Gaming machine

The gaming machine enhances data exchange and error handling between control units through bidirectional and one-way communication, ensuring efficient and reliable operation.

JP7867174B1Active Publication Date: 2026-05-29ENTERRISE CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
ENTERRISE CO LTD
Filing Date
2025-02-13
Publication Date
2026-05-29

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  • Figure 0007867174000001_ABST
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Abstract

To provide a gaming machine that can efficiently exchange data between control units. [Solution] The gaming machine comprises a main control unit, a game value control unit, and a sub-control unit, wherein the main control unit and the game value control unit can communicate bidirectionally with each other, the main control unit can communicate unidirectionally from the main control unit to the sub-control unit, and the game value control unit can communicate unidirectionally from the game value control unit to the sub-control unit when a communication abnormality occurs between the main control unit and the game value control unit, the main control unit can transmit information related to the trigger of the communication abnormality to the sub-control unit, and the game value control unit can transmit information related to the cause of the communication abnormality to the sub-control unit.
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Description

Technical Field

[0001] This disclosure relates to a gaming machine.

Background Art

[0002] Conventionally, a gaming machine including a main control unit, a game value control unit, and a sub-control unit has been known (see Patent Document 1).

[0003] Between the main control unit and the game value control unit, it is possible to communicate bidirectionally with each other.

[0004] On the other hand, between the main control unit and the sub-control unit, it is possible to communicate unidirectionally from the main control unit to the sub-control unit, and between the game value control unit and the sub-control unit, it is possible to communicate unidirectionally from the game value control unit to the sub-control unit.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, there is room for improvement in such communication between control units. Therefore, the inventors of the present application have found a gaming machine capable of efficiently exchanging data between control units.

[0007] An object of this disclosure is to provide a gaming machine capable of efficiently exchanging data between control units.

Means for Solving the Problems

[0008] This disclosure is a main control unit capable of executing processing related to the progress of a game, and A game value control unit capable of performing processing related to the control of game value, A sub-control unit capable of performing processing related to the visual effects, Equipped with, The main control unit and the game value control unit are capable of bidirectional communication with each other. Between the main control unit and the sub-control unit, one-way communication is possible from the main control unit to the sub-control unit. Between the game value control unit and the sub-control unit, one-way communication is possible from the game value control unit to the sub-control unit. If a communication error occurs between the main control unit and the game value control unit, The main control unit is capable of transmitting information related to the trigger for the communication anomaly to the sub-control unit. The game value control unit is capable of transmitting information relating to the cause of the communication anomaly to the sub-control unit. It is a gaming machine. [Effects of the Invention]

[0009] According to this disclosure, it is possible to provide a gaming machine that can efficiently exchange data between control units. [Brief explanation of the drawing]

[0010] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of a slot machine and card unit. [Figure 3] This diagram illustrates the connection / communication relationship between the main control board and the sub-control board. [Figure 4] This flowchart shows the normal communication process flow when slot machine 1 is powered on, with the settings change mode turned on. [Figure 5]It is a flowchart showing the normal communication process flow when the slot machine 1 is powered on in the state where the setting change mode is off. [Figure 6] It is a flowchart showing the error processing flow when the slot machine 1 is powered on. [Figure 7] It is a flowchart showing the normal communication process flow other than when the slot machine 1 is powered on. [Figure 8] It is a flowchart showing the error processing flow other than when the slot machine 1 is powered on.

Embodiment for Carrying Out the Invention

[0011] [First Embodiment] The slot machine 1 according to the embodiment of the gaming machine of the present disclosure will be described with reference to FIGS. 1 to 8. Note that the embodiments described below are merely examples of the present disclosure, and the embodiments of the present disclosure can be appropriately changed without changing the gist of the present disclosure. In the following description, "connection" includes both the case where the connection targets are directly connected and the case where the connection targets are indirectly connected via another board or device.

[0012] The slot machine 1 of the present embodiment is a reel-type gaming machine in which the quantity of game values is managed by electronic data (hereinafter referred to as "game value data") without using physically existing medals, as shown in FIG. 1.

[0013] [Configuration of Card Unit 7] As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.​​​​​​​Note that since the card unit 7 is the same as the card unit connected to the conventional medal-less machine, detailed description thereof is omitted.

[0016] <Configuration of Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress a game without using medals which are real objects. In the slot machine 1 of the present embodiment, instead of medals which are real objects, a game is played using game value data as electronic data.

[0017] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0018] A transparent reel window 200 is provided at the central portion of the front door 100. A player can visually recognize a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20, which will be described later, through this reel window 200.

[0019] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration unit 102 for performing various effects during the game are provided.

[0020] The liquid crystal screen 3 includes a monitor LED and a backlight, and displays various effect videos (effect screens) during the player's game.

[0021] The speaker 101 outputs a predetermined BGM (background music), SE (sound effect), and voice.

