Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- OLYMPIA KK
- Filing Date
- 2023-01-10
- Publication Date
- 2026-08-05
Smart Images

Figure 0007900823000001 
Figure 0007900823000002 
Figure 0007900823000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there are known gaming machines (rotary gaming machines, slot machines) that perform a game by rotating and stopping a plurality of reels having a plurality of types of symbols arranged on their outer peripheral surfaces in response to an operation by a player. This type of gaming machine assigns a certain gaming value to gaming media such as medals and pachinko balls, and performs a game to obtain such a gaming value. Further, this type of gaming machine performs an internal lottery and starts the rotation of a plurality of reels upon the player's rotation start operation, and performs stop control to stop the rotating reels in a manner corresponding to the result of the internal lottery upon the player's stop operation. The result of the game is determined by the symbol combination displayed on the effective line in the state where the plurality of reels have stopped, and payouts of gaming values such as medals are made according to the result of the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, regarding the effects for enlivening the game conventionally, a method (see Patent Document 1) is known in which selection candidates related to the control of the effect are presented to the player, and the execution control of the effect is performed according to the player's selection result. However, in a specification in which the player is made to make a selection related to the control of such an effect, improvement in the convenience of the player by appropriate control regarding the retention and deletion of the selection result is required.
[0005] This invention has been made in view of the above circumstances, and its purpose is to provide a gaming machine that improves the convenience of the player. [Means for solving the problem]
[0006] (1) The present invention relates to a gaming machine comprising a main control unit for controlling the progress of a game and a sub-control unit for controlling a performance device in accordance with the progress of a game, wherein the main control unit is capable of setting a plurality of control states, including a specific control state, and the sub-control unit presents a plurality of control conditions as selection candidates in the specific control state, controls the performance device according to the selected control condition, can retain the selection information of the control condition until the next selection of a control condition, can present the control condition corresponding to the retained selection information as the initial selection control condition when the next selection of a control condition is made, and initializes the selection information of the control condition when the power of the gaming machine is turned on.
[0007] (2) The present invention relates to a gaming machine comprising a main control unit for controlling the progress of a game and a sub-control unit for controlling a performance device in accordance with the progress of a game, wherein the main control unit is capable of setting a plurality of control states, including a specific control state, and the sub-control unit presents a plurality of control conditions as selection candidates in the specific control state, controls the performance device according to the selected control condition, can retain the selection information of the control condition until the next selection of a control condition, can present the control condition corresponding to the retained selection information as the initial selection control condition when the next selection of a control condition is made, and transitions to a standby state if no operation related to the progress of a game is performed within a predetermined time in a non-standby state, and initializes the selection information of the control condition when transitioning to the standby state.
[0008] In the gaming machines described in (1) and (2) above, the previously selected control condition can be presented as the initial selected control condition when selecting a control condition, and the selection information for the control condition is initialized when it can be assumed that a change of players has occurred. This improves the convenience for players who wish to select the same control condition as last time.
[0009] (3) The present invention relates to a gaming machine comprising a housing on which a front door is attached so as to be openable and closable, and a main control unit and a sub-control unit built into the housing, wherein the main control unit advances the game and the sub-control unit executes effects in accordance with the progress of the game, and further comprising a first notification device controlled by the main control unit and a second notification device and a third notification device controlled by the sub-control unit, wherein the operation mode of the second notification device does not change depending on the opening and closing of the front door, and the third notification device has an operation mode that notifies the opening of the front door, and the sub-control unit controls the second notification device to start operating before the first notification device and the third notification device to start operating after the first notification device when the power of the gaming machine is turned on with the front door open.
[0010] (4) The present invention relates to a gaming machine comprising a housing on which a front door is attached so as to be openable and closable, and a main control unit and a sub-control unit built into the housing, wherein the main control unit advances the game and the sub-control unit executes effects in accordance with the progress of the game, and further comprising a first notification device controlled by the main control unit, and a second notification device and a third notification device controlled by the sub-control unit, wherein the operation mode of the second notification device does not change depending on the opening and closing of the front door, and the third notification device has an operation mode that notifies the opening of the front door, and the sub-control unit controls the second notification device to start operating before the first notification device and the third notification device to start operating approximately simultaneously with the first notification device when the power of the gaming machine is turned on with the front door open.
[0011] (5) The present invention relates to a gaming machine comprising a housing on which a front door is attached so as to be openable and closable, and a main control unit and a sub-control unit built into the housing, wherein the main control unit advances the game and the sub-control unit executes effects in accordance with the progress of the game, and further comprising a first notification device controlled by the main control unit, and a second notification device and a third notification device controlled by the sub-control unit, wherein the operation mode of the second notification device does not change depending on the opening and closing of the front door, and the third notification device has an operation mode that notifies the opening of the front door, and the sub-control unit controls the second notification device to start operating before the first notification device and the third notification device to start operating after the second notification device when the power of the gaming machine is turned on with the front door open.
[0012] In the gaming machines described in (3) to (5) above, the operation of the second notification device allows for quick detection of normal power supply in response to power-on, and the operation of the third notification device allows for detection of the start of the main control unit, thereby improving the convenience of status confirmation for the operator. [Brief explanation of the drawing]
[0013] [Figure 1] This is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a perspective view showing the internal configuration of the housing of a gaming machine according to an embodiment of the present invention. [Figure 3] This is a perspective view showing the configuration of the reel unit of a gaming machine according to an embodiment of the present invention. [Figure 4] This is a diagram illustrating the functional block of a gaming machine according to an embodiment of the present invention. [Figure 5] This is a diagram illustrating the path of tokens in a gaming machine according to an embodiment of the present invention. [Figure 6] This figure shows the content of the main error and its detection conditions in a gaming machine according to an embodiment of the present invention. [Figure 7] This figure illustrates the clearing target in the release process corresponding to the main error of a gaming machine according to an embodiment of the present invention. [Figure 8] It is a diagram showing the content of sub-errors and their detection conditions in the gaming machine according to an embodiment of the present invention. [Figure 9] It is a diagram showing the error notification mode in the gaming machine according to an embodiment of the present invention. [Figure 10] It is a diagram for explaining the clearing target at the time of error recovery on the sub-board side in the gaming machine according to an embodiment of the present invention. [Figure 11] It is a flowchart showing an example of the main loop process for controlling the progress of the game in the gaming machine according to an embodiment of the present invention. [Figure 12] It is a flowchart showing an example of the error weight process called when a main error occurs in the gaming machine according to an embodiment of the present invention. [Figure 13] It is a flowchart showing the error release process related to the main error in the gaming machine according to an embodiment of the present invention. [Figure 14] It is a flowchart showing the process at the time of receiving an error occurrence command in the gaming machine according to an embodiment of the present invention. [Figure 15] It is a flowchart showing the detection process of the door release error in the gaming machine according to an embodiment of the present invention. [Figure 16] It is a flowchart showing the detection process of the communication error in the gaming machine according to an embodiment of the present invention. [Figure 17] It is a flowchart showing the process related to the setting of the error notification target in the gaming machine according to an embodiment of the present invention. [Figure 18] It is a flowchart showing the process related to the notification of the main error in the gaming machine according to an embodiment of the present invention. [[ID=3�]] [Figure 19] It is a flowchart showing the process related to the notification of the door opening error in the gaming machine according to an embodiment of the present invention. [Figure 20] It is a flowchart showing the process related to the notification of the communication error in the gaming machine according to an embodiment of the present invention. [Figure 21] It is a timing chart related to the operation of the notification device at the time of power failure recovery in the gaming machine according to an embodiment of the present invention. [Figure 22] This is a timing chart relating to the operation of the notification device when power is restored in a gaming machine according to an embodiment of the present invention. [Figure 23] This is a timing chart relating to the operation of the notification device when power is restored in a gaming machine according to an embodiment of the present invention. [Figure 24] This figure shows an example of the execution of a notification mode selection effect in a gaming machine according to an embodiment of the present invention. [Modes for carrying out the invention]
[0014] Embodiments of the present invention will be described below. The embodiments described below are not intended to unduly limit the scope of the present invention as described in the claims. Furthermore, not all configurations described in these embodiments are necessarily essential components of the present invention.
[0015] 1. Structure Figure 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention. Figure 2 is a perspective view showing the internal configuration (excluding the reel unit) of a gaming machine according to an embodiment of the present invention.
[0016] The gaming machine of this embodiment is a type of gaming machine that uses tokens as the game medium, and is commonly known as a slot machine or reel-type gaming machine.
[0017] In this embodiment, the gaming machine has a box-shaped enclosure consisting of a storage box BX and a front door FD, which houses a reel unit consisting of the first reel R1 to the third reel R3 (multiple reels).
[0018] Figure 3 is a perspective view showing the external appearance of the reel unit for the gaming machine in this embodiment.
[0019] In the reel unit of this embodiment, each of the first reel R1 to the third reel R3 is fixed to a metal (or resin) base unit BU, which is shaped in a roughly U-shape, via a metal (or resin) support unit SU that supports a stepping motor SM for driving each reel.
[0020] Each of the first reels R1 to the third reels R3 housed in the base unit BU is constructed by wrapping a strip of resin film, called a reel tape TP, around the outer circumference of a ring-shaped resin reel body RD (reel drum). The reel tape TP is wrapped around the reel body RD such that its front surface forms the outer circumference of each reel and its back surface forms the inner circumference of each reel, with the ends being fixed together with adhesive or the like.
[0021] Furthermore, each of the first reel R1 to the third reel R3 is fixed to the drive shaft of the stepping motor SM by bolts or other means at a position corresponding to the rotation center of the reel body RD. In addition, the stepping motor SM for each reel is also fixed to the support unit SU by bolts or other means.
[0022] Furthermore, the reel tape TP for each reel is divided into 21 pattern arrangement areas at regular intervals, and one of several types of patterns is arranged on the surface of the reel tape TP at each position corresponding to a frame.
[0023] The reel unit of this embodiment is equipped with a backlight unit LU (illumination means) that illuminates the first reel R1 to the third reel R3 from the back side (inner circumferential surface side) of the reel tape TP of each reel. The backlight unit LU for each reel is equipped with a light source such as an incandescent bulb or an LED bulb to illuminate the three display positions (upper, middle, and lower) that can be observed from the display window DW of the gaming machine. In this embodiment, three light sources are provided corresponding to the display positions of each reel: an upper backlight BL1 that illuminates the upper display position, a middle backlight BL2 that illuminates the middle display position, and a lower backlight BL3 that illuminates the lower display position.
[0024] Furthermore, at the bottom of the reel unit storage space PS within the storage box BX, there is a power supply unit EU which has a built-in power supply and is equipped with various switches such as a power switch ES, a setting change key cylinder KS, and a setting change button SB, and a hopper unit HP which serves as a medal dispensing device. In this embodiment, the setting change button SB also functions as a switch for clearing errors, so that not only can setting values be changed using the setting change button SB, but errors can also be cleared. The hopper unit HP is equipped with a medal storage tank MT for storing medals to be used for playing, a dispensing motor consisting of a stepping motor (not shown), and a rotating disc (not shown) pivotally supported by the dispensing motor. The rotating disc is driven to rotate by the dispensing motor so that medals can be dispensed one at a time. In addition, when the amount of medals stored in the medal storage tank MT reaches a certain level, the hopper unit HP is configured to send the excess medals to the cash box CB.
[0025] Furthermore, within the casing of the gaming machine in this embodiment, for example, a main board MAIN is mounted above the reel unit storage space PS, and a sub-board SUB is mounted to the side of the reel unit storage space PS. These control boards (main board MAIN, sub-board SUB) are equipped with a CPU as a calculation means, ROM and RAM as storage means, etc., and are capable of controlling the operation of the gaming machine. Communication between the main board MAIN and the sub-board SUB is unidirectional only, with the sub-board SUB being unable to transmit information to the main board MAIN. In this embodiment, a setting change key cylinder KS and a setting change button SB are provided on the power supply unit EU, but the setting change key cylinder KS and the setting change button SB may also be provided on the surface of the main board MAIN.
[0026] Furthermore, the first reel R1 to the third reel R3 shown in Figure 1 are each divided into 21 regions (each region referred to as a "frame") at regular intervals on their outer surface, and one of several types of patterns is arranged in each frame. The first reel R1 to the third reel R3 are pivotally supported by a stepping motor SM (reel driving means), and are rotationally driven around the axis of the stepping motor SM. By controlling the number of pulses and pulse width of the drive pulses of the stepping motor SM, they are designed to be able to stop in frame units (units of predetermined rotation angle and predetermined rotation amount). In other words, in the gaming machine of this embodiment, the stepping motor SM rotates the first reel R1 to the third reel R3 in response to drive pulses supplied from the control board, and when a drive pulse for full-phase excitation is supplied from the control board, the rotation of the stepping motor SM stops, and the first reel R1 to the third reel R3 stop as a result.
[0027] The front door FD is designed to open and close freely, and the front door FD is equipped with a display window DW that allows observation of the rotation and stopped states of the first reel R1 to the third reel R3. When the first reel R1 to the third reel R3 are stopped, three symbols (upper, middle, and lower) that are arranged consecutively on the outer surface of each of the multiple types of symbols arranged at regular intervals on the outer surface of each of the first reel R1 to the third reel R3 can be observed from the front of the gaming machine through the display window DW.
