Gaming machine

The gaming machine uses variable display units and layered image data to clearly suggest operation modes and lottery results, addressing the issue of unclear effects and overlapping images, thereby enhancing player understanding and experience.

JP7881430B2Active Publication Date: 2026-06-29SANKYO CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANKYO CO LTD
Filing Date
2022-09-21
Publication Date
2026-06-29

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in effectively suggesting operation modes or lottery results due to unclear or overlapping visual effects, making it difficult for players to understand the suggested content.

Method used

The gaming machine incorporates variable display units with identifiable information, a game control system, and error state management to ensure clear and non-overlapping display of suggestion images, using layered image data to prioritize and update suggestion effects based on specific or predetermined results.

Benefits of technology

This approach enhances player understanding of operation modes and lottery results by ensuring clear, non-overlapping suggestion images, improving user experience and clarity in game progression.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of suitably executing a performance suggesting an operation mode and a lottery result.SOLUTION: A performance control unit 151 creates an animation list for designating the same layer 20 as a layer of animation data for displaying an image when executing any of pressing order navigation, 7 navigation, ! small red navigation, ! large red navigation, ! small ultraviolet navigation, ! large ultraviolet navigation, and ! green navigation. Therefore, even if animation data of an image suggesting a different operation mode or content are designated by an animation list for example when a previous display command remains because of some sort of inconvenience, only one of the animation data is set to a reproduction list, and only an image suggesting one content is displayed.SELECTED DRAWING: Figure 112
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines and slot machines.

Background Art

[0002] As this type of gaming machine, there has been proposed one that can execute a navigation effect that suggests an operation mode and a suggestion effect that suggests a lottery result (see, 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 a gaming machine in which an effect that suggests an operation mode or a lottery result is performed as in the gaming machine described in Patent Document 1, there is a problem that the content suggested by the defect of the effect becomes difficult to understand.

[0005] An object of the present invention is to provide a gaming machine that can suitably perform an effect that suggests an operation mode or a lottery result.

Means for Solving the Problems

[0006] The gaming machine according to claim 1 is In a gaming machine equipped with a variable display unit capable of displaying multiple types of identification information, each of which is identifiable, and which derives a display result after displaying the variable display unit in a variable manner, and in which a prize can be awarded according to the display result of the variable display unit, A game control means for controlling the progress of the game, A start operation means for initiating the variable display of the variable display unit, An error state control means controls the game to an error state in which the game cannot proceed based on the detection of an error, Image display means, The system includes an error state display means for displaying an error image corresponding to the error state on the image display means, The aforementioned game control means is Includes a pre-determining means for determining the display results that are permissible to derive, Based on the operation of the start operation means, a test signal generation process is executed to generate a test signal for identifying information regarding the decision result of the pre-determination means. After performing the aforementioned test signal generation process, a delay process is performed to delay the progress of the game for a predetermined period of time. After the predetermined period has elapsed, the variable display unit will start a variable display start process. During the predetermined period, the error determination process that determines whether or not to control the state of the gaming machine to the error state is not executed. The system can perform a process to display the error image at the start of the error state, a process to clear the error image at the end of the error state, and a process to clear the error image when the game starts when there is no error state.

[0007] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.

Brief Description of the Drawings

[0008] [Figure 1] It is a front view of a card unit and a slot machine. [Figure 2] It is a block diagram showing the internal configuration of a card unit and a slot machine. [Figure 3] It is a diagram showing the symbol arrangement of a reel. [Figure 4] It is a diagram for explaining the transition of the game state. [Figure 5] It is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards at the time of winning. [Figure 6] It is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards at the time of winning. [Figure 7] It is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards at the time of winning. [Figure 8] It is a diagram for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards at the time of winning. [Figure 9] It is a diagram for explaining the combination of winning combinations read as lottery target combinations for each game state. [Figure 10] It is a diagram for explaining the reel control at the time of winning the push order combination. [Figure 11] It is a diagram showing the game start command transmitted from the main control unit to the effect control unit when the start switch is operated. [Figure 12]It indicates the game end command that the main control unit transmits to the effect control unit at the third stop. [Figure 13] It is a diagram showing the types of commands that the main control board transmits to the medal number control board. [Figure 14] It is a diagram explaining the game machine installation information command. [Figure 15] It is a diagram showing the details of the characteristics of the game machine. [Figure 16] It is a diagram showing the configuration of the accessory information command. [Figure 17] It is a diagram showing the details of the accessory operation information. [Figure 18] It is a diagram showing the configuration of the advantageous section information command. [Figure 19] It is a diagram showing the details of the advantageous section information. [Figure 20] It is a diagram showing the configuration of the input command. [Figure 21] It is a diagram showing the configuration of the settlement command. [Figure 22] It is a diagram showing the configuration of the start command. [Figure 23] It is a diagram showing the configuration of the end command. [Figure 24] It is a diagram showing the configuration of the payout pulse command. [Figure 25] It is a diagram showing the configuration of the big win command. [Figure 26] It is a diagram showing the details of the hall computer signal. [Figure 27] It is a diagram showing the configuration of the game machine fraud 1 command. [Figure 28] It is a diagram showing the details of the setting information. [Figure 29] It is a diagram showing the configuration of the game machine fraud 2 command. [Figure 30] It is a diagram showing the details of the door information. [Figure 31] It is a diagram showing the configuration of the game machine fraud 3 command. [Figure 32] It is a diagram showing the configuration of the main control state command. [Figure 33] It is a diagram showing the configuration of the main control board error command. [Figure 34] This is a diagram showing a list of errors on the main control board. [Figure 35] This diagram shows the configuration of the gaming machine performance information (backup) command. [Figure 36] This diagram shows a list of commands sent from the medal count control board to the main control board. [Figure 37] This diagram shows the structure of the response command. [Figure 38] This diagram shows the configuration of the frame-side information command. [Figure 39] This figure shows an example of communication between the main control board and the medal count control board. [Figure 40] This is a diagram illustrating the communication of information commands on the frame side. [Figure 41] This flowchart shows the process when the main control board receives a command. [Figure 42] This diagram shows the communication flow between the main control board and the medal count control board from the moment the power is turned on. [Figure 43] This figure shows an example of communication when the serial number is correct. [Figure 44] This figure shows an example of communication when a serial number mismatch error occurs. [Figure 45] This diagram shows an example of communication that occurs when an error related to game tokens occurs. [Figure 46] This diagram illustrates an example of communication occurring before the sending and receiving of gaming machine installation information commands. [Figure 47] This figure shows an example of a timeout during power-on. [Figure 48] This diagram illustrates the betting amount setting and settlement operations. [Figure 49] This figure shows an example where a new betting order is set after the initial betting order setting operation, but before a response command is received. [Figure 50] This diagram illustrates an example where a new settlement operation was performed before a response command was received after the previous settlement operation. [Figure 51] This figure shows an example where a settlement operation was performed after the bet amount setting operation but before a response command was received. [Figure 52] This figure shows an example where a new bet setting operation was performed after a settlement operation but before a response command was received. [Figure 53] This diagram illustrates a sequential numbering error during the betting amount setting operation. [Figure 54] This diagram illustrates a serial number error in the settlement process. [Figure 55] This diagram illustrates the process of verifying information on the frame side. [Figure 56] This diagram explains the display control for the number of coins dispensed. [Figure 57] This is a diagram showing the ratio monitor. [Figure 58] This figure shows an example of the display on the role ratio monitor. [Figure 59] This is a diagram illustrating the initialization process of the role ratio information. [Figure 60] This is the address map of the memory area used by the main control unit. [Figure 61] This is the address map of the RAM area within the capacity used by the main control unit. [Figure 62] This diagram illustrates the register bank included in the CPU of the main control unit. [Figure 63] This is a flowchart showing the startup process of the main control unit. [Figure 64] This diagram illustrates the initial setup process performed by the main control unit. [Figure 65] This diagram illustrates the out-of-capacity RAM initialization process performed by the main control unit. [Figure 66] This diagram illustrates the configuration change process performed by the main control unit. [Figure 67] This diagram illustrates the control details of the main processing performed by the main control unit. [Figure 68] This is a block diagram showing the internal configuration of a card unit and a slot machine when the main control unit and the medal count control unit are integrated. [Figure 69] This diagram illustrates the communication between the performance control unit, main control unit, medal count control unit, and CU control unit. [Figure 70]This is the address map of the RAM area within the capacity used by the main control unit. [Figure 71] This diagram illustrates the control details of the continuous area transfer process A performed by the main control unit. [Figure 72] This diagram illustrates the control details of the continuous region transfer process B performed by the main control unit. [Figure 73] This diagram illustrates the LDQ instruction, which is used to read or write 2 bytes of data. [Figure 74] This diagram shows the external appearance of the game information display unit. [Figure 75] This is a flowchart showing external signal processing. [Figure 76] This diagram illustrates the lighting configuration of the outer terminal signal lamp in this embodiment. [Figure 77] This diagram illustrates a first modified example of the illumination pattern of the outer end signal lamp. [Figure 78] This diagram illustrates a second modified example of the lighting configuration of the outer end signal lamp. [Figure 79] This is a flowchart showing the pre-processing steps for payout control in the main control unit. [Figure 80] This flowchart shows the post-processing of payout control by the main control unit, which performs the determination of the end of the advantageous period based on the initial value. [Figure 81] This is a diagram illustrating the difference counter in RAM. [Figure 82] This diagram shows the communication flow between the first register bank and RAM via the CPU. [Figure 83] This diagram illustrates the first pattern for determining the end of the advantageous period based on initial value settings. [Figure 84] This diagram illustrates the second pattern for determining the end of the advantageous period based on initial value settings. [Figure 85] This diagram illustrates the third pattern for determining the end of the advantageous period based on initial value settings. [Figure 86] This diagram illustrates the fourth pattern for determining the end of the advantageous period based on initial settings. [Figure 87]This flowchart shows the post-payout control processing of the main control unit when performing a determination of the end of the advantageous period based on the judgment value. [Figure 88] This diagram illustrates the first pattern for determining the end of the advantageous period based on the judgment value. [Figure 89] This diagram illustrates the second pattern for determining the end of the advantageous period based on the judgment value. [Figure 90] This diagram illustrates the third pattern for determining the end of the advantageous period based on the judgment value. [Figure 91] This diagram illustrates the fourth pattern for determining the end of the advantageous period based on the judgment value. [Figure 92] This diagram illustrates command communication between the main control board and the performance control board. [Figure 93] This diagram illustrates the control process for updating the number of uses of the difference counter on the performance control side, which is performed by the performance control unit. [Figure 94] This diagram illustrates the control process for updating the number of items assigned to the performance control side, which is performed by the performance control unit. [Figure 95] This diagram illustrates the commands transmitted from the main control board to the performance control board. [Figure 96] This diagram shows a lottery table for determining the mode in AT1 state. [Figure 97] This diagram shows the settings for each mode in AT1 state. [Figure 98] This is a diagram to explain special flags. [Figure 99] This diagram shows the status of the button press order navigation. [Figure 100] This diagram shows the execution status of 7Navi. [Figure 101] This diagram shows the execution status of error notifications and other related processes. [Figure 102] This is a diagram showing the execution status of the navigation system. [Figure 103] This is a block diagram showing the configuration of the performance control board. [Figure 104] This is a flowchart showing the control details of the main processing for performance control. [Figure 105] This flowchart shows the control details of the performance control process. [Figure 106] This is a flowchart showing the control details for the performance decision process 1. [Figure 107] This diagram shows the configuration of the production process table, navigation process table, and stop process table. [Figure 108] This is a flowchart showing the control details of the performance setting process. [Figure 109] This flowchart shows the control details of the display control process. [Figure 110] This diagram shows the structure of the video table and video list. [Figure 111] This diagram shows the settings for display layers based on the type of video. [Figure 112] This flowchart shows the control details for the display process. [Figure 113] This diagram shows the configuration of the playlist used by the display control circuit. [Figure 114] This diagram illustrates how videos are displayed based on video data set in multiple layers. [Figure 115] This flowchart shows the control details of the lamp control process. [Figure 116] This diagram shows the configuration of the lamp data table and the settings of lamp layers for each type of light emission. [Figure 117] This is a diagram showing the configuration of the lamp layer. [Figure 118] This diagram illustrates the control of LED illumination using a lamp layer. [Figure 119] This flowchart shows the control details of the sound control process. [Figure 120] This diagram shows the structure of the sound specification command table and command list. [Figure 121] This diagram shows the settings for tracks by audio type. [Figure 122] This flowchart shows the control details for the sound setting process. [Figure 123]This diagram shows the structure of the playlist used by the sound control unit and the output method of the audio based on the audio data set on multiple tracks. [Figure 124] This flowchart shows the control details of the fail-safe process at startup. [Figure 125] This flowchart shows the control details for the fail-safe process at the end of the process. [Figure 126] This diagram shows the configuration of the navigation process table (button press order navigation). [Figure 127] This diagram shows the configuration of the navigation process table (button press order navigation). [Figure 128] This diagram shows the configuration of the navigation process table (button press order navigation). [Figure 129] This diagram shows the configuration of the navigation process table (button press order navigation). [Figure 130] This diagram shows the configuration of the navigation process table (7 navigations). [Figure 131] This diagram shows the structure of the Navigation Process Table (!Navigation). [Figure 132] This is a block diagram showing the internal configuration of the slot machine in Example 2. [Figure 133] This is a diagram showing the 7-segment display of Example 2. [Figure 134] This figure shows the output port and DG, etc., of Example 2. [Figure 135] This is a flowchart of the signal switching process. [Figure 136] This diagram shows the switching of the selection signal. [Figure 137] This diagram shows the output status of the selection signal when the state changes. [Figure 138] This diagram shows the output status of the selection signal when the state changes. [Modes for carrying out the invention]

[0009] Embodiments for implementing the gaming machine according to the present invention will be described below based on examples.

[0010] [Form 1] The gaming machine of type 1-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Image display means (liquid crystal display 51), Based on the fact that the determination result of the pre-determination means is one of several types of specific results (push order roles), a specific suggestion performance execution means executes a specific suggestion performance (push order navigation) that displays a specific suggestion image (a navigation image that suggests an operation method for stopping the main character) that suggests a specific operation method of the derivation operation means for deriving a display result combination (main character) corresponding to the type of specific result, Based on the fact that the determination result of the prior determination means is a special result (7-aligned replay), a special suggestion effect execution means executes a special suggestion effect (7-navigation) that displays a special suggestion image (navigation image that suggests an operation method to stop the 7-aligned replay) that suggests a special operation method of the derivation operation means for deriving a special display result combination (7-aligned replay), An image data specification means (video list) for specifying image data (video data) to display an image, Equipped with, The aforementioned image data specification means can specify the layer of the image data along with the image data (video data), When multiple image data (video data) are specified, if the layers of the multiple image data are different, the images based on each image data will be displayed superimposed according to the layer priority. If the layers of the multiple image data are the same, the image based on any one of the multiple image data will be displayed. When specifying image data (video data) to display a specific suggestion image (a navigation image that suggests the operation method to stop the main character) when executing the aforementioned specific suggestion effect (button press navigation), and when specifying image data to display the aforementioned special suggestion image (a navigation image that suggests the operation method to stop the 7-aligned replay) when executing the aforementioned special suggestion effect (7 navigation), the same layer (layer 50) is specified. It is characterized by the following. According to this feature, whether image data for displaying a specific suggestion image is specified in conjunction with the execution of a specific suggestion effect, or whether image data for displaying a special suggestion image is specified in conjunction with the execution of a special suggestion effect, the same layer is specified. As a result, even if both image data for displaying a specific suggestion image and image data for displaying a special suggestion image are specified, only an image based on one of the image files will be displayed. This prevents images suggesting different operation modes from being displayed overlappingly.

[0011] The gaming machine of form 1-2 is the gaming machine described in form 1-1, The display area where the aforementioned specific suggestion image (a navigation image suggesting the operation method for stopping the main character) is displayed and the display area where the aforementioned special suggestion image (a navigation image suggesting the operation method for stopping the 7-matching replay) is displayed include a common display area. It is characterized by the following. This feature allows both specific suggestion images and special suggestion images to be displayed in a common display area, making it easier to recognize the suggested operation modes from these images, and preventing images suggesting different operation modes from overlapping in the common display area.

[0012] A gaming machine of form 1-3 is a gaming machine described in form 1-1 or 1-2, When multiple image data (video data) are specified, if the layers of the multiple image data are the same, only the image based on the first or last image data set will be displayed. It is characterized by the following. This feature simplifies control because, when multiple image data are specified, if the layers of the multiple image data are the same, only the image based on the first or last specified image data needs to be displayed.

[0013] A gaming machine of form 1-4 is a gaming machine described in any of forms 1-1 to 1-3, From the start of displaying the specified suggestion image (navigation image suggesting an operation to stop the main character) or the special suggestion image (navigation image suggesting an operation to stop the 7-matching replay) until the end of displaying it, the same layer (layer 50) is specified for the image data (video data) for displaying the specified suggestion image or the image data for displaying the special suggestion image. It is characterized by the following. This feature allows a specific suggestive image or special suggestive image to be displayed with the same priority as other images based on image data specified in other layers, from the time the display of the specific suggestive image or special suggestive image is started until the display is stopped.

[0014] A gaming machine of form 1-5 is a gaming machine described in any of forms 1-1 to 1-4, In the aforementioned specific suggestion effect (button press navigation) or the aforementioned special suggestion effect (7 navigation), after the display of the specific suggestion image (navigation image that suggests the operation method to stop the main character) or the aforementioned special suggestion image (navigation image that suggests the operation method to stop the 7-aligned replay) begins, the image changes to a different image when the update condition (stop operation) is met. For the image data (video data) used to display the changed image, the same layer (layer 50) as the image data used to display the specific suggestion image or the image data used to display the special suggestion image is specified. It is characterized by the following. This feature allows images that have been modified from specific suggestive images or special suggestive images to be displayed with the same priority as images based on other layers that are specified as image data.

[0015] A gaming machine of form 1-6 is a gaming machine described in any of forms 1-1 to 1-4, In the aforementioned specific suggestion effect (button press navigation) or the aforementioned special suggestion effect (7 navigation), after the display of the specific suggestion image (navigation image that suggests the operation method to stop the main character) or the aforementioned special suggestion image (navigation image that suggests the operation method to stop the 7-aligned replay) begins, the image changes to a different image when the update condition (stop operation) is met. For image data (video data) used to display the changed image, specify a layer with a higher priority than the image data used to display the specific suggestive image or the image data used to display the special suggestive image. It is characterized by the following. This feature allows for the display of the modified image as a priority, even if image data for displaying a specific or specially suggestive image remains.

[0016] [Form 2] The gaming machine of type 2-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Image display means (liquid crystal display 51), A first predetermined suggestion effect execution means executes a first predetermined suggestion effect (!small red navigation, !large red navigation) which displays a first predetermined suggestion image (!small red navigation navigation image, !large red navigation navigation image) that suggests that the determination result of the aforementioned pre-determination means has become a first predetermined result (weak cherry, strong cherry), A second predetermined suggestion effect execution means executes a second predetermined suggestion effect (!Komurasaki Navi, !Omurasaki Navi) which displays a second predetermined suggestion image (!Komurasaki Navi navigation image, !Omurasaki Navi navigation image) that suggests that the determination result of the aforementioned pre-determination means has become a second predetermined result (Chance Eye A, Chance Eye B), An image data specification means (video list) for specifying image data (video data) to display an image, Equipped with, The aforementioned image data specification means can specify the layer of the image data along with the image data (video data), When multiple image data (video data) are specified, if the layers of the multiple image data are different, the images based on each image data will be displayed superimposed according to the layer priority. If the layers of the multiple image data are the same, the image based on any one of the multiple image data will be displayed. When specifying image data (video data) for displaying the first predetermined suggestion image (navigation image for the small red navigation, navigation image for the large red navigation) when executing the first predetermined suggestion effect (!small red navigation, !large red navigation), and when specifying image data for displaying the second predetermined suggestion image (navigation image for the small purple navigation, navigation image for the large purple navigation) when executing the second predetermined suggestion effect (!small purple navigation, !large purple navigation), the same layer (layer 50) is specified. It is characterized by the following. According to this feature, whether image data for displaying the first predetermined suggestion image is specified in conjunction with the execution of the first predetermined suggestion performance, or whether image data for displaying the second predetermined suggestion image is specified in conjunction with the execution of the second predetermined suggestion performance, the same layer is specified. As a result, even if both image data for displaying the first predetermined suggestion image and image data for displaying the second predetermined suggestion image are specified, only an image based on one of the image files will be displayed. This prevents images suggesting different predetermined results from being displayed on top of each other.

[0017] The gaming machine of form 2-2 is the gaming machine described in form 2-1, The display area where the first predetermined suggestion image (!Small Red Navigation image, !Large Red Navigation image) is displayed and the display area where the second predetermined suggestion image (!Small Purple Navigation image, !Large Purple Navigation image) is displayed include a common display area. It is characterized by the following. This feature allows both the first and second predetermined suggestion images to be displayed in a common display area, making it easier to recognize the different predetermined results suggested by these images, and preventing images suggesting different predetermined results from overlapping in the common display area.

[0018] A gaming machine of form 2-3 is a gaming machine described in form 2-1 or 2-2, When multiple image data (video data) are specified, if the layers of the multiple image data are the same, only the image based on the first or last image data set will be displayed. It is characterized by the following. This feature simplifies control because, when multiple image data are specified, if the layers of the multiple image data are the same, only the image based on the first or last specified image data needs to be displayed.

[0019] A gaming machine of form 2-4 is a gaming machine described in any of forms 2-1 to 2-3, From the start of displaying the first predetermined suggestion image (!Small Red Navigation Navigation Image, !Large Red Navigation Navigation Image) or the second predetermined suggestion image (!Small Purple Navigation Navigation Image, !Large Purple Navigation Navigation Image) until the end of displaying it, the same layer (layer 50) is assigned to the image data (video data) for displaying the first predetermined suggestion image or the image data for displaying the second predetermined suggestion image. It is characterized by the following. This feature allows the first or second predetermined suggestion image to be displayed with the same priority as images based on other layers that have specified image data, from the time the display of the first or second predetermined suggestion image begins until the display ends.

[0020] A gaming machine of form 2-5 is a gaming machine described in any of forms 2-1 to 2-4, In the first predetermined suggestion presentation (!small red navigation, !large red navigation) or the second predetermined suggestion presentation (!small purple navigation, !large purple navigation), after the display of the first predetermined suggestion image (!small red navigation navigation image, !large red navigation navigation image) or the second predetermined suggestion image (!small purple navigation navigation image, !large purple navigation navigation image) begins, the image changes to a different image when the update condition (stop operation) is met. For the image data (video data) to display the changed image, specify the same layer (layer 50) as the image data for displaying the first predetermined suggestion image or the image data for displaying the second predetermined suggestion image. It is characterized by the following. According to this feature, images that have changed from the first predetermined suggestion image or the second predetermined suggestion image can be displayed with the same priority as images based on image data for other layers.

[0021] A gaming machine of form 2-6 is a gaming machine described in any of forms 2-1 to 2-4, In the first predetermined suggestion presentation (!small red navigation, !large red navigation) or the second predetermined suggestion presentation (!small purple navigation, !large purple navigation), after the display of the first predetermined suggestion image (!small red navigation navigation image, !large red navigation navigation image) or the second predetermined suggestion image (!small purple navigation navigation image, !large purple navigation navigation image) begins, the image changes to a different image when the update condition (stop operation) is met. For the image data (video data) used to display the changed image, specify a layer with a higher priority than the image data used to display the first predetermined suggestion image or the image data used to display the second predetermined suggestion image. It is characterized by the following. This feature allows for the display of the modified image as a priority, even if image data for displaying the first or second predetermined suggestion image remains.

[0022] [Form 3] The gaming machine of type 3-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Image display means (liquid crystal display 51), A first specific suggestion effect execution means executes a first specific suggestion effect (!small red navigation) that displays a first specific suggestion image (!small red navigation navigation image) that suggests the possibility that the decision result of the aforementioned pre-determination means has become a specific result (strong cherry), A second specific suggestion effect execution means executes a second specific suggestion effect (!large red navigation) which displays a second specific suggestion image (!large red navigation navigation image) that suggests that the probability of the decision result of the aforementioned pre-determination means becoming a specific result (strong cherry) is higher than when the first specific suggestion effect (!small red navigation) is executed, An image data specification means (video list) for specifying image data (video data) to display an image, Equipped with, The aforementioned image data specification means can specify the layer of the image data along with the image data (video data), When multiple image data (video data) are specified, if the layers of the multiple image data are different, the images based on each image data will be displayed superimposed according to the layer priority. If the layers of the multiple image data are the same, the image based on any one of the multiple image data will be displayed. When executing the first specific suggestion animation (!small red navigation), the same layer (layer 50) is specified when specifying image data (video data) to display the first specific suggestion image (!small red navigation navigation image), and when executing the second specific suggestion animation (!large red navigation), the same layer is specified when specifying image data to display the second specific suggestion image (!large red navigation navigation image). It is characterized by the following. According to this feature, whether image data for displaying the first specific suggestion image is specified in conjunction with the execution of the first specific suggestion performance, or whether image data for displaying the second specific suggestion image is specified in conjunction with the execution of the second specific suggestion performance, the same layer is specified. As a result, even if both image data for displaying the first specific suggestion image and image data for displaying the second specific suggestion image are specified, only an image based on one of the image files will be displayed. This prevents images that suggest different possibilities from overlapping, even though both suggest the possibility of a predetermined result.