[0022] The lighting decoration unit 102 is composed of LEDs or the like, and lights up or goes out in a predetermined pattern, for example, when an effect screen with a high expectation level is displayed or a winning combination is achieved.

[0023] Below the reel window 200 are the control panel 4, the lower panel 103, and the front bottom 104. The lower panel 103 displays the title of the slot machine 1. LED lighting is located on the back of the lower panel 103. The front bottom 104 is designed to allow players to place their personal belongings.

[0024] The control unit 4 includes multiple stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a counting button 44, a cancel button 45, and a performance button 46.

[0025] Sensors are provided near each switch on the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.

[0026] Each stop switch 40a, 40b, and 40c is provided in conjunction with each rotating reel 20 (20a, 20b, and 20c). The stop switches 40a, 40b, and 40c accept operation to stop the rotation of the corresponding rotating reel 20a, 20b, and 20c while the reel is rotating.

[0027] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable when the lever 42 is operated and each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state, using a different light color (for example, red). The lamps can also indicate, for example, that the stop switches 40a, 40b, and 40c are operational when each of the rotating reels 20a, 20b, and 20c reaches a steady rotation state and each of the stop switches 40a, 40b, and 40c is operated, using a different light color (for example, blue).

[0028] The bet switch 41 is used when a player places a bet on game value. The amount of game value credited and the amount of game value bet are managed by the slot machine 1 (media management unit 620). The bet switch 41 is also equipped with a lamp inside or around it that lights up when the operation is active and turns off when the operation is inactive.

[0029] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.

[0030] The digital counter 43 digitally displays the number of credits in game value, the number of payouts (acquired) of game value, and other information. Players can also check the digital counter 43 during gameplay to see how much game value they currently possess.

[0031] The counting button 44 can receive input from the player to transfer game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives input from the player, a transfer signal is generated by the counting button 44. The counting button 44 is also equipped with a lamp inside or around it that changes its illuminated color or switches on / off depending on whether it is being operated or not.

[0032] The cancel button 45 can receive an operation from the player to change the game value from a bet state (bet state) to an unbet state (non-bet state). When the cancel button 45 receives an operation from the player, the cancel button 45 generates a cancel signal. Subsequently, the media management unit 620, upon receiving the cancel signal, manages the game value data in the bet state as an unbet state. The cancel button 45 is also equipped with a lamp inside or around it that changes its illuminated color or turns on / off depending on whether it is being operated or not.

[0033] The performance button 46 is used by players to access various menu settings related to the game while playing. The performance button 46 may also be operated by the player during gameplay in response to the game's effects. If the performance button 46 is operated during gameplay, the game's effects will change.

[0034] Furthermore, the performance button 46 is equipped with a lamp that can emit light in various colors and patterns. The lamp lights up when the performance button 46 is operational and turns off when it is inoperable. In addition, when the performance button 46 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can also flash rapidly in a different color than when it is normally lit, such as red or rainbow.

[0035] As shown in Figure 1, the confirmation key 47 includes an up key 47a, a down key 47b, a left key 47c, a right key 47d, and a selection button 47e. The player can select one of the displayed items by operating one of the up key 47a, down key 47b, left key 47c, or right key 47d, and then operating the selection button 47e.

[0036] Furthermore, the confirmation key 47 may be equipped with a lamp capable of emitting light in various colors and patterns. The lamp is lit when the confirmation key 47 is in an active state and turned off when it is in an inactive state.

[0037] Furthermore, as shown in Figure 2, a reset button 51 and a setting key 52 are provided inside the casing 10.

[0038] The reset button 51 is operated to clear various errors and to initialize the RAM that constitutes the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 51 is being operated, the amount of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".

[0039] The setting key 52 is a key for switching to the setting change mode and is located inside the casing 10. The setting value control unit 613, described later, turns on the setting confirmation mode when the setting key 52 is turned on while the power to the slot machine 1 is still on, and turns off the setting confirmation mode when the setting key 52 is turned off while the power to the slot machine 1 is still on. In addition, the setting value control unit 613 turns on the setting change mode when the power to the slot machine 1 is turned on from off while the setting key 52 is on, and turns off the setting change mode when the setting key 52 is turned off from on while the setting change mode is on.

[0040] Furthermore, as shown in Figure 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6 (composed of a main control unit 61 and a game value control unit 62 mounted on the main control board PM, and a sub-control unit 63 mounted on the sub-control board PS). The rotating reel unit 2 and the control unit 6 are located inside the housing 10, along with a power supply device for supplying voltage to the slot machine 1.

[0041] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c.

[0042] For example, symbols are placed on the surfaces of the rotating reels 20a, 20b, and 20c. The game proceeds when the combination of symbols displayed on the active line L (described later) when the rotation of the rotating reels 20a, 20b, and 20c stops is determined by the game result determination unit 612 (described later) to determine whether or not it is a predetermined combination of symbols.

[0043] The stepping motors 21a, 21b, and 21c are provided in accordance with the rotary reels 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.

