detected by the back mechanism release switch 13P.

[0177] Furthermore, a game point control board 17 (also called a frame control board), as shown in Figure 22, is provided on the back of the game frame 5P. The game point control board 17 must also be removed from the back of the game frame 5P after the game frame 5P has been opened. Therefore, if the game point control board 17 is illegally removed from the back of the game frame 5P, or if the semiconductor chips on the game point control board 17 are illegally replaced, this can always be detected by the back mechanism release switch 13P.

[0178] <Configuration of the card unit and the pachinko game machine> Figure 22 is a block diagram showing the control circuits used in CU3 and P-unit 2P. The schematic of the control circuits between CU3 and P-unit 2P will be explained with reference to Figure 22.

[0179] The CU control unit 323 is equipped with an external output terminal 340 for communication with a management computer or hall computer. The CU3 transmits its status and gaming machine information received from P-machine 2P (including information displayed on the performance display monitor 40P) to an external device such as a management computer or hall computer via the external output terminal 340. The CU control unit 323 communicates with the game point control board 17 of P-machine 2P via the SC board (communication control IC) 325. The SC board 325 and the game point control board 17 are connected, for example, by a dedicated PIF wiring 322P (see Figure 21). Communication between the CU control unit 323 and the game point control board 17 is bidirectional for the exchange of loan information (information regarding the operation to withdraw the remaining balance stored on the inserted card and use it for gameplay on the P-machine 2P) and loan response information (response information to the loan information), while other counting information (information regarding the counting process from game balls to held balls) and game machine information are communicated unidirectionally from the game point control board 17 to the CU control unit 323. Therefore, the P-machine 2P does not know whether the CU3 has received the counting information and game machine information. The CU3 is provided with a connection part (not shown) to the P-machine 2P side, and the P-machine 2P is provided with a connection part (not shown) to the CU3 side. These connection parts are made up of connectors, for example. The SC board 325 is equipped with an SC microcontroller (SC) that performs various processes to ensure security in the communication between the P-machine 2P and the CU3.

[0180] P-machine 2P is equipped with a main control board 16 that controls the progress of the game on P-machine 2P, a game point control board 17 that manages and stores game balls, a launch control board 31P that drives and controls the launch solenoid 31aP based on commands from the game point control board 17, a variable display device 278P, and a performance control board 15 that displays and controls the variable display device 278P based on commands transmitted from the main control board 16.

[0181] The main control board 16 and the performance control board 15 are located on the game board 26P. The main control board 16 is equipped with a game control microcomputer, which is the main control unit 161. The main control unit 161 is the main control function unit of the game machine. The game machine control microcomputer is equipped with a CPU as the control center, ROM that stores programs and control data for the CPU to operate, RAM that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices. The main control unit 161 is connected to the prize sensor 162P and the radio wave sensor 163P located on the game board 26P.

[0182] When a ball enters one of the starting prize slots 275P, 276P, or 277P, the main control unit 161 draws a random number to determine whether it is a big win (or a minor win) or a miss, and stores that random number. This is called reserved storage. The maximum number of reserved storages is, for example, "4". When the variable display device 278P is ready to start a new variable display, the main control unit 161 consumes one reserved storage and makes a big win determination based on that reserved storage, and also determines the variable display time from multiple options, from the start of the variable to the derivation of the display result. When a big win is determined, the main control unit 161 also decides whether or not to cause a probability change. The main control unit 161 transmits the result of the big win determination (including whether or not to make it a probability change) and information regarding the variable display time as a command to the performance control unit 151 mounted on the performance control board 15.

[0183] Commands related to the variable display transmitted from the main control unit 161 to the performance control unit 151 include a variable start command indicating the start of the variable display, a display result command indicating the result of the variable display (jackpot / miss), a variable display time command that can specify the variable display pattern, and a variable stop command that indicates the timing for displaying the variable display result. Furthermore, commands transmitted from the main control unit 161 to the performance control unit 151 include commands that can specify the progress of the jackpot during a jackpot, commands that indicate the occurrence of a new hold memory, and commands that indicate the occurrence of an error in the game state.