[0023] The gaming machine of form 3-2 is the gaming machine described in form 3-1, The display area where the first specific suggestion image (!Small Red Navigation Navigation Image) is displayed and the display area where the second specific suggestion image (!Large Red Navigation Navigation Image) is displayed include a common display area. It is characterized by the following. This feature allows both the first and second specific suggestion images to be displayed in a common display area, making it easier to recognize that the possibilities suggested by these images are different, and preventing images suggesting different possibilities from overlapping in the common display area.

[0024] The gaming machine of form 3-3 is the gaming machine described in form 3-1 or 3-2, When multiple image data (video data) are specified, if the layers of the multiple image data are the same, only the image based on the first or last image data set will be displayed. It is characterized by the following. This feature simplifies control because, when multiple image data are specified, if the layers of the multiple image data are the same, only the image based on the first or last specified image data needs to be displayed.

[0025] A gaming machine of form 3-4 is a gaming machine described in any of forms 3-1 to 3-3, From the start of displaying the first specific suggestion image (!Small Red Navigation Navigation Image) or the second specific suggestion image (!Large Red Navigation Navigation Image) until the end of displaying it, the same layer (layer 50) is assigned to the image data (video data) for displaying the first specific suggestion image or the image data for displaying the second specific suggestion image. It is characterized by the following. This feature allows the first or second specific suggestion image to be displayed with the same priority as images based on other layers that have specified image data, from the time the display of the first or second specific suggestion image begins until the display ends.

[0026] A gaming machine of form 3-5 is a gaming machine described in any of forms 3-1 to 3-4, In the first specific suggestion effect (!small red navigation) or the second specific suggestion effect (!large red navigation), after the display of the first specific suggestion image (!small red navigation navigation image) or the second specific suggestion image (!large red navigation navigation image) begins, the image changes to a different image when the update condition (stop operation) is met. For the image data (video data) used to display the changed image, the same layer (layer 50) as the image data used to display the first specific suggestion image or the image data used to display the second specific suggestion image is specified. It is characterized by the following. According to this feature, images that have changed from the first or second specific suggestion image can be displayed with the same priority as images based on image data for other specified layers.

[0027] A gaming machine of form 3-6 is a gaming machine described in any of forms 3-1 to 3-4, In the first specific suggestion effect (!small red navigation) or the second specific suggestion effect (!large red navigation), after the display of the first specific suggestion image (!small red navigation navigation image) or the second specific suggestion image (!large red navigation navigation image) begins, the image changes to a different image when the update condition (stop operation) is met. For the image data (video data) used to display the changed image, specify a layer with a higher priority than the image data used to display the first specific suggestion image or the image data used to display the second specific suggestion image. It is characterized by the following. This feature allows for the display of the modified image as a priority, even if image data for displaying the first or second specific suggestion image remains.

[0028] [Form 4] The gaming machine of type 4-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Image display means (liquid crystal display 51), Based on the fact that the determination result of the pre-determination means is one of several types of specific results (push order roles), a specific suggestion performance execution means executes a specific suggestion performance (push order navigation) that displays a specific suggestion image (a navigation image that suggests an operation method for stopping the main character) that suggests a specific operation method of the derivation operation means for deriving a display result combination (main character) corresponding to the type of specific result, An image data specification means (video list) for specifying image data (video data) to display an image, Equipped with, The aforementioned image data specification means can specify the layer of the image data along with the image data (video data), When multiple image data (video data) are specified, if the layers of the multiple image data are different, the images based on each image data will be displayed superimposed according to the layer priority. If the layers of the multiple image data are the same, the image based on any one of the multiple image data will be displayed. When executing the aforementioned specific suggestion animation (button press navigation), even if the suggested specific operation differs depending on the type of specific result (button press role), the same layer (layer 50) is specified for the image data (video data) used to display the specific suggestion image (navigation image that suggests the operation to stop the main character). It is characterized by the following. According to this feature, when executing a specific suggestion animation, even if the suggested specific operation differs depending on the type of specific result, the same layer is assigned to the image data for displaying the specific suggestion image. As a result, even if multiple image data sets are assigned to display specific suggestion images that suggest different specific operation modes, only an image based on a single image data set will be displayed. This prevents images suggesting different operation modes from overlapping.

[0029] The gaming machine of form 4-2 is the gaming machine described in form 4-1, Even if the suggested specific operation method differs depending on the type of specific result (press sequence), the display area where the specific suggestion image (a navigation image suggesting the operation method for stopping the main character) is displayed includes a common display area. It is characterized by the following. This feature ensures that even when the suggested operation differs depending on the type of result, the suggested images are displayed in a common display area. This makes it easier to recognize the suggested operation from these images and prevents images suggesting different operation types from overlapping in the common display area.

[0030] The gaming machine of form 4-3 is the gaming machine described in form 4-1 or 4-2, When multiple image data (video data) are specified, if the layers of the multiple image data are the same, only the image based on the first or last image data set will be displayed. It is characterized by the following. This feature simplifies control because, when multiple image data are specified, if the layers of the multiple image data are the same, only the image based on the first or last specified image data needs to be displayed.

[0031] A gaming machine of form 4-4 is a gaming machine described in any of forms 4-1 to 4-3, From the start of displaying the aforementioned specific suggestion image (a navigation image suggesting the operation method for stopping the main character) until the end of displaying it, the same layer (layer 50) is assigned to the image data (video data) used to display the aforementioned specific suggestion image. It is characterized by the following. This feature allows a specific suggestive image to be displayed with the same priority as other images based on image data specified in other layers, from the time the display of the specific suggestive image begins until it ends.

[0032] A gaming machine of form 4-5 is a gaming machine described in any of forms 4-1 to 4-4, In the aforementioned specific suggestion presentation (button press navigation), after the display of the aforementioned specific suggestion image (navigation image that suggests the operation to stop the main character) begins, the image changes to a different image when the update condition (stop operation) is met. For the image data (video data) used to display the changed image, the same layer (layer 50) as the image data used to display the specific suggestion image is specified. It is characterized by the following. This feature allows images that have changed from a specific suggestive image to be displayed with the same priority as images based on other layers that are specified as image data.

[0033] A gaming machine of form 4-6 is a gaming machine described in any of forms 4-1 to 4-4, In the aforementioned specific suggestion presentation (button press navigation), after the display of the aforementioned specific suggestion image (navigation image that suggests the operation to stop the main character) begins, the image changes to a different image when the update condition (stop operation) is met. For image data (video data) used to display the changed image, specify a layer with a higher priority than the image data used to display the specific suggestive image. It is characterized by the following. This feature allows for the display of the modified image as a priority, even if image data for displaying a specific suggestive image remains.

[0034] [Form 5] The gaming machine of type 5-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Audio output means (speakers 53, 54) that output sound, Based on the fact that the determination result of the pre-determination means is one of several types of specific results (push order roles), a specific suggestion performance execution means executes a specific suggestion performance (push order navigation) that outputs a specific suggestion voice (navigation voice that suggests an operation to stop the main character) that suggests a specific operation method of the derivation operation means for deriving a display result combination (main character) corresponding to the type of specific result, A means for specifying audio data to output audio (sound specification command), Equipped with, The aforementioned audio data specification means can specify the audio data along with the track of said audio data. When multiple audio data files are specified, if the tracks of the multiple audio data files are different, the audio based on the audio data specified for each track will be synthesized and output. If the tracks of the multiple audio data files are the same, the audio based on any one of the multiple audio data files will be output. When executing the aforementioned specific suggestion animation (button press navigation), even if the suggested specific operation differs depending on the type of specific result (button press role), the same track (track 2) is specified for the audio data used to output the specific suggestion voice (navigation voice that suggests the operation to stop the main character). It is characterized by the following. According to this feature, when executing a specific suggestion effect, even if the suggested specific operation differs depending on the type of specific result, by assigning the same track to the audio data for outputting the specific suggestion sound, even if multiple audio data sets are assigned for outputting specific suggestion sounds that suggest different specific operation patterns, only the sound based on one audio data set will be output. This prevents the simultaneous output of sounds that suggest different operation patterns.

[0035] The gaming machine of form 5-2 is the gaming machine described in form 5-1, If multiple audio files are specified, and the tracks for the multiple audio files are the same, only the audio based on the first or last specified audio file will be output. It is characterized by the following. This feature simplifies control because, when multiple audio data files are specified, if the tracks of the multiple audio data files are the same, only the audio based on the first or last specified audio data file needs to be output.

[0036] The gaming machine of form 5-3 is the gaming machine described in form 5-1 or 5-2, The volume can be specified for each audio data, When executing the aforementioned specific suggestion effect (button press navigation), even if the specific operation mode suggested differs depending on the type of specific result (button press role), the same volume is specified for the audio data used to output the specific suggestion voice (navigation voice that suggests the operation mode to stop the main character). It is characterized by the following. According to this feature, when executing a specific suggestion animation, even if the suggested operation differs depending on the type of specific result, the volume of the specific suggestion voice does not change, making the specific suggestion voice easier to hear.

[0037] A gaming machine of form 5-4 is a gaming machine described in any of forms 5-1 to 5-3, Audio is output based on audio data corresponding to the displayed image, When specifying audio data corresponding to images that are displayed exclusively (for example, the navigation image for the button press order navigation and the navigation image for the ! navigation), specify the same track (track 2). It is characterized by the following. This feature prevents the simultaneous output of audio corresponding to images that are displayed exclusively to each other.

[0038] [Form 6] The gaming machine of type 6-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, A designated light-emitting part (effect LED 52), Based on the determination result of the pre-determination means being one of several types of specific results (push order roles), a specific suggestion performance execution means executes a specific suggestion performance (push order navigation) by illuminating the predetermined light-emitting part (performance effect LED 52) with a specific suggestion pattern (a light emission pattern that suggests an operation method for stopping the main character) that suggests a specific operation method of the derivation operation means for deriving a display result combination (main character) corresponding to the type of specific result, A light emission data setting means (lamp layer) is set to which light emission data (lamp data) that defines the light emission pattern of the predetermined light emission unit (effect LED 52) is set, A light emission data specifying means (lamp command) for specifying the light emission data (lamp data) set in the light emission data setting means (lamp layer), Equipped with, The aforementioned light emission data setting means (lamp layer) includes a plurality of setting areas (lamp layers 1 to 4), The aforementioned light emission data specification means (lamp command) can specify the setting area (lamp layer) of the light emission data along with the light emission data. When multiple light-emitting data (lamp data) are specified, if the setting areas (lamp layers) of the multiple light-emitting data are different, the predetermined light-emitting unit (effect LED 52) is illuminated based on the light-emitting data set in the setting area with the higher priority. If the setting areas of the multiple light-emitting data are the same, the predetermined light-emitting unit is illuminated using a light-emitting pattern based on one of the multiple light-emitting data. When executing the aforementioned specific suggestion effect (button press navigation), even if the suggested specific operation mode differs depending on the type of specific result (button press role), the same setting area (lamp layer 2) is specified for the light data (lamp data) that defines the specific suggestion pattern (light pattern that suggests the operation mode to stop the main character). It is characterized by the following. According to this feature, when executing a specific suggestion effect, even if the specific operation pattern suggested differs depending on the type of specific result, by specifying the same setting area for the light emission data that defines the specific suggestion pattern, even if multiple light emission data that define specific suggestion patterns suggesting different specific operation modes are specified, the light emission pattern will be based on a single light emission data, thus preventing the operation mode suggested by the light emission pattern from becoming difficult to recognize.

[0039] The gaming machine of form 6-2 is the gaming machine described in form 6-1, When multiple light-emitting data (lamp data) are specified, and the setting area (lamp layer) for the multiple light-emitting data is the same, the predetermined light-emitting unit (effect LED 52) will emit light according to the light-emitting pattern based on the first or last specified light-emitting data among the multiple light-emitting data. It is characterized by the following. This feature simplifies control because, when multiple light emission data are specified, and the setting areas for these data are the same, the light emission pattern can be based on either the first or last specified light emission data among them.

[0040] The gaming machine of form 6-3 is the gaming machine described in form 6-1 or 6-2, When the aforementioned specific suggestion effect (button press navigation) is executed, if the suggested specific operation mode differs depending on the type of specific result (button press role), then light emission data (lamp data) is set that defines the light emission pattern in which different light emission units among the predetermined light emission units (effect LED 52) emit light. It is characterized by the following. According to this feature, when executing a specific suggestion effect, different light-emitting parts will illuminate depending on the type of specific result and the specific operation mode suggested. Therefore, the operation mode can be easily recognized from the difference in the light-emitting parts.

[0041] [Form 7] The gaming machine of type 7-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Based on the fact that the determination result of the pre-determination means is a special result (7-aligned replay, 7-not-aligned replay), a special suggestion effect execution means executes a special suggestion effect (7 navigation) that suggests a special operation mode (stopping operation within the retraction range of the black 7 symbol) of the derivation operation means for deriving a special display result combination (7-aligned replay), Equipped with, When the determination result of the pre-determination means becomes a predetermined result (watermelon), the derivation operation means is operated in a predetermined operation mode different from the special operation mode (stopping operation within the retraction range of the watermelon pattern) to derive a predetermined display result combination (watermelon) corresponding to the predetermined result, and when the derivation operation means is operated in the special operation mode (stopping operation within the retraction range of the black 7 pattern), the predetermined display result combination is not derived. Based on the operation to start the variable display unit, it is determined whether or not it has been decided to execute the special suggestion performance (7 Navi), and whether or not the decision result of the pre-determination means is the predetermined result (watermelon). The special suggestion performance is executed on the condition that it has been decided to execute the special suggestion performance and the decision result of the pre-determination means is not the predetermined result. It is characterized by the following. This feature prevents the execution of a special suggestion animation from being performed even if the decision result of the pre-determination means is a predetermined result due to a malfunction, and prevents the special suggestion animation from being executed. It also prevents the derivation operation means from being operated in a special operation mode suggested by the incorrectly executed special suggestion animation, which would prevent the predetermined display result combination corresponding to the predetermined result from being derived.

[0042] The gaming machine of form 7-2 is the gaming machine described in form 7-1, When the determination result of the pre-determination means is the first special result (7-aligned replay) among the special results, the derivation operation means is operated in the special operation mode (stopping operation within the retraction range of the black 7 symbol) to derive the special display result combination (7-aligned replay), and when the determination result of the pre-determination means is the second special result (7-not-aligned replay) among the special results, a non-special display result combination (7-not-aligned replay) different from the special display result combination is derived. Whether the result of the pre-determination means is the first special result (7s matching) or the second special result (7s not matching), it is decided whether or not to execute the special suggestion effect (7 navigation). It is characterized by the following. This feature allows for the execution of a special suggestion animation whether the first special result is one in which a special display result combination can be derived, or whether the second special result is one in which a special display result combination cannot be derived. This increases the opportunities for the special suggestion animation to be performed, and the execution of the special suggestion animation can create the expectation that a special display result combination will be derived.

[0043] The gaming machine of form 7-3 is the gaming machine described in form 7-2, If the result of the pre-determination means is the first special result (seven-matched replay) or the second special result (seven-not-matched replay), and the derivation operation means is operated in an operation mode different from the special operation mode (stopping operation within the retraction range of the black 7 symbol), neither the special display result combination (seven-matched replay) nor the non-special display result combination (seven-not-matched replay) is derived, but a display result combination (any replay) that results in a prize is derived. It is characterized by the following. According to this feature, if the first or second special result occurs and the derivation operation means is operated in an operation mode different from the special operation mode, neither a special display result combination nor a non-special display result combination will be derived. However, a display result combination that results in a prize will be derived. Therefore, even if the special suggestion effect is not executed when the first or second special result occurs, the player will not be at a disadvantage.

[0044] [Form 8] The gaming machine of type 8-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Based on the fact that the determination result of the pre-determination means is one of several types of specific results (push order roles), a specific suggestion performance execution means executes a specific suggestion performance (push order navigation) that suggests a specific operation mode of the derivation operation means for deriving a display result combination (main character) corresponding to the type of specific result, Based on the fact that the determination result of the prior determination means is a special result (7-matched replay, 7-not-matched replay), a special suggestion effect execution means executes a special suggestion effect (7 Navi) that suggests a special operation mode of the derivation operation means for deriving a special display result combination (7-matched replay), Equipped with, Based on the operation to start the variable display unit, it is determined whether or not it has been decided to execute the special suggestion effect (7 navigation) and whether or not it has been decided to execute the specific suggestion effect (push order navigation). The special suggestion effect is executed only if it has been decided that it has been decided to execute the special suggestion effect and it has not been decided that it has been decided to execute the specific suggestion effect. It is characterized by the following. This feature prevents a situation where, even if a specific suggestive animation is scheduled to be executed due to a malfunction, or even if a special suggestive animation is scheduled to be executed, the special suggestive animation will not be executed, thus preventing a combination of animations suggesting different operation methods from being executed.

[0045] The gaming machine of form 8-2 is the gaming machine described in form 8-1, When the determination result of the pre-determination means is the first special result (7-aligned replay) among the special results, the derivation operation means is operated in the special operation mode (stopping operation within the retraction range of the black 7 symbol) to derive the special display result combination (7-aligned replay), and when the determination result of the pre-determination means is the second special result (7-not-aligned replay) among the special results, a non-special display result combination (7-not-aligned replay) different from the special display result combination is derived. Whether the result of the pre-determination means is the first special result (7s matching) or the second special result (7s not matching), it is decided whether or not to execute the special suggestion effect (7 navigation). It is characterized by the following. This feature allows for the execution of a special suggestion animation whether the first special result is one in which a special display result combination can be derived, or whether the second special result is one in which a special display result combination cannot be derived. This increases the opportunities for the special suggestion animation to be performed, and the execution of the special suggestion animation can create the expectation that a special display result combination will be derived.

[0046] The gaming machine of form 8-3 is the gaming machine described in form 8-2, If the result of the pre-determination means is the first special result (seven-matched replay) or the second special result (seven-not-matched replay), and the derivation operation means is operated in an operation mode different from the special operation mode (stopping operation within the retraction range of the black 7 symbol), neither the special display result combination (seven-matched replay) nor the non-special display result combination (seven-not-matched replay) is derived, but a display result combination (any replay) that results in a prize is derived. It is characterized by the following. According to this feature, if the first or second special result occurs and the derivation operation means is operated in an operation mode different from the special operation mode, neither a special display result combination nor a non-special display result combination will be derived. However, a display result combination that results in a prize will be derived. Therefore, even if the special suggestion effect is not executed when the first or second special result occurs, the player will not be at a disadvantage.

[0047] A gaming machine of form 8-4 is a gaming machine described in any of forms 8-1 to 8-3, When the determination result of the pre-determination means becomes one of several types of specific results (press order roles), the derivation operation means is operated in a specific operation mode corresponding to the type of specific result, thereby deriving a display result combination (main character) corresponding to the type of specific result. If the result of the pre-determination means becomes one of several types of specific results (button press sequence), it is decided to execute the specific suggestion effect (button press sequence navigation). It is characterized by the following. This feature makes it possible to derive display result combinations corresponding to specific types of results by executing specific suggestive effects.

[0048] [Form 9] The gaming machine of type 9-1 is, In a gaming machine (slot machine 1) used for playing games, A disabled state control means that controls the game to a disabled state (error state, setting change state, setting confirmation state) in which the game cannot proceed, Image display means (liquid crystal display 51), A malfunction state notification means that displays malfunction state corresponding images (error image, setting change in progress image, setting check in progress image) on the image display means (liquid crystal display 51) for the aforementioned malfunction state (error state, setting change state, setting confirmation state), Equipped with, When the game starts based on the start operation to begin the game, a process is executed to erase the disabled state corresponding images (error image, setting change image, setting confirmation image). It is characterized by the following. According to this feature, even if the disabled state has ended but the disabled state corresponding image continues to be displayed due to a malfunction, the disabled state corresponding image will be erased when the game starts based on the start operation, thus preventing the effects that occur as the game progresses from being interrupted.

[0049] The gaming machine of form 9-2 is the gaming machine described in form 9-1, The system includes a disabled state flag setting means for setting disabled state flags (error flag, setting change in progress flag, setting check in progress flag) when controlled to the disabled state (error state, setting change state, setting check state), When the game starts based on the aforementioned start operation, it is determined whether the disabled flags (error flag, setting change in progress flag, setting confirmation in progress flag) are set, and if it is determined that the disabled flags are not set, a process is executed to erase the disabled state corresponding images (error image, setting change in progress image, setting confirmation in progress image). It is characterized by the following. This feature prevents the image corresponding to the disabled state from being deleted, even though the device is controlled to be in a disabled state.

[0050] The gaming machine of form 9-3 is the gaming machine described in form 9-2, The disabled state control means terminates control of the disabled state when the release condition is met in the disabled state (error state, setting change state, setting confirmation state). The disabling flag setting means clears the disabling flags (error flag, setting change flag, setting confirmation flag) when the release condition is met in the disabling state (error state, setting change state, setting confirmation state). It is characterized by the following. According to this feature, the disabled state flag is cleared when the release condition that ends the disabled state is met, so it is possible to appropriately determine whether the disabled state has ended or not when the game starts based on the start operation.

[0051] The gaming machine of form 9-4 is the gaming machine described in form 9-2 or 9-3, The disabled state control means terminates control of the disabled state when the release condition is met in the disabled state (error state, setting change state, setting confirmation state). When the release condition is met in the aforementioned disabled state (error state, setting change state, setting confirmation state), a process is executed to delete the disabled state corresponding image (error image, setting change in progress image, setting confirmation in progress image). It is characterized by the following. According to this feature, when the release condition that terminates the disabled state is met, the disabled state corresponding image is deleted, thus allowing the disabled state corresponding image to be deleted appropriately.

[0052] A gaming machine of form 9-5 is a gaming machine described in any of forms 9-1 to 9-4, When the game starts based on the aforementioned start operation, a process is executed to erase the disabled state corresponding images (error image, setting change image, setting confirmation image) before the processes related to the progress of the game (performance determination process 1, performance setting process). It is characterized by the following. According to this feature, when the game starts based on the start operation, the disabled state corresponding image is deleted before the processing related to the progress of the game, so the disabled state corresponding image does not affect the effects that occur as the game progresses.

[0053] A gaming machine of form 9-6 is a gaming machine described in any of forms 9-1 to 9-5, The system includes a start control information transmission means that transmits control information (game start command) indicating the start of the game when the game is started based on the aforementioned start operation. Based on the receipt of control information (game start command) indicating the start of the game, a process is executed to erase the disabled state corresponding images (error image, setting change image, setting confirmation image). It is characterized by the following. This feature allows the image corresponding to the disabled state to be erased upon receiving control information indicating the start of gameplay.

[0054] A gaming machine of form 9-7 is a gaming machine described in any of forms 9-1 to 9-6, It has an image setting area (layer) where image data (video data) for displaying an image is set, The aforementioned image setting area (layer) includes multiple setting areas, and when image data (video data) is set in different setting areas, the images based on the image data set in each setting area are displayed superimposed according to the priority of the setting areas. The image data (video data) for displaying the disabled state corresponding images (error image, setting change in progress image, setting confirmation in progress image) is set in a setting area (layer 20) with a higher priority than the image data for displaying the performance image. It is characterized by the following. This feature allows for the display of images corresponding to the disabled state over other visual effects when the system is controlled to a disabled state.

[0055] [Form 10] The gaming machine of type 10-1 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Image display means (liquid crystal display 51), Based on the fact that the determination result of the pre-determination means is one of several types of specific results (push order roles), a specific suggestion performance execution means executes a specific suggestion performance (push order navigation) that displays a specific suggestion image (navigation image) that suggests a specific operation mode of the derivation operation means for deriving a display result combination (main character) corresponding to the type of specific result, Equipped with, When the game starts based on the start operation to begin the game, the process to erase the specific suggestion image (navigation image) is executed. It is characterized by the following. This feature ensures that even if a malfunction causes the display of a specific suggestive image from the previous game to persist, the image will be removed when the game starts based on the start operation, thus preventing the game's progression from being interrupted.

[0056] The gaming machine of type 10-2 is, It is equipped with multiple variable display units (reels 2L, 2C, 2R) that can display various types of identification information, each of which is identifiable. In a gaming machine (slot machine 2) in which a display result is derived by stopping the variable display of the variable display unit, and a prize can be awarded according to the display result combination which is a combination of the display results of multiple variable display units, Derivation operation means (8L, 8C, 8R) that the player operates to derive the displayed result, A pre-determining means (internal lottery) for determining the display result combinations that are allowed to be derived, Image display means (liquid crystal display 51), Based on the fact that the determination result of the pre-determination means is one of several types of specific results (push order roles), a specific suggestion performance execution means executes a specific suggestion performance (push order navigation) that displays a specific suggestion image (navigation image) that suggests a specific operation mode of the derivation operation means for deriving a display result combination (main character) corresponding to the type of specific result, Equipped with, Based on the fact that display results have been derived from all variable display units, a process is executed to erase the specific suggestion image (navigation image). It is characterized by the following. This feature ensures that specific suggestive images are removed once the display results have been derived from all variable display units. As a result, the display of specific suggestive images does not continue even after the game has ended, preventing the game's progression from being interrupted.

[0057] The gaming machine of form 10-3 is the gaming machine described in form 10-1 or 10-2, Based on the operation of the derivation operation means corresponding to the variable display unit, a process is executed to update or delete the specific suggestion image (navigation image). It is characterized by the following. According to this feature, a specific suggestive image can be updated or deleted each time the derivation operation means is operated in the suggested operation mode.

[0058] The gaming machine of form 10-4 is a gaming machine described in any of forms 10-1 to 10-3, The aforementioned specific suggestion image (navigation image) includes multiple types of suggestion images corresponding to the type of the specified result. Regardless of the type of suggestive image displayed, the process for removing the specific suggestive image (navigation image) is the same. It is characterized by the following. This feature allows for program size reduction because, regardless of the type of suggestive image displayed, a common process is used to remove specific suggestive images.