[0044] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 milliseconds after the stop switch 40a, 40b, or 40c is operated while the rotating reels 20a, 20b, or 20c are rotating.

[0045] These rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611, which will be described later, to control their rotation and stopping.

[0046] <How the game is played by the player> The player bets the credited game value on the slot machine 1 by operating the bet switch 41. Once a predetermined number (for example, 3) of game value has been bet on the slot machine 1, the active line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.

[0047] Figure 1 shows an example where the active line L is composed of the upper section within the reel window 200 for the left rotating reel 20a, the middle section within the reel window 200 for the middle rotating reel 20b, and the lower section within the reel window 200 for the right rotating reel 20c.

[0048] In this embodiment, one game (one play) refers to a series of actions taken by a player to obtain a predetermined game result, including internal lottery, prize determination processing, and processing to increase or decrease game value data, by operating the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc.

[0049] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the reels 20a, 20b, and 20c begin to rotate. In this state, if any of the stop switches 40a, 40b, or 40c are operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops. Once all the reels 20a, 20b, and 20c have stopped, a payout process of a predetermined amount of game value is performed according to the combination of symbols (winning combination) that lined up (won) on the active line L. This completes one game.

[0050] Furthermore, at least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was operated, that the lever 42 was operated, that the stop switch 40 was operated, that an internal lottery was performed, that a predetermined combination was won, that the spinning reels rotated, etc.) is managed by the main control unit 61 mounted on the main control board PM.

[0051] <Configuration of Control Unit 6> The control unit 6 consists of a main control unit 61, a game value control unit 62, and a sub-control unit 63.

[0052] The main control unit 61, the game value control unit 62, and the sub-control unit 63 each consist of a microcontroller and a memory unit (ROM, RAM, RWM).

[0053] The connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained below with reference to Figure 3. In this embodiment, the main control unit 61 and the game value control unit 62 are mounted on the same board, the main control board PM, while the sub-control unit 63 is mounted on a different board, the sub-control board PS.

[0054] The information and commands generated by the main control unit 61 of the main control board PM include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet button 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, and a transfer request for game value when the counting button 44 is operated.

[0055] Furthermore, the information and commands generated by the game value control unit 62 of the main control board PM include information indicating that the complete function (described later) has been activated, information indicating that the number of credits has reached the target value (a value used to prompt the player to transfer credits if the number of credits is too high), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, and various responses to requests from the main control unit 61.

[0056] In other words, the main control unit 61 and the game value control unit 62 are capable of bidirectional communication.

[0057] The main control board PM and the sub-control board PS are electrically connected by a harness, but only one-way serial communication takes place from the main control board PM to the sub-control board PS. In other words, the sub-control unit 63 can receive commands or various information from the main control unit 61 and the game value control unit 62, but it cannot send commands or various information to the main control unit 61 or the game value control unit 62, respectively.

[0058] Information and commands transmitted from the main control board PM to the sub-control board PS include game data such as game status and game section, game value data (e.g., bet / payout information for game value, total number of game values ​​acquired during AT), information indicating the start / end of gameplay, information indicating the start / end of mechanism operation, information regarding various errors, the range (MY) described later, information indicating the operation of the complete function, commands for prior notification before the complete function is activated, information regarding the transfer of game value (e.g., transfer start, transfer in progress, transfer complete, etc.), information indicating the number of credits or acquired, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0059] <Description of Main Control Unit 61> The ROM of the main control unit 61, which is mounted on the main control board PM, stores programs and various data that are directly related to the progress of the game (for example, control of the rotating reels 20, payout control, and transfer requests).

[0060] The RAM and RWM of the main control unit 61 store game data (information related to the progress of the game) necessary for the game to proceed.

[0061] The main control unit 61 consists of a microcontroller mounted on the main control board PM and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617.

[0062] In other words, in this embodiment, the main control unit 61 performs control that is directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game sections, various error monitoring such as monitoring of communication connection between the slot machine 1 and the card unit 7, and error processing.

[0063] Game data includes the current number of games played, as well as data indicating the game status (what state or section each game is in). In this embodiment, game data includes, for example, data indicating that the first game state is a state where no special role is carried over, or an internal bonus state.

[0064] <Description of Main Control Unit 61> The main control unit 61 is mounted on the main control board PM and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615 (an example of a control unit), an RT state control unit 616, and an error determination unit 617.

[0065] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and can select one of the flags for multiple winning combinations as the winning flag.

[0066] <Rotating reel control unit 611> The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and can perform rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0067] <Game result determination unit 612> The game result determination unit 612 can determine the game result based on the results of the internal lottery conducted by the internal lottery unit 610 and the stopping patterns of the symbols when each reel 20 stops rotating. The game result includes, for example, whether or not a winning combination was achieved.

[0068] <Setting value control unit 613> The setting value control unit 613 can set any one of a plurality of types of setting values (for example, 1 to 6) with different degrees of advantage in the progress control of the game, based on operations on the setting keys 52, etc. by the store staff.

