Gaming machine
The gaming machine improves gaming value processing and display through integrated control and counting mechanisms, enhancing player interaction and game management by restricting process execution based on operation duration.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KYORAKU IND CO LTD
- Filing Date
- 2023-06-30
- Publication Date
- 2026-07-16
AI Technical Summary
Conventional gaming machines lack efficient processing and display mechanisms for gaming values, which can be improved to enhance player interaction and game management.
The gaming machine incorporates gaming control means, gaming value control means, counting operation means, and display means to perform various processes such as counting, lending, and display control, including short-press and long-press operations to manage gaming values effectively.
This enhances the processing and display of gaming values, improving player interaction and game management, allowing for restricted execution of processes based on operation duration and enabling value assignment during counting operations.
Smart Images

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Abstract
Description
Technical Field
[0006] , , The aforementioned game value assignment process, ,
[0007] , ,
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In conventional gaming machines, there are gaming machines that use gaming values owned by players to play games.
[0003] Recently, in such gaming machines, a gaming machine including a main control board and a payout board that pays out gaming media when a winning is established is known (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, the above-described gaming machine has room for improvement in processing related to gaming values.
[0006] In view of such problems, an object of the present invention is to provide a gaming machine capable of improving processing related to gaming values.
Means for Solving the Problems
[0007] In order to solve such problems, the gaming machine according to the present invention includes gaming control means capable of executing processing related to games, gaming value control means capable of executing processing related to gaming values, counting operation means capable of being counted by a player, and display means capable of displaying the value of the gaming value owned by the player. The gaming value control means The aforementioned game value assignment process,The system is capable of performing a counting time process when the counting operation is performed, a lending time process when a lending signal is input from an external source, and a display control process that performs display control of the display means, wherein the counting time process includes a short-press counting time process that counts a first game value when the first counting operation is performed, and a long-press counting time process that counts a second game value greater than the first game value when the second counting operation is performed which is longer than the first time, and when the counting time process is performed the execution of the lending time process is restricted, and when the lending time process is performed the execution of the counting time process is restricted, the display control process is capable of performing display control corresponding to the lending time process after performing display control corresponding to the counting time process, and when the lending signal is input while the long-press counting time process is being performed the addition display of the game value corresponding to the input of the lending signal is performed after the counting is completed. The game value control means can execute the game value assignment process even when the counting operation is being performed, and when assigning game value while the counting operation is being performed, the game value assignment process is executed after the counting of the game value of the second game value quantity is completed. It is characterized by the following: [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that can improve the processing related to the value of the game. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a detailed view of the base. [Figure 3] This is a diagram showing the internal structure of the cabinet. [Figure 4] This is a rear view of the front door. [Figure 5] This is a diagram showing the arrangement of symbols on the reels. [Figure 6] This diagram shows the combination of patterns and the value assigned to each game. [Figure 7] This is a block diagram of the main control board and the game value control board. [Figure 8] This is a block diagram of the sub-control board. [Figure 9] This is a block diagram of the rental equipment. [Figure 10] It is a diagram showing the transition of the game state. [Figure 11] It is a diagram showing the transition of the payout state. [Figure 12] It is a diagram showing the flow of objects and information. [Figure 13] It is a diagram showing the details of the transmission and reception of each information. [Figure 14] It is a diagram showing the storage areas of the main control board and the game value control board. [Figure 15] It is a diagram showing the winning combination determination table. [Figure 16] It is a diagram showing the relationship between the winning combination, the operation order of the stop button, and winning, etc. [Figure 17] It is a diagram showing the command group table. [Figure 18] It is a diagram showing the storage area within the main RAM usage area. [Figure 19] It is a diagram showing the storage area within the game value RAM usage area. [Figure 20] It is a diagram showing the game machine performance information within the game value RAM usage area. [Figure 21] It is a diagram showing the game machine installation information within the game value RAM usage area. [Figure 22] It is a diagram showing the hall control / fraud monitoring information within the game value RAM usage area. [Figure 23] It is a diagram showing the main program start processing. [Figure 24] It is a diagram showing the setting change processing. [Figure 25] It is a diagram showing the main loop processing. [Figure 26] It is a diagram showing the game start management processing. [Figure 27] It is a diagram showing the game value reception start processing. [Figure 28] It is a diagram showing the game value addition processing. [Figure 29] It is a diagram showing the game value LED display data creation processing. [Figure 30] It is a diagram showing the error / complete function monitoring processing. [Figure 31] This diagram shows the process for displaying the E8 error. [Figure 32] This diagram shows the error display process. [Figure 33] This diagram shows the process for verifying the set values. [Figure 34] This diagram shows the process for displaying the set values. [Figure 35] This is a diagram showing the game value management process. [Figure 36] This diagram shows the start lever check process. [Figure 37] This diagram shows the process for setting the pattern code. [Figure 38] This diagram shows the process for preparing to start reel rotation. [Figure 39] This diagram shows the processing during reel rotation. [Figure 40] This diagram shows the display determination process. [Figure 41] This diagram shows the process of assigning value to games. [Figure 42] This is a diagram showing the MY difference calculation process. [Figure 43] This diagram shows the game state transition process. [Figure 44] This diagram shows the main interrupt handling process. [Figure 45] This is a diagram showing the process for starting the game value program. [Figure 46] This diagram shows the loop processing of game value. [Figure 47] This diagram shows the communication processing of the main control board. [Figure 48] This diagram shows the process of receiving a telegram for information notification from the first gaming machine. [Figure 49] This diagram shows the process of receiving a notification message for information from the second gaming machine. [Figure 50] This diagram shows the communication process for an SC board. [Figure 51] This diagram shows the counting notification transmission process. [Figure 52] This diagram shows the process for setting the count subtraction value. [Figure 53] This diagram shows the loan receipt result response processing. [Figure 54] This diagram shows how to handle errors. [Figure 55] This diagram shows the process of setting up fraudulent information. [Figure 56] This diagram shows the error code setting process. [Figure 57] This diagram shows the process for setting information on the game value side. [Figure 58] This diagram shows the game value interrupt process. [Figure 59] This is a diagram showing the switch detection process. [Figure 60] This diagram shows the subloop process. [Figure 61] This is a diagram showing the basic communication sequence. [Figure 62] This diagram shows the startup sequence when the gaming machine is started first. [Figure 63] This diagram shows the startup sequence when the loaned device is started first. [Figure 64] This diagram shows the basic sequence of information notifications from gaming machines. [Figure 65] This diagram shows the sequence of events when hall computer fraud monitoring information and gaming machine installation information overlap. [Figure 66] This is a diagram showing the count notification sequence. [Figure 67] This is a diagram showing the loan notification sequence. [Figure 68] This diagram shows the recovery sequence when the dedicated IF wire is disconnected. [Figure 69] This figure shows the sequence of communication errors during counting. [Figure 70] This diagram shows the sequence of communication errors during lending. [Figure 71] This figure shows the time chart and animation during the settings change process. [Figure 72] This figure shows the time chart and animation during the settings change process. [Figure 73] This figure shows a time chart of malfunction errors in the setting change device. [Figure 74] This figure shows an animation of a malfunction error in the setting change device. [Figure 75] This figure shows the time chart while the settings are being confirmed. [Figure 76] This diagram shows the animation displayed during the settings confirmation screen. [Figure 77] This diagram shows a timeline of communication errors within the gaming machine. [Figure 78] This diagram shows an animation of a communication error within a gaming machine. [Figure 79] This figure shows a time chart of the game value overflow error. [Figure 80] This diagram shows an animation of a game value overflow error. [Figure 81] This diagram shows a time chart of communication failure errors in rental equipment. [Figure 82] This diagram shows an animation of a communication failure error with the rental equipment. [Figure 83] This diagram shows a time chart for the "rental device not connected" error. [Figure 84] This diagram shows an animation of a loan device not connected error. [Figure 85] This diagram shows the time chart for clearing the game's value. [Figure 86] This is a diagram showing the animation for clearing the game's value. [Figure 87] This figure shows a time chart for determining the set values. [Figure 88] This figure shows the animation for confirming the set value. [Figure 89] This diagram shows a time chart for door opening errors. [Figure 90] This diagram shows an animation of a door opening error. [Figure 91] This diagram shows the time chart for resetting and starting. [Figure 92] This diagram shows the reset start animation. [Figure 93] This diagram shows the time chart for the complete function. [Figure 94]This diagram shows the animation for the complete function. [Figure 95] This figure shows a time chart of the completion of the counting process. [Figure 96] This figure shows an animation indicating the completion of the counting process. [Figure 97] This figure shows a time chart during the counting process. [Figure 98] This figure shows the animation during the counting process. [Figure 99] This diagram shows a time chart for game value warnings. [Figure 100] This is a diagram showing an animation for a game value warning. [Figure 101] This is a diagram showing the time chart for the complete pre-announcement. [Figure 102] This is a diagram showing the animation for the complete pre-announcement. [Figure 103] This diagram shows the time chart for the completion standby notification. [Figure 104] This diagram shows the animation for the completion standby notification. [Figure 105] This diagram shows the timeline for settling the value of the games played. [Figure 106] This diagram shows an animation of the game value settlement process. [Figure 107] This diagram shows the animation after the complete function has been activated. [Figure 108] This is a diagram showing the animation after clearing the game's value. [Figure 109] This figure shows the animation after the completion pre-announcement. [Figure 110] This diagram shows the animation after the "Complete Standby" notification. [Figure 111] This diagram shows the animation from the pre-completion notification to the activation of the completion function. [Figure 112] This diagram shows the animation from the completion standby notification to the activation of the completion function. [Figure 113]This diagram shows a list of functions and implementation areas of a gaming machine. [Figure 114] This diagram shows the timing of each process in a game. [Figure 115] This diagram shows a simplified flowchart of the various processes involved in adding or subtracting game value. [Figure 116] This diagram shows a simplified flowchart of the processes related to betting and settlement. [Figure 117] This diagram shows a simplified flowchart of the processes related to betting and the processes related to assigning value to games. [Figure 118] This diagram shows a simplified flowchart of the processes related to betting and counting. [Figure 119] This diagram shows a simplified flowchart of the processes related to betting and lending. [Figure 120] This diagram shows a simplified flowchart of the processes related to settlement and game value assignment. [Figure 121] This diagram shows a simplified flowchart of the settlement process and the accounting process. [Figure 122] This diagram shows a simplified flowchart of the settlement process and the lending process. [Figure 123] This diagram shows a simplified flowchart of the processes related to assigning value to games and the processes related to counting. [Figure 124] This diagram shows a simplified flowchart of the processes related to assigning value to games and lending out games. [Figure 125] This diagram shows a simplified flowchart of SC board communication processing. [Figure 126] This diagram shows an animation of what happens when the BET operation and the counting operation overlap. [Figure 127] This diagram shows an animation of what happens when settlement operations and counting operations overlap. [Figure 128] This diagram shows an animation of what happens when the assignment of game value and the counting operation overlap. [Figure 129]This diagram shows an animation of what happens when counting operations and lending operations overlap. [Figure 130] This diagram shows the animation that occurs when a BET operation is performed during the counting operation. [Figure 131] This diagram shows an animation of what happens when a settlement operation is performed during a counting operation. [Figure 132] This diagram shows an animation of what happens when a lending operation is performed during a counting operation. [Figure 133] This diagram shows the animation that appears when a prize is awarded during the counting process. [Figure 134] This figure shows a timing chart related to counting. [Figure 135] This figure shows the main control area and the game value control area in the second embodiment. [Figure 136] This figure shows the memory area in the second embodiment. [Modes for carrying out the invention]
[0010] Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.
[0011] First, we will explain each component of the gaming machine 1 using Figures 1 to 4.
[0012] Figure 1 is an external front view of the gaming machine 1, Figure 2 is a detailed view of the base, Figure 3 is an internal structure diagram of the cabinet 2, and Figure 4 is a rear view of the front door 3.
[0013] (Gaming machine 1) The gaming machine 1 in this embodiment consists of a cabinet 2, a front door 3, and the like. Furthermore, the gaming machine 1 in this embodiment is capable of playing games using electromagnetically stored game values. In other words, the gaming machine 1 in this embodiment is capable of playing games without using a game medium (for example, tokens).
[0014] (Cabinet 2) Cabinet 2 is a roughly rectangular box-shaped body with an opening on the front side. Several components are attached to Cabinet 2. The presence of Cabinet 2 makes it possible to store reels 31 and other items.
[0015] (Front door 3) The front door 3 is installed to close the opening on the front side of the cabinet 2. Several components are attached to the front door 3. The presence of the front door 3 allows for the installation of components such as the stop button 15.
[0016] (Door keyhole 4) The door keyhole 4 is located on the right side of the center of the front door 3 when viewed from the front, and is provided for unlocking the front door 3 by a locking device (not shown). When an employee of a gaming establishment performs maintenance work or changes settings, the locking device (not shown) on the front door 3 is unlocked. Specifically, the front door 3 is opened by inserting the door key (not shown) into the door keyhole 4 and rotating it clockwise by a predetermined angle, allowing maintenance work or setting changes to be performed. After the maintenance work or setting changes are completed, the locking device is locked by closing the front door 3. The presence of the door keyhole 4 makes it possible to open and close the front door 3.
[0017] (Setting value) The setting value indicates the degree to which the game is advantageous to the player; the higher the setting value, the more advantageous it is for the player. In this embodiment, it is possible to set the game to any of the following values: setting "1", setting "2", setting "4", setting "5", and setting "6", but it is not possible to set it to setting "3". It is also possible to include a setting "0", which is significantly disadvantageous to the player.
[0018] (Chubu Panel 5) The central panel 5 is located in the center of the front door 3 when viewed from the front, and has a transparent window so as not to obstruct the view of the symbols on the reel 31. It is also a design panel made of smooth acrylic resin. The central panel 5 makes it possible to see the symbols on the reel 31.
[0019] (Bottom panel 6) The lower panel 6 is located at the bottom of the front door 3 when viewed from the front, and is a design panel made of acrylic resin with the character images and model name printed on it that are displayed on the image display device 7. The lower panel 6 makes it easier to recognize the motifs of the gaming machine 1.
[0020] (Image display device 7) The image display device 7 is provided to display moving images, still images, etc., corresponding to the effects performed when the game is played. Here, the image display device 7 can display effect images that are displayed when an effect is being performed, and error images that are displayed when an abnormality (error) is detected in the game machine 1. Furthermore, by providing the image display device 7, it becomes possible to perform effects that appeal to the player's visual sense.
[0021] (Upper speaker opening 8) The upper speaker openings 8 are holes for outputting sound from speakers 62 (more specifically, the upper right speaker 62A and the upper left speaker 62B), and are located on the left and right sides of the center of the front view of the gaming machine 1. The upper speaker openings 8 are also composed of the upper right speaker opening 8R and the upper left speaker opening 8L. The upper right speaker opening 8R is provided to correspond to the upper right speaker 62A, and the upper left speaker opening 8L is provided to correspond to the upper left speaker 62B.
[0022] (Lower speaker opening 9) The lower speaker openings 9 are holes for outputting sound from speakers 62 (more specifically, the lower right speaker 62C and the lower left speaker 62D), and are located on the left and right sides of the lower part of the front view of the gaming machine 1. The lower speaker openings 9 are also composed of the lower right speaker opening 9R and the lower left speaker opening 9L. The lower right speaker opening 9R is provided to correspond to the lower right speaker 62C, and the lower left speaker opening 9L is provided to correspond to the lower left speaker 62D.
[0023] (Status display unit 10) The status display unit 10 is a unit for displaying various statuses. Specifically, the status display unit 10 is a unitized unit comprising a BET available display unit 25, a game start display unit 26, a re-game display unit 27, an instruction monitor display unit 28, a BET number display unit 29, and an awarded number display unit 30.
[0024] (BET button 11) The BET button 11 is provided to accept a BET operation by pressing the BET button 11. When a BET operation is accepted, a process is performed to bet "1" of the game value owned by the player on the game. The presence of the BET button 11 makes it possible to accept BET operations.
[0025] (MAXBET button 12) The MAXBET button 12 is provided to accept the MAXBET operation, which is performed by pressing the MAXBET button 12. When the MAXBET operation is accepted, the game is bet the maximum amount of game value (3 in this embodiment) that can be bet in one game ("1" game) from the game value owned by the player. The acceptance of the MAXBET operation is made possible by providing the MAXBET button 12.
[0026] (Checkout button 13) The settlement button 13 is provided to accept settlement operations by pressing the settlement button 13. When a settlement operation is accepted, a process is performed to settle the bet game value. In this embodiment, the maximum game value that can be bet in one game is "3", so the value of the game value that can be settled will be one of the values from "1" to "3". The presence of the settlement button 13 makes it possible to accept settlement operations.
[0027] (Start lever 14) The start lever 14 is provided to receive the start operation by pressing the start lever 14. When the start operation is received, processes such as acquiring a random value, determining the winning combination using the acquired random value, and starting the rotation of the reels 31 are performed. The presence of the start lever 14 makes it possible to receive the start operation.
[0028] (Stop button 15) The stop button 15 is provided to receive a stop operation by pressing the stop button 15. The stop button 15 is composed of a left stop button 15L for receiving a left stop operation that triggers the rotation of the left reel 31L to stop, a middle stop button 15C for receiving a middle stop operation that triggers the rotation of the middle reel 31C to stop, and a right stop button 15R for receiving a right stop operation that triggers the rotation of the right reel 31R to stop. When a stop operation is received, processing such as stopping the rotation of the reels 31 is performed. By providing the stop button 15, it becomes possible to receive stop operations corresponding to the reels 31.
[0029] (Performance button 16) The effect button 16 is provided to receive an effect button operation, which is the operation of pressing the effect button 16. When an effect button operation is received while a predetermined effect image is displayed on the image display device 7, the predetermined effect image displayed on the image display device 7 is switched to a specific effect image and displayed. Also, when an effect button operation is received when no game is being played, a menu image is displayed on the image display device 7. The presence of the effect button 16 makes it possible to receive effect button operations.
[0030] (D-pad 17) The directional pad 17 is provided to accept directional pad input by pressing it. The directional pad 17 consists of an up button, a down button, a left button, and a right button. When a directional pad input is received while a menu image is displayed on the image display device 7, the cursor image CUR, described later, will move and be displayed. The presence of the directional pad 17 makes it possible to accept directional pad input.
[0031] (Game value display unit 18) The game value display unit 18 is a unit for displaying the game value owned by the player. Specifically, the game value display unit 18 integrates a counting button 19 and a game value display device 20 into a single unit.
[0032] (Counting button 19) The counting button 19 is provided to receive counting operations when the counting button 19 is pressed. When a counting operation is received, the game value owned by the player is counted, and the value displayed on the game value display device 20 is updated to "0". The presence of the counting button 19 makes it possible to receive counting operations.
[0033] (Game value display device 20) The game value display device 20 is provided to display the value of the game value owned by the player. In this embodiment, the game value display device 20 is capable of displaying a "5" digit value. By providing the game value display device 20, it becomes possible to display the value of the game value owned by the player.
[0034] (Logo LED21) The logo LED 21 is provided to illuminate the logo of the gaming machine 1, which is located at the top of the front door 3 when viewed from the front. The inclusion of the logo LED 21 makes it easier for players to recognize the logo of the gaming machine 1.
[0035] (Control Panel LED 22) The control panel LED 22 is installed to illuminate the base located in the center of the front view of the front door 3. By providing the control panel LED 22, the base can be illuminated, thereby enhancing the visual effect.
[0036] (Control panel side LED 23) The control panel side LED 23 is provided to illuminate the right and left sides of the base when viewed from the front. Furthermore, the control panel side LED 23 consists of a right control panel side LED 23R, which illuminates the right side of the base when viewed from the front, and a right control panel side LED 23R, which illuminates the left side of the base when viewed from the front. By providing the control panel side LED 23, it is possible to illuminate both the right and left sides of the base when viewed from the front, thereby enhancing the visual effect.
[0037] (Side unit LED24) The side unit LED 24 is provided to illuminate the right and left sides of the gaming machine 1 when viewed from the front. The side unit LED 24 consists of a right side unit LED 24R, which illuminates the right side of the gaming machine 1 when viewed from the front, and a left side unit LED 24L, which illuminates the left side of the gaming machine 1 when viewed from the front. By providing the side unit LED 24, it is possible to illuminate both the right and left sides of the gaming machine 1 when viewed from the front, thereby enhancing the visual effects.
[0038] (BET possible display section 25) The BET availability indicator 25 is provided to inform players that it is possible to bet on game value. Specifically, the BET availability indicator 25 lights up when it is possible to bet on game value and turns off when it is restricted from betting on game value. By providing the BET availability indicator 25, it is possible to inform players whether it is possible to bet on game value or whether it is restricted from betting on game value.
[0039] (Game Start Indicator 26) The game start indicator unit 26 is provided to inform the player that it is possible to start the game. Specifically, the game start indicator unit 26 lights up when it is possible to start the game (in other words, when the bet value is "3" and the start lever 14 can be operated), and turns off when it is not possible to start the game. By providing the game start indicator unit 26, it is possible to inform the player that it is possible to start the game.
[0040] (Replay display unit 27) The re-play indicator unit 27 is provided to notify the player that a re-play has been activated. Specifically, the re-play indicator unit 27 lights up when a re-play is activated (in other words, when a re-play is awarded) and turns off when a re-play is not activated. By providing the re-play indicator unit 27, it is possible to notify the player that a re-play has been activated.
[0041] (Instruction monitor display unit 28) The instruction monitor display unit 28 is provided to inform the player of the operation sequence of the stop button 15. The inclusion of the instruction monitor display unit 28 makes it possible to inform the player of the operation sequence of the stop button 15 and other relevant information.
[0042] (BET number display section 29) The BET number display unit 29 is provided to notify the value of the bet placed on the game. Specifically, the BET number display unit 29 is composed of "3" LEDs. When the value of the bet placed on the game is "1", "1" LED lights up; when the value of the bet placed on the game is "2", "2" LEDs light up; and when the value of the bet placed on the game is "3", "3" LEDs light up. By providing the BET number display unit 29, it is possible to notify the player of the value of the bet placed on the game.
[0043] (Number of items displayed 30) The award count display unit 30 is provided to notify the player of the value of the game awarded upon winning. The award count display unit 30 can also notify the player of the current setting value when the setting is changed or confirmed, information regarding errors, and whether the complete function is active. Furthermore, by providing the award count display unit 30, it is possible to notify the player of the value of the game awarded upon winning.
[0044] In this embodiment, the gaming machine 1 is not equipped with a special feature display unit capable of notifying that the player is in a special feature period, but it may be equipped with a special feature display unit capable of notifying that the player is in a special feature period. Also, in this embodiment, the gaming machine 1 is not equipped with a special feature operation notification unit capable of notifying that the player is in a special feature period, but it may be equipped with a special feature operation notification unit capable of notifying that the player is in a special feature period.
[0045] (Reel 31) Reel 31 consists of a left reel 31L, a middle reel 31C, and a right reel 31R, and has a cylindrical structure. A translucent sheet is attached to the circumference of reel 31, and multiple types of symbols are arranged in a row on this sheet. By providing reel 31, it is possible for the player to see multiple symbols.
[0046] (Stepping motor 32) The stepping motor 32 is provided to control the acceleration, constant speed, deceleration, and stopping of the reel 31. Specifically, the stepping motor 32 consists of a left stepping motor 32L for controlling the acceleration, constant speed, deceleration, and stopping of the left reel 31L, a middle stepping motor 32C for controlling the acceleration, constant speed, deceleration, and stopping of the middle reel 31C, and a right stepping motor 32R for controlling the acceleration, constant speed, deceleration, and stopping of the right reel 31R. By providing the stepping motor 32, it becomes possible to rotate and stop the reel 31.
[0047] (Photosensor 33) The photosensor 33 is provided to detect when the reel 31 has rotated "1" time. Specifically, the photosensor 33 comprises a light-emitting section and a light-receiving section, and is composed of a left photosensor 33L for detecting when the left reel 31L has rotated "1" time, a middle photosensor 33C for detecting when the middle reel 31C has rotated "1" time, and a right photosensor 33R for detecting when the right reel 31R has rotated "1" time. By providing the photosensor 33, it becomes possible to detect the reel index indicating when the reel 31 has rotated "1" time.
[0048] (Setting keyhole 34) The setting keyhole 34 is provided to accept a setting change operation in which a setting key (not shown) is inserted and rotated by a predetermined angle. When the power is turned ON with the setting change operation accepted, the main control board 100 displays the current setting value on the assigned number display unit 30. The setting keyhole 34 enables the acceptance of setting change operations.
[0049] (Setting door 34A) The setting door 34A is provided to block the setting keyhole 34. When the setting door 34A is in its fixed position, it blocks the setting keyhole 34, making it impossible to change the setting. On the other hand, when the setting door 34A tilts in a predetermined direction from its fixed position, the setting keyhole 34 is exposed, making it possible to change the setting. Furthermore, by providing the setting door 34A, it is possible to deter fraudulent acts of changing the setting value.
[0050] (Reset button 35) The reset button 35 is provided to accept a reset operation by pressing the reset button 35. When a reset operation is accepted while a predetermined error has occurred, a process is performed to clear the predetermined error. Also, when a reset operation is accepted when changing a setting value, a process is performed to switch the display of the current setting value shown on the assigned number display unit 30, which will be described later. The presence of the reset button 35 makes it possible to accept reset operations.
[0051] (Reset Door 35A) The reset door 35A is provided to conceal the reset button 35. When the reset door 35A is in its fixed position, the reset button 35 is concealed, making reset operation impossible. On the other hand, when the reset door 35A is tilted in a predetermined direction from its fixed position, the reset button 35 is exposed, making reset operation possible. Furthermore, by providing the reset door 35A, it is possible to deter fraudulent acts of resetting.
[0052] As will be described in more detail later, the gaming machine 1 in this embodiment is equipped with a setting door switch 34Asw for detecting the tilt of the setting door 34A. On the other hand, it is not equipped with a reset door switch 35Asw for detecting the tilt of the reset door 35A. Of course, it is also possible to equip it with a reset door switch 35Asw for detecting the tilt of the reset door 35A.
[0053] (Ratio display section 36) The ratio display unit 36 consists of a 4-digit 7-segment LED and is provided for displaying ratio information. Here, "ratio information" refers to the ratio of bonus items including the indicator, the bonus item ratio over 6,000 games, the consecutive bonus item ratio over 6,000 games, the bonus item ratio in cumulative play, the consecutive bonus item ratio in cumulative play, and the bonus item status ratio. By providing the ratio display unit 36, it becomes possible to display ratio information.
[0054] (Game Value Clear Button 37) The game value clear button 37 is provided to accept the game value clear operation, which is performed by pressing the game value clear button 37. When the game value clear operation is performed, the game value value owned by the player, as displayed on the game value display device 20, is set to "0". The presence of the game value clear button 37 makes it possible to accept the game value clear operation.
[0055] Furthermore, a game value clear door may be provided to conceal the game value clear button 37. When the game value clear door is in its fixed position, the game value clear button 37 is concealed, making it impossible to clear the game value. On the other hand, when the reset door 35A tilts from its fixed position in a predetermined direction, the game value clear button 37 is exposed, making it possible to clear the game value. By providing a game value clear door, it is possible to deter fraudulent acts of clearing the game value.
[0056] (Power button 38) The power button 38 is provided to receive a power operation by pressing the power button 38. When a power operation is received, power is supplied to the gaming machine 1, and the main control board 100 performs the main program start process (see Figure 23), which will be described later. Also, when a power operation is received, the gaming value control board 200 performs the gaming value program start process (see Figure 45), which will be described later, and the sub-control board 300 performs the sub-loop process (see Figure 60), which will be described later. The presence of the power button 38 makes it possible to receive power operations.
[0057] (Subwoofer 39) The subwoofer 39 is a woofer speaker used to output sound effects. By including the subwoofer 39, it becomes possible to output sound effects with enhanced dramatic effect.
[0058] (Status board 40) The status board 40 is a board that relays various components to the main control board 100 and the game value control board 200. The status board 40 will be explained in detail later using Figure 7. By providing the status board 40, it becomes possible to relay various components to the main control board 100 and the game value control board 200.