[0184] The performance control unit 151 determines the variable display content of the variable display device 278P based on these commands transmitted from the main control unit 161. For example, the performance control unit 151 identifies the variable display result and variable display time based on the commands transmitted from the main control unit 161, determines the stop symbols and the variable display pattern (presence or absence of a reach, type of reach), and further determines the performance pattern of the pre-announcement effect related to the jackpot and reach. The performance control unit 151 controls the display of the variable display device 278P according to the determined variable display content.

[0185] The game point control board 17 is installed in the game frame 5P. The game point control board 17 is equipped with a game point control unit 171, which is a microcomputer for game point control. The game point control unit 171 is the game point control function unit of the gaming machine. The microcomputer for game point control is equipped with a CPU as the control center, ROM which stores programs and control data for the operation of the CPU, RAM which functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices.

[0186] Furthermore, the game point control board 17 is electrically connected to the following: a counting button 28P, a performance display monitor 40P, a radio wave sensor 173P, a subtraction solenoid 32aP, a subtraction mechanism inlet sensor 32bP, a subtraction mechanism outlet sensor 32cP, a lifting mechanism outlet sensor 33P, an out-ball detection switch 701P, a front decoration release switch 12P, and a rear mechanism release switch 13P. The performance display monitor 40P corresponds to a payout ratio monitor. An out-ball detection signal is input to the game point control board 17 from the out-ball detection switch 701P. The main control board 16 calculates a base value (also simply called the base) based on the out-ball detection signal. The radio wave sensor 173P is for detecting fraudulent activity, mainly by illegally transmitting radio waves to keep the subtraction mechanism inlet sensor 32bP constantly on. The detection signal from this radio wave sensor 173 is input to the game point control unit 171 via an input port (not shown) of the game point control board 17. The subtraction mechanism entrance sensor 32bP detects the launch of a game ball when it changes from off to on, and based on this detection, the game point control unit 171 subtracts "1" from the number of game balls.

[0187] Here, the base is the ratio of the number of game balls corresponding to the game value awarded when game balls enter the winning slots located in the game area 27P of machine 2P, such as the large winning slot 271P, the regular winning slots 272P-274P, and the starting winning slots 275P-277P, to the total number of game balls shot into the game area 27P of machine 2P. The bonus ratio (also called the bonus ratio) refers to the proportion of game balls obtained from the activation of bonus features out of the game balls shot over a 10-hour period. In this embodiment, the bonus ratio refers to the ratio of the number of game balls corresponding to the game value awarded by game balls entering the starting bonus slot 276P, which is composed of an electric tulip that is one of the bonus features, and the large bonus slot 271P, which is composed of a variable bonus ball device that is one of the bonus features, out of the total number of game balls corresponding to the game value awarded by game balls entering all bonus slots of game balls launched in 10 hours (60,000 balls, since 100 balls can be launched per minute). Furthermore, the continuous bonus ratio (also called the continuous ratio) refers to the ratio of the number of game balls obtained from game balls launched in 10 hours that are due to the operation of a bonus feature when the bonus feature operates continuously. In this embodiment, the continuous prize ratio refers to the ratio of the number of game balls corresponding to the game value awarded by game balls entering the large prize slot 271P, which is equipped with a variable prize ball device that is one of the prize features, to the total number of game balls corresponding to the game value awarded by game balls entering all prize slots of game balls launched over 10 hours (60,000 balls, since 100 game balls can be launched per minute).

[0188] The main control board 16 transmits the following information to the game point control board 17: main control chip ID, prize entry information, round information, prize detection signal, start prize entry information, error information, number of confirmed symbol counts, and jackpot information.

[0189] The main control chip ID (also called the main chip ID) is the chip ID stored in the main control board 16 of P machine 2P, and is information transmitted to the game point control board 17 when P machine 2P is powered on. The prize entry information includes the type of prize entry (start prize entry, normal prize entry, big prize entry) and the number of prize balls (the number of balls dispensed when a game ball enters the prize entry; in sealed-type gaming machines, this is managed by the game value as game points used for the player's game, and hereafter, the number of game balls awarded when a game ball enters the prize entry; in medalless slots, the number of medals awarded when a bonus small win such as BB is achieved (game value equivalent to a medal)), and is transmitted to the game point control board 17 when P machine 2P is powered on. The round information is information about the number of rounds when a jackpot is hit, and is transmitted to the game point control board 17 when P machine 2P is powered on.