[0069] <Interval control unit 614> The interval control unit 614 can set any one of a plurality of game intervals (normal interval and advantageous interval).

[0070] <Game state control unit 615> The game state control unit 615 can perform settings for each of the first game state (for example, during the execution of a special combination, inside a special combination) and the second game state (for example, general game state, special game states such as AT, CZ, etc.).

[0071] <RT state control unit 616> The RT state control unit 616 can set one RT state out of a plurality of RT states (a table used for internal lottery, and an RT state in which a replay probability is determined in advance).

[0072] <Error determination unit 617> The error determination unit 617 can determine the presence or absence of various errors. Examples of various errors include backup abnormality, communication abnormality between the main control unit 61 and the game value control unit 62, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, etc. The presence or absence of the occurrence of error commands (E4 to E9) described later, and whether the error commands have been canceled, are determined by the error determination unit 617. And the determination information is transmitted from the error determination unit 617 to the sub-control unit 63.

[0073] <Game value control unit 62> The game value control unit 62 is mounted on the main control board PM and functions as a medium management unit 620 and a function operation unit 621. The game value control unit 62 transmits the cause of the error described later and the error release notification to the sub-control unit 63.

[0074] <Media Management Department 620> The media management unit 620 is capable of managing the number of credits and bets for game value. The media management unit 620 also uses the game value difference, which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value since the last time the slot machine 1 was powered on, to calculate the range (MY), which is the difference between the maximum and minimum values ​​of the difference, and the media difference, which is the cumulative value of the difference during the advantageous period.

[0075] <Functional operating part 621> The function activation unit 621 is capable of receiving range (MY) information transmitted from the media management unit 620. When the range (MY) becomes, for example, 18500 or higher, the function activation unit 621 generates information indicating that the activation of the complete function is imminent.

[0076] This complete function is a so-called stop function. When the complete function is activated because the range (MY) exceeds 190,000, slot machine 1 will no longer accept any game-related operations, and the player will not be able to continue playing unless the power is turned off and on by a store staff member (the game will be unplayable). The complete function is deactivated when the power to slot machine 1 is turned off and on.

[0077] <Explanation of Sub-control Unit 63> The sub-control unit 63 is mounted on the sub-control board PS and functions as the performance control unit 630 through operation using the ROM 631, RAM 635, etc., by the microcontroller MCU.

[0078] <Performance Control Unit 630> The performance control unit 630 can determine at least one of the following as a performance pattern by executing a performance lottery: a video / still image output on the LCD screen 3, a sound pattern output from the speaker 101, a light emission pattern of the LED or other lighting unit 102, or a light emission pattern of the performance button 46.

[0079] Furthermore, the performance control unit 63 displays an error based on the error commands (E4~E9) transmitted from the main control unit 61 (described later) and the cause of the error (described later) transmitted from the game value control unit 62.

[0080] Furthermore, the performance control unit 63 clears the error display based on the error command cancellation notification sent from the main control unit 61 and the error cancellation notification sent from the game value control unit 62.

[0081] <Explanation of communication processing> The communication process between the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained below using Figures 4 to 8.

[0082] When the power to slot machine 1 is turned on, the main control unit 61 and the game value control unit 62 start up immediately, and then after a few seconds, the sub-control unit 63 starts up.

[0083] <Normal communication processing when slot machine 1 is powered on> First, using Figure 4, we will explain the normal communication process when the slot machine 1 is powered on.

[0084] As shown in Figure 4, when power is turned on to slot machine 1, the activated main control unit 61 and game value control unit 62 perform register initial settings and other operations.

[0085] Then, one second after the power is turned on to the slot machine 1 (security fixed extension), the main control unit 61 transmits the following to the game value control unit 62: the chip individual number for identifying the main control chip provided on the main control board PM, i.e., the chip that constitutes the main control unit 61; model information consisting of a manufacturer code and a product code; the payout ratio type indicating the installed payout information, such as the total number of games and the total number of games in the advantageous section of the total number of games; and power off recovery information indicating the payout operation status. Note that the game value control unit 62 is already running one second after the power is turned on.

[0086] For example, the game value control unit 62 checks whether the received manufacturer code and at least a portion of the product code (e.g., the first two characters) match the manufacturer code and at least a portion of the product code (e.g., the first two characters) held by the game value control unit 62, as well as whether the payout ratio type and power recovery information are normal.

[0087] If this information is normal, the game value control unit 62 determines that the main control unit 61 is legitimate and has not been illegally modified. The game value control unit 62 then starts displaying the payout ratio monitor, the number of game values, and communicating with the medal unit 7 on the main control board PM, and sends an initial setup completion notification to the main control unit 61. As a result, the main control unit 61 and the game value control unit 62 can start various controls related to the game.

[0088] Next, the process after the initial setup completion notification is issued will differ depending on whether or not the settings change mode is turned on.

[0089] (When setting change mode is on) Next, using Figure 4, we will explain the normal communication process when the slot machine 1 is powered on while the setting mode is turned on.