[0059] (Reel control board 41) The reel control board 41 is provided to control the rotation and stopping of the reel 31. A stepping motor 32 and a photosensor 33 are also connected to the reel control board 41. By including the reel control board 41, it becomes possible to control the rotation and stopping of the reel 31.
[0060] (Power supply unit 42) The power supply unit 42 is a unit that relays the AMP board 49, the main control board 100, and the game value control board 200, and supplies the necessary power to each part of the gaming machine 1, which is equipped with a power LED and a fuse. By providing the power supply unit 42, it becomes possible to supply power to each part of the gaming machine 1.
[0061] (Loan device connection terminal board 43) The loan device connection terminal board 43 is provided for connecting to the loan device 400, which is an external device to the gaming machine 1. When the counting button 19 is operated, information indicating that the operation of the counting button 19 has been received can be transmitted to the loan device 400 via the loan device connection terminal board 43. In addition, information indicating that the operation of the loan button 76, which will be described later, has been received from the loan device 400 can be received via the loan device connection terminal board 43. By providing the loan device connection terminal board 43, communication between the gaming machine 1 (specifically, the game value control board 200) and the loan device 400 becomes possible.
[0062] (Backlight relay board 44) The backlight relay board 44 is a board for relaying the reel backlight board 45 and the subwoofer relay board 46. By including the backlight relay board 44, it becomes possible to relay the reel backlight board 45 and the subwoofer relay board 46.
[0063] (Reel backlight circuit board 45) The reel backlight board 45 is a circuit board on which LEDs are attached to illuminate the symbols arranged on the reels 31. Specifically, the reel backlight board 45 consists of a left reel backlight board 45L for illuminating the symbols on the left reel 31L, a middle reel backlight board 45C for illuminating the symbols on the middle reel 31C, and a right reel backlight board 45R for illuminating the symbols on the right reel 31R. By providing the reel backlight board 45, it becomes possible to make the symbols on the reels 31 easier for the player to see.
[0064] (Subwoofer relay board 46) The subwoofer relay board 46 is a board for relaying the subwoofer 39, the backlight relay board 44, and the control panel relay board 54. By including the subwoofer relay board 46, it becomes possible to relay the subwoofer 39, the backlight relay board 44, and the control panel relay board 54.
[0065] (Logo illuminated circuit board 47) The logo illumination board 47 is a board for controlling the logo LED 21. By including the logo illumination board 47, it becomes possible to control the logo LED 21.
[0066] (Motor drive board 48) The bonus feature drive board 48 is a board for controlling the operation of the image display device 7. By including the bonus feature drive board 48, it becomes possible to control the operation of the image display device 7.
[0067] (AMP board 49) The AMP board 49 is provided to amplify and output the sound effects output from the speaker 62, which will be described later.
[0068] (Side unit circuit board 50) The side unit board 50 is a board for controlling the side unit LEDs 24. Specifically, the side unit board 50 consists of a right side unit board 50R for controlling the right side unit LED 24R and a left side unit board 50L for controlling the left side unit LED 24L. By providing the side unit board 50, it becomes possible to control the side unit LEDs 24.
[0069] (Control panel lighting circuit board 51) The control panel lighting circuit board 51 is a circuit board for controlling the control panel LEDs 22. By including the control panel lighting circuit board 51, it becomes possible to control the control panel LEDs 22.
[0070] (Control panel side board 52) The control panel side board 52 is a board for controlling the control panel side LEDs 23. Specifically, the control panel side board 52 consists of a right control panel side board 52R for controlling the right control panel side LED 23R and a left control panel side board 52L for controlling the left control panel side LED 23L. By providing the control panel side board 52, it becomes possible to control the control panel side LEDs 23.
[0071] (Title panel board 53) The title panel board 53 is a board for controlling the lower panel LED 66, which will be described later. By including the title panel board 53, it becomes possible to control the lower panel LED 66, which will be described later, and thus it becomes possible to illuminate the lower panel 6.
[0072] (Control panel relay board 54) The control panel relay board 54 is a board that relays the following components: the 16-switch effect switch, the 46-board subwoofer relay board, the 51-board lighting board, the 53-board title panel, the 55-BET LED board, the 56-LED stop button board, the 60-LED effect button board, the 61-directional pad board, the 62C-right lower speaker, the 62D-left lower speaker, and the 67-channel effect button vibration motor. By including the control panel relay board 54, it becomes possible to relay the various boards mentioned above.
[0073] (MAXBETLED board 55) The MAXBETLED board 55 is a board on which the MAXBET button LED 64, described later, is mounted. The MAXBETLED board 55 is also a board for controlling the illumination of the MAXBET button LED 64, described later. By including the MAXBETLED board 55, it becomes possible to control the illumination of the MAXBET button LED 64, described later.
[0074] (Stop button LED board 56) The stop button LED board 56 is a board on which the stop button LED 65, described later, is mounted. The stop button LED board 56 is also a board for controlling the illumination of the stop button LED 65, described later. By including the stop button LED board 56, it becomes possible to control the illumination of the stop button LED 65, described later.
[0075] (Memory board 57) The memory board 57 is a board provided for mounting the image ROM 68 and the audio ROM 69, which will be described later. The inclusion of the memory board 57 makes it possible to mount the image ROM 68 and the audio ROM 69, which will be described later.
[0076] (LVDS relay board 58) The LVDS relay board 58 is a board for relaying the AMP board 49, the image display device relay board 59, and the sub-control board 300, which will be described later. By providing the LVDS relay board 58, it becomes possible to relay the AMP board 49, the image display device relay board 59, and the sub-control board 300, which will be described later.
[0077] (Image display device relay board 59) The image display device relay board 59 is a board for relaying the image display device 7 and the LVDS relay board 58. By including the image display device relay board 59, it becomes possible to relay the image display device 7 and the LVDS relay board 58.
[0078] (Performance button LED board 60) The performance button LED board 60 is a board for controlling the illumination of the performance button LED 63, which will be described later. By including the performance button LED board 60, it becomes possible to control the illumination of the performance button LED 63, which will be described later.
[0079] (D-pad circuit board 61) The directional pad circuit board 61 is a circuit board to which the control panel relay board 54 is connected, and is equipped with the directional pad switch 17sw, which will be described later. By including the directional pad circuit board 61, when the directional pad switch 17sw, described later, detects operation of the directional pad 17, it becomes possible to transmit information that operation of the directional pad 17 has been detected to the sub-control board 300 via the control panel relay board 54.
[0080] (Speaker 62) Speaker 62 is provided to output background music, voices, sound effects, etc., in response to the effects performed when the game is played. Speaker 62 can also output background music, voices, sound effects, etc., in response to detected errors. Speaker 62 consists of the upper right speaker 62A, the upper left speaker 62B, the lower right speaker 62C, and the lower left speaker 62D. The inclusion of speaker 62 makes it possible to perform effects that appeal to the player's auditory senses.
[0081] (Main control board 100) The main control board 100 is provided for controlling gameplay. The main control board 100 is located inside the cabinet 2, above the reels 31. The presence of the main control board 100 makes it possible to perform gameplay controls.
[0082] (Game value control board 200) The game value control board 200 is provided for controlling the game value owned by the player. The game value control board 200 is located inside the cabinet 2, below the reels 31. By providing the game value control board 200, it becomes possible to perform control related to the game value owned by the player.
[0083] (Sub-control board 300) The sub-control board 300 is primarily provided for controlling the performance effects. The sub-control board 300 is located on the rear side of the front door 3, above the middle panel 5. The inclusion of the sub-control board 300 enables the execution of performance-related controls.
[0084] (Symbol arrangement on reel 31) Next, the symbol arrangement of reel 31 will be explained using Figure 5. Note that the information regarding the symbol arrangement of reel 31 shown in Figure 5 is stored in the main ROM usage area 102A.
[0085] Each reel 31 has 20 symbols, including the red seven symbol FIGa, the BAR symbol FIGb, the cherry symbol FIGc, the first bell symbol FIGd, the second bell symbol FIGe, the third bell symbol FIGf, the fourth bell symbol FIGg, the first plum symbol FIGh, the second plum symbol FIGi, and the replay symbol FIGj.
[0086] In the following, the first bell symbol FIGd, the second bell symbol FIGe, the third bell symbol FIGf, and the fourth bell symbol FIGg will be collectively referred to as the "bell symbol," and the first plum symbol FIGh and the second plum symbol FIGi will be collectively referred to as the "plum symbol."
[0087] In this embodiment, when the stop button 15 is operated, the reel 31 can be stopped within the range of the "5" symbol, based on the symbol displayed on the active line. For example, when stopping the rotation of the left reel 31L based on the "10" replay symbol FIGj, it can be stopped within the range of the "10" replay symbol FIGj, the "09" second plum symbol FIGi, the "08" red seven symbol FIGa, the "07" first plum symbol FIGh, and the "06" replay symbol FIGj. The stopping position of the symbol will be determined according to the winning combination.
[0088] (Effective lines) In this embodiment, the "effective line" is a single line (middle line) connecting the symbols displayed in the middle of the left reel 31L, the middle of the middle reel 31C, and the middle of the right reel 31R. Note that other lines may be used as the effective line. For example, the lower line, upper line, upward-sloping line, downward-sloping line, and mountain-shaped line described below may also be used. Furthermore, although the number of effective lines is "1" in this embodiment, there may be multiple lines.
[0089] (Bottom line) The lower line refers to the line connecting the symbols displayed on the lower part of the left reel 31L, the symbols displayed on the lower part of the middle reel 31C, and the symbols displayed on the lower part of the right reel 31R.
[0090] (Top line) The upper line refers to the line connecting the symbols displayed on the upper part of the left reel 31L, the symbols displayed on the upper part of the middle reel 31C, and the symbols displayed on the upper part of the right reel 31R.
[0091] (Upward sloping line) The upward-sloping line refers to the line connecting the symbol displayed on the lower row of the left reel 31L, the symbol displayed on the middle row of the middle reel 31C, and the symbol displayed on the upper row of the right reel 31R.
[0092] (downward sloping line) A downward-sloping line refers to the line connecting the symbol displayed on the upper part of the left reel 31L, the symbol displayed on the middle part of the middle reel 31C, and the symbol displayed on the lower part of the right reel 31R.
[0093] (Small mountain-shaped line) A "small mountain line" refers to the line connecting the symbol displayed on the lower part of the left reel 31L, the symbol displayed on the middle part of the middle reel 31C, and the symbol displayed on the lower part of the right reel 31R.
[0094] In this embodiment, if a specific symbol is arranged four times with five symbols spaced apart, the specific symbol can be stopped and displayed on the active line regardless of when the stop button 15 is operated. For example, on the middle reel 31C, the replay symbol FIGj is placed at positions 04, 09, 14, and 19, so the replay symbol FIGj can be stopped and displayed on the active line regardless of when the middle stop button 15C is operated. This arrangement of symbols is referred to as "PB=1".
[0095] (Combinations of patterns and the value assigned to the game) Next, Figure 6 will be used to explain the combinations of symbols and the values assigned to them. The information regarding the symbol combinations shown in Figure 6 and the values of the assigned game values is stored in the main ROM usage area 102A, which will be discussed later.
[0096] As shown in Figure 6, in this embodiment, the combinations of symbols related to winning are defined as "First Bonus," "Second Bonus," "Replay," "Plum," "Cherry," and "Bell." When this combination of symbols appears on an active line, a win is achieved, and the player is awarded a benefit. The benefits awarded to the player include transitioning to a bonus activation state, granting game value, and activating the replay function.
[0097] (First Bonus) The "First Bonus" is awarded when the red seven symbol FIGa aligns on an active payline. Upon winning the "First Bonus," the game transitions to the bonus activation state described later.
[0098] (Second bonus) The "Second Bonus" is awarded when the BAR symbol FIGb aligns on an active payline. Upon winning the "Second Bonus," the game transitions to the bonus activation state described later. In the following, the "First Bonus" and the "Second Bonus" are collectively referred to as "Bonus."
[0099] (Replay) "Replay" is triggered when the replay symbol FIGj aligns on an active payline. When a "Replay" is triggered, the replay function is activated, allowing for one game to be played without betting any game value.
[0100] In this embodiment, the replay function will also be activated if the replay symbol FIGj is displayed aligned on the upper line, lower line, upward right line, or downward right line. For example, if the red seven symbol FIGa with the number "03" stops in the middle of the left reel 31L, the BAR symbol FIGb with the number "03" stops in the middle of the middle reel 31C, the second plum symbol FIGi with the number "05" stops in the middle of the right reel 31R, and the replay symbol FIGj is displayed aligned on the lower line, the replay function will be activated. In the display determination process of step S11000, which will be described later, it will be determined that a replay win has been achieved when it is determined that the red seven symbol FIGa, the BAR symbol FIGb, and the replay symbol FIGj are displayed aligned.
[0101] (plum) A "Plum" win is achieved when the "Plum symbol" appears in a line on an active payline. For example, a "Plum" win is achieved when the first Plum symbol FIGh appears in the middle of the left reel 31L, the first Plum symbol FIGh appears in the middle of the middle reel 31C, and the first Plum symbol FIGh appears in the middle of the right reel 31R. When a "Plum" win is achieved, the player is awarded a game value of "6".
[0102] Furthermore, in this embodiment, a "Plum" win is also possible when the "Plum" symbol appears in a line on another line. Specifically, a "Plum" win is achieved and a game value of "13" is awarded when the "Plum" symbol appears in a line on any of the following lines: the lower line, the upper line, the upward-sloping line, the downward-sloping line, or the small mountain-shaped line. In other words, the value of the game value awarded to the player differs depending on the line on which the "Plum" symbol appears.
[0103] (Bell) A "Bell" win is achieved when the "Bell symbol" appears in a line on an active payline. For example, a "Bell" win is achieved when the first Bell symbol FIGd appears in the middle of the left reel 31L, the first Bell symbol FIGd appears in the middle of the middle reel 31C, and the first Bell symbol FIGd appears in the middle of the right reel 31R. When a "Bell" win is achieved, the player is awarded a game value of "1".
[0104] Furthermore, in this embodiment, the player is also awarded game value when the "bell symbol" appears aligned on other lines. Specifically, a "bell" win is achieved when the "bell symbol" appears aligned on any of the lower line, upper line, upward-right line, or downward-right line. In this case, the game value awarded for achieving a "bell" win is "1". In other words, the game value awarded to the player is the same regardless of which line the "bell symbol" appears on.
[0105] Furthermore, in this embodiment, the game machine 1 has a defined combination of symbols (not shown) related to blanks, and when a "blank" win occurs, the player is given a game value of "1".
[0106] (Block diagram of the main control board 100 and the game value control board 200) Next, we will explain the block diagrams of the main control board 100 and the game value control board 200 using Figure 7.
[0107] The gaming machine 1 has a main control board 100 that controls the main operation of the gaming machine 1, to which a status display unit 10, a setting key switch 34sw, a setting door switch 34Asw, a reset switch 35sw, a ratio display unit 36, a status board 40, a reel control board 41, a power supply unit 42, a game value control board 200, and a sub-control board 300 are connected.
[0108] (Setting key switch 34sw) The setting key switch 34sw is a switch for detecting a setting change operation in which the setting key is rotated by a predetermined angle while it is inserted. When the power is turned ON while a setting change operation has been performed, the setting key switch 34sw outputs a setting key switch signal to the main control board 100. When the main control board 100 receives the setting key switch signal, it processes the display of the current setting value on the assigned number display unit 30. The setting key switch 34sw makes it possible to detect setting change operations.
[0109] (Setting door switch 34Asw) The setting door switch 34Asw is a switch for detecting the tilt of the setting door 34A. When the setting door 34A tilts in a predetermined direction, it outputs a setting door switch signal to the main control board 100. When the main control board 100 receives the setting door switch signal, it performs the processing that is performed when a setting door switch signal is received. By providing the setting door switch 34Asw, it becomes possible to detect when the setting door 34A has tilted in a predetermined direction.
[0110] (Reset switch 35sw) The reset switch 35sw is provided to detect a reset operation, which is the pressing of the reset button 35. When the reset switch 35sw detects a reset operation, it outputs a reset switch signal to the main control board 100. When the reset switch signal is input to the main control board 100, it performs processes such as switching the display of the setting value shown on the assigned number display unit 30, and clearing errors. The presence of the reset switch 35sw makes it possible to detect the reset operation of the reset button 35.
[0111] As shown in Figure 7, the status board 40 is connected to a door open / close sensor 4Rs, an error clear sensor 4Ls, a BET switch 11sw, a MAXBET switch 12sw, a payout switch 13sw, a start switch 14sw, a stop switch 15sw, and a game value display unit 18.
[0112] (Door opening / closing sensor 4Rs) The door open / close sensor 4Rs is a sensor for detecting the opening and closing of the front door 3. Specifically, the door open / close sensor 4Rs is turned ON when the door key is inserted into the door keyhole 4 and rotated clockwise by a predetermined angle, and outputs a door open signal to the main control board 100 via the status board 40. When the main control board 100 receives the door open signal, it performs processing to handle door open errors, which will be described later. The presence of the door open / close sensor 4Rs makes it possible to detect the opening and closing of the front door 3.
[0113] (Error clearing sensor 4Ls) The error clearing sensor 4Ls is a sensor for clearing errors that have occurred. Specifically, the error clearing sensor 4Ls is turned ON when the door key is inserted into the door keyhole 4 and rotated counterclockwise by a predetermined angle, and outputs an error clearing signal to the main control board 100 via the status board 40. When the main control board 100 receives the error clearing signal, it performs the process of clearing the error. By providing the error clearing sensor 4Ls, it becomes possible to clear any errors that have occurred.
[0114] (BET switch 11sw) The BET switch 11sw is a switch for detecting BET operations. When the BET switch 11sw detects a BET operation, it outputs a BET switch signal to the main control board 100 via the status board 40. When the BET switch signal is input to the main control board 100, it works with the game value control board 200 to bet "1" of the game value owned by the player. The presence of the BET switch 11sw makes it possible to detect BET operations.
[0115] (MAXBET switch 12sw) The MAXBET switch 12sw is a switch for detecting MAXBET operations. When the MAXBET switch 12sw detects a MAXBET operation, it outputs a MAXBET switch signal to the main control board 100 via the status board 40. When the main control board 100 receives the MAXBET switch signal, it works with the game value control board 200 to bet "3" of the game value owned by the player. The presence of the MAXBET switch 12sw makes it possible to detect MAXBET operations.
[0116] (Settlement switch 13sw) The settlement switch 13sw is a switch for detecting settlement operations. When the settlement switch 13sw detects a settlement operation, it outputs a settlement switch signal to the main control board 100 via the status board 40. When the main control board 100 receives the settlement switch signal, it performs processing to settle the bet game value together with the game value control board 200. The presence of the settlement switch 13sw makes it possible to detect settlement operations.
[0117] (Start switch 14sw) The start switch 14sw is a switch for detecting the start operation. When the start switch 14sw detects the start operation, it outputs a start switch signal to the main control board 100 via the status board 40. When the main control board 100 receives the start switch signal, it performs processes such as starting the rotation of the reel 31. The presence of the start switch 14sw makes it possible to detect the start operation.
[0118] (Stop switch 15sw) The stop switch 15sw is a switch for detecting a stop operation. The stop switch 15sw is composed of a left stop switch 15Lsw for detecting a stop operation of the left stop button 15L, a middle stop switch 15Csw for detecting a stop operation of the middle stop button 15C, and a right stop switch 15Rsw for detecting a stop operation of the right stop button 15R. When the stop switch 15sw detects a stop operation, it outputs a stop switch signal to the main control board 100 via the status board 40. When the main control board 100 receives the stop switch signal, it performs processing such as stopping the rotation of the reel 31. The presence of the stop switch 15sw makes it possible to detect a stop operation of the stop button 15.
[0119] As shown in Figure 7, the game value display unit 18 is connected to a counting switch 19sw and a game value display device 20.
[0120] (Counting switch 19sw) The counting switch 19sw is a switch for detecting counting operations. When the counting switch 19sw detects a counting operation, it outputs a counting switch signal to the game value control board 200 via the game value display unit 18 and the status board 40. When the game value control board 200 receives the counting switch signal, it performs the process of counting the game value owned by the player and updating the value displayed on the game value display device 20 toward "0". The presence of the counting switch 19sw makes it possible to detect counting operations of the counting button 19.
[0121] As shown in Figure 7, the power supply unit 42 is connected to a power switch 38sw, an AMP board 49, a main control board 100, and a game value control board 200.
[0122] (Power switch 38sw) The power switch 38sw is a switch for detecting power operation. When the power switch 38sw detects a power operation, the power supply unit 42 supplies power to the gaming machine 1. The presence of the power switch 38sw makes it possible to detect power operation.
[0123] As shown in Figure 7, the main control board 100 includes a main CPU 101, a main ROM 102, a main RAM 103, and a main random number generator 104.
[0124] (Main CPU 101) The main CPU 101 reads the program stored in the main ROM 102 and performs predetermined calculations in accordance with the progress of the game, thereby transmitting predetermined signals to the status display unit 10, ratio display unit 36, status board 40, reel control board 41, game value control board 200, and sub-control board 300. The main CPU 101 also receives predetermined signals from the setting key switch 34sw, setting door switch 34Asw, reset switch 35sw, status board 40, reel control board 41, and game value control board 200, and executes processing according to the received signals. The inclusion of the main CPU 101 makes it possible to execute predetermined calculations in accordance with the progress of the game.
[0125] (Main ROM 102) The main ROM 102 is provided for storing control programs executed by the main CPU 101, various tables, and data for transmitting predetermined signals to the game value control board 200 and the sub-control board 300. The inclusion of the main ROM 102 makes it possible to store control programs, tables, and other data. The main ROM 102 will be described in detail later using Figure 14.
[0126] (Main RAM 103) The main RAM 103 is provided for storing various data determined by the execution of programs by the main CPU 101. Specifically, the main RAM 103 has a storage area for storing various data. By providing the main RAM 103, it becomes possible to store various data determined by the execution of programs by the main CPU 101. The main RAM 103 will be described in detail later using Figure 14.
[0127] (Main random number generator 104) The main random number generator 104 is provided to generate random numbers used in the lottery. The main random number generator 104 can generate random values in the range of "0" to "65535", and generates the random values used when determining the winning combination. By providing the main random number generator 104, it becomes possible to generate random values used in the lottery.
[0128] As shown in Figure 7, the game value control board 200 is connected to a game value clear switch 37sw, a status board 40, a power supply unit 42, a dispensing device connection terminal board 43, a main control board 100, and a sub-control board 300.
[0129] (Game value clear switch 37sw) The game value clear switch 37sw is a switch for detecting a game value clear operation. When the game value clear switch 37sw detects a game value clear operation, it outputs a game value clear switch signal to the game value control board 200. When the game value control board 200 receives the game value clear switch signal, it performs a process to set the game value value owned by the player displayed on the game value display device 20 to "0", or to set the value that was displayed on the game value display device 20 before the power to the gaming machine 1 was turned off to "0". The presence of the game value clear switch 37sw makes it possible to detect a game value clear operation.
[0130] As shown in Figure 7, the game value control board 200 includes a game value CPU 201, a game value ROM 202, and a game value RAM 203.
[0131] (Game value CPU201) The game value CPU 201 reads the program stored in the game value ROM 202, performs predetermined calculations in response to signals input from the game value clear switch 37sw, status board 40, dispensing device connection terminal board 43, and main control board 100, and controls the game value display device 20 via the status board 40 based on the result of these calculations. The inclusion of the game value CPU 201 makes it possible to control the game value display device 20.
[0132] (Game value ROM202) The game value ROM 202 is provided for storing control programs, data tables, etc., executed by the game value CPU 201. The inclusion of the game value ROM 202 makes it possible to store control programs, data tables, etc., executed by the game value CPU 201. The game value ROM 202 will be described in detail later using Figure 14.
[0133] (Game value RAM203) The game value RAM 203 is provided to store various data determined by the execution of the program by the game value CPU 201. The inclusion of the game value RAM 203 makes it possible to store various data determined by the execution of the program by the game value CPU 201. The game value RAM 203 will be described in detail later using Figure 14.
[0134] (Block diagram of sub-control board 300) Next, we will explain the block diagram of the sub-control board 300 using Figure 8.
[0135] The gaming machine 1 has the following connected to a sub-control board 300 that controls the game's effects: a logo illumination board 47, a right side unit board 50R, a left side unit board 50L, a right control panel side board 52R, a left control panel side board 52L, a control panel relay board 54, an LVDS relay board 58, an upper right speaker 62A, an upper left speaker 62B, a main control board 100, and a game value control board 200.
[0136] As shown in Figure 8, the control panel relay board 54 is connected to the following: the effect switch 16sw, the subwoofer relay board 46, the control panel lighting board 51, the title panel board 53, the MAXBET LED board 55, the stop button LED board 56, the effect button LED board 60, the directional pad board 61, the lower right speaker 62C, the lower left speaker 62D, and the effect button vibration motor 67. Here, the directional pad switch 17sw is connected to the directional pad board 61.
[0137] (Effect switch 16sw) The effect switch 16sw is a switch for detecting the operation of an effect button. When the effect switch 16sw detects the operation of an effect button, it outputs an effect switch signal to the sub-control board 300 via the control panel relay board 54. When the sub-control board 300 receives the effect switch signal, it performs processes such as switching the predetermined effect image displayed on the image display device 7 to a specific effect image and displaying it, or displaying a menu image on the image display device 7. The presence of the effect switch 16sw makes it possible to detect the operation of an effect button.
[0138] (D-pad switch 17sw) The directional pad switch 17sw is a switch for detecting directional pad operation. When the directional pad switch 17sw detects directional pad operation, it outputs a directional pad switch signal to the sub-control board 300 via the directional pad circuit board 61 and the control panel relay board 54. When the sub-control board 300 receives the directional pad switch signal, it performs the process of moving and displaying the cursor image CUR, which will be described later. The presence of the directional pad switch 17sw makes it possible to detect directional pad operation.
[0139] (Performance button LED63) The performance button LED 63 is provided to illuminate the performance button 16 when predetermined conditions are met. Specifically, the performance button LED 63 illuminates when the performance button 16 is available for operation. On the other hand, the performance button LED 63 does not illuminate when the operation of the performance button 16 is restricted. In this embodiment, the performance button LED 63 also illuminates when a predetermined performance is executed. Furthermore, by providing the performance button LED 63, it is possible to inform the player that the performance button 16 is available for operation.
[0140] (MAXBET button LED64) The MAXBET button LED 64 is provided to illuminate the MAXBET button 12 when it is ready to be operated. Specifically, the MAXBET button LED 64 illuminates when it is ready to be operated. On the other hand, the MAXBET button LED 64 does not illuminate when it is not ready to be operated. By providing the MAXBET button LED 64, it is possible to inform the player that it is ready to be operated.
[0141] (Stop button LED 65) The stop button LED 65 is provided to illuminate the stop button 15 when a stop operation is accepted. Specifically, the stop button LED 65 consists of a left stop button LED 65L, which illuminates the left stop button 15L when operation of the left stop button 15L is accepted; a middle stop button LED 65C, which illuminates the middle stop button 15C when operation of the middle stop button 15C is accepted; and a right stop button LED 65R, which illuminates the right stop button 15R when operation of the right stop button 15R is accepted. Here, the stop button LED 65 illuminates when a stop operation is accepted. On the other hand, the stop button LED 65 does not illuminate when operation of the stop button 15 is restricted. By providing the stop button LED 65, it is possible to inform the player that a stop operation is accepted.
[0142] (Lower panel LED66) The lower panel LED 66 is provided to illuminate the lower panel 6. Specifically, the lower panel LED 66 is, in principle, always illuminated, and is designed to turn off when a predetermined effect is performed or when a predetermined error occurs. Furthermore, by providing the lower panel LED 66, the lower panel 6 can be made more visible to the player.
[0143] (Performance button vibration motor 67) The performance button vibration motor 67 is provided to vibrate the performance button 16. Specifically, the performance button vibration motor 67 vibrates the performance button 16 when a predetermined performance is executed. By providing the performance button vibration motor 67, the performance button 16 can be vibrated, thereby enhancing the performance effect.