[0028] Furthermore, in the gaming machine of this embodiment, each reel is provided with an upper, middle, and lower display position for observing the symbols through the display window DW, and the active lines are set by the combination of the display positions of each reel. In this gaming machine of this embodiment, the number of tokens required for one game, the so-called prescribed number of tokens, is set to 3, and when tokens equivalent to the prescribed number of tokens are inserted, the active line L1, which is composed of the middle sections of the first reel R1 to the third reel R3, is activated.
[0029] The game result is determined by the combination of symbols that stop on the active lines in the display window DW. If the combination of symbols on the active lines corresponds to a predetermined winning combination, the winning combination is considered to have been achieved, and medals are dispensed from the hopper unit HP.
[0030] The front door FD is also equipped with a first main display DS1 (an example of a first notification device), a second main display DS2 (an example of a first notification device), and a sub-display DS3 (an example of a third notification device). The first main display DS1, the second main display DS2, and the sub-display DS3 are 7-segment displays. The first main display DS1 displays the number of medals dispensed for each game and main error information, the second main display DS2 displays the number of medal credits, and the sub-display DS3 displays the total number of medals acquired (or the total number dispensed) in advantageous states such as bonus states and sub-error information.
[0031] The front door FD is equipped with an outer perimeter lamp AL (an example of a third notification device), an upper panel lamp UPL (an example of a second notification device), a lower panel lamp DPL (an example of a third notification device), and a liquid crystal display LCD for game-related effects. The outer perimeter lamp AL, upper panel lamp UPL, and lower panel lamp DPL illuminate the front door FD, and their lighting patterns serve to enhance the game, provide information to assist in the game, and inform the status of the game machine. Their exteriors are made of translucent resin or glass, allowing light from the built-in LED unit to pass through. The liquid crystal display LCD displays various images (or videos) to assist in the game, enhance the game, and inform the status of the game machine. In addition, the game machine of this embodiment is equipped with multiple speakers SP (an example of a third notification device) on the front door FD for game-related effects. These speakers SP output various sounds and background music to assist in the game, enhance the game, and inform the status of the game machine.
[0032] Furthermore, the front door FD is equipped with various operating means. These operating means include a 1-bet button (insertion operation means) B0A for inserting credited (stored) medals, a MAX bet button (insertion operation means) B0B, a start lever (game start operation means) SL for initiating the game by rotating the first reel R1 to the third reel R3, and stop buttons (stop operation means) B1 to B3 for initiating the game by stopping each of the first reel R1 to the third reel R3, which are driven by stepping motors. In particular, in this embodiment, the MAX bet button B0B and the stop buttons B1 to B3 have translucent resin exteriors that allow light from the built-in MAX bet lamp (an example of a second light source unit) to pass through, so that the illumination of the MAX bet lamp indicates that the insertion operation of credited (stored) medals has been activated, or that the stop operation for the rotating reels has been activated. In this embodiment, an effect button BE is provided, which is used to allow the player to make a selection from a list of selection candidates presented on the LCD screen during a predetermined effect that is performed in accordance with the progress of the game.
[0033] The front door FD is also equipped with a door key cylinder DK, and the front door FD can be unlocked by inserting a door key into the door key cylinder DK. The front door FD can also be unlocked by rotating the door key inserted into the door key cylinder DK 90 degrees clockwise from its initial position.
[0034] In this embodiment of the gaming machine, when a player inserts a medal into the coin slot MI or presses the bet button B0, the machine is set to a ready state where rotation control of the first reel R1 to the third reel R3 can be started. The medals inserted from the coin slot MI pass through the medal selector SC shown in Figure 2, then through the medal chute MS, and into the medal storage tank MT of the hopper unit HP. However, under predetermined conditions, such as after the game has started, a medal blocker built into the medal selector SC activates to block the flow path toward the medal chute MS, and the flow path of the medals is switched so that the inserted medals are returned from the payout port MO. When the player presses the start lever SL, the control board starts the rotation of the first reel R1 to the third reel R3 by driving the stepping motor SM, and an internal lottery using random values is performed. Once the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, the operation of pressing the stop buttons B1 to B3 is permitted (activated).
[0035] Subsequently, when the player presses stop buttons B1 to B3 at any time, the stop switches (stop signal output means: for example, a photosensor, a continuity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 are activated, changing the reel stop signal input to the main board MAIN from the off state to the on state.
[0036] Furthermore, when the player releases stop buttons B1 to B3 at any time, the stop switches corresponding to each of the stop buttons B1 to B3 are turned off, changing the reel stop signal input to the main board MAIN from the ON state to the OFF state.
[0037] The main board MAIN then stops the first reel R1 to the third reel R3 at a stopping position corresponding to the result of an internal lottery, based on the change in the reel stop signal state from the off state to the on state, which changes in response to the timing of pressing and releasing the stop buttons B1 to B3.
[0038] Furthermore, a payout port MO and a medal tray MP are provided at the bottom of the lower front door DD, and the number of medals corresponding to the game result are dispensed from the hopper unit HP through the payout port MO to the medal tray MP. When medals are dispensed according to the game result, if medal credit (internal storage) is permitted, some or all of the dispensed medals are credited up to the credit limit (50 medals in this embodiment), and the display value of the second main display DS2 is changed in accordance with the change in the number of medal credits.
[0039] Figure 4 is a functional block diagram of the gaming machine according to this embodiment.
[0040] The gaming machine of this embodiment is controlled by a main control unit 10 (main board MAIN) and a sub-control unit 20 (sub-board SUB). The main control unit 10 and the sub-control unit 20 are powered by the operation of the power switch ES and power supplied from the power supply unit EU. The main control unit 10 receives input signals from the setting change switch 301, door opening / closing switch 302, coin insertion detection sensor 401, first coin passage sensor 402, second coin passage sensor 403, chute sensor 305, 1 bet switch 307, MAX bet switch 308, start switch 309, stop switch 311, overflow sensor 313, etc., and performs various calculations to set the gaming machine, manage main errors, or advance the game, and controls the operation of the reel unit 310, hopper unit (payout device) HP, etc. based on the calculation results. Furthermore, the sub-control unit 20 responds to input signals from the performance selection switch 504 and commands from the main control unit 10 to control the operation of the display unit 501, speaker SP, lamp unit 503, etc., and manage sub-errors. In the gaming machine of this embodiment, the functions of the main control unit 10 and the sub-control unit 20 are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM, or RAM, or by software consisting of a given program pre-stored in ROM, etc.
[0041] The main control unit 10 includes a setting change means 101, a game control means 102, a random number generation means 103, a main error detection means 104, a main error management means 105, a main memory means 106, and a main power outage recovery means 107.
[0042] The setting change means 101 controls the change of the setting value stored in the main memory means 106. In this embodiment, depending on the state of the setting change key cylinder KS when the power is turned on, the machine can be switched between starting in game mode and starting in setting change mode. When the setting key is inserted into the setting change key cylinder KS and the setting key is rotated 90 degrees clockwise from the initial position, the power switch ES is activated and power is supplied from the power supply unit EU, causing the setting change means 101 to start the game machine in setting change mode. In this embodiment, the machine can select a setting value from six levels of setting values, from setting 1 to setting 6, and the probability of winning the internal lottery changes so that the expected value of the payout rate increases sequentially from setting 1 to setting 6. In this embodiment, the setting values are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.
[0043] Furthermore, in the setting change mode, when the setting change button SB is pressed and the setting change switch 301 is activated, the setting change means 101 receives an input signal from the setting change switch 301 and changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and when the start lever SL is pressed and the start switch 230 is activated, the setting value is confirmed and the confirmed setting value is stored in the main memory means 106. In this embodiment, the system can be switched from the setting change mode to the game mode by returning the setting key inserted into the setting change key cylinder KS to its initial position. In this embodiment, the selected setting value is displayed on the first main display DS1 in the setting change mode.
[0044] In this embodiment, when the power is turned on with the setting change key cylinder KS in its initial position, the gaming machine starts up in gaming mode. In this embodiment, in gaming mode, players can play games, but they cannot change the setting values, and in setting change mode, players can change the setting values, but they cannot play games.
[0045] Furthermore, in setting change mode, the setting change means 101 performs initialization processing to initialize the information stored in the read-write memory (RWM), which is a read-and-write memory area in the main memory means 106. However, during the initialization processing, not all information stored in the read-write memory is initialized; some information, such as medal credit information, is retained without being initialized.
[0046] The game control means 102 is a means for controlling the progress of the game. When a medal is inserted and the game starts, it determines whether a winning combination is achieved through an internal lottery, rotates the first reel R1 to the third reel R3, and when a stop operation is performed using the stop buttons B1 to B3, it stops the rotating reels according to the result of the internal lottery, determines whether a winning combination has been achieved based on the symbol combination displayed on the active line, and performs processing according to the determination result to advance the game through the main loop processing. The details thereof will be explained below.
[0047] First, the game control means 102 accepts the insertion of tokens for each game and, based on the insertion of tokens equivalent to the prescribed number (3 tokens), performs a process to activate the game start operation on the start lever SL (game start operation means). In this embodiment of the game machine, the first press of the start lever SL, which has been activated based on the insertion of tokens equivalent to the prescribed number, is accepted as the game start operation, which triggers the rotation of the first reel R1 to the third reel R3, and also triggers the execution of an internal lottery.
[0048] In this embodiment of the gaming machine, when a medal is inserted into the medal slot MI, the insertion detection sensor 401 in the medal selector SC is activated, and the game control means 102 sets the inserted medals to the inserted state, up to a predetermined limit. In this embodiment of the gaming machine, the main memory means 106 can store up to 50 medals as credits (storage). When the bet button B0 is pressed while medals are stored as credits in the gaming machine, the bet switch 308 is activated, and the game control means 102 sets the medals stored as credits in the main memory means 106 to the inserted state, up to a predetermined limit. In this embodiment of the gaming machine, the second main display DS2 displays the number of credits, and the game control means 102 changes the display content of the second main display DS2 according to the increase or decrease in the number of credits of medals stored in the main memory means 106.
[0049] Furthermore, the game control means 102 performs an internal lottery to determine whether a winning combination is achieved based on a signal from the start switch 309, which is activated by a game start operation on the start lever SL (the first pressing operation on the activated start lever SL), and performs processes such as lottery table selection, random number determination, and lottery flag setting.
[0050] In the lottery table selection process, it is determined which of the multiple types of internal lottery tables stored in the main memory means 106 will be used to perform the internal lottery. In the gaming machine of this embodiment, each internal lottery table has multiple random values (for example, 65,536 random values from 0 to 65,535) associated with various roles such as replays, minor roles, and bonuses, as well as misses (failures). In this embodiment, for each of the six setting values, an internal lottery table corresponding to the game state is prepared, and the probability of obtaining some winning patterns in the internal lottery differs depending on the setting value, and the correspondence between roles and random values is set so that the expected value of the payout rate increases as the setting value increases.
[0051] In this embodiment of the gaming machine, the game state can be set to a normal state, a bonus state, or a bonus state. In the lottery table selection process, one of several types of internal lottery tables is selected as the internal lottery table to be used for the internal lottery, depending on the game state.
[0052] In the random number determination process, based on the signal from the start switch 309, a random number value (random number for drawing) is obtained from the random number generation means 103 for each game, and the internal drawing table stored in the main memory means 106 is referenced for the obtained random number value to determine whether or not a winning combination has been achieved.
[0053] The random number generation means 103 mentioned above is a means for generating random numbers for the lottery. The random numbers can be generated, for example, by a 16-bit random number circuit that generates 65,536 random numbers from 0 to 65,535 without repetition within one cycle. In this embodiment, "random numbers" include not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because their acquisition timing is irregular.
[0054] In the lottery flag setting process, based on the result of the random number determination process, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state). In the gaming machine of this embodiment, if two or more roles are won simultaneously, the lottery flag corresponding to each of the two or more roles that were won simultaneously is set to a winning state. The lottery flag setting information is stored in the main memory means 106.
[0055] Furthermore, in the gaming machine of this embodiment, there are two types of lottery flags: one that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and another that resets to a non-winning state regardless of whether a win is achieved, without carrying over the winning state to subsequent games (carry-over non-flag). The former carry-over flag is associated with bonuses, while minor wins and replays are associated with the latter carry-over non-flag. In other words, in the lottery flag setting process, for example, if a bonus is won in the internal lottery, the winning state of the bonus lottery flag is carried over until a bonus is achieved. At this time, the game control means 102 performs an internal lottery to determine whether minor wins and replays are successful, even in games where the winning state of the bonus lottery flag has been carried over. In this lottery flag setting process, in a game where the winning state of the bonus lottery flag has been carried over, if a minor role or replay is won, the lottery flags corresponding to two or more roles, consisting of the already won bonus lottery flag and the minor role or replay lottery flag won through internal lottery, are set to the winning state.
[0056] Furthermore, the game control means 102, based on a signal from the start switch 309 which is activated when the player operates the start lever SL to start playing, starts the rotational drive of the first reel R1 to the third reel R3 with a stepping motor, and controls the game to enable the stop operation by pressing the stop buttons B1 to B3 (stop operation means) corresponding to the reels that are rotating steadily at a predetermined speed (approximately 80 rpm: a rotational speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3, which are being rotated by the stepping motor, to stop in a manner corresponding to the setting state of the lottery flag (result of the internal lottery).