[0059] The gaming machine of form 10-5 is a gaming machine described in any of forms 10-1 to 10-4, The aforementioned specific suggestion image (navigation image) includes multiple types of suggestion images corresponding to the type of the specified result. Based on the fact that the derivation operation means was operated in an operation mode other than the operation mode suggested by the specified suggestion image (navigation image), a process is executed to delete the specified suggestion image. If the derivation operation means is operated in an operation mode other than the operation mode suggested by the specified suggestion image (navigation image), the process for deleting the specified suggestion image is the same regardless of which type of suggestion image is displayed. It is characterized by the following. According to this feature, if the derivation operation means is operated in an operation mode other than the operation mode suggested by the specific suggestion image, the specific suggestion image is deleted using a common process regardless of the type of suggestion image displayed, thus reducing program size. [Examples]

[0060] [Slot machine configuration] Figure 1 is a front view of the card unit and slot machine.

[0061] Referring to Figure 1, each of the multiple gaming islands (not shown) located within the gaming hall is fitted with a slot machine 2, and a card unit (hereinafter sometimes abbreviated as CU) 3, an example of a gaming device, is installed in a one-to-one correspondence with the slot machine 2 at a predetermined lateral position on the side of the slot machine 2. The card unit is also referred to as a "gaming token dispensing device."

[0062] Slot Machine 2 is a slot machine in which the player does not pick up tokens and insert them into a slot, nor are tokens dispensed to the player. Therefore, the value of the game is directly added to the credits (game points that can be used in the game (hereinafter also referred to as "game tokens" or simply "tokens")) in accordance with operations such as dispensing tokens.

[0063] Furthermore, unlike conventional slot machines, it not only lacks a coin slot and payout opening, but it also does not require devices to control inserted coins, such as coin selectors or hoppers. Slot machines that do not require any coins are called "managed gaming machines" or "coinless slot machines."

[0064] Figure 1 shows slot machine 2 as viewed from the front. Inside slot machine 2, reels 2L, 2C, and 2R (hereinafter also referred to as the left reel, middle reel, and right reel) are arranged horizontally, with multiple types of symbols arranged around their outer edges. Three consecutive symbols from these reels 2L, 2C, and 2R are positioned so that they can be seen through the transparent window 3W.

[0065] Each reel, 2L, 2C, and 2R, is rotated by corresponding reel motors 32L, 32C, and 32R, as shown in Figure 2. As a result, the patterns on each reel, 2L, 2C, and 2R, are displayed in the transparent window 3W in a continuously changing manner. Furthermore, by stopping the rotation of each reel, 2L, 2C, and 2R, three consecutive patterns are derived and displayed as the result in the transparent window 3W.

[0066] Inside reels 2L, 2C, and 2R, there is a reel LED 55, as shown in Figure 2. The reel LED 55 illuminates reels 2L, 2C, and 2R, as shown in Figure 1, from the back. The reel LED 55 consists of 12 LEDs corresponding to the three consecutive patterns on reels 2L, 2C, and 2R, and each pattern can be illuminated independently.

[0067] The display area of ​​the liquid crystal display 51 is located on the front side (player side) of each reel 2L, 2C, and 2R. The liquid crystal display 51 is configured so that each reel 2L, 2C, and 2R can be seen from the player's side through the transparent area and the transparent window 3W corresponding to the transparent window 3W of the display area.

[0068] Figure 3 shows the arrangement of symbols on the reels. As shown in Figure 3, each reel has multiple types of symbols ("Character", "Black 7", "White 7", "BAR", "Replay", "Plum", "Cherry", "Watermelon", "Moon", "Orange") arranged in a predetermined order.

[0069] The protruding portion 95 extends toward the front of the slot machine 2. The projection of the protruding portion 95 toward the front of the slot machine 2 forms an upper surface 96 on the protruding portion 95. The upper surface 96 of the protruding portion 95 is equipped with a MAXBET switch 6, a 1BET switch 20, a bet count clear switch 21, a performance switch 57, and a game information display unit 90. The front side of the protruding portion 95 is equipped with a start switch 7, stop switches 8L, 8C, 8R, and a counting button 10. The upper surface 96 may also be a sloping surface that gently slopes from the back to the front, starting from a position below the transparent window 3W.

[0070] The start switch 7 is used to start the reels spinning after the bet amount has been set. The stop switches 8L, 8C, and 8R are used to stop the reels while they are spinning, with 8L corresponding to the left reel, 8C to the middle reel, and 8R to the right reel. The counting button 10 is used to count the number of credits (game tokens) and convert them into the number of tokens held.

[0071] Inside the front door of slot machine 2, there is a door open detection switch 25, as shown in Figure 2. The door open detection switch 25 detects the open state of the front door. Furthermore, a power supply box is provided inside the casing. On the front of the power supply box, there is a setting key switch 37 and a reset / setting switch 38, as shown in Figure 2. The setting key switch 37 switches between the setting change state and the setting confirmation state. The reset / setting switch 38 normally functions as a reset switch to clear error states and stop states, and in the setting change state, it functions as a setting switch to change the setting value of the winning probability (payout rate) of the internal lottery. Inside the front door of slot machine 2, there is a setting value display 24, as shown in Figure 2.

[0072] In this embodiment, of the three reels 2L, 2C, and 2R that start rotating, the first reel to stop is referred to as the first stop reel, and that stop is referred to as the first stop. Similarly, the second reel to stop is referred to as the second stop reel, and that stop is referred to as the second stop. The third reel to stop is referred to as the third stop reel, and that stop is referred to as the third stop, final stop, or all reels stop.

[0073] Next, we will explain the game flow in Slot Machine 2. When playing Slot Machine 2, first, you perform a dispensing operation at CU3 to secure credits (game tokens). This dispensing operation corresponds to the two-step operation in conventional token-paying slot machines: "dispensing tokens" and "manually inserting the dispensed tokens into the slot."

[0074] When the MAXBET switch 6 is operated while credits are available, an additional bet is set to the maximum number within the credit limit, and the number of credits is reduced by that additional bet amount. Once the specified number of bets is set, the winning line L becomes active, and the START switch 7 becomes active, meaning the game can be started.

[0075] Here, the winning line is a line set up to determine whether the combination of symbols displayed in the transparent window 3W of each reel 2L, 2C, and 2R is a winning symbol combination. In this embodiment, as shown in Figure 1, the winning line L is defined as the winning line, which spans the symbols arranged on the lower row of reel 2L, the middle row of reel 2C, and the lower row of reel 2R.

[0076] When the game is ready to start, operating the start switch 7 causes reels 2L, 2C, and 2R to rotate, and the symbols on each reel change continuously. In this state, operating any of the stop switches 8L, 8C, or 8R stops the rotation of the corresponding reels 2L, 2C, and 2R, and the display result is shown in the transparent window 3W.

[0077] A game ends when all reels 2L, 2C, and 2R stop. A win occurs if a predetermined combination of symbols stops on the winning line L as the display result for each reel 2L, 2C, and 2R. When a win occurs, the player is awarded points according to the win. These points are added to the player's credits.

[0078] Credits can be counted and converted into tokens by operating the counting button 10. By converting them to tokens, it becomes possible to record those tokens on a card at the end of the game.

[0079] In this embodiment, when the counting button 10 is pressed once, all of the game balls currently owned by the player are counted, regardless of how long the button is pressed (whether it is pressed or not). However, the system is not limited to this, and the counting operation may be repeated according to how long the counting button 10 is held down (for example, the counting process of 50 coins is performed each time the button is held down for 0.3 seconds). Alternatively, regardless of how long the button is held down, a predetermined number (for example, 50 coins) may be counted from the game balls to the player's tokens upon a single press.

[0080] The top of the LCD display 51 is equipped with a credit display segment 7S and speakers 53 and 54. The credit display segment 7S is made up of five 7 segments and displays the number of credits held by the player. Because the credit display segment 7S is located at the top of the slot machine 2, it can display the number of credits stored by the slot machine 2 to players other than the player playing the slot machine 2, or to store staff. Speakers 53 and 54 emit sound effects and other sounds that correspond to the game's presentation.

[0081] As described above, the MAXBET switch 6 is used to set the number of bets to the maximum number. In other words, the MAXBET switch 6 is used to advance the game. In addition, in this embodiment, the MAXBET switch 6 is also used for visual effects. That is, when the same operation is performed on the MAXBET switch 6, the process executed changes depending on whether the operation is valid or invalid. Thus, the MAXBET switch 6 is used for both game progression and visual effects.

[0082] The following explains how to enable and disable the MAXBET switch 6. Activating the MAXBET switch 6 is an operation performed on the MAXBET switch 6 in a betting-setting situation where the number of bets can be set. A betting-setting situation is, for example, a period during which bets can be accepted, where "there is 1 or more credits remaining and the bet number is less than 3" or "there is 1 or more credits remaining and no bet number has been set." When the MAXBET switch is operated in the situation where "there is 1 or more credits remaining and the BET counter has a bet number of less than 3," the number of bets will be set up to a maximum of 3, equal to the remaining credits. When the MAXBET switch is operated in the situation where "there is 1 or more credits remaining and no bet number has been set," the number of bets will be set up to a maximum of 3, equal to the remaining credits. Thus, the MAXBET switch 6 is used as a switch to facilitate the game by enabling the bet number when it is activated in a betting-setting situation.

[0083] On the other hand, an operation to disable the MAXBET switch 6 is an operation performed on the MAXBET switch 6 in a situation where it is not possible to set the number of bets. The situation where it is not possible to set the number of bets includes "the period from when the game starts until it ends." That is, during the period when the reels are spinning and the game is in progress, operations on the MAXBET switch 6 are invalid operations. In this embodiment, the slot machine 2 may display an operation prompting the player to disable the MAXBET switch 6 during the period when the reels are spinning. At this time, when the player disables the MAXBET switch 6, a performance is triggered that displays an image suggesting the degree of advantage. Thus, in this embodiment, the MAXBET switch 6 is used as a trigger to display a performance image when it is disabled in a situation where it is not possible to set the number of bets. In other words, the MAXBET switch 6 is used for the progress of the game during the period when it is accepted as an active operation, and is used for performances during the period when it is accepted as an invalid operation.

[0084] [Card Unit Configuration] Referring to Figure 1, the configuration of CU3 in this embodiment will be explained. This CU3 accepts visitor cards (also called general cards), which are prepaid gaming storage media issued to general players who have not registered as members, and membership cards, which are gaming storage media issued to member players who have registered as members at the gaming facility. Visitor cards and membership cards are made of IC cards.

[0085] Upon receiving these cards, the CU3 has the function of converting the game value owned by the player (for example, prepaid balance, number of tokens held, or number of stored tokens (also called "stored tokens")) identified by the information stored on the card into credits (number of game tokens).

[0086] The front side of the CU3 is provided with a banknote slot 302 for inserting banknotes, a protruding portion 305 that extends forward from the front of the device, and a card insertion / discharge slot 309 for inserting membership cards and visitor cards. Membership cards and visitor cards inserted into this card insertion / discharge slot 309 are received by a card reader / writer (not shown), and the information recorded on the card is read.

[0087] In the aforementioned protruding section 305, the side facing the player is provided with a display unit 312, a replay button 319 for performing a replay game using the member card ID (also simply called card ID or C-ID) recorded on the member card and the number of stored tokens (stored balls) identified by the member card ID when a member card is accepted, and an IR photosensitive unit 320 that receives infrared signals from a remote control (not shown) held by the staff of the gaming hall, converts them into electronic signals, and outputs them.

[0088] The display unit 312 can display the prepaid balance (also called the card balance or simply the balance) recorded on the inserted game recording medium (card), the number of tokens held, the number of credits (number of game tokens), and various other information, and its surface is made of a transparent touch panel. Various operations can be input by touching the various display items displayed on the display part of the display unit 312 with a finger.

[0089] When the "Hold Tokens" button 324 is operated, a portion of the number of tokens recorded on the inserted card is deducted and converted into credits (game tokens). When the "Replay" button 319 is operated, if the inserted card has a record of the number of tokens the player has acquired, a portion of that number is deducted and converted into credits, and the player can then play slot machine 2 based on the converted credits.

[0090] On the other hand, if the inserted card is a membership card and the number of tokens held is not stored in it, and the stored tokens are stored in the hall's management computer, then a portion of those stored tokens will be withdrawn and converted into credits, allowing the player to play slot machine 2. In other words, if both stored tokens and held tokens are stored in association with the inserted card, the held tokens will be withdrawn preferentially. In addition to the replay button 319, a dedicated token payout button for withdrawing held tokens may be provided, and the replay button 319 may be used exclusively for withdrawing stored tokens.

[0091] Here, "Credits (Number of Game Tokens)" is data that can be used to set the bet amount and can also be converted to "Number of Tokens Held." "Credits" are generated in exchange for deducting the balance from a prepaid card, the number of tokens held, or the number of stored tokens.

[0092] "Number of tokens held" refers to the number of credits (number of tokens played) acquired by a player as a result of playing on a slot machine. This "number of tokens held" is stored in a identifiable way using the player's card. Alternatively, the number of tokens held may be managed using a token management device set up in the arcade.

[0093] "Stored medals (stored tokens)" refers to the number of medals a player has deposited at the arcade. The number of medals a player earns through gameplay is managed as their "held medals" for the day, but from the following day onward, it is managed as "stored medals." In other words, the number of credits (game medals) earned and counted by a player at the arcade on a given day is called their "points," while the number of medals earned by a player on a previous day and deposited at the arcade is called their "stored medals." This "stored medal count" is generally managed by a hall management computer or other management computer installed at the arcade.

[0094] If we represent the conversion directions of the above data, "Balance," "Number of Stored Medals (Number of Stored Balls)," "Number of Medals Held," and "Number of Credits (Number of Playing Medals)," with arrows, it becomes "'Balance, Number of Stored Medals, Number of Medals Held' → 'Number of Credits' → 'Number of Medals Held' → 'Number of Stored Medals'."

[0095] In this embodiment, the number of stored tokens is not directly recorded on the member card, but is stored in a higher-level server such as a hall management computer, associated with the member card number, and the system is configured to allow retrieval of the corresponding number of stored tokens based on the member card number. On the other hand, the number of tokens held is directly recorded on the card.

[0096] However, both may be stored in the upper server in association with the card number. In the case of the visitor card, the number of medals held is directly recorded on the visitor card. However, the number of medals held may also be stored in the upper server in association with the card number. When storing in the upper server in association with the card number, data that can identify the time stored in the upper server may be written to and discharged from the card (member card, visitor card). Also, the prepaid balance is directly written to and discharged from the card (member card, visitor card).

[0097] Incidentally, the timing for storing the number of medals held in the card (member card, visitor card) or the upper server is, for example, the timing when the counting button 10 is operated and the counting process is performed. However, alternatively, it may be stored collectively when the card is returned.

[0098] Also, when the player finishes the game and returns the card from CU3, the medals held stored in CU3 are once stored as stored balls in the hall server. When the same player inserts the card into the same or another CU3 again on the same day as the day the player received the return of the card, only the medals held for that day stored as stored balls are stored in that CU3 again, and credit is added within the range of those medals so that the player can play the game.

[0099] The bills inserted into the bill insertion slot 302 are taken in by a currency discriminator (not shown) and the authenticity and bill type are identified.

[0100] On the front side of CU3, there are further provided a lending button 321 and a card return button 322. The lending button 321 is a button for performing an operation to obtain credit numbers by deducting the remaining balance recorded on the inserted card. Specifically, the credit numbers are added according to the remaining balance deducted by operating the lending button 321. The card return button 322 is an operation button that is operated when the player finishes the game, and is used to store and discharge the determined number of medals held at the end of the game (the number of medals held at the time of card insertion - the number of conversions from the number of medals held to credit numbers + the number counted by the counting operation) in the inserted card.

[0101] As described above, according to the slot machine 2 according to this embodiment, it is possible to convert the number of medals held specified by the card into credit numbers (the number of game medals), and further to set the bet number using the credit numbers. Therefore, without confusing players who are accustomed to conventional slot machines where they receive lent medals, insert those medals to secure credit, and set the bet number using that credit, it is possible to provide a game using a new slot machine (managed gaming machine) that does not use medals.

[0102] [Internal Structure of Card Unit and Slot Machine] FIG. 2 is a block diagram showing the internal structure of the card unit and the slot machine. Referring to FIG. 2, the outline of the control circuits of CU3 and the slot machine 2 will be described.

[0103] CU3 is provided with a CU control board 32, and this CU control board 32 is provided with a CU control unit 323 composed of a microcomputer and the like. This CU control unit 323 is the main control functional unit of CU3, and is provided with a CPU as the control center, a ROM that stores programs and control data for the operation of the CPU, a RAM that functions as the work area of the CPU, an input / output interface for maintaining signal integrity with peripheral devices, and the like.

[0104] The CU control unit 323 is provided with an external output terminal (not shown) for communicating with the hall management computer and the hall server that performs security management. The CU3 transmits its status and the gaming machine status information received from the slot machine 2 to an external device such as the hall management computer and the hall server that performs security management via the external output terminal. The CU control unit 323 communicates with the medal count control board 17 of the slot machine 2 via the communication control IC 325. The communication control IC 325 and the medal count control board 17 are connected, for example, by an asynchronous serial communication port. Communication between the communication control IC 325 and the medal count control board 17 is performed via the connection terminal board 1000.

[0105] Communication between the CU control unit 323 and the medal count control board 17 is bidirectional, exchanging loan information (information regarding the operation to withdraw the balance stored on the inserted card and use it for gameplay on the slot machine 2) and loan response information (response information to the loan information). Other counting information (information regarding the counting process from credit to held medals) and game machine information are communicated unidirectionally from the medal count control board 17 to the CU control unit 323. Therefore, the slot machine 2 does not know whether the CU3 has received the counting information and game machine information. The CU3 is provided with a connection part (not shown) to the slot machine 2, and the slot machine 2 is provided with a connection part (not shown) to the CU3. These connection parts are composed of, for example, connectors.

[0106] The CU control unit 323 manages and stores the player's tokens while the player is playing. The display unit 312 displays images corresponding to data such as the balance or number of tokens output from the CU control unit 323. When the player operates the touch panel on the surface of the display unit 312, the operation signal is input to the CU control unit 323. When the player operates the dispensing button 321, the operation signal is input to the CU control unit 323. Note that the dispensing button 321 is not limited to being installed on CU3, but may also be installed on slot machine 2 and the operation signal is input to the CU control unit 323. When the player operates the card return button 322, the operation signal is input to the CU control unit 323.

[0107] Slot machine 2 is equipped with a main control board 16 that controls the progress of the game, a medal count control board 17 that controls the credits owned by the player, an effect control board 15 that controls the effects according to the game state, and a power supply board 101. The power supply board 101 generates the power to drive the electrical components that make up slot machine 2 and supplies it to each part.

[0108] The power supply board 101 is supplied with AC100V power from an external source, and a DC voltage necessary for driving the electrical components that make up the slot machine 2 is generated from this AC100V power supply and supplied to the main control board 16, the medal count control board 17, and the performance control board 15.

[0109] The medal count control board 17 is equipped with a medal count control unit 171, which is a microcomputer for payout control. The medal count control unit 171 includes a CPU 171a as the control center, a ROM 171b that stores programs and control data for the operation of the CPU 171a, a RAM 171c that functions as a work area for the CPU 171a, and input / output interfaces to maintain signal consistency with peripheral devices.

[0110] The medal count control board 17 is connected to a RAM clear switch 293 for erasing information stored in RAM 171c and a door open detection switch 25, and detection signals from these connected switches are input to the board. In addition, a counting button 10 is connected to the medal count control board 17, and detection signals from the counting button 10 are input to the board.

[0111] A payout ratio monitor 89 is connected to the medal count control board 17, and its display is controlled by the medal count control unit 171. In addition, a backup memory 294 is connected to the medal count control board 17, which backs up the payout ratio information that the medal count control board 17 displays on the payout ratio monitor 89.

[0112] The payout ratio monitor 89 typically displays numerical values ​​indicating the performance of the slot machine (hereinafter also referred to as "payout ratio information"). These numerical values ​​indicating the performance of the slot machine include, for example, the payout ratio of instructed payouts to the total cumulative payout, the payout ratio of consecutive payouts over the past 6000 games, the payout ratio of payouts over the past 6000 games, the payout ratio of consecutive payouts to the total cumulative payout, the payout ratio of payouts to the total cumulative payout, and the payout status ratio of payouts to the total cumulative payout. Details of this information will be explained later.

[0113] The main control board 16 is equipped with a game control microcomputer, which is the main control unit 161. The main control unit 161 includes a CPU 161a as the control center, a ROM 161b that stores programs and control data for the operation of the CPU 161a, a RAM 161c that functions as the work area for the CPU 161a, and input / output interfaces to maintain signal consistency with peripheral devices.

[0114] The main control board 16 is connected to reel motors 32L, 32C, and 32R, which are driven based on the control of the main control unit 161. The main control board 16 is also connected to a setting key switch 37, a reset / setting switch 38, and a start switch 7, and receives detection signals from these connected switches. Furthermore, the main control board 16 is connected to a game assistance display 12 and a setting value display 24, and their displays are controlled by the main control unit 161.

[0115] Furthermore, the main control board 16 is connected to the bet count clear switch 21, the 1BET switch 20, the stop switches 8L, 8C, and 8R, the door open detection switch 25, and the MAXBET switch 6 via the relay board 1100, and detection signals from these connected switches are input to it. In addition, the 1-3BET LEDs 14-16 are connected to the main control board 16 via the relay board 1100, and their display is controlled by the main control unit 161. If the main control unit 161 detects that the MAXBET switch 6 has been operated during the period for accepting invalid operation of the MAXBET switch 6, it sends an operation command to the performance control unit 151 indicating that the MAXBET switch 6 has been invalidated.

[0116] The performance control board 15 is equipped with a performance control unit 151, which is a performance control microcomputer. The performance control unit 151 includes a CPU 151a as the control center, a ROM 151b that stores programs and control data for the operation of the CPU 151a, a RAM 151c that functions as a work area for the CPU 151a, and input / output interfaces to maintain signal consistency with peripheral devices.

[0117] The performance control board 15 is connected to a performance switch 57, and the detection signal from the performance switch 57 is input to it. In addition, the performance control board 15 is connected to performance devices such as a liquid crystal display 51, performance effect LEDs 52, speakers 53 and 54, reel LEDs 55, and credit display segments 7S, and these performance devices are driven based on the control of the performance control unit 151.

[0118] In addition, a light quantity / volume adjustment board 111 is connected to the effect control board 15. Switches for adjusting the light quantity and volume are connected to the light quantity / volume adjustment board 111, and detection signals from these switches are input to the effect control board 15 via the light quantity / volume adjustment board 111.

[0119] The main control unit 161 transmits various commands to the effect control unit 151. The commands transmitted from the main control unit 161 to the effect control unit 151 are sent in only one direction, and no commands are sent from the effect control unit 151 to the main control unit 161. The effect control unit 151 performs various controls for effect performance in response to the commands transmitted from the main control unit 161.

[0120] The medal count control unit 171 transmits various commands to the main control unit 161. Also, the main control unit 161 transmits various commands to the medal count control unit 171. That is, the communication between the medal count control unit 171 and the main control unit 161 is two-way communication. In addition, a backup power supply for the main control board 16 is supplied from the medal count control board 17, and the data stored in the RAM 161c of the main control board 16 is held during the period when the backup power supply is supplied even after a power failure.

[0121] In addition, the medal count control unit 171 stores credits in a predetermined area of the RAM 171c. Specifically, the number of credits is stored in a credit counter. The medal count control unit 171 updates the credits stored in a predetermined area of the RAM 171c in credit addition processing or credit subtraction processing.

[0122] The set bet number is stored in a predetermined area of the RAM 161c. Specifically, the set bet number is stored as a BET counter. When the value stored in the BET counter is "3", the game can be started. Hereinafter, the value stored in the BET counter may be simply referred to as the "bet number".

[0123] As described above, a medalless slot machine that does not require tokens is equipped with a token count control board 17. The functions related to token insertion and dispensing in conventional slot machines are concentrated on the token count control board 17. In addition, while conventional slot machines that require tokens need to be equipped with devices related to token insertion and dispensing, such as a token selector and hopper, such devices are unnecessary in a medalless slot machine.

[0124] Furthermore, by configuring a coinless slot machine as in this embodiment, it is possible to share parts with conventional slot machines. Specifically, since the function of updating credits (functions related to inserting and dispensing medals) is concentrated on the medal count control board 17, a conventional slot machine can be configured by replacing the medal count control board 17 of the coinless slot machine. When configuring a conventional slot machine, the medal count control board 17 should be equipped with functions related to inserting and dispensing medals, and devices related to inserting and dispensing medals, such as medal selectors and hoppers, should be connected to the medal count control board 17. With this configuration, compatibility with conventional slot machines is achieved, and costs can be reduced in the design and manufacture of slot machines through the sharing of parts.

[0125] When the main control unit 161 receives a detection signal from the start switch 7, it rotates the reel motors 32L, 32C, and 32R and also conducts a lottery for the winning combination.

[0126] The types of winning combinations are determined according to the game state, but they can be broadly divided into special combinations that lead to a transition to a Big Bonus (BB) or Regular Bonus (RB), minor combinations that result in a payout of medals, and replay combinations that allow the next game to start without needing to set a bet amount.

[0127] The main control unit 161 draws the winning combinations, drives the reels to rotate, and then waits for the player to stop the reels. When any of the stop switches 8L, 8C, or 8R is operated, the main control unit 161 stops the rotation of the reel corresponding to that stop switch 8L, 8C, or 8R. The main control unit 161 stops the three symbols and performs a winning combination determination process to determine whether a winning combination has been achieved. If a winning combination is determined, the player is awarded a number of credits corresponding to the type of winning combination. The power supply board 101 is connected to a power-on switch 102, and the detection signal from the power-on switch 102 is input to it.