[0144] (Backlight LED 70) The backlight LED 70 is provided to illuminate the symbols on the reels 31. Specifically, the backlight LED 70 consists of a left backlight LED 70L, which illuminates the symbols on the left reel 31L; a middle backlight LED 70C, which illuminates the symbols on the middle reel 31C; and a right backlight LED 70R, which illuminates the symbols on the right reel 31R. By providing the backlight LED 70, it is possible to improve the visibility of the symbols on the reels 31.
[0145] As shown in Figure 8, the sub-control board 300 includes a bonus drive board 48, an AMP board 49, a memory board 57, a sub-CPU 301, a sub-ROM 302, a sub-RAM 303, and a sub-random number generator 304. The memory board 57 also includes an image ROM 68 and an audio ROM 69, as described above.
[0146] (Image ROM68) The image ROM 68 is provided for storing data related to images to be displayed on the image display device 7. The inclusion of the image ROM 68 makes it possible to store data related to images to be displayed on the image display device 7.
[0147] (Audio ROM 69) The audio ROM 69 is provided for storing data related to the sound output from the speaker 62. Furthermore, the inclusion of the audio ROM 69 makes it possible to store data related to background music, voices, sound effects, and so on.
[0148] (Sub-CPU 301) The sub-CPU 301 reads the program stored in the sub-ROM 302 and performs predetermined calculations in response to command information received from the main control board 100 and the game value control board 200, as well as signals input from the control panel relay board 54. Based on the results of these calculations, it controls the image display device 7, logo LED 21, control panel LED 22, control panel side LED 23, side unit LED 24, subwoofer 39, speaker 62, performance button LED 63, MAXBET button LED 64, stop button LED 65, lower panel LED 66, performance button vibration motor 67, and backlight LED 70.
[0149] (Sub-ROM 302) The sub-ROM 302 is provided for storing control programs, data tables, etc., executed by the sub-CPU 301. The inclusion of the sub-ROM 302 makes it possible to store control programs, data tables, etc., executed by the sub-CPU 301.
[0150] (Sub-RAM 303) The sub-RAM 303 is provided for storing various data determined by the execution of the program by the sub-CPU 301. The inclusion of the sub-RAM 303 makes it possible to store various data determined by the execution of the program by the sub-CPU 301.
[0151] (Sub-random number generator 304) The sub-random number generator 304 is provided to generate random values used when determining the performance through a lottery. In this embodiment, the sub-random number generator 304 is capable of generating random values in the range of "0" to "65535", and generates random values used when determining the performance. By providing the sub-random number generator 304, it is possible to generate random values used in the lottery that determines the performance.
[0152] (Block diagram of rental device 400) Next, we will explain the block diagram of the lending device 400 using Figure 9.
[0153] The lending device 400 is connected to the lending device connection terminal board 43 and the hall computer 500.
[0154] As shown in Figure 9, the lending device 400 includes an SC board 71, a lending device control board 72, a lending switch 76sw, a return switch 77sw, a replay switch 78sw, a liquid crystal display 79, a banknote reader 80, a card reader 81, and a hall control output unit 82.
[0155] (SC board 71) The SC board 71 is capable of performing an encrypted transmission process that encrypts predetermined information received from the game value control board 200 and transmits it to the game machine information center 520, which will be described later. The SC board 71 is also capable of performing a decrypted transmission process that decrypts specific information received from the game machine information center 520, which will be described later, and transmits it to the game value control board 200.
[0156] (Loan device control board 72) The loan device control board 72 includes a loan device CPU 73, a loan device ROM 74, and a loan device RAM 75. The loan device control board 72 is capable of performing prepaid card information storage processing, such as reading and storing information (for example, the prepaid card ID and information related to money) stored on a prepaid card inserted into the loan device 400. The loan device control board 72 is also capable of performing prepaid card information transmission processing, such as sending prepaid card information to the management computer 501, which will be described later.
[0157] (Loaned device CPU73) The lending device CPU 73 reads the program stored in the lending device ROM 74 and performs predetermined calculation processing related to the lending of game value, thereby controlling the display on the liquid crystal display 79 and transmitting predetermined signals to the hall computer output unit 82. The lending device CPU 73 enables the execution of processing related to the lending of game value.
[0158] (Lending Device ROM 74) The lending device ROM 74 is provided for storing control programs and the like executed by the lending device CPU 73. By providing the lending device ROM 74, it becomes possible to store control programs and the like related to the lending of game values.
[0159] (Lending Device RAM 75) The lending device RAM 75 is provided for storing various data determined by the execution of programs by the lending device CPU 73. By providing the lending device RAM 75, it becomes possible to store various data determined by the execution of programs by the lending device CPU 73.
[0160] (Lending Button 76) The lending button 76 is provided for receiving a lending operation for pressing the lending button 76. Here, when a lending operation is received and a lending switch signal is input, a process of lending game values is performed according to the electronic information corresponding to the money inserted into the lending device 400 or the information regarding the money stored in the prepaid card. By providing the lending button 76, it becomes possible to receive a lending operation.
[0161] (Lending Switch 76sw) The lending switch 76sw is a switch for detecting a lending operation. Here, when the lending switch 76sw detects a lending operation, it outputs a lending switch signal to the lending device control board 72. And when the lending switch signal is input, the lending device control board 72 performs a process of lending game values according to the electronic information corresponding to the money inserted into the lending device 400 or the information regarding the money stored in the prepaid card. By providing the lending switch 76sw, it becomes possible to detect a lending operation.
[0162] (Return Button 77) The return button 77 is provided to receive a return operation by pressing the return button 77. When the return operation is received, the prepaid card is returned to the player. The presence of the return button 77 makes it possible to receive return operations.
[0163] (Return switch 77sw) The return switch 77sw is a switch for detecting a return operation. When the return switch 77sw detects a return operation, it outputs a return switch signal to the lending device control board 72. When the lending device control board 72 receives the return switch signal, it returns the prepaid card inserted in the lending device 400. The presence of the return switch 77sw makes it possible to detect a return operation.
[0164] (Replay button 78) The replay button 78 is provided to accept a replay operation by pressing the replay button 78. When a replay operation is accepted, processing related to the replay is performed according to the information on the game value stored in the membership card or prepaid card inserted into the dispensing device 400. The presence of the replay button 78 makes it possible to accept replay operations.
[0165] (Replay Switch 78sw) The replay switch 78sw is a switch for detecting a replay operation, which is the pressing of the replay button 78. When the replay switch 78sw detects a replay operation, it outputs a replay switch signal to the dispensing device control board 72. When the dispensing device control board 72 receives the replay switch signal, it performs replay control according to the information about the game value stored in the membership card or prepaid card inserted into the dispensing device 400. The presence of the replay switch 78sw makes it possible to detect a replay operation.
[0166] (LCD display 79) The liquid crystal display 79 is provided to display electronic information corresponding to the money inserted into the dispensing device 400. Specifically, the liquid crystal display 79 can display information related to the money inserted into the dispensing device 400, as well as the value of the counted game value. By equipping the dispensing device 400 with the liquid crystal display 79, it becomes possible to display electronic information corresponding to the money inserted into the dispensing device 400.
[0167] (Banknote reading unit 80) The banknote reader 80 is provided to read the money inserted into the dispensing device 400. Specifically, the banknote reader 80 is capable of identifying 1,000 yen, 2,000 yen, 5,000 yen, and 10,000 yen banknotes. By providing the banknote reader 80, it becomes possible to read the money inserted into the dispensing device 400.
[0168] (Card reading unit 81) The card reader 81 is provided to read membership cards and prepaid cards inserted into the lending device 400. The inclusion of the card reader 81 makes it possible to read inserted membership cards and prepaid cards.
[0169] (Hall controller output section 82) The hall computer output unit 82 is provided to output hall computer information, which will be described later, to the hall computer 500. The hall computer output unit 82 also has multiple pulse output signal terminals for supplying pulses.
[0170] (Transition of game state) Next, we will explain the transitions in the game state using Figure 10.
[0171] As shown in Figure 10, this embodiment provides a total of "3" game states: a general game state, a bonus carryover state, and a bonus activation state.
[0172] (Normal gameplay state) The normal game state is a game state in which the probability of winning a "Replay" is drawn at the first probability. Furthermore, the normal game state is a disadvantageous game state for the player. In this state, if a "1st BB" or "2nd BB" is won, the game transitions from the normal game state to the bonus carryover state. Also, if a "Bonus" is won in the normal game state, the game transitions from the normal game state to the bonus activation state.
[0173] (Bonus carried over) The bonus carryover state is a game state in which the probability of winning a "replay" is drawn at a second probability, which is higher than the first probability. In this embodiment, once the game transitions to the bonus carryover state, the game state does not change in principle.
[0174] (Bonus activated) The bonus activation state is a game state in which a "bonus" is active. In this bonus activation state, if a game value exceeding a predetermined threshold is awarded, the game transitions from the bonus activation state to the general game state. In this embodiment, "31" is used as the predetermined threshold, but the system is not limited to this value, and other values may be used as the predetermined threshold.
[0175] (Transition of payout status) Next, we will explain the transitions in the payout state using Figure 11.
[0176] As shown in Figure 11, multiple payout states are provided within the "advantageous period," managed by the main control board 100. Specifically, there are a total of three payout states: normal state, CZ state, and AT state.
[0177] Here, although it will be described specifically later, when a replay is determined as a winning combination in the "non - advantageous section", it will shift from the "non - advantageous section" to the "advantageous section". Here, the transition conditions for shifting from the "non - advantageous section" to the "advantageous section" may adopt other conditions. For example, in the "non - advantageous section", winning the lottery for transitioning to the "advantageous section" may be set as the transition condition to the "advantageous section", or having played a predetermined number of games in the "non - advantageous section" may be set as the transition condition to the "advantageous section".
[0178] (Normal state) The normal state is a state disadvantageous to the player and is a state in which a lottery for transitioning to the CZ state or the AT state can be executed. Also, in the normal state, the player will stay in the bonus carry - over state. Here, in the normal state, if the player wins the lottery for transitioning to the CZ state, the state will shift from the normal state to the CZ state. Also, in the normal state, if the player wins the lottery for transitioning to the AT state or a predetermined number of games are played, the state will shift from the normal state to the AT state.
[0179] Note that in the normal state, when the player wins the lottery for transitioning to the CZ state, it may also be set to transition to the CZ pre - cursor state. In this case, when a pre - cursor number of games are played in the CZ pre - cursor state, the state will shift from the CZ pre - cursor state to the CZ state.
[0180] Also, in the CZ pre - cursor state, an effect that can make the player expect the transition to the CZ state and an effect that notifies the transition to the CZ state are executed. Thereby, it becomes possible to make the player expect the transition to the CZ state.
[0181] Also, in the normal state, when the execution conditions for the CZ fake pre - cursor effect are satisfied, it may be set to transition to the CZ fake pre - cursor state. In this case, when a fake pre - cursor number of games are played in the CZ fake pre - cursor state, the state will shift from the CZ fake pre - cursor state to the normal state.
[0182] Furthermore, the conditions for executing the fake CZ pre-announcement effect can be, for example, the result of determining a specific winning combination and failing to win the lottery for transitioning to the CZ state.
[0183] Furthermore, during the fake CZ pre-announcement state, the game will display animations that either make the player expect to transition to the CZ state or announce that it will transition to the normal state without transitioning to the CZ state. This makes it possible to make the player expect to transition to the CZ state even if they have not won the lottery for transitioning to the CZ state.
[0184] Furthermore, if the player wins the lottery for transitioning to the AT state while in the normal state, the player may transition to the AT pre-announcement state. In this case, once the number of pre-announcement games are played while in the AT pre-announcement state, the player will transition from the AT pre-announcement state to the AT state.
[0185] Furthermore, during the AT pre-announcement state, effects are executed that can make the player anticipate a transition to the AT state, or effects that notify the player that a transition to the AT state is about to occur. This makes it possible to make the player anticipate a transition to the AT state.
[0186] Furthermore, if the conditions for executing the AT fake pre-announcement sequence are met in the normal state, the game may transition to the AT fake pre-announcement state. In this case, once the fake pre-announcement game count is reached in the AT fake pre-announcement state, the game will transition from the AT fake pre-announcement state to the normal state.
[0187] Furthermore, the conditions for executing the AT fake pre-announcement effect can be, for example, the result of determining a specific winning combination and failing to win the lottery for transitioning to the AT state.
[0188] Furthermore, during the AT fake premonition state, the game will display animations that either make the player expect to transition to the AT state or announce that it will transition to the normal state without transitioning to the AT state. This makes it possible to make the player expect to transition to the AT state even if they have not won the lottery for transitioning to the AT state.
[0189] (CZ state) The CZ state is a state in which it is easier to transition to the AT state compared to the normal state, and it is a state in which a lottery for transitioning to the AT state can be performed. Also, in the CZ state, the bonus is carried over. If the lottery for transitioning to the AT state is won while in the CZ state, the player will transition from the CZ state to the AT state. Also, if the conditions for ending the CZ state are met while in the CZ state, the player will transition from the CZ state to the normal state.
[0190] (AT state) The AT state is advantageous to the player because it is easier to assign game value to the player compared to the normal state. Specifically, as will be explained later, the AT state is a state in which the sequence of operations for the 15 stop buttons necessary to win a "Plum" is announced. In addition, the bonus carryover state is maintained while in the AT state.
[0191] In this case, if the conditions for ending the AT state are met while in the AT state, the game will transition from the AT state to the normal state. Also, if the conditions for ending the advantageous period are met while in the AT state, the game will transition from the AT state to the non-advantageous period.
[0192] (Flow of goods and information) Next, we will explain the flow of objects and information using Figure 12.
[0193] Figure 12 illustrates a gaming machine 1, a dispensing device 400, a gaming parlor H, a card company data center 510, a gaming machine information center 520, a union 530, an addiction prevention organization 540, a card company association 550, a dispensing device manufacturer 560, an SC board manufacturer 570, a gaming machine manufacturer 580, and a gaming machine management control chip supplier 590.
[0194] (Amusement shop H) The amusement parlor H is equipped with a gaming machine 1, a dispensing device 400, a hall computer 500, and a management computer 501. In this embodiment, the game can be played when the gaming machine 1 and the dispensing device 400 are connected. In other words, if the gaming machine 1 and the dispensing device 400 are not connected, it is not possible to play the game.
[0195] Here, the gaming machine 1 and the dispensing device 400 are configured to communicate with each other. Specifically, the gaming machine 1 is configured to transmit game value counting information, gaming machine installation information, gaming machine performance information, and hall computer / fraud monitoring information to the dispensing device 400. In addition, the gaming machine 1 is configured to receive game value dispensing signals from the dispensing device 400.
[0196] The dispensing device 400 is configured to communicate with the gaming machine 1, the hall computer 500, and the management computer 501. Specifically, the dispensing device 400 is configured to output a game value dispensing signal to the gaming machine 1 and to transmit hall computer information to the hall computer 500. In addition, the dispensing device 400 is configured to receive a password and verification security result notification from the management computer 501.
[0197] (Hall computer 500) The hall computer 500 is configured to communicate with the rental device 400. Specifically, the hall computer 500 is configured to receive hall computer information from the rental device 400.
[0198] (Management computer 501) The management computer 501 is configured to communicate with the lending device 400, the card company data center 510, and the gaming machine information center 520. Specifically, the management computer 501 is configured to receive gaming machine installation information, gaming machine performance information, fraud error information, prepaid card information, and player information related to addiction countermeasures from the lending device 400. In addition, the management computer 501 is configured to receive PIN keys and verification security result information from the gaming machine information center 520 via the card company data center 510.
[0199] Furthermore, the management computer 501 is configured to notify the lending device 400 of the encryption key and the verification security result. The management computer 501 is also configured to transmit prepaid card information to the card company data center 510. Additionally, the management computer 501 is configured to transmit gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures to the gaming machine information center 520 via the card company data center 510.
[0200] (Card company data center 510) The card company data center 510 is configured to communicate with the management computer 501 and the gaming machine information center 520. Specifically, the card company data center 510 is configured to transmit PIN keys and verification security result information received from the gaming machine information center 520 to the management computer 501. In addition, the card company data center 510 is configured to transmit gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures received from the management computer 501 to the gaming machine information center 520. On the other hand, the card company data center 510 is configured to receive prepaid card information transmitted from the management computer 501.
[0201] (Gaming Machine Information Center 520) The gaming machine information center 520 is equipped with a machine history server 521, a fraud monitoring server 522, a performance information server 523, and a player information server 524. This configuration allows the gaming machine information center 520 to collect information received from the management computer 501 installed in the gaming parlor H, the SC board manufacturing company 570, and the gaming machine manufacturing company 580.
[0202] (Aircraft history server 521) The machine history server 521 has a configuration that allows it to store and remember information related to the gaming machine 1. Specifically, the machine history server 521 has a configuration that allows it to store information such as the shipping information of the gaming machine 1, the installation information of the gaming machine 1, the relocation information of the gaming machine 1, and the disposal information of the gaming machine 1. This makes it possible to manage the gaming machine 1 from the time it is installed at the gaming parlor H until it is disposed of.
[0203] (Intrusion monitoring server 522) The fraud monitoring server 522 has a configuration that allows it to store and save information related to fraud and errors in the gaming machine 1. Specifically, the fraud monitoring server 522 has a configuration that allows it to store information on fraudulent errors that occurred in the gaming machine 1, SC board manufacturing information, SC board installation information, security result information, etc. This makes it possible to prevent acts of fraudulent replacement of the SC board 71.
[0204] Furthermore, the fraud monitoring server 522 is configured to generate encryption keys and communication keys. This prevents tampering when transmitting encryption keys and verification security result information from the gaming machine information center 520 to the management computer 501.
[0205] (Performance information server 523) The performance information server 523 has a configuration that allows it to store and save performance information of gaming machines.
[0206] (Player information server 524) The player information server 524 has a configuration that allows it to store and save information about players. Specifically, the player information server 524 has a configuration that allows it to store information such as the member number of a registered player, the duration of play by the player, the amount of money spent by the player, and the number of times the player has played.
[0207] Here, the gaming machine information center 520 is configured to communicate with the card company data center 510, the association 530, the addiction countermeasures organization 540, the card company association 550, the SC board manufacturing company 570, and the gaming machine manufacturing company 580. Specifically, the gaming machine information center 520 is configured to transmit a password and verification security result information to the management computer 501 via the card company data center 510.
[0208] Furthermore, the gaming machine information center 520 is configured to transmit information stored in the machine history server 521, information stored in the fraud monitoring server 522, and information stored in the performance information server 523 to the association 530. Furthermore, the gaming machine information center 520 is configured to transmit information stored in the fraud monitoring server 522 to the card company association 550. Furthermore, the gaming machine information center 520 is configured to transmit information stored in the player information server 524 to the addiction countermeasures organization 540.
[0209] On the other hand, the gaming machine information center 520 is configured to receive gaming machine installation information, gaming machine performance information, fraud error information, and player information related to addiction countermeasures from the management computer 501 via the card company data center 510. Furthermore, the gaming machine information center 520 is configured to receive SC board manufacturing information from the SC board manufacturing company 570. Furthermore, the gaming machine information center 520 is configured to receive shipping information from the gaming machine manufacturing company 580.
[0210] (Union 530) Union 530 is an association to which multiple manufacturers of gaming machines 1 belong. Union 530 is configured to communicate with the gaming machine information center 520. Specifically, by communicating with the gaming machine information center 520, Union 530 is configured to obtain shipping information, installation information, used machine relocation information, and disposal information for gaming machines 1 stored in the machine history server 521.
[0211] Furthermore, the union 530 has a configuration that allows it to obtain fraud error information, SC board manufacturing information, SC board installation information, and security result information stored in the fraud monitoring server 522 by communicating with the gaming machine information center 520.
[0212] Furthermore, the union 530 has a configuration that allows it to acquire gaming machine performance information stored in the performance information server 523 by communicating with the gaming machine information center 520.
[0213] (540 addiction prevention organizations) The addiction prevention agency 540 is an agency that takes measures to prevent addiction to playing the gaming machine 1. Here, the addiction prevention agency 540 is configured to communicate with the gaming machine information center 520. Specifically, by communicating with the gaming machine information center 520, the addiction prevention agency 540 is configured to obtain information regarding the membership number of registered players, information regarding playing time, information regarding the amount spent, and information regarding the number of times played, which are stored in the player information server 524.
[0214] (550 credit card company associations) The card company group 550 has a configuration that allows it to communicate with the gaming machine information center 520. Specifically, the card company group 550 has a configuration that allows it to obtain fraud error information, SC board manufacturing information, SC board installation information, and security result information stored in the fraud monitoring server 522 by communicating with the gaming machine information center 520.
[0215] (560 rental equipment manufacturers) Rental equipment manufacturer 560 is a company that manufactures rental equipment 400 using SC boards 71 shipped from SC board manufacturer 570. The manufactured rental equipment 400 is then shipped to amusement parlors H and other locations.
[0216] (SC substrate manufacturing company 570) SC board manufacturing company 570 is a company that manufactures SC boards 71 and ships the manufactured SC boards 71 to rental equipment manufacturing company 560. Here, SC board manufacturing company 570 is able to communicate with the gaming machine information center 520. Specifically, SC board manufacturing company 570 has a configuration that allows it to transmit manufacturing information of the SC boards 71 to the gaming machine information center 520.
[0217] (580 amusement machine manufacturers) The gaming machine manufacturer 580 is a company that manufactures gaming machines 1 using the main control chip of the main control board 100 and the game value control chip of the game value control board 200, which are shipped from the gaming machine management control chip supplier 590. Here, the gaming machine manufacturer 580 is able to communicate with the gaming machine information center 520. Specifically, the gaming machine manufacturer 580 has a configuration that allows it to transmit shipment information of gaming machines 1 to the gaming machine information center 520.
[0218] (590 companies supplying control chips for amusement machines) The gaming machine management control chip supplier 590 is a company that ships the main control chip for the main control board 100 and the game value control chip for the game value control board 200 to the gaming machine manufacturer 580.
[0219] (Details of the information and signals being communicated) The following provides a detailed explanation of the information and signals that are communicated (transmitted).
[0220] (Gaming value calculation information) The game value counting information is information regarding the value of the game value owned by the player. Here, when the counting button 19 of the game machine 1 is operated, the game value counting information is transmitted from the game machine 1 to the dispensing device 400. This enables the dispensing device 400 to store the value of the game value owned by the player, which is contained in the received game value counting information, on the prepaid card.
[0221] (Information on the installation of gaming machines) The gaming machine installation information includes the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, and the gaming value chip manufacturer code, gaming value chip product code, and gaming value chip ID number of the gaming value control board 200. Here, when power is supplied to the gaming machine 1 by the power supply unit 42, the gaming machine installation information is transmitted from the gaming machine 1 to the dispensing device 400. Next, the gaming machine installation information is encrypted by the dispensing device 400 and transmitted to the management computer 501. Then, the encrypted gaming machine installation information is transmitted from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0222] Then, when the gaming machine information center 520 receives encrypted gaming machine installation information, it performs a process to decrypt the encrypted gaming machine installation information and stores the decrypted gaming machine installation information in the machine history server 521. In this way, the process of encrypting the gaming machine installation information and the process of decrypting the gaming machine installation information are performed, making it possible to prevent the unauthorized acquisition of gaming machine installation information.
[0223] (Gaming machine performance information) The gaming machine performance information primarily concerns the payout of gaming machine 1, including information on the ratio of winning combinations, the ratio of consecutive winning combinations, and the ratio of winning combination states. When power is supplied to gaming machine 1 by the power supply unit 42, the gaming machine performance information is transmitted from gaming machine 1 to the dispensing device 400. Next, the gaming machine performance information is encrypted by the dispensing device 400 and transmitted to the management computer 501. Then, the encrypted gaming machine performance information is transmitted from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0224] Then, when the gaming machine information center 520 receives encrypted gaming machine performance information, it performs a process to decrypt the encrypted gaming machine performance information and stores the decrypted gaming machine performance information in the performance information server 523. In this way, the process of encrypting the gaming machine performance information and the process of decrypting the gaming machine performance information are performed, making it possible to prevent the unauthorized acquisition of gaming machine performance information.
[0225] (Error information) The fraud error information is information indicating the status of the gaming machine 1, specifically information about errors occurring in the gaming machine 1 and information about fraud detected by the gaming machine 1. When the gaming machine 1 detects an error or fraud, the fraud error information is transmitted from the gaming machine 1 to the dispensing device 400. Next, the fraud error information is encrypted by the dispensing device 400 and transmitted to the management computer 501. Then, the encrypted fraud error information is transmitted from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0226] Then, when the gaming machine information center 520 receives encrypted fraudulent error information, it performs a process to decrypt the encrypted fraudulent error information and stores the decrypted fraudulent error information in the fraud monitoring server 522. In this way, the process of encrypting the fraudulent error information and the process of decrypting the fraudulent error information are performed, making it possible to prevent the fraudulent error information from being illegally obtained.
[0227] (Hall Con information) Hall computer information primarily indicates the status of the gaming machine 1, specifically bonus activation information indicating that a "bonus" has been activated, and AT transition information indicating that the machine has transitioned to the AT state. Here, the hall computer information is transmitted from the gaming machine 1 to the dispensing device 400 when power is supplied to the gaming machine 1 by the power supply unit 42, the main program start process (see Figure 23) described later is completed, and the main loop process (see Figure 25) described later is performed. The hall computer information is then encrypted by the dispensing device 400 and transmitted to the hall computer 500.
[0228] As a result, the hall computer 500 performs processes to decrypt the encrypted hall computer information and to store the decrypted hall computer information. By performing these processes of encrypting and decrypting the hall computer information, it becomes possible to prevent the hall computer information from being illegally obtained.
[0229] (Gaming value lending signal) The game value lending signal is a signal related to the lending of game value. Here, the game value lending signal is transmitted from the lending device 400 to the game machine 1 when the lending button 76 is operated. This makes it possible to lend game value to the player.
[0230] (Prepaid card information) Prepaid card information is the information recorded on the prepaid card. When a prepaid card is inserted into the lending device 400, the prepaid card information is transmitted from the lending device 400 to the management computer 501. Next, the prepaid card information is transmitted from the management computer 501 to the card company data center 510. This allows the card company data center 510 to collect the prepaid card information.
[0231] (Information on players related to addiction prevention measures) The player information related to addiction countermeasures includes information regarding the member number of the registered player, information regarding the duration of play by the player, information regarding the amount of money spent by the player, and information regarding the number of times the player played.
[0232] Here, when a game is played on the gaming machine 1 or when game value is lent out by the lending device 400, the player information related to addiction countermeasures is encrypted by the lending device 400 and transmitted to the management computer 501. Next, the encrypted player information related to addiction countermeasures is transmitted from the management computer 501 to the gaming machine information center 520 via the card company data center 510.
[0233] Then, when the gaming machine information center 520 receives encrypted player information related to addiction countermeasures, it performs a process to decrypt the encrypted player information related to addiction countermeasures and stores the decrypted player information related to addiction countermeasures in the player information server 524. In this way, the process of encrypting the player information related to addiction countermeasures and the process of decrypting the player information related to addiction countermeasures are performed, making it possible to prevent the unauthorized acquisition of player information related to addiction countermeasures.
[0234] Furthermore, "player information related to addiction countermeasures" may include information regarding the number of times a player has visited amusement parlor H, or information regarding the value of the games used for playing.
[0235] (Encryption key and verification security result information) The encryption key and the matching security result information are transmitted from the gaming machine information center 520 to the dispensing device 400. Specifically, when the gaming machine information center 520 receives encrypted gaming machine installation information, it performs the following processes: decrypting the encrypted gaming machine installation information, comparing it with the gaming machine installation information stored in the machine history server 521, and storing the decrypted gaming machine installation information in the machine history server 521. Next, the gaming machine information center 520 transmits the encryption key and the matching security result information to the management computer 501 via the card company data center 510. The management computer 501 then transmits the encryption key and the matching security result information to the dispensing device 400.