[0090] If the slot machine 1 is powered on with setting key 52 in the ON position, that is, if it is powered on in a state where settings can be changed, then store staff can perform setting change operations after the initial setup is complete.

[0091] In this case, the main control unit 61 sends an initialization command to the sub-control unit 63 indicating that the RAM of the main control unit 61 has been initialized, i.e., that information such as the number of balls dispensed and the total number of games has been initialized, 8 seconds after power-on (an example after the first period has elapsed). Note that register initial settings and initial settings completion may occur between the main control unit 61 and the game value control unit 62 during the 8 seconds after power-on. Furthermore, the sub-control unit 62 has already started up when 8 seconds have elapsed since power-on. In other words, the sub-control unit 62 needs at least "8 seconds" after power-on of the slot machine 1 to be able to receive various commands and information from the main control unit 61 and the game value control unit 62 and start operating. Therefore, this "8 seconds" is set as the time required for the sub-control unit 62 to complete its own initial operation from power-on.

[0092] If the store staff completes the setting change operation before 8 seconds have elapsed since power-on, the sub-control unit 63 may not have started up at that time. In this case, the main control unit 61 waits for 8 seconds to elapse since power-on and then sends initialization commands, etc., to the sub-control unit 63. On the other hand, if the store staff takes more than 8 seconds to complete the setting change operation, the sub-control unit 63 will have already started up, and the main control unit 61 can send initialization commands, etc., to the sub-control unit 63 as soon as the setting change operation is completed.

[0093] Next, the game value control unit 62 sends a game value count clear command to initialize game value-related information such as counting data and lending data, as well as a complete command indicating that the complete function is not activated and information related to the range (MY), 9 seconds after power-on (an example after the second period has elapsed), which is after the main control unit 61 has sent initialization commands etc. to the sub-control unit 63. The game value count clear command is a command to notify the sub-control unit 63 that the credits have become 0 when a store staff member operates the clear button (not shown) while powering on. Therefore, if the clear button is not operated, the game value count clear command is not sent to the sub-control unit 63.

[0094] If 9 seconds have not yet elapsed since power-on, the sub-control unit 63 may not have started up yet, so the game value control unit 62 waits for 9 seconds to elapse since power-on. On the other hand, if 9 seconds have elapsed since power-on, the sub-control unit 63 has already started up, so the game value control unit 62 can send a game value count clear command, etc., to the sub-control unit 63 at that point.

[0095] The above process ensures that normal communication processing is performed when the slot machine 1 is powered on while the setting change mode is enabled. As a result, the slot machine 1 returns to its state before the power outage.

[0096] (When settings change mode is off) Next, using Figure 5, we will explain the normal communication process when the slot machine 1 is powered on while the setting change mode is off. Note that in Figure 5, the process is the same as in Figure 4 up to the point where the game value control unit 62 sends an initial setting completion notification to the main control unit 61.

[0097] If the setting key 52 is turned off and the slot machine 1 is powered on, that is, if the power is turned on in a state where the settings cannot be changed, the setting change mode will be turned off.

[0098] Then, eight seconds after power-on, the main control unit 61 sends a power-off recovery command to the sub-control unit 63, indicating that the power was simply turned on, off, and on again without any setting changes, and a command related to payouts, indicating that gameplay will resume from the state of payouts and gameplay immediately before the power outage occurred.

[0099] Meanwhile, the game value control unit 62 sends a game value clear command and a complete command, etc., 9 seconds after power-on. If the clear button is not operated and the slot machine 1 is simply powered on, the credits remain, so in this case the game value clear command will be a command indicating the contents of the remaining credits.

[0100] Thus, in this disclosure, the order in which data is transmitted to the sub-control unit 63 is fixed, with the main control unit 61 first transmitting data to the sub-control unit 63, and then the game value control unit 62 transmitting data to the sub-control unit 63.

[0101] Following the above procedure, normal communication processing is performed when the slot machine 1 is powered on, even when the setting change mode is off. As a result, the slot machine 1 returns to the state it was in before the power outage.

[0102] <Error handling when powering on slot machine 1> Next, using Figure 6, we will explain what happens when an error occurs when the slot machine 1 is powered on.

[0103] As described above, one second after the power is turned on to the slot machine 1, the main control unit 61 transmits the individual chip number, machine model information, payout ratio type, and power recovery information to the game value control unit 62.

[0104] The game value control unit 62 checks this data, and if there are any abnormalities in the manufacturer code, payout ratio type, or other data, it sends an initial setup failure notification to the main control unit 61. As a result, slot machine 1 becomes unplayable.

[0105] In this case, the main control unit 61 will wait until the game-inaccessible state is resolved. Therefore, whether the setting change mode is on or off, the main control unit 61 will not send any commands to the sub-control unit 63 after the game-inaccessible state is established until that state is resolved. When the game-inaccessible state occurs, a dot (.) will be displayed on the 7-segment display of the credit managed by the game value control unit 62. This dot will remain displayed as long as the power to the slot machine 1 is on, until the game-inaccessible state is resolved.

