Gaming machines
The game table improves display and notification operations by using counting and game control means to manage game value and state transitions, enhancing player engagement through dynamic displays and notifications.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- DAITO GIKEN CO LTD
- Filing Date
- 2025-04-22
- Publication Date
- 2026-05-13
AI Technical Summary
Existing game tables, such as pachinko machines and spinning reel game machines, lack improvements in operations related to displays and notifications.
The game table incorporates counting means, game control means, first and second display means, and light-emitting means to manage game value, display updates, and notifications, including first and second game stop states with corresponding notifications and light emissions.
Enhances the operations related to displays and notifications, providing improved game control and player engagement through dynamic displays and notifications.
Smart Images

Figure 0007857694000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game table represented by a pachinko machine or a spinning reel game machine (slot machine).
Background Art
[0002] Conventionally, there are game tables that perform various displays and notifications regarding games (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the game table as described above, there is room for improvement in the operations related to displays and notifications.
[0005] An object of the present invention is to provide a game table having features in operations related to displays and notifications.
Means for Solving the Problems
[0006] To solve the above problems, the game table of the present invention includes counting means for updating a count value related to game value, game control means for controlling the progress of the game, first display means, second display means, third display means, counting operation means, and a certain light-emitting means, and is a game table comprising the game control means is means capable of setting a first game stop state in which the progress of the game cannot be made based on the count value reaching a first value, The aforementioned game control means is a means that can put the game into a second game stop state in which the game cannot proceed if the stored game value becomes equal to or greater than a second value which is less than the first value. There is a first display, which is a value relating to the game value displayed in the first display means, and a second display, which is a value relating to the game value displayed in the second display means. The first display, once game value is acquired, will be updated and the updated value will be displayed. The second display, once game value is acquired, will be updated and the updated value will be displayed. When the first game stop state occurs while the first display and the second display are being shown, the first display will be terminated, but the second display will not be terminated. The first notification can be executed after the completion of the counting process based on the operation of the counting operation means. In the aforementioned first game stop state, a second notification can be made to indicate that the game has entered the first game stop state. The second notification comprises a third display, the emission of light from a certain light-emitting means, and the output of a certain notification sound. During the execution of the second notification, the first notification is not executed after the completion of the counting process based on the operation of the counting operation means. The first notification is a notification that is not executed before the counting process is performed. When the game enters the first state of game stoppage described above In the aforementioned second report The first display means corresponds to the first game stop state. The aforementioned Before displaying the third indicator, the aforementioned light-emitting means emits light in a manner corresponding to the first game stop state, In the second notification when the first game stop state is reached, before outputting the notification sound, the light-emitting means illuminates in a manner corresponding to the first game stop state. The third display means comprises at least a first segment display and a second segment display, When the first game stop state is reached, the third display means can execute a fourth display to inform that the first game stop state is reached. When the second game stop state occurs, the third display means can execute a fifth display to inform that the second game stop state has occurred. The fourth display and the fifth display share the same light emission mode of the first segment display device. This is the gist.
Advantages of the Invention
[0007] According to the present invention, it is possible to provide a gaming table characterized by operations related to display and notification.
Brief Description of the Drawings
[0008] [Figure 1] It is an external perspective view of the slot machine 100 and the lending machine 700 as seen from the front side (the player side). [Figure 2] It is a circuit block diagram of the control unit. [Figure 3] It is a diagram showing an example of the connection of each substrate and each unit. [Figure 4] It is a diagram showing an example in which a relay board is provided between the main control board 300B shown in FIG. 3 and the reel unit 109 also shown in FIG. 3. [Figure 5] It is a configuration diagram of a gaming system including the slot machine 100 and the lending machine 700 shown in FIG. 1. [Figure 6] It is a table summarizing gaming machine state information, gaming machine performance information, and gaming machine installation information. [Figure 7] It is a diagram showing a communication sequence when a gaming control state command is transmitted from the gaming control unit 302 to the medal number control unit 350. [Figure 8] It is a diagram showing details of the communication performed between the medal number control unit 350 and the lending machine 700. [Figure 9] (a) is a diagram showing details of hall control / cheating surveillance information, and (b) is a list of error codes. [Figure 10] It is a table showing gaming control state commands. [Figure 11] It is a table showing medal number control state commands. [Figure 12]It is a diagram showing a communication sequence when a game control priority command is transmitted from the game control unit 302 to the medal count control unit 350. [Figure 13] (a) is a diagram showing the details of the game control priority command, and (b) is a diagram showing the details of the response command returned from the medal count control unit 350 to the game control unit 302. [Figure 14] It is a diagram showing a communication sequence when the game control priority command 2 is transmitted from the game control unit 302 to the medal count control unit 350. [Figure 15] It is a flowchart showing the flow of the main processing of the game control unit. [Figure 16] It is a flowchart of the medal insertion / start lever reception processing (step S102) in FIG. 15. [Figure 17] It is a flowchart of the medal insertion processing (step S1011) in FIG. 16. [Figure 18] It is a flowchart of the settlement button processing (step S1102) in FIG. 17. [Figure 19] It is a flowchart of the variable information transmission processing (steps S1111, S1205, S1605) to the medal count control unit in FIGS. 17, 18, and 22. [Figure 20] 4]It is a flowchart of the triple command transmission processing (step S1307) in FIG. 19. [Figure 21] It is a flowchart of the priority command transmission processing (steps S1014, S1403, S1406, step S1409) to the medal count control unit in FIGS. 16 and 20. [Figure 22] It is a flowchart of the medal awarding processing (step S109) in FIG. 15. [Figure 23] [[ID=]33]It is a flowchart showing the flow of the timer interrupt processing of the game control unit. [Figure 24] It is a flowchart of the disconnection determination processing, which is one of the error monitoring processes (step S203) in FIG. 23. [Figure 25]Figure 23 is a flowchart of the medal count control command reception process (step S206). [Figure 26] Figure 23 is a flowchart of the game control command transmission process (step S207). [Figure 27] This flowchart shows the main processing flow of the medal count control unit. [Figure 28] Figure 27 is a flowchart of the RAM abnormality detection process (step S302). [Figure 29] This table shows the scope of the RAM clearing process. [Figure 30] This is a flowchart of the error request setting process (step S3022) shown in Figure 28, etc. [Figure 31] Figure 27 is a flowchart of the preparation process (step S303). [Figure 32] Figure 27 is a flowchart of the gaming machine information notification transmission process (step S304). [Figure 33] Figure 32 is a flowchart of the process for acquiring the type of gaming machine information (step S3305). [Figure 34] Figure 27 is a flowchart of the counting notification transmission process (step S305). [Figure 35] Figure 27 is a flowchart of the loan notification receipt confirmation process (step S306). [Figure 36] Figure 27 is a flowchart of the loan receipt result response transmission process (step S308). [Figure 37] This flowchart shows the flow of the medal count control timer interrupt processing. [Figure 38] Figure 37 is a flowchart of the loan notification reception process (step S404). [Figure 39] Figure 38 is a flowchart of the loan count determination process (step S4004). [Figure 40] Figure 37 is a flowchart of the process for updating the planned number of items to be counted (step S405). [Figure 41] Figure 37 is a flowchart of the game control unit command reception process (step S406). [Figure 42] Figure 41 is a flowchart of the game control state command reception process (step S4304). [Figure 43] Figure 41 shows the flowchart (first half) of the game control priority command reception process (step S4305). [Figure 44] Figure 41 shows the flowchart (second half) of the game control priority command reception process (step S4305). [Figure 45] Figure 44 is a flowchart of the process for receiving input commands (step S4517). [Figure 46] Figure 44 is a flowchart of the settlement command reception process (step S4519). [Figure 47] Figure 44 is a flowchart of the start lever acceptance command reception process (step S4521). [Figure 48] Figures 47 and 49 show flowcharts of the game information setting process (steps S4806 and S4A19). [Figure 49] Figure 44 is a flowchart of the disbursement command reception process (step S4523). [Figure 50] Figure 49 is a flowchart of the process for checking for game token overflow (step S4A11). [Figure 51] Figure 44 is a flowchart of the error occurrence command reception process (step S4524). [Figure 52] Figure 37 is a flowchart of the error monitoring process (step S407). [Figure 53] Figure 37 is a flowchart of the process for sending a medal count control command to the game control unit (step S408). [Figure 54] Figure 37 is a flowchart of the display processing (step S409) of the display unit. [Figure 55]Figure 17 is a flowchart showing a modified example of the process during medal insertion. [Figure 56] Figure 20 is a flowchart showing a modified example of the triple command transmission process. [Figure 57] Figure 45 is a flowchart showing a modified version of the command reception process. [Figure 58] Figure 40 is a flowchart showing a modified version of the process for updating the planned number of items to be counted. [Figure 59] Figure 40 is a flowchart showing a modified version of the process for updating the planned number of items to be counted. [Figure 60] (a) is a flowchart of the main processing performed by the CPU 404 of the first sub-control unit 400, (b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400, (c) is a flowchart of the timer interrupt processing of the first sub-control unit 400, and (d) is a flowchart of the command processing (step S307) in (a). [Figure 61] (a) is a flowchart of the main processing performed by the CPU 504 of the second sub-control unit 500, (b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500, (c) is a flowchart of the timer interrupt processing of the second sub-control unit 500, and (d) is a flowchart of the image control processing of the second sub-control unit 500. [Figure 62] This figure shows a first example in which the counting button 171 is operated. [Figure 63] This is a timing chart showing the first example of the presentation used when counting is taking place. [Figure 64] This timing chart shows an example where a bet was placed before operating the counting button 171, and the number of bets was not zero. [Figure 65] This is a timing chart showing an example of a counting completion animation. [Figure 66] This is a timing chart showing an example of what happens when the settlement button 134 is operated. [Figure 67] This figure shows an example where the number of items counted increases as the operating time of the counting button 171 increases. [Figure 68] (a) is a timing chart showing an example of a continuation of the example shown in Figure 67(c), and (b) is a timing chart showing an example of what happens when a power outage occurs while the number of sheets to be counted is set to 30, and then power is restored, in the example shown in Figure 67(c). [Figure 69] This timing chart shows an example of using the planned count update process shown in Figure 59. [Figure 70] (a) is a timing chart showing an example where automatic counting ends when the value of "number of game tokens" stored in RAM358 reaches a certain value, and (b) is a timing chart showing an example where a power outage occurs during automatic counting and then power is restored. [Figure 71] This figure shows an example of a display indicating that automatic counting is in progress. [Figure 72] This figure shows an example of an audio output indicating that automatic counting is in progress. [Figure 73] This timing chart shows an example of what happens when a power outage occurs between the start of operation of the counting button 171 and before the 0.5-second judgment time for a long press operation has elapsed. [Figure 74] This is a timing chart showing a modified example of the one shown in Figure 73. [Figure 75] This timing chart shows another variation of the example shown in Figure 73. [Figure 76] (a) is a diagram showing an example of change display (subtraction) in the game token count display device 170, and (b) is a diagram showing an example of change display (addition) in the game token count display device 170. [Figure 77] This figure shows examples of other changes displayed in the game token count display device 170. [Figure 78] This diagram shows an example where, in addition to the game token count display device 170, the presentation image display device 157 also displays the "number of game tokens" stored in the RAM 358. [Figure 79] This figure shows a modified example of the example shown in Figure 78. [Figure 80] This figure shows a completely different example from the one shown in Figure 78. [Figure 81] (a) is a timing chart showing what happens when a payout attempts to be made exceeding the payout threshold, and (b) is a diagram showing another example of an error notification exceeding the upper limit. [Figure 82] (a) is a timing chart showing what happens when a payout is about to occur after exceeding the second payout threshold, and (b) is a diagram showing another example of an approaching upper limit notification. [Figure 83] This figure shows an example of what happens when a notification prompting counting coincides with an urgent error notification. [Figure 84] (a) is a diagram showing an example where the notification prompting counting continues even after switching to the demonstration display, and (b) is a diagram showing an example of the notification after the counting button 171 is operated during the demonstration. [Figure 85] (a) is a diagram showing an example of notification when the "number of game tokens" exceeds a certain predetermined number, such as the payout threshold or the second payout threshold, and then falls below that predetermined number. (b) is a diagram showing an example of notification prompting counting when the "number of game tokens" exceeds the second payout threshold over multiple games. [Figure 86] (a) is a diagram showing an example of a notification prompting the player to count each time the number of "game tokens" increases by a predetermined number, (b) is a diagram showing an example of when the counting button 171 is operated in a favorable state for the player, and (c) is a diagram showing an example of when the counting button 171 is operated in a disadvantageous state for the player. [Figure 87] (a) is a diagram showing a modified version of the example shown in Figure 86(b), (b) is a diagram showing an example where the counting that was forcibly terminated has been restarted, and (c) is an example of the modified version explained using (a) and (b) when the player is in an unfavorable state (for example, the normal state). [Figure 88] This timing chart shows an example where the VL signal from the rental unit 700 is turned off. [Figure 89] This diagram shows a second modified example in which the operation differs depending on whether the "number of game tokens" is below a certain threshold. [Figure 90] This timing chart shows another example where the VL signal from the rental unit 700 is turned off. [Figure 91] This diagram shows the change in the number of game tokens when the counting button 171 is pressed and held. [Figure 92] This diagram shows an example of a game animation that is performed depending on the number of tokens used. [Figure 93] This figure shows an example of the effects that are performed depending on the number of medals acquired in AT mode. [Figure 94] This figure shows an example of how the game behaves when the number of game tokens overflows. [Figure 95] This figure shows an example of the operation when a medal count control wire break error (error code E0) occurs. [Figure 96] This diagram shows an example of the operation when a game token limit exceeding error and a token count control wire break error (error code E0) occur simultaneously. [Figure 97] This figure shows an example of the operation when a disconnection error occurs in the medal count control unit. [Figure 98] This figure shows an example of how the system works when a permission period is set for outputting counting sounds during counting processing. [Figure 99] This figure shows the state of the slot machine 100 during the operation shown in Figure 98(a). [Figure 100] This figure shows the state of the slot machine 100 during the operation shown in Figure 98(b). [Figure 101] This figure shows an example of the communication cycle between each control unit and device. [Figure 102] Figure 27 is a flowchart showing an example of the counting notification transmission process (step S305) in the main processing of the medal count control unit. [Figure 103] Figure 60(a) is a flowchart showing an example of the sound control processing (step S511) in the main processing of the first sub-control unit 400. [Figure 104] This figure shows an example of the counting tone set in the process shown in Figure 103. [Figure 105] This figure shows an example of operation based on Figures 101 to 104. [Figure 106]This figure shows an example of operation based on Figures 101 to 104. [Figure 107] This figure shows an example of operation based on Figures 101 to 104. [Figure 108] This figure shows an example of operation based on Figures 101 to 104. [Figure 109] This figure shows an example of operation based on Figures 101 to 104. [Figure 110] This figure shows an example of operation based on Figures 101 to 104. [Figure 111] This figure shows an example of operation based on Figures 101 to 104. [Figure 112] This figure shows an example of operation based on Figures 101 to 104. [Figure 113] This figure shows an example of operation based on Figures 101 to 104. [Figure 114] This figure shows an example of operation based on Figures 101 to 104. [Figure 115] This figure shows an example of operation based on Figures 101 to 104. [Figure 116] This figure shows an example of operation based on Figures 101 to 104. [Figure 117] This figure shows an example of operation based on Figures 101 to 104. [Figure 118] This figure shows an example of operation based on Figures 101 to 104. [Figure 119] This figure shows an example of operation based on Figures 101 to 104. [Figure 120] This figure shows an example of operation based on Figures 101 to 104. [Figure 121] This figure shows an example of operation based on Figures 101 to 104. [Figure 122] This figure shows an example of operation based on Figures 101 to 104. [Figure 123] This figure shows an example of operation based on Figures 101 to 104. [Figure 124] This figure shows an example of operation based on Figures 101 to 104. [Figure 125] This figure shows an example of operation based on Figures 101 to 104. [Figure 126] This figure shows an example of operation based on Figures 101 to 104. [Figure 127] This figure shows an example of operation based on Figures 101 to 104. [Figure 128] This figure shows an example of operation based on Figures 101 to 104. [Figure 129] This figure shows an example of operation based on Figures 101 to 104. [Figure 130] This figure shows an example of operation based on Figures 101 to 104. [Figure 131] This diagram shows an example of what happens when the count-up display is running in AT game mode but no betting or start lever operations are performed. [Figure 132] This diagram shows an example of what happens when a bet is placed while the count-up display is running during AT gameplay. [Figure 133] This diagram shows an example of what happens when a bet operation and a lever operation are performed while the count-up display is running in AT game mode. [Figure 134] This figure shows an example of what happens when there is a power outage and subsequent restoration of power while the count-up display is running in AT game mode. [Figure 135A] This figure shows an example of how the game operates when the complete function is activated while in AT (Automatic Transmission) gameplay mode. [Figure 135B] This figure shows an example of how the game operates when the complete function is activated while in AT (Automatic Transmission) gameplay mode. [Figure 136] This figure shows an example of what happens when a reel animation is performed. [Figure 137] This figure shows an example of the process from internally winning a bonus to transitioning to the bonus state. [Figure 138] This figure shows an example of the process from internally winning a bonus to transitioning to the bonus state. [Figure 139]This diagram shows an example of what happens when the demo screen is displayed after selecting the bonus type. [Figure 140] This diagram shows an example of what happens when the demo screen is displayed after selecting the bonus type. [Figure 141] This figure shows an example of how the system works when the bonus type selection display is shown. [Figure 142] This diagram shows an example of what happens when the demo screen is displayed after selecting the bonus type. [Figure 143] This figure shows an example of the operation when the menu screen is displayed after selecting the bonus type. [Figure 144] This figure shows an example of actions during a simulated game. [Figure 145] This diagram shows an example of the operation when the number of game tokens is 0, and an example of the operation when a replay is won. [Figure 146] This diagram shows the flow from the start of gameplay to the transition to AT gameplay state and the end of AT gameplay state. [Figure 147] This diagram shows the operation flow when the complete function is activated while in AT game mode. [Figure 148A] This diagram shows the operation flow when the complete function is activated while in AT game mode. [Figure 148B] This diagram shows the operation flow when the complete function is activated while in AT game mode. [Figure 148C] This figure shows examples of the operations related to the counting acceleration notification, medal count limit error, and completion function activation. [Figure 149] (a) and (b) are diagrams showing examples of displaying the menu after the complete function has been activated, and (c) and (d) are diagrams showing examples of displaying the remaining number of tokens to be acquired until the complete function is activated, in increments of 100 tokens. [Figure 150] This is a perspective view of slot machine 100 from the front (player side). [Figure 151](a) A front view showing the slot machine 100 with the front door 102 open. (b) A front view showing an example of the main board display unit 190. (c) A front view showing an example of the LED-compatible sticker 192. [Figure 152] This shows the circuit block diagram of the control unit. [Figure 153] (a) A diagram showing the arrangement of symbols on each reel (left reel 110, middle reel 111, right reel 112) laid out in a two-dimensional manner. (b) A diagram showing the types of winning combinations (including activated combinations), the symbol combinations corresponding to each winning combination, and the activation or payout of each winning combination. [Figure 154] This is a flowchart showing the main processing flow of the main control unit. [Figure 155] This is a flowchart showing the initial setup process. [Figure 156] This is a flowchart showing the flow of the settings change process. [Figure 157] This is a flowchart showing the flow of the main control unit timer interrupt processing. [Figure 158] The device monitoring process has concluded. [Figure 159] (a) A diagram showing the control status of each button when the power is turned on. (b) A diagram showing the control status of each button when the power is turned on (error detection state). (c) A diagram showing the control status of each button when the power is turned on with a setting change. [Figure 160] (a) This figure shows an example of the control status of each button when the settings change state is finished. (b) This figure shows an example of the control status of each button when the settings confirmation state is finished. [Figure 161] (a) This figure shows an example of control when the enable button (second operating means) is operated simultaneously when the power is turned on. (b) This figure shows an example of control when the enable button (second operating means) is operated simultaneously when the power is turned on (error detection state). [Figure 162] This diagram shows an example of the control state of other buttons while each button is being operated. [Figure 163](a) This diagram shows the sequence of events from when the power is lost until the power is restored with the MAX bet button 132 pressed. (b) This diagram shows the sequence of events from when the power is lost until the power is restored with the start lever 135 pressed. [Figure 164] (a) This diagram shows the sequence of events from when the setting key SW is ON, the front door 102 is closed, and the third stop operation of stop buttons 137-139 is performed, until the front door 102 is opened and the third stop operation of stop buttons 137-139 is no longer performed. (b) This diagram shows the sequence of events from when the setting key SW is ON, the front door 102 is closed, and the third stop operation of stop buttons 137-139 is performed, until power is restored while the third stop operation is performed, until the front door 102 is opened and power is restored. [Figure 165] (a) This diagram shows the sequence of events from when a power outage occurs while reel 112 is rotating until power is restored with the stop button 139 pressed. (b) This diagram shows the sequence of events from when a power outage occurs while reels 110-112 are stopped in the first stopping mode until power is restored with the stop button 139 pressed. [Figure 166] (a) This diagram shows the sequence of events from when a power outage occurs while an error is detected until power is restored while the reset button 243 is pressed. (b) This diagram shows the sequence of events from when the reset button 243 is pressed until power is turned on, which also transitions to a state where settings can be changed. [Figure 167] (a) A diagram showing the control state of each button when the power is turned on (modified version), corresponding to Figure 159(a). (b) A diagram showing the control state of each button when the power is turned on (error detection state) (modified version), corresponding to Figure 159(b). (c) A diagram showing the control state of each button when the power is turned on with a setting change (modified version), corresponding to Figure 159(c). [Figure 168] (a) This figure shows an example of the control status of each button when the settings change state is finished, and corresponds to Figure 160(a). (b) This figure shows an example of the control status of each button when the settings confirmation state is finished, and corresponds to Figure 160(b). [Figure 169](a) This figure shows another example of control when the enable button is pressed simultaneously when the power is turned on. (b) This figure shows another example of control when the enable button is pressed simultaneously when the power is turned on (error detection state). [Figure 170] This diagram shows variations in the control states of other buttons while each button is being operated. [Figure 171] (a) This figure shows a time-series example of the control of the performance button 156 and the volume button 193a. (b) This figure shows another time-series example of the control of the performance button 156 and the volume button 193a. [Figure 172] This is a perspective view of the modified slot machine 1100 and dispensing machine 1700 as seen from the front (player side). [Figure 173] This is a circuit block diagram of the control unit of a modified slot machine 1100. [Figure 174] (a) A diagram showing the control state of the counting button and the game token count clear button when the power is turned on. (b) A diagram showing the control state of the counting button and the game token count clear button when the setting change state is finished. (c) A diagram showing the control state of the counting button and the game token count clear button when the setting confirmation state is finished. (d) A diagram showing an example of control when the counting button and the game token count clear button are operated simultaneously. (e) A diagram showing an example of the control state of the game token count clear button when the counting button is operated. (f) A diagram showing an example of the control state of the counting button when the game token count clear button is operated. [Figure 175] (a) This diagram shows the maximum protruding height of the operating surface of each button, extracted from the front view of the slot machine 100. (b) This diagram shows the area of the operating surface of each button, extracted from the front view of the slot machine 100. [Figure 176](a) This figure shows the control state of each button when the power is turned on with the door closed (modified version 2), and corresponds to Figure 167(a). (b) This figure shows the control state of each button when the power is turned on with the door open (modified version 2), and corresponds to Figure 167(a). (c) This figure shows the control state of each button when the power is turned on (error detection state) (modified version 2), and corresponds to Figure 167(b). [Figure 177] (a) This figure shows the control status of each button when the power is turned on with a setting change (modified version 2), and corresponds to Figure 167(c). (b) This figure shows the control status of each button when the setting change state is finished (modified version 2), and corresponds to Figure 168(a). (c) This figure shows the control status of each button when the setting confirmation state is finished (modified version 2), and corresponds to Figure 168(b). [Figure 178] (a) This figure shows a modified control when the enable button is operated simultaneously when the power is turned on, and corresponds to Figure 169(a). (b) This figure shows a modified control when the enable button is operated simultaneously when the power is turned on (error detection state). [Figure 179] (a) This diagram shows the sequence of events from when the power is cut off while the front door 102 is closed (door closed state) until power is restored when the OK button 193b is pressed. (b) This diagram shows the sequence of events from when the power is cut off while the front door 102 is open (door open state) until power is restored when the OK button 193b is pressed. [Figure 180] (a) This diagram shows the sequence of events from when the power is cut off while the stop button 139 and OK button 193b are not being operated, until the power is restored while the stop button 139 and OK button 193b are being operated simultaneously (pressed at the same time). [Figure 181] (a) This figure shows an example of the display when the medal clear operation is performed when the door is open. (b) This figure shows an example of the display when the medal clear operation is performed when the door is open. [Figure 182] (a) This figure shows another example of the display when the medal clear operation is performed with the door open. (b) This figure shows another example of the display when the medal clear operation is performed with the door closed. [Figure 183] (a) This figure shows an example of the display when the setting key is operated while the door is open. (b) This figure shows another example of the display when the setting key is operated while the door is closed. [Figure 184] (a) This figure shows an example of the display when the clear button and setting key are operated simultaneously when the door is open. (b) This figure shows an example of the display when the clear button and setting key are operated simultaneously when the door is closed. [Figure 185] This diagram shows an example of the connections on the circuit board inside a gaming machine. [Figure 186] (a) is a diagram showing the operation flow when the harness connection is normal, and (b) and (c) are diagrams showing an example of operation when the lever unit harness HA1 is disconnected. [Figure 187] This diagram shows an example of operation when the lever unit harness HA1 is disconnected. [Figure 188] This figure shows an example of operation when the harness HB1 connecting the main control board 300B and the relay board RB1 is disconnected. [Figure 189] This diagram shows an example of operation when the lever unit harness HA1, stop button unit harness HA2, and bet button unit harness HA3 are disconnected. [Figure 190] This figure shows an example of the operation when the menu button unit harness HC1 is disconnected and then reconnected. [Figure 191] This diagram shows an example of the wiring for a menu button unit. [Figure 192] This figure shows an example of how the harness connecting the main control board and the sub-control board behaves when it is disconnected and then reconnected. [Figure 193] This diagram shows the flow of actions during a typical game. [Figure 194] This figure shows an example of the operation in response to the time elapsed since the lever was operated. [Figure 195] This figure shows an example of what happens when a malfunction occurs in the reel after the lever is operated. [Figure 196]This figure shows an example of what happens when a malfunction occurs in the reel after the lever is operated. [Figure 197] This figure shows an example of what happens when a malfunction occurs in the stop button unit after the lever is operated. [Figure 198] This figure shows an example of what happens when a malfunction occurs in the stop button unit after the lever is operated. [Figure 199] This figure shows an example of what happens when a reel animation is performed. [Figure 200] This figure shows an example of what happens when a simulated game is played. [Figure 201] This figure shows an example of what happens when a simulated game is played. [Figure 202] This figure shows an example of how the system operates when a power outage occurs during gameplay. [Figure 203] This diagram shows an example of the sequence of actions that occur when an abnormality occurs while the game is not being played. [Figure 204] This diagram shows an example of the sequence of actions that occur when an abnormality occurs while the game is not being played. [Figure 205] (a) This figure shows an example of the power restoration operation when the lever unit harness HA1 is disconnected. (b) This figure shows an example of the power restoration operation when the bed button unit harness HA3 is disconnected. [Figure 206] This figure shows an example of control when the stop button unit harness HA2 is disconnected and reconnected. [Figure 207] (a) This figure shows an example of control when the stop button unit harness HA2 is disconnected during a power outage while the third stop operation is in progress. (b) This figure shows an example of control when the stop button unit harness HA2 is disconnected during a power outage while the reel is rotating. [Figure 208] (a) A diagram showing the flow of the normal settings change mode in chronological order. (b) A diagram showing the flow of the normal settings confirmation mode in chronological order. [Figure 209](a) This figure shows a time-series example of when the game becomes playable when the front door 102 is closed in the setting confirmation mode. (b) This figure shows a time-series example of when the setting confirmation mode is maintained when the front door 102 is closed in the setting confirmation mode. (c) This figure shows an example of the control state of the game token count clear button when the counting button is operated. (d) This figure shows an example of the control state of the counting button when the game token count clear button is operated. [Figure 210] This diagram shows a time-series example of control when a setting change operation (Example 1) is performed while the door is closed. [Figure 211] This diagram shows a time-series example of control when a setting change operation (Example 2) is performed while the door is closed. [Figure 212] This diagram shows a time-series example of control when a setting change operation (Example 3) is performed while the door is closed. [Figure 213] This diagram shows a time-series example of control when a setting change operation (Example 4) is performed while the door is closed. [Figure 214] This diagram shows a time-series example of control when a setting change operation (Example 5) is performed while the door is closed. [Figure 215] This is a side view showing a slot machine 100 with its front door 102 in the closed position. [Figure 216] (a) is a diagram showing the lock body 1401A from the side of the slot machine 100 when the lock mechanism 1401 is in the unlocked state, (b) is a diagram showing the lock body 1401A of (a) as seen from the rear of the slot machine 100, and (c) is a diagram showing the lock body 1401A from the side of the slot machine 100 when the lock mechanism 1401 is in the locked state. [Figure 217] Figures (a) to (d) show the operation of the lock body 1401A and the locked shaft 1401B. [Figure 218](a) is a side view showing the setting key SK inserted into the lock body 1401A, (b) is a side view showing the setting key SK in (a) with a solid line, (c) is a view of the lock body 1401A in (a) from the rear side, (d) is a diagram showing the state in which the locked shaft 1401B cannot enter along the access path 1404ER, and (e) is a diagram showing the state in which the locked shaft 1401B cannot enter along the access path 1404ER. [Figure 219] (a) is a side view showing the locking portion 1402 housed in the housing portion 1404 and the setting key SK inserted into the lock body 1401A; (b) is a side view showing the setting key SK in (a) as a solid line; (c) is a view of the lock body 1401A in (a) from the rear; (d) is a diagram showing the state in which the locked shaft 1401B cannot enter along the access path 1404ER; and (e) is a diagram showing the state in which the locked shaft 1401B cannot enter along the access path 1404ER. [Figure 220] (a) is a diagram showing an example in which the door key was operated from the state shown in Figure 219(d), but the locking part 1402 and the setting key SK did not move. (b) is a diagram showing an example in which the locking part 1402 moved and the game token MD did not move as a result of operating the door key from the state shown in Figure 219(e). (c) to (f) are diagrams showing that a metal piece for maintaining the unlocked state is inserted diagonally from the outside of the inner wall 1404WA that forms the slit 1401SL, and the tip of the metal piece is pressed against the locking part 1402. [Figure 221] This figure shows the locking portion 1402 with a protrusion 1402PR. [Figure 222] This diagram shows a configuration with multiple locking mechanisms 1401. [Figure 223] Figures (a) to (d) show examples of the positional relationship between the wiring pattern on the circuit board and the sticker attached to the circuit board. [Figure 224] Figures (a) and (b) show examples of the positional relationship between the wiring pattern on the circuit board and the sticker attached to the circuit board. [Figure 225](a) is a diagram showing an example in which the configuration of Figure 223(c) is fitted with silk screen printing SP indicating the application positions of the four corners of the seal, and (b) is a diagram showing an example in which the configuration of Figure 223(c) is fitted with silk screen printing SP indicating the application positions of the two corners of the seal, the upper right and lower left. [Figure 226] (a) is a diagram showing an example where seal ST1 (facing upwards) attached to substrate A and seal ST2 (facing right) attached to substrate B are different with respect to the reference direction, and (b) is a diagram showing an example where seal ST1 (facing upwards) attached to substrate A and seal ST3 (facing downwards) attached to the case of substrate A are different with respect to the reference direction. [Figure 227] This diagram shows an example where the two-dimensional code QRA1 (upward-facing) on substrate A and the two-dimensional code QRB1 (downward-facing) on substrate B are different relative to the reference direction. [Figure 228] This diagram shows an example where the two-dimensional code QRA1 (upward-facing) on substrate A and the two-dimensional code QRB1 (downward-facing) on substrate B are different relative to the reference direction. [Figure 229] This figure shows an example of a power supply module (PM). [Figure 230] (a) is a view of the lower surface BT from below, (b) is a cross-section of line AA in (a), and (c) is a cross-section of line BB in (a). [Figure 231] This figure shows an example of a power supply board (PW). [Figure 232] (a) is a view of the rearward direction from the cross section along line AA in Figure 231, and (b) is a view of the power supply board PW from the front with the cover CA1 attached to the power supply board PW. [Figure 233] (a) is a view of the cross section shown by line BB in Figure 231, looking forward, and (b) is a view of the power supply board PW with the cover CA1 attached, looking from the rear. [Figure 234] (a) is a view of the power supply board PW in Figure 231 from below, and (b) is a view of the power supply board PW from below with the cover CA1 attached to it. [Figure 235]This figure shows the power supply board PW in Figure 231 with the cover CA1 attached. [Figure 236] (a) is a schematic diagram showing an example of the configuration of a substrate and substrate case, and (b) is a schematic diagram showing a configuration in which a crimp CL is provided in the unmounted land area NA. [Modes for carrying out the invention]
[0009] Hereinafter, a slot machine embodying an embodiment of the gaming machine of the present invention will be described with reference to the drawings.