[0236] Furthermore, when the gaming machine information center 520 receives encrypted gaming machine performance information, it performs the following processes: decrypting the encrypted gaming machine performance information, comparing it with the gaming machine performance information stored in the performance information server 523, and storing the decrypted gaming machine performance information in the performance information server 523. Next, the gaming machine information center 520 performs the process of transmitting the encryption key and the matching security result information to the management computer 501 via the card company data center 510. Then, the management computer 501 performs the process of transmitting the encryption key and the matching security result information to the lending device 400.
[0237] Furthermore, when the gaming machine information center 520 receives encrypted fraud error information, it performs the following processes: decrypting the encrypted fraud error information, comparing it with the fraud error information stored in the fraud monitoring server 522, and storing the decrypted fraud error information in the fraud monitoring server 522. Next, the gaming machine information center 520 performs the process of transmitting the encryption key and the matching security result information to the management computer 501 via the card company data center 510. Then, the management computer 501 performs the process of transmitting the encryption key and the matching security result information to the lending device 400.
[0238] Furthermore, when the gaming machine information center 520 receives encrypted player information related to addiction countermeasures, it performs the following processes: decrypting the encrypted player information related to addiction countermeasures, comparing it with the player information related to addiction countermeasures stored in the player information server 524, and storing the decrypted player information related to addiction countermeasures in the player information server 524. Next, the gaming machine information center 520 performs the process of transmitting the encryption key and the matching security result information to the management computer 501 via the card company data center 510. Then, the management computer 501 performs the process of transmitting the encryption key and the matching security result information to the lending device 400.
[0239] (Shipping Information) The shipping information concerns the shipment of the gaming machine 1 and is transmitted from the gaming machine manufacturer 580 to the gaming machine information center 520. Specifically, when the gaming machine manufacturer 580 receives the main control chip for the main control board 100 and the game value control chip for the game value control board 200 from the gaming machine management control chip supplier 590, it manufactures the gaming machine 1. Then, when the manufactured gaming machine 1 is ready to be shipped to the gaming parlor H, the gaming machine manufacturer 580 transmits the shipping information to the gaming machine information center 520.
[0240] Here, when the gaming machine information center 520 receives shipping information from the gaming machine manufacturer 580, it links the main control chip manufacturer code, main control chip product code, and main control chip ID number of the main control board 100, the game value chip manufacturer code, game value chip product code, and game value chip ID number of the game value control board 200, and information regarding the shipping date and time of gaming machine 1, and registers this information in the machine history server 521. Then, the gaming machine manufacturer 580 registers each piece of information in the machine history server 521 and then ships gaming machine 1 to gaming parlor H.
[0241] As a result, when the gaming machine information center 520 receives gaming machine installation information after gaming machine 1 is installed in gaming parlor H, it can compare it with the shipment information registered in the machine history server 521 to determine whether the main control chip and game value control chip of gaming machine 1 installed in gaming parlor H are the ones that were shipped.
[0242] (SC board manufacturing information) SC board manufacturing information is information transmitted from SC board manufacturing company 570 to the gaming machine information center 520. Specifically, when SC board manufacturing company 570 manufactures SC boards 71 and they are ready to ship to rental equipment manufacturing company 560, it transmits SC board manufacturing information to the gaming machine information center 520.
[0243] Here, when the gaming machine information center 520 receives SC board manufacturing information from the SC board manufacturing company 570, it links the product code of the SC board 71, the ID number of the SC board 71, and information regarding the date and time of manufacture of the SC board 71 and registers this information with the fraud monitoring server 522. Then, after the information has been registered with the fraud monitoring server 522, the SC board manufacturing company 570 ships the SC board 71 to the rental equipment manufacturing company 560. The rental equipment manufacturing company 560 then manufactures the rental equipment 400 using the SC board 71 shipped from the SC board manufacturing company 570.
[0244] Furthermore, when sending and receiving the aforementioned information and signals, the transmitting party can perform a process to record information regarding the date and time of transmission, and the receiving party can perform a process to record information regarding the date and time of reception.
[0245] (Details of sending and receiving each piece of information) Next, Figure 13 will be used to explain the details of sending and receiving each type of information.
[0246] In Figure 13, the process is divided into a matching phase and a status communication phase. Therefore, we will explain each of these phases separately.
[0247] (Reconciliation Phase) First, let me explain the matching phase.
[0248] In the matching phase, when power is supplied to the gaming machine 1 from the power supply unit 42, the main control board 100 transmits the main control chip ID number to the gaming value control board 200. Next, the gaming value control board 200 transmits the main control chip ID number and the gaming value control chip ID number to the SC board 71.
[0249] Here, the main control chip ID number and the game value control chip ID number are encrypted by the SC board 71 and then transmitted to the game machine information center 520 via the lending device control board 72, the management computer 501, and the card company data center 510.
[0250] Then, when the gaming machine information center 520 receives the encrypted main control chip ID number and the game value control chip ID number, it performs a process to decrypt the encrypted main control chip ID number and the game value control chip ID number. Next, the gaming machine information center 520 compares the decrypted main control chip ID number and the game value control chip ID number with the gaming machine installation information stored in the machine history server 521 to determine whether the decrypted main control chip ID number and the game value control chip ID number are valid or not.
[0251] Furthermore, the gaming machine information center 520 performs a process to generate matching security result information and then performs a process to encrypt this generated matching security result information. Next, the gaming machine information center 520 performs a process to transmit the encrypted matching security result information to the SC board 71 via the card company data center 510, the management computer 501, and the lending device control board 72.
[0252] When the SC board 71 receives the encrypted matching security result information, it performs a process to decrypt the encrypted matching security result information. Next, the SC board 71 performs a process to determine whether the decrypted matching security result information is normal or not. If it is determined that the decrypted matching security result information is normal, the matching phase ends and the system moves to the status communication phase. If it is determined that the decrypted matching security result information is not normal, the system becomes unable to play the game.
[0253] (Status communication phase) Next, we will explain the state communication phase.
[0254] (1) Loan information The dispensing device control board 72 transmits information regarding the number of game value to be dispensed (for example, "47") to the SC board 71 when the dispensing button 76 is operated while a prepaid card containing electronic information corresponding to money is inserted into the dispensing device 400, or when the dispensing button 76 is operated while money has been inserted into the dispensing device 400. Next, the SC board 71 processes a game value dispensing signal containing information regarding the number of game value to be dispensed to the game value control board 200. Then, when the game value control board 200 receives the game value dispensing signal from the SC board 71, it performs processes such as adding the number of game value to the value displayed on the game value display device 20 and displaying it.
[0255] (2) Counting information When the counting button 19 is operated while the game value owned by the player is displayed on the game value display device 20, the game value control board 200 transmits information about the counted game value to the SC board 71. For example, if the player's game value is "50", when the counting button 19 is operated, the information about the counted game value becomes "50". Next, the SC board 71 transmits information about the counted game value to the dispensing device control board 72. The dispensing device control board 72 then processes the information about the counted game value to store on the prepaid card.
[0256] Then, after the lending device control board 72 has finished the process of storing the information regarding the counted game value on the prepaid card, if the return button 77 is operated, the device will return the prepaid card. In other words, even if the return button 77 is operated before the process of storing the information regarding the counted game value on the prepaid card is finished, the prepaid card will not be returned. This prevents players from leaving their seats before the game value counting is complete.
[0257] Furthermore, if the return button 77 is pressed before the process of storing the information regarding the counted game value on the prepaid card is completed, the LCD display 79 will notify the player to wait until the counting of the game value is complete. For example, the LCD display 79 will display the text image "Counting in progress," thereby notifying the player to wait until the counting of the game value is complete.
[0258] Furthermore, notification to keep the player waiting until the game value counting is complete may be provided by outputting sound from a lending speaker (not shown) provided by the lending device 400, by lighting or flashing a lending lamp (not shown) provided by the lending device 400, or by a combination of these methods.
[0259] Furthermore, the notification to keep the player waiting until the game value counting is complete may be performed by the game machine 1, or by the game machine 1 and the dispensing device 400. In this case, if the game machine 1 is performing the notification to keep the player waiting until the game value counting is complete, the notification may be performed by the image display device 7, logo LED 21, control panel LED 22, control panel side LED 23, side unit LED 24, and speaker 62.
[0260] (3) Number of game values Information regarding the number of game values is transmitted from the game value control board 200 to the SC board 71 at predetermined intervals (for example, every 300 ms). The SC board 71 also transmits information regarding the game values owned by the player to the dispensing device control board 72. Here, the number of game values is the uncounted game value, which is the value of the game value displayed on the game value display device 20. This allows the dispensing device 400 to recognize the number of game values owned by the player.
[0261] (4) Number of BETs Information regarding the number of bets placed in the gaming machine 1 is transmitted from the main control board 100 to the game value control board 200 at predetermined intervals (for example, every 1.564 ms). Next, the game value control board 200 transmits the information regarding the number of bets to the SC board 71. Then, the SC board 71 transmits the information regarding the number of bets to the dispensing device control board 72. This allows the dispensing device 400 to recognize the number of bets.
[0262] (5) Number of game values obtained from winning In the gaming machine 1, the number of game values awarded for winning is transmitted from the main control board 100 to the game value control board 200 at predetermined intervals (for example, 1.564 ms). Next, the game value control board 200 transmits this information to the SC board 71 at predetermined intervals (for example, 300 ms). This allows the dispensing device 400 to recognize the game value awarded for winning.
[0263] (6) Hall Con Information Hall computer information is transmitted from the main control board 100 to the game value control board 200 and the SC board 71, and then to the dispensing device control board 72. The dispensing device control board 72 then transmits the hall computer information to the hall computer 500. This allows the hall computer 500 to recognize the hall computer information.
[0264] (7) Gaming machine performance information Gaming machine performance information is transmitted from the main control board 100 to the gaming value control board 200. The gaming value control board 200 then transmits the gaming machine performance information to the SC board 71. Here, the SC board 71 encrypts the received gaming machine performance information and transmits it to the gaming machine information center 520 via the dispensing device control board 72, the management computer 501, and the card company data center 510.
[0265] (8) Information on the installation of gaming machines Gaming machine installation information is transmitted from the main control board 100 to the gaming value control board 200. The gaming value control board 200 then transmits the gaming machine installation information to the SC board 71. Here, the SC board 71 encrypts the received gaming machine installation information and transmits it to the gaming machine information center 520 via the lending device control board 72, the management computer 501, and the card company data center 510.
[0266] (9) Error information Main control board error information regarding errors detected by the main control board 100 is transmitted from the main control board 100 to the game value control board 200. Next, the game value control board 200 transmits the main control board error information received from the main control board 100, and / or the game value control board error information detected by the game value control board 200, to the SC board 71. Next, the SC board 71 transmits the main control board error information, and / or the game value control board error information, to the dispensing device control board 72. Then, the dispensing device control board 72 transmits the error information received from the SC board 71 to the management computer 501.
[0267] Furthermore, the SC board 71 performs a process to encrypt the error information received from the game value control board 200. The SC board 71 then transmits the encrypted error information to the game machine information center 520 via the dispensing device control board 72, the management computer 501, and the card company data center 510.
[0268] (10) Fraudulent information Information regarding fraud detected by the main control board 100 is transmitted from the main control board 100 to the game value control board 200. Next, the game value control board 200 transmits the fraud information received from the main control board 100, and / or the fraud information regarding fraud detected by the game value control board 200, to the SC board 71. Then, the SC board 71 transmits the fraud information received from the game value control board 200 to the dispensing device control board 72. Then, the dispensing device control board 72 transmits the fraud information received from the SC board 71 to the management computer 501.
[0269] Furthermore, the SC board 71 performs a process to encrypt the fraudulent information received from the game value control board 200. The SC board 71 then transmits the encrypted fraudulent information to the game machine information center 520 via the dispensing device control board 72, the management computer 501, and the card company data center 510.
[0270] (Memory area of main control board 100 and memory area of game value control board 200) Next, using Figure 14, we will explain the memory area of the main control board 100 and the memory area of the game value control board 200.
[0271] (Memory area of main control board 100) As shown in Figure 14(A), the memory area of the main control board 100 consists of the main ROM 102 and the main RAM 103.
[0272] As shown in Figure 14(A), the main ROM 102 has a continuous memory area from "0000(H)" to "EFFF(H)". The main ROM 102 also has a main ROM usage area 102A, an area outside the main ROM usage area 102B, and an unused main ROM area 102C.
[0273] (Main ROM usage area 102A) The main ROM usage area 102A is a storage area where programs related to the progress of the game are stored, and it has a control area and a data area. Specifically, the main ROM usage area 102A stores programs related to the progress of the game (for example, the main loop processing (see Figure 25) and the main interrupt processing (see Figure 44) described later). In this embodiment, the main ROM usage area 102A is a storage area from "0000(H)" to "2FFF(H)".
[0274] The control area of the main ROM used area 102A is a storage area from "0000(H)" to "1FFF(H)", and is a storage area other than the data area of the main ROM used area 102A, where various programs executed by the main control board 100 are stored.
[0275] Furthermore, the data area 102A within the main ROM usage area is a storage area from "2000(H)" to "2FFF(H)", and is a storage area where only information other than the program is stored, and is the area where data used when the program is executed is stored.
[0276] (102B outside the main ROM usage area) The area outside the main ROM usage area 102B is a storage area where information unrelated to the progress of the game is stored. For example, it is a storage area where programs used during test firing of the game machine 1 or programs to prevent fraudulent use of the game machine 1 are stored. In addition, the area outside the main ROM usage area 102B has a control area and a data area, similar to the area inside the main ROM usage area 102A. In this embodiment, the area outside the main ROM usage area 102B is a storage area from "4000(H)" to "5FFF(H)".
[0277] The control area 102B outside the main ROM usage area is a storage area from "4000(H)" to "4FFF(H)", and is a storage area other than the data area of 102B outside the main ROM usage area, where various programs executed by the main control board 100 are stored.
[0278] The 102B data area outside the main ROM usage area is a storage area from "5000(H)" to "5FFF(H)". This storage area stores only information other than programs, and is where data used during program execution is stored.
[0279] Furthermore, a program management area is provided in 102B, which is outside the main ROM usage area. This "program management area" stores information such as the manufacturer code and product code.
[0280] The unused area 102C of the main ROM is located between the main ROM used area 102A and the area outside the main ROM used area 102B (specifically, the memory area from "3000(H)" to "3FFF(H)").
[0281] As shown in Figure 14(A), the main RAM 103 has a continuous memory area from "F000(H)" to "FFFF(H)". The main RAM 103 also has a main RAM usage area 103A, an area outside the main RAM usage area 103B, and an unused main RAM area 103C. The gaming machine 1 has a backup function and is capable of retaining the information stored in the main RAM 103.
[0282] (103A within the main RAM usage area) Within the main RAM usage area 103A, the memory area is defined as "F000(H)" to "F3FF(H)". In this case, within the main RAM usage area 103A, the memory area from "F000(H)" to "F1FF(H)" is the working area, and the memory area from "F200(H)" to "F3FF(H)" is the stack area.
[0283] (103B outside of main RAM usage area) The 103B area outside the main RAM usage area is the memory area from "F500(H)" to "F8FF(H)". Of the 103B area outside the main RAM usage area, the memory area from "F500(H)" to "F6FF(H)" is the working area, and the memory area from "F700(H)" to "F8FF(H)" is the stack area.
[0284] (Unused area of main RAM: 103C) The unused main RAM area 103C is located between the main RAM used area 103A and the area outside the main RAM used area 103B (specifically, the memory area from "F400(H)" to "F4FF(H)").
[0285] In addition, unused memory areas are provided between the main ROM 102 and the main RAM 103 (specifically, the memory area from "6000(H)" to "EFFF(H)") and after the main RAM 103 (specifically, the memory area from "F900(H)" to "FFFF(H)").
[0286] As shown in Figure 14(B), the memory area of the game value control board 200 consists of a game value ROM 202 and a game value RAM 203.
[0287] As shown in Figure 14(B), the game value ROM 202 has a continuous memory area from "0000(H)" to "EFFF(H)". The game value ROM 202 also has a game value ROM usage area 202A, an area outside the game value ROM usage area 202B, and an unused game value ROM area 202C.
[0288] (Game value ROM usage area 202A) Within the game value ROM usage area 202A, the memory area is defined as "0000(H)" to "2FFF(H)". In this area, the memory area from "0000(H)" to "1FFF(H)" within the game value ROM usage area 202A is the control area, and the memory area from "2000(H)" to "2FFF(H)" is the data area.
[0289] (Game value ROM usage area outside 202B) The area 202B outside the game value ROM usage area is a memory area from "4000(H)" to "5FFF(H)". Of the area 202B outside the game value ROM usage area, the memory area from "4000(H)" to "4FFF(H)" is the control area, and the memory area from "5000(H)" to "5FFF(H)" is the data area.
[0290] (Game value ROM unused area 202C) The unused area 202C of the game value ROM is located between the area 202A used by the game value ROM and the area 202B used by the game value ROM (specifically, the memory area from "3000(H)" to "3FFF(H)").
[0291] As shown in Figure 14(B), the game value RAM 203 has a continuous memory area from "F000(H)" to "FFFF(H)". The game value RAM 203 also has a game value RAM usage area 203A, an area outside the game value RAM usage area 203B, and an unused game value RAM area 203C. The gaming machine 1 has a backup function and is capable of retaining the information stored in the game value RAM 203.
[0292] (Game value RAM usage area 203A) Within the game value RAM usage area 203A, the memory area is defined as "F000(H)" to "F3FF(H)". Of the game value RAM usage area 203A, the memory area from "F000(H)" to "F1FF(H)" is the working area, and the memory area from "F200(H)" to "F3FF(H)" is the stack area.
[0293] (Game value RAM usage area outside 203B) Furthermore, the area 203B outside the game value RAM usage area is the memory area from "F500(H)" to "F8FF(H)". Of the memory area 203B outside the game value RAM usage area, the memory area from "F500(H)" to "F6FF(H)" is the working area, and the memory area from "F700(H)" to "F8FF(H)" is the stack area.
[0294] (Game value RAM unused area 203C) The unused game value RAM area 203C is located between the game value RAM usage area 203A and the area outside the game value RAM usage area 203B (specifically, the memory area from "F400(H)" to "F4FF(H)"), and after the area outside the game value RAM usage area 203B (specifically, the memory area from "F900(H)" to "FFFF(H)").
[0295] Furthermore, unused memory areas are provided between the game value ROM 202 and the game value RAM 203 (specifically, the memory area from "6000(H)" to "EFFF(H)") and after the game value RAM 203 (specifically, the memory area from "F900(H)" to "FFFF(H)").
[0296] (Winning Role Determination Table) Next, we will explain the winning role determination table using Figure 15.
[0297] The winning combination determination table is stored in area 102A of the main ROM and is used when determining the winning combination in the winning combination determination process in step S1004 described below. The winning combination determination table defines the winning combination and the corresponding lottery value for each game state.
[0298] In this embodiment, the winning combination determination table illustrates the lottery values corresponding to one setting value (for example, setting "1"), and the illustrations corresponding to other setting values are omitted. In this embodiment, the winning combination determination table is defined such that the higher the setting value, the more advantageous it is for the player.
[0299] As shown in Figure 15, when the game state managed by the main control board 100 is the general game state, the following lottery values are defined: "1st BB", "2nd BB", "Replay", "Left-center-right push order plum", "Left-right-center push order plum", "Center-left-right push order plum", "Center-right-left push order plum", "Right-left-center push order plum", "Right-center-left push order plum", "Weak cherry", "Strong cherry", and "Bell".
[0300] Furthermore, when the game state managed by the main control board 100 is in the "bonus carryover state," the following lottery values are set: "replay," "left-center-right push order plum," "left-right-center push order plum," "center-left-right push order plum," "center-right-left push order plum," "right-left-center push order plum," "right-center-left push order plum," "weak cherry," "strong cherry," and "bell."
[0301] Furthermore, when the game state managed by the main control board 100 is in the "bonus activation state," the following lottery values are specified: "left-center-right push order plum," "left-right-center push order plum," "center-left-right push order plum," "center-right-left push order plum," "right-left-center push order plum," and "right-center-left push order plum."
[0302] Furthermore, "BB No. 1" and "BB No. 2" are collectively referred to as "BB".
[0303] Furthermore, the following combinations are collectively referred to as "plum button press order": "left-center-right-press order," "left-right-center-press order," "center-left-right-press order," "center-right-left-press order," "right-left-center-press order," and "right-center-left-press order."
[0304] (The relationship between winning combinations, the order of operation of stop button 15, and winning prizes, etc.) Next, using Figure 16, we will explain the relationship between the winning combinations, the order of operation of the stop button 15, and the prizes awarded.
[0305] Figure 16 shows the relationship between the winning combination and the possible combinations of symbols that can be displayed on the active line depending on the order in which the stop buttons 15 are operated.
[0306] In this embodiment, the combination of symbols that is allowed to win a prize differs depending on the winning combination. For example, if the winning combination is "Replay," then the "Replay" prize is allowed.
[0307] Furthermore, in this embodiment, different combinations of symbols are allowed to be awarded depending on the order in which the stop buttons 15 are pressed. For example, if the winning combination is "Plum in Left-Middle-Right Press Order," and the stop buttons 15 are operated in the order of Left Stop Button 15L, Middle Stop Button 15C, and Right Stop Button 15R, then "Plum" is awarded. On the other hand, if the winning combination is "Plum in Left-Middle-Right Press Order," and the stop buttons 15 are operated in the order of Left Stop Button 15L, Right Stop Button 15R, and Middle Stop Button 15C, or if the Middle Stop Button 15C is operated first, or if the Right Stop Button 15R is operated first, then "Blank" is awarded depending on the timing of the stop button 15 operation. In other words, depending on the timing of the stop button 15 operation, the "Blank" award may not be achieved and the game will not be awarded.
[0308] Furthermore, in this embodiment, there are winning combinations that differ depending on the timing of the operation of the stop button 15. For example, if the winning combination is "bell," then if the stop button 15 is operated at the appropriate timing, "bell" will be awarded. On the other hand, if the stop button 15 is operated at an inappropriate timing, the "bell" will not be awarded and the game will not be won.
[0309] Furthermore, in this embodiment, "BB" and other winning combinations can be won simultaneously. Specifically, if "BB" is carried over and another winning combination is determined, "BB" and the other winning combination will be won simultaneously.
[0310] In this embodiment, if "BB" and "Replay" are won, "Replay" will be displayed on the active line with priority over "Bonus," resulting in a win for Replay.
[0311] Furthermore, if "BB" and "Plum" are won, "Plum" will be prioritized over "Bonus" and displayed on the active payline, resulting in a "Plum" being awarded. Similarly, if "BB" and "Cherry" are won, or if "BB" and "Bell" are won, "Cherry" or "Bell" will be prioritized over "Bonus" and displayed on the active payline.
[0312] (Command group table) Next, we will explain the command group table using Figure 17.
[0313] As shown in Figure 17, the command group table defines the name of the group table and the command names to be sent to the sub-control board 300 specified in this group table. Specifically, the command group table defines a command table for setting changes, a command table for reset start, a command table for power outage recovery, a command table for game start, a command table for start lever press, a command table for game end, and a command table for stop.
[0314] (Command table when changing settings) The settings change command table is a table that groups the commands sent when a setting value is changed. Specifically, the settings change command table defines a power-up start command that indicates the start of power-up for the gaming machine 1, a settings change start command that indicates the start of setting value changes, and a power-up end command that indicates the end of power-up for the gaming machine 1, and these are grouped together.
[0315] (Command table at reset start) The reset start command table is a table that groups the commands sent when a reset start is performed. Specifically, the reset start command table defines the power start start command, which indicates that the power start of the gaming machine 1 has started; the reset start start command, which indicates that the reset start has started; and the power start end command, which indicates that the power start of the gaming machine 1 has finished. These commands are grouped together.
[0316] (Command table upon power recovery) The power-off recovery command table is a table that groups the commands sent when the gaming machine 1 is restored from a power-off state. Specifically, the power-off recovery command table defines a power-up start command that indicates that the power-up of the gaming machine 1 has started, a setting value data specification command that contains setting value data, an error occurrence command that contains information about errors occurring in the gaming machine 1, a phase status command that contains information about the phase status of the main RAM 103, and a recovery BET number command that contains information about the BET number when the gaming machine 1 is restored from a power-off state, and these are grouped together.
[0317] (Command table at the start of the game) The game start command table is a table that groups the commands sent when a game is started. Specifically, the game start command table defines a game start state command that contains information about the game state, a complete activation flag command that contains information about the complete activation flag, a complete pre-notification flag command that contains information about the complete pre-notification flag, and a power-up completion command that indicates that the power-up of the gaming machine 1 has finished, and these are grouped together.
[0318] (Command table when the start lever is pressed) The Start Lever Press Command Table is a table that groups the commands sent when the Start Lever 14 is pressed, with a BET game value of "3". Specifically, the Start Lever Press Command Table defines a setting value data specification command that contains setting value data, a reel rotation start acceptance command that contains information that the operation of the Start Lever 14 has been accepted, a winning role command that contains information about the winning role, and a lever freeze type command that contains information about the type of lever freeze effect executed when the Start Lever 14 is operated, and these are grouped together.
[0319] (Command table at the end of the game) The end-of-game command table is a table that groups the commands sent when a game ends. Specifically, the end-of-game command table defines the following commands, which are grouped together: a full-stop freeze type command that contains information about the type of full-stop freeze effect that can be executed when all reels 31 stop; a complete activation flag command that contains information about the complete activation flag; a complete pre-notification flag command that contains information about the complete pre-notification flag; and a game end state command that contains information about the game state.
[0320] (Command table when stopped) The stop command table is a table that groups the commands sent when the reel 31 is stopped. Specifically, the stop command table defines a slide frame count command that contains information about the number of slide frames, a pressed position command that contains information about the pressed position of the stop button 15, and a pressed reel command that contains information about the reel 31 on which the stop button 15 was operated, and these are grouped together.
[0321] Furthermore, the commands specified in the command group table may be transmitted not only to the sub-control board 300 but also to the game value control board 200.
[0322] (Storage area 103A within the main RAM usage area) Next, we will explain the storage area 103A within the main RAM usage area using Figure 18.
[0323] As shown in Figure 18, the main RAM usage area 103A contains multiple memory areas, from the setting value memory area 103AA to the advantageous section state memory area 103Am. Each memory area will be explained below.
[0324] (Setting value storage area 103AA) The setting value storage area 103AA is a 1-byte storage area capable of storing setting values that indicate the degree of advantage for the player. For example, if the setting value is "1", "01(H)" is stored in the setting value storage area 103AA, and if the setting value is "6", "06(H)" is stored in the setting value storage area 103AA.
[0325] (serial number storage area 103AB) The serial number storage area 103AB is a 3-byte storage area capable of storing the serial number used when communicating with the game value control board 200. For example, if the value of the serial number to be stored is "1", the value of the first byte of the serial number storage area 103AB will be "01(H)", and the values of the second byte and the third byte will be "00(H)".
[0326] (Ratio monitor test display request storage area 103AC) The ratio monitor test display request storage area 103AC is a 1-byte storage area capable of storing information regarding the presence or absence of a ratio monitor test display request. For example, when there is a ratio monitor test display request, the value of the ratio monitor test display request storage area 103AC becomes "01(H)". On the other hand, when there is no ratio monitor test display request, the value of the ratio monitor test display request storage area 103AC becomes "00(H)".
[0327] (Setting change device malfunction flag storage area 103AD) The setting change device malfunction flag storage area 103AD is a 1-byte storage area capable of storing information regarding the setting change device malfunction flag. For example, if the setting change device malfunction flag is ON, the value of the setting change device malfunction flag storage area 103AD will be "01(H)". On the other hand, if the setting change device malfunction flag is OFF, the value of the setting change device malfunction flag storage area 103AD will be "00(H)".
[0328] (Recovery error state storage area 103AE) The recovery error state storage area 103AE is a 1-byte storage area capable of storing information regarding the recovery error state. Specifically, the error number described later will be stored in the recovery error state storage area 103AE. For example, if the error number is "1", the value in the recovery error state storage area 103AE will be "01(H)".