[0106] On the other hand, the game value control unit 62 transmits a game value count clear command and a complete command to the sub-control unit 63 9 seconds after power-on. In this way, the game value control unit 62 can transmit control signals to the sub-control unit 63 9 seconds after power-on, even if the main control unit 61 does not transmit control signals to the sub-control unit 63.

[0107] As a result, the sub-control unit 63 receives commands from the game value control unit 62 but does not receive commands from the main control unit 61, allowing it to determine that some kind of error has occurred in the main control unit 61.

[0108] If an initial setup error occurs, as mentioned above, slot machine 1 will become unplayable. In this case, for example, a store staff member can turn slot machine 1 off and then on again to clear the error and unplayable state, making slot machine 1 playable again. The above procedure executes the error handling that occurs when slot machine 1 is powered on.

[0109] <Normal communication processing other than when Slot Machine 1 is powered on> Next, using Figure 7, we will explain the normal communication process for slot machine 1 at times other than when it is powered on.

[0110] After the initial setup is complete and slot machine 1 is ready to play, the following processes will be executed.

[0111] First, the game value control unit 62 transmits a sequential number in the numerical range of 0 to 7 to the main control unit 61 in parallel.

[0112] The main control unit 61 stores the acquired serial number in RAM.

[0113] Next, the main control unit 61 sets the status to "command transmission in progress," executes a periodic timer interrupt process, and sends the message length, command header, serial number, data section, and checksum to the game value control unit 62. In the following, the message length, command header, serial number, data section, and checksum sent by the main control unit 61 may simply be referred to as the "check command."

[0114] Furthermore, the main control unit 61 stores data on when a command was sent, such as when the lever 42 was operated or when the bet switch 41 was operated.

[0115] Next, the game value control unit 62 checks the received data.

[0116] If the game value control unit 62 confirms that the command and serial number match the data it holds and that the numerical value in the data section is normal, it stores the check command in the RAM of the game value control unit 62.

[0117] Next, the game value control unit 62 transmits the command header, data section, serial number, and checksum to the main control unit 61. The command, data section, serial number, and checksum transmitted by the game value control unit 62 will be referred to as the "response command" below.

[0118] Next, the main control unit 61 performs the same timer interrupt processing as described above. By following the above procedure, normal communication processing will be performed except when the slot machine 1 is powered on.

[0119] <Error handling for slot machine 1 other than when it is powered on> Next, using Figure 8, we will explain what happens if an error occurs after the initial setup is complete and slot machine 1 is ready for play. Note that in Figure 8, the process is the same as in Figure 7 up to the point where the game value control unit 62 checks the check command received from the main control unit 61.

[0120] If the game value control unit 62 checks the check command received from the main control unit 61 and finds that the data sent by the main control unit 61 to the game value control unit 62 is abnormal, such as a mismatch in serial numbers, the game value control unit 62 determines that it has received fraudulent data.

[0121] In this case, the game value control unit 62 does not send a response command to the main control unit 61, but instead sends the cause of the error (an example of information related to the cause of the communication abnormality) to the sub-control unit 63. Here, the cause of the error is the reason why it was determined that an abnormality had occurred, and may include information such as "the serial number does not match," "the command does not match," or "the value in the data section is abnormal." The game value control unit 62 does not send the cause of the error to the main control unit 61.

[0122] The reason the game value control unit 62 does not transmit the cause of the error to the main control unit 61 is that if the game value control unit 62 needed to transmit the cause of the error to the main control unit 61, the main control unit 61 would need to transmit the cause of the error to the sub-control unit 63, requiring a dedicated program and putting a strain on the capacity of the main control unit 61. Furthermore, if the cause of the error is an issue such as unstable communication between the main control unit 61 and the game value control unit 62, there is a possibility that some malfunction may occur when the game value control unit 62 transmits the cause of the error to the main control unit 61, potentially making the reliability of the data itself questionable.

[0123] Meanwhile, the main control unit 61 waits for a response from the game value control unit 62, but since no response command is sent, it times out.

[0124] Subsequently, the main control unit 61 sends error commands (E4~E9) to the sub-control unit 63 that do not contain information about the cause of the error. Here, an error command (an example of information about what triggered the communication error) is information that indicates, for example, when the bet switch 41 was operated, when the lever 42 was operated, etc., and after which command was the error sent that the error occurred. The main control unit 61 does not send error commands to the game value control unit 62. The main control unit 61 times out because there is no response command from the game value control unit 62, but at least this allows the main control unit 61 to determine that some kind of error has occurred.

[0125] Then, the sub-control unit 63 displays an error based on the cause of the error transmitted from the game value control unit 62 and the error command transmitted from the main control unit 61.

[0126] In other words, the sub-control unit 63 receives the cause of the error from the game value control unit 62, and then subsequently receives an error command from the main control unit 61 indicating the timing of the error, so it can determine that this information is related.