[0010] <Basic Implementation Method> The following describes a slot machine according to an embodiment of the gaming machine of the present invention, using the drawings. Note that this embodiment employs a so-called "coinless" configuration, which uses information equivalent to the number of actual coins (virtual coin count) instead of actual coins. However, in the following description, this information will be referred to as "coin count."
[0011] The slot machine described below is a gaming machine that proceeds through a series of games in which a predetermined number of game tokens are inserted, and multiple reels, each adorned with multiple types of symbols, begin to spin when a predetermined spin start command is received. Based on the receipt of the spin start command, the machine determines whether or not one of the multiple types of winning combinations has been internally won through a lottery. Each of the multiple reels stops spinning individually when a predetermined spin stop command is received. If the conditions determined by the winning combination and the combination of symbols when the multiple reels stop match the predetermined payout conditions, the machine is executed to pay out the number of game tokens and the game ends. If the conditions do not match, the machine is not executed to pay out the number of game tokens and the game ends.
[0012] First, Figure 1 will be used to explain the basic configuration of the slot machine 100 and the dispensing machine 700. Figure 1 is an external perspective view of the slot machine 100 and the dispensing machine 700 as seen from the front (player side).
[0013] The slot machine 100 shown in Figure 1 is an example of a gaming machine according to the present invention, and comprises a main body 101 and a front door 102 attached to the front side of the main body 101 and which can be opened and closed relative to the main body 101. Inside the center of the main body 101 (not shown), there are three reels (left reel 110, middle reel 111, right reel 112) with multiple types of symbols arranged on their outer surfaces, and are configured to rotate inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0014] In this embodiment, each design is printed at equal intervals in appropriate numbers on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame material to constitute each reel 110 to 112. From the player's perspective, approximately three designs are displayed vertically from the display window 113 on the reels 110 to 112, so that a total of nine designs are visible. The symbols displayed on the upper part of the left reel 110 are called the left reel upper symbols, the symbols displayed on the middle part of the left reel 110 are called the left reel middle symbols, the symbols displayed on the lower part of the left reel 110 are called the left reel lower symbols, the symbols displayed on the upper part of the middle reel 111 are called the middle reel upper symbols, the symbols displayed on the middle part of the left reel 111 are called the middle reel middle symbols, the symbols displayed on the lower part of the middle reel 111 are called the middle reel lower symbols, the symbols displayed on the upper part of the right reel 112 are called the right reel upper symbols, the symbols displayed on the middle part of the right reel 112 are called the right reel middle symbols, and the symbols displayed on the lower part of the right reel 112 are called the right reel lower symbols. Each of the symbols on each reel 110 to 112 is displayed three times vertically on each reel 110 to 112 through the display window 113, for a total of nine symbols. By rotating each of the reels 110 to 112, the combination of symbols visible to the player changes. In other words, each of the reels 110 to 112 functions as a display device that can display multiple combinations of symbols in a variable manner. In addition to reels, other electronic image display devices such as liquid crystal displays can also be used as such display devices. Furthermore, although the slot machine 100 shown in Figure 1 has three reels located inside the center of the slot machine 100, the number of reels and their placement are not limited to this.
[0015] A backlight (not shown) is positioned on the back of each reel 110 to 112 to illuminate the individual symbols displayed in the display window 113. It is desirable that the backlight be shielded for each symbol so that each symbol is illuminated evenly. Inside the slot machine 100, an optical sensor (not shown) consisting of a light-emitting part and a light-receiving part is provided near each reel 110 to 112, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting part and the light-receiving part of this optical sensor. Based on the detection result of this optical sensor, the rotational position of the symbols on the reels is determined, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line.
[0016] The winning line indicator lamp 120 is a lamp that indicates the valid winning lines. A winning line is a line on which it is determined whether or not a combination of symbols corresponding to a winning combination has been displayed. The valid winning lines are predetermined by the number of medals bet as the game medium. There are five winning lines. For example, if one medal is bet, the middle horizontal winning line becomes valid. If two medals are bet, the upper horizontal winning line and the lower horizontal winning line are added, making a total of three lines valid. If three medals are bet, the lower right downward winning line and the upper right upward winning line are added, making a total of five lines valid as winning lines. Note that the number of winning lines is not limited to five lines. For example, if one medal is bet, the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the lower right downward winning line, and the upper right upward winning line may all be considered valid winning lines. Hereafter, the valid winning lines may be referred to as "valid lines."
[0017] The notification lamp 123 is a lamp that informs the player that, for example, they have internally won a specific winning combination (e.g., a bonus combination, a special combination) in the internal lottery described later, or that this internally won state has been carried over. The coin insertion lamp 124 is a lamp that informs the player that they can insert coins. The replay lamp 122 is a lamp that informs the player that they can replay the game (no coin insertion is required) if they won a replay combination, which is one of the winning combinations, in the previous game. The reel panel lamp 128 is a lamp for visual effects.
[0018] The bet buttons 130 or 132 are buttons for inserting a predetermined number of tokens (called credits) electronically stored in the slot machine 100. In the slot machine 100 shown in Figure 1, one token is inserted each time the bet button 130 is pressed. One token is inserted when pressed once, an additional token is inserted when pressed again (total of 2 tokens), and an additional token is inserted when pressed again (total of 3 tokens). When the bet button 132 is pressed, 3 tokens are inserted. Hereinafter, the bet button 130 may be referred to as the single-token bet button, and the bet button 132 may be referred to as the maximum bet button. The game token insertion lamp 129 lights up a number of lamps corresponding to the number of tokens inserted, and when the prescribed number of tokens have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0019] The game information display unit 126 is a display unit for displaying various internal information (for example, the number of medals dispensed during bonus gameplay) numerically. The payout display unit 127 is a display unit for displaying the number of medals dispensed to the player as a result of winning a prize. In the following, the expression "dispensed to the player" may be used interchangeably with "given to the player." The game information display unit 126 and the payout display unit 127 are composed of 7-segment (SEG) displays.
[0020] The start lever 135 is a lever-type switch used to initiate the rotation of reels 110 to 112. That is, by operating the bet button 130 or 132 and then operating the start lever 135, reels 110 to 112 will begin to rotate. The operation of the start lever 135 is referred to as the game start operation.
[0021] The stop button unit 136 is equipped with stop buttons 137 to 139, consisting of a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by operating the start lever 135, and each is associated with a specific reel. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right reel 112 can be stopped by operating the right stop button 139. Hereinafter, operations on the stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being the first stop operation, the next stop operation being the second stop operation, and the last stop operation being the third stop operation. The reels that are stopped in response to these stop operations will be referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the sequence in which the stop buttons 137 to 139 are operated to stop all of the rotating reels 110 to 112 is called the operation sequence or pressing sequence. Moreover, the operation sequence in which the first stop operation is the left reel 110, the second stop operation is the middle reel 111, and the third stop operation is the right reel 112 is called the "forward pressing operation sequence" or simply "forward pressing," and the operation sequence in which the first stop operation is the right reel 112, the second stop operation is the middle reel 111, and the third stop operation is the left reel 110 is called the "reverse pressing operation sequence" or simply "reverse pressing." In addition, a light-emitting element may be provided inside each of the stop buttons 137 to 139, and if the stop buttons 137 to 139 can be operated, the light-emitting element can be illuminated to inform the player.
[0022] The instruction monitor 125 is a display device that shows information regarding the operation order (pressing order) of the stop buttons 137 to 139. This instruction monitor 125 is also composed of a 7-segment (SEG) display. For example, if the instruction is to operate the left stop button 137, the middle stop button 138, and the right stop button 139 in that order, "1" will be displayed on the instruction monitor 125. If the instruction is to operate the left stop button 137, the right stop button 139, and the middle stop button 138 in that order, "2" will be displayed on the instruction monitor 125.
[0023] The settlement button 134 is a button for returning the inserted game tokens (number of tokens wagered) to the token count control unit 350. The door keyhole 140 is a hole for inserting a key to unlock the front door 102 of the slot machine 100.
[0024] The game token count display device 170 is a 5-digit 7-segment (SEG) display that displays the number of game tokens recorded by the token count control unit 350 shown in Figure 2.
[0025] The counting button 171 is an operating means for transmitting information about the number of game tokens recorded in the token count control unit 350 shown in Figure 2 to the dispensing machine 700.
[0026] A title panel 162 is provided at the bottom of the stop button unit 136 for displaying the model name and for attaching various certification labels.
[0027] The sound hole 145 is a hole for outputting sound from the speaker 277 (see Figure 2) located inside the slot machine 100 to the outside. The side lamps 144 located on the left and right sides of the front door 102 are decorative lamps to enhance the gaming experience. A performance device 160 is located above the front door 102, and a sound hole 143 for outputting sound from the speaker 272 (see Figure 2) to the outside is provided above the performance device 160. This display device 160 includes a shutter (shielding device) 163 consisting of two horizontally opening and closing shutters, a right shutter 163a and a left shutter 163b, and a display image display device 157 (liquid crystal display device) positioned behind the shutter 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the display image display device 157, the display screen of the display image display device 157 appears on the front (player side, front side) of the slot machine 100. Note that any display device capable of displaying various display images and various game information is acceptable, rather than a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorative elements (not shown) can be placed around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by these elements, resulting in the display screen appearing to have an irregular shape. In this embodiment, the display screen is a flat surface, but it may also be a curved surface. Note that this presentation image display device 157 is an example of a presentation means.
[0028] The dispensing machine 700 shown in Figure 1 may also be referred to as a card unit and is an example of the gaming media management device of the present invention. This dispensing machine 700 is installed in a one-to-one relationship with the slot machine 100.
[0029] The rental machine 700 accepts cards. There are two types of "cards" referred to here. One is a visitor card (also called a general card), a prepaid gaming memory medium issued to general players who are not registered members. The other is a membership card, a gaming memory medium issued to registered players who have registered with the arcade. IC cards are used for both types of cards.
[0030] The cards store monetary value. This monetary value includes the "number of medals held" and the "money balance," which is the remaining balance of prepaid money.
[0031] The card-receiving machine 700 has a function to convert the "number of tokens held" stored on the card into "number of game tokens (credits)".
[0032] "Number of game tokens (credits)" is data that can be used to set the bet amount and can also be converted to "number of tokens held". "Number of game tokens" is obtained by deducting the "money balance" or "number of tokens held" from the card. "Number of game tokens" also includes the number of tokens won through winning. This "number of game tokens" is managed by the token count control unit 350 shown in Figure 2 and is the number of electronic tokens (amount of electronic game value) stored electromagnetically. The "number of game tokens" is decreased by inserting tokens using the bet buttons 130 and 132.
[0033] "Number of tokens held" is the value obtained by counting the "number of game tokens (number of credits)". This "number of tokens held" is stored in a identifiable way on the player's card. In other words, by operating the counting button 171, the "number of game tokens" can be converted to "number of tokens held" and stored on the card. Alternatively, the "number of tokens held" may be managed by a token count management device installed in the arcade.
[0034] The front of the lending machine 700 is provided with a banknote slot 701 at the top for inserting banknotes and a card slot 702 at the bottom for inserting cards. Member cards and visitor cards inserted into the card slot 702 are received by a card reader / writer, and the information stored on the card is read. Banknotes inserted into the banknote slot 701 are identified for authenticity and type, and the face value of the banknotes is stored as the "money balance" on the card inserted into the card slot 702.
[0035] Below the banknote slot 701, an information display 703 is provided. This information display 703 is a display that provides information such as operating instructions for the lending machine 700 and the status of the slot machine 100 in text and images. Alternatively, the surface may be configured as a touch panel, allowing various operations to be input by touching the displayed items with a finger.
[0036] Below the information display 703, the cash balance display 705 and the medal balance display 706 are arranged in two rows, one above the other. The cash balance display 705 displays the "cash balance" stored on the card inserted into the card slot 702 as an amount. On the other hand, the medal balance display 706 displays the "number of medals held" stored on the card inserted into the card slot 702 as the number of medals.
[0037] The central part of the dispensing machine 700 is provided with a dispensing button 707 and a card return button 708. The dispensing button 707 is an operating means for withdrawing the "money balance" stored in the card inserted into the card slot 702 and obtaining the "number of game tokens". Specifically, if there is a "money balance" on the card inserted into the card slot 702, the LED lamp built into the dispensing button 707 lights up to indicate that it is ready to withdraw. By operating the dispensing button 707 in this state, the "number of game tokens" will be added according to the amount of money to be withdrawn. For example, the "number of game tokens" equivalent to 1000 yen will be added as a predetermined amount. Also, if the "money balance" on the card is less than a predetermined amount (for example, less than 1000 yen), only the "number of game tokens" converted from the current balance at a predetermined rate will be added. Furthermore, even if the card's "money balance" is less than a predetermined amount, it may be possible to add the predetermined amount of "game tokens" by replenishing the balance from the "number of tokens held" stored on the card. The card return button 708 is operated when the player finishes playing, and is a means of operation to store the "number of tokens held" determined at the end of the game on the card inserted in the card slot 702 and then eject the card. The "number of tokens held" determined at the end of the game is the number of tokens obtained by subtracting the number of tokens converted to "game tokens" from the "number of tokens held" stored on the card inserted in the card slot 702, and then adding the number of game tokens counted by the counting operation.
[0038] As explained above, the data for "money balance," "number of tokens held," and "number of game tokens" are converted in the following order: "money balance" and "number of tokens held" → "number of game tokens" → "number of tokens held." In this way, the "number of tokens held" identified by the card is converted to the "number of game tokens," and in the slot machine 100 of this embodiment, the number of game tokens can be used to set the bet. Therefore, it is possible to provide a new type of slot machine (managed gaming machine) that does not use physical tokens without confusing players who are accustomed to conventional slot machines where players receive physical tokens, insert those physical tokens to secure credits, and then use those credits to set the bet.
[0039] Although this specification does not mention "stored medals," this "stored medals" refers to the number of medals deposited with the arcade, not stored on the card. The arcade may manage the number of medals a player has acquired through gameplay as "points" for the day, and as "stored medals" from the following day onward, using the hall management terminal 800 shown in Figure 5 or other management computers. If both "stored medals" and "held medals" are stored, withdrawals will be made from "held medals" first. Both "held medals" and "stored medals" may also be stored in a higher-level server (the intermediate management terminal 810 or management server 820 shown in Figure 5) in association with the card number. In the case of visitor cards, the "held medals" are stored directly on the visitor card, but the "held medals" may also be stored in a higher-level server in association with the card number. When storing the card number in association with 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. The "money balance" can be written directly to the card (member card, visitor card) before it is dispensed. The timing for storing the "number of medals held" on the card (member card, visitor card) or in the higher-level server is, for example, when the counting button 171 is operated and the counting process is performed. However, instead, the information may be stored all at once when the card is returned. Furthermore, when a player finishes playing and returns their card from the dispensing machine 700, the "number of tokens held" that was stored in the dispensing machine 700 may be temporarily stored as stored tokens in the hall management terminal 800. When the player inserts the card into the same or a different dispensing machine 700 again on the same day that the card was returned, only the "number of tokens held" for that day, which was temporarily stored as stored tokens, will be stored again in the dispensing machine 700, and the "number of tokens to play" will be added within the range of that "number of tokens held," allowing the player to play.
[0040] Furthermore, the rental machine 700 may be equipped with an IR photosensitive unit that receives infrared signals from a remote control held by an employee of the gaming hall, converts them into electronic signals, and outputs them.
[0041] Furthermore, while the lending machine 700 shown in Figure 1 allowed for the lending of "game tokens" by operating the lending button 707 to withdraw the "money balance" stored on the card, it may also be possible to withdraw the "number of tokens held" recorded on the card and convert it into "game tokens." Specifically, the lending machine 700 is provided with a "number of tokens held" button, and if there are "number of tokens held" on the card inserted in the card slot 702, the built-in LED lamp on that "number of tokens held" button lights up in a manner indicating that it is ready to withdraw. In this state, by operating the "number of tokens held" button, if there are a predetermined number of tokens (for example, 50 tokens) or more, the predetermined number (for example, 50 tokens) of "game tokens" will be added. In addition, the number of tokens held by the player during gameplay, as described above, can be stored on the card as "points held" for the rest of the day, or managed by the hall management terminal 800 shown in Figure 5 or other management computers, and the lending machine 700 is provided with a replay button. If there are "points remaining," the built-in LED lamp on the replay button lights up in a manner that indicates it is ready to be played. In this state, operating the replay button may add a predetermined number of "game tokens" (for example, 50 tokens).
[0042] Next, the circuit configuration of the control unit of the slot machine 100 will be explained in detail using Figure 2. Note that Figure 2 shows a circuit block diagram of the control unit.
[0043] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main effects in accordance with command signals (hereinafter simply referred to as "commands") transmitted by the main control unit 300, and a second sub-control unit 500 that controls various devices based on commands transmitted from the first sub-control unit 400. Here, regarding the main control unit 300, since a large data capacity would make it difficult to verify the program and could also lead to security problems such as becoming a breeding ground for illegal modifications, the data capacity of the ROM 306 and RAM 308 of the main control unit 300 is limited.
[0044] Main Control Unit First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 has a game control unit 302 that controls the progress of the game and a medal count control unit 350 that controls the number of game medals owned by the player. The game control unit 302 is an example of a game control means, and the medal count control unit 350 is an example of a game value control means. The game control unit 302 is equipped with a CPU 304, a ROM 306 that stores control program data, lottery data used when internally drawing winning combinations, the arrangement of reel symbols and stopping positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) which is not shown. Note that other storage devices may be used instead of ROM 306 and RAM 308, and the same applies to the medal count control unit 350, the first sub-control unit 400, and the second sub-control unit 500 which will be described later. The CPU 304 of the game control unit 302 operates by inputting a clock signal of a predetermined period output by a crystal oscillator (not shown) as the system clock. Furthermore, when the power is turned on, the CPU 304 sends frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 304 at each interrupt time. The CPU 304 then performs monitoring of various sensors and transmission of drive pulses based on this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference interrupt time will be 256 × 47 ÷ 8MHz = 1.504ms.
[0045] The main control unit 300 includes a random number generation circuit (not shown) used as a hardware random number counter that varies a value in the range of 0 to 65535 based on a clock signal input from a crystal oscillator (not shown), and a startup signal output circuit (not shown) that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 of the game control unit 302 starts game control (starts the main processing of the main control unit, which will be described later) when it receives a startup signal from this startup signal output circuit.
[0046] Furthermore, the CPU 304 of the game control unit 302 monitors the status of each bet button 130, 132, start lever 135, each stop button 137-139, and payout button 134 at each interrupt time. For example, if it detects that the bet buttons 130 or 132 have been turned on, the medal count control unit 350 executes a process to electronically insert the medals electronically stored in the medal count control unit 350 as medals to be inserted into the game. If it detects that the start lever 135 has been turned on, it outputs a signal indicating this detection to the random number generation circuit. The random number generation circuit that receives this signal latches the value at that timing and stores it in a register that stores random values to be used for the lottery. If it detects that the left stop button 137, middle stop button 138, or right stop button 139 has been turned on, and the reels 110-112 corresponding to each stop button are in a stopable state, it executes stop control for the reels 110-112. If it is detected that the settlement button 134 has been turned on, the system will execute a process to return the electronically inserted game tokens to the token count control unit 350.
[0047] Furthermore, the CPU 304 of the game control unit 302 also monitors the status of various sensors 318 (optical sensor for the left reel 110, optical sensor for the middle reel 111, optical sensor for the right reel 112, etc.) at each interrupt time. The optical sensors for the left reel 110, the middle reel 111, and the right reel 112 are installed at predetermined positions on the mounting bases of each reel 110 to 112, and each time a light-shielding piece provided on the reel frame passes over them, they reach an L level. Rotation position information, which indicates how much the reel has rotated from the reference position between the time it reaches an L level and the next time it reaches an L level, is calculated based on the value obtained by counting the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the above L level signal, it determines that the reel has rotated once and resets the rotation position information of the reel to zero. This rotation position information is stored in the RAM 308 of the main control unit 300.
[0048] The main control unit 300 includes a drive circuit 322 that drives motors 110m to 112m (see Figure 3) provided on reels 110 to 112, a drive circuit 324 that drives display devices such as an instruction monitor 125, a game information display 126, and a payout count display 127, and a drive circuit 326 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game token insertion ready lamp 124, replay lamp 122, game token insertion lamp 129, game start lamp 121).
[0049] Furthermore, slot machine 100 has different settings that affect the player's advantage. There are six settings available, from setting 1 to setting 6. Generally, the higher the setting, the greater the player's advantage. Specifically, an internal winning probability is determined for each setting. The game control unit 302 is connected to a setting change button 175, which is operated when changing these settings.
[0050] Furthermore, an information output circuit 328 is connected to the game control unit 302, and the main control unit 300 outputs game information of the slot machine 100 (for example, information indicating the state of the game) to an information input circuit 650 provided by an external hall computer 600 (see Figure 5) via this information output circuit 328.