[0329] (BET-enabled status flag storage area 103AF) The BET-enabled status flag storage area 103AF is a 1-byte storage area capable of storing information about the BET-enabled status flag. For example, if the BET-enabled status flag is ON, the value of the BET-enabled status flag storage area 103AF will be "01 (H)". On the other hand, if the BET-enabled status flag is OFF, the value of the BET-enabled status flag storage area 103AF will be "00 (H)".
[0330] (LED display mode storage area 103AG) The LED display mode memory area 103AG is a 1-byte memory area capable of storing information related to the LED display mode. In this embodiment, the LED display mode memory area 103AG stores information related to when all LEDs are OFF (e.g., "00(H)"), information related to normal operation (e.g., "01(H)"), information related to setting changes (e.g., "02(H)"), information related to setting confirmation (e.g., "03(H)"), information related to setting confirmation (e.g., "04(H)"), and information related to waiting for BET lever input (e.g., "05(H)").
[0331] (Instruction monitor display unit storage area 103AH) The instruction monitor display unit memory area 103AH is a 1-byte memory area capable of storing information displayed on the instruction monitor display unit 28. For example, if the winning combination is "1st BB", "2nd BB", "Replay", "Weak Cherry", "Strong Cherry", or "Bell", the value of the instruction monitor display unit memory area 103AH will be "00(H)". In other words, if a winning combination is won for which the operation sequence of the stop button 15 is not announced, the value of the instruction monitor display unit memory area 103AH will be "00(H)".
[0332] On the other hand, if the winning combination is "left-center-right-pressed plum," the value of the instruction monitor display unit memory area 103AH becomes "01(H)," if the winning combination is "left-right-center-pressed plum," the value of the instruction monitor display unit memory area 103AH becomes "02(H)," if the winning combination is "center-left-right-pressed plum," the value of the instruction monitor display unit memory area 103AH becomes "03(H)," if the winning combination is "center-right-left-pressed plum," the value of the instruction monitor display unit memory area 103AH becomes "04(H)," if the winning combination is "right-left-center-pressed plum," the value of the instruction monitor display unit memory area 103AH becomes "05(H)," and if the winning combination is "right-center-left-pressed plum," the value of the instruction monitor display unit memory area 103AH becomes "06(H)."
[0333] (LED data buffer storage area 103AI) The LED data buffer storage area 103AI is a 1-byte storage area capable of storing data displayed on the BET availability display unit 25, the game start display unit 26, the re-game display unit 27, and the BET number display unit 29. Specifically, BIT "1" in the LED data buffer storage area 103AI corresponds to the storage area of the first BET number display unit 29A, becoming "1" when the first BET number display unit 29A is lit and becoming "0" when the first BET number display unit 29A is turned off. Similarly, BIT "2" in the LED data buffer storage area 103AI corresponds to the storage area of the second BET number display unit 29B, becoming "1" when the second BET number display unit 29B is lit and becoming "0" when the second BET number display unit 29B is turned off. Furthermore, BIT "3" of the LED data buffer memory area 103AI is a memory area corresponding to the 3rd BET number display unit 29C, and becomes "1" when the 3rd BET number display unit 29C is lit, and becomes "0" when the 3rd BET number display unit 29C is turned off.
[0334] Furthermore, BIT "4" of the LED data buffer storage area 103AI is a storage area corresponding to the game start display unit 26, and becomes "1" when the game start display unit 26 is lit and becomes "0" when the game start display unit 26 is turned off. Also, BIT "6" of the LED data buffer storage area 103AI is a storage area corresponding to the BET available display unit 25, and becomes "1" when the BET available display unit 25 is lit and becomes "0" when the BET available display unit 25 is turned off. Also, BIT "7" of the LED data buffer storage area 103AI is a storage area corresponding to the re-play display unit 27, and becomes "1" when the re-play display unit 27 is lit and becomes "0" when the re-play display unit 27 is turned off. Note that BIT "0" and BIT "5" of the LED data buffer storage area 103AI are unused and are always "0".
[0335] (Game value management state memory area 103AJ) The game value management state memory area 103AJ is a 1-byte memory area capable of storing information related to the game value management state. Specifically, BIT "4" of the game value management state memory area 103AJ is "1" when acceptance of the start lever 14 is permitted, and "0" when acceptance of the start lever 14 is not permitted. Also, BIT "6" of the game value management state memory area 103AJ is "1" when betting is possible, and "0" when betting is not possible. Also, BIT "7" of the game value management state memory area 103AJ is "1" when replay is activated, and "0" when replay is not activated. Note that BITs "0" to "3" and BIT "5" of the game value management state memory area 103AJ are unused and are always "0".
[0336] (Operable status flag storage area 103AK) The operable state flag storage area 103AK is a 1-byte storage area that can store information about the operable state. Specifically, bit "0" of the operable state flag storage area 103AK corresponds to the left stop button 15L, becoming "1" when the left stop button 15L is operable and "0" when the operation of the left stop button 15L is restricted. Also, bit "1" of the operable state flag storage area 103AK corresponds to the middle stop button 15C, becoming "1" when the middle stop button 15C is operable and "0" when the operation of the middle stop button 15C is restricted. Furthermore, bit "2" of the operable state flag storage area 103AK corresponds to the right stop button 15R, becoming "1" when the right stop button 15R is operable and "0" when the operation of the right stop button 15R is restricted. Furthermore, bit "3" of the operable state flag storage area 103AK corresponds to the MAXBET button 12, and is set to "1" when the MAXBET button 12 is operable and to "0" when the operation of the MAXBET button 12 is restricted. Bits "4" to "7" of the operable state flag storage area 103AK are unused and are always set to "0".
[0337] (Transmit / receive error flag storage area 103AL) The transmit / receive error flag storage area 103AL is a 1-byte storage area capable of storing information related to the transmit / receive error flag. For example, if the transmit / receive error flag is ON, the value of the transmit / receive error flag storage area 103AL will be "01 (H)". On the other hand, if the transmit / receive error flag is OFF, the value of the transmit / receive error flag storage area 103AL will be "00 (H)".
[0338] (Error information flag storage area 103AM) The error information flag storage area 103AM is a 1-byte storage area capable of storing information related to the error information flag. Specifically, the error information flag storage area 103AM will store the value of the error number, which will be described later. For example, if the error number is "1", the value of the error information flag storage area 103AM will be "01(H)".
[0339] (BET request game value memory area 103AN) The BET request game value storage area 103AN is a 1-byte storage area capable of storing information regarding the game value to bet on the game value control board 200. For example, if the value of the game value to bet on the game value control board 200 is "1", the value of the BET request game value storage area 103AN will be "01(H)".
[0340] (Granting request game value storage area 103AO) The grant request game value storage area 103AO is a 1-byte storage area capable of storing information regarding the game value to be granted to the game value control board 200. For example, if the value of the game value to be granted to the game value control board 200 is "1", the value of the grant request game value storage area 103AO will be "01(H)".
[0341] (First invalid state memory area 103AP) The first invalid state memory area 103AP is a 1-byte memory area capable of storing information related to the first invalid state. Specifically, bit "0" of the first invalid state memory area 103AP corresponds to the setting change signal, becoming "1" when the setting change signal is output and "0" when the setting change signal is not output. Also, bit "1" of the first invalid state memory area 103AP corresponds to the setting confirmation signal, becoming "1" when the setting confirmation signal is output and "0" when the setting confirmation signal is not output. Furthermore, bit "2" of the first invalid state memory area 103AP corresponds to the first invalid detection signal, becoming "1" when the first invalid detection signal is output and "0" when the first invalid detection signal is not output. Furthermore, BIT "3" of the first fraudulent state memory area 103AP is a memory area corresponding to the second fraud detection signal, and becomes "1" when the second fraud detection signal is output, and becomes "0" when the second fraud detection signal is not output.
[0342] The minimum output time for the setting change signal is 3 seconds after gameplay becomes possible.
[0343] Furthermore, bit "4" of the first fraudulent state memory area 103AP is a memory area corresponding to the third fraud detection signal, becoming "1" when the third fraud detection signal is output and "0" when the third fraud detection signal is not output. Also, bit "5" of the first fraudulent state memory area 103AP is a memory area corresponding to the security signal, becoming "1" when the security signal is output and "0" when the security signal is not output. Also, bit "6" of the first fraudulent state memory area 103AP is a memory area corresponding to the complete signal, becoming "1" when the complete signal is output and "0" when the complete signal is not output. Note that bit "7" of the first fraudulent state memory area 103AP is unused and is always "0".
[0344] The complete signal turns ON after the complete function is activated and gameplay stops, and turns OFF after approximately 30 seconds.
[0345] (Second invalid state memory area 103AQ) The second malfunction state memory area 103AQ is a 1-byte memory area capable of storing information related to the second malfunction state. Specifically, bit "0" of the second malfunction state memory area 103AQ corresponds to the set door open signal, becoming "1" when the set door open signal is output and "0" when the set door open signal is not output. The set door open signal is output when the set door switch 34Asw is ON.
[0346] Furthermore, bit "1" in the second malfunction state memory area 103AQ is the memory area corresponding to the door open signal. It becomes "1" when the door open signal is output and "0" when the door open signal is not output. The door open signal is output when the door open / close sensor 4Rs is ON.
[0347] Furthermore, BIT "3" of the second fraudulent state memory area 103AQ is a memory area corresponding to the game value clear detection signal, and becomes "1" when the game value clear detection signal is output, and becomes "0" when the game value clear detection signal is not output. Note that BITs "2", "4" to "7" of the second fraudulent state memory area 103AQ are unused and are always "0".
[0348] (Number of items to be assigned display unit storage area 103AR) The assigned number display unit storage area 103AR is a 1-byte storage area capable of storing information to be displayed on the assigned number display unit 30. For example, if the game value to be displayed on the assigned number display unit 30 is "1", the value of the assigned number display unit storage area 103AR will be "01(H)".
[0349] (Advantageous interval difference counter storage area 103AS) The advantageous section difference counter storage area 103AS is a 2-byte storage area capable of storing the difference in game value within the advantageous section. For example, if the difference in game value is 1, the value of the first byte of the advantageous section difference counter storage area 103AS will be 01(H), and the value of the second byte will be 00(H).
[0350] (Complete MY Counter Storage Area 103AT) The Complete MY Counter memory area 103AT is a 2-byte memory area capable of storing the value of the gameplay (MY value) up to the point where the Complete function is activated. For example, if the value of the gameplay (MY value) up to the point where the Complete function is activated is "1", the value of the first byte of the Complete MY Counter memory area 103AT will be "01(H)", and the value of the second byte will be "00(H)".
[0351] (Complete pre-notification flag memory area 103AU) The complete pre-notification flag storage area 103AU is a 1-byte storage area capable of storing information related to the complete pre-notification flag. Specifically, when the complete pre-notification flag is ON, the value of the complete pre-notification flag storage area 103AU is "01 (H)". On the other hand, when the complete pre-notification flag is OFF, the value of the complete pre-notification flag storage area 103AU is "00 (H)".
[0352] (Wait timer memory area 103AV) The wait timer memory area 103AV is a 2-byte memory area capable of storing information related to the wait timer. For example, if the value of the wait timer is "1", the value of the first byte of the wait timer memory area 103AV will be "01(H)", and the value of the second byte will be "00(H)".
[0353] (Replay activation flag memory area 103AW) The re-play activation flag storage area 103AW is a 1-byte storage area capable of storing information related to the re-play activation flag. Specifically, when the re-play activation flag is ON, the value of the re-play activation flag storage area 103AW is "01(H)". On the other hand, when the re-play activation flag is OFF, the value of the re-play activation flag storage area 103AW is "00(H)".
[0354] (Game state memory area 103AX) The game state memory area 103AX is a 1-byte memory area capable of storing information about the game state. Specifically, if the current game state is a normal game state, the value of the game state memory area 103AX will be "00(H)". If the game is in a bonus carryover state, the value of the game state memory area 103AX will be "01(H)", and if the game is in a bonus activation state, the value of the game state memory area 103AX will be "02(H)".
[0355] (Bonus type memory area 103AY) The bonus type memory area 103AY is a 1-byte memory area that can store information about the type of bonus won. Specifically, if no bonus is won, the value of the bonus type memory area 103AY will be "00(H)". If the "1st BB" is won, the value of the bonus type memory area 103AY will be "01(H)", and if the "2nd BB" is won, the value of the bonus type memory area 103AY will be "02(H)".
[0356] (BB operating status flag storage area 103AZ) The BB operation status flag storage area 103AZ is a 1-byte storage area capable of storing information related to the BB operation status flag. Specifically, when the BB operation status flag is ON, the value of the BB operation status flag storage area 103AZ is "01 (H)". On the other hand, when the BB operation status flag is OFF, the value of the BB operation status flag storage area 103AZ is "00 (H)".
[0357] (RB win count memory area 103Aa) The RB winning count memory area 103Aa is a 1-byte memory area that can store information about the number of times a winning combination is possible in RB (Type 1 Special Prize). For example, if the number of times a winning combination is possible in RB is "1", the value of the RB winning count memory area 103Aa will be "01(H)".
[0358] (RB operation count memory area 103Ab) The RB operation count storage area 103Ab is a 1-byte storage area that can store information regarding the number of games that can be played during an RB. For example, if the number of games that can be played during an RB is "1", the value of the RB operation count storage area 103Ab will be "01(H)".
[0359] (BB acquisition number storage area 103Ac) The BB acquisition count memory area 103Ac is a 1-byte memory area capable of storing information regarding the value of the game value acquired during the bonus activation state. For example, if the value of the game value acquired during the bonus activation state is "1", the value of the BB acquisition count memory area 103Ac will be "01(H)".
[0360] (RT storage area 103Ad) The RT memory area 103Ad is a 1-byte memory area capable of storing information related to RT (Replay Time). Specifically, if the current game state is a general game state and is the "0th RT game state," the value of the RT memory area 103Ad will be "00(H)." If the current game state is a bonus carryover state and is the "1st RT game state," the value of the RT memory area 103Ad will be "01(H)." If the current game state is a bonus activation state and is the "2nd RT game state," the value of the RT memory area 103Ad will be "02(H)."
[0361] (Main BET amount storage area 103Ae) The main BET number memory area 103Ae is a 1-byte memory area capable of storing information about the value of the bet. For example, if the value of the bet is 1, the value of the main BET number memory area 103Ae will be 01(H).
[0362] (Remaining grant number storage area 103Af) The remaining amount storage area 103Af is a 1-byte storage area capable of storing information about the remaining game value to be awarded to the player. For example, if the remaining game value to be awarded to the player is "1", the value of the remaining amount storage area 103Af will be "01(H)".
[0363] (Complete operation flag storage area 103Ag) The complete operation flag storage area 103Ag is a 1-byte storage area capable of storing information regarding the operation of the complete function. For example, when the complete operation flag is ON, the value of the complete operation flag storage area 103Ag is "01 (H)". On the other hand, when the complete operation flag is OFF, the value of the complete operation flag storage area 103Ag is "00 (H)".
[0364] (Recovery phase state memory area 103Ah) The recovery phase state memory area 103Ah is a 1-byte memory area where information regarding the recovery phase state is stored. In this area, the recovery phase state memory area 103Ah will store one of the following: information corresponding to waiting for BET and lever input, information corresponding to setting confirmation, information corresponding to setting change, or information other than the above, "00(H)".
[0365] (Winning role memory area 103Ai) The winning combination memory area 103Ai is a 1-byte memory area where information about the winning combination is stored. Specifically, if "1st BB" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "01(H)", if "2nd BB" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "02(H)", and if "Replay" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "03(H)".
[0366] Furthermore, if the winning combination is determined to be "Left, Middle, Right Press Plum," the value of the winning combination memory area 103Ai will be "04(H)." If the winning combination is determined to be "Left, Right, Middle Press Plum," the value of the winning combination memory area 103Ai will be "05(H)." If the winning combination is determined to be "Middle, Left, Right Press Plum," the value of the winning combination memory area 103Ai will be "06(H)." If the winning combination is determined to be "Middle, Right, Left Press Plum," the value of the winning combination memory area 103Ai will be "07(H)." If the winning combination is determined to be "Right, Left, Middle Press Plum," the value of the winning combination memory area 103Ai will be "08(H)." If the winning combination is determined to be "Right, Middle, Left Press Plum," the value of the winning combination memory area 103Ai will be "09(H)."
[0367] Furthermore, if "weak cherry" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "0A(H)". If "strong cherry" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "0B(H)". If "bell" is determined as the winning combination, the value of the winning combination memory area 103Ai becomes "0C(H)". If no combination is won (i.e., a "miss"), the value of the winning combination memory area 103Ai becomes "00(H)".
[0368] (Counting notification time storage area 103Aj) The count notification time storage area 103Aj is a 2-byte storage area capable of storing the count notification time used to measure the time required to output the test signal during a test firing test. Here, if the count notification time is "1", the value of the first byte of the count notification time storage area 103Aj will be "01(H)" and the value of the second byte will be "00(H)".
[0369] (First gaming machine information storage area 103Ak) The first gaming machine information storage area 103Ak is a 1-byte storage area capable of storing information about the first gaming machine. Specifically, as will be explained later, the first gaming machine information storage area 103Ak will be set to "0".
[0370] (Second gaming machine information storage area 103Al) The second gaming machine information storage area 103Al is a 1-byte storage area capable of storing information about the second gaming machine. Specifically, as will be described later, the second gaming machine information storage area 103Al will store information related to the number of bets and information related to the remaining number of bets.
[0371] (Advantageous section state memory area 103Am) The advantageous interval state memory area 103Am is a 1-byte memory area capable of storing information related to the advantageous interval. For example, if it is an advantageous interval, the value of the advantageous interval state memory area 103Am will be "01(H)". On the other hand, if it is a non-advantageous interval, the value of the advantageous interval state memory area 103Am will be "00(H)".
[0372] Although not shown in the diagram, the main RAM area 103A also contains multiple storage areas capable of storing other information.
[0373] Although not shown in the diagram, the area 103B outside the main RAM usage area can store information necessary for calculating ratio information. For example, it can store information related to the number of games played and information related to the ratio of special features.
[0374] (Storage area 203A within the game value RAM usage area) Next, we will explain the memory area 203A within the game value RAM usage area using Figure 19.
[0375] As shown in Figure 19, within the game value RAM usage area 203A, multiple storage areas are shown, from the game value memory area data validity determination flag storage area 203AA to the third fraud detection timer storage area 203Ax. Furthermore, as will be explained later using Figures 20 to 22, within the game value RAM usage area 203A, multiple storage areas are provided, from the total BET number storage area 203ABa to the SC transmission game value assignment number storage area 203ADj. Each storage area will be explained below.
[0376] (Game value memory area data validity determination flag memory area 203AA) The game value memory area data validity determination flag storage area 203AA is a 1-byte storage area capable of storing information related to the game value memory area data validity determination flag. Specifically, when the game value memory area data validity determination flag is ON, the value of the game value memory area data validity determination flag storage area 203AA is "01 (H)". On the other hand, when the game value memory area data validity determination flag is OFF, the value of the game value memory area data validity determination flag storage area 203AA is "00 (H)".
[0377] (Game value memory area 203AB) The game value memory area 203AB is a 3-byte memory area capable of storing information about the value of the game value owned by the player. For example, if the value of the game value owned by the player is "1", the value of the first byte of the game value memory area 203AB will be "01(H)", and the values of the second byte and the third byte will be "00(H)".
[0378] (Security information storage area data valid flag storage area 203AC) The security information storage area data validity flag storage area 203AC is a 1-byte storage area capable of storing information related to the security information storage area data validity flag. Specifically, when the security information storage area data validity flag is ON, the value of the security information storage area data validity flag storage area 203AC is "01 (H)". On the other hand, when the security information storage area data validity flag is OFF, the value of the security information storage area data validity flag storage area 203AC is "00 (H)".
[0379] (Security information storage area 203AD) The security information storage area 203AD is a 1-byte storage area capable of storing security information, and in this embodiment, it is a storage area where information related to game value clear detection is stored. Specifically, bit "3" of the security information storage area 203AD is a storage area corresponding to game value clear detection, becoming "1" when game value clear detection occurs and "0" when game value clear detection does not occur. Bits "0" to "2" and bits "4" to "7" of the security information storage area 203AD are unused and are always "0".
[0380] (Input port current state buffer storage area 203AE) The input port current state buffer memory area 203AE is a 1-byte memory area capable of storing information about the current state of the input port. Specifically, bit "2" of the input port current state buffer memory area 203AE corresponds to the game value clear switch 37sw, becoming "1" when the game value clear switch signal is input and "0" when the game value clear switch signal is not input. Also, bit "3" of the input port current state buffer memory area 203AE corresponds to the counting switch 19sw, becoming "1" when the counting switch signal is input and "0" when the counting switch signal is not input. Furthermore, bit "4" of the input port current state buffer memory area 203AE corresponds to the connection confirmation signal, becoming "1" when the connection confirmation signal is input and "0" when the connection confirmation signal is not input.
[0381] Furthermore, bit "5" of the input port current state buffer memory area 203AE is the memory area corresponding to the power outage detection signal, becoming "1" when the power outage detection signal is input and "0" when the power outage detection signal is not input. Also, bit "6" of the input port current state buffer memory area 203AE is the memory area corresponding to the door open / close sensor 4Rs, becoming "1" when the door open signal is input and "0" when the door open signal is not input. Note that bits "0" to "1" and bit "7" of the input port current state buffer memory area 203AE are unused and are always "0".
[0382] (First timer interrupt frequency divider counter storage area 203AF) The first timer interrupt frequency divider counter storage area 203AF is a 1-byte storage area that stores the first timer interrupt frequency divider counter, which is used to determine whether or not to execute the process performed every 2 ms in the game value interrupt processing (see Figure 58) described later. Specifically, the value of the first timer interrupt frequency divider counter storage area 203AF will be one of the values from "00(H)" to "02(H)", and the process performed every 2 ms will be executed when the value of the first timer interrupt frequency divider counter storage area 203AF is "02(H)".
[0383] (Second timer interrupt frequency divider counter storage area 203AG) The second timer interrupt frequency divider counter storage area 203AG is a 1-byte storage area that stores the second timer interrupt frequency divider counter, which is used to determine whether or not to execute the process performed every 4 ms in the game value interrupt processing (see Figure 58) described later. Specifically, the value of the second timer interrupt frequency divider counter storage area 203AG will be one of the values from "00(H)" to "04(H)", and the process performed every 4 ms will be executed when the value of the second timer interrupt frequency divider counter storage area 203AG is "04(H)".
[0384] (Main unit switch information storage area 203AH) The main switch information storage area 203AH is a 1-byte storage area capable of storing information about the switches on the main body of the gaming machine 1. In this embodiment, it is a storage area that stores information about the detection of the counting switch 19sw. Specifically, bit "3" of the main switch information storage area 203AH is a storage area corresponding to the detection of the counting switch 19sw, becoming "1" when detected by the counting switch 19sw and "0" when not detected by the counting switch 19sw. Bits "0" to "2" and bits "4" to "7" of the main switch information storage area 203AH are unused and are always "0".
[0385] (Error detection flag storage area 203AI) The error detection flag storage area 203AI is a 1-byte storage area capable of storing information about detected errors. Specifically, bit "0" of the error detection flag storage area 203AI corresponds to the unresponsiveness error of the dispensing device communication, becoming "1" when the dispensing device communication is unresponsive and "0" when there is no such error. Also, bit "1" of the error detection flag storage area 203AI corresponds to the abnormal communication error within the gaming machine, becoming "1" when there is an abnormal communication error within the gaming machine and "0" when there is no such error. Furthermore, bit "3" of the error detection flag storage area 203AI corresponds to the unconnectedness error of the dispensing device, becoming "1" when there is an unconnectedness error and "0" when there is no such error.
[0386] Furthermore, BIT "4" of the error detection flag memory area 203AI is the memory area corresponding to the game value error, and is set to "1" when there is a game value error and to "0" when there is no game value error. Also, BIT "7" of the error detection flag memory area 203AI is the memory area corresponding to the serial number abnormality error, and is set to "1" when there is a serial number abnormality error and to "0" when there is no serial number abnormality error. Note that BIT "2", BIT "5" to BIT "6" of the error detection flag memory area 203AI are unused and are always set to "0".
[0387] (Error code storage area 203AJ) Error code storage area 203AJ is a 1-byte storage area capable of storing information related to error codes. Specifically, bit "0" of error code storage area 203AJ corresponds to the "no response" error in loaner device communication, becoming "1" when there is a no response error and "0" when there is no error. Also, bit "1" of error code storage area 203AJ corresponds to the "abnormal" error in the gaming machine's internal communication, becoming "1" when there is an abnormal" error and "0" when there is no abnormal" error. Furthermore, bit "3" of error code storage area 203AJ corresponds to the "not connected" error in loaner device, becoming "1" when there is a not connected error and "0" when there is no error.
[0388] Furthermore, BIT "4" in error code memory area 203AJ is the memory area corresponding to game value error, and is set to "1" when there is a game value error, and to "0" when there is no game value error. Also, BIT "7" in error code memory area 203AJ is the memory area corresponding to HC notification, and is set to "1" when a notification is sent to the hall computer 500, and to "0" when no notification is sent to the hall computer 500. Note that BIT "2", BIT "5" to BIT "6" in error code memory area 203AJ are unused and are always set to "0".
[0389] (Game value information flag storage area 203AK) The game value information flag storage area 203AK is a 1-byte storage area capable of storing various information of the game value control board 200. Specifically, bit "0" of the game value information flag storage area 203AK corresponds to a game value overrun, becoming "1" when the game value overrun occurs and "0" when the game value overrun occurs. Also, bit "1" of the game value information flag storage area 203AK corresponds to a dispensing device disconnection error, becoming "1" when the dispensing device disconnection error occurs and "0" when the dispensing device disconnection error occurs. Furthermore, bit "2" of the game value information flag storage area 203AK corresponds to a dispensing device communication unresponsiveness error, becoming "1" when the dispensing device communication unresponsiveness error occurs and "0" when the dispensing device communication unresponsiveness error occurs.
[0390] Furthermore, bit "3" of the game value information flag storage area 203AK corresponds to a game value overflow error, and is set to "1" when a game value overflow error occurs and to "0" when there is no game value overflow error. Also, bit "4" of the game value information flag storage area 203AK corresponds to a game value error, and is set to "1" when there is a game value error and to "0" when there is no game value error. Note that bits "5" to "7" of the game value information flag storage area 203AK are unused and are always set to "0".
[0391] (Counting button press time timer memory area 203AL) The count button press time timer storage area 203AL is a 1-byte storage area capable of storing the value of the count button press time timer that measures the time the count button 19 is pressed. For example, if the value of the count button press time timer is "1", the value of the count button press time timer storage area 203AL will be "01(H)".
[0392] (Counting switch edge detection timer memory area 203AM) The counting switch edge detection timer storage area 203AM is a 1-byte storage area that can store the value of the counting switch edge detection timer used when detecting the edge of the counting switch 19sw. For example, if the value of the counting switch edge detection timer is "1", the value of the counting switch edge detection timer storage area 203AM will be "01(H)".
[0393] (SC board reception control flag storage area 203AN) The SC board reception control flag storage area 203AN is a 1-byte storage area capable of storing the SC board reception control flag. Specifically, bit "0" of the SC board reception control flag storage area 203AN corresponds to the completion of SC board reception, becoming "1" when the reception of the message from the SC board 71 is complete, and becoming "0" when the reception of the message from the SC board 71 is not complete. Bits "1" to "7" of the SC board reception control flag storage area 203AN are unused and are always "0".
[0394] (SC board receive buffer storage pointer memory area 203AO) The SC board receive buffer storage pointer storage area 203AO is a 1-byte storage area capable of storing information about the reference position of the SC board receive buffer. For example, if the value of the SC board receive buffer storage pointer is "1", the value of the SC board receive buffer storage pointer storage area 203AO will be "01(H)".