[0128] In this embodiment, "game" refers to the period from when the start switch 7 is operated until reels 2L, 2C, and 2R stop. Furthermore, when playing a game, the number of bets is set before operating the start switch 7, and after reels 2L, 2C, and 2R stop, medal payouts and transitions to different game states also occur. Therefore, these incidental processes are also included in the broader definition of "game."

[0129] In this embodiment, the operation of the MAXBET switch 6 is also referred to as the MAXBET operation, the operation of the START switch 7 as the start operation, the operation of the TOP switches 8L, 8C, and 8R as the stop operation, the operation of the COUNT button 10 as the COUNT operation, the operation of the Lending button 321 as the Lending operation, and the operation of the Card Return button 322 as the Return operation.

[0130] Furthermore, Slot Machine 2 is configured so that the payout rate of medals changes depending on the setting value. Specifically, the payout rate of medals changes by using the winning probability according to the setting value in the lottery that affects the player's advantage, such as the internal lottery. There are six setting values ​​from 1 to 6, with 6 having the highest payout rate, and the payout rate decreasing in the order of 5, 4, 3, 2, and 1 as the value decreases. In other words, when the setting value is 6, it is the most advantageous for the player, and the advantage decreases in the order of 5, 4, 3, 2, and 1 as the value decreases.

[0131] To change the setting value, the setting key switch 37 must be turned ON before turning on the power to the slot machine 2. When the setting key switch 37 is turned ON and the power is turned ON, the setting value read from RAM 161c is displayed on the setting value display 24, and the machine transitions to a setting change state in which the setting value can be changed by operating the reset / setting switch 38. In the setting change state, when the reset / setting switch 38 is operated, the displayed value on the setting value display 24 is updated by 1 (if it is operated further from setting value 6, it returns to setting value 1). Then, when the start switch 7 is operated, the displayed value is confirmed as the setting value. Then, when the setting key switch 37 is turned OFF, the confirmed displayed value (setting value) is stored in the RAM 161c of the main control unit 161, and the machine transitions to a state in which the game can proceed.

[0132] [state transition] Figure 4 is a diagram illustrating the transitions between game states. As shown in Figure 4, the states managed by the main control unit 161 include game states related to the payout rate.

[0133] The game states include non-internal state, internal state, and Big Bonus (BB). The internal state is a state in which the game can proceed and the payout rate of medals based on predetermined design values ​​is guaranteed. In this embodiment of slot machine 2, most games are played by the player in the internal state.

[0134] On the other hand, the non-internal state is a state in which the player does not play, or if they do play, the duration is extremely short. In the non-internal state, if a player wins a Big Bonus (BB) but fails to collect the winnings from that BB, the game state transitions to the internal state from the next game. In other words, the internal state is a state in which the BB win has been carried over.

[0135] In both non-internal and internal modes, there may be games in which a Big Bonus (BB) can be won (hereinafter also referred to as "BB-winning games"). Specifically, in non-internal modes, if the BB symbol combination can be derived in the game in which a BB is won by operating stop switches 8L, 8C, and 8R, a BB will be won. In this case, the game state will be controlled to BB from the next game onward. In other words, in non-internal modes, the game in which a BB is won becomes a BB-winning game.

[0136] Internally, the BB win is carried over. If a BB and a minor win occur simultaneously, the reel control prioritizes deriving the minor win symbol combination. Furthermore, if the minor win is a win that cannot be missed, in a game where a BB and a minor win occur simultaneously, the minor win will always be awarded regardless of the operation of stop switches 8L, 8C, and 8R, and the BB will not be awarded. Similarly, if a BB and a re-spin win occur simultaneously, the reel control prioritizes deriving the re-spin symbol combination. Generally, re-spin wins are wins that cannot be missed, so in a game where a BB and a re-spin win occur simultaneously, the re-spin win will always be awarded regardless of the operation of stop switches 8L, 8C, and 8R, and the BB will not be awarded. Therefore, internally, only in games where the internal lottery results in a loss (a game where no win occurs), if the BB symbol combination can be derived in response to the operation of stop switches 8L, 8C, and 8R, the BB will be awarded. In this case, the game state will be controlled to Big Bonus (BB) from the next game onward. In other words, internally, games that resulted in a loss in the internal lottery become games where a BB can be won.

[0137] During a Big Bonus (BB), the BB game continues for a predetermined number of games (for example, 60 games). However, since the payout rate during the BB is approximately 101%, the net increase in tokens is minimal. Therefore, for the player, the BB is simply a state where they complete a predetermined number of games (for example, 60 games). Once the BB ends, the game state returns to the non-internal state.

[0138] The internal states include normal periods and advantageous periods. The normal period is a state in which navigation is not performed and navigation information cannot be notified, which is a non-notification state. The advantageous period is a state in which navigation can be performed and navigation information can be notified, which is a notification state. In this embodiment, within the advantageous period, navigation is not performed in the normal advantageous period, but navigation can be performed in the high probability state, AT1 state, AT2 state, and ending state. Navigation may also be performed in the normal advantageous period, but in the high probability state, AT1 state, AT2 state, and ending state, the probability of navigation being performed to win the main prize when a push-order combination is won is higher than in the normal advantageous period. Thus, in the high probability state, AT1 state, AT2 state, and ending state, navigation is performed with a higher probability than when the advantageous period is normal.

[0139] In the normal section, the state is controlled to the advantageous section when the advantageous section transition lottery is won (advantageous section win). In this embodiment, since winning most of the roles that can be won during the normal section is a condition for winning the advantageous section, the stay in the normal section is approximately 1G. The condition for winning the advantageous section may also be met when any of the roles that can be won during the normal section is won.

[0140] In the normal section, since no navigation is performed in games where a button sequence is won, the net increase in tokens that a player can obtain per game will be 0 or negative, considering the number of tokens used to set the bet. The net increase in tokens per game is the number of tokens paid out per game minus the number of tokens used to set the bet per game. In this embodiment, the normal payout rate is set to 40%. Thus, in normal circumstances, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).

[0141] The advantageous period includes the normal advantageous period, high probability state, AT1 state, AT2 state, and ending state. In the normal advantageous period, since navigation is not performed in games in which a button sequence is won, the net increase in tokens that the player can obtain per game will be 0 or negative, considering the number of tokens used to set the bet. In this embodiment, the payout rate in the normal advantageous period is set to 40%. Thus, in the normal advantageous period, the payout rate will be 1 or less (100% or less) or less than 1 (less than 100%).

[0142] In this embodiment, the AT1 state ends when a predetermined number of games are played. That is, as shown in the figure, the game transitions to the normal section. The predetermined number of games in the AT1 state can be increased by winning with specific symbols (for example, watermelon, strong cherry). In other words, in this embodiment, winning with specific symbols (watermelon, strong cherry) increases the player's advantage.

[0143] During the normal advantageous period, processes such as lotteries related to control to the high probability state and AT1 state are performed. During the normal advantageous period, the main control unit 161 performs a lottery to enter the AT1 state by point acquisition lottery. Points updated by the point acquisition lottery are managed by the main control unit 161. The main control unit 161 is equipped with an internal point counter (not shown) for counting points. When the value of the point counter reaches a predetermined value, the main control unit 161 performs an AT lottery to determine whether or not to control to the AT1 state. The main control unit 161 may also perform an AT lottery based on the winning of a specific symbol (watermelon, strong cherry) without using points. The high probability state is a state in which the number of points awarded is greater than that of the normal advantageous period. In other words, the high probability state is a state in which it is easier to transition to the AT1 state than of the normal advantageous period.

[0144] Control to the AT2 state can occur when in the normal or high probability state of the advantageous section. The AT2 state is a so-called pseudo-bonus that allows players to increase the net number of coins they can acquire by following the navigation. A win that directly controls the AT2 state from the normal or high probability state of the advantageous section without going through the AT1 state is also called a "direct pseudo-bonus win." A win that controls the AT2 state from the AT1 state is also called a "pseudo-bonus win." In a pseudo-bonus, navigation is performed in the game in which the push-order role is won, so the net number of coins that the player can acquire per game will be positive, even considering the number of coins used to set the bet.

[0145] During the advantageous period, the game is controlled to the ending state when the number of medals acquired (difference), as described later, reaches a predetermined number of medals required to transition to the ending. The number of medals acquired during the advantageous period is the value obtained by subtracting the number of medals used by the player from the number of medals awarded to the player through winning, from the time control to the advantageous period begins. In this embodiment, the number of medals acquired is counted using the difference count value, which will be explained in detail later. The ending state is a state in which it is confirmed that control to the advantageous period will continue until the total number of medals acquired during the advantageous period reaches the upper limit (for example, 2400 medals).

[0146] The number of coins required to transition to the ending is set when the game transitions from the normal section to the advantageous section. The number of coins required to transition to the ending may be determined by lottery or predetermined. The number of coins required to transition to the ending is managed by the main control unit 161. That is, the RAM 161c of the main control unit 161 stores the number of coins required to transition to the ending. For example, the number of coins required to transition to the ending is 2300. In other words, the main control unit 161 cumulatively counts the difference count value, and in the process of this counting, when the difference count value reaches the number of coins required to transition to the ending, the advantageous section ends.

[0147] When the limiter condition is met during the advantageous period, the game switches from the advantageous period back to the normal period. More specifically, when the number of medals acquired during the advantageous period reaches 2400, the advantageous period ends and the game switches back to the normal period. The number of medals acquired during the advantageous period is counted by a counter stored in RAM161c. When the number of medals acquired during the advantageous period reaches the upper limit, this is referred to as the "limiter condition being met".

[0148] Thus, the advantageous period includes an ending state that is favorable to the player, and the main control unit 161 controls the game to enter the ending state when it determines that the number of acquired medals is greater than 2300. This makes it easier to continue the advantageous period when the number of acquired medals exceeds 2300.

[0149] When the game switches from the advantageous period to the normal period, the number of medals earned during the advantageous period, as well as the points that can be earned during gameplay, are reset. The number of medals earned during the advantageous period is updated not only during the advantageous period but also during Big Bonus (BB), but not during the normal period.

[0150] In this embodiment, the slot machine 2 changes the payout rate of medals according to a set value. Specifically, the payout rate of medals changes by varying the probability of winning in predetermined draws, such as point acquisition draws, according to the set value (for example, 1, 2, 4, 5, 6). Employees of the amusement parlor can change this set value by changing the settings.

[0151] Thus, the conditions for transitioning from the advantageous period to the normal period include limiter conditions and arbitrary termination conditions that are established based on the progress of the game, as well as the condition that a setting change is made.

[0152] Furthermore, in the slot machine 2 of this embodiment, an upper limit on the number of games is set during the normal advantageous period. When the predetermined upper limit on the number of games is reached during the normal advantageous period, the AT right is granted, which forces a transition to the AT1 state regardless of the points reached. The upper limit on the number of games during the normal advantageous period is, for example, 1280 games. This upper limit on the number of games is referred to as the "ceiling". The main control unit 161 has a lottery counter in the RAM 161c to determine whether or not the ceiling has been reached. That is, the main control unit 161 stores the number of games played during the normal advantageous period in the lottery counter in the RAM 161c. The main control unit 161 increments the value of the lottery counter each time a game is played during the normal advantageous period. For example, if the upper limit on the number of games during the normal advantageous period is set to 700 games, the main control unit 161 grants the AT right when the value of the lottery counter reaches 700. The upper limit on the number of games during the normal advantageous period is not limited to 700 games, but may be, for example, 1280 games.

[0153] [Award winners] Figures 5 to 8 are diagrams illustrating the types of winning combinations, the symbol combinations for those combinations, and the rewards given upon winning. The "Name" column in Figures 5 to 8 shows the name of the winning combination, and the "Symbol Combination" column shows the symbol combinations that result in a win. The "Reward" column shows the value given upon winning (number of medals dispensed, number of replays granted, etc.).

[0154] As shown in Figure 5, the replay roles include Replay 1 to Replay 6. As shown in Figure 6, the special role is Big Bonus (BB). As shown in Figures 6 to 8, the minor roles include Plum 1 to 6, Watermelon, and Single Coin Roles 1 to 33. Plum 1 to 6 are the main roles that can be won when a push-order role is achieved, and when won, 8 medals are paid out, which is more than the number of medals used in the bet (3 medals). Plum 1 to 6 are collectively called the "Plum Role". Single Coin Roles 1 to 21 are secondary roles that can be won when a push-order role is achieved, and when won, 1 medal is paid out, which is less than the number of medals used in the bet (3 medals). Also, Single Coin Roles 1 to 33 are collectively called the "Single Coin Role".

[0155] As shown in Figure 5, when the symbol combination "Character-Black 7-Black 7" that results in a 5-win occurs stops on winning line L, three 7 symbols are lined up on the reels. Specifically, a 7 symbol is produced in the upper position of 2L on the left reel, the middle position of 2C on the middle reel, and the lower position of 2R on the right reel, resulting in three 7 symbols lined up diagonally downwards from right to left. This arrangement of three 7 symbols is also called a "7-match".

[0156] As shown in Figure 5, when the combination "Replay-Black 7-Black 7" stops on winning line L, three character symbols are arranged in a row on the reels. Specifically, character symbols are generated in the upper row of 2L on the left reel, the upper row of 2C on the middle reel, and the upper row of 2R on the right reel, resulting in the character symbols being arranged in a row in the upper rows. This arrangement of character symbols is also called a "character match".

[0157] [Role to be drawn] Figure 9 is a diagram illustrating the combinations of winning combinations that are read out as eligible combinations for each game state. In Figure 9, the combination number column shows the combination number assigned to each eligible combination, the flag category column shows the flag category assigned to each type of eligible combination, the eligible combination column shows its name, the game state column indicates with a circle that the eligible combination is eligible for the draw for each game state, and the advantageous section win column shows whether or not an advantageous section has been won. In addition, the winning combination combination column in Figure 9 shows the combinations of winning combinations included in each eligible combination.

[0158] As shown in Figure 9, the Big Bonus (BB) is included as a target for the special bonus draw. The target for the re-spin bonus draw are the regular replay, the 7-aligned replay, the 7-misaligned replay, the character-aligned replay, and the character-misaligned replay. The target for the minor bonus draw are the common plum, the 213 choice A-D, the 231 choice A-D, the 312 choice A-D, the 321 choice A-D, the watermelon, the weak cherry, the strong cherry, and the chance symbols A and B. The minor bonus during the BB is the BB minor bonus and the BB 1-coin bonus. Note that the 213 choice A-D, the 231 choice A-D, the 312 choice A-D, and the 321 choice A-D are a type of push-order bonus because navigation may be executed when they are won. The combinations of 213-choice patterns A-D, 231-choice patterns A-D, 312-choice patterns A-D, and 321-choice patterns A-D are collectively referred to as "ordered bells."

[0159] In non-internal mode, all winning combinations except for minor roles during BB and single-coin roles during BB are possible to win. However, in internal mode, since the BB win has already been carried over, BB, minor roles during BB, and single-coin roles during BB are not possible to win.

[0160] Flag categories are assigned to each role in all three states: non-internal, internal, and BB. While role numbers are determined for each role being drawn, flag categories are assigned to each type of role being drawn. Therefore, the number of flag categories is less than the number of role numbers. Furthermore, point acquisition lotteries in the normal advantageous section and bonus lotteries in the advantageous section (hereinafter collectively referred to as "lotteries related to AT control") are both conducted based on flag categories. This reduces the processing burden compared to conducting these AT state control lotteries based on role numbers.

[0161] In this embodiment, flag categories are assigned to misses and Big Bonuses (BBs), with BBs being assigned FC1, the same as other symbols such as regular replays. Also, common plums are assigned FC4, the same as watermelons.

[0162] [Reel control for button press sequence] Figure 10 is a diagram illustrating the reel control when a specific combination of buttons is won. As mentioned above, in this embodiment, when a specific combination of buttons is won during the advantageous period, a navigation guide is executed and the correct procedure is notified to the player. By operating the stop switches 8L, 8C, and 8R in the correct procedure according to the navigation guide, the player can win a prize that is advantageous to them (the main prize).

[0163] For example, as shown in Figure 10, in a game where one of the 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, or 321-choice roles A-D is won, the main prize, the plum role, is awarded when the stop switches 8L, 8C, and 8R are operated in the correct procedure, while the secondary prize, the single-coin role, is awarded when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure. Furthermore, if the single-coin role is missed when the stop switches 8L, 8C, and 8R are operated in the incorrect procedure, no prize may be awarded at all.

[0164] The "normal procedure (the procedure where the left reel is the first stop)" is not set as the "correct procedure," while the "irregular procedure" may be set as the "correct procedure." In other words, in games in which a player wins one of the 213-choice roles A-D, 231-choice roles A-D, 312-choice roles A-D, or 321-choice roles A-D, as long as the player operates the stop switches 8L, 8C, and 8R in the normal procedure, they will not be able to win the main role, the plum. This could be a factor that encourages players to operate the stop switches 8L, 8C, and 8R in the irregular procedure, but in this embodiment, if the player operates in the irregular procedure in a game where no navigation is performed, an unfavorable penalty will be imposed on the player. Therefore, players are encouraged to operate the stop switches 8L, 8C, and 8R in the normal procedure in games where no navigation is performed.

[0165] Figure 11 shows the game start command that the main control unit 161 sends to the performance control unit 151 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 161 executes an internal lottery process and, according to the result of the internal lottery process, sends a set of commands containing predetermined information to the performance control unit 151. Hereinafter, the set of commands No. 1 to No. 13 shown in Figure 11 will simply be referred to as the "game start command". The main control unit 161 sends each command as a game start command in the order of No. 1 to No. 13. Each command is assigned a serial number as a "setting serial number" with the same number as the No. Each command stores various information managed by the main control unit 161.

[0166] For example, command No. 2, "Instruction Number," stores information related to navigation. That is, command No. 2 stores information that can identify the order in which the buttons should be pressed during gameplay in which the start switch 7 is operated. Specifically, command "Instruction Number" stores information indicating the order in which to press stop switches 8L, 8C, and 8R. When the performance control unit 151 receives command No. 2, "Instruction Number," it executes a navigation display on the liquid crystal display 51 based on the operation procedure that can be identified from the command "Instruction Number." The performance control unit 151 also outputs a sound from speaker 53 to inform the player of the operation procedure that can be identified from command "Instruction Number."

[0167] For example, the command No. 3, "Minor Role Type," stores information that allows for the identification of whether the role won by the internal lottery is a minor role, a re-play role, or a special role. Also, the command No. 6, "Section State," stores information that allows for the identification of which of the internal states shown in Figure 4 the game in which the start switch 7 was operated is in. Specifically, the command No. 6, "Section State," stores information indicating whether the currently controlled state is a normal section or an advantageous section, and furthermore, within the advantageous section, whether it is an advantageous section normal, a high probability state, an AT1 state, an AT2 state, or an ending state. Based on receiving the command No. 6, "Section State," the performance control unit 151 can identify which section state the game in which the start switch 7 was operated is in. In addition, the command No. 4, "Payout State," may also store information that allows for the identification of the game state of the game in which the start switch 7 was operated. The command No. 9, "ART Pre-announcement Game Count," stores the number of games in the AT continuous performance. Command No. 10, "Points," in the commands used to start a game, stores the number of points earned in the previous game. Command No. 11, "Winning Number," stores information that identifies the winning number of the winning combination determined by the internal lottery.

[0168] Furthermore, when the main control unit 161 sends a command to start a game, it stores information indicating that a medal has been bet in command No. 12, "Insert Medal". If information indicating that a medal has been bet is stored in command No. 12, "Insert Medal", the performance control unit 151 can determine that it has received a command to start a game.

[0169] Figure 12 shows the game end command that the main control unit 161 transmits to the performance control unit 151 when the machine is stopped for the third time. The main control unit 161 transmits a group of commands from No. 1 to No. 13 to the performance control unit 151 in the order of No. 1 to No. 13, not only when the start switch 7 is operated, but also when the stop switch is stopped for the third time. Hereafter, the group of commands from No. 1 to No. 13 shown in Figure 12 will simply be referred to as the "game end command". Note that among the commands transmitted when the machine is stopped for the third time, No. 11 is different from the command No. 11 transmitted when the start switch 7 is operated. No. 11 is a command that stores information related to winning a prize. That is, when the machine is stopped for the third time, the main control unit 161 transmits information related to winning a prize, not information related to the winning number.

[0170] In the game end command, command No. 10, "Points," stores the number of points acquired in the point acquisition lottery process at the third stop, which will be described later. Also, when the main control unit 161 sends a game end command, it stores information indicating that the reels have stopped in command No. 13, "Stop Reels." If information indicating that the reels have stopped is stored in command No. 13, "Stop Reels," the performance control unit 151 can determine that a game end command has been received. That is, the performance control unit 151 determines whether the received command group is a game start command or a game end command based on command No. 12, "Insert Coins," and command No. 13, "Stop Reels." When the main control unit 161 sends a game start command, it does not need to send command No. 13, "Stop Reels," and when sending a game end command, it does not need to send command No. 12, "Insert Coins."

[0171] [Transmission and reception methods between the main control board and the medal count control board] The transmission and reception methods between the main control board 16 and the medal count control board 17 will now be described. In this embodiment, command-based communication takes place between the main control board 16 and the medal count control board 17. The main control board 16 sends a predetermined command to the medal count control board 17 each time an event occurs. Events include the start switch 7 being pressed, the 1BET switch 20 or MAXBET switch 6 being pressed, and all reels stopping.

[0172] The medal count control board 17 sends a response command to the main control board 16 if the predetermined command transmitted from the main control board 16 is a command that requires a predetermined response. For example, when the slot machine 2 is installed in the amusement hall and electrically connected, and the power is turned on, the main control board 16 transmits a game machine installation information command, including the main chip ID (main control chip ID), to the medal count control board 17. Subsequent power-on cycles also transmit game machine installation information, including the main chip ID (main control chip ID), from the main control board 16 to the medal count control board 17. In other words, when the power to the slot machine 2 is turned on, the main control board 16 transmits a game machine installation information command, which can identify the main chip ID, a unique piece of information held by the main control board 16, to the medal count control board 17.

[0173] Both the main control board 16 and the medal count control board 17 transmit commands with a "serial number" attached. Both the main control board 16 and the medal count control board 17 also store the received "serial numbers". In slot machine 2, attaching a "serial number" to commands prevents unauthorized operation by those attempting to illegally acquire medals (hereinafter referred to as "fraudulents"). Unauthorized operation refers to, for example, an operation that alters the commands transmitted and received between the main control board 16 and the medal count control board 17, or an operation in which the fraudulent person controls the main control board 16 or the medal count control board 17. The fraudulent person may, for example, perform unauthorized operation by connecting a device that performs unauthorized operation (hereinafter referred to as an unauthorized device) to the main control board 16 or the medal count control board 17.

[0174] The initial value and increment value of the "serial number" are determined by the medal count control board 17 and the main control board 16, respectively. The medal count control board 17 determines the initial value and increment value of the "serial number" based on the game machine installation information command received from the main control board 16. The main chip ID included in the game machine installation information command includes a 4-byte chip-specific number register. Each byte in the main chip ID stores a chip-specific value in hexadecimal. The medal count control board 17 calculates a total value by adding the hexadecimal values ​​stored in each byte of the main chip ID. The medal count control board 17 determines the initial value of the "serial number" by converting the value indicated by the lower two bytes of the calculated total value into decimal.

[0175] For example, if the total value is "189h" (where "h" indicates that "189" is a hexadecimal number), the initial value in the serial number will be the decimal representation of "89h". In other words, the initial value in the "serial number" will be "137".

[0176] Furthermore, the medal count control board 17 divides the initial value by a predetermined number. If the predetermined number is, for example, "5", the remainders calculated as a result of the division will be of four types: "0", "1", "2", "3", and "4". The medal count control board 17 stores predetermined addition values ​​corresponding to these four types of remainders. For example, the medal count control board 17 stores "7" for "0", "11" for "1", "13" for "2", "19" for "3", and "23" for "4". After dividing the initial value by a predetermined number, the medal count control board 17 uses the stored value corresponding to the remainder of the division as the addition value.

[0177] For example, when the initial value "137" is divided by 5, the remainder is "2". As mentioned above, the medal count control board 17 stores "13" corresponding to the remainder "2" from the division. Therefore, the medal count control board 17 determines that the added value in the serial number is "13". In this way, the medal count control board 17 generates the initial value and added value of the serial number to determine whether the command transmitted from the main control board 16 is normal, based on the main chip ID identified from the game machine installation information command. The main control board 16 also generates the initial value and added value by performing a similar calculation. As a result, the same initial value and added value are stored in both the main control board 16 and the medal count control board 17.

[0178] As described above, in this embodiment, the main control board 16 sends a predetermined command to the medal count control board 17 when an event occurs. The main control board 16 assigns a serial number to the predetermined command. For example, we will describe an example in which a game machine installation information command is sent to the medal count control board 17, and after both the main control board 16 and the medal count control board 17 have determined the initial value and the added value of the serial number, a predetermined event A occurs.

[0179] Based on the occurrence of a predetermined event A, the main control board 16 transmits command A to the medal count control board 17. At this time, the main control board 16 assigns an initial serial number to the first command A it transmits after transmitting the game machine installation command. That is, the main control board 16 transmits command A with the serial number "137" assigned to it.

[0180] The medal count control board 17 stores "137" as its initial value, and since the serial number assigned to command A, which is the first command received after receiving the gaming machine installation command, is "137", it determines that communication is normal.