[0051] Furthermore, the main control unit 300 is equipped with a voltage monitoring circuit (not shown) that monitors the voltage value of the power supply supplied to the main control unit 300 from the power management unit (not shown). This voltage monitoring circuit outputs a low voltage signal to the game control unit 302 and the medal count control unit 350, respectively, when the voltage value of the power supply falls below a predetermined value (for example, 9V), indicating that the voltage has dropped.
[0052] Furthermore, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Information communication between the main control unit 300 and the first sub-control unit 400 is unidirectional; the main control unit 300 is configured to send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to send signals such as commands to the main control unit 300.
[0053] The medal count control unit 350, like the game control unit 302, is equipped with a CPU 354, ROM 356, RAM 358, I / O 360 for controlling the input / output of various devices, and a counter timer 362 for measuring time, counts, etc. The CPUs 304 and 354 are mounted on the same board and connected via a buffer IC. This allows the CPU 304 to use ROM 306 and RAM 308 without using ROM 356 and RAM 358, and vice versa. A WDT (watchdog timer), not shown in the diagram, is also included. The CPU 354 of the medal count control unit 350 also operates by receiving a clock signal of a predetermined period output by a crystal oscillator (not shown) as the system clock. Furthermore, when power is turned on, the CPU 354 transmits frequency division data stored in a predetermined area of the ROM 356 to the counter timer 362. The counter timer 362 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 354 at each interrupt time. The CPU 354 operates in response to this interrupt request. The medal count control unit 350 executes interrupt processing (medal count control unit timer interrupt processing, described later) every 0.745ms. It also communicates with the dispensing machine 700 every 300ms.
[0054] The CPU 354 of the medal count control unit 350 is also equipped with a startup signal output circuit (not shown) that outputs a startup signal (reset signal) when the power is turned on. When the CPU 354 of the medal count control unit 350 receives a startup signal from this startup signal output circuit, it starts medal count control (starts the main processing of the medal count control unit, which will be described later).
[0055] The basic circuit of the medal count control unit 350 is connected to a game medal count display device 170 consisting of a 5-digit 7-segment (SEG) display, a counting button 171, and a game medal count clear button 172.
[0056] Furthermore, the basic circuit of the medal count control unit 350 is also connected to the lending machine 700 via the lending machine connection terminal board 790. The medal count control unit 350 communicates bidirectionally with the lending machine 700.
[0057] The medal count control unit 350 sends various commands to the game control unit 302. The game control unit 302 also sends various commands to the medal count control unit 350. In other words, communication between the medal count control unit 350 and the game control unit 302 is bidirectional.
[0058] Furthermore, the medal count control unit 350 stores the "number of game medals" in a predetermined area of the RAM 358. Specifically, the "number of game medals" is stored in the credit counter. The medal count control unit 350 updates the "number of game medals" stored in the predetermined area of the RAM 358 by addition or subtraction processing. Addition processing includes processing based on payout commands transmitted from the game control unit 302, processing based on settlement commands transmitted from the game control unit 302, and processing based on loan notifications transmitted from the loan machine 700. On the other hand, subtraction processing includes counting processing based on the operation of the counting button 171, and processing based on insert commands transmitted from the game control unit 302.
[0059] The game token count clear button 172 shown in Figure 2 is located in a position that cannot be operated by the player (for example, a position that cannot be operated without opening the front door 102), and is a means of clearing the "game token count" stored in a predetermined area of the RAM 358. For example, if the game token count remains at "2" and the player is absent, it becomes difficult to determine whether the player who left "2" intends to continue playing or not, and another player may not be able to start playing. However, if the game token count can be cleared by an employee, another player can be welcomed sooner. Note that the game token count clear button 172 does not necessarily clear the "game token count" when it is operated. For example, it may be set to clear only when the game token count is 2 or less, and if there are 3 or more, the tokens may be counted in the same way as when the counting button 171 is operated. If the counting button 171 malfunctions and the system cannot recognize that it has been operated, it may become impossible to convert the "number of game tokens played" to the "number of tokens held," potentially causing disadvantage to the player. However, if counting is also possible through operation by a store employee, this disadvantage to the player can be avoided. Furthermore, there is no need to install a new counting button for employees, thus avoiding increased costs. In addition, instead of determining the number of game tokens to decide whether to clear or count, the clearing and counting actions could be determined by how the game token count clear button 172 is operated. For example, a short press could clear the tokens, and a long press could count them. This would allow for easy selection of either clearing or counting, regardless of the number of game tokens. Alternatively, if only the game token count clear button 172 is operated, the tokens would be cleared, and if the game token count clear button 172 and another button are operated simultaneously, the tokens would be counted. This would reduce the possibility of operational errors and allow for easy selection of either clearing or counting.
[0060] Sub-control unit Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands transmitted by the main control unit 300 (game control unit 302) via an input interface. The first sub-control unit 400 is equipped with a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 414 as the system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the backlight lighting patterns and various indicators, etc.
[0061] The CPU 404 transmits frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and circuit based on the timing of this interrupt request.
[0062] Furthermore, the first sub-control unit 400 is equipped with a sound source IC 418, and speakers 272 and 277 are connected to the sound source IC 418 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272 and 277 in response to commands from the CPU 404. An S-ROM (sound ROM) containing sound data is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from speakers 272 and 277. These speakers 272 and 277 are examples of performance elements.
[0063] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 422, to which various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel lamp, bet button lamp, reel backlight, etc.) are connected via an input / output interface. The various lamps 420 are examples of the effects and effects.
[0064] Furthermore, the first sub-control unit 400 is equipped with a drive circuit 424 that drives the motor of the shutter 163, and the shutter 163 is connected to the drive circuit 424 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided on the shutter 163 in response to a command from the CPU 404.
[0065] Furthermore, the first sub-control unit 400 is equipped with a sensor circuit 426, to which a shutter sensor 428 is connected via an input interface. The CPU 404 monitors the status of the shutter sensor 428 at interrupt intervals.
[0066] Furthermore, the CPU 404 transmits and receives signals to the second sub-control unit 500 via an output interface. The second sub-control unit 500 performs various controls of the performance device 160, including the display control of the performance image display device 157. The second sub-control unit 500 may be composed of multiple control units, such as a control unit that controls the display of the performance image display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0067] The second sub-control unit 500 receives control commands transmitted by the first sub-control unit 400 via an input interface and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, counts, etc. The CPU 504 of the basic circuit 502 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 514 as the system clock. The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, as well as data for image display, etc.
[0068] The CPU 504 transmits frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines the interrupt time based on the received frequency division data and sends an interrupt request to the CPU 404 at each interrupt time. The CPU 504 controls each IC and circuit based on the timing of this interrupt request.
[0069] Furthermore, the second sub-control unit 500 is equipped with a VDP 516 (video display processor), to which a ROM 506 and a VRAM 518 are connected via a bus. Based on signals from the CPU 504, the VDP 516 reads image data stored in the ROM 506, generates a display image using the work area of the VRAM 518, and displays the image on the image display device 157.
[0070] Next, we will explain examples of how to connect each circuit board, such as the power control board, the main control board, and the first sub-control board, to each unit, such as the reel unit and the performance movable unit.
[0071] Figure 3 shows an example of how each circuit board and each unit are connected.
[0072] Figure 3 shows the power control board 252B, the main control board 300B, the first sub-control board 400B, the reel unit 109, and the performance movable body unit 160U. The performance movable body unit 160U is a unit that moves the shutter 163, which is incorporated into the performance device 160 shown in Figure 1. The shutter 163 is an example of a movable body.
[0073] The power control board 252B, the main control board 300B, and the first sub-control board 400B each show multiple connectors PC1 to PC4, MC2 to MC6, and SC1 to SC4. Additionally, the reel unit 109 and the performance movable unit 160U each show one or more connectors RC1 to RC3 and DC1.
[0074] In the island equipment installed in the amusement machine establishment, the 100V AC power supply is stepped down to a voltage of 24V, and the 24V AC current is supplied to the pachinko machine 100 through the power cord 265 connected to connector PC1. The 24V AC current is converted to a 24V DC voltage, a 12V DC voltage, and a 5V DC voltage by the power control board 252B. Although it may be converted to other DC voltages, this explanation will focus on the 24V DC voltage and the 5V DC voltage.
[0075] The power control board 252B shown in Figure 3 shows a 24V power line and a 5V power line, as well as a 24V power control monitor LED 24PL and a 24V power control capacitor 24PC connected to the 24V power line, and a 5V power control monitor LED 5PL and a 5V power control capacitor 5PC connected to the 5V power line. The 24V power control monitor LED 24PL is a power monitoring LED lamp that lights up or blinks while a 24V DC current is flowing, and the 5V power control monitor LED 5PL is a power monitoring LED lamp that lights up or blinks while a 5V DC current is flowing. A power switch 244 is also shown.
[0076] Connector PC2 on the power control board 252B is connected to both a 24V power line and a 5V power line. Connector PC2 and connector MC5 on the main control board 300B are connected by harness PM, and the main control board 300B is supplied with both 24V DC current and 5V DC current through this harness PM.
[0077] Furthermore, a 24V power line is connected to connector PC3 on the power control board 252B. Connector PC3 and connector SC1 on the first sub-control board 400B are connected by harness PS1, and a 24V DC current is supplied to the first sub-control board 400B through harness PS1. Additionally, a 5V power line is connected to connector PC4 on the power control board 252B. Connector PC4 and connector SC2 on the first sub-control board 400B are connected by harness PS2, and a 5V DC current is supplied to the first sub-control board 400B through harness PS2.
[0078] Furthermore, the main control board 300B may also be supplied with 24V and 5V via separate harnesses, similar to the first sub-control board 400B. Alternatively, the first sub-control board 400B may also be supplied with 24V and 5V via a common harness, similar to the main control board 300B.
[0079] The main control board 300B shown in Figure 3 also shows a 24V power line and a 5V power line. A 24V DC current supplied through the harness PM flows through the 24V power line of the main control board 300B, and a 5V DC current supplied through the harness PM flows through the 5V power line of the main control board 300B. The main control board 300B shown in Figure 3 also shows a main control 24V monitor LED 24ML and a main control 24V capacitor 24MC connected to the 24V power line, and a main control 5V monitor LED 5ML connected to the 5V power line. The main control 24V monitor LED 24ML is a power monitoring LED lamp that lights up or blinks while a 24V DC current is flowing, and the main control 5V monitor LED 5ML is a power monitoring LED lamp that lights up or blinks while a 5V DC current is flowing. Note that there is no capacitor on the 5V power line.
[0080] Furthermore, the main control board 300B has a reel motor drive IC 322i mounted on it. The reel motor drive IC 322i is an integrated circuit that constitutes the drive circuit 322 shown in Figure 2. The reel motor drive IC 322i is also supplied with 24V DC current and 5V DC current. Although not shown in the figure, the main control board 300B also contains the game control unit 302 and the medal count control unit 350 shown in Figure 2, as well as integrated circuits that constitute other drive circuits 324, 326, etc.
[0081] Furthermore, the connector MC2 on the main control board 300B to which the reel motor drive IC 322i is connected is connected to the connector RC1 on the reel unit 109 via harness MR1. Similarly, the connector MC3 to which the reel motor drive IC 322i is connected is connected to the connector RC2 on the reel unit 109 via harness MR2. Similarly, the connector MC4 to which the reel motor drive IC 322i is connected is connected to the connector RC3 on the reel unit 109 via harness MR3. The 24V DC current and 5V DC current supplied to the reel motor drive IC 322i are supplied to the reel unit 109 through these harnesses MR1 to MR3, respectively, enabling the operation of each motor 110m to 112m provided on each reel. Control signals (commands) for controlling each motor 110m to 112m are also sent from the main control board 300B through these harnesses MR1 to MR3. Although each motor has its own harness, the connectors RC1-RC3 on the reel unit 109 and the connectors MC2-MC4 on the main control board 300B can also be combined into a single connector and connected with one common harness. However, even a single common harness is actually a combination of three harnesses, MR1-MR3.
[0082] Furthermore, connector MC6 on the main control board 300B and connector SC4 on the first sub-control board 400B are connected by harness MS. This harness MS is for control signals (for sending commands) and is not used for current supply.
[0083] The first sub-control board 400B shown in Figure 3 also has a 24V power line and a 5V power line. A 24V DC current supplied through harness PS1 flows through the 24V power line of the first sub-control board 400B, and a 5V DC current supplied through harness PS2 flows through the 5V power line of the first sub-control board 400B. The first sub-control board 400B shown in Figure 3 also has a sub-control 24V monitor LED 24SL and a sub-control 24V capacitor 24SC connected to the 24V power line, and a sub-control 5V monitor LED 5SL connected to the 5V power line. The sub-control 24V monitor LED 24SL is a power monitoring LED lamp that lights up or blinks while a 24V DC current is flowing, and the sub-control 5V monitor LED 5SL is a power monitoring LED lamp that lights up or blinks while a 5V DC current is flowing. Note that the first sub-control board 400B does not have a capacitor on the 5V power line.
[0084] Furthermore, the first sub-control board 400B has a movable body motor drive IC 424i mounted on it. This movable body motor drive IC 424i is an integrated circuit that constitutes the drive circuit 424 shown in Figure 2. The movable body motor drive IC 424i is supplied with both a 24V DC current and a 5V DC current. Although not shown here, the first sub-control board 400B also has the basic circuit 402 shown in Figure 2, and other integrated circuits that constitute the drive circuits 424, 426, etc. are also mounted on it.
[0085] The connector SC3 on the first sub-control board 400B, to which the movable body motor drive IC 424i is connected, and the connector DC1 on the performance movable body unit 160U are connected by harness SD. The 24V DC current and 5V DC current supplied to the movable body motor drive IC 424i are supplied to the performance movable body unit 160U through this harness SD, enabling the motor 163m installed in the performance movable body unit 160U to be driven. Control signals (commands) for controlling the motor 163m are also sent from the first sub-control board 400B through this harness SD.
[0086] Furthermore, the slot machine 100 shown in Figure 1 also includes a second sub-control unit 500 as shown in Figure 2. Although not shown in Figure 3, the second sub-control board is supplied with 24V DC current and 5V DC current from the power control board 252B via a harness not shown. The second sub-control board is also connected to the first sub-control board 400B by a harness for control signals (for sending commands). In addition, the second sub-control board is connected to the performance device (performance image display device 157) in the same way as the first sub-control board 400B.
[0087] As explained above, the main control board 300B and the reel unit 109 are electrically connected by harnesses MR1 to MR3. In addition, the first sub-control board 400B and the performance movable unit 160U are electrically connected by harness SD.
[0088] Now, based on the above configuration, we will explain the operation when the front door 102 of the slot machine 100, which is in a power-off state, is opened and the left reel 110 is rotated manually. Note that a power-off state may be when the power switch 244 is off, when the power switch 244 is on but the power cord 265 is not connected to the outlet, or when no power is supplied from the island equipment (the same applies below). If no power is supplied from the island equipment, the machine is in a power-off state even if the power cord 265 is connected to the outlet and the power switch 244 is on. Even in such a power-off state, each reel 110 to 112 can be rotated manually in both the forward and reverse directions.
[0089] All of the monitor LEDs shown in Figure 3 (Power Control 24V Monitor LED 24PL, Power Control 5V Monitor LED 5PL, Main Control 24V Monitor LED 24ML, Main Control 5V Monitor LED 5ML, Sub-Control 24V Monitor LED 24SL, Sub-Control 5V Monitor LED 5SL), which light up when power is supplied, are turned off when power is cut off.
[0090] However, when the left reel 110 is rotated manually, a current (induced current) is generated in the motor 110m (see Figure 3) that rotates the left reel 110 due to back electromotive force. Continuing the explanation with reference to Figure 3, the induced current generated in the motor 110m flows through the harness MR1 to the main control board 300B and is supplied from the reel drive IC 322i to the 24V power line and the 5V power line, respectively. A main control 24V adjustment resistor 24MR is provided between the main control 24V monitor LED 24ML and ground, and a main control 5V adjustment resistor 5MR is provided between the main control 5V monitor LED 5ML and ground. The main control 24V monitor LED 24ML lights up due to the induced current because its resistance is adjusted by the main control 24V adjustment resistor 24MR, and the main control 5V monitor LED 5ML lights up due to the induced current because its resistance is adjusted by the main control 5V adjustment resistor 5MR. Furthermore, even if manual rotation is stopped, the 24V main control 24V monitor LED 24ML will remain lit for a while because the 24V power line is equipped with a main control 24V capacitor 24MC. On the other hand, since the 5V power line is not equipped with a capacitor, the main control 5V monitor LED 5ML will immediately turn off when manual rotation is stopped. In other words, when manual rotation is stopped, the main control 5V monitor LED 5ML will turn off before the main control 24V monitor LED 24ML. Note that a capacitor with a lower capacitance than the main control 24V capacitor 24MC may also be provided on the 5V power line.
[0091] The induced current that flows into the main control board 300B then flows through the harness PM to the power control board 252B, and is supplied to the 24V and 5V power lines respectively from connector PC2. A power control 24V adjustment resistor 24PR is provided between the 24V power control monitor LED 24PL and ground, and a power control 5V adjustment resistor 5PR is provided between the 5V power control monitor LED 5PL and ground. The 24V power control monitor LED 24PL lights up due to the induced current because its resistance value is adjusted by the power control 24V adjustment resistor 24PR, and the 5V power control monitor LED 5PL lights up due to the induced current because its resistance value is adjusted by the power control 5V adjustment resistor 5PR. In this case, LEDs on multiple boards, such as the LEDs on the main control board 300B (24ML, 5ML) and the LEDs on the power control board 252B (24PL, 5PL), are emitting light. Furthermore, even if manual rotation is stopped, the 24V power control capacitor 24PC is provided on the 24V power line, so the 24V power control monitor LED 24PL will remain lit for a while. Similarly, the 5V power control capacitor 5PC is provided on the 5V power line, so the 5V power control monitor LED 5PL will also remain lit for a while.
[0092] The induced current flowing into the power control board 252B further flows through harness PS1 to the first sub-control board 400B and is supplied to the 24V power line from connector SC1. A sub-control 24V adjustment resistor 24SR is provided between the sub-control 24V monitor LED 24SL and ground. A sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and ground. The sub-control 24V monitor LED 24SL lights up due to the induced current because its resistance value is adjusted by the sub-control 24V adjustment resistor 24SR. In addition, the induced current flowing into the power control board 252B flows through harness PS2 to the first sub-control board 400B and is supplied to the 5V power line from connector SC2. A sub-control 5V adjustment resistor 5SR is provided between the sub-control 5V monitor LED 5SL and ground. The sub-control 5V monitor LED 5SL lights up due to the induced current because its resistance value is adjusted by the sub-control 5V adjustment resistor 5SR. In this scenario, LEDs on multiple boards are illuminated, including the LEDs (24ML, 5ML) on the main control board 300B, the LEDs (24PL, 5PL) on the power supply control board 252B, and the LEDs (24SL, 5SL) on the first sub-control board 400B. Even when manual rotation is stopped, the sub-control 24V monitor LED 24SL remains lit for a while because the sub-control 24V capacitor 24SC is provided on the 24V power line. On the other hand, since there is no capacitor on the 5V power line, the sub-control 5V monitor LED 5SL turns off immediately when manual rotation is stopped.
[0093] The above explanation describes the phenomenon that occurs when each harness MR1, PM, PS1, and PS2 is properly connected to the connector and there are no disconnections. On the other hand, if harness MR1 is disconnected or not properly connected to connector RC1 and / or connector MC2 (disconnected or not inserted properly), no matter how much you manually rotate the left reel 110, none of the monitor LEDs shown in Figure 3 will light up, and the main control 24V monitor LED 24ML and main control 5V monitor LED 5ML will remain off. As a result, if none of the monitor LEDs shown in Figure 3, or the main control 24V monitor LED 24ML and main control 5V monitor LED 5ML, light up even when you manually rotate the left reel 110, you can suspect a problem with harness MR1 or a poor connection with connectors RC1 and MC2.
[0094] Furthermore, if the harness PM is disconnected or not properly connected to connector MC5 and / or connector PC2, when the left reel 110 is rotated manually, the main control 24V monitor LED 24ML and main control 5V monitor LED 5ML will light up, but the sub-control 24V monitor LED 24SL, sub-control 5V monitor LED 5SL, power control 24V monitor LED 24PL, and power control 5V monitor LED 5PL will not light up. As a result, when the left reel 110 is rotated manually, if the main control 24V monitor LED 24ML and main control 5V monitor LED 5ML are lit, but the sub-control 24V monitor LED 24SL, sub-control 5V monitor LED 5SL, power control 24V monitor LED 24PL, and power control 5V monitor LED 5PL are not lit, a malfunction of the harness PM or a poor connection to connector MC5 or PC2 can be suspected.
[0095] Furthermore, even when the main control board 300B is not connected to the power control board 252B during cleaning, maintenance, or manufacturing, the LEDs (24ML, 5ML) on the main control board 300B can be lit by manually rotating the left reel 110.
[0096] Furthermore, if harness PS1 is disconnected or not properly connected to connector PC3 and / or connector SC1, when the left reel 110 is rotated manually, only the sub-control 24V monitor LED 24SL among the monitor LEDs shown in Figure 3 will not light up. As a result, if the left reel 110 is rotated manually and only the sub-control 24V monitor LED 24SL among the monitor LEDs shown in Figure 3 does not light up, a malfunction of harness PS1 or a poor connection with connectors PC3 and SC1 can be suspected. In addition, if harness PS2 is disconnected or not properly connected to connector PC4 and / or connector SC2, when the left reel 110 is rotated manually, only the sub-control 5V monitor LED 5SL among the monitor LEDs shown in Figure 3 will not light up. As a result, if the left reel 110 is rotated manually and only the sub-control 5V monitor LED 5SL among the monitor LEDs shown in Figure 3 does not light up, a malfunction of harness PS2 or a poor connection with connectors PC4 and SC2 can be suspected.
[0097] This explanation described the case where the left reel 110 is manually rotated while the power is off, but the same applies when the middle reel 111 or the right reel 112 is manually rotated while the power is off. Also, the more reels that are manually rotated, the brighter the monitor LED will light up. For example, if the left reel 110, middle reel 111, and right reel 112 are rotated manually at the same time, the monitor LED will light up brighter than if only the left reel 110 is manually rotated.
[0098] Furthermore, even LEDs used for purposes other than monitor LEDs, such as the main control 24V monitor LED 24ML, main control 5V monitor LED 5ML, sub-control 24V monitor LED 24SL, sub-control 5V monitor LED 5SL, power control 24V monitor LED 24PL, and power control 5V monitor LED 5PL (for example, error monitoring LEDs that light up when an error occurs, or signal monitoring LEDs), will light up if the left reel 110 is rotated manually in a power-off state, provided there is no electrical connection problem, as long as they are provided on the 24V power line or 5V power line along with an adjustment resistor. Therefore, even LEDs used for purposes other than monitor LEDs can be used to check for electrical connection problems.
[0099] Furthermore, even when the power is out, the shutter 163 shown in Figure 1 can be opened and closed manually.
[0100] When the shutter 163 is opened or closed manually, a current (induced current) is generated in the motor 163m (see Figure 3) that opens and closes the shutter 163 due to back electromotive force. Continuing the explanation with reference to Figure 3, the induced current generated in the motor 163m flows through the harness SD to the first sub-control board 400B and is supplied from the movable motor drive IC 424i to the 24V power line and the 5V power line, respectively. The sub-control 24V monitor LED 24SL lights up due to the induced current because its resistance is adjusted by the sub-control 24V adjustment resistor 24SR, and the sub-control 5V monitor LED 5SL also lights up due to the induced current because its resistance is adjusted by the sub-control 5V adjustment resistor 5SR.
[0101] The induced current flowing into the first sub-control board 400B then flows through harness PS1 to the power control board 252B and is supplied to the 24V power line from connector PC3. The 24V power control monitor LED 24PL lights up due to the induced current, as its resistance is adjusted by the 24V power control adjustment resistor 24PR. The induced current flowing into the first sub-control board 400B also flows through harness PS2 to the power control board 252B and is supplied to the 5V power line from connector PC4. The 5V power control monitor LED 5PL also lights up due to the induced current, as its resistance is adjusted by the 5V power control adjustment resistor 5PR. In this case, LEDs on multiple boards, such as the LEDs on the first sub-control board 400B (24SL, 5SL) and the LEDs on the power control board 252B (24PL, 5PL), are emitting light.
[0102] The induced current flowing into the power control board 252B further flows through the harness PM to the main control board 300B, and is supplied to the 24V and 5V power lines respectively from connector MC5. The 24V power control monitor LED 24PL lights up due to the induced current, as its resistance value is adjusted by the 24V power control adjustment resistor 24PR, and the 5V power control monitor LED 5PL lights up due to the induced current, as its resistance value is adjusted by the 5V power control adjustment resistor 5PR. In this case, LEDs on multiple boards, such as the LEDs on the power control board 252B (24PL, 5PL), the LEDs on the first sub-control board 400B (24SL, 5SL), and the LEDs on the main control board 300B (24ML, 5ML), are emitting light.
[0103] The above explanation describes the phenomenon that occurs when each harness SD, PS1, PS2, and PM is properly connected to the connector and there are no disconnections. On the other hand, if harness SD is disconnected or not properly connected to connector DC1 and / or connector SC3, no matter how many times you manually open and close shutter 163, none of the monitor LEDs shown in Figure 3 will light up, and the sub-control 24V monitor LED 24SL and sub-control 5V monitor LED 5SL will remain off. As a result, if none of the monitor LEDs shown in Figure 3, or the sub-control 24V monitor LED 24SL and sub-control 5V monitor LED 5SL, light up even when you manually open and close shutter 163, you can suspect a problem with harness SD or a poor connection to connectors DC1 and SC3.
[0104] Furthermore, if harness PS1 is disconnected or not properly connected to connector SC1 and / or connector PC3, when shutter 163 is opened and closed manually, the sub-control 24V monitor LED 24SL and sub-control 5V monitor LED 5SL will light up, but the power control 24V monitor LED 24PL and main control 24V monitor LED 24ML will not light up. As a result, if shutter 163 is opened and closed manually and the sub-control 24V monitor LED 24SL and sub-control 5V monitor LED 5SL are lit, but the power control 24V monitor LED 24PL and main control 24V monitor LED 24ML are not lit, a malfunction in harness PS1 or a poor connection to connectors SC1 and PC3 can be suspected. Furthermore, if harness PS2 is disconnected or not properly connected to connector SC2 and / or connector PC4, when shutter 163 is opened and closed manually, the sub-control 24V monitor LED 24SL and sub-control 5V monitor LED 5SL will light up, but the power control 5V monitor LED 5PL and main control 5V monitor LED 5ML will not light up. As a result, if shutter 163 is opened and closed manually and the sub-control 24V monitor LED 24SL and sub-control 5V monitor LED 5SL are lit, but the power control 5V monitor LED 5PL and main control 5V monitor LED 5ML are not lit, a malfunction in harness PS2 or a poor connection to connectors SC2 and PC4 can be suspected.
[0105] Furthermore, even when the first sub-control board 400B is not connected to the power control board 252B during cleaning, maintenance, or manufacturing, the LEDs (24SL, 5SL) on the first sub-control board 400B can be lit by manually opening and closing the shutter 163.