[0057] Then, when the stop operation for stop buttons B1 to B3 is enabled, the game control means 102, upon activation of the stop switch 311 by the player pressing stop buttons B1 to B3, stops supplying drive pulses (motor drive signals) to the stepping motor of the reel unit 310 based on the signal from the stop switch 311, thereby controlling the stopping of each reel from the first reel R1 to the third reel R3.
[0058] In other words, each time a stop button B1 to B3 is pressed, the game control means 102 determines the stopping position of the reel corresponding to the pressed button among the first reel R1 to the third reel R3, and controls the reel to stop at the determined stopping position. In this embodiment of the game machine, pressing stop button B1 corresponds to the operation to stop the first reel R1, pressing stop button B2 corresponds to the operation to stop the second reel R2, and pressing stop button B3 corresponds to the operation to stop the third reel R3. In other words, in this embodiment of the game machine, if the order in which stop buttons B1 to B3 are pressed changes, the stopping order of the first reel R1 to the third reel R3 changes.
[0059] Furthermore, in the gaming machine of this embodiment, for the first reel R1 to the third reel R3, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons B1 to B3 are pressed. When stopping the rotating reels within 190ms from the time the stop button is pressed, the stopping position of each rotating reel is determined within a range of 0 to 4 frames (a predetermined pull-in range) from the time the stop button is pressed until the reel stops. The gaming control means 102 controls the rotating reel corresponding to the pressed stop button so that, on the outer surface of the rotating reel corresponding to the pressed stop button, if the symbol corresponding to the winning combination in the internal lottery is located within a range of 0 to 4 frames relative to the display position on the active line at the time the stop button is pressed, the symbol corresponding to the winning combination for which the lottery flag is set to a winning state is displayed at the display position on the active line.
[0060] Furthermore, in the gaming machine of this embodiment, the reel unit 310 is equipped with a reel index 405 which is a photosensor, and the gaming control means 102 can monitor the current rotation state of the reel by determining the rotation angle (number of rotation steps of the rotation axis of the stepping motor) from the reference position of the reel (the number of frames detected by the reel index 405) based on the signal detected by the reel index 405 each time the reel rotates once. In other words, the gaming control means 102 can obtain the position of the reel when the stop switch 311 is activated by determining the rotation angle of the reel from the reference position.
[0061] In this embodiment, multiple types of patterns are arranged on the outer surfaces of the first reel R1 to the third reel R3 that constitute the reel unit 310. When drawing patterns that are within four frames from the press detection position onto the active line, patterns arranged at intervals of four frames or less on the outer surface of each reel can be displayed on the active line regardless of the press detection position, which is the position of the reel at the time the stop switch 311 is activated (when the press of the stop button is detected).
[0062] Furthermore, the game control means 102 performs a process (logic calculation) to determine the stopping position of the spinning reels according to priority, and a process (table reference process) to determine the stopping position of the spinning reels by referring to the stop control table stored in the main memory means 106.
[0063] First, in the logic calculation, the priority is determined for five (or two) stop position candidates that are within the range of 0 to 4 (or 0 to 1) frames from the button press detection position, according to the priority data defined for each role. Then, the candidate with the highest priority among the candidate stop positions is determined as the actual stop position. However, in the logic calculation, depending on the results of the internal lottery and the button press detection position, the same priority may be determined for multiple stop position candidates. If there are multiple candidates with the highest priority stop position, the actual stop position is determined by the table reference process described later.
[0064] In particular, in the gaming machine of this embodiment, the priority order is set in the order of "Replay > Bonus" and "Small Win > Bonus". In the logic calculation, if the lottery flags for two or more types of winning combinations are set to a winning state, the priority is determined according to the priority order associated with each winning combination, such that the candidate stop position containing the symbols that constitute the winning combination of a higher priority combination has a higher priority than the candidate stop position containing the symbols that constitute the winning combination of a lower priority combination.
[0065] In this embodiment of the gaming machine, when multiple types of small wins are won in the internal lottery, the priority of candidate stopping positions can be determined in two ways: one is to determine the priority according to the number of symbol combinations that can be displayed on the active line to indicate a winning combination, and the other is to determine the priority according to the number of medals paid out based on the predetermined payout for each small win. When determining the priority of candidate stopping positions according to the number of symbol combinations that can be displayed on the active line to indicate a winning combination, the priority of each candidate stopping position is determined such that the stopping position that allows for a larger number of symbol combinations that can be displayed on the active line to indicate a winning combination has a higher priority. When determining the priority of candidate stopping positions according to the number of medals paid out, the priority of each candidate stopping position is determined such that the stopping position that allows for a larger number of medals to be paid out based on the payout for the small win corresponding to the symbol displayed on the active line to indicate a winning combination with a high payout has a higher priority. However, when determining the priority of candidate stopping positions based on the number of medals paid out, if the same winning combination is won multiple times, the priority of candidate stopping positions that can award each winning combination is treated as the same. Similarly, when determining the priority of candidate stopping positions based on the number of symbol combinations that can be displayed on the active payline, the priority of candidate stopping positions that have the same number of symbol combinations that can be displayed on the active payline is treated as the same.
[0066] Furthermore, the logic calculations involve what are known as "pull-in" and "kick-out" processes to determine candidate reel stopping positions. The pull-in process is a process that determines the priority of candidate reel stopping positions so that the winning combinations, for which the lottery flag is set to a winning state, can be awarded as much as possible. On the other hand, the kick-out process is a process that determines the priority of candidate reel stopping positions so that the winning combinations, for which the lottery flag is set to a non-winning state, cannot be awarded. In this way, the game control means 102 performs logic calculations to determine candidate reel stopping positions so that the symbols of the winning combinations, for which the lottery flag is set to a winning state, can be stopped in an awarding form, while preventing the symbols of the non-winning combinations, for which the lottery flag is set to a non-winning state, from stopping in an awarding form.
[0067] In the table lookup process, if multiple candidates for the highest priority stop position are obtained as a result of the logic calculation, the system determines which position to use as the stop position by referring to the stop control table stored in the main memory means 106.
[0068] In the stop control table, the correspondence between the pressed position and the number of sliding frames indicating the amount of rotation from the pressed position to the actual stop position is set according to the setting of the lottery flag. Alternatively, the stop control table may also set the correspondence between the pressed position and the actual stop position according to the setting of the lottery flag.
[0069] In this embodiment, there are multiple types of specific winning patterns for small wins in the normal state and the bonus state, in which specific small wins, in which the number of medals paid out upon winning is greater than the number of medals inserted, and non-specific small wins, in which the number of medals paid out upon winning is less than the number of medals inserted, are won simultaneously. For each specific winning pattern, a correct operation pattern that makes it possible to win the specific small win is set. In a game in the bonus state in which a specific winning pattern is obtained, the stopping position of the spinning reels is determined so that if the stopping operation is performed according to the correct operation pattern, the winning of the specific small win is prioritized, and if the stopping operation is performed according to a failure operation pattern that is not the correct operation pattern, the winning of the specific small win is avoided while the winning of the non-specific small win is prioritized. On the other hand, in a game in the normal state in which a specific winning pattern is obtained, all operation patterns become failure operation patterns, and the stopping position of the spinning reels is determined so that regardless of the manner in which the stopping operation is performed, the winning of the specific small win is avoided while the winning of the non-specific small win is prioritized.
[0070] Furthermore, the game control means 102 performs a prize determination process to determine whether or not a winning combination has been achieved based on the stopping patterns of the first reel R1 to the third reel R3. Specifically, while referring to the prize determination table stored in the main memory means 106, it determines whether or not the combination of symbols displayed on the active line when all of the first reel R1 to the third reel R3 have stopped is a predetermined winning combination.
[0071] In this embodiment of the gaming machine, the game control means 102 executes a prize-winning process when a winning combination is achieved, based on the result of the prize-winning determination process. For example, if a minor win is achieved, a medal payout control process is performed; if a replay is achieved, a replay process is performed; and if a bonus is achieved, a game state transition control process is performed to change the game state.
[0072] First, the game control means 102 performs payout control processing related to the payout of medals according to the game result. Specifically, when a minor win occurs, it determines the number of medals to be paid out in the game based on the predetermined payout for each win, and controls the hopper unit HP to pay out the medals corresponding to the determined payout amount.
[0073] The hopper unit HP is a device that dispenses a number of medals instructed by the game control means 102. The hopper unit HP is equipped with a dispensing sensor 406 that operates each time a medal is dispensed, and the game control means 102 is configured to manage the number of medals actually dispensed from the hopper unit HP based on the input signal from the dispensing sensor 406. In this embodiment of the game machine, when medals are dispensed in each game, the number of medals dispensed is displayed on the first main display DS1, and when medals are dispensed due to winning a small prize, the game control means 102 controls the display of the number of medals dispensed due to winning that small prize on the first main display DS1.
[0074] If medal credit storage (storage storage) is permitted, instead of actually dispensing medals by the hopper unit HP, a credit addition process is performed to virtually dispense medals by adding the number of medals to the number of credits (number of medals stored as credits) stored in the main memory means 106. If some or all of the number of medals dispensed is added to the number of credits, the game control means 102 controls the display content of the second main display DS2 to change in accordance with the increase in the number of credits.
[0075] Furthermore, when a replay is awarded, the game control means 102 performs a replay process (re-play process) that sets the next game to the same preparation state as the previous game without requiring the player to insert any tokens they possess. In other words, in the game machine of this embodiment, when a replay is awarded, an automatic insertion process is performed in which the same number of tokens as in the previous game are automatically inserted without using the player's tokens (including credit tokens), and the machine waits for the next game start operation by pressing the start lever SL with the same active lines as in the previous game set.
[0076] Furthermore, the game control means 102 performs game state transition control processing to transition the game state between the normal state, the bonus-established state, and the bonus state. In this embodiment, information indicating the current game state is stored in the main memory means 106. The conditions for transitioning game states may be one condition or multiple conditions. If multiple conditions are defined, the game state can be transitioned to another game state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions.
[0077] The normal state is the initial state among several types of game states, and it is possible to transition from the normal state to the bonus-winning state. Specifically, if a bonus is won in the normal state, the game transitions to the bonus-winning state. In the normal state, an internal lottery is performed by referring to an internal lottery table among several types of internal lottery tables stored in the main memory means 106, in which small wins, replays, and bonuses are set as the lottery targets.
[0078] The bonus state is a game state that is entered when a bonus is won through an internal lottery. In the bonus state, the probability of winning a small role is determined from one of several types of internal lottery tables stored in the main memory means 106, the same as in the normal state, and an internal lottery is conducted by referring to an internal lottery table in which the bonus is excluded from the lottery target. In the bonus state, replays are also set as targets for lottery, but the probability and manner of winning replays may be different from or the same as in the normal state.
[0079] Furthermore, in the bonus-established state, the lottery flag corresponding to the bonus remains in a winning state until the bonus is awarded, and the success or failure of small wins and replays is determined. When a combination of symbols indicating the type of bonus awarded is displayed on an active line, the game control means 102 transitions the game state from the bonus-established state to the bonus state based on the awarding of the bonus.
[0080] The bonus state is a game state that is entered when a combination of symbols indicating a bonus win is displayed on an active payline. In the bonus state, an internal lottery is conducted by referring to an internal lottery table among several types of internal lottery tables stored in the main memory means 106, in which the probability of winning small wins is set higher than in the normal state and the bonus state, and replays are excluded from the lottery. In other words, the bonus state is a game state that is more advantageous to the player than the normal state and the bonus state because small wins are won more frequently.
[0081] In the bonus state, the game control means 102 determines whether the termination condition has been met based on the total number of medals paid out during bonus gameplay in the bonus state. If the number of medals paid out exceeds a predetermined number of medals (for example, 250 medals), the game control means 102 terminates the bonus state and returns the game state to the normal state. In this embodiment, the count information regarding the number of medals paid out in the bonus state is accumulated and stored in the main memory means 106.
[0082] Furthermore, the game control means 102 changes the performance state among multiple types of performance states, including the initial performance state, the normal performance state, the CZ state, and the AT state. Under predetermined conditions, it sets the performance state to the AT state and controls the termination of the AT state when the termination conditions for the AT state are met. In this embodiment, information indicating the current performance state is stored in the main memory means 106. In this embodiment, when in the AT state, the game control means 102 displays information corresponding to the correct operation mode (an example of instruction information) on the second main display DS2, which consists of a 7-segment display, when a specific winning mode is won, thereby providing correct operation notification to assist in winning specific small roles, and enabling the player to play an assist time game, which makes it easier to acquire medals than when in the initial performance state or the normal performance state. In this embodiment, the function to execute the assist time game in the advantageous section is an instruction function, and the processing that affects the execution of the assist time game is the processing related to the instruction function.
[0083] Furthermore, the game control means 102 can set a normal section (non-advantageous section) and an advantage section. In the normal section, the performance state is fixed to the initial performance state, and a lottery is held to determine whether to transition to the advantage section. If the lottery for transitioning to the advantage section is won, the advantage section is started, and the performance state can be set to the AT state, provided that the player is in the advantage section.
[0084] The game control means 102 performs a favorable section transition lottery for each game in the normal section, determining whether or not the player has won the favorable section based on the results of an internal lottery. In this embodiment, the player wins the favorable section in conjunction with the winning patterns obtained in the normal state or the bonus-established state, and the player wins the favorable section except in the case of a very small number of winning patterns.