[0181] Next, when a new event B occurs, the main control board 16 sends command B to the medal count control board 17. At this time, the main control board 16 sends command B with a value that is the sum of the serial number value sent previously and an additional value. That is, the main control board 16 adds the value "13" to the previously sent "137" and sends command B with the value "150". Before receiving command B, the medal count control board 17 calculates in advance that the serial number to be attached to the next command to be sent is "150". The medal count control board 17 determines that the communication with the main control board 16 is normal because the serial number attached to the received command B is "150" and matches the serial number calculated in advance.

[0182] In other words, each time the main control board 16 sends a command, it assigns a serial number that is the value of the serial number sent in the previous transmission plus an additional value. The medal count control board 17 also stores the initial value and the added value, so it can calculate in advance the value of the serial number that should be assigned to the next command to be received, and can determine whether the serial number is correct each time a command is received. If the serial number assigned to the received command does not match the value of the serial number that the medal count control board 17 calculated, it determines that a communication error has occurred between the main control board 16 and the medal count control board 17.

[0183] If the value obtained by adding a value to the previously transmitted serial number exceeds 255, the main control board 16 will subtract 255 and transmit the result as the serial number. If the main control board 16 receives a response command from the medal count control board 17 indicating that an error has occurred, it will not add a value to the serial number of the command to be transmitted after the response command, but will instead assign the same serial number again and transmit it.

[0184] [Commands sent from the main control board to the medal count control board] Figure 13 shows the types of commands that the main control board 16 transmits to the medal count control board 17. In this embodiment, as shown in the command name column of Figure 13, the main control board 16 transmits the following commands to the medal count control board 17: game machine installation information command, bonus information command, advantageous section information command, coin insertion command, settlement command, end command, start command, payout pulse command, jackpot command, game machine fraud 1 command, game machine fraud 2 command, game machine fraud 3 command, main control status command, main control board error command, and game machine performance information (reserve) command. The number column shows the command number that is pre-set for each command. Furthermore, the message length column shows the message length, i.e., the byte length, of each command.

[0185] The bidirectional column indicates whether the medal count control board 17 needs to send a response command after the main control board 16 sends a command. For example, when the medal count control board 17 receives a start command from the main control board 16, it does not send a response command in response to that start command. In other words, the main control board 16 controls the reel rotation, etc., without waiting to receive a response command from the medal count control board 17.

[0186] On the other hand, when the medal count control board 17 receives an insert command, a settlement command, or an end command from the main control board 16, it sends a response command to the main control board 16 in response to receiving these commands. The insert command, settlement command, and end command are commands that directly affect the number of credits managed by the medal count control board 17. Therefore, after sending the insert command, settlement command, and end command, the main control board 16 performs the next control only if it has received a response command from the medal count control board 17. The commands sent from the main control board 16 to the medal count control board 17 will be explained below using Figures 14 to 35.

[0187] Figure 14 illustrates the gaming machine installation information command. As shown in Figure 14, the gaming machine installation information command is a 22-byte long command. The first byte stores the message length of the gaming machine installation information command. The second byte transmits a serial number. Since the gaming machine installation information command is transmitted after power-on and before the medal count control board 17 determines the initial value and increment value of the serial number, the value "0" is fixed and stored as the serial number. The third to sixth bytes store values ​​indicating the command number, gaming machine characteristics, gaming machine type, and identification code, respectively. The seventh to tenth bytes store the values ​​of the first to fourth bytes of the unique number register of the main chip ID. The medal count control board 17 uses the values ​​of the main chip ID in the seventh to tenth bytes to determine the initial value and increment value of the serial number.

[0188] Bytes 11-13 store the manufacturer code. Bytes 14-21 store the product code. Byte 22 stores a checksum to determine whether or not there were any errors in the information sent in bytes 1-21.

[0189] Figure 15 shows the details of the gaming machine characteristics. Below, we will explain the details of the gaming machine characteristics shown in the 4th byte of the gaming installation information command. The gaming machine characteristics are 1 byte of data from the 0th bit to the 7th bit. The 0th bit indicates whether or not slot machine 2 is equipped with RB (Regular Bonus). If slot machine 2 is equipped with RB, the 0th bit will be "1", and if slot machine 2 is not equipped with RB, the 0th bit will be "0".

[0190] The first bit indicates whether slot machine 2 has a Big Bonus (BB). If slot machine 2 has a Big Bonus, the first bit will be "1"; if slot machine 2 does not have a Big Bonus, the first bit will be "0". The second bit indicates whether slot machine 2 has a Challenge Time (CT). If slot machine 2 has a Challenge Time (CT), the second bit will be "1"; if slot machine 2 does not have a Challenge Time (CT), the second bit will be "0". The third bit indicates whether slot machine 2 has a Challenge Bonus (CB). If slot machine 2 has a Challenge Bonus (CB), the third bit will be "1"; if slot machine 2 does not have a Challenge Bonus (CB), the third bit will be "0".

[0191] The 4th bit indicates whether slot machine 2 has an SB (Single Bonus) feature. If slot machine 2 has an SB feature, the 4th bit will be "1"; if slot machine 2 does not have an SB feature, the 4th bit will be "0". The 5th bit indicates whether slot machine 2 has an instruction function feature. If slot machine 2 has an instruction function feature, the 5th bit will be "1"; if slot machine 2 does not have an instruction function feature, the 5th bit will be "0". The 6th bit indicates the instruction type of slot machine 2. If the instruction type of slot machine 2 is 7P type, the 6th bit will be "1"; if the instruction type of slot machine 2 is 7U type, the 6th bit will be "0". The 7th bit is not used and stores "0".

[0192] Figure 16 shows the configuration of the bonus information command. The bonus information command is a command used by the medal count control board 17 to update the game machine performance information and the bonus ratio monitor information. The bonus information command is sent to the medal count control board 17 after the termination command has been sent.

[0193] The special feature information command consists of 5 bytes of data. The first byte stores the message length of the special feature information command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the special feature information command is "1".

[0194] The fourth byte stores information about the activation of a special feature. This information indicates whether or not a bonus has been won. The fifth byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 through 4.

[0195] Figure 17 shows the details of the bonus feature activation information. The bonus feature activation information is data stored in the 4th byte of the bonus feature information command. The bonus feature activation information consists of 1 byte of data from the 0th bit to the 7th bit. The 0th bit stores "Type 1" information indicating whether RB is active. The 1st bit stores "Type 1 consecutive" information indicating whether BB is active. The 2nd bit stores "Type 2" information indicating whether CT is active. The 3rd bit stores "Type 2 consecutive" information indicating whether CB is active. The 5th bit stores "Normal Bonus" information indicating whether SB is active. The 4th, 6th, and 7th bits are not used and "0" is stored.

[0196] Figure 18 shows the configuration of the advantageous section information command. The advantageous section information command is a command used by the medal count control board 17 to update the game machine performance information and the payout ratio monitor information. The advantageous section information command is sent after the end command has been sent.

[0197] The advantageous section information command consists of 5 bytes of data. The first byte stores the message length of the special feature information command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the advantageous section information command is "2".

[0198] The fourth byte stores information about the advantageous period. This information includes data related to replays and instructions during the advantageous period. The fifth byte stores a checksum to determine whether there were any errors in the information transmitted in bytes 1 through 4.

[0199] Figure 19 shows the details of the advantageous period information. The advantageous period information is data stored in the 4th byte of the advantageous period information command, and it is data that indicates information about the game played before the advantageous period information command was sent.

[0200] The advantageous section information consists of one byte of data from bit 0 to bit 7. Bit 0 stores information indicating whether the game played before the advantageous section information command was sent was within the advantageous section. If it was within the advantageous section, bit 0 stores "1". Bit 1 stores information indicating whether instruction information was given in the game played before the advantageous section information command was sent. If instruction information was given, bit 1 stores "1". Bit 4 stores information indicating whether a re-play symbol combination was displayed in the game played before the advantageous section information command was sent. If a re-play symbol combination was displayed, bit 4 stores "1". Bits 2, 3, 5, 6, and 7 are not used and store "0".

[0201] Figure 20 shows the configuration of the input command. The input command is transmitted from the main control board 16 to the medal count control board 17 when the 1BET switch 20 is pressed or when the MAXBET switch 6 is pressed. That is, the main control board 16 transmits the input command to the medal count control board 17 when it receives a bet setting operation to set the number of bets to start a game. Also, referring to Figure 13, since the input command is a bidirectional command, when the medal count control board 17 receives the input command, it transmits a response command to the main control board 16 in response to the input command. The input command consists of 5 bytes of data. The first byte stores the message length of the input command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the input command is "3".

[0202] The fourth byte stores the number of tokens inserted. If the 1BET switch 20 is pressed while the bet is 0, 1, or 2 tokens, the number of tokens inserted will be 1. If the MAXBET switch 6 is pressed while the bet is 0 tokens, the number of tokens inserted will be 3. If the MAXBET switch 6 is pressed while the bet is 1 token, the number of tokens inserted will be 2. If the MAXBET switch 6 is pressed while the bet is 2 tokens, the number of tokens inserted will be 1. When the re-play activation state is active and the 1BET switch 20 or MAXBET switch 6 is pressed to send an insert command, no data is stored in the number of tokens inserted. The fifth byte stores a checksum to determine whether there was an error in the information sent in bytes 1 to 4. "Re-play activation state" refers to the state after a re-play win has occurred.

[0203] Figure 21 shows the configuration of the settlement command. The settlement command is transmitted from the main control board 16 to the medal count control board 17 when the bet count clear switch 21 is pressed. That is, when the main control board 16 receives a settlement operation to cancel the bet count to start a game, it transmits the settlement command to the medal count control board 17. Also, referring to Figure 13, since the settlement command is a bidirectional command, when the medal count control board 17 receives the settlement command, it transmits a response command to the main control board 16 in response to the settlement command. The settlement command consists of 5 bytes of data. The first byte stores the message length of the settlement command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the settlement command is "4".

[0204] The fourth byte stores the number of tokens to be paid out. If the bet count clear switch 21 is pressed when the bet count is 1, the number of tokens to be paid out will be 1. If the bet count clear switch 21 is pressed when the bet count is 2, the number of tokens to be paid out will be 2. If the bet count clear switch 21 is pressed when the bet count is 3, the number of tokens to be paid out will be 3. The fifth byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 through 4.

[0205] Figure 22 shows the configuration of the start command. The start command is transmitted from the main control board 16 to the medal count control board 17 when the start switch 7 is pressed. In other words, the main control board 16 transmits the start command to the medal count control board 17 when starting a game. The start command is transmitted even if the start switch 7 is pressed while the game is in re-play mode. The start command is a command that does not directly affect the number of credits managed by the medal count control board 17. Therefore, when the medal count control board 17 receives the start command, it does not transmit a response command to the start command to the main control board 16, but instead performs control according to the start command. Control according to the start command includes, for example, processing to put the game into a waiting state or processing to prepare for receiving the end command. After transmitting the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is, for example, the control to drive the reels.

[0206] The startup command consists of 5 bytes of data. The first byte stores the message length of the startup command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number of the startup command is "6".

[0207] The fourth byte stores the number of input pulses (1 to 3) to be sent to the hall computer. Even in the re-play activation state, the specified number of input pulses are sent. The fifth byte stores a checksum to determine whether or not there were any errors in the information sent in bytes 1 to 4.

[0208] Figure 23 shows the configuration of the end command. The end command is transmitted from the main control board 16 to the medal count control board 17 when all reels have stopped, that is, when the third reel has stopped. In other words, the main control board 16 transmits the end command to the medal count control board 17 when it ends a game. The end command includes the number of medals to be paid out, which is determined according to the combination of symbols that have been derived. When medals are paid out to the player, the number of credits increases. Therefore, the end command is a command that directly affects the number of credits managed by the medal count control board 17. Thus, when the medal count control board 17 receives the end command, it transmits a response command to the main control board 16. Furthermore, after transmitting the end command, the main control board 16 performs the following control, provided that it has received the response command. The following control includes updating the data displayed on the game assistance display 12.

[0209] In short, when the medal count control board 17 receives an end command, it sends a response command in response to the end command to the main control board 16 and performs control according to the end command. This control according to the end command is, for example, a control that adds the number of medals dispensed to the number of credits.

[0210] The termination command consists of 5 bytes of data. The first byte stores the message length of the termination command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the termination command is "5".

[0211] The fourth byte stores the number of tokens dispensed. The maximum number of tokens dispensed is 15. If a combination of symbols for a re-game is derived, or if there are no tokens to dispense, "0" is stored in the fourth byte. In other words, the end command is a command that identifies the game value awarded to the player according to the result of a game when a game is ended. The fifth byte stores a checksum to determine whether there were any errors in the information transmitted in bytes 1 through 4.

[0212] Figure 24 shows the configuration of the payout pulse command. The payout pulse command is transmitted from the main control board 16 to the medal count control board 17 when all reels have stopped, that is, when the third reel has stopped. The payout pulse command is a pulse signal for transmitting the number of medals awarded to the player according to the winnings to a hall computer (not shown) connected to the medal count control board 17. After receiving the payout pulse command, the medal count control board 17 transmits a payout pulse signal to the hall computer (not shown). This allows the hall computer to store the number of medals paid out in the slot machine 2. The payout pulse command is also transmitted to the medal count control board 17 when the machine is in a re-play operation state. After transmitting the payout pulse command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17.

[0213] A payout pulse command consists of 5 bytes of data. The first byte stores the message length of the payout pulse command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the payout pulse command is "7".

[0214] The fourth byte stores the number of payout pulses to be sent to the hall computer. The maximum number of payout pulses is 15. If a combination of symbols for replay is derived, or if there are no payout tokens, "0" is stored in the fourth byte. The fifth byte stores a checksum to determine whether there were any errors in the information sent in bytes 1 through 4.

[0215] Figure 25 shows the configuration of the jackpot command. The jackpot command is transmitted from the main control board 16 to the medal count control board 17 at the start and end of a jackpot. The jackpot command is also transmitted from the main control board 16 to the medal count control board 17 even when the machine is in a hot start state when the power is turned on. This allows the slot machine 2 to restore the hall computer signal without having to back up the hall computer signal.

[0216] A jackpot command consists of 5 bytes of data. The first byte stores the message length of the jackpot command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the jackpot command is "8".

[0217] The fourth byte stores the hall computer signal. This signal notifies the hall computer of the jackpot information for slot machine 2. It stores the type of jackpot, such as RB, BB, and AT. The fifth byte stores a checksum to determine whether there were any errors in the information transmitted in bytes 1 through 4.

[0218] Figure 26 shows the details of the hall computer signal. The hall computer signal is data stored in the 4th byte of the jackpot command. The hall computer signal consists of 1 byte of data from bit 0 to bit 7. Bit 0 stores information indicating that the type of jackpot is RB. Bit 1 stores information indicating that the type of jackpot is BB. Bit 2 stores information indicating that the type of jackpot is AT. Bits 3 to 7 are not used and "0" is stored.

[0219] Figure 27 shows the configuration of the Gaming Machine Fraud Command 1. The Gaming Machine Fraud Command 1 is transmitted from the main control board 16 to the medal count control board 17 at the start and end of setting changes and setting confirmations.

[0220] The "Gaming Machine Irregularity 1" command consists of 5 bytes of data. The first byte stores the message length of the Gaming Machine Irregularity 1 command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the Gaming Machine Irregularity 1 command is "9".

[0221] The fourth byte stores configuration information. This configuration information includes details about configuration changes and confirmations, as well as whether or not any irregularities were detected during these processes. The fifth byte stores a checksum used to determine whether or not there were errors in the information sent in bytes 1 through 4.

[0222] Figure 28 shows the details of the setting information. The setting information is data stored in the 4th byte of the Gaming Machine Fraud Command 1. The setting information consists of 1 byte of data from the 0th bit to the 7th bit. The 0th bit stores data indicating whether or not the setting is being changed. The 1st bit stores data indicating whether or not the setting is being checked. The 2nd to 4th bits store data indicating whether or not a manufacturer-defined fraud has been detected. The 6th and 7th bits are not used and "0" is stored in them.

[0223] Figure 29 shows the configuration of the Gaming Machine Fraud 2 command. The Gaming Machine Fraud 2 command is an unused command in Slot Machine 2. In Slot Machine 2, the door open detection switch 25 is connected to the medal count control board 17. Therefore, the main control board 16 does not need to transmit door information to the medal count control board 17. For this reason, the 4th byte stores "0".

[0224] Figure 30 shows the details of the door information. Since the medal count control board 17 detects whether the door is open or closed, all bits contained in the door information are not used and "0" is stored.

[0225] Figure 31 shows the configuration of the Gaming Machine Irregularity 3 command. The Gaming Machine Irregularity 3 command is an unused command in slot machine 2. The Gaming Machine Irregularity 3 command is an expansion command and will be used in the future if it becomes necessary to send a new command from the main control board 16 to the medal count control board 17.

[0226] Figure 32 shows the configuration of the main control status command. The main control status command is a command that indicates the status of the main control board 16. The main control status command is transmitted from the main control board 16 to the medal count control board 17 at a predetermined timing. By receiving the main control status command, the medal count control board 17 can obtain the status of the main control board 16 or the slot machine 2.

[0227] The main control status command consists of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the main control status command is "12". The fourth byte stores the game machine status signal. The fifth byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 to 4.

[0228] Figure 33 shows the configuration of the main control board error command. The main control board error command is a command that indicates the type of error that occurred on the main control board 16. The main control board error command is sent from the main control board 16 to the medal count control board 17 when an error occurs on the main control board 16 and when the error that occurred is resolved.

[0229] The main control board error command consists of 5 bytes of data. The first byte stores the message length of the main control status command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the main control board error command is "13". The fourth byte stores the error number. The error number indicates the type of error that occurred on the main control board 16. The fifth byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 to 4.

[0230] Figure 34 shows a list of errors on the main control board. The error numbers shown in Figure 34 are the error numbers stored in the fourth byte of the main control board error command. E6 is an error number indicating a reel rotation error. The main control board 16 determines that a reel rotation error has occurred if it is unable to detect input from the origin sensor three times in a row. When a reel rotation error occurs, the main control board 16 transmits the value of the fourth byte of the main control board error command as "E6". The main control board 16 determines that the error has been resolved when an error clear switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 transmits the main control board error command.

[0231] E7 is an error number indicating a game token count overflow error. The main control board 16 determines that a game token count overflow error has occurred when the number of game tokens exceeds 16383. When a game token count overflow error occurs, the main control board 16 sends the value of the 4th byte of the main control board error command as "E7". The main control board 16 determines that the error has been resolved when an error clear switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0232] E8 is an error number indicating a backup error. The main control board 16 determines that a backup error has occurred if, during the RAM check after power-on, the value does not match the RAM value backed up before the power was cut off. When a backup error occurs, the main control board 16 sends the value of the 4th byte of the main control board error command as "E8". The main control board 16 determines that the error has been resolved when the power to slot machine 2 is cut off and the settings are changed again. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0233] E9 is an error number indicating a communication error. The main control board 16 determines that a communication error has occurred if it does not receive a response command within 40ms after sending a command requiring a response command to the medal count control board 17. When a communication error occurs, the main control board 16 sends the value of the 4th byte of the main control board error command as "E9". The main control board 16 determines that the error has been resolved when an error clear switch (not shown) is pressed. Even when the error has been resolved, the main control board 16 sends the main control board error command.

[0234] Figure 35 shows the configuration of the Gaming Machine Performance Information (Reserve) command. Gaming machine performance information is information intended for the purpose of aggregating performance information. Gaming machine performance information outputs results calculated based on gameplay.

[0235] The amusement machine performance information (reserve) command consists of 28 bytes of data. The first byte stores the message length of the amusement machine performance information (reserve) command. The second byte stores the serial number. The third byte stores a value indicating the command number. As shown in Figure 13, the command number for the amusement machine performance information (reserve) command is "14". Gaming machine performance information can be stored in bytes 4 to 27. In this embodiment, "0" is stored in this reserve area. The 28th byte stores a checksum to determine whether or not there was an error in the information transmitted in bytes 1 to 27.

[0236] Figure 36 shows a list of commands sent from the medal count control board 17 to the main control board 16. The medal count control board 17 sends two types of commands to the main control board 16.

[0237] A response command is a command used to respond to a command received from the main control board 16. For example, when the medal count control board 17 receives an end command, it sends a response command because the end command affects the number of credits. In other words, a response command is a bidirectional command because it responds in response to its reception. A response command can be assigned a command number from 3 to 5. The message length of a response command is 4 bytes.

[0238] The frame-side information command is a command that transmits system information, including connection information between the medal count control board 17 and CU3. The medal count control board 17 transmits the frame-side information command to the main control board 16 every 0.3 seconds. However, the predetermined period during which the frame-side information command is transmitted may be other than 0.3 seconds. The main control board 16 does not respond even if it receives the frame-side information command. Therefore, the frame-side information command is a command that is continuously transmitted unidirectionally from the medal count control board 17 to the main control board 16, and is not bidirectional. The command number for the frame-side information command is "81h", and the message length is 4 bytes.

[0239] Figure 37 shows the structure of a response command. A response command consists of 4 bytes of data. The first byte stores the message length of the response command. The second byte stores a value indicating the command number. The command number in the response command is the command number of the received command that is the target of the response. When sending a response command to an insert command, the medal count control board 17 stores "3" as the command number. When sending a response command to a settlement command, the medal count control board 17 stores "4" as the command number. When sending a response command to an end command, the medal count control board 17 stores "5" as the command number.

[0240] The third byte stores information indicating the result of receiving the response command. The third byte contains a data area of ​​bits 1 to 4. If the 0th bit in the data area of ​​the third byte is "1", it indicates that the response command has been "received OK". "Received OK" indicates that the received command received by the medal count control board 17 is normal. Hereafter, a response command in which the 0th bit in the data area of ​​the third byte is "1" may be referred to as a "response command indicating received OK". In other words, the response command is a command that notifies the main control board 16 that the received command has been received successfully. The received command is the command sent from the main control board 16 that was the target of the response command. If the 1st bit in the data area of ​​the third byte is "1", it indicates that the response command has been "serial number mismatched". "Serial number mismatched" indicates that the received command received by the medal count control board 17 is not normal. Hereafter, a response command in which the 1st bit in the data area of ​​the third byte is "1" may be referred to as a "response command indicating serial number mismatched". In other words, the response command indicates that the serial number of the received command that was the subject of the response did not match the serial number calculated by the medal count control board 17.

[0241] If the second bit in the third byte's data area is "1", the response command indicates "insufficient number of game tokens". When the token count control board 17 receives an input command as a received command and is requested to deduct credits, but the number of credits is insufficient, a response command with "1" stored in the second bit is sent.

[0242] If the third bit in the third byte data area is "1", the response command indicates "game token count overflow". When the token count control board 17 receives a settlement command as a received command and the number of credits (game tokens) is at the upper limit, a response command with "1" stored in the third bit is sent. The fourth byte stores a checksum to determine whether or not there was an error in the information sent in the first to third bytes.

[0243] Figure 38 shows the configuration of the frame-side information command. As described above, the frame-side information command is transmitted from the medal count control board 17 to the main control board 16 every 0.3 seconds.

[0244] The frame-side information command consists of 4 bytes of data. The first byte stores the message length of the frame-side information command. The second byte stores the command number. The command number for the frame-side information command is "81h". The third byte stores information indicating the system status of the medal count control board 17. The system status of the medal count control board 17 includes information on whether the counting button has been pressed and whether the CU3 and the medal count control board 17 are properly connected. The fourth byte stores a checksum to determine whether there was an error in the information transmitted in the first to third bytes.

[0245] [Regarding communication between the main control board and the medal count control board] Figure 39 shows an example of communication between the main control board 16 and the medal count control board 17. Serial communication is used for communication between the main control board 16 and the medal count control board 17. As shown in Figure 39, the main control board 16 sends a betting command when a bet setting operation is performed. A bet setting operation includes pressing the 1BET switch 20 or the MAXBET switch 6.

[0246] When the medal count control board 17 receives a command from the main control board 16, it measures the elapsed time using a counter. If the reception of the command is not completed within 10ms from the time the command is received from the main control board 16, the medal count control board 17 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example in Figure 39, the input command is received before 10ms have elapsed from the time the medal count control board 17 receives it, so no timeout error occurs.

[0247] The medal count control board 17 sends a response command in response to receiving an insertion command. When the main control board 16 receives a command from the medal count control board 17, it measures the elapsed time using a counter. If the reception of the command is not completed within 2.24 ms from the time the command is received from the medal count control board 17, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example in Figure 39, the response command is received before 2.24 ms have elapsed since the main control board 16 received it, so no timeout error occurs.

[0248] Furthermore, when the main control board 16 transmits a command that requires a response command from the medal count control board 17, such as an insert command, it uses a counter to measure the elapsed time since the bet amount setting operation that triggered the insertion command was performed.

[0249] If the response command from the medal count control board 17 is not received within 40ms after an event such as a bet setting operation occurs, the main control board 16 determines that a timeout error has occurred in the communication between the main control board 16 and the medal count control board 17. In the example in Figure 39, the response command is received before 40ms have elapsed since the bet setting operation was performed, so no timeout error occurs.

[0250] After receiving a response command to the input command, the main control board 16 starts control corresponding to the betting amount setting operation.

[0251] Next, the start switch 7 of slot machine 2 is pressed by the player. Based on the fact that the start switch 7 has been pressed, the main control board 16 sends a start command to the medal count control board 17. As mentioned above, the start command is a command that does not require a response command from the medal count control board 17. Therefore, the medal count control board 17 does not send a response command.

[0252] Finally, when the player performs the third stop operation, all reels stop. Based on the fact that all reels have stopped, the main control board 16 sends an end command to the medal count control board 17. In this example, although the end command is a command that requires a response command, the medal count control board 17 does not send a response command. Therefore, the main control board 16 determines that a timeout error has occurred because it has not received a response command within 40ms after all reels have stopped.