[0395] (SC board frame receive timeout timer storage area 203AP) The SC board frame in-receive timeout timer storage area 203AP is a 1-byte storage area that can store the SC board frame in-receive timeout timer used to measure the time during which the reception of messages from the SC board 71 is valid. For example, if the value of the SC board frame in-receive timeout timer is "1", the value of the SC board frame in-receive timeout timer storage area 203AP will be "01(H)".
[0396] (SC board previous loan serial number storage area 203AQ) The SC board's previous loan serial number storage area 203AQ is a 1-byte storage area used to store the previous loan serial number of the message sent from the SC board 71 to the loan device 400. For example, if the previous loan serial number was "1", the value of the SC board's previous loan serial number storage area 203AQ will be "01(H)".
[0397] (SC board unreceived count counter storage area 203AR) The SC board unreceived count counter storage area 203AR is a 1-byte storage area that stores the SC board unreceived count counter, which counts the number of times a message from the SC board 71 has not been received. For example, if the value of the SC board unreceived count counter is "1", the value of the SC board unreceived count counter storage area 203AR will be "01(H)".
[0398] (SC board receive buffer storage area 203AS) The SC board receive buffer storage area 203AS is a 5-byte storage area capable of storing information about data received from the SC board 71. In this area, each byte of the SC board receive buffer storage area 203AS will store a value from 0 to 255 as received data.
[0399] (SC board transmit buffer storage area 203AT) The SC board transmit buffer storage area 203AT is a 57-byte storage area capable of storing information about the transmission data to be sent to the SC board 71. Here, each byte of the SC board transmit buffer storage area 203AT will store a value from "0" to "255" as the transmission data.
[0400] (Main control board receive control flag storage area 203AU) The main control board receive control flag storage area 203AU is a 1-byte storage area capable of storing the main control board receive control flag. Specifically, bit "0" of the main control board receive control flag storage area 203AU corresponds to the completion of reception, becoming "1" when the reception of the message from the main control board 100 is complete, and becoming "0" when the reception of the message from the main control board 100 is not complete. Bits "1" to "7" of the main control board receive control flag storage area 203AU are unused and are always "0".
[0401] (Main control board receive buffer storage area 203AV) The main control board receive buffer storage area 203AV is a 26-byte storage area capable of storing information about data received from the main control board 100. In this area, each byte of the main control board receive buffer storage area 203AV will store a value from "0" to "255" as received data.
[0402] (Main control board receive buffer storage pointer memory area 203AW) The main control board receive buffer storage pointer memory area 203AW is a 1-byte memory area capable of storing information about the reference position of the main control board receive buffer. For example, if the value of the main control board receive buffer is "1", the value of the main control board receive buffer storage pointer memory area 203AW will be "01(H)".
[0403] (Main control board transmit buffer storage area 203AX) The main control board transmit buffer storage area 203AX is a 5-byte storage area capable of storing information about the transmission data transmitted by the game value control board 200. Here, each byte of the main control board transmit buffer storage area 203AX will store a value from "0" to "255" as transmission data.
[0404] (Main control board frame receive timeout timer storage area 203AY) The main control board frame's receive timeout timer storage area 203AY is a 1-byte storage area where information regarding the reception validity period is stored. When the value of the main control board frame's receive timeout timer storage area 203AY is "1", the value of the main control board frame's receive timeout timer storage area 203AY becomes "01(H)".
[0405] (SC board received data error storage area 203AZ) The SC board received data error storage area 203AZ is a 1-byte storage area capable of storing information regarding SC board received data errors. If there is an SC board received data error, the value of the SC board received data error storage area 203AZ will be "01(H)". On the other hand, if there is no SC board received data error, the value of the SC board received data error storage area 203AZ will be "00(H)".
[0406] (Transmission Information Type Storage Area 203Aa) The transmission information type storage area 203Aa is a 1-byte storage area where the transmission information type is stored. For example, the transmission information type storage area 203Aa will store hall control fraud monitoring information as the transmission type.
[0407] (Counting execution flag storage area 203Ab) The counting execution flag storage area 203Ab is a 1-byte storage area capable of storing information related to the counting execution flag. Specifically, when the counting button 19 is not operated, the value of the counting execution flag storage area 203Ab is "00(H)", when the counting button 19 is "short-pressed", the value of the counting execution flag storage area 203Ab is "01(H)", and when the counting button 19 is "long-pressed", the value of the counting execution flag storage area 203Ab is "02(H)". A "short-press" means pressing the counting button 19 for a first time (50 ms in this embodiment). A "long-press" means pressing the counting button 19 for a second time longer than the first time (500 ms in this embodiment).
[0408] (Main control board receive timeout timer storage area 203Ac) The main control board receive timeout timer storage area 203Ac is a 2-byte storage area capable of storing the main control board receive timeout timer for timing the time it takes to receive a message from the main control board 100. For example, if the value of the main control board receive timeout timer is "1", the value of the first byte of the main control board receive timeout timer storage area 203Ac will be "01(H)", and the value of the second byte will be "00(H)".
[0409] (Error transmission confirmation buffer storage area 203Ad) The error transmission confirmation buffer storage area 203Ad is a 1-byte storage area, and a predetermined value is set when the game machine installation information message reception processing described later is executed. This storage area is used to check output information before sending a command to the sub-control board 300.
[0410] (Virtual sequential memory area 203Ae) The virtual serial number storage area 203Ae is a 1-byte storage area capable of storing a virtual serial number. For example, if the value of the virtual serial number is "1", the value of the virtual serial number storage area 203Ae will be "01(H)".
[0411] (Complete signal transmission timer memory area 203Af) The complete signal transmission timer storage area 203Af is a 2-byte storage area capable of storing the complete signal transmission timer, which is timed when a complete signal is transmitted to the lending device 400. Here, for example, if the value of the complete signal transmission timer is "1", the value of the first byte of the complete signal transmission timer storage area 203Af will be "01(H)", and the value of the second byte will be "00(H)".
[0412] (Main control information received flag storage area 203Ag) The main control information received flag storage area 203Ag is a 1-byte storage area capable of storing information related to the main control information received flag. Specifically, bit "0" of the main control information received flag storage area 203Ag corresponds to the gaming machine installation information notification, becoming "1" when the gaming machine installation information notification has been received and "0" when the gaming machine installation information notification has not been received. Also, bit "1" of the main control information received flag storage area 203Ag corresponds to the gaming machine information notification, becoming "1" when the gaming machine information notification has been received and "0" when the gaming machine information notification has not been received.
[0413] Furthermore, bit "2" of the main control information received flag storage area 203Ag is a storage area corresponding to SC board communication, and becomes "1" when communication with SC board 71 is started and "0" when communication with SC board 71 is not started. Also, bit "3" of the main control information received flag storage area 203Ag is a storage area corresponding to counting transmission requests, and becomes "1" when there is a counting transmission request and "0" when there is no counting transmission request. Note that bits "4" to "7" of the main control information received flag storage area 203Ag are unused and are always "0".
[0414] (Gaming machine information notification transmission cycle timer storage area 203Ah) The gaming machine information notification transmission cycle timer storage area 203Ah is a 1-byte storage area capable of storing a gaming machine information transmission cycle timer for timing the waiting time for sending gaming machine information notifications. For example, if the value of the gaming machine information notification transmission cycle timer is "1", the value of the gaming machine information notification transmission cycle timer storage area 203Ah will be "01(H)".
[0415] (Counting notification transmission cycle timer memory area 203Ai) The count notification transmission period timer storage area 203Ai is a 1-byte storage area capable of storing the count notification transmission period timer. For example, if the value of the count notification transmission period timer is "1", the value of the count notification transmission period timer storage area 203Ai will be "01(H)".
[0416] (SC board transmitted game information storage area 203Aj) The SC board transmitted game information count storage area 203Aj is a 1-byte storage area capable of storing the number of game information to be transmitted to the SC board 71. For example, if the number of game information to be transmitted to the SC board 71 is "1", the value of the SC board transmitted game information count storage area 203Aj will be "01(H)".
[0417] (Main control state storage buffer memory area 203Ak) The main control state buffer storage area 203Ak is a 2-byte storage area used to determine whether or not there has been a change in the main control state. Specifically, the value stored in the main control state buffer storage area 203Ak is used for comparison with the value of the first main control state storage area 203ADc and the second main control state storage area 203ADd, which are described later.
[0418] (Gaming machine installation information notification transmission cycle timer storage area 203Al) The gaming machine installation information notification transmission cycle timer storage area 203Al is a 2-byte storage area capable of storing a gaming machine installation information notification transmission cycle timer for timing the waiting time for the transmission of gaming machine installation information. Here, for example, if the value of the gaming machine installation information notification transmission cycle timer is "1", the value of the first byte of the gaming machine installation information notification transmission cycle timer storage area 203Al will be "01(H)", and the value of the second byte will be "00(H)".
[0419] (Gaming machine performance information notification transmission cycle timer memory area 203Am) The gaming machine performance information notification transmission cycle timer storage area 203Am is a 2-byte storage area capable of storing a gaming machine performance information notification transmission cycle timer for timing the waiting time for transmitting gaming machine performance information. For example, if the value of the gaming machine performance information notification transmission cycle timer is "1", the value of the first byte of the gaming machine performance information notification transmission cycle timer storage area 203Am will be "01(H)", and the value of the second byte will be "00(H)".
[0420] (Loan notification reception valid timer storage area 203An) The loan notification reception valid timer storage area 203An is a 1-byte storage area capable of storing a loan notification reception valid timer for timing the valid reception period of loan notifications. For example, if the value of the loan notification reception valid timer is "1", the value of the loan notification reception valid timer storage area 203An will be "01(H)".
[0421] (Counting sequence number memory area 203Ao) The counting sequence number storage area 203Ao is a 1-byte storage area capable of storing the counting sequence number. For example, if the value of the counting sequence number is "1", the value in the counting sequence number storage area 203Ao will be "01(H)".
[0422] (Counting and subtraction value storage area 203Ap) The counting subtraction value storage area 203Ap is a 1-byte storage area capable of storing the value subtracted in a single counting operation. For example, if the value subtracted in a single counting operation is "1", the value in the counting subtraction value storage area 203Ap will be "01(H)". If the value subtracted in a single counting operation is "50", the value in the counting subtraction value storage area 203Ap will be "32(H)".
[0423] (Count cumulative value storage area 203Aq) The cumulative count storage area 203Aq is a 2-byte storage area capable of storing the cumulative counted value. For example, if the cumulative counted value is "1", the value of the first byte of the cumulative count storage area 203Aq will be "01(H)", and the value of the second byte will be "00(H)".
[0424] (Counting type buffer storage area 203Ar) The count type buffer memory area 203Ar is a 1-byte memory area, and is used when determining whether the value of the count subtraction value memory area 203Ap is not 0.
[0425] (BET-enabled signal received flag storage area 203As) The BET-enabled signal received flag storage area 203As is a 1-byte storage area capable of storing the BET-enabled signal received flag. For example, if the BET-enabled signal received flag is ON, the value of the BET-enabled signal received flag storage area 203As will be "01 (H)". On the other hand, if the BET-enabled signal received flag is OFF, the value of the BET-enabled signal received flag storage area 203As will be "00 (H)".
[0426] (Game value clear signal guarantee timer memory area 203At) The game value clear signal guarantee timer storage area 203At is a 2-byte storage area capable of storing a game value clear signal guarantee timer to guarantee the output time of the game value clear signal. For example, if the value of the game value clear signal guarantee timer is "1", the value of the first byte of the game value clear signal guarantee timer storage area 203At will be "01(H)", and the value of the second byte will be "00(H)". The minimum output time of the game value clear signal is 3 seconds after the game becomes playable.
[0427] (Timer memory area 203Au during configuration check) The setting confirmation timer storage area 203Au is a 2-byte storage area capable of storing the setting confirmation timer used to measure the time for outputting the setting confirmation signal. For example, if the value of the setting confirmation timer is "1", the value of the first byte of the setting confirmation timer storage area 203Au will be "01(H)", and the value of the second byte will be "00(H)".
[0428] (First fraud detection timer storage area 203Av) The first fraud detection timer storage area 203Av is a 2-byte storage area capable of storing the first fraud detection timer, which measures the time for outputting the first fraud detection signal. For example, if the value of the first fraud detection timer is "1", the value of the first byte of the first fraud detection timer storage area 203Av will be "01(H)" and the value of the second byte will be "00(H)".
[0429] (Second fraud detection timer storage area 203Aw) The second fraud detection timer storage area 203Aw is a 2-byte storage area capable of storing the second fraud detection timer, which measures the time for outputting the second fraud detection signal. For example, if the value of the second fraud detection timer is "1", the value of the first byte of the second fraud detection timer storage area 203Aw will be "01(H)", and the value of the second byte will be "00(H)".
[0430] (Third fraud detection timer memory area 203Ax) The third fraud detection timer storage area 203Ax is a 2-byte storage area capable of storing the third fraud detection timer, which measures the time for outputting the third fraud detection signal. For example, if the value of the third fraud detection timer is "1", the value of the first byte of the third fraud detection timer storage area 203Ax will be "01(H)", and the value of the second byte will be "00(H)".
[0431] (Gaming machine performance information in 203A within the gaming value RAM usage area) Next, using Figure 20, we will explain the gaming machine performance information in the gaming value RAM usage area 203A.
[0432] As shown in Figure 20, within the game value RAM usage area 203A, multiple memory areas are illustrated as game machine performance information, from the total BET count memory area 203ABa to the second reserved memory area 203ABn. Each memory area will be explained below.
[0433] (Total BET amount storage area 203ABa) The total BET amount storage area 203ABa is a 3-byte storage area capable of storing the total number of BETs for the game value used when calculating predetermined game machine performance information. For example, if the value of the total BET amount is "1", the value of the first byte of the total BET amount storage area 203ABa will be "01(H)", and the values of the second byte and the third byte will be "00(H)".
[0434] (Total number of allocated memory areas: 203ABb) The total number of added values storage area 203ABb is a 3-byte storage area capable of storing the total number of added values of the game value used when calculating predetermined game machine performance information. For example, if the value of the total number of added values is "1", the value of the first byte of the total number of added values storage area 203ABb will be "01(H)", and the values of the second byte and the third byte will be "00(H)".
[0435] (Maximum MY storage area 203ABc) The maximum MY memory area 203ABc is a 3-byte memory area that can store the current MY used when calculating predetermined gaming machine performance information. For example, if the current value of MY is "1", the value of the first byte of the maximum MY memory area 203ABc will be "01(H)", and the values of the second byte and the third byte will be "00(H)".
[0436] (Total number of special items assigned, memory area 203ABd) The total number of bonus items assigned memory area 203ABd is a 3-byte memory area that can store the value of the game value assigned by the operation of bonus items, which is used when calculating predetermined game machine performance information. For example, if the value of the game value assigned by the operation of a bonus item is "1", the value of the first byte of the total number of bonus items assigned memory area 203ABd will be "01(H)", and the values of the second byte and the third byte will be "00(H)".
[0437] (Total number of consecutive bonus items assigned, memory area 203ABe) The storage area 203ABe for the total number of consecutive bonus features awarded is a 3-byte storage area that can store the value of the game value awarded by the operation of consecutive bonus features, which is used when calculating predetermined game machine performance information. For example, if the value of the game value awarded by the operation of consecutive bonus features is "1", the value of the first byte of the storage area 203ABe for the total number of consecutive bonus features awarded will be "01(H)", and the values of the second byte and the third byte will be "00(H)".
[0438] (Memory area for special features: 203ABf) The prize ratio memory area 203ABf is a 1-byte memory area capable of storing prize ratios that can be displayed on the ratio display unit 36. In principle, the prize ratio memory area 203ABf stores values from "00" to "99", with the exception that "FF(H)" is stored when the prize is not applicable or the specified number of games has not been reached.
[0439] (Continuous bonus item ratio memory area 203ABg) The continuous prize ratio memory area 203ABg is a 1-byte memory area capable of storing the continuous prize ratio that can be displayed on the ratio display unit 36. In principle, the continuous prize ratio memory area 203ABg stores values from "00" to "99", with the exception that "FF(H)" is stored when the game is not applicable or the specified number of games has not been reached.
[0440] (Advantageous interval ratio memory area 203ABh) The advantageous section ratio storage area 203ABh is a 1-byte storage area capable of storing the advantageous section ratio that can be displayed on the ratio display unit 36. In principle, the advantageous section ratio storage area 203ABh will store values from "00" to "99", with the exception that "FF(H)" will be stored if the ratio is not applicable or the specified number of games has not been reached.
[0441] (Instruction included accessory ratio storage area 203ABi) The instruction-included bonus ratio storage area 203ABi is a 1-byte storage area capable of storing the instruction-included bonus ratio that can be displayed on the ratio display unit 36. In principle, the instruction-included bonus ratio storage area 203ABi will store values from "00" to "99", with the exception that "FF(H)" will be stored if it is not applicable or the specified number of games has not been reached.
[0442] (Memory area 203ABj for the ratio of special features and other statuses) The special feature status ratio storage area 203ABj is a 1-byte storage area capable of storing the special feature status ratio that can be displayed on the ratio display unit 36. In principle, the special feature status ratio storage area 203ABj will store values from "00" to "99", with the exception that "FF(H)" will be stored when the item is not applicable or the specified number of games has not been reached.
[0443] (Game count memory area 203ABk) The game count storage area 203ABk is a 2-byte storage area capable of storing the number of games played since the power switch 38sw detected the operation of the power button 38 and the power of the gaming machine 1 was turned ON. Here, for example, if the number of games played since the power of the gaming machine 1 was turned ON is "1", the value of the first byte of the game count storage area 203ABk will be "01(H)" and the value of the second byte will be "00(H)".
[0444] (Reserve information storage area 203ABl) The auxiliary information storage area 203ABl is a 24-byte storage area, with 24 1-byte storage areas provided. In this embodiment, however, the auxiliary information storage area 203ABl is not used, so it is fixed at 0.
[0445] (First reserved memory area 203ABm) The first reserved memory area 203ABm is a 3-byte memory area used by the dispensing device 400. Here, the first reserved memory area 203ABm is fixed to "00(H)". Also, the content of the "first reservation" in the gaming machine performance information is the maximum MY calculated by the dispensing device 400.
[0446] (Second reserved memory area 203ABn) The second reserved memory area 203ABn is a 2-byte memory area used by the dispensing device 400. Here, the second reserved memory area 203ABn is fixed to "00(H)". Also, the content of "Second Reservation" in the gaming machine performance information is the number of games calculated by the dispensing device 400.
[0447] (Gaming machine installation information in 203A within the gaming value RAM usage area) Next, using Figure 21, we will explain the gaming machine installation information in the gaming value RAM usage area 203A.
[0448] As shown in Figure 21, within the game value RAM usage area 203A, multiple storage areas are shown, from the game machine type storage area 203ACa to the game value control chip product code storage area 203ACg, as game machine installation information. Each storage area will be explained below.
[0449] (Gaming machine-specific memory area 203ACa) The gaming machine type storage area 203ACa is a 1-byte storage area where information about the type of gaming machine is stored. In this embodiment, bits "0" to "3" of the gaming machine type storage area 203ACa store fixed values related to revolving gaming machines (slot machines), bits "4" to "6" store fixed values related to the group of gaming machines 1, and bit "7" stores fixed values related to the managed medium.
[0450] (Main control chip ID number storage area 203ACb) The main control chip ID number storage area 203ACb is a 9-byte storage area capable of storing the main control chip ID number of the main control board 100. Specifically, the main control chip ID number is stored in bytes 1 through 8 of the main control chip ID number storage area 203ACb, and the identification code is stored in byte 9.
[0451] (Main control chip manufacturer code storage area 203ACc) The main control chip manufacturer code storage area 203ACc is a 3-byte storage area capable of storing the manufacturer code listed in the management area of the main control board 100. For example, if the manufacturer code value is "1", the value of the first byte of the main control chip manufacturer code storage area 203ACc will be "01(H)", and the values of the second and third bytes will be "00(H)".
[0452] (Main control chip product code storage area 203ACd) The main control chip product code storage area 203ACd is an 8-byte storage area capable of storing the product code written in the management area of the main control board 100. For example, if the product code value is "1", the value of the first byte of the main control chip product code storage area 203ACd will be "01(H)", and the values of the second to eighth bytes will be "00(H)".
[0453] (Game value control chip ID number storage area 203ACe) The game value control chip ID number storage area 203ACe is a 9-byte storage area capable of storing the game value control chip ID number of the game value control board 200. Specifically, the game value control chip ID number is stored in bytes 1 through 8 of the game value control chip ID number storage area 203ACe, and the identification code is stored in byte 9.
[0454] (Game value control chip manufacturer code storage area 203ACf) The game value control chip manufacturer code storage area 203ACf is a 3-byte storage area capable of storing the manufacturer code listed in the management area of the game value control board 200. For example, if the manufacturer code value is "1", the value of the first byte of the game value control chip manufacturer code storage area 203ACf will be "01(H)", and the values of the second and third bytes will be "00(H)".
[0455] (Game value control chip product code storage area 203ACg) The game value control chip product code storage area 203ACg is a 9-byte storage area capable of storing the product code written in the management area of the game value control board 200. For example, if the value of the product code is "1", the value of the first byte of the game value control chip product code storage area 203ACg will be "01(H)", and the values of the second to eighth bytes will be "00(H)".
[0456] (Hall computer / fraud monitoring information in 203A within the game value RAM usage area) Next, using Figure 22, we will explain the hall computer and fraud monitoring information in area 203A within the game value RAM usage area.
[0457] As shown in Figure 22, within the game value RAM usage area 203A, multiple memory areas are illustrated, including the BET number memory area 203ADa to the SC transmission game value assignment number memory area 203ADj, which serve as hall computer / fraud monitoring information. Each memory area will be explained below.
[0458] (BET number storage area 203ADa) The BET number memory area 203ADa is a 1-byte memory area capable of storing the value of the game bet and the value of the game after it has been settled. When a game value has been bet, the value of the BET number memory area 203ADa will be one of the values from "01(H)" to "03(H)". When a bet on game value is settled, the value of the BET number memory area 203ADa will be one of the values from "FD(H)" to "FF(H)". If neither a bet nor settlement has occurred, the value of the BET number memory area 203ADa will be "00(H)".
[0459] (Gaming value assignment memory area 203ADb) The game value assignment memory area 203ADb is a 1-byte memory area capable of storing the game value assigned upon winning. The maximum value of the game value assigned upon winning is 15. If no win occurs, the value in the game value assignment memory area 203ADb becomes 0. Therefore, the game value assignment memory area 203ADb will store a value between 0 and 15.
[0460] (First main control state memory area 203ADc) The first main control state memory area 203ADc is a 1-byte memory area capable of storing the first main control state. Specifically, bit "0" of the first main control state memory area 203ADc corresponds to the RB, becoming "1" when the RB is operating and "0" when the RB is not operating. Also, bit "1" of the first main control state memory area 203ADc corresponds to the BB, becoming "1" when the BB is operating and "0" when the BB is not operating. Furthermore, bit "2" of the first main control state memory area 203ADc corresponds to the AT, becoming "1" when the AT is operating and "0" when the AT is not operating. Finally, bit "3" of the first main control state memory area 203ADc corresponds to the first control state, becoming "1" when the first control state is in effect and "0" when the first control state is not in effect.
[0461] Furthermore, bit "4" of the first main control state memory area 203ADc is the memory area corresponding to the second control state, and is set to "1" when the second control state is active and to "0" when it is not. Also, bit "5" of the first main control state memory area 203ADc is the memory area corresponding to the third control state, and is set to "1" when the third control state is active and to "0" when it is not. Also, bit "6" of the first main control state memory area 203ADc is the memory area corresponding to the fourth control state, and is set to "1" when the fourth control state is active and to "0" when it is not. Note that bit "7" of the first main control state memory area 203ADc is unused and is always set to "0".
[0462] (Second main control state memory area 203ADd) The second main control state memory area 203ADd is a 1-byte memory area capable of storing the second main control state. Specifically, bit "0" of the second main control state memory area 203ADd corresponds to the fifth control state, becoming "1" when the fifth control state is active and "0" when it is not. BIT "1" of the second main control state memory area 203ADd corresponds to the sixth control state, becoming "1" when the sixth control state is active and "0" when it is not. BIT "2" of the second main control state memory area 203ADd corresponds to the seventh control state, becoming "1" when the seventh control state is active and "0" when it is not. Bits "3" through "7" of the second main control state memory area 203ADd are unused and always remain "0".
[0463] (Illegal storage area 203ADe of the first gaming machine) The first gaming machine fraud memory area 203ADe is a 1-byte memory area capable of storing information related to the first gaming machine fraud. Specifically, BIT "0" of the first gaming machine fraud memory area 203ADe corresponds to the memory area during setting value changes, becoming "1" when setting value changes are in progress and "0" when setting value changes are not in progress. Also, BIT "1" of the first gaming machine fraud memory area 203ADe corresponds to the memory area during setting value verification, becoming "1" when setting value verification is in progress and "0" when setting value verification is not in progress. Furthermore, BIT "2" of the first gaming machine fraud memory area 203ADe corresponds to the first fraud detection, becoming "1" when the first fraud is detected and "0" when the first fraud is not detected. Furthermore, BIT "3" in the first gaming machine fraud memory area 203ADe is a memory area corresponding to the detection of the second fraud, becoming "1" when the second fraud is detected and "0" when the second fraud is not detected.
[0464] Furthermore, BIT "4" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to the detection of the third type of fraud, becoming "1" when the third type of fraud is detected and "0" when the third type of fraud is not detected. Also, BIT "5" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to security, becoming "1" when a security signal is output and "0" when a security signal is not output. Also, BIT "6" of the first gaming machine fraud memory area 203ADe is a memory area corresponding to complete, becoming "1" when a complete signal is output and "0" when a complete signal is not output. Note that BIT "7" of the first gaming machine fraud memory area 203ADe is unused and is always "0".
[0465] (Second gaming machine's illegal storage area 203ADf) The second gaming machine fraud memory area 203ADf is a 1-byte memory area capable of storing information related to the second gaming machine fraud. Specifically, BIT "0" of the second gaming machine fraud memory area 203ADf corresponds to the setting door opening, becoming "1" when the setting door is open and "0" when the setting door is closed. BIT "1" of the second gaming machine fraud memory area 203ADf corresponds to the door opening, becoming "1" when the front door 3 is open and "0" when the front door 3 is closed. BIT "3" of the second gaming machine fraud memory area 203ADf corresponds to the game value clearing, becoming "1" when game value clearing is performed and "0" when game value clearing is not performed. Note that BIT "2", BIT "4" to BIT "7" of the second gaming machine fraud memory area 203ADf are unused and always remain "0".
[0466] (First count memory area 203ADg) The first count memory area 203ADg is a 1-byte memory area capable of storing the first count. In this embodiment, the first count is between 0 and 3. Therefore, the value stored in the first count memory area 203ADg will be one of the values between 0 and 3.
[0467] (Second count memory area 203ADh) The second count memory area 203ADh is a 1-byte memory area capable of storing the second count. In this embodiment, the second count is between 0 and 15. Therefore, the value stored in the second count memory area 203ADh will be one of the values between 0 and 15.
[0468] (BET number storage area for SC transmission 203ADi) The SC transmission BET number storage area 203ADi is a 1-byte storage area capable of storing information regarding the BET number to be transmitted to the SC board 71. In this embodiment, the value stored in the SC transmission BET number storage area 203ADi is one of "0" to "3".
[0469] (SC transmission game value assignment memory area 203ADj) The SC transmission game value assignment number storage area 203ADj is a "1" byte storage area capable of storing information regarding the number of game values to be assigned to transmit to the SC board 71. In this embodiment, the value stored in the SC transmission game value assignment number storage area 203ADj is one of "0" to "15".
[0470] (Main program startup process) Next, we will explain the main program start process performed by the main control board 100 using Figure 23.
[0471] (Step S1) In step S1, the main CPU 101 performs a process to determine whether or not the power is off. Specifically, the main CPU 101 performs a process to determine whether or not the gaming machine 1 is powered off by checking the power off signal terminal. If it is determined that the power is off (step S1=YES), the process in step S1 is repeated. On the other hand, if it is determined that the power is not off (step S1=NO), the process moves on to step S2.