[0085] When the game control means 102 wins an advantageous period in the normal period, it performs an advantageous period transition process based on the fact that an advantageous period has been won, starts the advantageous period from the next game after the game in which the advantageous period was won, and sets the performance state to the normal performance state or the AT state. In this embodiment, guaranteed roles are provided as winning patterns for minor roles in the normal state and the bonus winning state, and when an advantageous period is won triggered by a winning pattern other than a guaranteed role, the performance state is set to the normal performance state in the advantageous period transition process, and when an advantageous period is won triggered by a guaranteed role, the performance state is set to the AT state in the advantageous period transition process.
[0086] The game control means 102, when in the advantageous section and in the normal performance state, performs a process to accumulate CZ points according to the result of an internal lottery. The CZ point count information is stored in the main memory means 106, and the CZ point count information is initialized when transitioning from the normal performance state to another performance state. When the CZ points reach the upper limit in the normal performance state, a CZ lottery is performed to determine whether or not to transition to the CZ state. Based on the result of the CZ lottery being a CZ win, the game control means 102 controls the transition from the normal performance state to the CZ state. In the CZ state, the right to transition to the AT state can be obtained under more favorable conditions than in the normal performance state, and when the game is played a predetermined number of times, the conditions for ending the CZ state are met, and based on the fact that the conditions for ending the CZ state due to the number of games have been met, the game control means 102 controls the transition back to the normal performance state.
[0087] The game control means 102 performs an AT lottery (an example of processing related to the instruction function) when the game state is a bonus-established state and the performance state is a normal performance state or a CZ state during the advantageous section. In this embodiment, an AT lottery is performed regardless of which winning pattern is obtained in the internal lottery, and the AT lottery is performed so that an AT win result is obtained with a predetermined probability according to the winning pattern. In this embodiment, an AT win result is obtained with a higher probability in the CZ state than in the AT state. Based on the result of the AT lottery being an AT win, the game control means 102 performs control to transition the performance state from a normal performance state or a CZ state to an AT state.
[0088] The game control means 102 initiates an assist time game based on the performance state being an AT state, and updates the AT game count information with an update amount equivalent to one game each time an assist time game is played. In this embodiment, the AT game count information is stored in the main memory means 106. In this embodiment, when one of several types of specific winning patterns is won in the AT state, the game control means 102 performs a correct operation notification that notifies the correct operation pattern corresponding to the specific winning pattern that has been won. In this embodiment, when the game control means 102 performs a correct operation notification regarding a specific winning pattern, the operation instruction number corresponding to the correct hitting sequence corresponding to the specific winning pattern that has been won is displayed on the second main display DS2.
[0089] The game control means 102, based on the AT game count information stored in the main memory means 106, determines that the conditions for ending the AT state have been met, and then performs control to return the performance state to the normal performance state.
[0090] In this embodiment, the game control means 102 updates the net number of tokens count information in the advantageous section based on the number of tokens inserted and the number of tokens paid out. If it determines that the conditions for ending the advantageous section have been met based on the net number of tokens count information, it performs control to end the advantageous section. The net number of tokens count information is stored in the main memory means 106, and in the advantageous section, the net number of tokens count information is updated even if a transition in game state or performance state occurs, as long as the conditions for ending the advantageous section are not met.
[0091] Furthermore, the game control means 102 performs initialization processing to initialize predetermined information stored in the main memory means 106 based on the end of the advantageous period. In particular, in this embodiment, among the various types of information stored in the main memory means 106, information regarding the performance state, CZ point count information, AT game count information, and the difference in the number of tokens in the advantageous period are initialized by the initialization processing that accompanies the end of the advantageous period. For this reason, when initialization processing is performed due to the end of the advantageous period, unlike when initialization processing is performed when settings are changed, information regarding the internal lottery draw flag and information regarding the game state are retained without being initialized by the initialization processing that accompanies the end of the advantageous period. When initialization processing is performed due to the end of the advantageous period, the performance state is initialized to the initial performance state, and the CZ point count information, AT game count information, and the difference in the number of tokens in the advantageous period are initialized to their initial values (for example, 0), and the game returns to the normal period.
[0092] In this embodiment, since initialization processing is performed upon the end of the advantageous period and the player returns to the normal period, if the termination condition based on the net payout count information is met while the player is in the AT state, the AT state will be forcibly terminated by the initialization processing associated with the end of the advantageous period.
[0093] The main error detection means 104 monitors the signal states of the input detection sensor 401, the first medal passage sensor 402, the second medal passage sensor 403, the chute sensor 305, the payout sensor 406, and the overflow sensor 313 to determine if the error detection conditions are met, and detects the main error by identifying the main error that has occurred based on the conditions being met. In this embodiment, even after detecting any main error (while waiting for a release operation due to the error wait processing described later), the main error detection means 104 continues to periodically detect each main error by timer interrupt processing.
[0094] The following sections will explain the types of main errors and the error detection conditions for each main error, with reference to Figures 5 and 6.
[0095] Figure 5 is a diagram illustrating the flow path of the medals inserted through the slot.
[0096] First, when medal insertion is accepted, when medals are inserted through the insertion slot MI, they pass through the medal selector SC for identification and counting, and then are sent to the hopper unit HP via the medal chute MS.
[0097] On the other hand, when a game is in progress or when the number of medal credits has reached the maximum number, the medal blocker 404 is activated, blocking the flow path from the medal selector SC to the medal chute MS, and the medals are returned from the medal selector SC to the payout outlet MO.
[0098] Furthermore, if the number of medals stored in the hopper unit (HP) exceeds a certain amount, the medals sent to the hopper unit (HP) in excess of that amount will be sent to the cash box (CB).
[0099] In this embodiment, the main error detection means 104 detects backflow errors, empty errors, dispensing blockage errors, dispensing abnormal errors, overflow errors, stagnation errors, and input abnormal errors based on the signal states of various sensors, as shown in Figure 6.
[0100] (1) Backflow error A reverse flow error is a main error caused by the reverse flow of medals in the flow path, and is detected when, while accepting medal insertions, the signal state (on / off state) of the first medal passage sensor 402 or the second medal passage sensor 403 does not change in the correct order. The main error detection means 104 checks the state of the two sensors each time there is a change in the signal state of the first medal passage sensor 402 or the second medal passage sensor 403, and if they do not change in the correct order, it considers that a reverse flow error has occurred and sets a reverse flow error detection flag in the main memory means 106.
[0101] (2) Empty Error An empty error is a main error caused by the hopper unit HP running out of medals. It is detected when, while medals are being dispensed, the signal state of the dispensing sensor 406 remains off (no medals to be dispensed are detected) for a certain period of time (approximately 2100ms) or longer. When a signal instructing the hopper unit HP to dispense medals is turned on, the main error detection means 104 uses an empty error detection timer provided in the main memory means 106 to start timing. If the signal state of the dispensing sensor 406 remains off for a certain period of time or longer based on the timing information from the empty error detection timer, the main error detection means 104 considers that an empty error has occurred and sets an empty error detection flag in the main memory means 106.
[0102] (3) Dispensing jam error A payout jam error is a main error caused by a jam in the hopper unit HP, preventing the dispensing of medals that should be dispensed. It is detected when, while medals are being dispensed, the signal state of the dispensing sensor 406 remains ON (indicating that medals to be dispensed are being detected) for a certain period of time (approximately 172 ms) or longer. When a signal instructing the hopper unit HP to dispense medals is turned ON, the main error detection means 104 uses a payout jam error detection timer provided in the main memory means 106 to time the jam. If the signal state of the dispensing sensor 406 remains ON for a certain period of time or longer based on the timing information from the payout jam error detection timer, the main error detection means 104 considers that a payout jam error has occurred and sets a payout jam error detection flag in the main memory means 106.
[0103] (4) Dispensing error A payout error is a main error caused by the payout of medals in a situation where medals should not be paid out. It is detected when the signal state of the payout sensor 406 remains ON for a certain period of time (approximately 6 ms) or longer while no medals are being paid out. The main error detection means 104 uses a payout error detection timer provided in the main memory means 106 to time the situation when the signal instructing the hopper unit HP to pay out medals is OFF. If the signal state of the payout sensor 406 remains ON for a certain period of time or longer based on the timing information from the payout error detection timer, the main error detection means 104 considers that a payout error has occurred and sets a payout error detection flag in the main memory means 106.
[0104] (5) Overerror An over-error is a main error caused by the excess medals stored in the cash box CB exceeding a predetermined amount, and is detected when the signal state of the overflow sensor 313 remains ON (a signal state indicating that the excess medals have exceeded a predetermined amount) for a certain period of time (approximately 0.1 ms) or longer. The main error detection means 104, when the signal state of the overflow sensor 313 is ON, uses an over-error detection timer provided in the main memory means 106 to time the situation. If the signal state of the overflow sensor 313 remains ON for a certain period of time or longer based on the timing information from the over-error detection timer, it is considered that an over-error has occurred, and an over-error detection flag is set in the main memory means 106.
[0105] (6) Delay Error A jamming error is a main error caused by a jam of medals in the medal selector SC, and is detected when the signal state of the first medal passage sensor 402 or the second medal passage sensor 403 remains in the ON state (a signal state indicating the presence of medals) for a certain period of time (approximately 131 ms) or longer. The main error detection means 104, when the signal state of at least one of the first medal passage sensor 402 and the second medal passage sensor 403 is in the ON state, uses a jamming error detection timer provided in the main memory means 106 to time the jamming error detection means, and when the signal state of the first medal passage sensor 402 or the second medal passage sensor 403 remains in the ON state for a certain period of time or longer based on the timing information of the jamming error detection timer, it is considered that a jamming error has occurred and a jamming error detection flag is set in the main memory means 106.
[0106] (7) Input error The main errors in coin insertion are caused by: a coin jam near the coin slot MI (Type 1); coins passing through a different path than the normal one (in this case, the path that returns coins to the payout port MO) despite the coin path being switched by activating the coin blocker 404 and blocking the flow path to the coin chute MS (Type 2); or a difference of a certain amount or more between the number of coins that passed through the coin selector SC and the number of coins that passed through the coin chute MS (Type 3).
[0107] The first type of insertion error is detected when the insertion detection sensor 401 in the medal selector SC remains in the ON state (signal state indicating the presence of a medal) for a certain period of time (approximately 532 ms) or longer. The main error detection means 104, when the signal state of the insertion detection sensor 401 is ON, uses the first insertion error detection timer provided in the main memory means 106 to time the situation. If the signal state of the insertion detection sensor 401 remains ON for a certain period of time or longer based on the timing information of the first insertion error detection timer, the main error detection means 104 considers that an insertion error has occurred and sets an insertion error detection flag in the main memory means 106.
[0108] A second type of insertion error is detected when the second medal passage sensor 403 detects a medal flowing through the medal selector SC toward the medal chute MS after the medal blocker 404 has been activated. The main error detection means 104 considers that an insertion error has occurred if the signal state of the second medal passage sensor 403 is ON while the medal blocker 404 is activated, and sets an insertion error detection flag in the main memory means 106. However, in the gaming machine of this embodiment, a non-monitoring period (approximately 270 ms) is provided for determining the occurrence of a second type of insertion error. The main error detection means 104 uses an insertion error non-monitoring timer provided in the main memory means 106 to time based on the activation of the medal blocker 404, and after the non-monitoring period has elapsed, it checks the signal state of the second medal passage sensor 403 to determine the occurrence of an insertion error.
[0109] A third type of insertion error is detected when, within a certain period (approximately 1490 ms) after the inserted medals have passed through the first medal passage sensor 402 and the second medal passage sensor 403 in the correct order, the difference between the number of medals detected to have passed through the first medal passage sensor 402 and the second medal passage sensor 403 in the correct order and the number of times the signal state of the chute sensor 305 turned ON (a signal state indicating the presence of medals) is not within a predetermined range (for example, -8 to 7), or when, after a certain period (approximately 1490 ms) has elapsed since the inserted medals have passed through the first medal passage sensor 402 and the second medal passage sensor 403 in the correct order, the difference between the number of medals detected to have passed through the first medal passage sensor 402 and the second medal passage sensor 403 in the correct order and the number of times the signal state of the chute sensor 305 turned ON (a signal state indicating the presence of medals) is greater than or equal to a predetermined number (for example, 5). The main error detection means 104 monitors the difference between the number of medals detected by the chute counter in the main memory means 106 as having passed through the first medal passage sensor 402 and the second medal passage sensor 403 in the correct order, and the number of times the signal state of the chute sensor 305 was turned on, while timing with the second insertion abnormality error detection timer provided in the main memory means 106. If this difference satisfies the above conditions, the main error detection means 104 considers that an insertion abnormality error has occurred and sets an insertion abnormality error detection flag in the main memory means 106.
[0110] When any error detection flag is set in the main memory means 106, the main error management means 105 performs error wait processing and waits for a predetermined release operation to be performed. During this error wait processing, the main error detected by the main error detection means 104 is notified by the first main display DS1, and a release operation is performed to clear the error detection flag, etc., based on the fact that the predetermined release operation has been performed. In this embodiment, while the error wait processing by the main error management means 105 is being executed, the main loop processing in the game control means 102 is interrupted, and the main loop processing is resumed after the release processing for the occurring main error is completed.