[0253] Figure 40 is a diagram illustrating the communication of frame-side information commands. As shown in Figure 40, the medal count control board 17 sends frame-side information commands to the main control board 16 every 300ms. The main control board 16 determines that a timeout error has occurred if more than 2.24ms elapses between the start of receiving frame-side information commands and the completion of reception.

[0254] Figure 41 is a flowchart showing the processing when the main control board 16 receives a command. As shown in Figure 36, the medal count control board 17 sends two types of commands to the main control board 16: a response command or a frame-side information command.

[0255] Referring to Figure 41, the main control board 16 receives a command from the medal count control board 17 (S10). The main control board 16 determines whether the received command is a frame-side information command (S11). If the received command is a frame-side information command (YES in S11), the main control board 16 checks whether the frame-side information command contains error information (S12). This error information indicates whether CU3 is properly connected to the slot machine 2. If the frame-side information command contains error information (YES in S12), the main control board 16 sends the error information to the performance control board 15 and terminates processing. This allows the performance control board 15 to display on the liquid crystal display 51 that an error has occurred in which CU3 is not connected to the slot machine 2. If the frame-side information command does not contain error information (NO in S12), processing terminates.

[0256] If the received command is not a frame-side information command (NO in S11), that is, if the received command is a response command, the main control board 16 executes processing according to the response command and terminates the process.

[0257] Figure 42 shows the communication flow between the main control board 16 and the medal count control board 17 from the time the power is turned on. When the power on switch 102 is pressed and power is turned on to the main control board 16, the main control board 16 sends a game machine installation information command. Subsequently, when the betting amount setting operation is performed, the main control board 16 sends an input command. Since the input command is a command that requires a response command, the medal count control board 17 sends a response command to the main control board 16 based on the fact that it has received the input command. For example, if there are enough game medals, the medal count control board 17 sets the 0th bit of the 3rd byte of the response command to "1" (received OK), if the serial numbers do not match, the 1st bit of the 3rd byte of the response command to "1" (serial number mismatch), and if there are not enough game medals, the 2nd bit of the 3rd byte of the response command to "1" (insufficient game medals).

[0258] Next, the main control board 16 sends a settlement command to the medal count control board 17 based on the fact that a settlement operation has been performed. A settlement operation is an operation that indicates that the bet count clear switch 21 has been pressed. This executes the process of returning the bet count to the number of credits. Since the settlement command is a command that requires a response command, the medal count control board 17 sends a response command to the main control board 16 based on the fact that it has received the settlement command. For example, if there are plenty of game medals available, the medal count control board 17 sets the 0th bit of the 3rd byte of the response command to "1" (received OK), if the serial numbers do not match, the 1st bit of the 3rd byte of the response command to "1" (serial number mismatch), and if the number of game medals overflows, the 3rd bit of the 3rd byte of the response command to "1" (game medal count overflow).

[0259] In Figure 42, the bet amount setting operation is performed again, and communication based on this bet amount setting operation takes place. Subsequently, based on the fact that the start switch 7 is pressed, the main control board 16 sends a start command to the medal count control board 17. After sending the start command, the main control board 16 performs control to advance the game, such as driving the reels, without waiting for a response from the medal count control board 17. When the medal count control board 17 receives the start command from the main control board 16, it controls the game to a waiting state as a control corresponding to the start command. Since the start command is a command that does not require a response command, the medal count control board 17 does not send a response command.

[0260] Based on the fact that all reels have stopped, the main control board 16 sends an end command to the medal count control board 17. Based on the receipt of the end command, the medal count control board 17 sends a response command to the main control board 16. For example, if the end command is normal, the medal count control board 17 sets the 0th bit of the 3rd byte of the response command to "1" (received OK), and if the serial numbers do not match, it sets the 1st bit of the 3rd byte of the response command to "1" (serial number mismatch). Subsequently, the main control board 16 sends the bonus information command, the advantageous section command, and the payout pulse command to the medal count control board 17 in that order.

[0261] Thus, when the main control board 16 starts a game, it does not affect the number of credits, so after sending the start command, it executes the next control without waiting for a response from the medal count control board 17. When ending a game, it may affect the number of credits, so after sending the end command, it executes the next control only after receiving a response command from the medal count control board 17. By improving the communication between the main control board 16 and the medal count control board 17, the main control board 16 can proceed with the game while checking the status of the medal count control board 17.

[0262] [Example of processing in sequential numbering] As described above, the main control board 16 and the medal count control board 17 communicate using serial numbers. That is, the medal count control board 17 performs a process to check if the serial numbers match in order to determine whether the command sent from the main control board 16 is valid. Below, examples of processing using serial numbers will be explained using Figures 43 to 45. Figure 43 shows an example of communication when the serial numbers are valid.

[0263] Based on the power being turned on, the main control board 16 sends a game machine installation information command to the medal count control board 17. As explained above, the serial number assigned to the game machine installation information command is "0". The medal count control board 17 determines the initial value and increment value of the serial number based on the main chip ID included in the game machine installation information command. In the example in Figure 43, the medal count control board 17 determines the initial value of the serial number to be "137" and the increment value to be "13". The main control board 16 uses a similar calculation method to determine the initial value of the serial number to be "137" and the increment value to be "13" based on the main chip ID.

[0264] After sending the game machine installation information command, the betting amount setting operation is performed, and the main control board 16 sends an insert command. This insert command is the first command sent to the medal count control board 17 after the game machine installation information command has been sent. Therefore, the main control board 16 assigns the initial value "137" as a serial number to this insert command and sends it. The medal count control board 17 sends a response command to this insert command. At this time, since the communication was successful, the medal count control board 17 sends a response command to the main control board 16 indicating that it has been received. In other words, when the medal count control board 17 determines that the insert command sent from the main control board 16 is normal by checking whether the serial numbers match, it sends a response command to the main control board 16 indicating that the insert command is normal in response to the insert command.

[0265] Next, when the start switch 7 is pressed, the main control board 16 sends a start command. At this time, the main control board 16 adds the value "13" to the serial number value "137" that was sent in the previous transmission and sends it. In other words, the main control board 16 sends "150" as the serial number for the start command.

[0266] When the medal count control board 17 receives an input command with serial number "137", it calculates that the serial number of the next command to be received will be "150" based on the added value. When the medal count control board 17 receives the start command, it performs a process to check whether the serial number value calculated before reception matches the serial number value actually assigned to the start command received. Since the serial numbers match, the medal count control board 17 determines that communication is normal.

[0267] Figure 44 shows an example of communication when a serial number mismatch error occurs. The process up to the point when the main control board 16 receives the response command corresponding to the bet setting operation is the same as in Figure 42, so the explanation will not be repeated. As described above, when the medal count control board 17 receives the insert command, it calculates that the serial number assigned to the next command to be received is "150".

[0268] In the example shown in Figure 44, fraudulent activity occurs after the bet amount setting operation has been performed. As mentioned above, fraudulent activity refers to operations such as modifying the commands transmitted and received between the main control board 16 and the medal count control board 17, or operations in which the fraudster controls the main control board 16 or the medal count control board 17. In Figure 44, the main control board 16 is controlled by the fraudster, causing the main control board 16 to send an end command even though all reels have not stopped. In other words, in Figure 44, fraudulent activity is performed with the aim of causing the medal count control board 17 to execute a payout process even though no winnings have occurred. However, the fraudster cannot obtain the initial value and increment value of the serial number determined based on the main chip ID of the main control board 16, nor the number of times commands have been transmitted and received, and therefore cannot know the value of the serial number that should be assigned to the next command. Therefore, in the example shown in Figure 44, the fraudster sends the termination command with the serial number "78" attached, but the medal count control board 17 determines that a serial number mismatch error has occurred because the calculated serial number "150" does not match the serial number "78" actually received, and sends a response command to the main control board 16 indicating that the serial number does not match. In other words, when the medal count control board 17 determines that the termination command sent from the main control board 16 is not normal through a process to check whether the serial numbers match, it sends a response command to the main control board 16 indicating that the termination command is not normal in response to the termination command. Upon receiving the response command indicating that the serial number does not match, the main control board 16 does not execute the payout control that is performed after the termination command. This prevents fraudulent operations.

[0269] Unauthorized manipulation includes not only causing the main control board 16 to send an termination command even though no prize has been won, as shown in Figure 44, but also the unauthorized manipulation described below.

[0270] For example, as a form of fraudulent activity, one could cause the main control board 16 to send a bet cancellation command even though the bet amount set in the BET counter of RAM 161c on the main control board 16 is 0. This would allow the fraudster to increase the number of credits stored in the medal control board 17, even though no bet amount has been set.

[0271] Another possible method of fraud is to modify the response command sent by the medal count control board 17 in response to the input command sent by the main control board 16. For example, a fraudster could cause the medal count control board 17 to send a response command indicating acceptance to the main control board 16, even though the number of credits is "0". This would allow the fraudster to set a bet amount even though the number of credits is "0".

[0272] Thus, fraudulent operations can include forging commands transmitted by the main control board 16 and forging commands transmitted by the medal count control board 17. In the slot machine 2 of this embodiment, all of the above-mentioned fraudulent operations can be prevented by using a "serial number".

[0273] Next, a start command assigned the serial number "150" is sent to the medal count control board 17. The serial number "150" assigned to the start command matches the serial number calculated in advance by the medal count control board 17. As a result of this match, the medal count control board 17 determines that the serial number mismatch error has been resolved and sends a response command indicating acceptance to the main control board 16. In this way, the slot machine 2 can easily determine that the serial number mismatch error has been resolved on the medal count control board 17.

[0274] As shown in Figures 43 and 44, when the medal count control board 17 receives a command transmitted from the main control board 16, it uses the initial value and increment value of the serial number to determine whether the command transmitted from the main control board 16 is valid or not. In other words, when the medal count control board 17 receives a command that requires a response, it sends a response command, and furthermore, information indicating whether the communication is valid or not is attached to the response command, so that the main control board 16 can proceed with the game while checking the status of the medal count control board 17.

[0275] Furthermore, as shown in Figure 44, the mismatch in serial numbers indicates the possibility of fraudulent operation, thus enhancing security in the communication between the main control board 16 and the medal count control board 17.

[0276] Figure 45 shows an example of communication when an error occurs regarding game tokens. The process up to the point when the token count control board 17 receives the start command is the same as in Figure 42, so the explanation will not be repeated. After sending the start command, the main control board 16 sends an end command with the serial number "163" assigned to it, based on the fact that all reels have stopped. At this time, the end command is assigned the number of tokens to be paid out, but since the number of credits is at the upper limit, an error regarding game tokens occurs. Therefore, the token count control board 17 sends a response command to the main control board 16 indicating a game token count overflow. As a result, the main control board 16 does not perform any payout processing.

[0277] Subsequently, based on the operation of the counting button 10, the number of credits is reduced, and the medal count control board 17 becomes ready to accept the payout of medals. In other words, the error related to the game medals is resolved. After that, the main control board 16 sends an end command with the serial number "163" assigned to it again to the medal count control board 17. In response, the medal count control board 17 sends a response command indicating acceptance, as there are no errors related to the game medals.

[0278] [Communication before sending and receiving gaming machine installation information commands] Figure 46 shows an example of communication occurring before the sending and receiving of the gaming machine installation information command. As explained above, the main control board 16 sends the gaming machine installation information command to the medal count control board 17 after the power is turned on.

[0279] In the example shown in Figure 46, the main control board 16 sends an end command to the medal count control board 17 after power-on and before sending the game machine installation information command. If the medal count control board 17 receives a command from the main control board 16 before receiving the game machine installation information command, it discards the command regardless of its type or assigned serial number. In other words, the medal count control board 17 does not perform any processing in response to commands other than the game machine installation information command from the main control board 16 until it receives the game machine installation information command.

[0280] As a result, the medal count control board 17 does not communicate with the main control board 16 when communication has not been established with the main control board 16 based on the gaming machine installation information command. This enhances security regarding communication between the main control board 16 and the medal count control board 17. In other words, it prevents fraudulent operations that may occur before the gaming machine installation information command is received.

[0281] In the example shown in Figure 46, after the termination command is discarded, the game machine installation information command A is sent to the medal count control board 17 in response to power-on. Based on the receipt of the game machine installation information command A, the medal count control board 17 determines the initial value and the increment value in the serial number.

[0282] Next, in Figure 46, the medal count control board 17 receives the game machine installation information command B from the main control board 16. At this time, since the medal count control board 17 has already received the game machine installation information command A, it does not update the initial value and increment value of the serial number based on the game machine installation information command B. In other words, even if the main control board 16 sends the game machine installation information command again after the medal count control board 17 has received the game machine installation information command, it does not execute any processing corresponding to the game machine installation information command.

[0283] This allows the medal count control board 17 to prevent, for example, the main control board 16 from being impersonated by an unauthorized board other than the main control board 16 connected to the medal count control board 17. In other words, it prevents the initial value and increment value of the serial number from being illegally rewritten.

[0284] [Timeout during power-on] Figure 47 shows an example of a power-on timeout. The main control board 16 transmits a gaming machine installation information command based on the power-on. The main control board 16 measures the elapsed time since the power was turned on using a counter.

[0285] If the main control board 16 does not complete the transmission of the game machine installation information command within 5000ms from the time the main control board 16 is powered on, the main control board 16 determines that an error has occurred in the communication between the main control board 16 and the medal count control board 17. In other words, the medal count control board 17 controls to an abnormal state if it is unable to receive the game machine installation information command within 5000ms after the slot machine 2 is powered on. In the example in Figure 47, since the game machine installation information command has not been transmitted within 5000ms from the time the main control board 16 is powered on, the medal count control board 17 determines that a communication error has occurred. The medal count control board 17 displays the fact that a communication error has occurred on the display 312 of the CU3.

[0286] As a result, if the medal count control board 17 is unable to establish communication with the slot machine 2 based on the game machine installation information command after the slot machine 2 is powered on, it can notify an external party that there is a communication error.

[0287] The medal count control board 17 is connected to the CU control board 32. Even if a communication error occurs in the main control board 16, the medal count control board 17 can communicate with the CU control board 32.

[0288] The communication error that occurred in the main control board 16 is resolved when the power is turned back on, the game machine installation information command is transmitted successfully within 5000ms from the time the main control board 16 is powered on, and a response command indicating receipt is sent from the medal count control board 17.

[0289] [Regarding setting the number of bets and settlement procedures] Figure 48 illustrates the betting amount setting operation and the settlement operation. As described above, the main control board 16 sends a betting command to the medal control board 17 based on the betting amount setting operation being performed by pressing the 1BET switch 20 or the MAXBET switch 6. The main control board 16 also sends a settlement command to the medal control board 17 based on the settlement operation being performed by pressing the betting amount clear switch 21.

[0290] As shown in Figure 48, the main control board 16 sends an insert command to the medal count control board 17 based on the bet setting operation. The insert command is a command that includes the number of medals to be inserted. The medal count control board 17 reads the number of medals to be inserted included in the received insert command and performs the bet setting process. Specifically, it subtracts the number of medals inserted from the number of credits managed by the medal count control board 17 and adds the number of medals inserted to the bet. For example, if the number of medals to bet before the bet setting process is executed is 0, and the MAXBET switch 6 is activated as the bet setting operation, the medal count control board 17 subtracts 3 from the number of credits and adds 3 to the bet. Based on the receipt of the insert command, the medal count control board 17 sends a response command to the main control board 16.

[0291] Next, the main control board 16 sends a settlement command to the medal count control board 17 based on the fact that a settlement operation has been performed. The settlement command is a command that includes the number of medals to be settled. The medal count control board 17 reads the number of medals to be settled included in the received settlement command and performs a bet cancellation process. Specifically, it subtracts the number of medals to be settled from the number of bets managed by the medal count control board 17 and adds the number of medals to the number of credits. For example, if the number of bets before the bet cancellation process is executed is 3, and the bet clear switch 21 is pressed, the medal count control board 17 subtracts 3 from the number of bets and adds 3 to the number of credits. Based on the fact that it has received the settlement command, the medal count control board 17 sends a response command to the main control board 16.

[0292] Here, the medal count control board 17 sends a common response command to the insert command and the settlement command. That is, the medal count control board 17 sends a common response command to the main control board 16 when it receives an insert command and when it receives a settlement command. Specifically, the medal count control board 17 sends a response command to the main control board 16 in both cases: when it receives an insert command and when it receives a settlement command. Here, the medal count control board 17 does not perform the process of adding credits (number of game medals) when it receives an insert command, so a game medal count overflow cannot occur. Therefore, the medal count control board 17 does not store "1" in the 3rd bit of the 3rd byte of the response command to the insert command and send it.

[0293] Furthermore, the medal count control board 17 does not perform any processing to subtract the number of credits when it receives a settlement command, so a shortage of game medals can never occur. Therefore, the medal count control board 17 does not store and transmit "1" in the second bit of the third byte of the response command to the insert command.

[0294] In this way, the medal count control board 17 notifies the main control board 16 of insufficient or overflowing game medals by using different data stored in the third byte depending on whether it receives an insert command or a settlement command. As a result, the medal count control board 17 can unify the response command when a bet setting operation is performed and when a bet cancellation operation is performed, thereby reducing the processing burden.

[0295] Figure 49 shows an example where a new bet setting operation is performed after a previous bet setting operation but before a response command is received. As shown in Figure 49, the main control board 16 sends a bet input command based on bet setting operation A. The main control board 16 controls the system to complete the transmission of the input command before 40ms have elapsed from the start of transmission to prevent a timeout error. The medal count control board 17 sends a response command in response to receiving the input command.

[0296] In the example shown in Figure 49, a new bet setting operation B is performed after receiving bet setting operation A, but before receiving a response command for the input command based on bet setting operation A. The main control board 16 does not accept bet setting operation B. That is, after the main control board 16 sends the input command to the medal count control board 17, it does not accept any new bet setting operations until it receives a response command from the medal count control board 17. This prevents the acceptance of a new bet setting operation B when the processing corresponding to bet setting operation A has not yet been finalized in the medal count control board 17.

[0297] Figure 50 shows an example where a new settlement operation is performed after a settlement operation but before a response command is received. As shown in Figure 50, the main control board 16 transmits a settlement command based on settlement operation A. The main control board 16 controls the system to complete the transmission of the settlement command before 40ms have elapsed from the start of transmission, so as to prevent a timeout error. The medal count control board 17 transmits a response command in response to receiving the settlement command.

[0298] In the example shown in Figure 50, a new settlement operation B is performed after settlement operation A is received, but before a response command for the input command based on settlement operation A is received. The main control board 16 does not accept settlement operation B. That is, after the main control board 16 sends the settlement command to the medal count control board 17, it does not accept any new settlement operations until it receives a response command from the medal count control board 17. This prevents the acceptance of a new settlement operation B when the processing corresponding to settlement operation A has not yet been finalized in the medal count control board 17.

[0299] Figure 51 shows an example where a settlement operation is performed after the bet amount setting operation but before a response command is received. As shown in Figure 51, the main control board 16 sends an insert command based on the bet amount setting operation. The medal control board 17 sends a response command in response to receiving the insert command.

[0300] In the example shown in Figure 51, a new settlement operation is performed after the bet setting operation is received but before the response command for the insertion command based on the said bet setting operation is received. The main control board 16 does not accept this settlement operation. That is, after the main control board 16 sends the insertion command to the medal count control board 17, it does not accept a new settlement operation until it receives a response command from the medal count control board 17. This prevents the acceptance of a new settlement operation when the processing corresponding to the bet setting operation has not yet been finalized in the medal count control board 17.

[0301] Figure 52 shows an example where a new bet setting operation is performed after a settlement operation but before a response command is received. As shown in Figure 52, the main control board 16 sends an insert command based on the settlement operation. The medal count control board 17 sends a response command in response to receiving the insert command.

[0302] In the example shown in Figure 52, a new bet setting operation is performed after receiving a settlement operation but before receiving a response command for the settlement command based on that settlement operation. The main control board 16 does not accept this bet setting operation. That is, after the main control board 16 sends a settlement command to the medal count control board 17, it does not accept a new bet setting operation until it receives a response command from the medal count control board 17. This prevents the acceptance of a new bet setting operation when the processing in response to the settlement operation has not yet been finalized in the medal count control board 17.

[0303] [Bet setting operation and serial number] Figure 53 illustrates a serial number error in the betting amount setting operation. As shown in Figure 53, the medal count control board 17 determines the initial value of the serial number to "137" based on the receipt of the gaming machine installation information command.

[0304] Subsequently, a bet setting operation is performed on slot machine 2. Based on the bet setting operation, the main control board 16 sends an insert command. This insert command is assigned the serial number "78". In other words, the serial number assigned to this insert command does not match the initial value of the serial number. Therefore, the medal count control board 17 sends a response command indicating a serial number mismatch to the main control board 16. From the moment the main control board 16 receives the response command indicating a serial number mismatch, it does not accept any new bet setting operations. That is, if the main control board 16 receives a response command indicating that something is not normal, it does not resume accepting bet setting operations.

[0305] Figure 54 illustrates a serial number error in the settlement operation. As shown in Figure 54, the medal count control board 17 determines the initial value of the serial number to "137" based on the receipt of the gaming machine installation information command.

[0306] Subsequently, the bet amount setting operation is performed on slot machine 2. Based on the bet amount setting operation, the main control board 16 sends an insert command. The insert command is assigned the serial number "137". In other words, the serial number assigned to the insert command matches the initial value of the serial number. Therefore, the medal count control board 17 sends a response command to the main control board 16 indicating acceptance. Based on receiving the response command indicating acceptance, the main control board 16 accepts the bet amount setting operation and performs the next control.

[0307] Next, in Figure 54, a settlement operation is performed. Based on the settlement operation, the main control board 16 sends a settlement command. The settlement command is assigned the serial number "78". In other words, the serial number assigned to the settlement command does not match the serial number calculated by the medal count control board 17. Therefore, the medal count control board 17 sends a response command indicating a serial number mismatch to the main control board 16. Based on receiving the response command indicating a serial number mismatch, the main control board 16 does not accept any new settlement operations. That is, if the main control board 16 receives a response command indicating that something is not normal, it does not resume accepting settlement operations.

[0308] Referring to Figures 53 and 54, the main control board 16 can prevent a new bet setting operation or bet cancellation operation from being accepted when the processing corresponding to the bet setting operation or settlement operation in the medal count control board 17 has not yet been finalized.

[0309] [Verification process for frame information] Figure 55 is a diagram illustrating the frame-side information verification process. As described above, the medal count control board 17 sends a frame-side information command to the main control board 16 at regular intervals. The system information included in the frame-side information command includes information indicating the connection status, which shows whether the medal count control board 17 and the CU control board 32 are properly connected.

[0310] In the example shown in Figure 55, the connection between the medal count control board 17 and the CU control board 32 is disconnected. After the disconnection, the medal count control board 17 sends a frame-side information command indicating a connection abnormality to the main control board 16. After the main control board 16 receives the frame-side information command indicating a connection abnormality, the start switch 7 is pressed. At this time, the main control board 16 does not send a start command.

[0311] On the other hand, as shown in Figure 55, even after the main control board 16 receives a frame-side information command indicating a connection abnormality, if a bet setting operation and a settlement operation are performed, the main control board 16 will send an insert command and a settlement command. That is, when the main control board 16 receives a bet setting operation to set the number of bets to start a game, it sends an insert command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and CU3 is normal or not. Also, when the main control board 16 receives a settlement operation to cancel the number of bets to start a game, it sends a settlement command to the medal count control board 17 regardless of whether the connection between the medal count control board 17 and CU3 is normal or not. Furthermore, after the connection between the medal count control board 17 and CU control board 32 is restored and the main control board 16 receives a frame-side information command indicating a normal connection, it sends a start command. In other words, at the start of a game, the main control board 16 checks the connection status between the medal count control board 17 and the CU3 based on the frame-side information command, and starts the game if the connection between the medal count control board 17 and the CU3 is normal. Furthermore, after sending the start command, the main control board 16 performs the next control without waiting for a response from the medal count control board 17. The next control is the drive control of the reels to start the game.

[0312] As a result, the main control board 16 starts a game only if the connection between the medal count control board 17 and CU3 is normal, allowing the game to proceed while monitoring the status of the medal count control board 17. Furthermore, since starting a game does not affect the game's value, the main control board 16 can execute the next control after sending the start command without waiting for a response from the medal count control board 17.

[0313] Furthermore, the main control board 16 can send a betting command in response to a betting amount setting operation and a settlement command in response to a settlement operation, regardless of whether the connection between the medal count control board 17 and CU3 is normal or not.

[0314] [Regarding the display of the number of items dispensed] Figure 56 is a diagram illustrating the display control of the number of payouts. After all reels have stopped, the main control board 16 sends an end command to the medal count control board 17. The end command shown in Figure 56 is a command that involves the payout of at least one medal. Based on the receipt of the end command, the medal count control board 17 sends a response command. The medal count control board 17 also adds credits, etc., according to the number of medals to be paid out indicated by the end command. After receiving the response command, the main control board 16 displays the number of payouts on the game assistance display 12. That is, after sending the end command, the main control board 16 displays the number of payouts on the game assistance display 12, provided that it has received the response command. This allows the main control board 16 to display the number of payouts on the game assistance display 12 while checking the status of the medal count control board 17.

[0315] The main control board 16 transmits a response command, followed by a special feature information command, a favorable section command, and a payout pulse command. Specifically, after transmitting the termination command, the main control board 16, on the condition that it has received a response command, transmits a special feature information command and a favorable section command to the medal count control board 17, which can determine whether or not the machine is controlled to a state where a special feature has been won. This allows the main control board 16 to check the status of the medal count control board 17 and inform the medal count control board 17 whether or not it is controlled to a favorable section, etc., and thus, while checking the status of the medal count control board 17, it can output to the medal count control board 17 the percentage of the number of payouts granted in the favorable section, etc.