[0106] Furthermore, if the harness PM is disconnected or not properly connected to connector PC2 and / or connector MC5, when the shutter 163 is opened and closed manually, only the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML shown in Figure 3 will not light up. As a result, if only the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML shown in Figure 3 do not light up when the shutter 163 is opened and closed manually, a malfunction of the harness PM or a poor connection with connectors PC2 and MC5 can be suspected.
[0107] Figure 4 shows an example in which a relay board is provided between the main control board 300B shown in Figure 3 and the reel unit 109 also shown in Figure 3. The following explanation will focus on the differences from the connection example explained using Figure 3, and redundant explanations may be omitted.
[0108] In Figure 4, connectors MC5 and MC6, which are provided on the main control board 300B, are omitted from the illustration. A reel relay board 902B is shown between the main control board 300B and the reel unit 109 in Figure 4.
[0109] The reel relay board 902B is provided with connector RRM1, to which harness MR11 connected to connector MC2 of the main control board 300B is connected, and connector RRR1, to which harness MR12 connected to connector RC1 of the reel unit 109 is connected. It is also provided with connector RRM2, to which harness MR21 connected to connector MC3 of the main control board 300B is connected, and connector RRR2, to which harness MR22 connected to connector RC2 of the reel unit 109 is connected. Furthermore, it is provided with connector RRM3, to which harness MR31 connected to connector MC4 of the main control board 300B is connected, and connector RRR3, to which harness MR32 connected to connector RC3 of the reel unit 109 is connected.
[0110] In the connection example shown in Figure 4, if the reels 110-112 are rotated manually in an out-of-power state, the monitor LEDs such as the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will light up if everything is working correctly. However, if any of the harnesses MR11, MR12, MR21, MR22, MR21, and MR32 between the main control board 300B and the reel unit 109 are disconnected or not properly connected, the monitor LEDs such as the main control 24V monitor LED 24ML and the main control 5V monitor LED 5ML will not light up.
[0111] In the connection example shown in Figure 4, the inclusion of the reel relay board 902B increases the number of harnesses and connectors compared to the connection example shown in Figure 3, thus increasing the likelihood of electrical connection failures. However, manual operation during power outages can induce an induced current, and the status of the monitor LEDs allows for easy confirmation of electrical connection failures.
[0112] Furthermore, the reel relay board 902B may also be equipped with a 24V monitor LED and adjustment resistor on the 24V power line, and a 5V monitor LED and adjustment resistor on the 5V power line. By generating an induced current through manual operation in the power-off state, these monitor LEDs will light up if the connection is normal, allowing for confirmation of electrical connection problems.
[0113] In this explanation, the left reel 110, middle reel 111, right reel 112, and shutter 163 are used as examples of movable parts, but the system is not limited to these; any motor-driven movable part will suffice.
[0114] Furthermore, instead of LED lamps that light up using induced current in the event of a power outage, a light-emitting means such as a 7-segment (SEG) display may be used. For example, a 7-segment display that shows different setting values (e.g., setting 1 to setting 6) indicating varying degrees of advantage for the player may be used. The light-emitting means must be visible to the naked eye. These light-emitting means do not move even when the motor is driven. This is because the light-emitting means are not provided on a movable body that moves when the motor is driven, but rather on a fixed circuit board.
[0115] In the above explanation, adjustment resistors (24MR, 5MR, 24PR, 5PR, 24SR, 5SR) were used to make the monitor LED light up by induced current when the power is off. However, any means of adjusting the impedance is acceptable, and adjustment resistors are not the only option. However, since a large amount of induced current can flow even when the power is on, it is necessary to adjust the impedance not only to facilitate induced current flow when the power is off, but also considering the state when the power is on.
[0116] The configuration described above is, Light-emitting means, A gaming machine comprising a movable body unit having a movable body that can be operated by the drive of a motor, The motor is electrically connected to the light-emitting means via a harness. The light-emitting means may emit light when the movable body is manually operated in an electric-off state to drive the motor, and a current flows in due to the back electromotive force generated by the motor. This corresponds to an example of a gaming machine characterized in that the light-emitting means does not move even when the motor is driven.
[0117] FIG. 5 is a configuration diagram of a gaming system including the slot machine 100 and the lending machine 700 shown in FIG. 1.
[0118] As shown in FIG. 5, the gaming system S includes the slot machine 100 shown in FIG. 1, the lending machine 700 also shown in FIG. 1, a hall computer 600, a hall management terminal 800, an intermediate management terminal 810, and a management server 820. Note that the lending machine 700, the hall computer 600, and the hall management terminal 800 are collectively referred to as an external processing device. One of the features of this external processing device is that it has a storage means.
[0119] The hall management terminal 800 is a computer separate from the hall computer 600. It is installed for each gaming hall (hall) H1, H2,... and is connected to the lending machine 700. Since the lending machine 700 is connected to the slot machine 100, the hall management terminal 800 is connected to the slot machine 100 via the lending machine 700. Information regarding the number of medals (counting information and lending information) and information such as the operating state of the slot machine 100, which are exchanged between the lending machine 700 and the slot machine 100, are input to the hall management terminal 800. The hall management terminal 800 records and manages these input information.
[0120] The management server 820 is provided to comprehensively manage the gaming system 1. As information regarding the slot machine 100 and the lending machine 700, for example, information for identifying the slot machine 100 and information for identifying the lending machine 700 (gaming machine installation information) are stored and managed. In addition, the management server 820 is connected to the hall management terminals 800 of many stores via the intermediate management terminal 810, and also manages information obtained by communicating with the hall management terminal 800, that is, information regarding the number of medals and information such as the operating state of the slot machine 100.
[0121] 《Communication Sequence and Communication Content》 Commands are transmitted and received between the game control unit 302 and the medal count control unit 350. The game control unit 302 transmits game control commands (game control state commands, game control priority commands) to the medal count control unit 350 every 2.98 ms. On the other hand, the medal count control unit 350 transmits medal count control commands (medal count control state commands, response commands) to the game control unit 302 every 5.96 ms. Note that in the game control unit 302, the game control priority command is transmitted prior to the game control state command. Also, in the medal count control unit 350, the response command corresponding to the game control priority command is transmitted prior to the medal count control state command.
[0122] In the communication between the game control unit 302 and the medal count control unit 350, and in the communication between the medal count control unit 350 and the lending machine 700, game machine status information, game machine performance information, and game machine installation information are transmitted and received.
[0123] Figure 6 is a table summarizing the game machine status information, game machine performance information, and game machine installation information.
[0124] The game machine status information shown in Fig. 6(a) is roughly divided into three types of status information: advantageous state information, setting state information, and front door state information. The advantageous state information consists of information indicating whether a bonus activation state equivalent to RB (RB information), information indicating whether a bonus activation state equivalent to BB (BB information), and information indicating whether a bonus activation state equivalent to AT (assist time) (AT information). The setting state information consists of information indicating whether the setting change state is in effect by operating the setting button 175 shown in Fig. 2 (setting change in progress information) and information indicating whether the setting confirmation state is in effect (setting confirmation in progress information). The front door state information becomes information indicating whether the front door 102 is in an open state (door open information). Note that the AT state is a game state in which an auxiliary function for the player to obtain an advantageous result, such as notification of the stop operation order of the stop buttons 137 to 139 and notification of the symbol to be stopped intentionally, works.
[0125] The gaming machine performance information shown in Figure 6(b) includes total number of tokens inserted, total number of tokens paid out, MY counter value information, total number of tokens paid out by special features, total number of tokens paid out by consecutive special features, number of games played, and role ratio monitor information. The total number of tokens inserted information represents the cumulative number of tokens inserted since the power was turned on. Note that the number of tokens for subsequent games is not included. The total number of tokens paid out information represents the cumulative number of tokens paid out since the power was turned on. Note that the number of tokens for subsequent games is not included. The MY counter value information represents the maximum value of the MY counter calculated since the power was turned on. Slot machine 100 has a state in which notification of the stop operation sequence for internally won roles is executed, and the MY counter is a counter that counts the net increase in tokens since the transition to this state. The total number of tokens paid out by special features information represents the cumulative number of tokens paid out by the operation of special features since the power was turned on. The information on the total number of consecutive bonus payouts represents the total number of medals paid out from RB (Regular Bonus) activations accumulated since the power was turned on. The number of games played represents the total number of games played accumulated since the power was turned on. The payout ratio monitor information represents various ratios (bonus payout ratio, consecutive bonus payout ratio, advantageous section ratio, bonus payout ratio including instructions, bonus payout state ratio, etc.) used to evaluate the degree of gambling potential of the gaming machine.
[0126] The gaming machine installation information shown in Figure 6(c) includes two types of information: gaming control unit information and medal count control unit information. The gaming control unit information consists of the ID number information of the IC chip of the gaming control unit 302, the manufacturer code of that IC chip, and the product code of that IC chip. The medal count control unit information consists of the ID number information of the IC chip of the medal count control unit 350, the manufacturer code of that IC chip, and the product code of that IC chip.
[0127] Figure 7 shows the communication sequence when a game control status command is sent from the game control unit 302 to the medal count control unit 350.
[0128] Figure 7 shows, from left to right, the first sub-control unit 400, the game control unit 302, the medal count control unit 350, and the dispensing machine 700.
[0129] First, before explaining the game control status commands, let's explain the communication between the slot machine 100 and the dispensing machine 700. The dispensing machine 700 is connected to the medal count control unit 350, and communication between the slot machine 100 and the dispensing machine 700 takes place between the medal count control unit 350 and the dispensing machine 700. Communication between the medal count control unit 350 and the dispensing machine 700 occurs at 300ms intervals.
[0130] As shown in Figure 7, the medal count control unit 350 transmits a game machine information notification and a counting notification to the dispensing machine 700. In addition, the dispensing machine 700 transmits a dispensing notification to the medal count control unit 350, and upon receiving this dispensing notification, the medal count control unit 350 replies to the dispensing machine 700 with a dispensing reception result response notification.
[0131] Figure 8 shows details of the communication between the medal count control unit 350 and the dispensing machine 700.
[0132] Figure 8(a) shows the data structure of a message exchanged during communication between the medal count control unit 350 and the dispensing machine 700. This message consists of five types: message length, command, serial number, data section, and checksum. The message length stores the total length of the message. The command stores a command code to identify the type of notification: game machine information notification, counting notification, dispensing notification, and dispensing reception result response notification. The serial number stores the serial number for game machine information notifications, the counting serial number for counting notifications, and the dispensing serial number for dispensing notifications and dispensing reception result response notifications. The range of each serial number is 0 to 255. When the power is turned on, the serial number is 0, and when it reaches 255 it returns to 1, and then repeats from 1 to 255. The data section stores various types of data, and the checksum stores the lower byte of the sum of the data from the message length to the data section.
[0133] Figure 8(b) shows the specific contents of the data section of the gaming machine information notification. The data section of the gaming machine information notification stores a code that represents the type of gaming machine, such as a pachinko-type gaming machine, a reel-type gaming machine, or an arrangement ball gaming machine. In this embodiment, a code representing a reel-type gaming machine is stored. In addition to the gaming machine performance information and gaming machine installation information explained using Figure 6, the gaming machine information type also includes hall computer and fraud monitoring information. The gaming machine information type stores a code to identify which of these three types of information it is.
[0134] Figure 9(a) shows the details of the hall control fraud monitoring information.
[0135] The information regarding the number of game tokens is stored in the RAM 358 of the token count control unit 350 and represents the current number of game tokens.
[0136] The information on the number of tokens inserted is based on the number of tokens inserted and the number of tokens returned if the settlement button 134 (see Figure 1) is operated, representing the change in the number of tokens inserted since the last game machine information notification (-3 to 3 tokens). In other words, it is information based on the information on the number of tokens inserted and the number of tokens settled, which is included in the game control priority commands (insertion command, settlement command) transmitted from the game control unit 302 to the token count control unit 350.
[0137] The payout medal count information represents the number of medals that have been dispensed. This payout medal count information is based on the medal payout information included in the game control priority command (payout command) transmitted from the game control unit 302 to the medal count control unit 350.
[0138] The advantageous state information is the advantageous state information shown in Figure 6(a), which was explained using Figure 6. In addition, information representing the state of the gaming machine may also be included.
[0139] Gaming machine error status information is represented by error codes.
[0140] Figure 9(b) is a list of error codes. Note that the various errors shown in Figure 9(b) are also handled by the medal count control status command, the various processing commands sent from the game control unit 302 to the first sub-control unit 400, and the game control priority command (error occurrence command), which will be described later.
[0141] The following explains only errors that require special explanation. A medal count control disconnection is an error that occurs when the game control unit 302 detects a disconnection in the medal count control unit 350, and a game control disconnection is the reverse, an error that occurs when the medal count control unit 350 detects a disconnection in the game control unit 302. An abnormal game order is an error that indicates an abnormal order of game progression in the game control unit 302. An abnormal game control command sequence number is an error that occurs when the sequence number of commands from the game control unit 302 is a value other than the previous value plus 1. An abnormal payout amount is an error that occurs when the payout amount included in the game control status command is outside the range of 0 to 15 coins. In other words, in the slot machine 100 of this embodiment, the maximum payout amount in one round is 15 coins. A settlement amount mismatch is an error that occurs when the settlement amount included in the game control priority command (settlement command) is greater than or equal to the number of coins inserted. A chip ID number mismatch is an error that occurs when the IC chip number information in the game control unit information shown in Figure 6(c) differs from the previous information. A medal count control RAM error indicates a malfunction in the RAM 358 of the medal count control unit 350. A dispensing machine communication abnormality is an error that will be described in more detail later, such as when the VL signal from the dispensing machine 700 is ON but the dispensing notification has not been received. When any of the various errors shown in Figure 9(b) occur, all seven segments of the instruction monitor 125 shown in Figure 1 light up, and an error notification sound is output from the speaker 272. In addition, an error code for display is shown on the performance image display device 157.
[0142] The gaming machine illegal information includes, in addition to the setting state information and front door information shown in FIG. 6(a) described using FIG. 6, information when an illegal act is detected, information indicating that the number of gaming medals has been cleared, a security signal indicating that illegal act detection is in progress, and the like.
[0143] The information on the number of gaming information becomes the information on the current bet number and the payout number. These two pieces of information are distinguished by type information. The current bet number becomes the value of the current bet number included in the start lever reception command when the operation of the start lever 135 is received and the start lever reception command (gaming control state command) is transmitted from the gaming control unit 302 to the medal number control unit 350. Also, the payout number becomes the value of the number of payout medals included in the payout command when the payout command (gaming control state command) is transmitted from the gaming control unit 302 to the medal number control unit 350.
[0144] Returning to the explanation using FIG. 8(b), the gaming machine information notification transmitted from the medal number control unit 350 to the lending machine 700 at a cycle of 300 ms stores the gaming machine information of the code specified by the gaming machine information type. That is, when the value of the gaming machine information type is 0, the gaming machine performance information is stored, when the value of the gaming machine information type is 1, the gaming machine installation information is stored, and when the value of the gaming machine information type is 2, the hall console - illegal monitoring information is stored. The gaming machine performance information, the gaming machine installation information, and the hall console - illegal monitoring information have different notification intervals. The gaming machine performance information is notified once at the longest first time (for example, 180 seconds), the gaming machine installation information is notified once at the second time (for example, 60 seconds), and the hall console - illegal monitoring information is notified every shortest third time (for example, the 300 - ms notification cycle). When the notification timings of these three pieces of information overlap, the notification of the gaming machine installation information is given the highest priority, and then the notification of the gaming machine performance information is given priority. And the lowest priority is given to the hall console - illegal monitoring information, which has the most number of notifications.
[0145] Figure 8(c) shows the specific contents of the data section of the counting notification transmitted from the medal count control unit 350 to the dispensing machine 700 at 300ms intervals. As shown in Figure 7, the counting notification is sent within a range of 90ms to 100ms from the start of the game machine information notification. This is managed by a counting notification interval timer, which is set to 90ms in step S3303 shown in Figure 32, which will be described later. Also, as will be described in more detail later, when the counting button 171 shown in Figure 1 is pressed briefly once, the counted number of medals increases by 1, and if the counting button 171 is pressed briefly multiple times before the 300ms cycle arrives, the counted number of medals becomes the number of medals corresponding to the number of times it was pressed briefly. On the other hand, if the counting button 171 is pressed and held for 500ms or more when the 300ms cycle arrives, the counted number becomes 50. In other words, the counted number of medals can be set in units of 1, or 50 medals can be set all at once. However, if the number of tokens counted exceeds the value of the number of game tokens stored in RAM358, this value of the number of game tokens will be set as the number of tokens counted. The token count information represents the number of tokens counted determined by the operation of the count button 171 until a 300ms cycle occurs. The cumulative token count represents the number of tokens counted accumulated since the power was turned on.
[0146] Figure 8(d) shows the specific contents of the data section of the loan notification transmitted from the lending machine 700 to the medal count control unit 350 at 300ms intervals. As shown in Figure 7, the lending machine 700 notifies the medal count control unit 350 of the loan notification within 170ms from the start of receiving the count notification. The medal count control unit 350 monitors whether the loan notification was notified within 170ms using a loan notification interval timer, which is set to 170ms in step S3502 shown in Figure 34, which will be described later. When the lending button 707 of the lending machine 700 shown in Figure 1 is operated, if the card's "money balance" is equal to or greater than a predetermined amount (for example, 1000 yen), the number of medals to be lent will be the number of medals equivalent to the predetermined amount (for example, 50 medals). On the other hand, if the card's "money balance" is less than the predetermined amount, the number of medals to be lent will be the number of medals converted from the current balance at a predetermined rate. The information on the number of tokens lent represents the number of tokens lent in response to the operation of the lending button 707. The predetermined amount and the number of tokens equivalent to that amount can be set in advance on the lending machine 700.
[0147] Figure 8(e) shows the specific contents of the data section of the loan receipt result response sent back from the medal count control unit 350 to the dispensing machine 700. As will be explained in more detail later, the medal count control unit 350 determines whether the number of medals to be loaned notified by the loan notification is 50 or less, whether the number of game medals stored in the RAM 358 is less than the loan threshold (for example, 15,000 medals), whether counting processing has not been performed, etc., and determines the result of receiving the number of medals to be loaned to be either normal or abnormal. In the loan receipt result response, this receipt result is transmitted to the dispensing machine 700.
[0148] Next, we will explain the game control status commands that the game control unit 302, shown in Figure 7, sends to the medal count control unit 350 every 2.98 ms.
[0149] Figure 10 is a table showing game control status commands.
[0150] The game control status command is a 16-bit command, with the most significant bit of the upper byte used as a strobe signal, the remaining 7 bits representing the command type, and the lower byte representing the content. Figure 10 also shows the command offset used during transmission.
[0151] The game control unit 302 sends a command representing advantageous state information (RB information, BB information, AT information), and after 2.98ms it sends a command representing setting state information (settings being changed information, settings being checked information), and after another 2.98ms it sends a command representing front door state information (door open information). This completes the transmission of game machine state information.
[0152] Then, after 2.98ms, the information representing the total number of cards inserted (total number of cards inserted information), which is represented by 3 bytes, is sent in three parts, one byte at a time, at 2.98ms intervals. Specifically, the first byte is sent with a command type of 13H as the upper byte, the second byte is sent with a command type of 14H as the upper byte after 2.98ms, and the third byte is sent with a command type of 15H as the upper byte after 2.98ms.
[0153] Next, after 2.98ms, the total number of payouts is represented by 3 bytes (total payout information), which is sent in three parts, one byte at a time, at 2.98ms intervals. Specifically, the first byte is sent with a command type of 16H as the upper byte, the second byte is sent with a command type of 17H as the upper byte after 2.98ms, and the third byte is sent with a command type of 18H as the upper byte after 2.98ms.
[0154] Next, after 2.98ms, the MY counter value information (MY counter value information), which is represented by 3 bytes, is sent in three parts, one byte at a time, at 2.98ms intervals. Specifically, the first byte is sent with a command type of 19H as the upper byte, the second byte is sent with a command type of 1AH as the upper byte after 2.98ms, and the third byte is sent with a command type of 1BH as the upper byte after 2.98ms.
[0155] Furthermore, after 2.98ms, information representing the total number of coins paid out by the bonus items (total number of coins paid out by the bonus items) is sent in three parts, one byte at a time, at 2.98ms intervals. Specifically, the first byte is sent with the command type 1CH as the upper byte, the second byte is sent with the command type 1DH as the upper byte, and the third byte is sent with the command type 1EH as the upper byte.
[0156] Then, after 2.98ms, information representing the total number of consecutive bonus payouts (total number of consecutive bonus payouts information) is sent in three parts, one byte at a time, at 2.98ms intervals. Specifically, the first byte is sent with the command type 1FH as the upper byte, the second byte is sent with the command type 20H as the upper byte after 2.98ms, and the third byte is sent with the command type 21H as the upper byte after 2.98ms.
[0157] Next, after 2.98ms, the information representing the number of games played (game count information), which is represented by 2 bytes, is sent in two parts, one byte at a time, with an interval of 2.98ms. Specifically, the first byte is sent with a command type of 22H as the upper byte, and after 2.98ms, the second byte is sent with a command type of 23H as the upper byte.
[0158] Next, after 2.98ms, the payout ratio monitor information is transmitted across five commands at 2.98ms intervals. Specifically, the command type with the upper byte being 24H transmits information representing the payout ratio, the command type with the upper byte being 25H transmits information representing the continuous payout ratio, the command type with the upper byte being 26H transmits information representing the advantageous section ratio, the command type with the upper byte being 27H transmits information representing the payout ratio including instructions, and the command type with the upper byte being 28H transmits information representing the payout status ratio. With this, the transmission of the gaming machine performance information is complete.
[0159] Furthermore, after 2.98ms, the game control unit information is transmitted in 15 commands at 2.98ms intervals. Specifically, the IC chip ID number of the game control unit 302, represented by 4 bytes, is transmitted one byte at a time in four separate transmissions at 2.98ms intervals. Next, the IC chip manufacturer code of the game control unit 302, represented by 3 bytes, is transmitted one byte at a time in three separate transmissions at 2.98ms intervals. Following this, the IC chip product code of the game control unit 302, represented by 8 bytes, is transmitted one byte at a time in eight separate transmissions at 2.98ms intervals. With this, the transmission of the game machine installation information is complete.
[0160] Finally, the checksum value is sent. Once the checksum value has been sent, the process returns to sending the advantageous state information, and thereafter, the game control state commands shown in Figure 10 are sent one by one at 2.98ms intervals in sequence. If there is a game control priority command, the transmission of game control state commands will be suspended until this command is sent.
[0161] Next, we will explain the medal count control status command that the medal count control unit 350, shown in Figure 7, sends to the game control unit 302 every 5.96 ms.
[0162] Figure 11 is a table showing the medal count control status commands.
[0163] The medal count control status command is also a 16-bit command, with the most significant bit of the upper byte used as a strobe signal, the remaining 7 bits representing the command type, and the lower byte representing the content. Figure 11 also shows the command offset used during transmission.
[0164] The medal count control unit 350 transmits VL signal information indicating whether the VL signal from the dispensing machine 700 is ON or OFF. This VL signal information corresponds to basic information and may include other information.
[0165] Next, after 5.96ms, the information representing the "number of game tokens" stored in RAM358, which is represented by 2 bytes, is divided into upper and lower byte portions of 1 byte each and transmitted at 5.96ms intervals. That is, the lower byte is transmitted with the upper byte being command type 02H, and after 5.96ms, the upper byte is transmitted with the upper byte being command type 03H.
[0166] Then, after 5.96ms, information representing the number of items counted (count information) is transmitted, and after another 5.96ms, information representing the number of items borrowed (borrowed information) is transmitted.
[0167] Finally, the error code explained using Figure 9(b) is sent. Once the error code has been sent, the system returns to sending VL signal information, and thereafter, it repeatedly sends the medal count control status commands shown in Figure 11 sequentially at 5.96ms intervals. If there is a response command to a game control priority command, the transmission of medal count control status commands will be suspended until this command is sent.
[0168] Next, we will explain the security commands that are transmitted from the game control unit 302 to the first sub-control unit 400 at 100ms intervals, as shown in Figure 7.
[0169] The security command includes VL signal information indicating whether the VL signal is ON or OFF, door open information indicating whether the front door 102 is open or OFF, information indicating the "number of game tokens" stored in RAM 358, information indicating the number of tokens counted, and information indicating the number of tokens dispensed. The information indicating the "number of game tokens," the information indicating the number of tokens counted, and the information indicating the number of tokens dispensed are information transmitted from the token count control unit 350 by the token count control status command.
[0170] In addition, various processing commands are transmitted from the game control unit 302 to the first sub-control unit 400. Examples of these processing commands include a normal recovery command upon power restoration, a setting change start command related to setting value changes, a setting change end command including the changed setting value, an error occurrence command and an error clearing command, a bet command including the number of tokens inserted, a settlement button command indicating that the settlement button has been pressed, a performance information command including performance information, a start lever reception command indicating that the operation of the start button 135 has been accepted, first to third press commands corresponding to the acceptance of the operation of the stop buttons 137 to 139, a game information command including game information, and a payout start command indicating the start of payout. The errors in the error occurrence command and error clearing command include errors represented by the error codes explained using Figure 9(b), as well as errors such as an error indicating that the maximum number of game tokens to be displayed is approaching, a door open error indicating that the front door 102 has been opened, and a dispensing machine abnormality error where the VL signal has been turned off.
[0171] Figure 12 shows the communication sequence when a game control priority command is sent from the game control unit 302 to the medal count control unit 350.
[0172] The game control priority command is a command that is sent with priority over the game control status command. If the game control unit 302 receives a request for retransmission from the medal control unit 350 after sending the game control priority command, it will send the game control priority command to the medal control unit 350 again.
[0173] Figure 13(a) shows the details of the game control priority command.
[0174] There are two types of game control priority commands: one that, when sent to the medal count control unit 350, elicits a response command from the medal count control unit 350, and another that, without receiving a response command, continues to transmit medal count control status commands. The former is referred to as game control priority command 1, and the latter as game control priority command 2. Figure 12 shows the communication sequence when game control priority command 1 is transmitted.
[0175] Priority game control command 1 includes payout commands, insert commands, and settlement commands. The payout command sends the number of coins to be paid out (0 to 15) with a command type where the upper byte is 04H, then sends the command sequence number with a command type where the upper byte is 05H, and finally sends the checksum with a command type where the upper byte is 06H. In other words, when sending a payout command, three commands are sent in succession.
[0176] The input command sends the number of cards to be inserted (0 to 3) with a command type of 07H in the upper byte, then the command sequence number with a command type of 08H in the upper byte, and finally the checksum with a command type of 09H in the upper byte. In other words, even when sending an input command, three commands are sent in succession.
[0177] The settlement command sends the number of items to be settled (0 to 3) with a command type where the upper byte is 0AH, then sends the command sequence number with a command type where the upper byte is 0BH, and finally sends the checksum with a command type where the upper byte is 0CH. In other words, even when sending a settlement command, three commands are sent in succession.
[0178] As shown in Figure 12, the medal count control unit 350 sends a response command when it receives the game control priority command 1.