[0127] Furthermore, in order for the sub-control unit 63 to determine whether this information is related, the data structure of each piece of information can be as follows. For example, the main control unit 61 can embed a predetermined identification number into the check command it transmits. Also, if there is an abnormality in the check command received by the game value control unit 62, the game value control unit 62 will embed the same identification number as the one assigned by the main control unit 61 and transmit information related to the cause of the error to the sub-control unit 63. Then, after the timeout, the main control unit 61 will embed the identification number related to the check command and transmit an error command to the sub-control unit 63. This allows the sub-control unit 63 to compare the identification numbers and determine the relationship between the information.

[0128] Furthermore, the error display allows store staff to understand what kind of error occurred.

[0129] Next, store staff can clear the error by operating the reset button 51.

[0130] After the error is cleared, the medal control unit 61 executes a timer interrupt process and sends a check command to the game value control unit 62.

[0131] The game value control unit 62 checks the received data. If the game value control unit 62 determines that it has received normal data, it sends a response command to the main control unit 61.

[0132] Furthermore, the game value control unit 62 embeds the same identification number as described above and sends an error clearing notification to the sub-control unit 62 regarding the cause of the error before the reset button 51 is operated. The game value control unit 62 can also send the error clearing notification to the sub-control unit 62 before sending a response command to the main control unit 61.

[0133] Furthermore, upon receiving a response command from the game value control unit 62, the main control unit 61 embeds the same identification number as above and sends a cancellation notification for the error command before the reset button 51 is operated to the sub-control unit 63.

[0134] The sub-control unit 63 receives error command cancellation notifications from the main control unit 61 and error cancellation notifications from the game value control unit 62, and compares the identification numbers to clear the error display. By following the above procedure, error handling will be performed for situations other than when slot machine 1 is powered on.

[0135] In summary, the slot machine 1 disclosed herein is: A main control unit 61 capable of executing processes related to the progress of the game, A game value control unit 62 capable of performing processing related to the control of game value, A sub-control unit 63 capable of performing processing related to the performance, Equipped with, The main control unit 61 and the game value control unit 62 can communicate bidirectionally with each other. Between the main control unit 61 and the sub-control unit 63, one-way communication is possible from the main control unit 61 to the sub-control unit 63. Between the game value control unit 62 and the sub-control unit 63, one-way communication is possible from the game value control unit 62 to the sub-control unit 63. If a communication error occurs between the main control unit 61 and the game value control unit 62, The main control unit 61 can send an error command to the sub-control unit 63 indicating, for example, that an error occurred after the lever 42 was operated (an example of a trigger for a communication error). The game value control unit 62 can, for example, transmit to the sub-control unit 63 the cause of the error (an example of a cause of communication abnormality) indicating that the serial number transmitted from the main control unit 61 is abnormal.

[0136] <Effects of the invention> Gaming machines that include a main control unit, a game value control unit, and a sub-control unit have been known for some time.

[0137] The main control unit and the game value control unit can communicate bidirectionally with each other.

[0138] On the other hand, one-way communication is possible between the main control unit and the sub-control unit, and one-way communication is possible between the game value control unit and the sub-control unit, from the game value control unit to the sub-control unit.

[0139] In this case, for example, if an anomaly occurs, such as the reception of fraudulent data between the main control unit and the game value control unit, it may be necessary for the main control unit to centrally manage the timing of the error and the cause of the error.

[0140] However, there is room for improvement in the communication between such control units. Therefore, the inventors of the present invention have found a gaming machine that can efficiently exchange data between control units.

[0141] According to this disclosure, if a communication error occurs between the main control unit 61 and the game value control unit 62, the main control unit 61 can send an error command to the sub-control unit 63, and the game value control unit 62 can send the cause of the error to the sub-control unit 63.

[0142] As a result, the main control unit 61 does not need to receive the cause of the error from the game value control unit 62, and the game value control unit 62 does not need to receive error commands from the main control unit 61.

[0143] Furthermore, the performance control unit 63 can display an error based on the error command from the main control unit 61 and the cause of the error from the game value control unit 62. This allows for efficient data exchange between control units.

[0144] Furthermore, since the main control unit 61 does not need to receive error causes from the game value control unit 62, the design of the main control unit 61 can be simplified and its capacity can be reduced.

[0145] Thus, according to this disclosure, it is possible to provide a gaming machine that can efficiently exchange data between control units.

[0146] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of this disclosure, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the gist of this disclosure. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0147] Furthermore, unless otherwise specified for each example, the various definitions used herein are used in common throughout the specification.

[0148] In the above embodiment, an example was described in which the main control unit sends an initialization command, etc., to the sub-control unit 8 seconds after the slot machine is powered on, and the game value control unit sends a game value count clear command, etc., to the sub-control unit 9 seconds after the slot machine is powered on, but the present disclosure is not limited to this.