[0111] To explain in more detail, when a main error is detected by the main error detection means 104 and an error detection flag corresponding to the detected main error is set in the main memory means 106, the main error management means 105 sets an error code corresponding to the type of error detection flag in the error wait processing and displays the set error code on the first main display DS1.
[0112] In the gaming machine of this embodiment, as shown in Figure 6, error codes E1 to E6 and E9 are assigned to correspond to various main errors. When the reverse flow error detection flag is set, "E1" is displayed on the first main display DS1. When the empty error detection flag is set, "E2" is displayed on the first main display DS2. When the payout jam error detection flag is set, "E3" is displayed on the first main display DS1. When the payout abnormality error detection flag is set, "E4" is displayed on the first main display DS1. When the over error detection flag is set, "E5" is displayed on the first main display DS1. When the stagnation error detection flag is set, "E6" is displayed on the first main display 306. When the input abnormality error detection flag is set, "E9" is displayed on the first main display DS1. If multiple types of error detection flags are set in the main memory means 106, the error code corresponding to the error detection flag detected earliest is displayed on the first main display DS1. However, a priority order may be set for the error codes, and the error code with the highest priority may be displayed on the first main display unit DS1.
[0113] Furthermore, in error wait processing, the main error management means 105 accepts the pressing of the setting change button SB as a release operation. When a signal is input from the setting change switch 301 as a result of this release operation, it determines that a release operation has been performed and performs a release operation to clear (erase) error-related information such as detection flags and timer timing information stored in the main memory means 107, as shown in Figure 7. In error wait processing, after displaying an error code on the first main display 306, timer wait processing is performed using the error wait timer provided in the main memory means 106, and the release operation is accepted after the timer wait processing period (approximately 108 ms) has elapsed.
[0114] In this embodiment, when the main error management means 105 detects a predetermined error by the main error detection means 104, it performs a release operation corresponding to the detected main error based on the fact that a release operation has been performed. In addition, it also performs release operations corresponding to other main errors that are predetermined as errors related to the detected main error, regardless of whether or not those errors actually occurred.
[0115] First, when a reverse flow error is detected by the main error detection means 104, the main error management means 105 performs a release process corresponding to the reverse flow error, based on the fact that a release operation has been performed, and also performs release processes corresponding to the input abnormality error and the stagnation error.
[0116] Furthermore, if a stagnation error is detected by the main error detection means 104, the main error management means 105 performs a release process corresponding to the stagnation error, based on the fact that a release operation has been performed, and also performs a release process corresponding to an input abnormality error.
[0117] In this embodiment, when a main error is detected, the detected main error is notified through the first main display 306, prompting the user to clear the main error. When a clearing operation is performed in the error wait processing called by the occurrence of a main error, the clearing process corresponding to the main error is performed. In particular, in this embodiment, since the detection of main errors continues even when the system is waiting in the error wait processing to execute the clearing process corresponding to the detected error, there is a possibility that other main errors may be detected in conjunction with the work to remove the cause of the currently occurring main error. However, when a clearing operation is performed by a store employee or the like, the clearing process corresponding to the initially detected main error is performed, and the clearing processes for other main errors predetermined as errors related to the detected main error are also executed regardless of whether other main errors occurred or not. This makes it possible to clear errors without extra effort.
[0118] In this embodiment, the transmission of information from the main control unit 10 to the sub-control unit 20 is achieved by sending commands via serial communication. The information included in the commands sent from the main control unit 10 to the sub-control unit 20 includes setting values, game status, number of medals inserted and dispensed, results of internal lottery, signal status of various switches, details of reel stop control, results of prize winning determination, and information regarding any main errors that may have occurred.
[0119] In this embodiment, in particular, when a main error occurs, the main control unit 10 sends an error occurrence command corresponding to the error type for which the error detection flag is set, or an error release command indicating that a release operation has been performed on the setting change button SB, to the sub-control unit 20. When the signal state of the door open / close switch 302 changes, the main control unit 10 sends a door open command to the sub-control unit 20 based on the change in the signal state from the off state (signal state indicating that the front door FD is closed) to the on state (signal state indicating that the front door FD is open), and sends a door close command based on the change in the signal state from the on state to the off state. In this embodiment, even if the front door FD is open, this itself is not treated as a main error, and the main loop processing can continue as long as no other main errors have occurred. In this embodiment, control is also performed to periodically send a wire break monitoring command from the main control unit 10 to the sub-control unit 20 at predetermined intervals (for example, every 15ms).
[0120] The main power-off recovery means 107 performs a process (main power-off recovery process) to restore the main control unit 10 in response to power-on. In this embodiment, the main power-off recovery means 107 has a function to back up the state of the main control unit 10 to the main memory means 106 when the power is turned off from on (hereinafter referred to as power-off). When the power is turned on (when the power is turned on from off), the main power-off recovery means 107 checks the data backed up to the main memory means 106 and makes a determination of normal / abnormal. If it is determined that the backed-up data is normal, it performs a main power-off recovery process to restore the various devices controlled by the main control unit 10 to the state immediately before the power-off. In this embodiment, as part of the main power-off recovery process, for example, it performs a process to restore the display contents of the first main display unit DS1 and the second main display unit DS2 to the state immediately before the power-off.
[0121] Next, the sub-control unit 20 will be described. The sub-control unit 20 includes a performance control means 201, a sub-error detection means 202, a sub-error management means 203, a sub-storage means 204, and a sub-power interruption recovery means 205.
[0122] The performance control means 201 controls performances performed using the display unit 501 (e.g., liquid crystal display LCD), the speaker SP, and the lamp unit 503 (e.g., outer edge lamp AL, etc.) based on performance data stored in the sub-storage means 202. For example, in response to game events such as inserting medals, operations on the 1-bet button B0A, MAX-bet button B0B, start lever SL, stop buttons B1-B3, and changes in the game state, it controls the execution of performances to enhance or assist the game according to the progress of the game by lighting or flashing lamps and LEDs, changing the display content of the liquid crystal display LCD, or outputting sound from the speaker SP.
[0123] When the performance state is in the AT state, the performance control means 201 controls the liquid crystal display LCD and speaker SP to execute an award assistance performance that notifies the correct operation method when a specific winning pattern is won and assists in winning a specific small role.
[0124] Furthermore, the performance control means 201 controls the execution of a remaining count display performance, which displays the remaining number of games until the CZ state or AT state ends on the liquid crystal display LCD, when the game is being played in the CZ state or AT state. In the remaining count display performance, when the count information of the number of games played in the CZ state or the count information of the AT game count is updated by playing the game, the display content is changed so that the remaining number of games decreases to reflect the update of the count information.
[0125] Furthermore, the performance control means 201 controls the execution of a CZ point display performance, which displays the accumulation status of CZ points on the liquid crystal display (LCD) when the game is being played in the normal performance state. In the CZ point display performance, when the CZ points change as the game is played, the display content is changed so that the displayed value of the CZ points increases to reflect the change in the CZ points.
[0126] Furthermore, the performance control means 201 controls the execution of a notification mode selection performance on the liquid crystal display (LCD) when transitioning to the CZ state, which allows the player to select the notification mode for AT wins in the CZ state. In this embodiment, at the start of the first game in the CZ state, the player can select the notification mode for AT wins from four types: first notification mode (symbol notification), second notification mode (complete notification), third notification mode (continuous performance notification), and fourth notification mode (post-notification).
[0127] The first notification method indicates that when a predetermined winning combination is obtained through internal lottery, a specific symbol combination (for example, a combination of 7s) may be displayed when the first reel R1 to the third reel R3 stop, and the player can confirm that they have won the AT when the specific symbol combination is displayed. The second notification method definitively notifies that the player has won the AT in a game in the CZ state. The third notification method notifies that the player has won the AT based on the results of a series of performances performed across multiple games in the CZ state. The fourth notification method notifies whether or not the player won the AT in the CZ state in the final game of the CZ state.
[0128] In this embodiment, on the display screen for the notification mode selection effect, images of each character—character A corresponding to the first notification mode, character B corresponding to the second notification mode, character C corresponding to the third notification mode, and character D corresponding to the fourth notification mode—are displayed on the liquid crystal display (LCD), and the selected character is displayed more prominently than the unselected characters. In the notification mode selection effect, the selected character changes in response to an input signal from the effect selection switch 504, which is activated each time the effect button BE is pressed. The selected character changes so that characters A to D cycle in a predetermined order, such as character A → character B → character C → character D → character A → ...
[0129] More specifically, a notification control variable is assigned to each of the first to fourth notification modes, with "0" assigned to the first notification mode, "1" to the second notification mode, "2" to the third notification mode, and "3" to the fourth notification mode. When the performance button BE is pressed during the execution of the notification mode selection performance, the performance control means 201 detects the input signal from the performance selection switch 504 and changes the notification control variable stored in the sub-storage means 206 in a cyclical order of "0" → "1" → "2" → "3" → "0" → "1" → ... In this embodiment, in response to the change in the notification control variable stored in the sub-storage means 206, the character corresponding to the current notification control variable is highlighted on the display screen of the liquid crystal display (LCD). For example, if the notification control number stored in the sub-storage means 206 is "1", it is determined to be the second notification mode, and character B, which corresponds to the second notification mode, is displayed with more emphasis than characters A, C, and D.
[0130] In this embodiment, the notification mode is determined when the game start operation is performed on the start lever SL during the first game in the CZ state, and the performance control means 201 executes control regarding the notification of AT win in the CZ state in the notification mode corresponding to the character selected at the time the game start operation is performed. Specifically, when the game start operation is performed on the start lever SL during the first game in the CZ state, the main control unit 10 sends a command to the sub-control unit 20 notifying that the game start operation has been performed, and the performance control means 201 controls the execution of the performance in the CZ state according to the notification control variable stored in the sub-storage means 206 at the time it receives the command notifying that the game start operation has been performed. For example, if the notification control variable at the time it receives the command notifying that the game start operation has been performed is "2", the notification of AT win in the CZ state is performed in the third notification mode.
[0131] Furthermore, the performance control means 201 maintains the notification control variables stored in the sub-storage means 206 under predetermined conditions and performs control to initialize the notification control variables when the initialization conditions are met. Specifically, the notification control variables stored in the sub-storage means 206 are initialized when the power is turned on and the system recovers from an outage, when the game machine is started in setting change mode, and when the system transitions to a standby state. In this embodiment, the initial value of the notification control variables from "0" to "3" is set to "0", and when the notification control variables are initialized, the notification control variables are set to "0". In this embodiment, as long as the initialization conditions described above are not met, the notification control variables are held in the sub-storage means 206. Therefore, when the notification mode selection performance is executed during the first game in the CZ state, the result of the previous notification mode selection is reflected on the LCD display screen based on the notification control variables held in the sub-storage means 206. For example, if character B was selected during the previous notification mode selection sequence and the execution of the CZ state sequence was controlled according to the second notification mode, and the notification control variable is held until the transition to the new CZ state, then in the notification mode selection sequence for the first game of the newly started CZ state, a display screen showing that character B was initially selected will be generated and output to the liquid crystal display (LCD).
[0132] In this embodiment, even when recovering from a power outage, if the performance state is the CZ state, the notification control variable is not initialized, and the notification control variable is maintained at the value it was at immediately before the power outage. In this embodiment, the performance control means 201 can set a non-standby state and a standby state, and if no operation related to the progress of the game (such as inserting a token, starting the game, or stopping the game) is performed within a predetermined time (for example, within 60 seconds) in the non-standby state, it transitions to the standby state, and if an operation related to the progress of the game is performed in the standby state, it returns to the non-standby state. Furthermore, in the CZ state, the performance control means 201 stops the timer that manages the transition to the standby state in the non-standby state and does not allow the transition to the standby state. Alternatively, even in the CZ state, the timer that manages the transition to the standby state may be kept running, and even if the conditions for transitioning to the standby state are met, they may be treated as invalid, and the non-standby state may be maintained.
[0133] In this embodiment, the MAX bet lamp 604 built into the MAX bet button B0B indicates whether or not a coin insertion operation is accepted. In the main loop processing of the main control unit 10, the MAX bet lamp 604 is lit when a coin insertion is accepted, and is controlled to turn off when a coin insertion is not accepted. In this embodiment, in the main loop processing of the main control unit 10, the backlight unit LU illuminates the symbol display position of each reel at least when the reels are rotating, thereby ensuring the visibility of the symbols arranged on each reel. The backlight unit LU is controlled to turn off or flash at predetermined triggers such as when the reels stop or when a winning combination is achieved.
[0134] Furthermore, the content of the effects performed during gameplay is determined according to commands transmitted from the main control unit 10 to the effect lottery table stored in the sub-storage means 204, corresponding to the game state, effect state, results of internal lottery, etc. In this embodiment, image data stored in the ROM area of the sub-storage means 204 is read into an image buffer provided in the sub-storage means 204, and an image based on the image data read into the image buffer is output to the liquid crystal display LCD. Sound data stored in the ROM area of the sub-storage means 204 is read into a sound buffer provided in the sub-storage means 204, and a sound based on the sound data read into the sound buffer is output from the speaker SP.
[0135] The sub-error detection means 202 determines whether the error detection conditions are met based on the door open command and wire break monitoring command transmitted from the main control unit 10, and detects sub-errors by identifying the sub-errors that have occurred based on the conditions being met. In this embodiment, even after detecting any sub-error (while waiting to receive an error clearing command from the main control unit 10, which will be described later), the sub-error detection means 202 continues to periodically detect each sub-error by timer interrupt processing.