[0190] The prize entry detection signal is a signal that detects a game ball that has entered a prize entry slot other than the starting prize entry slot. Upon receiving this detection signal, the game point control board 17 performs control to add the number of balls to be awarded for that one prize ball to the number of game balls and the number of added balls.

[0191] The "Start Prize Entry Information" refers to information indicating that a game ball has entered one of the "Start Prize Entry" slots. The "Error Information" refers to information used to notify the game point control board 17 of an error that occurs while the main control board 16 is performing game control.

[0192] The number of confirmed symbols refers to the information of the symbols that were confirmed as a result of the display on the variable display device for each starting prize entry point.

[0193] Jackpot information refers to information indicating that a jackpot has occurred. This information is divided into common jackpot information, which indicates jackpots common to all manufacturers, and manufacturer-specific jackpot information, which indicates jackpots unique to a particular manufacturer. Common jackpot information includes jackpots that are commonly adopted by all gaming machine manufacturers, such as a 15-round jackpot. If a probability variation occurs as a result of this jackpot, it includes probability variation information. If a time-saving state (a control state that shortens the variable display time of the variable display device) occurs as a result of this jackpot, it also includes time-saving information. Manufacturer-specific jackpots refer to jackpot states that are adopted only by a particular gaming machine manufacturer, such as a sudden probability variation (sudden probability variation).

[0194] <Circulation path of game balls> Here, with reference to Figures 21 and 22, the circulation path of the game balls in machine 2P is outlined. When the player operates the ball-shooting handle 25P, the launch solenoid 31aP is activated. As a result, one game ball that has been supplied to the launch position is propelled by the ball-shooting hammer and launched into the game area 27P.

[0195] When the launch solenoid 31aP is activated and a game ball is launched, a subtraction reference signal is output to the subtraction mechanism. In the subtraction mechanism, based on the outputted subtraction reference signal, the subtraction solenoid 32aP is energized and moves a movable piece to send a game ball to the launch mechanism, and the number of game balls is subtracted as the game ball passes through the subtraction mechanism inlet sensor 32bP.

[0196] Of the balls hit into the game area 27P, those that enter the out exit 154P (see Figure 21) flow down the out ball flow path and are detected by the out ball detection switch 701P located along the way.

[0197] All winning balls that enter the winning slots or variable winning ball devices are collected at the back of the gaming machine and guided to the ball recovery path. Similarly, out balls and foul balls are also guided to the ball recovery path. A lifting mechanism exit sensor 33P is provided in the ball recovery path. Therefore, all winning balls, out balls, and foul balls are detected by the lifting mechanism exit sensor 33P. In other words, the lifting mechanism exit sensor 33P is a switch that detects all launched gaming balls. When the number detected by this switch is equal to the number of gaming balls launched by the launch solenoid 31aP, it can be determined that all launched gaming balls have been recovered.

[0198] Therefore, in this embodiment, the difference between the number of detections by the lifting mechanism exit sensor 33P and the number of shots is calculated, and if this difference is not 0, it is determined that the balls that have been hit into the game area 27P have not yet been collected. By making this determination, it is possible to determine whether there are any floating balls that are rolling around in the game area 27P or that are stuck between the nails or other objects in the game area and have not fallen.

[0199] Next, we will explain the information that P-machine 2P transmits to CU3 that differs from the information transmitted to CU3 by a medalless game machine. First, Figure 23 is a diagram illustrating the game machine performance information of a pachinko game machine. Figure 23 shows the game machine performance information included in the game machine information when the game machine information type information is "0x00". For example, the game machine information includes the total number of game balls launched, the total number of game balls acquired, the payout rate, the number of game balls acquired per minute (low base), the ratio of special features, the ratio of consecutive special features, the number of times the continuous special feature activation device operates, and the maximum difference in balls. The total number of game balls launched is information that accumulates the number of game balls launched, the total number of game balls acquired is information that accumulates the number of prize balls, and the payout rate is information that divides the total number of game balls acquired by the total number of game balls launched. Furthermore, the number of game balls acquired per minute (low base) is calculated by dividing the number of prize balls by the number of shots and multiplying by 100; the bonus feature ratio is calculated by multiplying the cumulative value of bonus feature activation prize balls by the cumulative value of prize balls multiplied by 100; the continuous bonus feature ratio is calculated by multiplying the cumulative value of bonus feature continuous activation prize balls by the cumulative value of prize balls multiplied by 100; and the number of times the continuous bonus feature device operates is calculated by multiplying the number of bonus feature operations.