[0149] For example, the main control unit may send an initialization command to the sub-control unit 7 seconds after the slot machine is powered on, and the game value control unit may send a game value count clear command to the sub-control unit 10 seconds after the slot machine is powered on. In any case, it is sufficient that the command is sent from the main control unit or the game value control unit to the sub-control unit after the sub-control unit has started up. The time it takes for the sub-control unit to finish starting up can be designed based on, for example, the specifications and design values ​​of the sub-control unit, or the measured value until the sub-control unit starts up.

[0150] Furthermore, while the above embodiment described an example in which the main control unit transmits the individual chip number, etc., to the game value control unit 1 second after the slot machine is powered on, this disclosure is not limited to this. For example, the main control unit may transmit the individual chip number, etc., to the game value control unit 500 milliseconds after the power is turned on.

[0151] Furthermore, while the above embodiment described an example in which the game value control unit 62 transmits the cause of the error to the sub-control unit 63, and thereafter the main control unit 61 transmits an error command to the sub-control unit 63, this disclosure is not limited to this. For example, some information may be transmitted to the sub-control unit 63 between the cause of the error transmitted by the game value control unit 62 and the error command transmitted by the main control unit 61. In this case, matching the identification numbers embedded in both the cause of the error and the error command becomes effective.

[0152] Furthermore, this disclosure may be applied to slot machines that do not have a favorable period and a normal period, without being limited to the embodiments described above.

[0153] Furthermore, while the above embodiment described an example in which information indicating that the complete function is not activated and the range (MY) are initialized, this disclosure is not limited to this. For example, information relating to the media difference (an example of a media difference), which is the cumulative value of the difference during the advantageous period, may be initialized. The configuration of this disclosure may be applied to a slot machine in which the complete function is activated by the media difference. Also, the conditions for the activation of the complete function do not have to be conditions relating to information about game value such as the range (MY) or the media difference. For example, the conditions for the complete function to be activated may be conditions relating to the operating time of the slot machine, the elapsed time since the slot machine was powered on, the number of games played, etc.

[0154] Furthermore, although the above embodiment described an example in which the medal unit is connected to the slot machine in a communicative manner outside the slot machine, this disclosure is not limited to this. The medal unit may be integrally housed within the casing of the slot machine together with the main control unit, etc., or it may be incorporated into the main control unit, for example, and function as part of the media management unit. In other words, in this specification, "connected" means both a state in which there is no intervention between the slot machine and the medal unit and they are directly connected, and a state in which something is intervening between them and they are indirectly connected.

[0155] Furthermore, although the slot machine in the above embodiment was a coinless machine, the slot machine to which this disclosure applies does not have to be a coinless machine. If the slot machine is not a coinless machine, it will have components such as a coin slot, a coin payout slot, and a hopper.

[0156] Furthermore, while the above embodiment describes an example in which the range (MY) is initialized when the slot machine is turned off, this disclosure is not limited to this. For example, a separate button for initializing the range (MY) may be provided in addition to the power button, and the range (MY) may be initialized when this button is operated.

[0157] Furthermore, in the above embodiment, Figure 3 shows an example in which the main control unit and the game value control unit are mounted on the same control board, but the main control unit and the game value control unit may be mounted on separate control boards. Also, the main control unit and the game value control unit may be composed of separate microcontrollers, or they may be composed of the same microcontroller. [Explanation of Symbols]

[0158] 1. Slot machine (amusement machine) 61 Main Control Unit 610 Internal drawing section 611 Rotating Reel Control Unit 612 Game Result Determination Unit 613 Setting value control unit 614 Section Control Unit 615 Game State Control Unit 616 RT State Control Unit 617 Error detection unit 618 Power supply determination section 62 Game Value Control Unit 620 Media Management Department 621 Functional operating part 63 Sub-control Unit 630 Performance Control Unit

Claims

1. A main control unit capable of executing processes related to the progress of the game, A game value control unit capable of performing processing related to the control of game value, A sub-control unit capable of performing processing related to the visual effects, Equipped with, The main control unit and the game value control unit are capable of bidirectional communication with each other. Between the main control unit and the sub-control unit, one-way communication is possible from the main control unit to the sub-control unit. Between the game value control unit and the sub-control unit, one-way communication is possible from the game value control unit to the sub-control unit. If a communication error occurs between the main control unit and the game value control unit, The main control unit is capable of transmitting information related to the trigger for the communication anomaly to the sub-control unit. The game value control unit is capable of transmitting information relating to the cause of the communication anomaly to the sub-control unit. Gaming machine.

2. The main control unit does not transmit information related to the trigger for the communication anomaly to the game value control unit. The game value control unit does not transmit information relating to the cause of the communication abnormality to the main control unit. The gaming machine according to claim 1.

3. The sub-control unit is capable of performing error notification based on information transmitted from the main control unit regarding the trigger for the communication anomaly and information transmitted from the game value control unit regarding the cause of the communication anomaly. The gaming machine according to claim 1.