[0179] Figure 13(b) shows the details of the response command sent back from the medal count control unit 350 to the game control unit 302.
[0180] Response commands can be sent in response to a payout command (payout response), an insert command (insert response), or a settlement command (settlement response). The upper byte value of a response command, which represents the command type, is 00H. A payout response will contain one of the following: normal, abnormal, or a request to re-issue the payout command. Here, normal corresponds to the completion of the payout, and abnormal corresponds to the number of game tokens exceeding the payout threshold (for example, 16,383 tokens) due to the payout.
[0181] The input response will contain one of the following: normal, abnormal, or request for re-insertion of the input command. Here, normal corresponds to successful input, while abnormal corresponds to input failure or invalid input.
[0182] The settlement response will contain one of the following: normal, abnormal, or a request for a settlement command again. Here, "normal" corresponds to the completion of settlement, and "abnormal" corresponds to the case where the number of game tokens exceeds the settlement threshold (for example, 16,383 tokens) due to settlement. The settlement threshold is the same value as the payout threshold mentioned above.
[0183] Figure 14 shows the communication sequence when a game control priority command 2 is transmitted from the game control unit 302 to the medal count control unit 350.
[0184] As shown in Figure 13(a), the game control priority command 2 includes an error occurrence command, a RAM clear command, and a start lever operation command. The error occurrence command is a command type with the upper byte being 01H, and is a command that indicates that various errors shown in Figure 9(b) have occurred.
[0185] The RAM clear command is a command type with the upper byte being 02H, and includes commands that indicate whether the RAM 308 is normal or faulty, as determined by the game control unit 302.
[0186] The start lever acceptance command is a command type with the upper byte being 03H. Since the number of bets is determined when the operation of start lever 135 is accepted, this command contains information representing the determined number of bets (current bets: 1-3).
[0187] Pattern arrangement Each reel 110 to 112 has a predetermined number of different symbols arranged on it. In this embodiment, the slot machine 100 is configured to stop the corresponding reels 110 to 112 within the maximum retraction range from the stopped position in order to enhance the enjoyment of the game.
[0188] Types of winning roles Slot Machine 100 has three types of winning combinations: special combinations, re-spin combinations, and minor combinations. However, the types of winning combinations are not limited to these and can be chosen at will.
[0189] Types of internally awarded roles In the game, the winning combination is determined by a lottery at the start of the game, and in that game, it is possible to win a prize corresponding to this winning combination. In some cases, the result of the internal win may be carried over to the next game.
[0190] Types of game states Slot Machine 100 features various states with different levels of advantage, and the transitions between these states change the level of advantage, enhancing the enjoyment of the game.
[0191] 《Process Overview》 The following describes the processing of the game control unit 302, the medal count control unit 350, the first sub-control unit 400, and the second sub-control unit 500 with reference to the drawings. Although this embodiment employs a so-called medalless configuration, using information equivalent to the actual number of medals (virtual medal count) instead of actual medals, this information will be referred to as "medal count" in the following description.
[0192] 《Game Control Unit Main Processing》 First, using Figure 15, we will explain the main processing of the game control unit executed by the CPU 304 of the game control unit 302. Note that this figure is a flowchart showing the flow of the main processing of the game control unit.
[0193] As described above, the game control unit 302 is equipped with a startup signal output circuit (reset signal output circuit) 338 that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 of the game control unit 302, upon receiving this startup signal, resets via a reset interrupt and executes the game control unit main processing shown in Figure 15 according to the control program pre-stored in the ROM 306.
[0194] When power is turned on, various initial settings are performed in step S101. This initial setup includes setting the stack initial value for the CPU 304's stack pointer (SP), disabling interrupts, initializing the I / O 310, initializing various variables stored in RAM 308 (including the MY counter described later), and enabling and setting the initial value for WDT 314. If any settings are changed, the contents of RAM 308 are initialized. Also, if an abnormality is detected in the backup data of RAM 308 during the recovery process, the contents of RAM 308 are initialized. If this initialization is performed, a RAM clear command containing information on whether the initialization was completed successfully is sent to the medal count control unit 350.
[0195] Step S102 executes the process of inserting medals and receiving the start lever. Details of this process will be described later using Figure 17.
[0196] Step S103 determines the valid winning line.
[0197] In step S104, the winning combination lottery table stored in ROM 306 is read according to the current state of the game, and an internal lottery (lottery for a combination) is performed using this and a random number obtained from the random number generation circuit 316 to determine the internally won combination. If the internal lottery results in an internal win of any winning combination (including activation combinations), the flag for that winning combination is turned on.
[0198] In step S105, reel stop data corresponding to the stop operation is prepared based on the result of the internal lottery. This reel stop data is stored in the ROM 306 of the game control unit 302.
[0199] In step S106, the rotation of reels 110-112 is started on the condition that the game interval timer (decremented in the timer update process described later) is 0, and an initial value is set for the game interval timer. Also, when the rotation of reels 110-112 starts, preparations are made to send a reel rotation start command to the first sub-control unit 400. After that, when reels 110-112 reach a predetermined rotation speed, the optical sensors provided on each reel detect the position of the symbols on each reel, and the stop operation for stop buttons 137-139 is activated. The game interval counter ensures the minimum time required for one game (4.1s in this embodiment), thereby suppressing the element of chance.
[0200] Step S107 is the execution of the reel stop control process. In this process, after the stop operation is activated, when any of the stop buttons 137 to 139 are pressed, the reels 110 to 112 corresponding to the pressed stop button 137 to 139 are stopped. Specifically, each time a stop operation is performed, the stop table of reel stop data is referred, and the reels 110 to 112 corresponding to the stop operation are stopped according to the number of reel pull-in frames set in the stop table. In addition, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. Furthermore, for each stop operation, preparations are made to send the corresponding command (first to third press command) to the first sub-control unit 400, and each time a reel 110 to 112 stops, preparations are made to send the corresponding command (first to third stop command) to the first sub-control unit 400. When all reels 110 to 112 have stopped, the process proceeds to step S108.
[0201] In step S108, a prize determination process is performed. Here, if a combination of symbols corresponding to a winning combination is displayed on an activated winning line, it is determined that a prize has been won for that combination. After determining the winning combination, preparations are made to send a prize command to the first sub-control unit 400.
[0202] Step S109 executes the medal awarding process. Details of this process will be described later using Figure 22.
[0203] Step S110 performs game state control processing. Here, the status related to the game state is updated based on the results of the game.
[0204] This concludes one game. From here on, the game will continue by returning to step S102 and repeating the process described above.
[0205] Next, using Figure 16, we will explain in detail the medal insertion and start lever acceptance process (step S102) in the main processing of the game control unit shown in Figure 15. This figure is a flowchart of the medal insertion and start lever acceptance process (step S102) in Figure 15.
[0206] First, in step S1001, which is the first step executed, it is determined whether or not there is any error status. If there is no error status, the process proceeds to step S1003; if there is any error status, the process proceeds to step S1002.
[0207] In step S1002, error notification processing corresponding to the error status is performed, and the process proceeds back to step S1001.
[0208] In step S1003, one interrupt time wait process is executed, and the process proceeds to step S1004.
[0209] In step S1004, interrupt handling is disabled, and the process proceeds to step S1005.
[0210] In step S1005, it is determined whether or not the setting key operation has been accepted. If the setting key operation has been accepted, the process proceeds to step S1006; otherwise, the process proceeds to step S1007.
[0211] In step S1006, a process is executed to confirm that the setting key operation has been accepted, and then the process proceeds back to step S1001.
[0212] In step S1007, it is determined whether the VL signal is on or off. This VL signal is transmitted from the dispensing machine 700 to the medal count control unit 350 in an always-on state. The game control unit 302 understands the state of the VL signal based on the information transmitted from the medal count control unit 350. If the VL signal is on, the process proceeds to step S1008; if the VL signal is off, the process proceeds back to step S1001.
[0213] In step S1008, it is determined whether or not the start lever 135 has been operated. If the start lever 135 has been operated, the process proceeds to step S1009; otherwise, the process proceeds to step S1011.
[0214] In step S1009, it is determined whether the re-play flag is on or off. This re-play flag is set to on when a re-play bonus is awarded. If the re-play flag is off, the process proceeds to step S1010; if the re-play flag is on, this medal insertion / start lever acceptance process ends.
[0215] In step S1010, the current number of bets (current bets) is compared with the number of tokens required to start the game (starting tokens). If the current number of bets is less than the starting tokens, the game proceeds to step S1011. If the current number of bets is equal to or greater than the starting tokens, the game proceeds to step S1012.
[0216] In step S1011, the medal insertion process is executed, and the process proceeds back to step S1001. Details of the medal insertion process will be described later using Figure 17.
[0217] In step S1012, the upper byte of the content (2 bytes) to be sent to the medal count control unit 350 is set to 03H, and the process proceeds to step S1013. The value set here is used to indicate that the command being sent is a start lever acceptance command.
[0218] In step S1013, the current bet amount is set in the lower byte of the content (2 bytes) sent to the medal count control unit 350, and the process proceeds to step S1014.
[0219] In step S1014, a priority command transmission process to the medal count control unit is executed. Details of this process will be described later using Figure 21.
[0220] In step S1015, a start lever acceptance command is sent to the first sub-control unit 400, and this medal insertion / start lever acceptance process is terminated.
[0221] Next, using Figure 17, we will explain in detail the medal insertion process (step S1011) in the medal insertion and start lever acceptance process shown in Figure 16. This figure is a flowchart of the medal insertion process (step S1011) in Figure 16.
[0222] First, in step S1101, which is the first step executed, it is determined whether or not the payment button 134 has been pressed. If the payment button 134 has been pressed, the process proceeds to step S1102; otherwise, the process proceeds to step S1103.
[0223] In step S1102, the settlement button process is executed, and this medal insertion process ends. Details of the settlement button process will be described later using Figure 18.
[0224] In step S1103, it is determined whether or not an operation of either bet button 130 or 132 has been received. If an operation of bet button 130 or 132 has been received, the process proceeds to step S1104; if no operation of bet button 130 or 132 has been received, this medal insertion process ends.
[0225] In step S1104, it is determined whether the re-play flag is on or off. This re-play flag is set to on when a re-play is awarded after hitting a re-play combination. If the re-play flag is off, the process proceeds to step S1105; if the re-play flag is on, the process proceeds to step S1114.
[0226] In step S1105, the requested number of medals is set to 0, and the process proceeds to step S1106. This requested number is a value used to set the number of medals exchanged with the medal count control unit 350.
[0227] In step S1106, the current bet is compared with the maximum bet (3 in this embodiment). If the current bet is not equal to the maximum bet, the process proceeds to step S1107; if the current bet is equal to the maximum bet, the process proceeds to step S1110.
[0228] In step S1107, the number of requested coins is set to the maximum number of bets minus the current number of bets, and the process proceeds to step S1108.
[0229] In step S1108, it is determined whether the bet buttons 130 and 132 that were determined to have received an operation are single-coin bet buttons 130 or not. If the bet buttons 130 and 132 that were determined to have received an operation are single-coin bet buttons 130, the process proceeds to step S1109; otherwise, the process proceeds to step S1110.
[0230] In step S1109, the number of requested sheets is set to 1, and the process proceeds to step S1110.
[0231] In steps S1105 to S1109 above, if the current bet is the maximum bet, the requested number of coins will be 0. Also, if the MAX bet button 132 is operated while the current bet is less than the maximum bet, the requested number of coins will be 3 if the current bet is 0 against the maximum bet of 3, 2 if the current bet is 1, and 1 if the current bet is 2. Furthermore, if the 1 coin bet button 130 is operated while the current bet is less than the maximum bet, the requested number of coins will be 1.
[0232] In step S1110, the upper byte of the content (2 bytes) to be sent to the medal count control unit 350 is set to 07H, and the process proceeds to step S1111. The value set here is used to indicate that the command being sent is an input command.
[0233] In step S1111, the process of sending change information to the medal count control unit is executed, and the process proceeds to step S1112. Details of the process of sending change information to the medal count control unit will be described later using Figure 19.
[0234] In step S1112, the system waits for the response to the command sent in step S1111 and determines whether the response was "normal" or not. If the response is "normal", the system proceeds to step S1113; otherwise, it proceeds to step S1114.
[0235] In step S1113, the current bet is increased by the requested number of coins, and the process proceeds to step S1114.
[0236] In step S1114, a bet button acceptance command is sent to the first sub-control unit, and this medal insertion process is terminated.
[0237] Next, using Figure 18, we will explain the details of the settlement button process (step S1102) in the medal insertion process shown in Figure 17. This figure is a flowchart of the settlement button process (step S1102) in Figure 17.
[0238] First, in step S1201, which is the first step to be executed, a settlement button acceptance command is sent to the first sub-control unit, and the process proceeds to step S1202.
[0239] In step S1202, it is determined whether the re-play flag is on or off. This re-play flag is set to on when a re-play bonus is awarded. If the re-play flag is off, the process proceeds to step S1203; if the re-play flag is on, this settlement button process ends.
[0240] In step S1203, the requested number of coins and the current bet are set, and the process proceeds to step S1204.
[0241] In step S1204, the upper byte of the content (2 bytes) to be sent to the medal count control unit 350 is set to 0AH, and the process proceeds to step S1205. The value set here is used to indicate that the command being sent is a settlement command.
[0242] In step S1205, the process of sending change information to the medal count control unit is executed, and the process proceeds to step S1206. Details of the process of sending change information to the medal count control unit will be described later using Figure 19.
[0243] In step S1206, it is determined whether the response to the command sent in step S1205 was "normal". If the response is "normal", the process proceeds to step S1207; otherwise, this settlement button process is terminated.
[0244] In step S1207, the current bet amount is set to 0, and this settlement button process is terminated.
[0245] Next, using Figure 19, we will explain in detail the process of sending change information to the medal count control unit during the medal insertion process in Figure 17 (step S1111), the process of sending change information to the medal count control unit during the settlement button process in Figure 18 (step S1205), and the process of sending change information to the medal count control unit during the medal granting process in Figure 22 (step S1605). The same figure is a flowchart of the process of sending change information to the medal count control unit (steps S1111, S1205, and S1605) in Figures 17, 18, and 22.
[0246] First, in step S1301, which is the first step to be performed, an initial value (4 in this embodiment) is set for the remaining number of transmissions, and the process proceeds to step S1302.
[0247] In step S1302, information indicating that the response result is "abnormal" is set, and the process proceeds to step S1303. Note that this response result is overwritten by the response result from the medal count control unit 350, but if it is not overwritten (no response), it will indicate that it is "abnormal".
[0248] In step S1303, it is determined whether or not there is any error status. If there is any error status, the process of sending change information to the medal count control unit is terminated; if there is no error status, the process proceeds to step S1304.
[0249] In step S1304, the response waiting timer is set to an initial value (a value corresponding to 100ms in this embodiment), and the process proceeds to step S1305.
[0250] In step S1305, the remaining number of transmissions is deducted by 1, and the process proceeds to step S1306.
[0251] In step S1306, if the value of the remaining number of transmissions is not 0, the process proceeds to step S1307. If the value of the remaining number of transmissions is 0, the process of sending change information to the medal count control unit is terminated.
[0252] In step S1307, the triple command transmission process is executed, and the process proceeds to step S1308. Details of this triple command transmission process will be described later using Figure 20.
[0253] In step S1308, if the value of the response waiting timer is not 0, proceed to step S1309; if the value of the response waiting timer is 0, proceed back to step S1303.
[0254] In step S1309, if a response is received from the medal count control unit 350, the process proceeds to step S1310; otherwise, the process proceeds back to step S1308.
[0255] In step S1310, if the response received from the medal count control unit 350 is "re-request", the process proceeds to step S1303 again; otherwise, the process proceeds to step S1311.
[0256] In step S1311, the result of receiving the response from the medal count control unit 350 is stored as the response result, and the process proceeds to step S1312.
[0257] In step S1312, the command serial number is incremented by 1, and the process of sending change information to the medal count control unit is terminated.
[0258] Next, using Figure 20, we will explain in detail the triple command transmission process (step S1307) in the medal count control unit fluctuation information transmission process shown in Figure 19. This figure is a flowchart of the triple command transmission process (step S1307) in Figure 19. Here, a triple command is a command consisting of a group of three commands that are transmitted in succession. In this embodiment, the insert command, settlement command, and payout command shown in Figure 13(a) are each triple commands.
[0259] First, in step S1401, which is the first step executed, the checksum value is set (initialized) to 0, and then the process proceeds to step S1402.
[0260] In step S1402, the lower byte of the two bytes of data sent to the medal count control unit 350 is set to the requested number of medals, and the process proceeds to step S1403.
[0261] In step S1403, a priority command transmission process to the medal count control unit is executed. Details of this process will be described later using Figure 21.
[0262] In step S1404, the checksum value is updated using the transmitted content (lower bytes).
[0263] In step S1405, the value of the upper byte of the content (2 bytes) sent to the medal count control unit 350 is incremented by 1, and the process proceeds to step S1406.
[0264] In step S1406, the command sequence number is set in the lower byte of the content (2 bytes) to be sent to the medal count control unit 350, and the process proceeds to step S1407.
[0265] In step S1407, a priority command transmission process to the medal count control unit is executed. Details of this process will be described later using Figure 21.
[0266] In step S1408, the checksum value is updated using the transmitted content (lower bytes).
[0267] In step S1409, the value of the upper byte of the content (2 bytes) sent to the medal count control unit 350 is incremented by 1, and the process proceeds to step S1410.
[0268] In step S1410, a checksum is set in the lower byte of the content (2 bytes) sent to the medal count control unit 350, and the process proceeds to step S1411.
[0269] In step S1411, a priority command transmission process to the medal count control unit is executed. Details of this process will be described later using Figure 21.
[0270] Next, using Figure 21, we will explain in detail the priority command transmission process to the medal count control unit in the medal insertion / start lever acceptance process of Figure 16 (step S1014), and the priority command transmission process to the medal count control unit in the triple command transmission process of Figure 20 (steps S1403, S1406, and S1409). The same figure is a flowchart of the priority command transmission process to the medal count control unit (steps S1014, S1403, S1406, and S1409) in Figures 16 and 20.
[0271] First, in step S1501, which is executed initially, it is determined whether the transmission buffer to the medal count control unit is empty or not. If this transmission buffer is empty, the process proceeds to step S1502; otherwise, step S1501 is repeated.
[0272] In step S1502, the transmission content (2 bytes) is set in the transmission buffer addressed to the medal count control unit, and the priority command transmission process addressed to the medal count control unit is terminated.
[0273] Next, using Figure 22, we will explain the details of the medal distribution process (step S109) in the main processing of the game control unit in Figure 15. This figure is a flowchart of the medal distribution process (step S109) in Figure 15.
[0274] First, in step S1601, which is the first step executed, it is determined whether or not there is any error status. If there is no error status, the process proceeds to step S1602; if there is any error status, the process proceeds to step S1603.
[0275] In step S1602, the number of payouts is set as the requested number, and the process proceeds to step S1604.
[0276] In step S1603, error notification processing corresponding to the error status is performed, and the process proceeds back to step S1601.
[0277] In step S1604, the upper byte of the content (2 bytes) to be sent to the medal count control unit 350 is set to 04H, and the process proceeds to step S1605. The value set here is used to indicate that the command being sent is a payout command.
[0278] In step S1605, the process of sending change information to the medal count control unit (Figure 19) is executed, and the process proceeds to step S1606.
[0279] In step S1606, it is determined whether the response to the command sent in step S1605 was "normal". If the response is "normal", proceed to step S1607; otherwise, proceed to step S1608.
[0280] In step S1607, a payout command is sent to the first sub-control unit, and this medal granting process is terminated.
[0281] In step S1608, if there is no error request, a command indicating that the number of game tokens is in an overflow state (cannot be added by payout) is sent to the first sub-control unit, and the process proceeds to step S1601.
[0282] Game Control Unit Timer Interrupt Processing Next, using Figure 23, we will explain the game control unit timer interrupt processing executed by the CPU 304 of the game control unit 302. This figure is a flowchart showing the flow of the game control unit timer interrupt processing.
[0283] The game control unit 302 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined interval (once every 1.49 ms in this embodiment), and triggers the game control unit timer interrupt processing at a predetermined interval using this timer interrupt signal.
[0284] Step S201 performs the timer interrupt start process. This timer interrupt start process includes temporarily saving the values of each register of the CPU304 to the stack area.
[0285] In step S202, the WDT314 is periodically restarted (once every 1.49ms, which is the interval of the game control unit timer interrupt) to prevent a WDT interrupt from occurring (to prevent detection of a processing abnormality) if the count value of the WDT314 exceeds the initial setting value (600ms in this embodiment).
[0286] In the event of a power outage, the backup process described in step S214 is executed, and a WDT interrupt occurs. Upon power restoration, the system returns to the state it was in when this backup process was executed. However, if power is restored prematurely, communication may resume before the lending machine 700 detects the power outage of the slot machine 100, potentially resulting in a communication error. To address this, this embodiment is configured to prevent communication from resuming until the lending machine 700 detects the power outage. The initial value of the WDT314 count described above is an example to achieve this configuration.
[0287] In step S203, error monitoring processing is performed. Here, various errors are handled, such as abnormalities in the communication status with the medal count control unit 350 or abnormalities in the door opening / closing status. If any error status is detected, an error occurrence command containing information about this error status is sent to the medal count control unit 350.
[0288] In step S204, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of detection signals is monitored. These signals are then stored in the signal status storage area of the RAM 308, which is partitioned for each of the various sensors 318. The status of the optical sensors is confirmed in this process.
[0289] In step S205, various game processing is executed, and processing is performed according to the interrupt status.
[0290] In step S206, the medal count control command reception process is executed. Details of this process will be described later using Figure 25.
[0291] In step S207, the game control command transmission process is executed. Details of this process will be described later using Figure 26.
[0292] In step S208, the performance command transmission process is performed, and various commands that were prepared for transmission in the main processing and timer interrupt processing of the game control unit 302 are sent to the first sub-control unit 400. In this embodiment, the output information to be sent to the first sub-control unit 400 consists of 16 bits, bit 15 is strobe information (if on, it indicates that data is set), bits 11 to 14 are command types (for example, basic command, bet command, start lever acceptance command, internal winning command, reel rotation start command when reels 110 to 112 start rotating, first to third press command when stop buttons 137 to 139 are accepted, first to third stop command when reels 110 to 112 stop, winning command, payout quantity command and payout completion command when medal payout processing is performed, game state update command, etc.), and bits 0 to 10 are command data (predetermined information corresponding to the command type).
[0293] The first sub-control unit 400 can determine the performance control in response to changes in game control in the game control unit 302 based on the command type included in the received output schedule information, and can also determine the content of the performance control based on the command data information included in the output schedule information.
[0294] In step S209, device monitoring is performed. In this device monitoring process, the signal states of the various sensors 318 stored in the signal state storage area in step S204 are first read to check for errors related to abnormal medal insertion and abnormal medal dispensing. If an error is detected, error processing is executed (not shown). Furthermore, the settings of the various lamps 336 and various 7-segment (SEG) displays are configured according to the current game state.
[0295] In step S210, the security command transmission process is executed. Specifically, a security command is sent to the first sub-control unit 400 every 100ms. This security command includes VL signal information indicating whether the VL signal is ON or OFF, door open information indicating whether the front door 102 is open or OFF, information indicating the "number of game tokens" stored in RAM 308, information indicating the number of tokens counted, and information indicating the number of tokens dispensed.
[0296] In step S211, timer update processing is performed. For example, processing is executed to update various timers according to their respective time units, such as subtracting the game interval timer.
[0297] In step S212, the system monitors whether the low-voltage signal is on or off. If a low-voltage signal is received (power outage detected), the system proceeds to step S214; otherwise, it proceeds to step S213.
[0298] In step S213, the timer interrupt termination process is performed. This timer interrupt termination process involves setting the values of each register that were temporarily saved in step S201 back to their original values. After that, the process returns to the main processing of the game control unit shown in Figure 15.
[0299] Meanwhile, in step S214, information that needs to be saved (recovery data), such as specific variables and the stack pointer, to return to the state at the time of power loss when power is restored, is saved to a predetermined area of RAM 308. A checksum value is derived for the predetermined area, which includes at least the used area of RAM 308, and stored in RAM 308. The power status is then set to "normal".
[0300] Next, using Figure 24, we will explain in detail the wire break detection process, which is one of the error monitoring processes (step S203) in the game control timer interrupt processing shown in Figure 23. The same figure is a flowchart of the wire break detection process, which is one of the error monitoring processes (step S203) shown in Figure 23.
[0301] First, in step S2001, which is the first step executed, if the value of the wire break detection timer is not 0, the process proceeds to step S2002; if the value of the wire break detection timer is 0, the process proceeds to step S2003.
[0302] In step S2002, if the strobe signal transmitted from the medal count control unit 350 is on, the process proceeds to step S2004; otherwise, the process proceeds to step S2005.
[0303] In step S2003, an initial value (corresponding to 20ms in this embodiment) is set for the wire break detection timer, and the process proceeds to step S2005.
[0304] In step S2004, an initial value (corresponding to 20ms in this embodiment) is set for the wire break detection timer, and the process proceeds to step S2005.
[0305] In step S2005, if the value of the wire break detection timer is 1, the process proceeds to step S2006; otherwise, the wire break detection process is terminated.
[0306] In step S2006, it is determined whether or not there is any error status. If there is no error status, the process proceeds to step S2007; if there is any error status, this disconnection detection process is terminated.
[0307] In step S2007, information indicating a disconnection error with the medal count control unit 350 is set as the error status, and this disconnection detection process is terminated.
[0308] Next, using Figure 25, we will explain in detail the medal count control command reception process (step S206) in the game control unit timer interrupt processing shown in Figure 23. This figure is a flowchart of the medal count control command reception process (step S206) in Figure 23.
[0309] First, in step S2101, which is the first step executed, if the strobe signal transmitted from the medal count control unit 350 is on, the process proceeds to step S2102; if the strobe signal is off, the medal count control command reception process is terminated.
[0310] In step S2102, the information in RAM 308 is updated based on a command received from the medal count control unit 350. These commands include six types of medal count control status commands (Figure 11) and response commands (Figure 13(b)), but the type of command can be identified by its upper byte. That is, the type of command is identified by referring to the upper byte of the received command, and the contents of RAM 308 are updated based on that information.
[0311] In step S2103, it is determined whether or not there is any error status. If there is no error status, the process proceeds to step S2104. If there is any error status, the medal count control command reception process is terminated.
[0312] In step S2104, if the received command contains an error code (an error code in the medal count control unit 350), that error code is set as the error status. If there is no error in the medal count control unit 350, an error code indicating normal operation will be set as the error status; however, in this case, there will be no error status whatsoever.
[0313] Next, using Figure 26, we will explain in detail the game control command transmission process (step S207) in the game control unit timer interrupt processing shown in Figure 23. This figure is a flowchart of the game control command transmission process (step S207) in Figure 23.
[0314] First, in step S2201, which is the first step executed, it is determined whether or not the transmission buffer destined for the medal count control unit 350 is empty. If this transmission buffer is empty, the process proceeds to step S2202; otherwise, the process proceeds to step S2207.