[0200] Next, Figures 24 and 25 are diagrams illustrating the hall control and fraud monitoring information for pachinko machines. Figures 24 and 25 show the hall control and fraud monitoring information included in the game machine information when the game machine information type information is "0x02". For example, the game machine information includes "number of game balls", "number of balls launched", "total number of prize balls", "main control status", "game machine error status", "fraud detection status", and "game information".

[0201] "Number of game balls" indicates the current number of game balls. For example, if the number of game balls is 10,000, it will be displayed as "0x102700". "Number of balls launched" indicates the number of balls launched (-128 to 127). If there are back balls, the number of back balls is subtracted, and if multiple balls were launched at the time of transmission, the total number is shown. "Total number of prize balls" indicates the sum of the number of prize balls multiplied by the number of winning balls.

[0202] "Main control state" is information about the game state of P machine 2P and includes "Main control state 1" and "Main control state 2". "Main control state 1" includes information about jackpot 1 (all jackpots), jackpot 2 (specific jackpots), and jackpot 3 (jackpots with reduced spin time), as well as information about game machine state signals 1 to 4. Game machine state signals 1 to 4 are used to output the state to an external device such as a hall computer from the external output terminal 340 of CU3, and correspond to "external terminal board state output signal terminals 1 to 2" output from the external output terminal of CU3. "Main control state 1" includes information about jackpot + time reduction (reduced spin time), high probability mode, and time reduction (reduced spin time).

[0203] The "Gaming Machine Error Status" contains information about the error code currently occurring in the gaming machine. Specifically, in the "Gaming Machine Error Status," Bits 0 to 5 represent the error code, and if Bit 6 is "0", it is an error on the frame control side, and if it is "1", it is an error on the main control side. Furthermore, if Bit 6 is "0", only an alert is issued, and if it is "1", an alert is issued + hall computer output is also issued.

[0204] "Fraud detection state" includes "Fraud detection state 1" to "Fraud detection state 3". "Fraud detection state 1" shows information in Bit0 indicating the setting change mode, which is showing that a setting change is being made on the main control board 16, and information in Bit1 indicating the setting confirmation mode, which is showing that a setting confirmation is being made on the main control board 16. Bits 2 to 6 show information indicating that the fraud detection state on the main control board 16, in particular the detection of board fraud 1 to 6, has been detected. "Fraud detection state 2" shows the fraud detection state on the game point control board 17 and includes information indicating that the front decoration has been opened in Bit0, the back mechanism has been opened in Bit1, fraudulent radio wave detection in Bit2, game ball count clear detection in Bit3, abnormal number of winning balls 1 detection in Bit4, and abnormal number of winning balls 2 detection in Bit5. Here, the detection of anomaly in the number of winning balls 1 occurs when the difference between the number of winning balls detected by the main control board 16 and the number of winning balls detected by the game point control board 17 is 100 balls or more, and the detection of anomaly in the number of winning balls 2 occurs when the difference between the number of balls launched and the total number of returned balls (number of winning balls + number of non-winning balls) is 100 balls or more. "Fraud detection state 3" indicates the fraud detection state on the game point control board 17 and includes information indicating that small balls were detected in Bit0 and steel balls were detected in Bit1.

[0205] The "game information" includes information that the main control board 16 notifies the game point control board 17 of, for example, the number of times the ball enters the starting slot, the number of times the ball enters the big prize slot, and the number of times the symbols are confirmed. The "game information" consists of a total of two bytes: type information (upper byte) and count information (lower byte). The type information consists of a data type and a data number, with a data number assigned to each data type.