[0136] In this embodiment, the sub-error detection means 202 detects door opening / closing errors and communication errors, as shown in Figure 8.
[0137] (1) Door open error A door open error is a sub-error caused by the front door FD being open, and is detected when a certain period of time (approximately 48 ms) or more has elapsed since receiving a door open command, which indicates that the signal state of the door open / close switch 302, which is activated when the front door FD is opened, has changed to the ON state (a signal state indicating that the front door FD is open). When a door open command is received, the sub-error detection means 202 uses a door open error detection timer provided in the sub-storage means 204 to time the door open error. If a certain period of time has elapsed according to the timing information of the door open error detection timer, the sub-error detection means 202 considers that a door open error has occurred and sets a door open error detection flag in the sub-storage means 204.
[0138] (2) Communication error A communication error is a sub-error caused by a communication failure such as a disconnection of the communication cable between the main board MAIN and the sub-board SUB, and is detected when a certain period (e.g., 20ms) or more has elapsed since the reception of a disconnection monitoring command that is periodically transmitted from the main control unit 10. The sub-error detection means 202, upon receiving the disconnection monitoring command, resets the communication error detection timer provided in the sub-storage means 204 and starts timing. When a certain period or more has elapsed according to the timing information of the communication error detection timer, it is considered that a communication error has occurred and a communication error detection flag is set in the sub-storage means 204.
[0139] Furthermore, when the sub-error detection means 202 receives an error occurrence command transmitted from the main control unit 10, it sets an error detection flag corresponding to the main error identified by the error occurrence command in the sub-storage means 204.
[0140] When an error detection flag is set in the sub-storage unit 204, the sub-error management unit 203 determines the error to be reported and performs error reporting processing to control the performance device in a performance mode corresponding to the error, and waits for an error clear command or door closing command to be sent from the main control unit 10. In this error reporting processing, the sub-error management unit 203 reports the error to be reported and, based on the fulfillment of the recovery conditions, clears the error detection flag etc. set in the sub-storage unit 204 and performs recovery processing to return the state of the performance device to its original state. In this embodiment, since no information is transmitted from the sub-control unit 20 to the main control unit 10, the occurrence of a sub-error does not affect the progress of the main loop processing in the game control unit 102, and if no main error occurs, the game control unit 102 can continue the main loop processing even if a sub-error occurs.
[0141] In this embodiment, if an error detection flag corresponding to a sub-error is set in the sub-storage means 204, the sub-error management means 203 sets an error code corresponding to the type of error detection flag and displays the set error code on the sub-display DS3.
[0142] Specifically, as shown in Figure 8, error codes E8 and EF are assigned to correspond to various sub-errors. If the door open error detection flag is set, "E8" is displayed on the sub-display DS3, and if the communication error detection flag is set, "EF" is displayed on the sub-display DS3. If both the door open error detection flag and the communication error detection flag are set in the sub-storage means 204, the error code corresponding to the higher-priority communication error detection flag is displayed on the sub-display DS3.
[0143] Furthermore, during the execution of error wait processing, the sub-error management means 203 determines which errors to notify based on the error detection flags set in the sub-storage means 204, in the order of priority: door open error < main error < communication error, and notifies the error with the highest priority using the outer lamp AL, speaker SP, etc.
[0144] To explain in more detail, if a door opening error occurs but no main error or communication error occurs, the door opening error is selected as the target for notification. If an error generation command corresponding to a main error is received, the main error identified by the first received error generation command is selected as the target for notification. If the door opening error detection flag is set in the sub-storage means 204 and an error generation command corresponding to a main error is received, the main error identified by the received error generation command is selected as the target for notification, taking priority over the door opening error. If the communication error detection flag is set in the sub-storage means 204, the communication error is selected as the target for notification, taking priority over other errors.
[0145] In this embodiment, as shown in Figure 9, four notification patterns are set according to the type of error.
[0146] For example, if the error to be reported is a reverse flow error, a payout abnormality error, or a payout abnormality error, the main error notification process is executed, which illuminates the outer perimeter lamp AL and the lower panel lamp DPL, turns off the MAX bet lamp 604 and the backlight unit LU, sounds a warning sound A, and outputs the message A "Please call an attendant" through speaker SP.
[0147] For example, if the error to be reported is an empty error, a payout jam error, an over-error, or a stagnation error, the main error notification process is executed, which flashes the outer lamp AL and the lower panel lamp DPL, turns off the MAX bet lamp 604 and the backlight unit LU, sounds a warning sound B, outputs the message A "Please call an attendant" through speaker SP, and displays the error details on the liquid crystal display LCD.
[0148] For example, if the error to be notified is a door open error, the outer perimeter lamp AL and the lower panel lamp DPL are flashed, the backlight unit LU is turned off, a warning sound B is emitted, the message B "The door is open" is output by the speaker SP, and the error details are displayed on the liquid crystal display LCD. If a door open error has occurred but no main error has occurred, the main loop processing can proceed in the main control unit 10, and the MAX bed lamp 604 is controlled to light up depending on the progress of the main loop processing. In this embodiment, if a door open error is the target of notification, the recovery process is not performed until a predetermined period (approximately 2 seconds) has elapsed after receiving the door close command, so the error notification process continues even after the front door FD has closed.
[0149] For example, if the error to be notified is a communication error, a communication error notification process is executed in which the outer perimeter lamp AL and the lower panel lamp DPL are blinked, the backlight unit LU is turned off, a warning sound B is sounded, and the message A "Please call an attendant" is output by speaker SP, and the error details are displayed on the liquid crystal display LCD. If a communication error has occurred but no main error has occurred, the main loop processing can proceed in the main control unit 10, and the MAX bed lamp 604 is controlled to light up depending on the progress of the main loop processing.
[0150] Furthermore, when the main error notification process is being executed due to the receipt of an error occurrence command from the main control unit 10, the sub-error management means 203, upon receiving an error clearing command from the main control unit 10, clears (erases) the main error-related information, such as the detection flag, stored in the sub-storage means 204, as shown in Figure 10, and performs a recovery process to restore the state of the performance device to its original state.
[0151] Furthermore, in the error wait processing performed when a door open error occurs, the sub-error management means 203 clears (erases) detection flags and timer timing information related to the door open error, and performs a recovery process to restore the state of the performance device to its original state, using the elapsed period (for example, 2 seconds) since receiving the door close command from the main control unit 10 as the recovery condition.
[0152] Furthermore, in this embodiment, communication errors can be resolved solely by initializing the sub-storage means 204 upon power restoration. The error management means 203 continues the communication error notification process and maintains the state of notifying the communication error until the power supply to the gaming machine is cut off. However, if the disconnection is not resolved even after the communication error is temporarily cleared by power restoration, the sub-error detection means 202 will detect the communication error again due to poor reception of the disconnection monitoring command from the main control unit 10.
[0153] The sub-power-off recovery means 205 performs a process (sub-power-off recovery process) to restore the sub-control unit 20 in response to power-on. In this embodiment, the sub-control unit 20 has a function to back up the state of the sub-control unit 20 to the sub-storage means 204 when the power is turned off from on (hereinafter referred to as power-off). The sub-power-off recovery means 205 checks the data backed up in the sub-storage means 204 when the power is turned on (when the power is turned on from off), determines whether it is normal or abnormal, and if it is determined that the backed-up data is normal, it performs a sub-power-off recovery process to restore the various devices controlled by the sub-control unit 20 to the state immediately before the power-off.
[0154] In this embodiment, due to the relationship between the starting voltages of the main control unit 10 and the sub-control unit 20, the sub-control unit 20 starts up earlier than the main control unit 10. That is, when the gaming machine is powered on, the sub-control unit 20 starts up before the main control unit 10 and waits to receive commands from the main control unit 10.
[0155] The sub-power interruption recovery means 205 controls the operation of the upper panel lamp UPL before the main indicators (first main indicator DS1 and second main indicator DS2) when the gaming machine is powered on with the front door FD open, and the outer perimeter lamp AL and lower panel lamp DPL after the main indicators (first main indicator DS1 and second main indicator DS2). In other words, in this embodiment, when the gaming machine is powered on with the front door FD open, the outer perimeter lamp AL and lower panel lamp DPL start operating after the upper panel lamp UPL, and the outer perimeter lamp AL and lower panel lamp DPL operate in a manner that indicates that the front door FD is open. As for the upper panel lamp UPL, its operation does not change depending on whether the front door FD is open or closed, and when the sub-control unit 20 is activated by the powering on of the gaming machine and power is supplied to the LED unit built into the upper panel lamp UPL, it remains lit regardless of whether the front door FD is open or closed.
[0156] The functional block configuration of this embodiment can also be applied to computer systems (including game systems). In these systems, the functionality of the computer can be realized by downloading a program that enables the computer to function as the game control means 100 of this embodiment from an information storage medium such as a CD or DVD, or from a web server on the internet via a network. In the above computer system, the 1-bet switch 307, MAX-bet switch 308, start switch 309, stop switch 311, etc., can be realized by virtually assigning their functions to operating means such as a keyboard, pointing device (mouse, etc.), touch panel, or controller. In the above computer system, the reel unit 310, hopper unit HP, etc., are not essential configuration requirements, and the functions of these units can be virtually realized by controlling the images displayed on the display.
[0157] 2. The method of this embodiment In the following, various control methods employed in the gaming machine of this embodiment will be specifically explained with reference to the flowcharts shown in Figures 11 to 20.
[0158] Figure 11 is a flowchart showing the main loop processing that controls the progress of the game in the gaming machine of this embodiment.
[0159] First, a coin insertion acceptance process is performed to accept the insertion of the coins necessary to play the game (step S100). In the coin insertion acceptance process, when the player inserts coins into the coin slot MI, the inserted coins are set to the inserted state. When the player presses the 1 bet button B0A or the MAX bet button B0B, the bet switch 308 is activated, setting the coins that have been pre-credited in the game machine to the inserted state. Also, if a replay was won in the previous game, the game machine automatically sets the same number of coins as in the previous game to the inserted state without requiring any coins from the player's hand. Once the prescribed number of coins (for example, 3 coins) set as the start condition for playing has been inserted (Y in step S101), the machine waits for the start lever SL to be pressed (step S102). The sub-control unit 20 lights up the MAX bet lamp 604 when the coin insertion acceptance process is being performed and coin insertion is being accepted, and turns off the MAX bet lamp 604 when the prescribed number of coins has been inserted. Furthermore, if the reel backlight unit LU has turned off due to gameplay effects during the previous game, the sub-control unit 20 will relight the reel backlight unit LU that was turned off when a medal is inserted or when the 1-bet button B0A or MAX-bet button B0B is pressed.
[0160] Then, when the player presses the start lever SL and the start switch 230 is activated (Y in step S102), an internal lottery is performed (step S103), and drive pulses are supplied to the stepping motors that drive the first reel R1 to the third reel R3, and the rotation of each reel begins (step S104). In the internal lottery, the random value obtained when the start switch 309 is activated is compared with an internal lottery table selected according to the game state to determine whether a winning combination has been achieved, and the flag of the winning combination is set to the winning state.
[0161] Then, when the rotation speed of each reel reaches a predetermined speed (Y in step S105), the operation of stop buttons B1 to B3 is activated (step S106), and reel stop control is performed to stop the rotating reels in response to the pressing of the stop buttons (steps S107 to S109).
[0162] Specifically, when a player presses a stop button (Y in step S107), the operation on the pressed stop button is disabled, the stopping position of the rotating reel corresponding to the pressed stop button is determined, and the reel is stopped by supplying a drive pulse of full-phase excitation to the stepping motor that is rotating the rotating reel corresponding to the pressed stop button (step 108).
[0163] Then, when all the reels have stopped (Y in step S109), a prize determination process is performed based on the stopping state of each reel (step S110). In this embodiment, the presence or absence of a prize is determined based on whether or not a combination of symbols indicating a prize winning pattern is displayed on the active line L1. If the prize determination process determines that a prize has been won (Y in step S10), the prize winning process corresponding to the prize won is performed to end the series of processes (step S111).
[0164] Figure 12 is a flowchart showing the error wait processing in the main control unit 10, which is called when a main error is detected.
[0165] First, if an error detection flag is set in the main memory means 106 (Y in step S200), the state of the first main display 306 is saved to a backup buffer provided in the main memory means 106 (step S201), an error code corresponding to the type of error detection flag is set (step S202), and the set error code is displayed on the first main display DS1 to notify the system of the occurrence of an error and the content of the error (step S203).
[0166] When an error notification is issued, an error wait timer is set in the main memory means 106 (step S204), and the timer wait process is performed until the error wait timer has timed up for a predetermined period (approximately 107 ms) (step S205), after which acceptance of the release operation is started (step S206).
[0167] In this embodiment, when the setting change button SB is pressed and the signal state of the setting change switch 301 becomes ON, it is determined that a release operation has been performed (Y in step S206), and the error release process is performed (step S207). Once the error release process is complete, the state of the first main display DS1 is restored to its original state and the series of processes is terminated (step S208).
[0168] Figure 13 is a flowchart showing the release process called in the error wait processing of the main control unit 10 when one of the main errors occurs, such as a reverse flow error, a dispensing abnormality error, a stagnation error, or a loading abnormality error.