[0315] In step S2202, the command offset (see Figure 10) is repeatedly incremented by 1 within the range of 1 to 41 (after 41, it is 1). In this embodiment, as explained with reference to Figure 10, a configuration is adopted in which 41 types of commands are repeatedly sent sequentially from the game control unit 302 to the medal count control unit 350. The command offset is used to sequentially switch the type of command to be sent.
[0316] In step S2203, the command corresponding to the command offset and the information targeted by this command are read to generate the transmission content, and this transmission content is set in the transmission buffer destined for the medal count control unit 350.
[0317] In step S2204, it is determined whether the command offset is 41 or not. Of the 41 types of commands transmitted from the game control means to the medal count control unit 350, the last command (the 41st command transmitted) is a checksum generated based on the content of the commands transmitted up to that point. That is, the checksum is updated for command offsets from 1 to 40 (step S2205), and when the command offset becomes 41, the updated checksum is transmitted to the medal count control unit 350 (steps S2203, S2207), and the checksum value is initialized for the generation of a new checksum (step S2206). After the above processing, the process proceeds to step S2207.
[0318] In step S2207, the contents of the transmission buffer destined for the medal count control unit 350 are output to the medal count control unit 350 (the I / O output port is updated). The information output here is received by the medal count control unit 350 when the strobe signal is set to ON in step S2209, which will be described later.
[0319] In step S2208, it is determined whether the strobe signal to the medal count control unit 350 is off or not. If the strobe signal to the medal count control unit 350 is off, the process proceeds to step S2209; if the strobe signal to the medal count control unit 350 is on, the process proceeds to step S2210.
[0320] In step S2209, the strobe signal to the medal count control unit 350 is set to ON, and this game control state command transmission process ends.
[0321] In step S2210, the contents of the transmission buffer addressed to the medal count control unit 350 are cleared, and the process proceeds to step S2211.
[0322] In step S2211, the strobe signal to the medal count control unit 350 is set to off, and this game control state command transmission process ends.
[0323] 《Main processing of the medal count control unit》 Next, using Figure 27, we will explain the main processing of the medal count control unit executed by the CPU 354 of the medal count control unit 350. This figure is a flowchart showing the flow of the main processing of the medal count control unit.
[0324] As described above, the medal count control unit 350 is equipped with a startup signal output circuit (reset signal output circuit) that outputs a startup signal (reset signal) when the power is turned on. Upon receiving this startup signal, the CPU 354 of the medal count control unit 350 resets via a reset interrupt and executes the medal count control unit main processing shown in Figure 27 according to the control program pre-stored in the ROM 356.
[0325] When power is turned on, the power-on process is performed in step S301. Here, the WDT is initialized and restarted until the power supply voltage reaches a predetermined voltage (9V) or higher. Once the power supply voltage reaches the predetermined voltage, access to RAM358 is permitted and the interrupt period is set. Further settings for the communication circuit are also performed.
[0326] In step S302, the RAM abnormality detection process is executed, and the process proceeds to step S303. Details of this RAM abnormality detection process will be described later using Figure 28.
[0327] In step S303, preparation processing is performed, and the process proceeds to step S304. Details of this preparation processing will be described later using Figure 31.
[0328] In step S304, the process of sending the gaming machine information notification is executed, and the process proceeds to step S305. Details of this process will be described later using Figure 32.
[0329] In step S305, the counting notification transmission process is executed, and the process proceeds to step S306. Details of this process will be described later using Figure 34.
[0330] In step S306, the process for confirming receipt of the loan notification is executed, and the process proceeds to step S307. Details of this process will be described later using Figure 35.
[0331] In step S307, if the loan notification received flag is on, proceed to step S308; otherwise, proceed back to step S304.
[0332] In step S308, the process of sending the loan acceptance result response is executed, and the process proceeds again to step S304. Details of this process will be described later using Figure 36.
[0333] Next, using Figure 28, we will explain in detail the RAM abnormality detection process (step S302) in the main processing of the medal count control unit shown in Figure 27. This figure is a flowchart of the RAM abnormality detection process (step S302) in Figure 27.
[0334] First, in step S3001, which is the first step executed, if the power status is "normal", the process proceeds to step S3002; otherwise, the process proceeds to step S3005.
[0335] In step S3002, a checksum value is derived based on the data in RAM358, and the process proceeds to step S3003.
[0336] In step S3003, the checksum value derived in step S3002 is compared with the checksum value derived at the time of the power outage. If these values are the same, the checksum value is determined to be normal and the process proceeds to step S3004. If these values are different, the checksum value is determined to be abnormal and the process proceeds to step S3005.
[0337] In step S3004, a normal RAM clear process is performed, and the process proceeds to step S3008. In this embodiment, there are four types of RAM clear processes, and as shown in Figure 29, the normal RAM clear process clears the fewest items. In addition to the area that stores information during gameplay, the RAM 358 also has an area that stores hardware information such as the chip ID, an area that stores information related to the state of the gaming machine such as the ratio of the advantageous period, and a buffer that temporarily stores information received from the game control unit 302. However, in the normal RAM clear process, mainly the area that stores information during gameplay is cleared.
[0338] In step S3005, a full RAM clear process is executed, and the process proceeds to step S3006. Of the four types of RAM clear processes, the full RAM clear process clears the largest number of items, and as shown in Figure 29, the entire memory area is cleared.
[0339] In step S3006, information indicating "RAM failure" is stored as RAM failure information, and the process proceeds to step S3007.
[0340] In step S3007, the game control unit chip ID acquisition flag is set to ON, and the process proceeds to step S3008.
[0341] In step S3008, if the game token count clear button 172 is pressed, proceed to step S3009; otherwise, proceed to step S3011.
[0342] In step S3009, the number of game tokens is set to 0, and the process proceeds to step S3010.
[0343] In step S3010, information indicating "detection detected" is set as the game token count clear detection information, and the process proceeds to step S3011.
[0344] In step S3011, the power-on flag is set to ON.
[0345] In step S3012, the execution of the interrupt handler is permitted.
[0346] In step S3013, this determination process is repeatedly executed until the strobe signal ON from the game control unit 302 is detected. Once the strobe signal ON is detected, the process proceeds to step S3014.
[0347] In step S3014, the execution of interrupt handling is prohibited.
[0348] In step S3015, the power-on flag is set to off.
[0349] In step S3016, it is determined whether or not the game control unit RAM clear command, one of the game control priority commands shown in Figure 13(a), has been received. If this command has been received, the process proceeds to step S3017; otherwise, the process proceeds to step S3020.
[0350] In step S3017, if the information contained in the game control unit RAM clear command indicates a "normal" clear, the process proceeds to step S3018; otherwise, the process proceeds to step S3019.
[0351] In step S3018, the limited (2) RAM clear process is executed. In this process, as shown in Figure 29, the area excluding chip information and role ratio monitor information is cleared.
[0352] In step S3019, the limited (1) RAM clear process is executed. In this process, as shown in Figure 29, the area excluding chip information, etc., is cleared.
[0353] In step S3020, if information indicating "RAM failure" is stored as RAM failure information, the process proceeds to step S3021. If information indicating "RAM failure" is not stored as RAM failure information, this RAM failure determination process ends.
[0354] In step S3021, information indicating "RAM failure" (error code E8) is set as the error request setting value.
[0355] In step S3022, the error request setting process is executed. Details of this error request setting process will be described later using Figure 30.
[0356] Next, using Figure 30, we will explain in detail the error request setting process (step S3022) in the RAM abnormality detection process shown in Figure 28. This figure is a flowchart of the error request setting process (step S3022) in Figure 28, etc.
[0357] First, in step S3101, which is executed initially, if no error code is set in the error request, the process proceeds to step S3102. If an error code has already been set, the error request setting process is terminated.
[0358] In step S3102, the value of the error request setting (error code) is set as an error request.
[0359] In step S3103, if the error request is "E9" as shown in Figure 9(b), proceed to step S3104; otherwise, proceed to step S3105.
[0360] In step S3104, the rental device communication error setting flag is set to ON, and the process proceeds to step S3105.
[0361] In step S3105, if the error request is "E7" as shown in Figure 9(b), the process proceeds to step S3106; otherwise, this error request setting process is terminated.
[0362] In step S3106, the game control unit chip ID acquisition flag is set to ON, and this error request setting process is terminated.
[0363] Next, using Figure 31, we will explain in detail the preparation process (step S303) in the main processing of the medal count control unit in Figure 27. This figure is a flowchart of the preparation process (step S303) in Figure 27.
[0364] First, in the initial step S3201, the value of the loaner device communication error counter is set to an initial value (5 in this embodiment).
[0365] In step S3202, the chip information (ID, manufacturer code, product code) of the medal count control unit 350 is updated. This information is stored in the ROM of the medal control unit.
[0366] In step S3203, interrupt handling is enabled.
[0367] In step S3204, this process is repeatedly executed as long as the game control chip ID acquisition flag is on, and when the game control chip ID acquisition flag is set to off, the process proceeds to step S3205.
[0368] In step S3205, an initial value (a value equivalent to 60.196 seconds in this embodiment) is set for the gaming machine installation information transmission interval timer.
[0369] In step S3206, an initial value (a value corresponding to 180.588 seconds in this embodiment) is set for the gaming machine performance information transmission interval timer.
[0370] Next, using Figure 32, we will explain in detail the game machine information notification transmission process (step S304) in the main processing of the medal count control unit in Figure 27. This figure is a flowchart of the game machine information notification transmission process (step S304) in Figure 27.
[0371] First, in step S3301, which is the first step executed, this process is repeated until the value of the gaming machine information notification interval timer becomes 0, and when the value of the timer becomes 0, the process proceeds to step S3320.
[0372] In step S3302, an initial value (a value corresponding to 300.98 ms in this embodiment) is set for the gaming machine information notification interval timer.
[0373] In step S3303, the value of the count notification interval timer is set to a value equivalent to 90ms.
[0374] In step S3304, the value of the number of game tokens is set as the number of game tokens used for counting determination.
[0375] In step S3305, the process for acquiring the type of gaming machine information is executed. Details of this process will be described later using Figure 33.
[0376] In step S3306, preparations are made for transmitting various types of gaming machine information according to the gaming machine information type. Specifically, if the value of the gaming machine information type is 0, preparations are made for transmitting gaming machine performance information; if the value of the gaming machine information type is 1, preparations are made for transmitting gaming machine installation information; and if the value of the gaming machine information type is 2, preparations are made for transmitting hall control and fraud monitoring information.
[0377] In step S3307, if the value of the gaming machine information type is 2, proceed to step S3308; otherwise, proceed to step S3311.
[0378] In step S3308, the value of the number of medals inserted is set to 0.
[0379] In step S3309, the value of the number of medals to be paid out is set to 0.
[0380] In step S3310, the value of the number of game information is set to 0.
[0381] In steps S3311 to S3317, various types of game machine information (telegram length, command type, game machine information serial number, game machine type, game machine information type, game machine information, checksum) (see Figures 8(a) and 8(b)) that were prepared for transmission in step S3306 are transmitted sequentially. The checksum is an updated value based on the content transmitted up to that point.
[0382] In step S3318, the gaming machine information serial number is updated by 1 in the range of 1 to 255. Note that the value of the gaming machine information serial number is 0 only when the power is turned on.
[0383] Next, using Figure 33, we will explain in detail the process of acquiring the type of gaming machine information (step S3305) in the gaming machine information notification transmission process shown in Figure 32. This figure is a flowchart of the process of acquiring the type of gaming machine information (step S3305) in Figure 32.
[0384] First, in step S3401, which is the first step executed, if the value of the gaming machine installation information transmission interval timer is 0, the process proceeds to step S3402; otherwise, the process proceeds to step S3404.
[0385] In step S3402, an initial value (a value equivalent to 60.196 seconds in this embodiment) is set for the gaming machine installation information transmission interval timer.
[0386] In step S3403, the gaming machine information type is set to 1, and the gaming machine information type acquisition process ends.
[0387] In step S3404, the gaming machine information type is set to 2, and the process proceeds to step S3405.
[0388] In step S3405, if the value of the gaming machine performance information transmission interval timer is 0, the process proceeds to step S3406; otherwise, the gaming machine information type acquisition process ends.
[0389] In step S3406, an initial value (corresponding to 180.588 seconds in this embodiment) is set for the gaming machine performance information transmission interval timer.
[0390] In step S3407, the gaming machine information type is set to 0, and the gaming machine information type acquisition process ends.
[0391] Next, using Figure 34, we will explain in detail the count notification transmission process (step S305) in the medal count control unit main process of Figure 27. This figure is a flowchart of the count notification transmission process (step S305) in Figure 27.
[0392] First, in step S3501, which is the first step executed, this process is repeated until the value of the counting notification interval timer becomes 0, and when the value of the timer becomes 0, the process proceeds to step S3502.
[0393] In step S3502, an initial value (corresponding to 170ms in this embodiment) is set for the loan notification interval timer.
[0394] In steps S3503 to S3505, the message length, command type, and counting serial number are sequentially transmitted to the lending machine 700.
[0395] In step S3506, the value of the number of sheets to be counted is set to 0.
[0396] In step S3507, if the VL signal is on, the process proceeds to step S3508; otherwise, it proceeds to step S3513. This VL signal is a signal that is normally transmitted from the dispensing machine 700 to the medal count control unit 350 in an on state.
[0397] In step S3508, if the number of items to be counted is not 0, proceed to step S3509; if the number of items to be counted is 0, proceed to step S3513.
[0398] In step S3509, the "Do not insert" flag is set to "on".
[0399] In step S3510, if the number of tokens to be counted is equal to or greater than the number of game tokens used for counting determination, the process proceeds to step S3511. If the number of tokens to be counted is less than the number of game tokens used for counting determination, the process proceeds to step S3512.
[0400] In step S3511, the number of tokens to be counted is set to the value of the number of game tokens used for counting determination.
[0401] In step S3512, the value of the number of sheets to be counted is set to the number of sheets to be counted.
[0402] In step S3513, the counted number is transmitted to the lending machine 700.
[0403] In step S3514, the value of the counted tokens is subtracted from the number of game tokens.
[0404] In step S3515, the number of sheets to be counted is set to 0.
[0405] In step S3516, the "Do Not Insert" flag is set to off.
[0406] In step S3517, the value of the number of medals counted is added to the cumulative number of medals counted.
[0407] In step S3518, the total number of tokens counted is transmitted to the dispensing machine 700.
[0408] In step S3519, a checksum is sent to the loaner device 700. The checksum value sent here is an updated value based on the data sent to the loaner device 700 during this counting notification transmission process.
[0409] In step S3520, the serial number is updated by 1 within the range of 1 to 255. Note that the serial number is 0 only when the power is turned on.
[0410] Next, using Figure 35, we will explain in detail the loan notification reception confirmation process (step S306) in the medal count control unit main process of Figure 27. This figure is a flowchart of the loan notification reception confirmation process (step S306) in Figure 27.
[0411] First, in step S3601, which is the first step executed, if the loan notification receipt flag is off, the process proceeds to step S3602; if the flag is on, this loan notification receipt confirmation process is terminated.
[0412] In step S3602, if the value of the loan notification interval timer is 0, proceed to step S3603; otherwise, return to step S3601.
[0413] In step S3603, if the VL signal is on, the process proceeds to step S3604; if the signal is off, the loan notification reception confirmation process ends. This VL signal is a signal that is always transmitted on from the loaner machine 700 to the medal count control unit 350.
[0414] In step S3604, the value of the loaner device communication error counter is decremented by 1, and this loaner notification reception confirmation process ends.
[0415] Next, using Figure 36, we will explain in detail the loan receipt result response transmission process (step S308) in the medal count control unit main process of Figure 27. This figure is a flowchart of the loan receipt result response transmission process (step S308) in Figure 27.
[0416] First, in the initial step S3701, an initial value (5 in this embodiment) is set for the loaner device communication error counter.
[0417] In step S3702, the loaner equipment communication error setting flag is set to off.
[0418] In step S3703, if the loan receipt result is "normal", proceed to step S3704; otherwise, proceed to step S3707.
[0419] In step S3704, the value of the loan serial number is set to the normal loan serial number.
[0420] In step S3705, the value of the loan serial number is set to the verification loan serial number. The verification loan serial number is the value used for comparison with the next loan serial number (step S4104 in Figure 39), and step S3705 is provided in preparation for this comparison.
[0421] In step S3706, the verification loan serial number is updated by 1 in the range of 1 to 255. Note that the value of the verification loan serial number is 0 only when the power is turned on.
[0422] In steps S3707 to S3711, the message length, command type, successful loan serial number, number of loaned items received, and checksum are sequentially transmitted to the lending machine 700. The checksum is an updated value based on the previously transmitted information.
[0423] In step S3712, if the loan receipt result is "normal", the process proceeds to step S3712; otherwise, this loan receipt result response transmission process ends.
[0424] In step S3713, a waiting process is executed until the transmission from step S3707 to step S3711 is completed.
[0425] In step S3714, the number of tokens lent is added to the number of game tokens, and the process of sending the loan receipt result response is terminated.
[0426] 《Medal Count Control Timer Interrupt Processing》 Next, using Figure 37, we will explain the medal count control timer interrupt processing executed by the CPU of the medal count control unit 350. This figure is a flowchart showing the flow of the medal count control timer interrupt processing.
[0427] The medal count control unit 350 is equipped with a counter timer that generates a timer interrupt signal at a predetermined interval (once every 0.745 ms in this embodiment), and triggers the medal count control unit timer interrupt processing at a predetermined interval using this timer interrupt signal.
[0428] Step S401 performs the timer interrupt start process. This timer interrupt start process includes temporarily saving the values of each CPU register to the stack area.
[0429] In step S402, the WDT is periodically restarted (once every 0.745ms, which is the period of the medal count control timer interrupt) to prevent a WDT interrupt from occurring when the WDT count value exceeds the initial setting value (to prevent detection of a processing abnormality).
[0430] Step S403 performs an input port state update process (port reading). In this input port state update process, the input content for the I / O input port is stored in the signal state storage area in RAM358.
[0431] Step S404 executes the loan notification reception process. Details of this process will be described later using Figure 38.
[0432] In step S405, the process for updating the planned number of items to be counted is executed. Details of this process will be described later using Figure 40.
[0433] In step S406, the game control unit command reception process is executed. Details of this process will be described later using Figure 41.
[0434] In step S407, error monitoring is performed. Details of this process will be described later using Figure 52.
[0435] In step S408, the process of sending a medal count control command to the game control unit is executed. Details of this process will be described later using Figure 53.
[0436] In step S409, the display processing is performed. Details of this process will be described later using Figure 54.
[0437] In step S410, a timer update process is performed, which updates various timers according to their respective time units.
[0438] In step S411, the system monitors whether a low-voltage signal is on or off. If a low-voltage signal is received (i.e., power interruption is detected), the system proceeds to step S413; otherwise, it proceeds to step S412.
[0439] In step S412, the timer interrupt termination process is performed. This timer interrupt termination process involves setting the values of each register that were temporarily saved in step S401 back to their original values. After that, the process returns to the medal count control unit main process shown in Figure 27.
[0440] On the other hand, in step S413, information that needs to be saved (recovery data), such as specific variables and the stack pointer, to return to the state at the time of power loss when power is restored is saved to a predetermined area of RAM 358, a checksum value is derived for the predetermined area that includes at least the used area of RAM 358 and stored in RAM 358, and the power status is set to "normal". Note that the game control unit 302 also performs a similar process (step S214 in Figure 23) when it detects a power outage, but if the processing here finishes before the processing on the game control unit 302 side is completed, it will not be possible to receive commands from the game control unit 302. In this embodiment, in order to prevent such problems from occurring, a circuit configuration is adopted in which the processing here finishes after the processing on the game control unit 302 side is completed.
[0441] Next, using Figure 38, we will explain in detail the loan notification reception process (step S404) in the medal count control timer interrupt processing of Figure 37. This figure is a flowchart of the loan notification reception process (step S404) in Figure 37.
[0442] First, in the initial step S4001, the loan notification receipt flag is set to off.
[0443] In step S4002, if a loan notification is received from the loaner machine 700, the process proceeds to step S4003; otherwise, this loan notification reception process ends.
[0444] In step S4003, the information in RAM358 is updated based on the received loan notification. That is, the data contained in the loan notification is stored in RAM358.
[0445] In step S4004, the process for determining the number of items to be borrowed is executed. Details of this process will be described later using Figure 39.
[0446] In step S4005, the result of the determination in step S4004 is set as the number of items borrowed.
[0447] In step S4006, the loan notification received flag is set to ON, and this loan notification reception process is terminated.
[0448] Next, using Figure 39, we will explain in detail the loan count determination process (step S4004) in the loan notification reception process shown in Figure 38. This figure is a flowchart of the loan count determination process (step S4004) in Figure 38.
[0449] First, in step S4101, which is the first step to be executed, the judgment result is set to "abnormal".
[0450] In step S4102, a checksum is calculated from the data of the received loan notification.
[0451] In step S4103, the checksum value included in the received loan notification is compared with the value calculated in step S4102. If the two values are equal, it is determined to be normal and the process proceeds to step S4104. If the two values are different, this loan count determination process is terminated.
[0452] In step S4104, the loan serial number value included in the received loan notification is compared with the verification loan serial number value stored in RAM358. If the two are equal, the process proceeds to step S4105; otherwise, this loan count determination process ends. Note that if the previous loan notification was received successfully, the verification loan serial number here will be the value set in steps S3705 and S3706 in Figure 36 (an updated version of the previously received loan serial number).
[0453] In step S4105, if the message length and command type information of the received loan notification correspond to the loan notification, it is determined to be normal and the process proceeds to step S4106; otherwise, this loan count determination process is terminated.
[0454] In step S4106, if the value of the number of items borrowed included in the received loan notification is 0, proceed to step S4111; otherwise, proceed to step S4107.
[0455] In step S4107, if the value of the number of game tokens is less than 15,000, the process proceeds to step S4108. If the value is 15,000 or greater, this token count determination process ends.
[0456] In step S4108, it is determined whether the value of the gaming machine information type in the previously transmitted gaming machine information notification was 2, that is, whether or not it was a gaming machine information notification about hall computer fraud monitoring information. If the value of the gaming machine information type is 2, the process proceeds to step S4109; otherwise, this loan amount determination process ends.
[0457] In step S4109, if the value of the number of items counted in the previously sent count notification is 0, the process proceeds to step S4110; otherwise, this loan count determination process ends.
[0458] In step S4110, if the value of the number of items borrowed included in the received loan notification is 50 or less, the process proceeds to step S4111; otherwise, the loan count determination process ends.
[0459] In step S4111, the judgment result is set to "normal," and this loan count determination process is terminated.
[0460] Next, using Figure 40, we will explain in detail the process of updating the number of medals to be counted (step S405) in the timer interrupt processing of the medal count control unit shown in Figure 37. This figure is a flowchart of the process of updating the number of medals to be counted (step S405) in Figure 37.
[0461] First, in step S4201, which is executed first, if the power-on flag is on, the process proceeds to step S4202; otherwise, the process of updating the number of sheets to be counted is terminated.
[0462] In step S4202, if the VL signal is on, the process proceeds to step S4203; otherwise, it proceeds to step S4213. This VL signal is normally transmitted from the dispensing machine 700 to the medal count control unit 350 in an on state.
[0463] In step S4203, if the counting button 171 is being operated, the process proceeds to step S4204; otherwise, the process proceeds to step S4210.
[0464] In step S4204, if the counting long-press flag is off, proceed to step S4205; if the flag is on, proceed to step S4208.
[0465] In step S4205, if the value of the counting long-press timer is 0, proceed to step S4206; otherwise, proceed to step S4207.
[0466] In step S4206, an initial value (in this embodiment, a value equivalent to 500ms) is set for the counting long-press timer, and the process proceeds to step S4207.
[0467] In step S4207, if the value of the counting long-press timer is 1, proceed to step S4208; otherwise, proceed to step S4210.
[0468] In step S4208, the counting long press flag is set to ON.
[0469] In step S4209, the value of the planned number of sheets to be counted is set to 50, and this planned number of sheets update process is terminated.
[0470] In step S4210, if the counting button 171 was operated immediately before (the counting button 171 was released), the process proceeds to step S4211; otherwise, this process of updating the number of items to be counted is terminated.
[0471] In step S4211, if the counting long-press flag is off, proceed to step S4212; if the flag is on, proceed to step S4213.
[0472] In step S4212, 1 is added to the value of the planned number of items to be counted, and this planned number of items update process ends.
[0473] In step S4213, the counting long press flag is set to off.
[0474] In step S4214, the value of the counting long-press timer is set to 0.
[0475] In step S4215, the value of the planned count is cleared (set to 0), and this planned count update process ends.
[0476] Next, using Figure 41, we will explain in detail the game control unit command reception process (step S406) in the medal count control unit timer interrupt processing of Figure 37. This figure is a flowchart of the game control unit command reception process (step S406) in Figure 37.
[0477] First, in the initial step S4301, if a change from off to on in the strobe signal from the game control unit 302 is detected, the process proceeds to step S4302; otherwise, the game control unit command reception process is terminated.
[0478] In step S4302, an initial value (a value corresponding to 190ms in this embodiment) is set for the game control command disconnection timer.
[0479] In step S4303, if the received command is a game control status command, the process proceeds to step S4304; otherwise, the process proceeds to step S4305.
[0480] In step S4304, the game control status command reception process is executed. Details of this process will be described later using Figure 42.
[0481] In step S4305, the game control priority command reception process is executed. Details of this process will be described later using Figure 43.
[0482] Next, using Figure 42, we will explain in detail the game control state command reception process (step S4304) in the game control unit command reception process of Figure 41. This figure is a flowchart of the game control state command reception process (step S4304) in Figure 41.
[0483] First, in the initial step S4401, if the received command is a command to send a checksum, the process proceeds to step S4404; otherwise, it proceeds to step S4402. In this embodiment, a configuration is adopted in which 41 types of commands are repeatedly sent from the game control means to the medal count control unit 350, and the last command is a command to send a checksum calculated from the contents of the previous 40 types of commands. That is, for the 1st to 40th commands, the process proceeds to step S4402, and for the 41st command, it proceeds to step S4404.
[0484] In step S4402, the contents of the command reception buffer are updated according to the content of the received command.
[0485] In step S4403, the checksum is updated based on the content of the received command, and this game control status command reception process is terminated.
[0486] In step S4404, the checksum value updated in step S4403 by the contents of commands 1 to 40 is compared with the checksum value included in the command received from the game control unit 302. If the two are equal, it is determined to be normal and the process proceeds to step S4405. If the two are different, this game control status command reception process is terminated.
[0487] In step S4405, the checksum value updated in step S4403 is cleared.
[0488] In step S4406, the value of the gaming machine status information buffer (the gaming machine status information value shown in Figure 6(a)) from the contents of the command reception buffer is set in RAM358.
[0489] In step S4407, if the game control unit chip ID acquisition flag is off, the process proceeds to step S4408; if the flag is on, the process proceeds to step S4410.
[0490] In step S4408, the acquired chip ID is obtained based on the information in the gaming machine installation information buffer from the contents of the command reception buffer.