[0316] [About the performance comparison monitor] Figure 57 shows the payout ratio monitor 89. Figure 57 shows the payout ratio monitor 89 when it is turned off. As shown in Figure 57, the payout ratio monitor 89 consists of four payout ratio information displays 50a, 50b, 50c, and 50d, which can turn on / off the first segment A, second segment B, third segment C, fourth segment D, fifth segment E, sixth segment F, and seventh segment G, respectively. The medal count control board 17 is a display that can display various information by turning on or off the first to seventh segments A to G by setting display data for each of the payout ratio information displays 50a, 50b, 50c, and 50d.

[0317] Figure 58 shows an example of the display on the payout ratio monitor 89. The medal count control board 17 displays the following on the payout ratio monitor 89 in the order of (1) to (6): (1) the payout ratio of instructed prizes to the total cumulative payout, (2) the payout ratio of consecutive prizes over the past 6000 games, (3) the payout ratio of prizes over the past 6000 games, (4) the payout ratio of consecutive prizes to the total cumulative payout, (5) the payout ratio of prizes to the total cumulative payout, and (6) the payout status ratio of prizes, etc. to the total cumulative payout. Hereafter, the information shown in (1) to (6) may be referred to as the display content.

[0318] The bonus payout ratio indicates the proportion of bonus payouts when a special bonus (BB) is won to the total number of coins paid out during a predetermined period. The consecutive bonus payout ratio indicates the proportion of bonus payouts when a special bonus (RB) is won to the total number of coins paid out during a predetermined period. Furthermore, the bonus payout ratio including instructions indicates the proportion of bonus payouts to the total number of coins paid out during a predetermined period, when the number of payouts when instructions (navigation) occur is included in the bonus payout. In other words, it is the proportion of the total cumulative number of coins paid out that are the sum of the coins paid out when navigation is announced and the coins paid out by BB or RB, relative to the total cumulative number of coins paid out. The bonus state ratio indicates the proportion of the number of games played during a predetermined period when a special bonus (BB, RB, CB, and SB) is won relative to the number of games played. In other words, the bonus ratio monitor 89 outputs the proportion of the number of coins paid out when a special bonus was won out of the total number of coins already awarded. The information displayed on the payout ratio monitor 89 is calculated by the medal count control board 17.

[0319] When the medal count control unit 171 switches and displays the display content at predetermined intervals in the display order shown in Figure 58 and (1) to (6) above, even if the game progresses and these values ​​could be updated to new values ​​within a period until each display cycle is completed, it restricts updating to new values ​​and completes the display cycle using the original values.

[0320] More specifically, if the game progresses and these values ​​can be updated to new values ​​within a period until these displays have completed one cycle, the new values ​​are calculated and stored in RAM 171c. However, instead of setting the new values ​​in the output buffer for displaying the content on the ratio monitor 89, the original values ​​are set, the display on the ratio monitor 89 is run through once using the original values ​​set in the output buffer, and after the run is finished, the new values ​​are set in the output buffer, and the display is then performed with the new values. Alternatively, if these values ​​can be updated to new values ​​within a period until these displays have completed one cycle, the calculation to obtain the new values ​​may be restricted, the display on the ratio monitor 89 may be run through once, the calculation to obtain the new values ​​is performed when the run is finished, and then the display on the ratio monitor 89 is performed with the new values. In this way, it is possible to prevent values ​​calculated at different times from being mixed during the period until the content displayed on the ratio monitor 89 has completed one cycle.

[0321] Furthermore, if the medal count control board 17's continuous prize payout ratio over the past 6000 games, or the continuous prize payout ratio to the total cumulative number of payouts, exceeds a predetermined percentage (for example, 60%), it will display the continuous prize payout ratio in a different display manner than usual (for example, if the normal display is always lit, it will flash the top two digits of the prize ratio monitor 89). Furthermore, if the medal count control board 17's continuous prize payout ratio over the past 6000 games, or the prize payout ratio to the total cumulative number of payouts, exceeds a predetermined percentage (for example, 70%), it will display the prize payout ratio in a different display manner than usual (for example, if the normal display is always lit, it will flash the top two digits of the prize ratio monitor 89).

[0322] In this way, when the continuous payout ratio or the payout ratio exceeds the specified percentage, it is displayed in a different format than usual, serving as a warning that the game may be controlled to be in a highly speculative state.

[0323] Furthermore, when the medal count control board 17 displays the continuous payout ratio for the past 6000 games and the payout ratio for the payout ratio on the payout ratio monitor 89, if the total number of games played since power-on has not reached 6000 games, it controls the display to a different mode than usual, for example, by flashing all the digits of the payout ratio monitor 89, so that it can recognize that the total has not reached 6000 games. In other words, in the process of calculating the display content to be shown on the payout ratio monitor 89, the medal count control board 17 flashes all the digits of the payout ratio monitor 89 if the period of 6000 games has not elapsed since the start of data accumulation used in the process. Alternatively, the medal count control board 17 may flash some of the digits of the payout ratio monitor 89 if the period of 6000 games has not elapsed since the start of data accumulation used in the process of calculating the display content to be shown on the payout ratio monitor 89. This allows the system to recognize the possibility of bias in the displayed percentages and ratios, and enables the medal count control board 17 to notify external parties that there may be insufficient data when displaying the continuous prize payout ratio and prize payout ratio on the prize ratio monitor 89.

[0324] Furthermore, the medal count control board 17 may display "00" in the lower two digits of the payout ratio monitor 89 when 6000 games have not been reached, and may display the percentage or ratio that should be displayed in the lower two digits of the payout ratio monitor 89 when 6000 games have been reached or later. In other words, it is preferable to configure the display mode of the lower two digits of the payout ratio monitor 89 to be different from the display mode when 6000 games have not been reached. With such a configuration, when 6000 games have not been reached, it can be recognized that the total of the continuous payout ratio, etc., which is identified by the display of the upper two digits of the payout ratio monitor 89 (for example, "1C"), has not reached 6000 games, and the possibility of a bias in the displayed percentage or ratio can be recognized. Furthermore, by configuring the system to display "00" in the last two digits of the payout ratio monitor 89 when 6000 games have not been reached, data will always be displayed in the last two digits of the payout ratio monitor 89 when 6000 games have not been reached. For example, if data is not displayed in one of the last two digits of the payout ratio monitor 89, it will be possible to recognize an abnormality in the payout ratio monitor 89.

[0325] Furthermore, when the medal count control board 17 displays the ratio of consecutive payouts to the total cumulative payout on the payout ratio monitor 89, if the number of past games has not reached a predetermined number of games (for example, 175,000 games) at which the consecutive payout ratio converges to the design value of the slot machine, the board controls the display to a different mode than usual, for example, by flashing the top two digits of the payout ratio monitor 89. This allows the user to recognize that the number of games at which the consecutive payout ratio converges to the design value of the slot machine has not reached, and to recognize the possibility that there is a bias in the displayed percentage or ratio.

[0326] Furthermore, when the medal count control board 17 displays the payout ratio of prizes to the total cumulative payout on the payout ratio monitor 89, if the number of past games has not reached a predetermined number of games (for example, 175,000 games) at which the payout ratio of prizes converges to the design value of the slot machine, the board controls the display to a different mode than usual, for example, by flashing the top two digits of the payout ratio monitor 89. This allows the user to recognize that the payout ratio of prizes has not reached a predetermined number of games at which it converges to the design value of the slot machine, and to recognize the possibility that there is a bias in the displayed percentage or ratio.

[0327] Furthermore, when the medal count control board 17 displays the payout ratio of instructed prizes to the total cumulative payout on the payout ratio monitor 89, if the number of past games has not reached a predetermined number of games (for example, 175,000 games) at which the payout ratio of instructed prizes converges to the design value of the slot machine, the board controls the display to a different mode than usual, for example, by flashing the top two digits of the payout ratio monitor 89. This allows the user to recognize that the payout ratio of instructed prizes has not reached a predetermined number of games at which it converges to the design value of the slot machine, and to recognize the possibility that there is a bias in the displayed percentage or ratio.

[0328] Furthermore, the medal count control board 17 determines whether the data used to calculate the continuous payout ratio of prizes over the past 6000 games and the payout ratio of prizes is normal or not. If it is determined to be abnormal (for example, if the stored value is in a certain data format (such as repeating 01)), it initializes the data that was determined to be abnormal and the data related to that data, and displays an indication that an abnormality has been detected on the payout ratio monitor 89 (for example, "FFFF") to notify the user of this fact, so that it is possible to recognize that the calculation of these data is not being performed normally.

[0329] Furthermore, when initializing data that has been determined to be abnormal and data related to such data, for example, if either the consecutive payout ratio of bonus items over the past 6000 games or the bonus item payout ratio is determined to be abnormal, the data related to all of these may be initialized, or only some of the data may be initialized.

[0330] Furthermore, the system may determine whether the data used to calculate the continuous bonus payout ratio, bonus payout ratio, and bonus payout ratio (including instructions) relative to the total cumulative payout over the past 6000 games is normal or not. If it is determined to be abnormal, the system will notify the user of this fact, and then initialize the data in question by performing a predetermined operation (for example, by operating switches such as the start switch 7, stop switches 8L, 8C, 8R, and setting key switch 37 in a predetermined procedure).

[0331] Furthermore, in notifying that an abnormality has been detected, as mentioned above, the performance ratio monitor 89 may display a message indicating that an abnormality has been detected (for example, "FFFF"), or, when an abnormality is detected, a command that can identify the abnormality may be sent to the performance control unit 151, causing the performance control unit 151 to notify that an abnormality has been detected via the liquid crystal display 51 or the like.

[0332] In this embodiment, during the period from power-on until power supply is cut off, the ratio of payouts of bonus items with instructions to the total cumulative payout, the ratio of payouts of bonus items over the past 6000 games, the payout ratio of bonus items over the past 6000 games, the ratio of payouts of bonus items to the total cumulative payout, the payout ratio of bonus items to the total cumulative payout, and the ratio of bonus item status to the total cumulative payout are displayed in a manner that switches at predetermined intervals. However, it is also possible to display the information only when the open state of the front door 1b is detected, or only when an operation of a predetermined operation switch (e.g., reset / setting switch 38) is detected, or when the game is not in progress, or when the settings are being changed or confirmed, or only for a predetermined period after power-on. Furthermore, instead of automatically switching at predetermined intervals, the display content may be switched each time a predetermined operation is performed.

[0333] Furthermore, in this embodiment, the system is configured to notify the player that an anomaly in the data used to calculate the display content of the role ratio monitor 89 has been detected, or that there is a period in which the data for calculating the display content is insufficient, using the role ratio monitor 89. However, a command that can identify this fact may be sent to the performance control unit 151, so that it can be confirmed by the liquid crystal display 51 or performance device controlled by the performance control unit 151.

[0334] In this embodiment, the payout ratio of bonus items with instructions relative to the total cumulative payout, the payout ratio of consecutive bonus items over the past 6000 games, the payout ratio of bonus items over the past 6000 games, the payout ratio of consecutive bonus items relative to the total cumulative payout, the payout ratio of bonus items relative to the total cumulative payout, and the payout ratio of bonus item status relative to the total cumulative payout are displayed on the payout ratio monitor 89. In addition to these displays, the payout ratio monitor 89 may also be configured to display information that allows the user to recognize when the RAM 171c has been initialized due to a setting change, or when a disconnection has been detected in the wiring (such as the wiring for the backup power supply) provided in the slot machine 2.

[0335] In particular, if the settings are changed during a bonus, during an advantageous period, or while a bonus is being carried over, causing the bonus or advantageous period to be forcibly terminated, or if a carried-over bonus is cleared, or if the game is played for more than the specified number of times while a bonus is being carried over, or if an operation is performed to intentionally terminate the advantageous period, that is, if the game state is intentionally shifted from a relatively advantageous state to an unfavorable state for the player, or if the possibility of a broken wire or other malfunction in the payout ratio monitor 89 is detected, the system will notify the player in a way that allows them to identify the situation. In this way, it is possible to recognize that the system may have been tampered with so that the correct information such as the payout ratio for prizes, the payout ratio for consecutive prizes, and the payout ratio for prizes including instructions is not displayed.

[0336] Furthermore, in configurations that initialize total cumulative data such as the total cumulative number of games or total cumulative payouts in order to avoid overflow, it is preferable to notify the system in a manner that makes it possible to identify this fact, and in a manner different from when there is a possibility that the system has been fraudulently manipulated to prevent the display of correct information such as the aforementioned bonus payout ratio, consecutive bonus payout ratio, and bonus payout ratio including instructions. By doing so, the system can recognize that the total cumulative number of games or total cumulative payouts have been initialized by the process to avoid overflow, separately from initialization caused by fraudulent manipulation to prevent the display of correct information such as the bonus payout ratio.

[0337] Furthermore, as mentioned above, if there is a possibility that the system has been tampered with in a way that prevents the display of correct information such as the payout ratio for prizes, the payout ratio for consecutive prizes, and the payout ratio for prizes including instructions, the system may detect this and record the history of the detection on the medal count control board 17. Without issuing a notification at the time of detection, the system may then make this history available for viewing on a display on the medal count control board 17 (e.g., a prize ratio monitor 89), a display on the performance control unit 151 (e.g., an LCD display 51), or an external display on the slot machine 2 (e.g., a display 312) after a predetermined operation has been performed.

[0338] Furthermore, the display and performance devices controlled by the performance control unit 151 may be configured to allow confirmation that settings have been changed, that a disconnection has been detected, that a connection failure has occurred in the payout ratio monitor 89, which may result in incorrect information not being displayed for payout ratios, consecutive payout ratios, and payout ratios including instructions, or that the system may have been tampered with in a way that prevents correct information from being displayed for payout ratios, consecutive payout ratios, and payout ratios including instructions, as described above. Additionally, the performance control unit 151 may record a history of instances where settings were changed during a bonus, during an advantageous period, or while a bonus was being carried over, resulting in the bonus or advantageous period being forcibly terminated, or a carried-over bonus being cleared, which may have resulted in the system being tampered with in a way that prevents correct information from being displayed for payout ratios, consecutive payout ratios, and payout ratios including instructions, and this history may be verifiable through a predetermined operation.

[0339] [Initialization process for role ratio information] Figure 59 is a diagram illustrating the initialization process of the payout ratio information. As shown in Figure 59, after power is turned on, the main control board 16 transmits the game machine installation information command A to the medal count control board 17. Subsequently, as the game is played repeatedly, the main control board 16 transmits the advantageous section command and the payout pulse command to the medal count control board 17.

[0340] The medal count control board 17 performs a backup process to store the payout ratio information in the backup memory 294 based on the receipt of a payout pulse command. The payout ratio information is data used to calculate the data to be displayed on the payout ratio monitor 89, and is included in the payout information command, the advantageous section command, and the payout pulse command. The medal count control board 17 may store the payout ratio information in the backup memory 294 each time it receives a command that includes the payout ratio information.

[0341] In the example in Figure 59, an unauthorized operation is performed on the main control board 16 after the backup process has been executed. As described above, "unauthorized operation" refers to an operation that modifies the commands exchanged between the main control board 16 and the medal count control board 17, or an operation that illegally controls the main control board 16 or the medal count control board 17. In the example in Figure 44, as a result of the unauthorized operation, the main control board 16 is controlled by an illegally connected device, and the main control board 16 sends the game machine installation information command B to the medal count control board 17. At this time, the medal count control board 17 performs backup initialization, which initializes the payout ratio information stored in the backup memory 294, based on the fact that it has received the game machine installation information command again. That is, if the main chip ID identified from the game machine installation information command is different from the main chip ID identified from the game machine installation information command received last time, the medal count control board 17 initializes the data used for displaying the payout ratio monitor 89.

[0342] As a result, the medal count control board 17 initializes the data used to display the payout ratio information based on the main chip ID of the main control board 16, if the main control board 16 is not legitimate, thereby ensuring that the correct payout ratio corresponding to each slot machine is output.

[0343] [Regarding programs within and outside of capacity] The main control unit 161 of the slot machine 2 in this embodiment executes both programs within the memory capacity and programs outside the memory capacity. Programs within the memory capacity are programs that contain instructions related to the progress of the game, such as internal lottery processing. Programs outside the memory capacity are programs that contain instructions that are not directly related to the progress of the game, such as outputting data to the payout ratio monitor. If data is unintentionally mixed between programs within the memory capacity and programs outside the memory capacity, malfunctions may occur. For example, if a command in a program within the memory capacity is supposed to overwrite data in the RAM area within the memory capacity, but instead overwrites data in the RAM area outside the memory capacity, this can result in a program malfunction. To prevent such malfunctions, the main control unit 161 distinguishes between programs within the memory capacity and programs outside the memory capacity, executes the programs accordingly, and proceeds with the game.

[0344] The following section will use Figure 60 to explain the memory areas where programs outside the memory capacity and programs within the memory capacity are stored. Figure 60 is an address map of the memory area used by the main control unit 161. As shown in Figure 60, the memory area used by the main control unit 161 includes the memory area allocated to ROM 161b (0000H to EFFFH) and the memory area allocated to RAM 161c (F000H to FFFFH).

[0345] The memory area of ​​ROM161b consists of a program / data area where the program and fixed data are stored, an unused area where access is prohibited, and other areas. The other areas include a ROM comment area where arbitrary data such as the program title and version can be set, a vector table area where the higher address of the CALLV instruction subroutine and the starting address of the timer interrupt processing (main) are set, a HW parameter area where parameters for hardware-configuring the internal functions of the main control unit 161 are set, and an unused area where access is prohibited.

[0346] The RAM161c memory area consists of a usable area (F000H~F400H) that can be used as work and other areas (F401H~FFFFH). The other areas include an internal function register area (FE00H~FEACH) where registers for controlling the various functions installed in the main control unit 161 are stored. The various functions installed in the main control unit 161 include, for example, the functions of the serial communication circuit described later. In other words, the internal function register area of ​​RAM161c includes a storage area for setting the functions of the serial communication circuit.

[0347] The program / data area in ROM161b includes an in-capacity program area where in-capacity programs directly related to the progress of the game are stored, an in-capacity data area where in-capacity data used by in-capacity programs are stored, an out-of-capacity program area where out-of-capacity programs not directly related to the progress of the game are stored, an out-of-capacity data area where out-of-capacity data used by out-of-capacity programs is stored, and an unused area.

[0348] Furthermore, the progression of the game refers to the progression of a series of processes that constitute the game. In the case of a slot machine, this includes the stages of setting the bet amount and making the game available to start, starting the game and spinning the reels, stopping the reels and deriving the display result, and assigning value such as tokens according to the display result.

[0349] In the above, "before" and "after" of a memory area refer to the relative size of the address values ​​assigned to the memory areas; a smaller address is considered "before," and a larger address is considered "after." Therefore, a memory area assigned after a memory area is one with a larger address value than the first memory area, and a memory area assigned before a memory area is one with a smaller address value than the first memory area.

[0350] RAM161c includes an in-capacity RAM area used as work by programs within capacity, an out-of-capacity RAM area used as work by programs outside capacity, and an unused area where no data used for control is stored and 0 is always stored. The in-capacity RAM area includes an in-capacity stack area where programs within capacity save data, and the out-of-capacity RAM area includes an out-of-capacity stack area where programs outside capacity save data. A temporary stack area, described later, is allocated in the 4-byte area from the last address (F1FFH) of the in-capacity RAM area toward the beginning address, and a temporary payout management stack area, described later, is allocated in the 4-byte area toward the beginning address. The in-capacity stack area is allocated to the address further toward the beginning address of the payout management stack area, and data is saved toward that beginning address. In addition, data is saved toward the beginning address from the last address (F1FFH) of the in-capacity RAM area in the out-of-capacity stack area.

[0351] As shown in Figure 61, the RAM area within the capacity consists of areas A to F, an unused area, an in-capacity stack area, and a temporary payout management stack area and a temporary stack area used only for the initial setup process described later. Area A is allocated to store setting values ​​and the state of the setting key switch 37. Area B is allocated to store output buffers for reel motors 32L, 32C, 32R, etc., door commands, signal buffers during the advantageous section, AT status, external signal flags, etc. Area C is allocated to store timer counters, LED output buffers, control data for reel motors 32L, 32C, 32R, external signal data, etc. Area D is allocated to store game status, RT status, re-play medal counter, counter during BB, etc. Area E is allocated to store stopped reel information (stop order, etc.), winning flags, instruction numbers, advantageous section end flags, reel effects, reel motor status, number of medals inserted, random numbers, reel status, reel control data, etc. Area F is allocated a payout-related area where data related to control with the medal count control board 17 is stored.

[0352] Here, as shown in Figure 61, the area from area A to the temporary payout management stack area is called the area to be initialized entirely, the area from area B to the unused area before the stack area is called the area to be initialized at the start of a setting change, the area from area C to area E is called the area to be initialized at the end of a setting change, areas D and E are called the areas to be initialized at the end of a Big Bonus (BB), and area E is called the area to be initialized at the end of each game. The area to be initialized entirely is the area that is initialized when a RAM abnormality error occurs. The area to be initialized at the start of a setting change is the area that is initialized when a setting change is started. The area to be initialized at the end of a setting change is the area that is initialized when a setting change is finished. The area to be initialized at the end of a BB is the area that is initialized when a BB is finished. The area to be initialized at the end of each game is the area that is initialized each time a game ends.

[0353] In the following, the program area within capacity, the data area within capacity, and the RAM area within capacity may be collectively referred to as the "in-capacity area," while the program area outside of capacity, the data area outside of capacity, and the RAM area outside of capacity may be collectively referred to as the "out-of-capacity area."

[0354] [Instructions used by the program] The program executed by the main control unit 161 includes a main routine that manages the progress of the entire program and subroutines that are called while other programs are running.

[0355] The main control unit 161 includes LD instructions as instructions for reading data stored in ROM 161b and RAM 161c, and instructions for writing data to RAM 161c. An LD instruction is an instruction that reads 1 byte of data stored at a specified address in the main routine or subroutine into a specified register, or an instruction that writes 1 byte of data stored in a specified register in an inroutine or subroutine to a specified address.

[0356] The LD instruction includes both the normal LD ​​instruction and the special LD ​​instruction, the LDQ instruction. The normal LD ​​instruction specifies both a register and both an upper and lower address, and reads the data stored in ROM161b or RAM161c at the specified upper and lower addresses, or specifies both an upper and lower address and a register, and writes the data in the specified register to the specified upper and lower addresses of RAM161c. In contrast, the LDQ instruction specifies only a register and a lower address, and identifies the address using the upper and lower addresses pre-set in a special register (Q register) in the internal function register area of ​​RAM161c, and reads the data stored in ROM161b or RAM161c at the identified address to the specified register, or specifies only a lower address and a register, and identifies the address using the upper and lower addresses pre-set in a special register (Q register), and writes the data in the specified register to the identified address of RAM161c. Compared to the normal LD ​​instruction, it is possible to store predetermined data in predetermined registers with a smaller amount of data.

[0357] Furthermore, the LDQ instruction allows you to read 2 bytes of data stored at an address specified by a pre-set upper address and a specified lower address in a special register (Q register) and the address that follows, by specifying two registers such as the HL register and DE register as the destination. It also allows you to write 2 bytes of data at an address specified by a pre-set upper address and a specified lower address in a special register (Q register) and the address that follows, by specifying two registers such as the HL register and DE register as the source.

[0358] When reading data stored in a specific area of ​​ROM161b or RAM161c in the main routine or subroutine, the LDQ instruction, a special LD ​​instruction, can be used to specify only the lower part of the address, rather than the entire address (upper and lower parts) that represents the specific area, in order to read or write data to that specific area. By using the LDQ instruction, it is possible to read or write data with less data than with a normal LD ​​instruction that specifies both the upper and lower addresses, thereby reducing the program's waste in specifying addresses when reading or writing data.

[0359] Furthermore, if the frequently used data within the RAM area of ​​RAM161c is stored in an area of ​​the RAM area where the starting address is a specific value, and this specific value is set as the upper address of the data within the RAM area in a special register (Q register), and the main control unit 161 reads the data within the RAM area by specifying only the lower address using the LDQ instruction, it becomes possible to read or write the data within the RAM area with less data compared to a normal LD ​​instruction that specifies both the upper and lower addresses, thereby reducing the program's waste in specifying addresses when reading or writing this data within the RAM area.

[0360] Furthermore, the main control unit 161 can change the value set in the special register (Q register) in the main routine or subroutine. As will be described later, in the initial setup process performed at startup, when setting the built-in registers, a specific value indicating the starting address of data within the storage capacity that is frequently used by the storage capacity program is set as the initial value of the special register (Q register). In this embodiment, the special register (Q register) includes two registers, the first Q register and the second Q register. Hereafter, the first Q register and the second Q register will be collectively referred to simply as the "special register (Q register)". For example, "F0" is stored as the initial value of the special register (Q register). As a result, when a storage capacity program is being executed, a specific value indicating the starting address of data within the storage capacity that is frequently used by the storage capacity program is set in the special register (Q register), and the storage capacity program can read or write frequently used data within the storage capacity using the LDQ instruction.

[0361] Furthermore, it is also possible to configure the system so that the higher address used when reading with the LDQ instruction, a special LD ​​instruction, is set in a predetermined storage area other than a special register (e.g., the Q register), such as the vector table area. In a configuration where a part of the address is identified using a value stored in a predetermined storage area such as the vector table area, and the remaining part of the address is specified by the program, thereby allowing the data storage address to be identified, the program's unnecessary effort to specify the address when reading or writing data can be reduced. Additionally, even in a configuration where, for example, an identification value smaller than the address is assigned to each of the multiple areas constituting the vector table area, and the data storage address is set in each of these multiple areas, and the identification value is specified, the program's unnecessary effort to specify the address when reading or writing data can be reduced.