[0472] (Step S2) In step S2, the main CPU 101 performs a setting value data anomaly detection process. Specifically, the main CPU 101 compares the value in the setting value storage area 103AA with setting value anomaly data (in this embodiment, "0" or "6") used to determine whether the setting value is an anomaly. After the processing in step S2 is completed, the process moves on to step S3.
[0473] (Step S3) In step S3, the main CPU 101 performs a process to determine whether the setting value is an abnormal value. Specifically, the main CPU 101 performs a process to determine whether the value stored in the setting value storage area 103AA is "0", and whether the value stored in the setting value storage area 103AA is greater than "6". Here, the main CPU 101 determines that the setting value is an abnormal value if the value stored in the setting value storage area 103AA is "0" or greater than "6". If the setting value is determined to be an abnormal value (step S3=YES), the process proceeds to step S5. On the other hand, if the setting value is determined not to be an abnormal value (step S3=NO), the process proceeds to step S4.
[0474] (Step S4) In step S4, the main CPU 101 performs checksum calculation. Specifically, the main CPU 101 sets the address to start calculating the checksum of the main RAM 103 in a register, calculates the checksum of the main RAM 103, and sets the calculated checksum in a register. After the processing in step S4 is completed, the process moves on to step S5.
[0475] (Step S5) In step S5, the main CPU 101 performs a process to determine whether the setting key switch 34sw is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether the setting key switch 34sw is ON and whether the setting key switch signal has been input. If it is determined that the setting key switch 34sw is ON (step S5 = YES), the process proceeds to step S6. On the other hand, if the setting key switch 34sw is NOT ON (step S5 = NO), the process proceeds to step S8.
[0476] (Step S6) In step S6, the main CPU 101 performs a process to determine whether the door open / close sensor 4Rs is ON or not. Specifically, the main CPU 101 performs a process to determine whether a door open signal has been input via the status board 40. If it is determined that the door open / close sensor 4Rs is ON (step S6=YES), the process proceeds to step S14. On the other hand, if it is determined that the door open / close sensor 4Rs is not ON (step S6=NO), the process proceeds to step S7.
[0477] (Step S7) In step S7, the main CPU 101 performs error processing for setting change device malfunction. Specifically, the main CPU 101 sets the setting change device malfunction flag to ON by setting "01(H)" in the setting change device malfunction flag storage area 103AD. After the processing in step S7 is completed, the process moves on to step S8.
[0478] (Step S8) In step S8, the main CPU 101 performs a process to determine whether the checksum is a normal value or not. Specifically, the main CPU 101 performs a process to determine whether the checksum calculated in the checksum calculation process in step S4 is a normal value or not. If it is determined that the checksum is a normal value (step S8=YES), the process proceeds to step S9. On the other hand, if it is determined that the checksum is not a normal value (step S8=NO), the process proceeds to step S12.
[0479] (Step S9) In step S9, the main CPU 101 performs the process of turning on the reset start flag. Specifically, the main CPU 101 turns on the reset start flag by setting "1" in a predetermined register. After the processing in step S9 is completed, the process moves on to step S10.
[0480] (Step S10) In step S10, the main CPU 101 performs a process to determine whether the reset switch 35sw is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether a reset switch signal has been input via the status board 40. If it is determined that the reset switch 35sw is ON (step S10 = YES), the process proceeds to step S11. On the other hand, if it is determined that the reset switch 35sw is NOT ON (step S10 = NO), the process proceeds to step S12.
[0481] (Step S11) In step S11, the main CPU 101 performs a process to determine whether the door open / close sensor 4Rs is ON or not. Specifically, the main CPU 101 performs a process to determine whether a door open signal has been input via the status board 40. If it is determined that the door open / close sensor 4Rs is ON (step S11=YES), the process proceeds to step S14. On the other hand, if it is determined that the door open / close sensor 4Rs is not ON (step S11=NO), the process proceeds to step S12.
[0482] (Step S12) In step S12, the main CPU 101 performs a ratio monitor test display request setting process. Specifically, the main CPU 101 reads the program located outside the main ROM usage area 102B, and if there is a ratio monitor test display request, it sets the value of the ratio monitor test display request storage area 103AC to "01(H)" and performs a process to display the ratio monitor test information on the ratio display unit 36. After the processing in step S12 is completed, the process moves on to step S13.
[0483] In this embodiment, the display mode for the ratio monitor test information is a blinking display mode that repeats approximately 5 seconds of illumination followed by approximately 0.3 seconds of being off. Note that any display mode can be adopted for the ratio monitor test information.
[0484] Furthermore, the ratio monitor test information will also be displayed on the ratio display unit 36 when the setting value change process in step S300 is completed, and when the setting value confirmation process in step S5000 is completed. After the ratio monitor test information is displayed on the ratio display unit 36, the ratio information will be switched and displayed on the ratio display unit 36.
[0485] In this embodiment, when a setting value is being changed or when a setting value is being checked, the ratio monitor test information is not displayed on the ratio display unit 36. In this case, the ratio display unit 36 will be completely off. Of course, the ratio monitor test information may be displayed on the ratio display unit 36 even when a setting value is being changed or when a setting value is being checked. In this case as well, the ratio monitor test information will be displayed on the ratio display unit 36 first, followed by the ratio information.
[0486] (Step S13) In step S13, the main CPU 101 performs power recovery processing. Specifically, the main CPU 101 restores the values of the registers saved before the power loss and the values stored in the stack pointer. The main CPU 101 also sends the commands grouped in the power recovery command table (see Figure 17) to the sub-control board 300 all at once. When the processing in step S13 is completed, the gaming machine 1 returns to the state it was in when the power was turned off.
[0487] (Step S14) In step S14, the main CPU 101 performs a process to determine whether the checksum is a normal value or not. Specifically, the main CPU 101 performs a process to determine whether the checksum calculated in the checksum calculation process in step S4 is a normal value or not. If it is determined that the checksum is a normal value (step S14 = YES), the process proceeds to step S17. On the other hand, if it is determined that the checksum is not a normal value (step S14 = NO), the process proceeds to step S15.
[0488] (Step S15) In step S15, the main CPU 101 performs a ratio monitor RAM initialization process. Specifically, the main CPU 101 reads the program from area 102B outside the main ROM usage area and initializes a predetermined area 103B outside the main RAM usage area. After the processing in step S15 is completed, the process moves on to step S16.
[0489] (Step S16) In step S16, the main CPU 101 performs a process to turn off the complete operation flag. Specifically, the main CPU 101 turns off the complete operation flag by setting the value of the complete operation flag storage area 103Ag to "00(H)". After the processing in step S16 is completed, the process moves on to step S17.
[0490] (Step S17) In step S17, the main CPU 101 performs the process of transmitting gaming machine installation information. Specifically, the main CPU 101 performs the process of transmitting gaming machine installation information to the gaming value control board 200. If communication with the gaming value control board 200 fails, it performs the process of sending an E8 error display start command to the gaming value control board 200. After successful communication with the gaming value control board 200, it performs the process of sending an E8 error display end command to the gaming value control board 200. When the processing in step S17 is completed, the process moves on to step S18.
[0491] (Step S18) In step S18, the main CPU 101 performs a process to set the offset when the settings are changed. Specifically, the main CPU 101 sets an offset value in a register for sending commands in a batch when the settings are changed. After the processing in step S18 is completed, the process moves on to step S19.
[0492] (Step S19) In step S19, the main CPU 101 performs a process to determine whether the reset start flag is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether the value of the reset start flag set in the register is ON or OFF. If it is determined that the reset start flag is ON (step S19 = YES), the process proceeds to step S20. On the other hand, if it is determined that the reset start flag is NOT ON (step S19 = NO), the process proceeds to step S21.
[0493] (Step S20) In step S20, the main CPU 101 performs a process to set the reset start offset. Specifically, the main CPU 101 overwrites the value set in the register in step S18 with an offset value for sending commands all at once at the reset start. After the processing in step S20 is completed, the process moves on to step S21.
[0494] (Step S21) In step S21, the main CPU 101 performs batch command transmission processing. Specifically, the main CPU 101 performs batch command transmission processing to the sub-control board 300 according to the offset value set in the register. More specifically, if the offset value set in the register is the setting change offset, the main CPU 101 performs batch transmission processing of the commands grouped in the setting change command table (see Figure 17). On the other hand, if the offset value set in the register is the reset start offset, the main CPU 101 performs batch transmission processing of the commands grouped in the reset start command table (see Figure 17). After the processing in step S21 is completed, the process moves on to step S22.
[0495] (Step S22) In step S22, the main CPU 101 performs a process to set the recovery phase state to "setting change in progress". Specifically, the main CPU 101 performs a process to set the data "03(H)" corresponding to "setting change in progress" in the recovery phase state storage area 103Ah. Then, when the process in step S22 is completed, the process moves on to step S23.
[0496] (Step S23) In step S23, the main CPU 101 performs a process to determine whether the reset start flag is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether the value of the reset start flag, which was set in the register during the process in step S9, is ON or OFF. If it is determined that the reset start flag is ON (step S23 = YES), the process proceeds to step S26. On the other hand, if it is determined that the reset start flag is NOT ON (step S23 = NO), the process proceeds to step S24.
[0497] (Step S24) In step S24, the main CPU 101 performs a process to set the setting change signal as the first invalid state. Specifically, the main CPU 101 sets the setting change signal by setting BIT "0" of the first invalid state memory area 103AP to "1". After the processing in step S24 is completed, the process moves on to step S25.
[0498] (Step S25) In step S25, the main CPU 101 performs hall control fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the set hall control fraud monitoring information to the game value control board 200. Here, in the hall control fraud monitoring information transmission processing of step S25, since information regarding the setting change signal has been set in the first fraud information storage area by the processing in step S24, information regarding the setting change signal will be transmitted. Then, when the processing of step S25 is completed, the process moves on to step S26.
[0499] (Step S26) In step S26, the main CPU 101 performs a process to determine whether the reset start flag is ON or OFF. Specifically, the main CPU 101 determines whether the value of the reset start flag, which was set in the register by the process in step S9, is ON or OFF. If it is determined that the reset start flag is ON (step S26 = YES), the process proceeds to step S28. On the other hand, if it is determined that the reset start flag is NOT ON (step S26 = NO), the process proceeds to step S100.
[0500] (Step S100) In step S100, the main CPU 101 performs a setting value change process, which will be described in detail later using Figure 24. After the processing in step S100 is completed, the process moves on to step S27.
[0501] (Step S27) In step S27, the main CPU 101 performs a process to turn off the complete operation flag. Specifically, the main CPU 101 turns off the complete operation flag by setting the value of the complete operation flag storage area 103Ag to "00(H)". After the process in step S27 is completed, the process moves on to step S28.
[0502] (Step S28) In step S28, the main CPU 101 performs a RAM check. Specifically, the main CPU 101 performs a check to see if the main RAM 103 can be written to, and a process to initialize a predetermined memory area of the main RAM 103. After the process in step S28 is completed, the process moves on to step S29.
[0503] (Step S29) In step S29, the main CPU 101 performs hall control fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the set hall control fraud monitoring information to the game value control board 200. In this hall control fraud monitoring information transmission processing in step S29, the value of the complete operation flag storage area 103Ag set in the processing of step S27 is transmitted. After the processing of step S29 is completed, the process moves on to step S30.
[0504] (Step S30) In step S30, the main CPU 101 performs the process of sending a setting change completion command. Specifically, the main CPU 101 performs the process of sending a setting change completion command to the sub-control board 300. After the processing in step S30 is completed, the process moves on to the main loop processing in step S1000.
[0505] (Setting value change process) Next, using Figure 24, we will explain the setting value change process performed in step S100 of the main program startup process.
[0506] (Step S101) In step S101, the main CPU 101 performs a process to set a predetermined value in the instruction monitor display unit storage area 103AH. Specifically, the main CPU 101 performs a process to set a predetermined value (for example, "88") in the instruction monitor display unit storage area 103AH. As a result, "88" is displayed on the instruction monitor display unit 28, indicating that a setting change is in progress. When the process in step S101 is completed, the process moves on to step S102.
[0507] (Step S102) In step S102, the main CPU 101 performs a process to determine whether the setting value is a normal value or not. Specifically, the main CPU 101 performs a process to determine whether the setting value stored in the setting value storage area 103AA is a normal value (for example, setting "1", setting "2", setting "4", setting "5", or setting "6"). If it is determined that the setting value is a normal value (step S102=YES), the process proceeds to step S104. On the other hand, if it is determined that the setting value is not a normal value (step S102=NO), the process proceeds to step S103.
[0508] (Step S103) In step S103, the main CPU 101 performs the process of setting the initial value of the setting value. Specifically, the main CPU 101 performs the process of setting "1", which is the initial value of the setting value, into the register. Note that the initial value of the setting value can be any value as long as it is a normal value (for example, setting "1", setting "2", setting "4", setting "5", or setting "6"). After the processing in step S103 is completed, the process moves on to step S104.
[0509] (Step S104) In step S104, the main CPU 101 performs a process to set the LED display mode to "when setting change". Specifically, the main CPU 101 sets the data "02(H)" related to the setting change in the LED display mode memory area 103AG. After the processing in step S104 is completed, the process moves on to step S105.
[0510] (Step S105) In step S105, the main CPU 101 performs a setting value correction process. Specifically, if the setting value set in the register is an unsettable value (in this embodiment, "3"), the main CPU 101 corrects the setting value set in the register to "4". After the processing in step S105 is completed, the process moves on to step S106.
[0511] (Step S106) In step S106, the main CPU 101 performs a process to clear the storage area 103AR of the number of points to be awarded display unit. Specifically, the main CPU 101 clears the storage area 103AR of the number of points to be awarded display unit by setting "0" to the storage area 103AR. As a result, "0" is displayed on the number of points to be awarded display unit 30. After the processing in step S106 is completed, the process moves on to step S107.
[0512] (Step S107) In step S107, the main CPU 101 performs a process to determine whether the reset switch 35sw is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether a reset switch signal has been input via the status board 40. If it is determined that the reset switch 35sw is ON (step S107=YES), the process proceeds to step S108. On the other hand, if it is determined that the reset switch 35sw is NOT ON (step S107=NO), the process proceeds to step S111.
[0513] (Step S108) In step S108, the main CPU 101 performs a process to determine whether the setting value is "6" or greater. Specifically, the main CPU 101 performs a process to determine whether the value corresponding to the setting value set in the register is "6" or greater. If it is determined that the setting value is "6" or greater (step S108=YES), the process proceeds to step S109. On the other hand, if it is determined that the setting value is not "6" or greater (step S108=NO), the process proceeds to step S110.
[0514] (Step S109) In step S109, the main CPU 101 performs a process to correct the setting value. Specifically, the main CPU 101 performs a process to set a correction value (in this embodiment, "0") to the value corresponding to the setting value set in the register. After the processing in step S109 is completed, the process moves on to step S110.
[0515] (Step S110) In step S110, the main CPU 101 performs a process of adding "1" to the set value. Specifically, the main CPU 101 adds "1" to the value corresponding to the set value set in the register. After the processing in step S110 is completed, the process moves on to step S111.
[0516] (Step S111) In step S111, the main CPU 101 performs a process to determine whether the start switch 14sw is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether a start switch signal has been input via the status board 40. If it is determined that the start switch 14sw is ON (step S111=YES), the process proceeds to step S112. On the other hand, if it is determined that the start switch 14sw is NOT ON (step S111=NO), the process proceeds to step S104.
[0517] (Step S112) In step S112, the main CPU 101 performs a process to confirm the setting of the LED display mode. Specifically, the main CPU 101 sets the data "03(H)" related to the setting confirmation in the LED display mode storage area 103AG. After the processing in step S112 is completed, the process moves on to step S113.
[0518] (Step S113) In step S113, the main CPU 101 performs a process to determine whether the setting key switch signal is OFF or not. Specifically, the main CPU 101 performs a process to determine whether the setting key switch 34sw is OFF and the setting key switch signal is no longer being input. If the setting key switch signal is OFF (step S113=YES), the process proceeds to step S114. On the other hand, if the setting key switch signal is not OFF (step S113=NO), the process in step S113 is repeated.
[0519] (Step S114) In step S114, the main CPU 101 performs a setting value saving process. Specifically, the main CPU 101 stores the value corresponding to the setting value set in the register in the setting value storage area 103AA. After the processing in step S114 is completed, the process moves on to step S115.
[0520] (Step S115) In step S115, the main CPU 101 performs a process to set the LED display mode to normal. Specifically, the main CPU 101 sets the data "01(H)" related to the normal state in the LED display mode memory area 103AG. Then, when the process in step S115 is completed, the setting value change subroutine is terminated.
[0521] (Main loop processing) Next, using Figure 25, we will explain the main loop processing performed in step S1000 of the main program startup process.
[0522] (Step S1001) In step S1001, the main CPU 101 performs RAM initialization processing at the start of gameplay. Specifically, the main CPU 101 sets the initialization start address and initialization end address of the main RAM 103, and then performs processing to initialize the area of the main RAM 103 from the initialization start address to the initialization end address. This initializes a predetermined memory area of the main RAM 103. After the processing in step S1001 is completed, the process moves on to step S2000.
[0523] (Step S2000) In step S2000, the main CPU 101 performs game start management processing, which will be described in detail later using Figure 26. After the processing in step S2000 is completed, the process moves on to step S3000.
[0524] (Step S3000) In step S3000, the main CPU 101 performs the game value reception start process, which will be described in detail later using Figure 27. After the processing in step S3000 is completed, the process moves on to step S4000.
[0525] (Step S4000) In step S4000, the main CPU 101 performs error / complete function monitoring processing, which will be described in detail later using Figure 30. After the processing in step S4000 is completed, the process moves on to step S5000.
[0526] (Step S5000) In step S5000, the main CPU 101 performs a setting value verification process, which will be described in detail later using Figure 33. After the processing in step S5000 is completed, the process moves on to step S6000.
[0527] (Step S6000) In step S6000, the main CPU 101 performs game value management processing, which will be described in detail later using Figure 35. After the processing in step S6000 is completed, the process moves on to step S1002.
[0528] (Step S1002) In step S1002, the main CPU 101 performs a process to determine whether the main BET number storage area 103Ae is "3". Specifically, the main CPU 101 refers to the value of the main BET number storage area 103Ae and determines whether the currently bet value is "3". If it is determined that the main BET number storage area 103Ae is "3" (step S1002=YES), the process proceeds to step S7000. On the other hand, if it is determined that the main BET number storage area 103Ae is not "3" (step S1002=NO), the process proceeds to step S4000.
[0529] (Step S7000) In step S7000, the main CPU 101 performs a start lever check process, which will be described in detail later using Figure 36. After the processing in step S7000 is completed, the process moves on to step S1003.
[0530] (Step S1003) In step S1003, the main CPU 101 performs a process to determine whether the start switch 14sw is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether a start switch signal has been input via the status board 40. If it is determined that the start switch 14sw is ON (step S1003 = YES), the process proceeds to step S1004. On the other hand, if it is determined that the start switch 14sw is NOT ON (step S1003 = NO), the process proceeds to step S4000.
[0531] (Step S1004) In step S1004, the main CPU 101 performs the winning combination determination process. Specifically, the main CPU 101 performs the process of determining the winning combination according to the random number obtained by the hardware random number acquisition process in step S7005 (described later) and the winning combination determination table (see Figure 15). Here, the information regarding the winning combination determined by the winning combination determination process is set in a register and then stored in the winning combination storage area 103Ai by the symbol code setting process in step S8000. When the processing in step S1004 is completed, the process moves on to step S8000.
[0532] (Step S8000) In step S8000, the main CPU 101 performs a pattern code setting process, which will be described in detail later using Figure 37. After the processing in step S8000 is completed, the process moves on to step S9000.
[0533] (Step S9000) In step S9000, the main CPU 101 performs a reel rotation start preparation process, which will be described in detail later using Figure 38. After the processing in step S9000 is completed, the process moves on to step S1005.
[0534] (Step S1005) In step S1005, the main CPU 101 performs pre-reel stop processing. Specifically, the main CPU 101 performs processing such as clearing the operable state flag storage area 103AK. After the processing in step S1005 is completed, the process moves on to step S1006.
[0535] (Step S1006) In step S1006, the main CPU 101 performs the reel rotation start process. Specifically, the main CPU 101 performs freeze effects and other actions that occur before the reels 31 stop. Also, if the payout state is AT state, the main CPU 101 performs the process of setting the value in the instruction monitor display unit storage area 103AH according to the winning combination. After the processing in step S1006 is completed, the process moves on to step S10000.
[0536] (Step S10000) In step S10000, the main CPU 101 performs reel rotation processing, which will be described in detail later using Figure 39. After the processing in step S10000 is completed, the process moves on to step S1007.
[0537] (Step S1007) In step S1007, the main CPU 101 performs a process to determine whether all reels 31 have stopped. Specifically, the main CPU 101 performs a process to determine whether all reels 31 have stopped as a result of the reel rotation process in step S10000. If it is determined that all reels 31 have stopped (step S1007=YES), the process proceeds to step S11000. On the other hand, if it is determined that all reels 31 have not stopped (step S1007=NO), the process proceeds to step S10000.
[0538] (Step S11000) In step S11000, the main CPU 101 performs a display determination process, which will be described in detail later using Figure 40. After the processing in step S11000 is completed, the process moves on to step S12000.
[0539] (Step S12000) In step S12000, the main CPU 101 performs a game value assignment process, which will be described in detail later using Figure 41. After the processing in step S12000 is completed, the process moves on to step S13000.
[0540] (Step S13000) In step S13000, the main CPU 101 performs the MY difference calculation process, which will be described in detail later using Figure 42. After the processing in step S13000 is completed, the process moves on to step S1008.
[0541] (Step S1008) In step S1008, the main CPU 101 performs ratio calculation processing. Specifically, the main CPU 101 refers to the program in area 102B outside the main ROM usage area and performs calculations for the following: the ratio of bonus items with instructions, the ratio of bonus items over 6,000 games, the ratio of consecutive bonus items over 6,000 games, the ratio of bonus items in cumulative play, the ratio of consecutive bonus items in cumulative play, and the ratio of bonus item states. After the processing in step S1008 is completed, the process moves on to step S1009.
[0542] (Step S1009) In step S1009, the main CPU 101 performs a game machine performance information processing call process. Specifically, the main CPU 101 first saves the values of the registers, then calculates the game machine performance information and stores the calculation result. Finally, it restores the saved values of the registers. After the processing in step S1009 is completed, the process moves on to step S1010.
[0543] (Step S1010) In step S1010, the main CPU 101 performs the gaming machine performance information transmission process. Specifically, the main CPU 101 transmits the gaming machine performance information, which has been stored as a calculation result by the gaming machine performance information processing call process in step S1009, to the gaming value control board 200. In addition, the gaming machine performance information transmission process also involves receiving predetermined information from the gaming value control board 200 and updating the value of the serial number storage area 103AB. After the processing in step S1010 is completed, the process moves on to step S14000.
[0544] Furthermore, if communication with the game value control board 200 fails during the game machine installation information transmission process in step S1010, the E8 error display process in step S4100 will be performed.
[0545] (Step S14000) In step S14000, the main CPU 101 performs a game state transition process, which will be described in detail later using Figure 43. After the processing in step S14000 is completed, the process moves on to step S1001.
[0546] (Game start management process) Next, using Figure 26, we will explain the game start management process performed in step S2000 of the main loop processing.
[0547] (Step S2001) In step S2001, the main CPU 101 performs a process to clear the main BET number storage area 103Ae. Specifically, the main CPU 101 performs a process to set the value of the main BET number storage area 103Ae to "0". After the processing of step S2001 is completed, the process moves on to step S2002.
[0548] (Step S2002) In step S2002, the main CPU 101 performs a process to make the game value management state eligible for betting. Specifically, the main CPU 101 sets information that betting is possible in the game value management state memory area 103AJ. More specifically, it sets the value "1" to BIT "6" in the game value management state memory area 103AJ. After the processing in step S2002 is completed, the process moves on to step S2003.
[0549] (Step S2003) In step S2003, the main CPU 101 processes the LED data buffer to become the BET-enabled display unit 25. Specifically, the main CPU 101 processes the LED data buffer storage area 103AI to set the data corresponding to the BET-enabled display unit 25. More specifically, it processes the LED data buffer storage area 103AI to set BIT "6" to "1". After the processing in step S2003 is completed, the process moves on to step S2004.
[0550] (Step S2004) In step S2004, the main CPU 101 performs the process of setting the game start offset. Specifically, the main CPU 101 sets an offset value in a register for sending commands all at once at the start of the game. After the processing in step S2004 is completed, the process moves on to step S2005.
[0551] (Step S2005) In step S2005, the main CPU 101 performs a batch command transmission process. Specifically, the main CPU 101 performs a batch command transmission process to the sub-control board 300 according to the offset value set in the register. Here, since the offset value at the start of the game has been set in the register by the processing in step S2004, the main CPU 101 performs a batch transmission of commands grouped in the game start command table (see Figure 17). Then, when the processing in step S2005 is completed, the game start management processing subroutine is terminated.
[0552] (Start processing for accepting game value) Next, using Figure 27, we will explain the game value reception start process performed in step S3000 of the main loop processing.
[0553] (Step S3001) In step S3001, the main CPU 101 performs a process to determine whether the re-play activation flag is ON or OFF. Specifically, the main CPU 101 refers to the value of the re-play activation flag storage area 103AW to determine whether the re-play activation flag is ON or OFF. If it is determined that the re-play activation flag is ON (step S3001=YES), the process proceeds to step S3003. On the other hand, if it is determined that the re-play activation flag is NOT ON (step S3001=NO), the process proceeds to step S3002.
[0554] (Step S3002) In step S3002, the main CPU 101 performs a process to make the game value management state available for betting. Specifically, the main CPU 101 sets data corresponding to the availability of betting in the game value management state storage area 103AJ. More specifically, it sets "1" to BIT "6" in the game value management state storage area 103AJ. After the processing in step S3002 is completed, the subroutine for starting game value acceptance is terminated.
[0555] (Step S3003) In step S3003, the main CPU 101 performs a process to set the initial value of the automatic input waiting time. Specifically, the main CPU 101 performs a process to set the initial value of the automatic input waiting time in a register. After the processing in step S3003 is completed, the process moves on to step S3004.
[0556] (Step S3004) In step S3004, the main CPU 101 performs a timer waiting process. Specifically, the main CPU 101 waits until the automatic closing waiting time set in the register has elapsed. After the processing in step S3004 is completed, the process moves on to step S3005.
[0557] (Step S3005) In step S3005, the main CPU 101 performs a process to determine whether the game value management state is in the state where the re-play LED is lit. Specifically, the main CPU 101 refers to the game value management state storage area 103AJ and performs a process to determine whether the game value management state is in the state where the re-play LED is lit. If it is determined that the game value management state is in the state where the re-play LED is lit (step S3005=YES), the process proceeds to step S3100. On the other hand, if it is determined that the game value management state is not in the state where the re-play LED is lit (step S3005=NO), the process proceeds to step S3006.
[0558] (Step S3006) In step S3006, the main CPU 101 performs the process of sending an automatic input count command. Specifically, the main CPU 101 performs the process of sending an automatic input count command to the sub-control board 300. After the processing in step S3006 is completed, the process moves on to step S3007.
[0559] (Step S3007) In step S3007, the main CPU 101 performs a process to set the game value management state to "Replay LED lit". Specifically, the main CPU 101 performs a process to set data corresponding to "Replay LED lit" in the game value management state storage area 103AJ. More specifically, it performs a process to set "1" to BIT "7" in the game value management state storage area 103AJ. Then, when the process in step S3007 is completed, the process moves on to step S3100.
[0560] (Step S3100) In step S3100, the main CPU 101 performs a game value addition process, which will be described in detail later using Figure 28. After the processing in step S3100 is completed, the process moves on to step S3008.