[0491] In step S4409, if the chip ID stored in RAM358 matches the acquired chip ID obtained in step S4408, the process proceeds to step S4410; otherwise, the process proceeds to step S4414.
[0492] In step S4410, the value of the gaming machine installation information buffer (the gaming machine installation information value shown in Figure 6(c)) from the contents of the command reception buffer is set in RAM358.
[0493] In step S4411, the value of the role ratio monitor information buffer from the contents of the command receive buffer is set in RAM358.
[0494] In step S4412, the value of the gaming machine performance information buffer from the contents of the command reception buffer is set in RAM358. Steps S4411 and S4412 result in the gaming machine performance information values shown in Figure 6(b) being set in RAM358.
[0495] In step S4413, the game control unit chip ID acquisition flag is set to off, and the game control status command reception process ends.
[0496] In step S4414, information indicating "chip ID number mismatch" (error code E7) is set as the error request setting value.
[0497] In step S4415, the error request setting process shown in Figure 30 is executed, and this game control status command reception process is terminated.
[0498] Next, using Figures 43 and 44, the details of the game control priority command reception process (step S4305) in the game control unit command reception process of Figure 41 will be explained. These figures are flowcharts of the game control priority command reception process (step S4305) in Figure 41.
[0499] First, in the initial step S4501, if a triple command is received, the process proceeds to step S4502; otherwise, the process proceeds to step S4514 in Figure 44. As mentioned above, a triple command is a command consisting of a group of three commands transmitted in succession. In this embodiment, the input command, settlement command, and payout command shown in Figure 13(a) are all triple commands. That is, if one of the above triple commands is received among the game control priority commands, the process proceeds to step S4502; if any other command is received, such as an error occurrence command, RAM clear command, or start lever acceptance command, the process proceeds to step S4514 in Figure 44.
[0500] In step S4502, if the last command of the triple command sequence is received, the process proceeds to step S4504; otherwise, it proceeds to step S4503. In this embodiment, the last command of the triple command sequence is a checksum, and the value of this checksum is calculated based on the contents of the commands excluding the last command. That is, for the commands excluding the last command, the process proceeds to step S4503, where their contents are stored in the receive buffer, and when the last command is received, the process proceeds to step S4504.
[0501] In step S4504, the response command is set to indicate "re-request".
[0502] In step S4505, a checksum is calculated based on the contents of the receive buffer updated in step S4503.
[0503] In step S4506, the checksum value calculated in step S4505 is compared with the checksum value included in the last command of the three-command sequence. If the two values are equal, it is determined to be normal and the process proceeds to step S4507. If the two values are different, this game control priority command reception process is terminated.
[0504] In step S4507, if the game control command serial number update flag (described later) is on, the process proceeds to step S4508; otherwise, the process proceeds to step S4510.
[0505] In step S4508, the serial number value of the triple command stored in the receive buffer is set to the serial number value of the game control command.
[0506] In step S4509, the game control command sequence number update flag is set to off.
[0507] Steps S4507 to S4509 described above are provided for the purpose of initializing the command sequence number used for determination.
[0508] In step S4510, if the serial number value of the triple command stored in the receive buffer is the same as the serial number value of the game control command (the serial number of the game control command updated in the previous step S4511 (the serial number of the command for judgment)), the process proceeds to step S4511; otherwise, the process proceeds to step S4512.
[0509] In step S4511, 1 is added to the game control command sequence number, and the process proceeds to step S4514 in Figure 44.
[0510] In step S4512, information indicating "Abnormal serial number for game control command" (error code E3) is set as the error request setting value.
[0511] In step S4513, the error request setting process shown in Figure 30 is executed, and this game control priority command reception process is terminated.
[0512] In step S4514 of Figure 44, if the received command is a RAM clear command, the process proceeds to step S4515; otherwise, the process proceeds to step S4516.
[0513] In step S4515, the RAM clear command is received. In this embodiment, nothing is executed at this point.
[0514] In step S4516, if the received command is a command to submit, the process proceeds to step S4517; otherwise, the process proceeds to step S4518.
[0515] In step S4517, the process for receiving the input command is executed. Details of this process will be described later using Figure 45.
[0516] In step S4518, if the received command is a settlement command, proceed to step S4519; otherwise, proceed to step S4520.
[0517] In step S4519, the settlement command reception process is executed. Details of this process will be described later using Figure 46.
[0518] In step S4520, if the received command is a start lever acceptance command, proceed to step S4521; otherwise, proceed to step S4522.
[0519] In step S4521, the start lever acceptance command reception process is executed. Details of this process will be described later with reference to Figure 47.
[0520] In step S4522, if the received command is a payout command, proceed to step S4523; otherwise, proceed to step S4524.
[0521] In step S4523, the payout command reception process is executed. Details of this process will be described later using Figure 49.
[0522] In step S4523, the error occurrence command reception process is executed. Details of this process will be described later using Figure 51.
[0523] Next, using Figure 45, we will explain in detail the input command reception process (step S4517) in the game control priority command reception process shown in Figures 43 and 44. This figure is a flowchart of the input command reception process (step S4517) in Figure 44.
[0524] First, in step S4601, which is the first step to be performed, information indicating "re-request" is set in the response command.
[0525] In step S4602, if the "Do Not Insert" flag is off, the process proceeds to step S4603; if the flag is on, the process of receiving this insertion command terminates.
[0526] In step S4603, information indicating "abnormal" is set in the response command.
[0527] In step S4604, if the value of the number of game tokens is equal to or greater than the value included in the received command (the value included in the first command of the three consecutive commands), the process proceeds to step S4605; otherwise, this input command reception process ends.
[0528] In step S4605, the value of the number of medals inserted is added to the value included in the received command (the value included in the first command of the three consecutive commands).
[0529] In step S4606, the value contained in the received command (the value contained in the first command of the three consecutive commands) is added to the current bet value.
[0530] In step S4607, the value included in the received command (the value included in the first of the three consecutive commands) is subtracted from the value of the number of game tokens.
[0531] In step S4608, the response command is set to indicate "normal", and the process of receiving this input command is terminated.
[0532] Next, using Figure 46, we will explain in detail the settlement command reception process (step S4519) in the game control priority command reception process shown in Figures 43 and 44. This figure is a flowchart of the settlement command reception process (step S4519) in Figure 44.
[0533] First, in the initial step S4701, the value contained in the received command (the value contained in the first command of the three consecutive commands) is subtracted from the current bet value.
[0534] In step S4702, if the current bet value is 0, proceed to step S4703; otherwise, proceed to step S4706.
[0535] In step S4703, the value included in the received command (the value included in the first command of the three consecutive commands) is subtracted from the number of medals inserted.
[0536] In step S4704, the value included in the received command (the value included in the first of the three consecutive commands) is added to the number of game tokens.
[0537] In step S4705, the response command is set to indicate "normal", and the settlement command reception process is terminated.
[0538] In step S4706, information indicating "mismatch in the number of items settled" (error code E6) is set as the error request setting value.
[0539] In step S4707, the error request setting process shown in Figure 30 is executed, and the settlement command reception process is terminated.
[0540] Next, using Figure 47, we will explain in detail the start lever acceptance command reception process (step S4521) in the game control priority command reception process shown in Figures 43 and 44. The same figure is a flowchart of the start lever acceptance command reception process (step S4521) in Figure 44.
[0541] First, in the initial step S4801, the payout command acquisition flag is set to ON.
[0542] In step S4802, if the game interval abnormality timer is 0, proceed to step S4803; otherwise, proceed to step S4807.
[0543] In step S4803, an initial value (a value equivalent to 4.1s in this embodiment) is set for the game interval abnormality timer.
[0544] In step S4804, the type information setting value is set to 11H (see Figure 9(a)), and in the following step S4805, the value of the received command (the current number of bets in the game control unit 302) is set as the count information setting value. The information set here is later included in the game machine information and transmitted to the dispensing machine 700.
[0545] In step S4806, the game information setting process is executed, and the start lever acceptance command reception process is terminated. Details of the game information setting process will be described later using Figure 48.
[0546] In step S4807, information indicating "abnormal game interval" (error code E5) is set as the error request setting value.
[0547] In step S4808, the error request setting process shown in Figure 30 is executed, and this start lever acceptance command reception process is terminated.
[0548] Next, using Figure 48, we will explain in detail the game information setting process (step S4806) in the start lever acceptance command reception process shown in Figure 47, and the game information setting process (step S4A19) in the payout command reception process shown in Figure 49. The same figure is a flowchart of the game information setting process (steps S4806, S4A19) in Figures 47 and 49.
[0549] First, in the initial step S4901, the number of game information entries is incremented by 1.
[0550] In step S4902, if the number of game information items is 1, proceed to step S4903; otherwise, proceed to step S4905.
[0551] In step S4903, the value of the type information setting (the value set in step S4804 in Figure 47 or step S4A14 in Figure 49) is set as type information 1.
[0552] In step S4904, the value of the count information setting value is set as count information 1, and this game information setting process ends. Note that if the value set in step S4804 in Figure 47 is set as type information 1, the value set in step S4805 is set, and if the value set in step S4A14 in Figure 49 is set as type information 1, the value set in step S4A16 or step S4A18 is set.
[0553] In step S4905, the value of the type information setting (the value set in step S4804 in Figure 47) is set as type information 2.
[0554] In step S4906, the value of the count information setting value (the value set in step S4805 in Figure 47) is set as count information 2, and this game information setting process ends.
[0555] Furthermore, Type Information 2 and Count Information 2 are provided to transmit information about both in case the game starts quickly after a payout (within the transmission cycle to the dispensing machine 700). That is, if payout information (such as step S4A14 in Figure 49) is set in Type Information 1 and Count Information 1, then information about the current number of bets (such as step S4804 in Figure 47) may be set in Type Information 2 and Count Information 2. However, since the reels rotate and stop from the start of the game until a payout, any Type Information or Count Information that exists during this time will be transmitted to the dispensing machine 700 (cleared), so payout information will not be set in Type Information 2 and Count Information 2.
[0556] Next, using Figure 49, we will explain in detail the payout command reception process (step S4523) in the game control priority command reception process shown in Figures 43 and 44. The same figure is a flowchart of the payout command reception process (step S4523) in Figure 44.
[0557] First, in step S4A01, which is the first step to be executed, the game token count reset detection information is cleared.
[0558] In step S4A02, if the payout command acquisition flag is on, proceed to step S4A03; otherwise, proceed to step S4A09.
[0559] In step S4A03, if you have won a replay, you proceed to step S4A04; otherwise, you proceed to step S4A05.
[0560] In step S4A04, the value added to the number of game tokens is set to 0.
[0561] In step S4A05, information indicating "abnormal number of payouts" (error code E4) is set as the error request setting value.
[0562] In step S4A06, if the value of the received command (the value included in the first command of the triple command) is 15 or less, proceed to step S4A07; otherwise, proceed to step S4A10.
[0563] In step S4A07, the value of the number of medals to be dispensed is set to the value included in the received command (the value included in the first command of the three consecutive commands).
[0564] In step S4A08, the added value for the number of game tokens is set to the value included in the received command (the value included in the first command of the three consecutive commands).
[0565] In step S4A09, information indicating "abnormal game order" (error code E2) is set as the error request setting value.
[0566] In step S4A10, the error request setting process shown in Figure 30 is executed, and this disbursement command reception process is terminated.
[0567] In step S4A11, a process to check for game token overflow is executed. Details of this process will be described later using Figure 50.
[0568] In step S4A12, if the response command information indicates "normal", the process proceeds to step S4A13; otherwise, this disbursement command reception process is terminated.
[0569] In step S4A13, the payout command acquisition flag is set to off.
[0570] In step S4A14, the type information setting value is set to 21H (see Figure 9(a)).
[0571] In step S4A15, if a re-spin win occurs, proceed to step S4A18; otherwise, proceed to step S4A16.
[0572] In step S4A16, the value of the received command (the value included in the first command of the three consecutive commands) is set as the count information setting value. Note that the first command of the payout commands here contains the number of tokens to be dispensed by the game control unit 302, and this number of tokens will be set as the count information setting value. The information set here, along with the type information setting value, is included in the game machine information and transmitted to the dispensing machine 700.
[0573] In step S4A17, the current bet is set to 0.
[0574] In step S4A18, the current bet value is set in the count information setting value. The information set here, along with the type information setting value, is included in the gaming machine information and transmitted to the dispensing machine 700.
[0575] In step S4A19, the game information setting process shown in Figure 48 is executed, and this payout command reception process is terminated.
[0576] Next, using Figure 50, we will explain in detail the game token count overflow confirmation process (step S4A11) in the payout command reception process shown in Figure 49. This figure is a flowchart of the game token count overflow confirmation process (step S4A11) in Figure 49.
[0577] First, in step S4B01, which is the first step to be performed, information indicating "abnormal" is set in the response command.
[0578] In step S4B02, the sum of the number of game tokens and the added value of the number of game tokens is set as the sum result.
[0579] In step S4B03, if the summed value is 16383 or less, the process proceeds to step S4B04; if the summed value is greater than 16383, this game token count overflow check process is terminated.
[0580] In step S4B04, the value of the added result is set to the number of game tokens.
[0581] In step S4B05, the response command is set to indicate "normal", and this game token count overflow check process is terminated.
[0582] Next, using Figure 51, we will explain in detail the error occurrence command reception process (step S4524) in the game control priority command reception process shown in Figures 43 and 44. The same figure is a flowchart of the error occurrence command reception process (step S4524) in Figure 44.
[0583] First, in step S4C01, which is executed first, the error request is cleared. If an error command is received from the game control unit 302, the error on the medal count control unit 350 side is cleared by the processing here, so the error from the game control unit 302 will be processed first.
[0584] In step S4C02, if the received command contains information indicating a "game control circuit break" (error code E1), the process proceeds to step S4C08; otherwise, it proceeds to step S4C03.
[0585] In step S4C03, if the received command contains information indicating "game order abnormality" (error code E2), the process proceeds to step S4C08; otherwise, it proceeds to step S4C04.
[0586] In step S4C04, if the received command contains information indicating "Game control command serial number abnormality" (error code E3), the process proceeds to step S4C08; otherwise, it proceeds to step S4C05.
[0587] In step S4C05, if the received command contains information indicating a "medal count control RAM error" (error code E8), the process proceeds to step S4C08; otherwise, it proceeds to step S4C06.
[0588] In step S4C06, if the received command contains information indicating a "disconnection in the medal count control circuit" (error code E0), the process proceeds to step S4C08; otherwise, it proceeds to step S4C07.
[0589] In step S4C07, if the received command contains information indicating a "game control RAM malfunction" (error code rE), the process proceeds to step S4C08; otherwise, the error command reception process is terminated.
[0590] In step S4C08, the game control command sequence number update flag is set to ON, and the error occurrence command reception process is terminated. By setting this flag to ON, the command sequence number for judgment is initialized (step S4508 in Figure 43).
[0591] Next, using Figure 52, we will explain in detail the error monitoring process (step S407) in the medal count control timer interrupt processing of Figure 37. This figure is a flowchart of the error monitoring process (step S407) in Figure 37.
[0592] First, in step S4D01, which is executed first, if the value of the game control command disconnection timer is 1, the process proceeds to step S4D02; otherwise, the process proceeds to step S4D04.
[0593] In step S4D02, information indicating "game control wire disconnection" (error code E1) is set as the error request setting value.
[0594] In step S4D03, the error request setting process shown in Figure 30 is executed, and the process proceeds to step S4D04.
[0595] In step S4D04, if the value of the loaner device communication error counter is 1, the process proceeds to step S4D05; otherwise, this error monitoring process ends.
[0596] In step S4D05, if the loaner equipment communication error setting flag is off, the process proceeds to step S4D06; if the flag is on, this error monitoring process ends.
[0597] In step S4D06, information indicating "loaner communication abnormality" (error code E9) is set as the error request setting value.
[0598] In step S4D07, the error request setting process shown in Figure 30 is executed, and this error monitoring process is terminated.
[0599] Next, using Figure 53, we will explain in detail the process of sending a medal count control command to the game control unit in the medal count control unit timer interrupt processing of Figure 37 (step S408). This figure is a flowchart of the process of sending a medal count control command to the game control unit (step S408) in Figure 37.
[0600] First, in step S4E01, which is the first step performed, the information of the VL signal is updated.
[0601] In step S4E02, if the aforementioned power-on flag is off, the process proceeds to step S4E03; if the same flag is on, the process of sending the medal count control command to the game control unit is terminated.
[0602] In step S4E03, if the value of the strobe counter is 0, proceed to step S4E04; otherwise, proceed to step S4E09.
[0603] In step S4E04, if no response command to be sent to the game control unit 302 (a response command set in either the input command reception process in Figure 45, the settlement command reception process in Figure 46, or the payout command reception process in Figure 49) is set, the process proceeds to step S4E05. If any response command is set, the process proceeds to step S4E07.
[0604] In step S4E05, the command offset is repeatedly incremented by 1 within the range of 1 to 6 (after 6, it is 1). In this embodiment, the medal count control unit 350 is configured to repeatedly send the medal count control status commands (6 types of commands) explained with reference to Figure 11 to the game control unit 302 in sequence. The command offset is used to sequentially switch the type of command to be sent.
[0605] In step S4E06, the command corresponding to the command offset and the information targeted by this command are read to generate the transmission content, and this transmission content is set in the transmission buffer addressed to the game control unit 302. When transmitting information on the number of game tokens, this value is divided into upper and lower bytes and transmitted using two of the six types of commands, but the value used in this case is the number of game tokens obtained when transmitting the first of the two commands.
[0606] In step S4E07, the response command set in either the input command reception process (Figure 45), the settlement command reception process (Figure 46), or the payout command reception process (Figure 49) is set in the transmission buffer addressed to the game control unit 302.
[0607] In step S4E08, the response command set in either the input command reception process in Figure 45, the settlement command reception process in Figure 46, or the payout command reception process in Figure 49 is cleared.
[0608] In step S4E09, if the value of the strobe counter is 3 or less, proceed to step S4E10; otherwise, proceed to step S4E11.
[0609] In step S4E10, the strobe signal to the game control unit 302 is set to ON.
[0610] In step S4E11, the contents of the transmission buffer addressed to the game control unit 302 are cleared.
[0611] In step S4E12, the strobe signal to the game control unit 302 is set to OFF, and the process proceeds to step S4E13.
[0612] In step S4E13, the strobe counter value is incremented by 1. This value is repeatedly updated within the range of 0 to 7 (after 7, it resets to 0).
[0613] In step S4E14, the contents of the transmission buffer addressed to the game control unit 302 are output to the game control unit 302, and the process of sending the medal count control command to the game control unit ends. The information output here is received by the game control unit 302 when the strobe signal addressed to the game control unit 302 is set to ON.
[0614] Next, using Figure 54, we will explain in detail the display processing (step S409) in the medal count control timer interrupt processing of Figure 37. This figure is a flowchart of the display processing (step S409) in Figure 37.
[0615] First, in step S4F01, which is executed first, if the value of the number of game tokens is different from the value of the number of game tokens displayed, the process proceeds to step S4F02; if both are the same value, the process proceeds to step S4F07.
[0616] In step S4F02, if the discrete timer value is 0, proceed to step S4F03; otherwise, proceed to step S4F07.
[0617] In step S4F03, if the value of the number of game tokens is greater than the value of the number of game tokens displayed, the process proceeds to step S4F04. If the value of the number of game tokens is less than the value of the number of game tokens displayed, the process proceeds to step S4F05.
[0618] In step S4F04, the displayed number of game tokens is increased by 1.
[0619] In step S4F05, the displayed number of game tokens is reduced by 1.
[0620] In step S4F06, the discrete timer is set to a value equivalent to 4ms.
[0621] In step S4F07, the number of game tokens to be displayed is shown, and this display process ends.
[0622] 《Example 1》 Here, a modified version of the process related to inserting medals (hereinafter referred to as Modification 1) will be explained using Figures 55 to 57. Figure 55 is a modified version of the process during medal insertion shown in Figure 17, Figure 56 is a modified version of the triple command transmission process shown in Figure 20, and Figure 57 is a modified version of the insertion command reception process shown in Figure 45.
[0623] First, in the modified example shown in Figure 55, step S1121 is added between steps S1107 and S1108 in the process shown in Figure 17, and step S1122 is added between steps S1109 and S1110. Also, steps S1112 and S1113 in Figure 17 are deleted and step S1123 is added. These processes will be explained below.
[0624] In step S1121, the input limit flag is set to ON.
[0625] In step S1122, the input limit flag is set to off.
[0626] In step S1123, the value of the response is added to the current bet value.
[0627] In the modified example shown in Figure 56, step S1402 is removed from the process shown in Figure 20, and step S1421 is added. This process will be explained below.
[0628] In step S1421, the lower byte of the two bytes of data sent to the medal count control unit 350 is set to contain information about the requested number of medals and the flag limiting the number of medals to be inserted.
[0629] In the modified example shown in Figure 57, step S4603 is removed from the process shown in Figure 45. Additionally, steps S4621, S4622, and S4623 are added to the route where No is determined in step S4604. Furthermore, step S4608 is removed and step S4624 is added. These processes will be explained below.
[0630] In step S4621, the system refers to the information of the input limit flag included in the received command (the first command of a triple command). If the flag is off, the system proceeds to step S4622; if the flag is on, the system proceeds to step S4623.
[0631] In step S4622, the received command value, which stores the value of the requested number of tokens included in the received command (the first command of the three consecutive commands), is set to the value of the number of game tokens, and the process proceeds to step S4605.
[0632] In step S4623, the received command value, which stores the value of the number of requested items included in the received command (the first command of the three-part command), is set to 0, and the process proceeds to step S4624.
[0633] In step S4624, the received command value is set in the response command, and the process of receiving this input command is terminated.
[0634] 《Modified Example 2》 Here, a modified version of the process for updating the number of items to be counted (hereinafter referred to as Modification 2) will be explained using Figure 58. Figure 58 is a modified version of the process for updating the number of items to be counted shown in Figure 40.
[0635] First, in the modified example shown in Figure 58, step S4204 is removed from the process shown in Figure 40. Also, step S4206 is removed and step S4221 is added, and further, step S4209 is removed and step S4222 is added. These processes will be explained below.
[0636] In step S4221, the value of the long-press timer is set according to the duration for which the counting button 171 is pressed.
[0637] In step S4222, the number of sheets to be counted is set according to the duration for which the counting button 171 is pressed.
[0638] Variation 3 Here, a modified version of the process for updating the number of items to be counted (hereinafter referred to as Modification 3) will be explained using Figure 59. Figure 59 is a modified version of the process for updating the number of items to be counted shown in Figure 40.
[0639] First, in the modified example shown in Figure 59, steps S4231 and S4232 are added before step S4207 in the process shown in Figure 40. Also, steps S4233 and S4234 are newly added after the "No" route determined in step S4207, and steps S4235 and S4236 are added before step S4210. Furthermore, step S4237 is added after step S4215. These processes will be explained below.
[0640] In step S4231, if the value of the automatic counting timer is 0, proceed to step S4232; otherwise, proceed to step S4207.
[0641] In step S4232, the value of the automatic counting timer is set to a value equivalent to 2.0 seconds, and the process proceeds to step S4207.
[0642] In step S4233, if the value of the automatic counting timer is 1, proceed to step S4234; otherwise, proceed to step S4235.
[0643] In step S4234, the automatic counting flag is set to ON, and the process proceeds to step S4208.
[0644] In step S4235, if the automatic counting flag is off, proceed to step S4210; if the flag is on, proceed to step S4236.
[0645] In step S4236, if the value of the number of game tokens is 0, proceed to step S4213; otherwise, proceed to step S4208.
[0646] In step S4237, the automatic counting flag is set to off, and this process of updating the number of items to be counted is terminated.
[0647] Processing by the first sub-control unit 400 Next, the processing of the first sub-control unit 400 will be explained using Figure 60. Figure 60(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 60(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 60(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0648] First, in step S501, various initial settings are performed. When the power is turned on, the initialization process is executed in step S501. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM 408. In this process, an area for storing internal winning information, which is information representing the result of an internal win, and an area for storing RT update information, which is information representing the game state, are each provided in RAM 408.
[0649] In step S503, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S505.
[0650] In step S505, the timer variable is assigned the value 0.
[0651] In step S507, command processing is executed, which is the processing corresponding to each command received from the game control unit 302. Details of this command processing will be described later using Figure 60(d).
[0652] In step S509, performance control processing is performed. Here, preparations for the performance are carried out according to the performance reservation information located in the performance reservation area provided in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and, if necessary, performing performance data update processing.
[0653] In step S511, sound control processing is performed based on the processing result of step S509. For example, if there is a command to the sound source IC418 in the performance data read in step S509, this command is output to the sound source IC418.
[0654] In step S513, lamp control processing is performed based on the processing result of step S509. For example, if there are commands for various lamps 420 in the performance data read in step S509, these commands are output to the drive circuit 422.
[0655] In step S515, shutter control processing is performed based on the processing result of step S509. For example, if there is a shutter control command in the effect data read in step S509, shutter control corresponding to this command is performed.
[0656] In step S517, information output processing is performed to set up the transmission of a control command to the second sub-control unit 500 based on the processing result of step S509. For example, if there is a control command to be transmitted to the second sub-control unit 500 in the performance data read in step S509, the settings are made to output this control command, and the process returns to step S503.
[0657] Next, the command reception interrupt processing of the first sub-control unit 400 will be explained using Figure 60(b). This command reception interrupt processing is performed when the first sub-control unit 400 detects a strobe signal output by the game control unit 302. In step S521 of the command reception interrupt processing, the command output by the game control unit 302 is stored as an unprocessed command in the command storage area provided in the RAM 408.
[0658] Next, using Figure 60(c), the timer interrupt processing of the first sub-control unit 400, which is executed by the CPU 404 of the first sub-control unit 400, will be explained. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval based on this timer interrupt.
[0659] In step S531, 1 is added to the value in the timer variable storage area of RAM 408, as explained in step S503 of the first sub-control unit main processing shown in Figure 60(a), and the result is stored in the original timer variable storage area. Therefore, in step S503, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10).
[0660] In step S533, the device data set in step S515 is sent to the second sub-control unit 500, and processing is performed to update the random values for the performance.
[0661] Next, using Figure 60(d), we will explain in detail the command processing (step S507) in the main processing of the first sub-control unit in Figure 60(a). This figure is a flowchart of the command processing (step S507) in Figure 60(a).
[0662] First, in step S541, which is executed initially, it is determined whether or not there are any unprocessed commands. If this condition is met, the process proceeds to step S543; otherwise, this command processing is terminated.
[0663] In step S543, command processing is performed, which is the processing corresponding to each command received from the game control unit 302.
[0664] Processing by the second sub-control unit 500 Next, the processing of the second sub-control unit 500 will be explained using Figure 61. Figure 61(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 61(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 61(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 61(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0665] First, in step S601 of Figure 61(a), various initial settings are performed. When the power is turned on, the initialization process is executed in step S601. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM 508.
[0666] In step S603, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S605.
[0667] In step S605, the timer variable is assigned the value 0.
[0668] In step S607, command processing is performed. During command processing, the CPU 504 of the second sub-control unit 500 determines whether or not it has received a command from the CPU 404 of the first sub-control unit 400.