[0169] First, if the error code set in step S202 of the error wait processing is "E1" (reverse flow error) or "E6" (stagnation error) (Y in step S300 or Y in step S301), the following are performed: a process to clear the first insertion abnormal error detection timer, the second insertion abnormal error detection timer, the chute counter, the insertion abnormal non-monitoring timer, and the insertion abnormal error detection flag (step S304); a process to clear the stagnation error detection timer and the stagnation error detection flag (step S306); and a process to clear the reverse flow error detection flag (step S307). After these steps, the error detection result, including the error code, is cleared (step S308).
[0170] In this embodiment, when a reverse flow error is detected, a release operation corresponding to the reverse flow error is performed based on the fact that a release operation was performed during the error wait processing. In addition, release operations corresponding to the input abnormality error and the stagnation error are also performed. Therefore, according to this embodiment, even if an input abnormality error or a stagnation error is detected in conjunction with the work to remove the cause of a reverse flow error occurring in the medal flow path, the input abnormality error and the stagnation error are also released along with the release operation for the reverse flow error, thus reducing the effort required to release the errors.
[0171] Furthermore, in this embodiment, when a stagnation error is detected, based on the fact that a release operation was performed during the error wait processing, a release process corresponding to the stagnation error is performed, as well as a release process corresponding to the input abnormality error. Therefore, according to this embodiment, even if an input abnormality error is detected in conjunction with the work to remove the cause of a stagnation error occurring near the input port MI, the input abnormality error is also released along with the stagnation error release process, thus reducing the effort required to release errors.
[0172] Furthermore, if the error code is "E4" (dispensing abnormality error) (Y in step S302), the following are performed: a dispensing abnormality error clearing process (step S305) which clears the dispensing abnormality error detection timer and the dispensing abnormality error detection flag; a stagnant error clearing process (step S306) which clears the stagnant error detection timer and the stagnant error detection flag; and a reverse flow error clearing process (step S307) which clears the reverse flow error detection flag, before clearing the error detection result including the error code (step S308).
[0173] Furthermore, if the error code is "E9" (insertion error) (N in step S303), the following are performed to clear the insertion error (step S304): clear the first insertion error detection timer, the second insertion error detection timer, the chute counter, the insertion error non-monitoring timer, and the insertion error detection flag; clear the stagnation error (step S306): clear the stagnation error detection timer and the stagnation error detection flag; and clear the reverse flow error (step S307): clear the reverse flow error detection flag. After these steps, the error detection result, including the error code, is cleared (step S308).
[0174] In this embodiment, when an input error of type 1, type 2, or type 3 is detected, a common release process is performed to address all of them, based on the fact that a release operation was performed during the error wait processing. In this way, type 1 input errors occurring near the input slot MI and type 2 and type 3 input errors occurring in the medal flow path are considered to be related errors and treated as a single error group. When the occurrence of any of these errors is detected, the release process is performed to include any errors that may occur in conjunction with the line that removes the cause, thus reducing the effort required to release errors.
[0175] Furthermore, if the error code is not "E1", "E4", "E6", or "E9" (Y in step S303), the system performs a delay error release process (step S306) to clear the delay error detection timer and delay error detection flag, a reverse flow error release process (step S307) to clear the reverse flow error detection flag, and then clears the error detection result including the error code (step S308).
[0176] In this embodiment, empty errors (error code E2), dispensing jam errors (error code E3), and over errors (error code E5) are cleared individually. However, when clearing an abnormal dispensing error, the dispensing jam error may also be cleared, or when clearing an abnormal dispensing error is performed, the abnormal dispensing error may also be cleared. In other words, when detecting errors that are monitored by the same sensor, if one clearing process is performed, the other clearing process may be performed as they are related errors.
[0177] Figure 14 is a flowchart showing the error detection process in the sub-control unit 20 related to the occurrence of a main error.
[0178] When an error occurrence command is received from the main control unit 10 (Y in step S400), an error detection flag corresponding to the error type of the main error included in the error occurrence command is set (step S401).
[0179] Figure 15 is a flowchart showing the error detection process in the sub-control unit 20 related to door opening errors.
[0180] When the door open command is received from the main control unit 10 (Y in step S500), the door open error detection timer starts counting (step S501). When the timing information of the door open error detection timer expires (Y in step S502), it is determined that a door open error has occurred and the door open error detection flag is set (step S503).
[0181] Figure 16 is a flowchart showing the error detection process in the sub-control unit 20 related to communication errors.
[0182] The sub-control unit 20 measures the interval between receiving disconnection monitoring commands that are periodically sent from the main control unit 10 by a communication error detection timer. When the communication error detection timer is not counting up (N in step S600), when it receives a disconnection monitoring command from the main control unit 10 (Y in step S601), the timing information of the communication error detection timer is reset and timing resumes (step S602). If the communication error detection timer times out (Y in step S600), it is determined that a communication error has occurred and the communication error detection flag is set (step S603).
[0183] Figure 17 is a flowchart showing the process by which the sub-control unit 20 determines which errors to notify. In this embodiment, the occurrence of errors is checked periodically in the order of communication errors, main errors, and door open errors, and the errors to be notified are determined in the priority order of communication errors > main errors > door open errors.
[0184] To explain in more detail, first, a check is performed to see if a communication error has occurred based on whether or not a communication error detection flag is set in the sub-storage means 204 (step S700). If it is determined that a communication error has occurred (N in step S700), the communication error is set as a notification target (step S703).
[0185] Next, if no communication error has occurred (Y in step S700), the system checks whether a main error has occurred based on whether an error detection flag corresponding to one of the main errors is set in the sub-storage means 204 (step S701). If it is determined that one of the main errors has occurred (N in step S701), the system sets the main error corresponding to the error detection flag set in the sub-storage means 204 as the target for notification (step S704).
[0186] Finally, if no main error has occurred (Y in step S701), the system checks whether a door open error has occurred based on whether a door open error detection flag is set in the sub-storage means 204 (step S702). If it is determined that a door open error has occurred (N in step S702), the system sets the door open error as a notification target (step S704).
[0187] Figure 18 is a flowchart showing the error notification process in the sub-control unit 20, which is targeted for notification of the main error.
[0188] First, the state of all the performance devices is saved to a backup buffer provided in the sub-storage means 204 (step S800), and then the main error notification process is executed according to the error type of the main error that is to be notified (steps S801 to S803).
[0189] For example, if the error type of the main error to be notified is one of the following: reverse flow error (E1), payout abnormality error (E4), or insertion abnormality error (E9) (E1, E4, or E9 in step S801), the main error notification process is executed in a manner that illuminates the outer perimeter lamp AL and the lower panel lamp DPL, turns off the MAX bet lamp and the backlight unit LU, and outputs warning sound A and message A from speaker SP (step S802).
[0190] For example, if the error type of the main error to be notified is one of the following: empty error (E2), payout jam error (E3), over error (E5), or stagnation error (E6) (E2, E3, E5, E6 in step S801), the main error notification process is executed in a manner that flashes the outer lamp AL and the lower panel lamp DPL, turns off the MAX bet lamp and the backlight unit LU, outputs warning sound B and message A from speaker SP, and displays the error details on the liquid crystal display LCD (step S803).
[0191] When the main error notification process is running, the system waits for an error clearing command from the main control unit 10 (step S804). If an error clearing command is received (Y in step S804), the recovery process is performed (step S805). In the recovery process, information such as the error detection flag related to the main error set in the sub-storage means 204 is cleared, and the state of each performance device is restored to its original state based on the information saved in the backup buffer, thus ending the series of processes.
[0192] Figure 19 is a flowchart showing the error notification process in the sub-control unit 20, which is targeted for notification of door open errors.
[0193] First, the state of the display devices, excluding the MAX bet lamp, is saved to a backup buffer provided in the sub-storage means 204 (step S900). Then, an error code (E8) corresponding to the door open error to be notified is set and displayed on the sub-display DS3 (step S901). Finally, the outer perimeter lamp AL and the lower panel lamp DPL are made to blink, the backlight unit LU is turned off, a warning sound B and message B are output from the speaker SP, and the error details are displayed on the liquid crystal display LCD. This door open error notification process is then executed (step S902). Note that the MAX bet lamp is not a device subject to the door open error notification process, so the lighting of the MAX bet lamp is controlled according to control commands sent from the main control unit 10 as the main loop processing progresses.
[0194] When the door open error notification process is in progress, the system waits for a door close command from the main control unit 10 (step S903). Upon receiving the door close command (Y in step S903), the system sets a recovery wait timer in the sub-storage unit 204 (step S904). The system then performs a timer wait process until the recovery wait timer has timed up for a predetermined period (approximately 2 seconds) (step S905), after which the recovery process is performed (step S906). In the recovery process, the system clears information related to the door open error, such as the door open error detection flag and door open error detection timer set in the sub-storage unit 204, and then restores the state of each performance device to its original state based on the information stored in the storage buffer, thus ending the series of processes.
[0195] Figure 20 is a flowchart showing the error notification process in the sub-control unit 20, which is targeted for notification of communication errors.
[0196] First, the status of the display devices, excluding the MAX bet lamp, is saved to a backup buffer provided in the sub-storage means 204 (step S1000). Then, an error code (EF) corresponding to the communication error to be notified is set and the error code (EF) is displayed on the sub-display DS3 (step S1001). Finally, the outer lamp AL and the lower panel lamp DPL are made to blink, the backlight unit LE is turned off, a warning sound B and message A are output from the speaker SP, and the error details are displayed on the liquid crystal display LCD. This communication error notification process is then executed (step S1002). Note that the MAX bet lamp is not a device subject to the communication error notification process, so the lighting of the MAX bet lamp is controlled according to the control command sent from the main control unit 10 as the main loop processing progresses.
[0197] In this embodiment, since communication errors can only be resolved by power restoration, once a communication error occurs, the state of the display device will not return to normal until the power to the gaming machine is turned off, and the communication error notification state will continue.
[0198] In this embodiment of gaming machines, various sensors are provided, and it is determined whether an error condition is met based on the status of signals from the sensors. Based on whether the error condition is met, an error is detected and the occurrence of the error is notified. When an error is notified, the gaming machine continues to notify of the error until it is cleared. Once the cause of the error is removed and a predetermined clearing operation is performed by an employee or other worker operating the gaming parlor, a clearing process corresponding to the error is performed and the machine returns to a normal state. Conventionally, door open errors, which occur when the front door, which is provided to the gaming machine's casing so that it can be opened and closed, is open, have been treated as an important error item because the open state of the front door allows access to various control units built into the casing.
[0199] Furthermore, the front door FD serves as a protective measure to prevent players from easily accessing various control units, and is equipped with a notification device that informs players of various information related to the game. The notification device attached to the front door FD is also used to notify of the occurrence of the aforementioned errors and serves as a means for operators to check the situation, so there is a need to improve the convenience of operators in checking the situation.
[0200] Therefore, in this embodiment, there are upper panel lamp UPL, lower panel lamp DPL, outer perimeter lamp AL, sub-indicator DS3, and speaker SP controlled by the sub-control unit 20. The upper panel lamp UPL does not change its operation mode depending on whether the front door FD is opened or closed, while the lower panel lamp DPL, outer perimeter lamp AL, sub-indicator DS3, and speaker SP have operation modes that notify the opening of the front door FD. When the gaming machine is powered on with the front door FD open, the sub-control unit 20 employs a control method that causes the upper panel lamp UPL to start operating before the main indicators (first main indicator DS1 and second main indicator DS2) controlled by the main control unit 10, and causes the lower panel lamp DPL, outer perimeter lamp AL, sub-indicator DS3, and speaker SP to start operating after the upper panel lamp UPL.
[0201] Figure 21 is a timing chart relating to a first embodiment to which the method of this embodiment is applied. In the first embodiment, the lower panel lamp DPL, the outer perimeter lamp AL, the sub-indicator DS3, and the speaker SP start operating after the main indicators (first main indicator DS1 and second main indicator DS2).
[0202] In the gaming machine of this embodiment, the front door FD must be opened when the power is turned on. The state in which this front door FD is open is called the front door open state. When the gaming machine is powered on in the front door open state, the sub-control unit 20 starts up before the main control unit 10 and waits for the main control unit 10 to finish starting up, in a state in which it can receive commands from the main control unit 10.
[0203] Of the sub-display unit DS3, upper panel lamp UPL, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP controlled by the sub-control unit 20, the upper panel lamp UPL, which is not related to error notification, lights up at timing T1 immediately after the sub-control unit 20 starts up (for example, about 0.5 seconds after power-on) and begins normal operation.
[0204] Next, if the main control unit 10 starts up normally and no main error occurs, at timing T2 immediately after the main control unit 10 starts up (for example, about 1.5 seconds after power-on), the main indicators (first main indicator DS1 and second main indicator DS2) return to the state they were in just before the power-off and begin normal operation. Once the main control unit 10 has started up, the main control unit 10 sends a door open command to the sub-control unit 20. Upon receiving the door open command, the sub-control unit 20 detects a door open error, and at timing T3 (for example, about 1.8 seconds after power-on), the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP begin an error notification operation to indicate that the front door FD has opened.
[0205] Subsequently, when the front door FD is closed, the main control unit 10 sends a door-close command. Upon receiving the door-close command, the sub-control unit 20 does not immediately perform a recovery process, but maintains the error notification operation of the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP for a short period of time. At the timing T4 (for example, about 2 seconds after the door is closed), when the recovery process by the sub-control unit 20 is completed, the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP return to the state they were in just before the power outage and begin normal operation.