[0561] (Step S3008) In step S3008, the main CPU 101 performs a process to determine whether the main BET number storage area 103Ae is "3". Specifically, the main CPU 101 refers to the value of the main BET number storage area 103Ae and determines whether the currently bet value is "3". If it is determined that the main BET number storage area 103Ae is "3" (step S3008=YES), the subroutine for starting game value acceptance is terminated. On the other hand, if it is determined that the main BET number storage area 103Ae is not "3" (step S3008=NO), the process moves to step S3009.
[0562] (Step S3009) In step S3009, the main CPU 101 performs the process of setting the automatic input waiting time. Specifically, the main CPU 101 sets the automatic input waiting time in a register. After the processing in step S3009 is completed, the process moves on to step S3004.
[0563] (Addition of game value processing) Next, using Figure 28, we will explain the game value addition process performed in step S3100 of the game value acceptance start process.
[0564] (Step S3101) In step S3101, the main CPU 101 performs a process to clear the storage area 103AR of the number of points to be awarded display unit. Specifically, the main CPU 101 performs a process to set "0" in the storage area 103AR of the number of points to be awarded display unit. As a result, "0" is displayed on the number of points to be awarded display unit 30. After the processing in step S3101 is completed, the process moves on to step S3102.
[0565] (Step S3102) In step S3102, the main CPU 101 performs the operation of adding "1" to the main BET number storage area 103Ae. Specifically, the main CPU 101 performs the operation of adding "1" to the value of the main BET number storage area 103Ae. After the processing in step S3102 is completed, the process moves on to step S3110.
[0566] (Step S3110) In step S3110, the main CPU 101 performs the process of creating game value LED display data, which will be described in detail later using Figure 29. Then, when the processing in step S3110 is completed, the subroutine for game value addition processing is terminated.
[0567] (Processing to create data for displaying game value on LED) Next, using Figure 29, we will explain the process of creating game value LED display data, which is performed in step S3110 of the game value addition process.
[0568] (Step S3111) In step S3111, the main CPU 101 performs the process of obtaining the BET number. Specifically, the main CPU 101 sets the value of the main BET number storage area 103Ae into a register. After the processing in step S3111 is completed, the process moves on to step S3112.
[0569] (Step S3112) In step S3112, the main CPU 101 performs the process of setting the LED data buffer. Specifically, the main CPU 101 obtains the LED lighting data corresponding to the value of the main BET number storage area 103Ae set in the register and sets it in the LED data buffer storage area 103AI. More specifically, if the value of the main BET number storage area 103Ae is "01 (H)", it sets "1" to BIT "1" of the LED data buffer storage area 103AI. If the value of the main BET number storage area 103Ae is "02 (H)", it sets "1" to BIT "2" of the LED data buffer storage area 103AI, and if the value of the main BET number storage area 103Ae is "03 (H)", it sets "1" to BIT "3" of the LED data buffer storage area 103AI. After the processing in step S3112 is completed, the subroutine for creating game value LED display data is terminated.
[0570] (Error / Completion function monitoring process) Next, using Figure 30, we will explain the error / complete function monitoring process performed in step S4000 of the main loop processing.
[0571] (Step S4001) In step S4001, the main CPU 101 performs a process to determine whether or not there is a game value control board transmission / reception error. Specifically, the main CPU 101 refers to the value of the transmission / reception error flag storage area 103AL to determine whether or not there is a game value control board transmission / reception error. If it is determined that there is a game value control board transmission / reception error (step S4001=YES), the process proceeds to step S4100. On the other hand, if it is determined that there is no game value control board transmission / reception error (step S4001=NO), the process proceeds to step S4003.
[0572] (Step S4100) In step S4100, the main CPU 101 performs the E8 error display process, which will be described in detail later using Figure 31. After the processing in step S4100 is completed, the process moves on to step S4002.
[0573] (Step S4002) In step S4002, the main CPU 101 performs a process to turn off the game value control board transmission error flag. Specifically, the main CPU 101 performs a process to turn off the game value control board transmission error flag by setting the value of the transmission error flag storage area 103AL to "0". After the processing in step S4002 is completed, the process moves on to step S4003.
[0574] (Step S4003) In step S4003, the main CPU 101 performs a process to determine whether the game value is greater than "15,000". Specifically, the main CPU 101 refers to the value in the error information flag storage area 103AM to determine whether the game value owned by the player is greater than "15,000". In other words, the main CPU 101 performs a process to determine whether or not a game value warning has been issued. If it is determined that the game value is greater than "15,000" (step S4003=YES), the process proceeds to step S4004. On the other hand, if it is determined that the game value is not greater than "15,000" (step S4003=NO), the process proceeds to step S4006.
[0575] (Step S4004) In step S4004, the main CPU 101 performs a process to determine whether the count notification time is "0". Specifically, the main CPU 101 sets the value of the count notification time storage area 103Aj into a register and performs a process to determine whether the value of this register is "0". If it is determined that the count notification time is "0" (step S4004=YES), the process proceeds to step S4005. On the other hand, if it is determined that the count notification time is not "0" (step S4004=NO), the process proceeds to step S4006.
[0576] (Step S4005) In step S4005, the main CPU 101 performs a process to set the count notification time. Specifically, the main CPU 101 performs a process to set a predetermined value in the count notification time storage area 103Aj. After the processing in step S4005 is completed, the process moves on to step S4006.
[0577] (Step S4006) In step S4006, the main CPU 101 performs the process of setting the initial value of the error number. Specifically, the main CPU 101 performs the process of setting the initial value of the error number in a register. After the processing in step S4006 is completed, the process moves on to step S4007.
[0578] (Step S4007) In step S4007, the main CPU 101 performs a process to determine whether or not an error has occurred. Specifically, the main CPU 101 performs a process to determine whether or not an error has occurred based on the error number set in the register and the value of the error information flag storage area 103AM. If it is determined that an error has occurred (step S4007=YES), the process proceeds to step S4200. On the other hand, if it is determined that no error has occurred (step S4007=NO), the process proceeds to step S4008.
[0579] (Step S4008) In step S4008, the main CPU 101 performs a process to decrement the error number. Specifically, the main CPU 101 subtracts "1" from the value of the error number set in the register. After the processing in step S4008 is completed, the process moves on to step S4009.
[0580] (Step S4009) In step S4009, the main CPU 101 performs a process to determine whether the error number is "0". Specifically, the main CPU 101 performs a process to determine whether the value of the error number set in the register has become "0". This process determines whether the error search has finished. If it is determined that the error number is "0" (step S4009 = YES), the process proceeds to step S4010. On the other hand, if it is determined that the error number is not "0" (step S4009 = NO), the process proceeds to step S4007.
[0581] (Step S4010) In step S4010, the main CPU 101 performs a process to determine whether the complete operation flag is OFF or not. Specifically, the main CPU 101 refers to the complete operation flag storage area 103Ag and performs a process to determine whether the complete operation flag is OFF or not. If it is determined that the complete operation flag is OFF (step S4010=YES), the error / complete function monitoring subroutine is terminated. On the other hand, if it is determined that the complete operation flag is not OFF (step S4010=NO), the process proceeds to step S4011.
[0582] (Step S4011) In step S4011, the main CPU 101 performs the process of setting a complete operation display request. Specifically, the main CPU 101 performs the process of setting a complete operation display request in a register. After the processing in step S4011 is completed, the process moves on to step S4200.
[0583] (Step S4200) In step S4200, the main CPU 101 performs error display processing, which will be described in detail later using Figure 32. Here, the error display processing is performed with the complete operation display request set in the register. Then, when the processing in step S4200 is completed, the error / complete function monitoring processing subroutine is terminated.
[0584] Here, the error display process in step S4200 is also executed if it is determined that an error has occurred (step S4007 = YES). In this case, the process is executed with the error number set in the register, and once the processing in step S4200 is complete, the process moves on to step S4006.
[0585] (E8 error display processing) Next, using Figure 31, we will explain the E8 error display process performed in step S4100 of the error / complete function monitoring process.
[0586] (Step S4101) In step S4101, the main CPU 101 performs a process to set a communication error setting value. Specifically, the main CPU 101 performs a process to set a communication error setting value in a register. After the processing in step S4101 is completed, the process moves on to step S4200.
[0587] Here, the error display process in step S4200 is also executed in the E8 error generation process. In this case, it is executed with the communication abnormality error setting value set in the register.
[0588] (Error display processing) Next, using Figure 32, we will explain the error display process performed by step S4200 and other steps in the error / complete function monitoring process.
[0589] (Step S4201) In step S4201, the main CPU 101 performs a process to determine whether or not a complete operation has occurred. Specifically, the main CPU 101 performs a process to determine whether or not a complete operation has occurred based on the values set in the registers. If it is determined that a complete operation has occurred (step S4201=YES), the process proceeds to step S4202. On the other hand, if it is determined that a complete operation has not occurred (step S4201=NO), the process proceeds to step S4205.
[0590] (Step S4202) In step S4202, the main CPU 101 performs the process of setting the first invalid information to "Complete Operation". Specifically, the main CPU 101 performs the process of setting information related to "Complete Operation" in the first invalid state storage area 103AP. More specifically, it performs the process of setting BIT "6" of the first invalid state storage area 103AP to "1". Then, when the processing in step S4202 is completed, the process moves on to step S4203.
[0591] (Step S4203) In step S4203, the main CPU 101 performs hall control fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the hall control fraud monitoring information set to the game value control board 200. Here, in the hall control fraud monitoring information transmission processing of step S4203, since the processing in step S4202 has set information regarding complete operation in the first fraud state storage area 103AP, information regarding complete operation will be transmitted. Then, when the processing in step S4203 is completed, the process moves on to step S4204.
[0592] (Step S4204) In step S4204, the main CPU 101 performs a process to clear the first invalid state. Specifically, the main CPU 101 performs a process to clear the information related to the complete operation that was set as the first invalid state in the process of step S4202. Then, when the process of step S4204 is completed, the process moves on to step S4205.
[0593] (Step S4205) In step S4205, the main CPU 101 performs the process of setting the value of the assigned number display unit storage area 103AR. Specifically, the main CPU 101 performs the process of setting the value of the assigned number display unit storage area 103AR into a register. After the processing in step S4205 is completed, the process moves on to step S4206.
[0594] (Step S4206) In step S4206, the main CPU 101 performs the process of setting data to be displayed on the 8-segment LED. Specifically, the main CPU 101 performs the process of setting data corresponding to "E〇 (error number)" into a register. After the processing in step S4206 is completed, the process moves on to step S4207.
[0595] (Step S4207) In step S4207, the main CPU 101 performs a process to save the recovery error state. Specifically, the main CPU 101 stores the value of the register in which the error number is stored in the recovery error state storage area 103AE. After the processing in step S4207 is completed, the process moves on to step S4208.
[0596] (Step S4208) In step S4208, the main CPU 101 performs a process to determine whether or not the complete function is activated. Specifically, the main CPU 101 performs a process to determine whether or not the complete function is activated based on the value set in the register. If it is determined that the complete function is activated (step S4208 = YES), the process proceeds to step S4211. On the other hand, if it is determined that the complete function is not activated (step S4208 = NO), the process proceeds to step S4209.
[0597] (Step S4209) In step S4209, the main CPU 101 performs a process to determine whether or not it is time to request a communication error display. Specifically, the main CPU 101 performs a process to determine whether or not it is time to request a communication error display based on the value of the register in which the error number is set. If it is determined that it is time to request a communication error display (step S4209 = YES), the process proceeds to step S4210. On the other hand, if it is determined that it is not time to request a communication error display (step S4209 = NO), the process proceeds to step S4211.
[0598] (Step S4210) In step S4210, the main CPU 101 performs the process of setting data for displaying the 8-segment LED. Specifically, the main CPU 101 performs the process of setting data corresponding to "H〇 (error number)" into a register. After the processing in step S4210 is completed, the process moves on to step S4211.
[0599] (Step S4211) In step S4211, the main CPU 101 performs the process of displaying the 8-segment LED identifier. Specifically, the main CPU 101 adds the value of the register containing the error number to the value set in the register by the process in step S4206 or step S4210. After the process in step S4211 is completed, the process moves on to step S4212.
[0600] (Step S4212) In step S4212, the main CPU 101 performs the process of sending an error display start command. Specifically, the main CPU 101 performs the process of sending an error display start command to the sub-control board 300. After the processing in step S4212 is completed, the process moves on to step S4213.
[0601] (Step S4213) In step S4213, the main CPU 101 performs a process to set the assigned number display unit storage area 103AR. Specifically, the main CPU 101 stores the value set in the register by the process in step S4206 or step S4210 in the assigned number display unit storage area 103AR. Then, when the process in step S4213 is completed, the process moves on to step S4214.
[0602] (Step S4214) In step S4214, the main CPU 101 performs a process to determine whether or not the complete function is activated. Specifically, the main CPU 101 performs a process to determine whether or not the complete function is activated based on the value set in the register. If it is determined that the complete function is activated (step S4214 = YES), the process proceeds to step S4213. On the other hand, if it is determined that the complete function is not activated (step S4214 = NO), the process proceeds to step S4215.
[0603] (Step S4215) In step S4215, the main CPU 101 performs a process to determine whether or not there is a VL disconnection error or an SC unit unresponsive error. Specifically, the main CPU 101 performs a process to determine whether or not there is a VL disconnection error or an SC unit unresponsive error based on the value of the register in which the error number is stored. If it is determined that there is a VL disconnection error or an SC unit unresponsive error (step S4215=YES), the process proceeds to step S4216. On the other hand, if it is determined that there is no VL disconnection error or an SC unit unresponsive error (step S4215=NO), the process proceeds to step S4217.
[0604] (Step S4216) In step S4216, the main CPU 101 performs a process to determine whether or not an error has occurred. Specifically, the main CPU 101 performs a process to determine whether or not an error has occurred based on the value of the register in which the error number is stored. If it is determined that an error has occurred (step S4216 = YES), the process proceeds to step S4213. On the other hand, if it is determined that no error has occurred (step S4216 = NO), the process proceeds to step S4221.
[0605] (Step S4217) In step S4217, the main CPU 101 performs a process to determine whether or not there is a game value overflow error. Specifically, the main CPU 101 performs a process to determine whether or not there is a game value overflow error according to the value of the register in which the error number is stored. If it is determined that there is a game value overflow error (step S4217=YES), the process proceeds to step S4219. On the other hand, if it is determined that there is no game value overflow error (step S4217=NO), the process proceeds to step S4218.
[0606] (Step S4218) In step S4218, the main CPU 101 performs a process to determine whether the error release sensor 4Ls is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether an error release signal has been input via the status board 40. If it is determined that the error release sensor 4Ls is ON (step S4218 = YES), the process proceeds to step S4221. On the other hand, if it is determined that the error release sensor 4Ls is NOT ON (step S4218 = NO), the process proceeds to step S4219.
[0607] (Step S4219) In step S4219, the main CPU 101 performs a process to determine whether the reset switch 35sw is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether a reset switch signal has been input via the status board 40. If it is determined that the reset switch 35sw is ON (step S4219 = YES), the process proceeds to step S4220. On the other hand, if it is determined that the reset switch 35sw is NOT ON (step S4219 = NO), the process proceeds to step S4213.
[0608] (Step S4220) In step S4220, the main CPU 101 performs a process to determine whether the door open / close sensor 4Rs is ON or not. Specifically, the main CPU 101 performs a process to determine whether a door open signal has been input via the status board 40. If it is determined that the door open / close sensor 4Rs is ON (step S4220=YES), the process proceeds to step S4221. On the other hand, if it is determined that the door open / close sensor 4Rs is not ON (step S4220=NO), the process proceeds to step S4213.
[0609] (Step S4221) In step S4221, the main CPU 101 performs the process of setting the assigned number display unit storage area 103AR. Specifically, the main CPU 101 stores the value of the register set in the process of step S4205 in the assigned number display unit storage area 103AR. Then, when the process of step S4221 is completed, the process moves on to step S4222.
[0610] (Step S4222) In step S4222, the main CPU 101 performs a process to clear the recovery error state. Specifically, the main CPU 101 performs a process to clear the value of the recovery error state storage area 103AE. After the processing in step S4222 is completed, the process moves on to step S4223.
[0611] (Step S4223) In step S4223, the main CPU 101 performs the error display termination command transmission process. Specifically, the main CPU 101 performs the process of sending an error display termination command to the sub-control board 300. Then, when the processing in step S4223 is completed, the error display processing subroutine is terminated.
[0612] (Setting value confirmation process) Next, using Figure 33, we will explain the setting value verification process performed in step S5000 of the main loop processing.
[0613] (Step S5001) In step S5001, the main CPU 101 performs a process to determine whether the value of the main BET number storage area 103Ae is "1" or greater. Specifically, the main CPU 101 checks the value of the main BET number storage area 103Ae and determines whether it is "1" or greater. In other words, it performs a process to determine whether a bet has been made. If it is determined that the value of the main BET number storage area 103Ae is "1" or greater (step S5001=YES), the setting value confirmation subroutine is terminated. On the other hand, if it is determined that the value of the main BET number storage area 103Ae is not "1" or greater (step S5001=NO), the process proceeds to step S5002.
[0614] (Step S5002) In step S5002, the main CPU 101 performs a process to determine whether the door open / close sensor 4Rs is ON or not. Specifically, the main CPU 101 performs a process to determine whether a door open signal has been input via the status board 40. If it is determined that the door open / close sensor 4Rs is ON (step S5002=YES), the process proceeds to step S5003. On the other hand, if it is determined that the door open / close sensor 4Rs is not ON (step S5002=NO), the subroutine for setting value confirmation is terminated.
[0615] (Step S5003) In step S5003, the main CPU 101 performs a process to determine whether the setting key switch 34sw is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether the setting key switch 34sw is ON and whether the setting key switch signal has been input. If it is determined that the setting key switch 34sw is ON (step S5003 = YES), the process in step S5004 is performed. On the other hand, if the setting key switch 34sw is NOT ON (step S5003 = NO), the setting value confirmation subroutine is terminated.
[0616] (Step S5004) In step S5004, the main CPU 101 performs a process to set the setting confirmation signal as the first invalid state. Specifically, the main CPU 101 sets the setting confirmation signal by setting BIT "1" of the first invalid state memory area 103AP to "1". After the processing in step S5004 is completed, the process moves on to step S5005.
[0617] (Step S5005) In step S5005, the main CPU 101 performs hall control fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the hall control fraud monitoring information set to the game value control board 200. Here, in the hall control fraud monitoring information transmission processing of step S5005, since information regarding the setting confirmation signal has been set in the first fraud state storage area 103AP by the processing in step S5004, information regarding the setting confirmation signal will be transmitted. Then, when the processing of step S5005 is completed, the process moves on to the setting value display processing of step S5100, which will be described in detail later using Figure 34.
[0618] (Displaying setting values) Next, using Figure 34, we will explain the setting value display process performed in step S5100 of the setting value confirmation process.
[0619] (Step S5101) In step S5101, the main CPU 101 performs a process to set the recovery phase state to "setting change in progress". Specifically, the main CPU 101 performs a process to set data corresponding to "setting confirmation in progress" in the recovery phase state storage area 103Ah. More specifically, it performs a process to set "03(H)" in the recovery phase state storage area 103Ah. Then, when the processing in step S5101 is completed, the process moves on to step S5102.
[0620] (Step S5102) In step S5102, the main CPU 101 performs the process of sending a command to start displaying the set value. Specifically, the main CPU 101 performs the process of sending a command to start displaying the set value to the sub-control board 300. After the processing in step S5102 is completed, the process moves on to step S5103.
[0621] (Step S5103) In step S5103, the main CPU 101 performs a process to set the LED display mode to "setting confirmation". Specifically, the main CPU 101 performs a process to set information related to "setting confirmation" in the LED display mode memory area 103AG. More specifically, it performs a process to set "04(H)" in the LED display mode memory area 103AG. After the processing in step S5103 is completed, the process moves on to step S5104.
[0622] (Step S5104) In step S5104, the main CPU 101 performs the process of setting the setting value. Specifically, the main CPU 101 sets the value in the setting value storage area 103AA into a register. After the processing in step S5104 is completed, the process moves on to step S5105.
[0623] (Step S5105) In step S5105, the main CPU 101 performs a process to set the value in the assigned number display unit storage area 103AR. Specifically, the main CPU 101 performs a process to set the data related to the setting value set in the register in step S5104 into the assigned number display unit storage area 103AR. Then, when the process in step S5105 is completed, the process moves on to step S5106.
[0624] (Step S5106) In step S5106, the main CPU 101 performs a process to determine whether the setting key switch signal is OFF or not. Specifically, the main CPU 101 performs a process to determine whether the setting key switch 34sw is OFF and the setting key switch signal is no longer being input. If the setting key switch signal is OFF (step S5106=YES), the process in step S5107 is performed. On the other hand, if the setting key switch signal is not OFF (step S5106=NO), the process in step S5106 is repeatedly executed until the setting key switch signal turns OFF.
[0625] (Step S5107) In step S5107, the main CPU 101 performs a process to set the LED display mode to wait for BET / lever input. Specifically, the main CPU 101 performs a process to set data related to waiting for BET / lever input in the LED display mode memory area 103AG. More specifically, it performs a process to set "05(H)" in the LED display mode memory area 103AG. After the processing in step S5107 is completed, the process moves on to step S5108.
[0626] (Step S5108) In step S5108, the main CPU 101 performs a process to set the recovery phase state to wait for BET / lever input. Specifically, the main CPU 101 performs a process to set data corresponding to waiting for BET / lever input in the recovery phase state memory area 103Ah. More specifically, it performs a process to set "01(H)" in the recovery phase state memory area 103Ah. After the processing in step S5108 is completed, the process moves on to step S5109.
[0627] (Step S5109) In step S5109, the main CPU 101 performs a process to clear the storage area 103AR of the number of points to be awarded display unit. Specifically, the main CPU 101 performs a process to set "0" in the storage area 103AR of the number of points to be awarded display unit. As a result, "0" is displayed on the number of points to be awarded display unit 30. After the processing in step S5109 is completed, the process moves on to step S5110.
[0628] (Step S5110) In step S5110, the main CPU 101 performs the process of sending a command to end the display of the set value. Specifically, the main CPU 101 performs the process of sending a command to end the display of the set value to the sub-control board 300. After the processing in step S5110 is completed, the process moves on to step S5111.
[0629] (Step S5111) In step S5111, the main CPU 101 performs a process to clear the first invalid state. Specifically, the main CPU 101 performs a process to clear the value of the first invalid state storage area 103AP. After the processing in step S5111 is completed, the process moves on to step S5112.
[0630] (Step S5112) In step S5112, the main CPU 101 performs hall control fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the hall control fraud monitoring information set to the game value control board 200. In this hall control fraud monitoring information transmission processing in step S5112, information regarding the value of the first fraud state storage area 103AP, which was cleared by the processing in step S5111, is transmitted. Then, when the processing in step S5112 is completed, the setting value display processing subroutine is terminated.
[0631] (Game value management processing) Next, using Figure 35, we will explain the game value management process performed in step S6000 of the main loop processing.
[0632] (Step S6001) In step S6001, the main CPU 101 performs the process of turning on the BET-enabled state flag. Specifically, the main CPU 101 turns on the BET-enabled state flag by setting the value of the BET-enabled state flag storage area 103AF to "01(H)". After the processing in step S6001 is completed, the process moves on to step S6002.
[0633] (Step S6002) In step S6002, the main CPU 101 performs a process to determine whether the settlement switch 13sw is ON or OFF. Specifically, the main CPU 101 performs a process to determine whether a settlement switch signal has been input via the status board 40. If it is determined that the settlement switch 13sw is ON (step S6002 = YES), the process proceeds to step S6003. On the other hand, if it is determined that the settlement switch 13sw is NOT ON (step S6002 = NO), the process proceeds to step S6017.
[0634] (Step S6003) In step S6003, the main CPU 101 performs a process to set the game value management state to allow lever acceptance. Specifically, the main CPU 101 performs a process to set data corresponding to lever acceptance permission in the game value management state memory area 103AJ. More specifically, it performs a process to set "1" to BIT "4" in the game value management state memory area 103AJ. After the processing in step S6003 is completed, the process moves on to step S6004.
[0635] (Step S6004) In step S6004, the main CPU 101 performs a process to determine whether the re-play activation flag is ON or OFF. Specifically, the main CPU 101 refers to the value in the re-play activation flag storage area 103AW to determine whether the re-play activation flag is ON or OFF. If it is determined that the re-play activation flag is ON (step S6004=YES), the game value management subroutine is terminated. On the other hand, if it is determined that the re-play activation flag is NOT ON (step S6004=NO), the process proceeds to step S6005.
[0636] (Step S6005) In step S6005, the main CPU 101 performs a process to determine whether the value of the main BET number storage area 103Ae is "1" or greater. Specifically, the main CPU 101 checks the value of the main BET number storage area 103Ae and determines whether it is "1" or greater. In other words, it performs a process to determine whether a bet has been made. If it is determined that the value of the main BET number storage area 103Ae is "1" or greater (step S6005=YES), the process proceeds to step S6006. On the other hand, if it is determined that the value of the main BET number storage area 103Ae is not "1" or greater (step S6005=NO), the game value management subroutine is terminated.
[0637] (Step S6006) In step S6006, the main CPU 101 performs the process of sending a settlement start command. Specifically, the main CPU 101 performs the process of sending a settlement start command to the sub-control board 300. After the processing in step S6006 is completed, the process moves on to step S6007.
[0638] (Step S6007) In step S6007, the main CPU 101 performs the process of setting the number of game values to be settled. Specifically, the main CPU 101 performs the process of setting the value of the main BET number storage area 103Ae into a register. After the processing in step S6007 is completed, the process moves on to step S6008.
[0639] (Step S6008) In step S6008, the main CPU 101 performs a process to clear the BET request game value. Specifically, the main CPU 101 performs a process to clear the BET request game value storage area 103AN. After the processing in step S6008 is completed, the process moves on to step S6009.
[0640] (Step S6009) In step S6009, the main CPU 101 performs the process of storing the requested game value. Specifically, the main CPU 101 sets the value of the register in which the BET number is set in the requested game value storage area 103AO. After the processing in step S6009 is completed, the process moves on to step S6010.
[0641] (Step S6010) In step S6010, the main CPU 101 performs hall control fraud monitoring information transmission processing. Specifically, the main CPU 101 performs processing to transmit the hall control fraud monitoring information set to the game value control board 200. In this hall control fraud monitoring information transmission processing in step S6010, information regarding the value of the grant request game value storage area 103AO, which was set in the processing of step S6009, is transmitted. Then, when the processing of step S6010 is completed, the process moves on to step S6011.
[0642] (Step S6011) In step S6011, the main CPU 101 performs a process to determine whether communication was successful or not. Specifically, the main CPU 101 performs a process to determine whether communication with the game value control board 200 was success...
Claims
[Claim 1] Game control means capable of performing processing related to the game, A game value control means capable of performing processing related to game value, A counting operation means that allows the player to manipulate the count, A display means capable of displaying the value of the game owned by the player, Equipped with, The aforementioned game value control means is The aforementioned game value assignment process, The counting process performed when the aforementioned counting operation is carried out, The lending process performed when a lending signal is input from an external source, A display control process that performs display control of the display means, It is possible to do this, The aforementioned counting process is: When the counting operation for the first hour is performed, a short-press counting process is performed to count the first game value, When the counting operation is performed for a second time longer than the first time, a long-press counting process is performed to count a second game value that is greater than the first game value, Includes, When the aforementioned counting time processing is performed, the execution of the aforementioned lending time processing is restricted. When the aforementioned lending process is performed, the execution of the aforementioned counting process is restricted. The aforementioned display control process is: After executing the display control corresponding to the counting time processing, it is possible to execute the display control corresponding to the lending time processing. When the aforementioned long-press counting process is being performed and the lending signal is input, after the counting is completed, the game value amount corresponding to the input of the lending signal is added and displayed. The aforementioned game value control means is Even when the aforementioned counting operation is being performed, it is still possible to execute the game value assignment process. A gaming machine characterized in that, when the game value is assigned while the counting operation is being performed, the game value assignment process is executed after the counting of the game value of the second game value quantity is completed.