[0669] Step S609 performs performance control processing. Specifically, if there was a new command in step S607, the process corresponding to this command is performed. For example, the process of reading performance data for image control related to the background image from ROM 506 is executed. In addition, the process of reading other performance data from ROM 506 is performed, and if an update to the performance data is necessary, the performance data update process is performed.
[0670] In step S611, image control processing is performed based on the processing result of step S609. For example, if there is an image control command in the performance data read in step S609, the image control corresponding to this command is performed. For example, image control related to the display image (notification image, background image) is executed. This image control processing will be described later using Figure 61(d). Once this image control processing is completed, the process returns to step S603.
[0671] Next, the command reception interrupt processing of the second sub-control unit 500 will be explained using Figure 61(b). This command reception interrupt processing is performed when the second sub-control unit 500 detects a strobe signal output by the first sub-control unit 400. In step S615 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored as an unprocessed command in the command storage area provided in the RAM 508.
[0672] Next, using Figure 61(c), the timer interrupt processing of the second sub-control unit 500, which is executed by the CPU 504 of the second sub-control unit 500, will be explained. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval based on this timer interrupt.
[0673] In step S617, 1 is added to the value in the timer variable storage area of RAM 508, as explained in step S603 of the second sub-control unit main processing shown in Figure 61(a), and the result is stored in the original timer variable storage area. Therefore, in step S603, the timer variable value is determined to be 10 or greater every 20ms (2ms × 10).
[0674] Step S619 performs processes such as updating the random values used for the visual effects.
[0675] Next, the image control process in step S611 of the main processing of the second sub-control unit 500 will be explained using Figure 61(d). This figure is a flowchart showing the flow of the image control process.
[0676] In step S621, an instruction is given to transfer image data. Here, the CPU 504 first swaps the drawing area designations of display area A and display area B of the VRAM 518. As a result, one frame of image stored in the display area not designated as a drawing area is displayed on the animation image display device 157. Next, the CPU 504 sets the ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 518), etc., in the attribute register of the VDP 516 based on the position information table, and then sets an instruction to start the transfer of image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer completion interrupt signal to the CPU 504.
[0677] In step S623, it is determined whether or not a transfer completion interrupt signal has been input from VDP516. If a transfer completion interrupt signal has been input, the process proceeds to step S625; otherwise, the process waits for a transfer completion interrupt signal to be input.
[0678] In step S625, parameter settings are performed based on the production scenario configuration table and attribute data. Here, the CPU 504 instructs the VDP 516 to provide information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), image overlap and transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S621. The VDP 516 performs parameter settings according to the attributes based on the instructions stored in the attribute register.
[0679] In step S627, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing the image. The VDP 516 starts drawing the image in the frame buffer according to the instruction from the CPU 504.
[0680] In step S629, it is determined whether or not a generation completion interrupt signal has been input from VDP516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S631; otherwise, the process waits for a generation completion interrupt signal to be input.
[0681] In step S631, the process ends after incrementing (+1) the scene display counter, which is set in a predetermined area of RAM 508 and counts how many scene images have been generated.
[0682] 《Operation Description》 The operation of slot machine 100, as described above, will be explained below.
[0683] [Operation when power is turned on] In the medal count control unit 350, the contents of the RAM are backed up when the power is turned off. Then, when the power is turned on, if it is determined that there is no abnormality in the RAM, the RAM is cleared as usual and the system returns to the state it was in when the power was turned off (a Yes determination is made in step S3003 in Figure 28). Note that the system returns to its initial state when the power is turned on for the first time.
[0684] On the other hand, if an abnormality is detected in the RAM when the power is turned on, a full RAM clear is performed (a No determination is made in step S3003 in Figure 28). Furthermore, information indicating "RAM failure" is stored in the RAM failure information, and information indicating "RAM failure" (error code E8) is set in the error request (a Yes determination is made in steps S3006 and S3020 in Figure 28, and step S3102 in Figure 30). This error information is transmitted to the game control unit 302 (Figure 53), and an error notification based on this information is performed (step S1002 in Figures 25 and 16). Note that the contents of the RAM are not cleared in the game control unit 302 even if an error is received from the medal count control unit 350. Furthermore, in the medal count control unit 350, when the game control unit chip ID acquisition flag is set to ON, various information is updated (initialized) when a game control unit status command is received (a Yes determination is made in step S3007 in Figure 28 and step S4407 in Figure 42).
[0685] Furthermore, a RAM clear command may be sent from the game control unit 302 when the power is turned on (step S101 in Figure 15). The medal count control unit 350, upon receiving this RAM clear command, is configured to clear the RAM in response to the RAM clear command from the game control unit 302 (a Yes determination is made in step S3016 in Figure 28). In this case, the medal count control unit 350 first allows interrupt processing, and then, upon receiving a command from the game control unit 302, prohibits interrupt processing and proceeds with subsequent processing, thus ensuring that the reception of the RAM clear command and the processing that follows are reliably executed (steps S3012 to S3014 in Figure 28). In addition, by setting the power-on flag to off while interrupts are enabled, the counting process by operating the counting button 171 is not executed (steps S3011 and S3015 in Figure 28).
[0686] In addition, the medal count control unit 350 allows the number of game medals to be initialized by operating the game medal count clear button 172 when the power is turned on (a Yes determination is made in step S3008 in Figure 28). At this time, information indicating "detection detected" is set in the game medal count clear detection information, and as long as this information is set, information regarding this clear is included in the game machine information notification and transmitted to the dispensing machine 700 (Figure 32). The game medal count clear detection information is cleared when a payout command is received from the game control unit 302 (step S4A01 in Figure 49).
[0687] [Sending game control status command (periodically sent from game control unit 302 to medal count control unit 350)] In the slot machine 100, 41 types of game control status commands (see Figure 10) are sent to the medal count control unit 350. Specifically, in the game control command transmission process of the game control unit timer interrupt processing of the game control unit 302 (step S207 in Figure 23, Figure 26), the game control status commands are set one by one in the transmission buffer destined for the medal count control unit (a Yes determination is made in step S2201 in Figure 26). However, if a game control priority command is set in the transmission buffer destined for the medal count control unit 350 first, the game control status command is not set in the transmission buffer (a No determination is made in step S2201 in Figure 26).
[0688] After the game control status command and game control priority command are set in the transmit buffer destined for the medal count control unit 350, the contents of this transmit buffer are output, and the strobe signal is set to ON (a Yes determination in step S2208 of Figure 26). When this strobe signal is set to ON, the medal count control unit 350 receives the command. The strobe signal is set to OFF in the next interrupt process, and the contents of the transmit buffer are cleared (a No determination in step S2208 of Figure 26), but the output from the I / O port is maintained. This makes the reception of commands on the medal count control unit 350 more stable. When the contents of the transmit buffer are cleared, the contents of the transmit buffer are updated in the next interrupt process for sending a new command (a Yes determination in step S2201 of Figure 26). In other words, in the game control unit 302, one command is sent between the execution of two interrupt processes, and the transmit state and the transmit stop state are switched with each interrupt process. Furthermore, while the transmission state lasts for 1.49ms (although the command output itself lasts for 2.98ms), the game control unit 302 has two reception timings (two interrupt processes of 0.745ms each), thus preventing command loss.
[0689] [Priority command transmission for game control (interrupt transmission from game control unit 302 to medal count control unit 350)] In the game control unit 302, a game control status command is sent to the medal count control unit 350 during timer interrupt processing. However, depending on the game status in the main processing of the game control unit, a game control priority command is sent to the medal count control unit 350 with priority. More specifically, when the transmission buffer becomes empty during the game control command transmission processing (Figure 26), a game control priority command is set in the transmission buffer in the main processing of the game control unit before the game control command transmission processing in the next timer interrupt processing is executed (the next game control status command is set in the transmission buffer). As a result, this game control priority command is sent to the medal count control unit 350 with priority over the game control status command. Game control priority commands include an insertion command associated with inserting game medals, a settlement command associated with settling the game medals currently set as the bet, a start lever reception command associated with receiving a start lever operation, a payout command associated with dispensing game medals, an error occurrence command associated with an error, and a RAM clear command associated with a RAM clear (Figure 13(a)).
[0690] Among the priority game control commands, the insert command, settlement command, and payout command each consist of three commands. The first command contains information about the number of game tokens to be played, the second command contains the communication number (command sequence number) of the priority game control command, and the third command contains a checksum based on the contents of the previous two commands. These commands are transmitted consecutively without being interrupted by other commands, and are therefore sometimes referred to as triple commands. Also, the upper byte values of triple commands are consecutive values.
[0691] If a response command is not received from the medal count control unit 350, or if the response command from the medal count control unit 350 contains information indicating "re-request", the command is resent (determined as No in step S1308 and step S1310 in Figure 19). However, if the upper limit of retransmissions is exceeded, the response result from the medal count control unit 350 will be set to "abnormal" information (determined as No in steps S1302 and S1306).
[0692] Furthermore, if the response command from the medal count control unit 350 contains information other than "re-request", this information is set in the response result from the medal count control unit, and the command sequence number is incremented by 1 (steps S1311 and S1312 in Figure 19).
[0693] [Operation of the game control unit 302 in response to the insertion operation (e.g., sending of insertion commands)] When a game token is inserted, the number of tokens required by this operation is determined (steps S1105 to S1109 in Figure 17). In this embodiment, insertion is possible using two types of bet buttons: a 1-bet button and a MAX-bet button. When the MAX-bet button is operated, the number of tokens required to set the maximum bet is set to the number of tokens required (step S1107 in Figure 17), and when the 1-bet button is operated, the number of tokens required is set to 1 (step S1109 in Figure 17). However, if the current bet is the maximum bet, the number of tokens required is set to 0 by the insertion operation (determined as No in step S1106 in Figure 17).
[0694] Next, a command consisting of upper byte data indicating that it is an insert command and lower byte data indicating the value of the requested number of tokens (the first of the commands that make up the insert command) is set in the transmit buffer for the token count control unit 350 (steps S1110, S1111 in Figure 17, steps S1402, S1403 in Figure 20, and Figure 21). If the game control command transmission process of the game control unit timer interrupt process is executed in this state (steps S207 in Figure 23 and Figure 26), the game control status command is not set in the transmit buffer, and the command that was previously set in the transmit buffer is sent to the token count control unit 350 (a determination of No is made in step S2201 in Figure 26).
[0695] Subsequently, when the transmission buffer is cleared during the game control command transmission process of the next game control unit timer interrupt processing (determined as No in step S2208 in Figure 26), the checksum is updated, and the data of the upper byte is further updated by adding 1 to the value indicating the second command, and the command consisting of the data of the lower byte indicating the command serial number (the second of the commands that make up the input command) is set in the transmission buffer destined for the medal count control unit 350 (steps S1404 to S1407 in Figure 20, Figure 21). Then, in the next game control timer interrupt processing, the game control command transmission process (step S207 in Figure 23, Figure 26), the command in the transmission buffer is sent to the medal count control unit 350. When the transmission buffer is cleared in the next game control timer interrupt processing, the checksum is updated (determined as No in step S2208 in Figure 26), and the data in the upper byte is further updated by adding 1 to the value indicating the third command. At the same time, the command consisting of the data in the lower byte indicating the checksum (the third command among the commands that make up the input command) is set in the transmission buffer destined for the medal count control unit 350 (steps S1408 to S1411 in Figure 20, Figure 21). Then, in the next game control timer interrupt processing, the game control command transmission process (step S207 in Figure 23, Figure 26), the command in the transmission buffer is sent to the medal count control unit 350.
[0696] Following the above procedure, the input command is sent to the medal count control unit 350. If the response command to this command contains information indicating that it is "normal", the requested number of medals is added to the current bet value (a "Yes" determination is made in step S1112 of Figure 17).
[0697] Furthermore, if a re-play bonus is awarded (the re-play flag is turned on), the above input command processing will not be executed (a "No" determination is made in step S1104 of Figure 17).
[0698] Furthermore, during the period between sending the insert command and receiving a response command from the medal count control unit 350, the insert command will not be sent even if the bet button is operated (step S1112 in Figure 17 is waiting until a response command is received).
[0699] Furthermore, when the bet button is pressed, a command is sent to the first sub-control unit 400 regardless of whether a response command to the input command has been received or the content of the response command from the medal count control unit 350 (step S1114 in Figure 17). Upon receiving this command, the first sub-control unit 400 can execute the animation corresponding to the operation of the bet button.
[0700] [Operation of the game control unit 302 due to settlement operations (sending settlement commands, etc.)] When a token is inserted, the current bet amount is increased accordingly. However, by operating the payout button 134 (payout operation), the game tokens set to the current bet amount can be paid out.
[0701] When a settlement operation is performed, the current bet value is set as the number of game tokens (requested number) required for the settlement operation (No. in step S1101 in Figure 17, and step S1203 in Figure 18).
[0702] Next, a command consisting of upper byte data indicating that it is a settlement command and lower byte data indicating the value of the requested number of tokens (the first of the commands that make up the settlement command) is set in the transmission buffer destined for the token count control unit 350 (steps S1204 and S1205 in Figure 18, steps S1402 and S1403 in Figure 20, and Figure 21). In this state, when the game control control timer interrupt processing game control command transmission processing is executed (steps S207 in Figure 23 and Figure 26), the game control status command is not set in the transmission buffer, and the command that was previously set in the transmission buffer is sent to the token count control unit 350 (a determination of No is made in step S2201 in Figure 26).
[0703] Next, the second and third commands that make up the settlement command are sent, but since this process is the same as the input command, we will omit the explanation.
[0704] Following the above procedure, the settlement command is sent to the medal count control unit 350. If the response command to this command contains information indicating "normal", the value of the current bet is set to 0 (a "Yes" determination is made in step S1206 of Figure 18).
[0705] In the example above, the current bet value becomes 0 after receiving the response command (the current bet value is subtracted when a response command indicating "normal" is received), meaning that the current bet value is not subtracted before receiving the response command. On the other hand, the medal count control unit 350, which receives the settlement command, adds to the number of game medals, so at this point the number of game medals owned by the player temporarily increases. If a response command indicating "normal" is not received, the current bet value is not subtracted and an error occurs (determined as No in step S1206 of Figure 18). However, if this error is avoided by some means, the current bet value is not subtracted, and as a result the number of medals increases by the amount added by the medal count control unit 350, allowing the player to fraudulently acquire game medals through the settlement operation. For this reason, it is also possible to set the current bet value to 0 before and after sending the settlement command, and to configure the system not to wait for a response command to the settlement command (no response command used). In this configuration, where response commands are not used, there is a risk that communication status errors may not be detected. However, by configuring the system to use response commands for input commands, communication status errors can be detected, thus preventing a decrease in communication quality. Furthermore, the game control unit 302 and the medal count control unit 350 manage command indices, and an error may be generated if the number of mismatches reaches a predetermined number (e.g., 5 times). This configuration prevents operations based on invalid information.
[0706] Furthermore, if the medal count control unit 350 receives a settlement command that includes information on the number of medals exceeding the number of medals inserted, it may refuse to accept the settlement and issue an error. This configuration prevents the fraudulent acquisition of game medals.
[0707] Furthermore, if the medal count control unit 350 receives a settlement command that includes information on the number of medals exceeding 16, it may refuse to accept the settlement and generate an error. This configuration prevents the fraudulent acquisition of game medals.
[0708] Furthermore, if the medal count control unit 350 receives a settlement command containing information about a number of medals exceeding 16,384, it may refuse to accept the settlement and generate an error. This configuration prevents the fraudulent acquisition of game medals.
[0709] Furthermore, if a re-spin is awarded by hitting a re-spin bonus (the re-spin flag is turned on), the above settlement command process will not be executed (a "No" determination is made in step S1202 of Figure 18).
[0710] Furthermore, when the settlement button 134 is operated, a command is sent to the first sub-control unit 400 regardless of whether a settlement command is sent or the content of the response command from the medal count control unit 350 (step S1201 in Figure 18). Upon receiving this command, the first sub-control unit 400 can execute the animation corresponding to the operation of the settlement button 134.
[0711] [Operation of the game control unit 302 in response to the start lever operation (e.g., transmission of start lever acceptance command)] When the start lever is operated while the current bet value is equal to or greater than the starting number of coins, a command (start lever reception command) consisting of upper byte data indicating that it is a start lever reception command and lower byte data indicating the current bet value is set in the transmission buffer for the coin count control unit 350 (steps S1012 to S1014 in Figure 16). Furthermore, the start lever reception command is sent to the first sub-control unit 400 (step S1014 in Figure 16). Upon receiving this command, the first sub-control unit 400 can execute the animation corresponding to the operation of the start lever.
[0712] [Operation of the game control unit 302 due to payout (e.g., sending of payout commands)] When the game ends and a payout is awarded, the payout value is set to the number of game tokens requested for payout (requested number of tokens) (step S1602 in Figure 22). Subsequently, a command consisting of upper byte data indicating that it is a payout command and lower byte data indicating the value of the requested number of tokens (the first of the commands that make up the payout command) is set in the transmit buffer for the token count control unit 350 (steps S1604, S1605 in Figure 22, steps S1402, S1403 in Figure 20, and Figure 21). If the game control command transmission process of the game control unit timer interrupt processing is executed in this state (steps S207 in Figure 23 and Figure 26), the game control status command is not set in the transmit buffer, and the command that was previously set in the transmit buffer is sent to the token count control unit 350 (determined as No in step S2201 in Figure 26).
[0713] Next, the second and third commands that make up the payout command are sent, but since this process is the same as the insert command, we will omit the explanation.
[0714] Following the above procedure, the payout command is sent to the medal count control unit 350. If the response command to this command contains information indicating that it is "normal", a command is sent to the first sub-control unit 400 (step S1607 in Figure 22). Upon receiving this command, the first sub-control unit 400 can execute the animation corresponding to the payout.
[0715] On the other hand, if the response command is "abnormal" and no error request is set, the number of game tokens has overflowed and the system is unable to accept payouts. Therefore, a command indicating this state is sent to the first sub-control unit 400 (step S1608 in Figure 22). Upon receiving this command, the first sub-control unit 400 can execute the animation corresponding to the overflow. If the overflow state is not resolved, the payout command will be resent repeatedly, and the game will be unable to proceed. In this case, the overflow state can be resolved by operating the counting button 171. Once the overflow state is resolved, the animation corresponding to the payout will be executed, and the game will be able to proceed. In other words, if the game becomes unable to proceed due to an overflow, the player can resolve the issue themselves without having to call a store employee.
[0716] [Action taken when receiving a medal count control command] When the game control unit 302 receives a command from the medal count control unit 350 (detected by switching the strobe signal, step S2101 in Figure 25), it identifies the type of command (game control status command (Figure 11) or response command (Figure 13(b))) and updates the contents of the RAM 308 according to the type of command (step S2102 in Figure 25). The response commands for insert commands, settlement commands, and payout commands refer to the contents updated here. If the command received here contains an error code, and provided that no error status is set in the game control unit 302, this error code is set as the error status of the game control unit 302 (step S2104 in Figure 25).
[0717] [Sending a medal count control command (from medal count control unit 350 to game control unit 302)] In the slot machine 100, six types of medal count control status commands (see Figure 11) are sent to the game control unit 302. Specifically, the medal count control status commands are set one by one in the game control unit's transmission buffer by the medal count control unit timer interrupt processing of the medal count control unit 350 (step S408 in Figure 37, Figure 53) (a Yes determination is made in step S4E04 in Figure 53). However, if a response command has already been set in the transmission buffer for the game control unit 302, the medal count control status command is not set in the transmission buffer (a No determination is made in step S4E04 in Figure 53).
[0718] The medal count control status command and response command set in the transmission buffer destined for the game control unit 302 are then output to the game control unit 302 (step S4E14 in Figure 53). In this state, if the strobe signal is set to ON (step S4E10 in Figure 53), the game control unit 302 will receive the command. To manage the ON / OFF status of the strobe signal, a strobe counter is used, which is incremented by 1 for each interrupt in the range of 0 to 7. The strobe counter is set to ON when it is between 0 and 3, and to OFF when it is between 4 and 7 (steps S4E09 and S4E13 in Figure 53). The transmission buffer is updated when the strobe counter is 0 (step S4E03 in Figure 53). In other words, one command is transmitted in the medal count control unit 350 during the execution of eight interrupt processes, and the transmission state and transmission stop state are switched every four interrupt processes. Furthermore, while the transmission state continues for 2.98ms (0.745ms x 4 times), the game control unit 302 has two reception timings (two interrupt processes of 1.49ms each), thus preventing command loss.
[0719] [Action taken when receiving a game control status command] When the medal count control unit 350 receives a command from the game control unit 302 (detected by switching the strobe signal, step S4301 in Figure 41), if this command is a game control status command, it executes the game control status command reception process (steps S4304 in Figure 41, Figure 42).
[0720] The game control status command consists of 41 types of commands (Figure 10) that are sent sequentially. Of these, the 1st to 40th commands are temporarily stored in a buffer and their checksums are updated (determined as No in step S4401 in Figure 42). When the 41st command (checksum) is received, if its contents are normal, the checksum is cleared and the RAM is updated based on the information temporarily stored in the buffer (steps S4406, S4410~S4413 in Figure 42). However, when updating the game machine installation information buffer, the payout ratio monitor information buffer, and the game machine performance information buffer, this is executed only if the chip ID stored in RAM matches the chip ID in the game machine installation information buffer (Yes in step S4409 in Figure 42). If the IDs do not match, an error request is made and error code E7 is set (determined as No in step S4409 in Figure 42). Furthermore, if a full RAM clear is performed in the medal count control unit 350, the chip IDs stored in RAM will be cleared. In this case, as an exception, the update process is executed without performing the above check for chip IDs (the game control unit chip ID acquisition flag is turned on in Figure 28, and the determination of No is made in step S4407 in Figure 42).
[0721] [Operation when receiving a priority command for game control] When the medal count control unit 350 receives a command from the game control unit 302 (detected by switching the strobe signal, step S4301 in Figure 41), if this command is a game control priority command, it executes the game control priority command reception process (step S4305 in Figure 41, Figures 43 and 44).
[0722] First, if the priority game control command is not a triple command (RAM clear command, start lever acceptance command, error occurrence command), the process corresponding to each command is executed (Figure 44).
[0723] On the other hand, if the priority game control command is a triple command (insert command, payout command), the first and second commands are temporarily stored in a buffer (step S4503 in Figure 43). If it is the third command, the checksum value included in this command is compared with the checksum calculated from the contents previously stored in the buffer. If an error occurs, information indicating "re-request" is sent as a response command (steps S4504-S4606 in Figure 43).
[0724] Next, if the game control command sequence number update flag is on, the game control command sequence number is updated to the value of the command sequence number stored in the receive buffer, and the game control command sequence number update flag is set to off (a Yes determination is made in step S4507 in Figure 43). Note that the game control command sequence number update flag is set to on to prevent a separate command sequence number error from occurring after the error has been resolved (Figure 51).
[0725] Next, it is determined whether the game control command sequence number matches the command sequence number stored in the receive buffer (step S4510 in Figure 43). Since both the game control unit 302 and the medal count control unit 350 increment the command sequence number by 1 (step S1312 in Figure 19, step S4511 in Figure 43), these values will match unless there is a problem. If these values do not match, error code E3 is set as an error request (determined as No in step S4510 in Figure 43).
[0726] After the above processing, the process corresponding to each command is executed (Figure 44).
[0727] [Action taken upon receiving input command] If the received game control priority command is an insert command, the insert command reception process is executed (steps S4517 in Figure 44 and Figure 45). In this process, if the value included in the insert command (hereinafter referred to as the number of inserts) is within the number of game tokens, the number of inserts is added to the number of tokens to be inserted, the number of inserts is added to the current number of tokens wagered, the number of inserts is subtracted from the number of game tokens, and then information indicating "normal" is set in the response command (a Yes determination is made in step S4604 in Figure 45). If the number of inserts is greater than the number of game tokens, information indicating "abnormal" is set in the response command (a No determination is made in steps S4603 and S4604 in Figure 45). The value of the number of tokens to be inserted is a value used in the game machine information transmitted to the dispensing machine 700, and is initialized to 0 each time game machine information is transmitted (step S3308 in Figure 32).
[0728] Furthermore, while the counting notification transmission process is being executed, the input prohibition flag is set to ON (step S3509 in Figure 34), and when this flag is ON, information indicating "re-request" is set in the response command (determined as No in steps S4601 and S4602 in Figure 45).
[0729] [Action taken when a settlement command is received] If the received game control priority command is a settlement command, the settlement command reception process is executed (step S4519 in Figure 44, Figure 46). In this process, the value included in the settlement command (hereinafter referred to as the settlement request number) is subtracted from the current number of bets (step S4701 in Figure 46). If the value of the current number of bets is 0, the settlement request number is subtracted from the number of inserted medals, the settlement request number is added to the number of game medals, and then information indicating "normal" is set in the response command (a Yes determination in step S4702 in Figure 46). The value of the number of inserted medals is a value used in the game machine information transmitted to the dispensing machine 700, and is initialized to 0 each time game machine information is transmitted (step S3308 in Figure 32). If the current number of bets is not 0, error code E6 is set as an error request (a No determination in step S4702 in Figure 46).
[0730] [Action taken when a start lever input command is received] If the received game control priority command is a start lever acceptance command, the payout command acquisition flag is set to O...
Claims
[Claim 1] A counting method for updating the count value related to the value of the game, Game control means for controlling the progress of the game, The first means of display, A second means of display, A third means of display, Counting operation means, A gaming machine equipped with a certain light-emitting means, The game control means is a means that can put the game into a first game stop state in which the game cannot proceed based on the count value reaching a first value, The aforementioned game control means is a means that can put the game into a second game stop state in which the game cannot proceed if the stored game value becomes equal to or greater than a second value which is less than the first value. There is a first display, which is a value relating to the game value displayed in the first display means, and a second display, which is a value relating to the game value displayed in the second display means. The first display, once game value is acquired, will be updated and the updated value will be displayed. The second display, once game value is acquired, will be updated and the updated value will be displayed. When the first game stop state occurs while the first display and the second display are being shown, the first display will be terminated, but the second display will not be terminated. The first notification can be executed after the completion of the counting process based on the operation of the counting operation means. In the aforementioned first game stop state, a second notification can be made to indicate that the game has entered the first game stop state. The second notification comprises a third display, the emission of light from a certain light-emitting means, and the output of a certain notification sound. During the execution of the second notification, the first notification is not executed after the completion of the counting process based on the operation of the counting operation means. The first notification is a notification that is not executed before the counting process is performed. In the second notification when the first game stop state occurs, before the first display means displays the third display corresponding to the first game stop state, a certain light-emitting means emits light in a manner corresponding to the first game stop state. In the second notification when the first game stop state is reached, before outputting the notification sound, the light-emitting means illuminates in a manner corresponding to the first game stop state. The third display means comprises at least a first segment display and a second segment display, When the first game stop state is reached, the third display means can execute a fourth display to inform that the first game stop state is reached. When the second game stop state occurs, the third display means can execute a fifth display to inform that the second game stop state has occurred. The fourth display and the fifth display share the same light emission pattern of the first segment display. A gaming machine characterized by the following features.