[0206] The data type information is set for each value of the data type (Bit4~7). For example, if the data type value is 1, it indicates information about winning at the starting gate. In addition, a data number (Bit0~3) is set for each data type, and if the data number is 1, it indicates the starting gate number, such as starting gate 1.

[0207] Count information is set differently for each data type. If the data type is 1 = entry into the starting gate, 2 = entry into the big prize gate, 3 = entry into the prize gate, 9 = entry into the starting gate due to the activation of a special feature, 10 = entry into the big prize gate due to continuous activation of a special feature, or 11 = entry into the prize gate due to the activation of a special feature, the count information consists of the number of prize balls (upper 4 bits) and the number of entries (lower 4 bits). For example, if 2 balls enter starting gate 1, which awards 3 balls, the game information (0x1131) will be 2 data points with data type (Bit4~7) "1=starting gate 1", data number (Bit0~3) "1=starting gate 1", number of prize balls (Bit4~7) "3=3 prize balls", and number of entries (Bit0~3) "1=1 entry".

[0208] In the P machine 2P configured as described above, similar to the processes shown in Figures 17 and 18, when CU3 receives a closing notification from the management computer 802 while it has stored one or more game balls, it may send a count notification that can identify the number of game balls to the management computer 802. Based on the count notification received from CU3, the management computer 802 can identify the number of game balls and use the identified number of game balls for sales calculations, etc. In this way, since the management computer 802 can identify the number of game balls stored by CU3 at the end of business based on the count notification, it is possible to prevent counting errors between CU3 and the management computer 802.

[0209] Furthermore, in P-machine 2P, similar to the process shown in Figure 18, CU3 may, after sending a counting notification to the management computer 802 at the end of business hours, refrain from sending a counting notification to the management computer 802 even if it receives a counting notification from P-machine 2P. This prevents the management computer 802 from counting the number of game balls that are to be counted multiple times.

[0210] <Configuration of the embodiment> (1) A gaming device (e.g., CU3) that can communicate with a gaming machine (e.g., a slot machine, a pachinko machine, etc.) that can be played using game value (e.g., game tokens, game balls), Communication means (e.g., CU control unit 323, SC board 325) for sending and receiving information between the gaming machine and the management device (e.g., management computer 802 and hall computer 810), The system includes a storage means (for example, a RAM provided in the CU control unit 323) that stores game values ​​(number of tokens inserted, number of game tokens played) that can be identified based on the game machine information received by the communication means, When business has ended (for example, when a closing notification is received), the communication means transmits to the management device specific information (notification of the number of tokens inserted, counting notification) that can identify the game value stored in the storage means (for example, the process shown in Figures 15 to 20).

[0211] According to the above configuration, the management device can identify the game value stored by the gaming device at the end of business hours based on specific information, thereby preventing errors in the counting of game value between the gaming device and the management device.

[0212] (2) In the gaming device described in (1) above, When the business is closed, the communication means transmits the specific information (e.g., notification of the number of tokens inserted, notification of the number of tokens played) which differs depending on the type of game value (e.g., the number of tokens inserted, the number of tokens played) stored in the storage means to the management device (e.g., the process shown in Figures 15 to 20).

[0213] According to the above configuration, the management device can identify the game value stored by the gaming device at the end of business hours based on specific information for each type of game, thereby preventing errors in the counting of game value between the gaming device and the management device.

[0214] (3) In the gaming device described in (1) or (2) above, The game value stored in the storage means includes the game value used to play the game in the game machine (for example, the number of tokens inserted) and other game values ​​other than the game value used (for example, the number of game tokens played). When the business has ended, if the value of the games played stored in the storage means is equal to or greater than a first specific number (for example, 1), the communication means transmits information that can identify the value of the games played (for example, a notification of the number of tokens inserted) to the management device as the specific information (for example, the process shown in Figures 15, 16, 19, and 20).

[0215] According to the above configuration, the management device can identify the value of games played that the gaming device has stored at the end of business hours based on specific information, thereby preventing errors in the counting of game value between the gaming device and the management device.