[0362] Furthermore, the main control unit 161 includes a CALL instruction (call instruction) as an instruction to execute a program stored in the program / data area. The CALL instruction is an instruction that calls and executes a subroutine stored at a specified address in the main routine or subroutine. When the main control unit 161 calls a subroutine using a CALL instruction, it stores the caller's address in the stack area and calls and executes the subroutine stored at the specified address. Then, when the subroutine finishes, it returns to the caller's address stored in the stack area, i.e., the program of the main routine or subroutine that called the CALL instruction, using a RET instruction (return instruction).

[0363] Furthermore, the main control unit 161 includes a CALLEX instruction (call instruction) as an instruction to execute a program stored in the program / data area. In addition to calling a subroutine stored at a specified address in the main routine or subroutine, the CALLEX instruction switches register banks. Figure 62 is a diagram illustrating the register banks included in the CPU 161a of the main control unit 161. As shown in Figure 62, the CPU 161a has a first register bank R1 and a second register bank R2.

[0364] The first register bank R1 contains 10 registers: the 1st Q register, 1st U register, 1st A register, 1st B register, 1st C register, 1st D register, 1st E register, 1st F register, 1st H register, and 1st L register. Similarly, the second register bank R2 contains 10 registers: the 2nd Q register, 2nd U register, 2nd A register, 2nd B register, 2nd C register, 2nd D register, 2nd E register, 2nd F register, 2nd H register, and 2nd L register.

[0365] In this embodiment, the main control unit 161 uses the first register bank R1 when executing instructions according to a program written in the program area within the capacity, and uses the second register bank R2 when executing instructions according to a program written in the program area outside the capacity. In other words, the main control unit 161 does not use the second register bank R2 when executing instructions according to a program written in the program area within the capacity, and does not use the first register bank R1 when executing instructions according to a program written in the program area outside the capacity. This prevents data from being unintentionally mixed between the program within the capacity and the program outside the capacity, which could cause malfunctions in the slot machine 2 of this embodiment. Hereafter, programs written in the program area within the capacity will be simply referred to as "programs within the capacity," and programs written in the program area outside the capacity will be simply referred to as "programs outside the capacity."

[0366] In other words, when the main control unit 161 is executing a program within the capacity as the main routine, it uses the first register bank R1. However, when a program outside the capacity is called as a subroutine by the CALLEX instruction, it switches from the first register bank R1 to the second register bank R2. More specifically, when the main control unit 161 calls a program outside the capacity as a subroutine by the CALLEX instruction, it stores the address of the caller in the stack area and calls and executes the subroutine stored at the specified address. Then, when the subroutine finishes, it uses the RETEX instruction (return instruction) to return to the address of the caller stored in the stack area, i.e., the program within the capacity that called the CALLEX instruction, and switches from the second register bank R2 to the first register bank R1. As a result, in the slot machine 2 of this embodiment, different register banks can be used when executing a program within the capacity and when executing a program outside the capacity, preventing the processing contents of the program area within the capacity and the program area outside the capacity from being mixed in the registers.

[0367] Each register in the first and second register banks is assigned a specific role and function. The 1A and 2A registers are general-purpose registers called accumulators and have various functions. The 1B and 2B registers, and the 1C and 2C registers are also general-purpose registers, but they have fewer unique functions than the A registers.

[0368] The 1st F register and the 2nd F register are called flag registers. The flag registers are configured to change according to the result of the operation. Each of the 1st F register and the 2nd F register consists of 8 bits, and the 2nd bit stores a flag to determine whether or not an overflow has occurred. If an overflow occurs as a result of the operation in the 1st register bank R1 and the 2nd register bank R2, "1" is stored in the 2nd bit of the flag register. Hereafter, the state in which "1" is stored in the 2nd bit of the flag register due to an overflow will be referred to as "the flag register being turned on".

[0369] Furthermore, overflow (overflow of digits) includes both overflow due to addition and overflow due to subtraction. In other words, overflow means that the result of an operation exceeds the capacity of a predetermined memory area. Overflow includes both exceeding the upper limit of memory capacity and falling below the lower limit of memory capacity. More specifically, overflow includes the operation of adding "1" to an 8-byte memory area where "1111 1111 1111 1111" is stored. Overflow also includes the operation of subtracting "1" to an 8-byte memory area where "0000 0000 0000 0000" is stored. Note that overflow due to subtraction is sometimes also called underflow. As a result, the main control unit 161 can detect whether or not an overflow has occurred in the calculation result using a flag register. Since this overflow detection process can be performed using the function of a register, it is faster and less resource-intensive than detecting it in the program.

[0370] [Q Register Settings] Figure 63 is a flowchart showing the startup process of the main control unit 161. The main control unit 161 is implemented as a control computer, such as a microcontroller. Before the user program is executed, the main control unit 161 performs a startup process to configure settings related to the hardware functions of the microcontroller, for example. The user program is a program for controlling the progress of the game, stored in the ROM 161b, and designed by the gaming machine manufacturer, etc. On the other hand, the startup process is a process provided in the main control unit 161 itself and is executed automatically when the main control unit 161 is started up.

[0371] Based on the fact that power has been supplied to the main control unit 161, the main control unit 161 executes the startup process shown in Figure 63. In Figure 63, as an example of setting processes related to the hardware functions of the main control unit 161, initial values ​​are set in the first Q register and the second Q register (Sj1). After the execution of Sj1, although not shown, the main control unit 161 may perform setting processes related to its hardware functions. Such setting processes related to hardware functions may include, for example, setting the functions of the serial communication circuit.

[0372] In Sj1 of this embodiment, the initial value of the first Q register is, for example, "F0", and the initial value of the second Q register is, for example, "F3". This allows the main control unit 161 to reduce the program waste required to specify addresses when calling the in-capacity RAM area, which is frequently referenced and written to when executing an in-capacity program. Similarly, the main control unit 161 can reduce the program waste required to specify addresses when calling the out-of-capacity RAM area, which is frequently referenced and written to when executing an out-of-capacity program. As a result, the main control unit 161 of this embodiment can reduce the program size during instruction execution for both in-capacity and out-of-capacity programs.

[0373] In Sj1, the main control unit 161 sets initial values ​​in the first Q register and the second Q register, and then executes the user program (Sj2). The user program includes the initial setup process described later in Figure 64, and the main process described later in Figure 67. In this way, before the user program starts controlling the game, initial values ​​are set in both the first Q register and the second Q register. This allows the main control unit 161 to simplify processing by pre-setting initial values ​​in the first Q register and the second Q register before starting to control the game. Furthermore, with this configuration, it becomes unnecessary for the user program to set the values ​​of the first Q register and the second Q register. In other words, the processing performed in the user program can be reduced. In this embodiment, the initial values ​​of the first Q register and the second Q register are different, but they may be set to the same value.

[0374] [Regarding the initial setup process of the main control board 16] Figure 64 illustrates the initial setup process performed by the main control board 16. The initial setup process is included in the user program and is described in the program area within the capacity of ROM 161b.

[0375] When power is supplied to the slot machine 2, the main control board 16 starts up with timer interrupts disabled due to a reset, and performs various processes according to the program stored in the ROM 161b provided on the main control board 16. After starting up, it first initializes all output ports 0 to 9 and performs the initial setup process included in the program within its capacity.

[0376] The initial setup process begins with timer interrupts disabled. As shown in Figure 64, the initial setup process first refers to a predetermined area of ​​the input port (Sa1) to determine whether the power outage detection signal output from the power outage detection circuit is ON or OFF (Sa2). If the power outage detection signal is ON, the system waits until the power outage detection signal turns OFF. After the power supply voltage of the slot machine 2 returns to normal and the power outage detection signal turns OFF, the internal register setting process is performed (Sa3). In particular, values ​​are set in the 1st Q register and the 2nd Q register. The 1st Q register is set to "F0" and the 2nd Q register is set to "F3". In other words, the internal register setting process is the same as Sj1 in Figure 63. To put it another way, the same values ​​are reset in the 1st Q register and the 2nd Q register.

[0377] Thus, the main control unit 161 sets values ​​in the first Q register and the second Q register not only during the startup process but also in the user program. This allows the main control unit 161 to set arbitrary values ​​in the first Q register and the second Q register in the user program. Furthermore, even if an abnormality occurs in the startup process of the main control unit 161 and the initial values ​​are not set for the first Q register and the second Q register in Sj1, the user program sets values ​​in the first Q register and the second Q register, thus preventing an abnormality from occurring in the user program due to the first Q register and the second Q register not having values ​​set. In this embodiment of the slot machine 2, values ​​are set in the first Q register and the second Q register in both the Sj1 process in Figure 62 and the Sa3 process in Figure 64. However, the slot machine 2 may be configured to perform only one of the processes, either the Sj1 process in Figure 63 or the Sa3 process in Figure 64.

[0378] Next, the address of the temporary stack area is set in the stack pointer (Sa4), RAM access permission is set (Sa5), and the out-of-capacity RAM area initialization process is called (Sa6). In other words, the process in Sa6 is the process of calling an out-of-capacity program from an in-capacity program. For this reason, the words "(out-of-capacity)" are appended to the end of the process name in Sa6. In the initialization process shown in Figure 64 and the main process shown in Figure 67, the process name of the process of calling an out-of-capacity program from an in-capacity program is appended with the words "(out-of-capacity)". Hereafter, such a process of calling an out-of-capacity program from an in-capacity program will simply be referred to as the "out-of-capacity program call process". The CALLEX instruction described above is used for the out-of-capacity program call process.

[0379] Furthermore, when the out-of-capacity RAM initialization process is called in Sa6, the registers are saved, and in this case, the registers are saved in the temporary stack area that was set as the stack pointer in Sa5.

[0380] When an out-of-capacity program call process, such as the out-of-capacity RAM initialization process of Sa6, is executed, the main control unit 161 performs the following at the beginning of the process corresponding to the out-of-capacity program call process: switching the register bank used by the CPU 161a from the first register bank R1 to the second register bank R2, and setting the value of the second Q register. At this time, "F3" is set in the second Q register. In other words, in an out-of-capacity program call process, the value of the second Q register is reset, similar to Sj1 in Figure 63 and Sa3 in Figure 64.

[0381] Thus, before game control begins, the main control unit 161 sets values ​​in the first Q register at Sj1 in Figure 6 and Sa3 in Figure 64, and sets the value of the second Q register each time an out-of-capacity program call process is executed, in which an out-of-capacity program is called from an in-capacity program. As a result, in the slot machine 2 of this embodiment, even if an unintended value is set in the second Q register of the second register bank R2, the value of the second Q register of the second register bank R2 can be reset each time an out-of-capacity program is called, thus ensuring the prevention of malfunctions. However, the main control unit 161 does not need to set the value of the second Q register each time an out-of-capacity program is called. That is, as described above, in the slot machine 2 of this embodiment, before game progress control is performed, values ​​are set in advance in the processing of Sj1 in Figure 63 and the processing of Sa3 in Figure 64, so the value of the second Q register is already set, and there is no need to set the value of the second Q register each time an out-of-capacity program is called.

[0382] Furthermore, the main control unit 161 may, in the processing of Sj1 in Figure 63 and the processing of Sa2Q in Figure 64, set a value only in the first Q register and not in the second Q register, and then set the value of the second Q register when an out-of-capacity program is called. In this case, the main control unit 161 may set the value of the second Q register only when an out-of-capacity program is called for the first time after power-up. In other words, as described above, in order to ensure the prevention of malfunctions, the processing can be simplified by not resetting the value of the second Q register each time an out-of-capacity program is called, but only setting the value of the second Q register when an out-of-capacity program is called for the first time after power-up.

[0383] In the out-of-capacity RAM initialization process of Sa6, as shown in Figure 65, first, the RAM parity, which is the exclusive OR of the data stored in the entire area of ​​RAM161c, is calculated (Sb1), and then it is determined whether the RAM parity is 0 or not (Sb2).

[0384] If the power outage is handled correctly, parity adjustment data is set so that the RAM parity of the entire RAM161c area becomes 0. If the RAM parity is not 0 in Sb2, it is determined that there is an abnormality in the data stored in RAM161c.

[0385] Furthermore, in Sa6, when the out-of-capacity RAM initialization process is called, the register values ​​are saved to the temporary stack area of ​​RAM161c. However, after the out-of-capacity RAM initialization process is completed and the registers are restored, the temporary stack area is not used, and the values ​​in the temporary stack area remain unchanged. When the out-of-capacity RAM initialization process is called again during the initial setup process at the next power-on, the same register values ​​will be stored in the temporary stack area again. In other words, the temporary stack area always stores the same data as long as there are no abnormalities in the data of RAM161c. Therefore, even if the determination is made based on the RAM parity of the entire area of ​​RAM161c, including the values ​​in the temporary stack area, it is possible to correctly determine whether or not there are abnormalities in the data stored in RAM161c.

[0386] If the RAM parity is determined to be 0 in Sb2, destructive diagnostic data is acquired (Sb3). Destructive diagnostic data is a 1-byte data set in RAM161c during power outage processing, and consists of data where multiple bits are set to 1.

[0387] After acquiring destructive diagnostic data in Sb3, the destructive diagnostic data set in RAM161c is cleared (Sb4), and it is determined whether the destructive diagnostic data acquired in Sb3 is 0 or not (Sb5).

[0388] If the power outage processing is performed correctly during a power interruption, as described above, destructive diagnostic data with multiple bits set to 1 is set in RAM161c. If the destructive diagnostic data is 0 in Sb5, it is possible that all data has been initialized even if the RAM parity is 0. In such cases, it is determined that there is an abnormality in the data stored in RAM161c.

[0389] If the RAM parity is 0 in Sb2 and the data for destructive diagnostics is not 0 in Sb5, that is, if the data in RAM161c is determined not to be abnormal, the system returns to the initial setup process shown in Figure 64.

[0390] On the other hand, if the RAM parity is not 0 in Sb2, or if the data for destructive diagnosis is 0 in Sb5, that is, if it is determined that the data in RAM161c is abnormal, the entire out-of-capacity RAM area of ​​RAM161c is initialized (Sb6) without returning to the initial setup process, i.e., the program within the capacity, and a RAM destructive diagnosis flag indicating that the data in RAM161c is corrupted is set in a predetermined area of ​​the out-of-capacity RAM area (Sb7), and then the system returns to the initial setup process shown in Figure 64.

[0391] After the completion of the out-of-capacity RAM initialization process in Sa6, it is determined whether the RAM corruption diagnostic flag is set (Sa7). If it is determined that the RAM corruption diagnostic flag is not set, i.e., if the data in RAM161c is not abnormal, the process proceeds to Sa9. If it is determined that the RAM corruption diagnostic flag is set, i.e., if the data in RAM161c is abnormal, the entire initialization area of ​​the in-capacity RAM area is initialized (Sa8), and the process proceeds to Sa9. The entire initialization area initialized in Sa8 does not include the temporary stack area and the payout management temporary stack area, and the data in the temporary stack area and the payout management temporary stack area is maintained. In particular, by maintaining the data in the temporary stack area, it is possible to ensure that the RAM parity becomes 0 after the registers have been saved to the temporary stack area when the power is turned on next time.

[0392] In Sa9, the address of the temporary stack area for payout management is set in the stack pointer, and the payout management area initialization process, which initializes the payout management area, is called and executed (Sa10).

[0393] Furthermore, when the payout management area initialization process is called in Sa10, the registers are saved to the temporary payout management stack area set in the stack pointer in Sa9. However, after the payout management area initialization process is completed and the registers are restored, the temporary payout management stack area is not used, and the values ​​in the temporary payout management stack area are maintained as they are. Therefore, even if the determination is made based on the RAM parity of the entire area of ​​RAM161c, including the values ​​in the temporary payout management stack area, it is possible to correctly determine whether or not there is an abnormality in the data stored in RAM161c.

[0394] After the payout management area initialization process of Sa10 is completed, the address of the stack area within the capacity is set in the stack pointer (Sa11), it is determined whether the setting key switch 37 is in the ON state or not (Sa12), and if it is determined that the setting key switch 37 is in the ON state, that is, if the power is turned on with the setting key switch 37 in the ON state, a game machine installation information command is sent to the medal count control board 17 (Sa13), and the process proceeds to the setting change process shown in Figure 65.

[0395] If Sa12 determines that the setting key switch 37 is not in the ON state, it is determined whether the RAM corruption diagnosis flag is set (Sa14). If it is determined that the RAM corruption diagnosis flag is not set, that is, if it is determined that the data in RAM 161c is not abnormal, it is determined whether the reset / setting switch 38 is in the ON state (Sa15). If it is determined that the reset / setting switch 38 is in the ON state, that is, the setting key switch 37 is in the OFF state, but the power is turned on with the reset / setting switch 38 in the ON state, and the data in RAM 161c is not abnormal, a game machine installation information command is sent to the medal count control board 17 (Sa13), and the process proceeds to the setting change process shown in Figure 65.

[0396] As shown in Figure 66, the setting change process initializes the initial initialization area of ​​RAM161c at the start of the setting change, that is, the area A where the buffer for the setting value and setting key switch 37 is stored, the stack area within the capacity, the temporary stack area for payout management, and the area excluding the temporary stack area (Sc1).

[0397] Next, the out-of-capacity RAM clear process is called (Sc2). The out-of-capacity RAM clear process is the out-of-capacity program call process mentioned above. In the out-of-capacity RAM clear process, the area of ​​the out-of-capacity RAM region excluding the out-of-capacity stack region is initialized.

[0398] After the completion of the RAM clearing process for capacity exceeding Sc2, a setting change start command is sent to the performance control unit 151 to indicate that the setting change state has started (Sc3), and it is determined whether or not the setting key switch 37 is in the ON state (Sc4).

[0399] If Sc4 determines that the setting key switch is not in the ON state, i.e., the setting key switch 37 is in the OFF state, but power is turned on with the reset / setting switch 38 in the ON state and the system proceeds to the setting change process, then it is determined whether the RAM clear permission flag is set in RAM 161c (Sc5). The RAM clear permission flag is set in RAM 61c first after the initialization of RAM 161c in the main process described later, and indicates that the state before the power cut was during the main process, i.e., during the initial setup process, the setting change process, or the error processing due to a RAM abnormality.

[0400] If Sc5 determines that the RAM clear permission flag is not set, the timer interrupt is enabled (Sc6), a RAM error code indicating an abnormality in RAM161c is set in a designated register (Sc7), and the process proceeds to error handling. Error handling will be described later.

[0401] If it is determined in Sc5 that the RAM clear permission flag is set, the process proceeds to Sc20, where a setting change completion command is sent to the performance control unit 151 to indicate the end of the setting change process. An interrupt wait process is performed to wait until the timer interrupt process (main) is executed once (Sc21), the size of the RAM 161c area (initialization area at the end of setting change) that is initialized when the setting change is completed is set (Sc22), and the process proceeds to the main process. In this case, that is, when the setting key switch 37 is in the OFF state, but the power is turned on with the reset / setting switch 38 in the ON state and the process proceeds to the setting change process, if the RAM clear permission flag is set, the area of ​​the RAM area within the capacity excluding area A where the setting value and setting key switch buffer are stored, the stack area within the capacity, the temporary payout management stack area and the temporary stack area, and the area of ​​the RAM area outside the capacity excluding the stack area outside the capacity are initialized. However, no new setting values ​​are set, and the game proceeds to a playable state while maintaining the setting values ​​before the power was cut off.

[0402] If Sc4 determines that the setting key switch is in the ON state, that is, if the setting key switch 37 is ON when power is turned on and the process to change the setting is initiated, the setting value is obtained from RAM 161c and stored in the A register (Sc8), and 1 is subtracted from the setting value in the A register (Sc9). At this time, the value obtained from RAM 161c minus 1 is set in the A register. Also, if RAM 161c is cleared due to a RAM error and 0 is stored as the setting value, 0 is set in the A register.

[0403] Next, the setting value of register A is incremented by 1 (Sc10), and it is determined whether the added setting value exceeds 6 (Sc11). If the added setting value does not exceed 6, proceed to Sc13. If the added setting value exceeds 6, correct the added setting value to 1 (Sc12) and proceed to Sc13.

[0404] In Sc13, the output buffer value of the setting value indicator 24 is updated to the updated setting value (Sc13), and an interrupt wait process is performed once (Sc14). As a result, the timer interrupt process (main) is executed once, and the updated setting value is displayed on the setting value indicator 24.

[0405] After that, the system waits until operation of the reset / setting switch 38 or the start switch 7 is detected (Sc15, Sc16). If operation of the reset / setting switch 38 is detected in Sc15, the system returns to Sc10, and the processing in Sc10 to Sc14 is performed, updating the setting value by adding 1 (if the added setting value exceeds 6, it is updated to 1). The system then waits again until operation of the reset / setting switch 38 or the start switch 7 is detected (Sc15, Sc16).

[0406] If the start switch 7 is detected in Sc16, the system waits until the OFF state of the setting key switch 37 is detected (Sc17). Once the OFF state of the setting key switch 37 is detected, the setting value of the A register is confirmed and stored in RAM 161c (Sc18). The value of the output buffer of the setting value indicator 24 is cleared (Sc19). A setting change completion command indicating the end of the setting change process is sent to the performance control unit 151 (Sc20). An interrupt waiting process is performed once (Sc21). As a result, the timer interrupt process (main) is executed once, and the setting value of the setting value indicator 24 is erased. Next, the size of the RAM 161c area that is initialized when the setting change is completed (setting change completion initialization area) is set (Sc22), and the system proceeds to the main process. As described later, in the main process, the area up to the final address to be initialized is initialized first. After the setting change process is completed, the system proceeds to the main process, and the setting change completion initialization area in the RAM area is initialized.

[0407] Returning to Figure 64, if Sa15 determines that the reset / setting switch 38 is not in the ON state, the stack pointer is restored to the state at the time of the power outage stored in RAM 161c (Sa16), a game machine installation information command is sent to the medal count control board 17 (Sa17), and further, a recovery command indicating that the main control unit 161 has recovered is sent to the performance control unit 151 (Sa18), and port input processing is performed twice in a row (Sa19, Sa20).

[0408] Port input processing is the process of updating input status data related to the input state of various switches input to the parallel input port (input data indicating the current input state of various switches, confirmed data indicating that the current input data is the same as the previous input data, and edge data indicating that the confirmed data has changed since the previous input). Within a predetermined area of ​​the RAM area of ​​RAM161c, port input buffers 0 to 2 are provided to store the input status data of various switches, and the input status data of various switches updated by port input processing is stored in predetermined bits of the port input buffer for each type of switch. Port input processing is performed on input ports 0 to 2 of the parallel input port.

[0409] The detection status (ON or OFF) of various switches is stored as input data in predetermined bits of the port input buffer. The detection status (ON or OFF) of the current port input processing is compared with the previous input data. If the current and previous input data are the same, the confirmed data is updated to reflect the detection status of the current input data. If the current and previous input data are different, the confirmed data from the previous input is maintained. Furthermore, comparing the current and previous confirmed data, if the confirmed data changes from OFF to ON, ON edge data indicating that the confirmed data has changed from OFF to ON is stored in predetermined bits of port input buffers 0 to 2. If the confirmed data changes from ON to OFF, OFF edge data indicating that the confirmed data has changed from ON to OFF is stored in predetermined bits of port input buffers 0 to 2. The input data, confirmed data, and edge data of various switches stored in the port input buffer can be referenced by programs within and outside the capacity.

[0410] Furthermore, in the initial setup process, by performing port input processing twice consecutively, when port input processing is performed afterward, input status data related to the input status of various switches, such as detection signals for various switches, is created based on the input status of various switches after the initial setup process, i.e., the input status of various switches after power supply to slot machine 2 has been resumed. This prevents unintended input conditions from being identified. Alternatively, the port input processing can be configured to create final data based on input data obtained from three or more port input processes (for example, the input data from the current, previous, and the one before that). In such a configuration, by performing port input processing one fewer time consecutively in the initial setup process than is necessary to create final data, input status data can be created based on the input status of various switches after the initial setup process when port input processing is performed after the initial setup process.

[0411] After port input processing in Sa19 and Sa20, all registers are restored to their state before the power outage, as stored in RAM161c (Sa21), timer interrupts are enabled (Sa22), the initial setup process is completed, and the process transitions to timer interrupt processing (main), before returning to the main process that was running before the power supply to slot machine 2 was cut off.

[0412] On the other hand, if Sa14 determines that the RAM corruption diagnosis flag is set, that is, if it is determined that the data in RAM161c is abnormal, the process proceeds to Sa23, where a game machine installation information command is sent to the medal count control board 17, timer interrupts are enabled (Sa24), a RAM abnormality error code indicating that there is an abnormality in RAM161c is set in a predetermined register (Sa25), a...

Claims

[Claim 1] A gaming machine comprising a variable display unit capable of displaying a plurality of types of identification information, each of which is identifiable, and which derives a display result after displaying the variable display unit in a variable manner, and in which a prize can be awarded according to the display result of the variable display unit, A game control means for controlling the progress of the game, A start operation means for initiating the variable display of the variable display unit, An error state control means controls the game to an error state in which the game cannot proceed based on the detection of an error, Image display means, The system includes an error state display means for displaying an error image corresponding to the error state on the image display means, The aforementioned game control means is Includes a pre-determining means for determining the display results that are permissible to derive, Based on the operation of the start operation means, a test signal generation process is executed to generate a test signal for identifying information regarding the decision result of the pre-determination means. After performing the aforementioned test signal generation process, a delay process is performed to delay the progress of the game for a predetermined period of time. After the predetermined period has elapsed, the variable display unit will start a variable display start process. During the predetermined period, the error determination process that determines whether or not to control the state of the gaming machine to the error state is not executed. A gaming machine capable of executing a process to display the error image at the start of the error state, a process to erase the error image at the end of the error state, and a process to erase the error image when the game is started when there is no error state.