[0216] (4) In the gaming device described in (1) or (2) above, The game value stored in the storage means includes the game value used to play the game in the game machine (for example, the number of tokens inserted) and other game values ​​other than the game value used (for example, the number of game tokens played). The system further includes notification means (for example, a process for sending an external notification) that detects that no game has been played on the gaming machine for a predetermined period of time when the value of the game used stored in the storage means is equal to or greater than a specific number (for example, 1) (for example, the process shown in Figure 13).

[0217] According to the above configuration, the gaming device can notify external parties through external notification that, despite the gaming value being set in the gaming machine, no game has been played for a predetermined period of time.

[0218] (5) In the gaming devices described in (1) to (4) above, The game value stored in the storage means includes the game value used to play the game in the game machine (for example, the number of tokens inserted) and other game values ​​other than the game value used (for example, the number of game tokens played). When the business has ended, if the value of other games stored in the storage means is equal to or greater than a second specific number (for example, 1), the communication means transmits information that can identify the value of other games (for example, a counting notification) to the management device as the specific information (for example, the process shown in Figures 17 to 20).

[0219] According to the above configuration, the management device can identify the game value stored by the gaming device at the end of business hours based on specific information, thereby preventing errors in the calculation of game value between the gaming device and the management device.

[0220] (6) In the gaming devices described in (1) to (5) above, Even if the communication means receives counting information (e.g., a counting notification) from the gaming machine indicating that the game value should be counted after the business has ended and the specific information has been transmitted to the management device, it does not transmit the information indicating that the game value should be counted (e.g., a counting notification) to the management device (for example, the process shown in Figures 16, 18, and 20).

[0221] According to the above configuration, after the gaming device transmits specific information to the management device at the end of business hours, even if it receives counting information from the gaming machine, it does not transmit information to the management device indicating that it will count the game value. This prevents the management device from counting the game value twice.

[0222] (7) In the gaming devices described in (1) to (6) above, When the communication means receives termination information regarding the end of business operations (for example, a closing processing notification) from the management device, it transmits the specific information to the management device.

[0223] According to the above configuration, upon receiving termination information regarding the end of business from the management device, the gaming device can transmit specific information that can identify the game value stored in the storage means to the management device. This prevents errors in the counting of game value between the gaming device and the management device at the end of business.

[0224] (8) In the gaming devices described in (1) to (6) above, The system further includes a determination means (for example, a CU control unit 323) for determining whether the business has ended, The communication means transmits the specific information to the management device when the determination means determines that the business has ended.

[0225] According to the above configuration, when the gaming device determines that business has ended, it can transmit specific information that can identify the game value stored in the memory means to the management device, thereby preventing errors in the counting of game value between the gaming device and the management device at the end of business.

[0226] The embodiments disclosed herein should be considered in all respects to be illustrative and not restrictive. The scope of the present invention is indicated by the claims rather than by the foregoing description, and all modifications within the meaning and scope equivalent to the claims are intended to be included. [Explanation of Symbols]

[0227] 2 Gaming machine, 3 Card unit, 11 Credit display, 16 Main control board, 17 Game point control board, 161 Main control unit, 171 Game point control unit, 309 Card insertion / ejection slot, 320 IR light receiving unit, 321 Loan button, 322 Return button, 323 CU control unit.

Claims

[Claim 1] A gaming device that can communicate with a gaming machine that can be played using game value, A communication means for sending and receiving information between each of the aforementioned gaming machines and management devices, The communication means includes a storage means that stores the game value based on game machine information received from the game machine, The game value stored in the storage means includes the game value used for playing games in the gaming machine and other game values ​​other than the game value used. The aforementioned communication means is When business has ended, if the value of games played stored in the storage means is equal to or greater than a first specified number, the information of games played that can identify the value of games played is transmitted to the management device, and if the value of other games played stored in the storage means is equal to or greater than a second specified number, the information of other games that can identify the value of other games is transmitted to the management device. A gaming device that, after the end of business and the transmission of the aforementioned gaming value information and / or other gaming value information to the management device, receives counting information from the gaming machine indicating that the gaming value has been counted, and does not transmit information that can identify the gaming value based on the counting information to the management device.

Citation Information

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