[0206] In the first embodiment, it is preferable that the difference between timing T2 and timing T3 is sufficiently shorter than the difference between timing T1 and timing T2. In this way, the normal startup of the main control unit 10 can be quickly detected by the start of operation of the sub-indicator DS3, the lower panel lamp DPL, the outer perimeter lamp AL, and the speaker SP.
[0207] Figure 22 is a timing chart relating to a second embodiment to which the method of this embodiment is applied. In the second embodiment, the lower panel lamp DPL, the outer perimeter lamp AL, the sub-indicator DS3, and the speaker SP start operating approximately simultaneously with the main indicators (first main indicator DS1 and second main indicator DS2).
[0208] In the second embodiment, as in the first embodiment, when the gaming machine is powered on with the front door open, the sub-control unit 20 starts up before the main control unit 10 and waits for the main control unit 10 to finish starting up while being able to receive commands from the main control unit 10.
[0209] Of the sub-display unit DS3, upper panel lamp UPL, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP controlled by the sub-control unit 20, the upper panel lamp UPL, which is not related to error notification, lights up at timing T1 immediately after the sub-control unit 20 starts up (for example, about 0.5 seconds after power-on) and begins normal operation.
[0210] If the main control unit 10 starts up normally and no main error occurs, the main indicators (first main indicator DS1 and second main indicator DS2) return to the state they were in just before the power outage at timing T2 after the main control unit 10 starts up (for example, about 1.5 seconds after power-on) and begin normal operation. Once the main control unit 10 has started up, the main control unit 10 sends a door open command to the sub-control unit 20. Upon receiving the door open command, the sub-control unit 20 detects a door open error and, at timing T2 (for example, about 1.5 seconds after power-on) almost simultaneously with the main indicators (first main indicator DS1 and second main indicator DS2), the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP begin an error notification operation to indicate that the front door FD has opened.
[0211] Subsequently, when the front door FD is closed, the main control unit 10 sends a door-close command. Upon receiving the door-close command, the sub-control unit 20 does not immediately perform a recovery process, but maintains the error notification operation of the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP for a short period of time. At timing T3 (for example, about 2 seconds after the door is closed), when the recovery process by the sub-control unit 20 is completed, the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP return to the state they were in just before the power outage and begin normal operation.
[0212] In the second embodiment, there may be a very short delay between the start of operation of the main indicators (first main indicator DS1 and second main indicator DS2) and the start of operation of the sub-indicator DS3, lower lamp panel DPL, outer perimeter lamp AL, and speaker SP. Furthermore, it is not necessary for all of the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP to start operating approximately simultaneously with the main indicators (first main indicator DS1 and second main indicator DS2). It is sufficient if the device that starts operating earliest among the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP starts operating approximately simultaneously with the main indicators (first main indicator DS1 and second main indicator DS2).
[0213] Figure 23 is a timing chart relating to a third embodiment to which the method of this embodiment is applied. In the third embodiment, the lower panel lamp DPL, the outer perimeter lamp AL, the sub-indicator DS3, and the speaker SP start operating before the main indicators (first main indicator DS1 and second main indicator DS2).
[0214] The third embodiment can be realized, for example, by configuring the main control unit 10 to send a door open command to the sub-control unit 20 prior to the recovery process of the main indicators (first main indicator DS1 and second main indicator DS2). Alternatively, the third embodiment can also be realized by configuring the system so that the input signal from the door open / close switch 302 is directly input to the sub-control unit 20, allowing the sub-control unit 20 to detect a door open error without waiting for a door open command from the main control unit 10.
[0215] In the third embodiment, as in the first and second embodiments, when the gaming machine is powered on with the front door open, the sub-control unit 20 starts up before the main control unit 10 and waits for the main control unit 10 to finish starting up, in a state where it can receive commands from the main control unit 10.
[0216] Of the sub-display unit DS3, upper panel lamp UPL, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP controlled by the sub-control unit 20, the upper panel lamp UPL, which is not related to error notification, lights up at timing T1 immediately after the sub-control unit 20 starts up (for example, about 0.5 seconds after power-on) and begins normal operation.
[0217] Next, if the main control unit 10 starts up normally and no main error occurs, once the main control unit 10 has finished starting up, it sends a door open command to the sub-control unit 20. Upon receiving the door open command, the sub-control unit 20 detects a door open error and, at timing T3 (for example, about 1.2 seconds after power-on), the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP begin an error notification operation to indicate that the front door FD has opened. Meanwhile, at timing T3 after the main control unit 10 has started up (for example, about 1.5 seconds after power-on), the main indicators (first main indicator DS1 and second main indicator DS2) return to the state they were in just before the power outage and begin normal operation.
[0218] Subsequently, when the front door FD is closed, the main control unit 10 sends a door-close command. Upon receiving the door-close command, the sub-control unit 20 does not immediately perform a recovery process, but maintains the error notification operation of the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP for a short period of time. At the timing T4 (for example, about 2 seconds after the door is closed), when the recovery process by the sub-control unit 20 is completed, the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP return to the state they were in just before the power outage and begin normal operation.
[0219] In the third embodiment, it is not necessary for all of the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP to start operating before the main indicators (first main indicator DS1 and second main indicator DS2). Some of the sub-indicator DS3, lower panel lamp DPL, outer perimeter lamp AL, and speaker SP may start operating before the main indicators (first main indicator DS1 and second main indicator DS2), while the remaining devices may start operating approximately simultaneously with or after the main indicators (first main indicator DS1 and second main indicator DS2).
[0220] In this embodiment, the upper panel lamp UPL, which can operate in a normal manner regardless of the opening or closing of the front door FD, starts operating earlier than other devices when the sub-control unit 20 is activated. The sub-indicator DS3, outer perimeter lamp AL, lower panel lamp DPL, and speaker SP, which operate in an error notification manner, wait for a command to be received from the main control unit 10, and when the sub-control unit 20 receives a door open command, it starts an error notification operation in a manner that notifies a door open error.
[0221] Therefore, according to the method of this embodiment, when the gaming machine is powered on with the front door FD open, the operation of the upper panel lamp UPL allows for quick detection that power is being supplied correctly to the machine. The operation of the sub-display DS3, outer perimeter lamp AL, lower panel lamp DPL, and speaker SP allows for detection of the main control unit 10 starting up, thus improving the convenience of status confirmation for the operator. In particular, in this embodiment, while it may be difficult to visually detect the start of operation of the sub-display DS3, outer perimeter lamp AL, and lower panel lamp DPL depending on the installation environment of the gaming machine and the working environment, the error notification operation via sound output from speaker SP makes it easier for an operator working on the back side of the front door FD to detect the error notification operation.
[0222] Furthermore, in this embodiment, there is a notification mode selection sequence that allows the player to select a notification mode (an example of a control condition) for winning the AT (Attack Time). The result of the notification mode selection can be retained until the transition to the next CZ state, and in the next CZ state, the notification mode selection sequence can be executed reflecting the past notification mode selection result. A method is employed to initialize the information related to the notification mode selection when a predetermined initialization condition is met.
[0223] Specifically, in the notification mode selection presentation, a liquid crystal display (LCD) (an example of a presentation device) displays characters corresponding to the candidate notification modes, and the presentation button BE is used to select the notification mode. In this embodiment, the notification mode is managed by notification control variables stored in the sub-storage means 206, and Figure 24(A) shows the correspondence between the notification control variables, notification modes, and characters. In this embodiment, there are four types of notification modes, from the first notification mode to the fourth notification mode, and each is assigned a unique notification control variable and character. The notification control variables stored in the sub-storage means 206 can be changed based on the operation of the presentation button BE during the execution of the notification mode selection presentation.
[0224] Figure 24(B) shows an example of the execution of the notification mode selection sequence. During the first game in the CZ state, a display screen is output to the liquid crystal display (LCD) showing four characters and information about the notification mode corresponding to each character. For the initially selected notification mode, the notification control variable stored in the sub-storage means 206 at the time of transition to the CZ state is referenced. For example, if the notification control variable stored in the sub-storage means 206 is "0", a display screen is output in which character A is highlighted compared to characters B, C, and D. When an operation on the sequence button BE (input signal from the sequence selection switch 504) is detected during the execution of the notification mode selection sequence, the notification control variable stored in the sub-storage means 206 changes in a predetermined order ("0" → "1" → "2" → "3" → "0" → ...). In the notification mode selection sequence, the four characters are arranged vertically and horizontally, and the selected character (the character corresponding to the notification control variable stored in the sub-storage means 206) is controlled to be placed in the lower display position among the vertical and horizontal positions. Then, in response to the operation of the performance button BE, when the notification control variable stored in the sub-memory means 206 changes, the arrangement of the four characters is changed in a counterclockwise direction in conjunction with the change in the notification control variable, and the display content changes so that the character positioned in the lower display position among the top, bottom, left, and right is highlighted.
[0225] In this embodiment, during the first game in the CZ state, the notification pattern for AT win in the CZ state is determined by the game start operation on the start lever SL. Specifically, the notification of AT win is made based on the notification pattern corresponding to the notification control variable stored in the sub-storage means 206 at the time the game start operation is performed. In this embodiment, the notification control variable stored in the sub-storage means 206 is held unless a predetermined initialization condition is met, and changes in the notification control variable stored in the sub-storage means 206 are not permitted except during the execution of the notification pattern selection performance. Therefore, if the initialization condition for the notification control variable is not met until the next transition to the CZ state, the initial character selection is determined according to the notification control variable stored in the sub-storage means 206 at the time of the next transition to the CZ state, and the notification pattern selection performance is executed.
[0226] In this embodiment, when the power is turned on or the machine recovers from an outage, when the gaming machine is started in setting change mode, or when it transitions to a standby state, the initialization conditions are met and the notification control variable stored in the sub-storage means 206 is initialized to the initial value "0".
[0227] When the system recovers from a power outage due to power-on or other reasons, the notification control variables stored in the sub-storage means 206 are initialized during the power-out recovery process when the sub-control unit 20 is started. When the gaming machine is started in setting change mode, the notification control variables stored in the sub-storage means 206 are initialized during the initialization process in setting change mode. When the system transitions to a standby state, the notification control variables stored in the sub-storage means 206 are initialized during the recovery process when the standby state ends and the system returns to a non-standby state. However, in the CZ state, even when recovering from a power outage, the notification control variables are not initialized, and the notification control variables from immediately before the power outage are retained. This avoids the inconvenience of the notification mode being changed to one different from the one selected by the player during the first game in the CZ state. Furthermore, since the transition to the standby state is not permitted in the CZ state, it is possible to prevent changes in the notification mode that the player did not intend. In this embodiment, the transition to the standby state is also not permitted in the AT state. Therefore, when transitioning from the CZ state to the AT state, even if the player is away from the game machine during the AT state, the information of the notification mode selected by the player can be retained. In this embodiment, the notification control variables are initialized when the game recovers from a power outage while in the AT state, but the notification control variables may be configured not to be initialized when the game recovers from a power outage even while in the AT state.
[0228] In the embodiment described above, the previously selected notification mode can be presented as the initial notification mode when selecting a notification mode, and the notification control variable, which is the notification mode selection information, is initialized when it can be estimated that a change of players has occurred. This improves the convenience for players who wish to select the same notification mode as last time.
[0229] In this embodiment, the notification method was to be selected by the player, but it may also be possible to select the method of acquiring an AT win in the CZ state (an example of a control condition). For example, the player may be allowed to select their preferred method of acquiring an AT win from a first method in which an AT lottery is held for every game played in the CZ state to acquire an AT win, a second method in which an AT lottery is held only for the first game played in the CZ state to acquire an AT win, and a third method in which points are accumulated in the CZ state according to the results of an internal lottery, and an AT win is acquired when a predetermined number of points are reached.
[0230] Furthermore, in this embodiment, character selection in the notification mode selection presentation was done by button input, but it may also be done by touch input, where the liquid crystal display (LCD) is a touch panel and the character is selected by touching the character displayed on the screen. Also, in the notification mode selection presentation, the game start operation on the start lever SL was the condition for confirming the selection, but the selection time may be managed with a timer and the selection may be confirmed when the time runs out, or an operation means for inputting to confirm the selection may be provided separately from the operation means for inputting to select a character.
[0231] Regarding the specification that does not allow a transition to the standby state in the CZ state, the update of the timer that manages the transition to the standby state may be stopped in the CZ state, or the sub-control unit 20 may not allow a transition to the standby state even if the conditions for transitioning to the standby state are met based on the timer count information.
[0232] Furthermore, in this embodiment, the sub-board SUB (sub-control unit 20) monitors for door opening errors caused by the opening of the front door FD, and the main board MAIN (main control unit 10) can continue the main loop processing that allows the game to proceed even when a door opening error occurs. This makes it possible to check the operation of the gaming machine with the front door open, thereby improving the efficiency of maintenance work on the gaming machine.
[0233] In particular, in this embodiment, the lamp units controlled by the sub-board SUB (sub-control unit 20) are the outer perimeter lamp AL that illuminates the front door FD and the MAX bet lamp built into the MAX bet button B0B that indicates whether or not a medal insertion operation is possible. When a door opening error occurs, the outer perimeter lamp AL notifies the system of the door opening error, while the MAX bet lamp is controlled to light up according to the progress of the main loop processing. As a result, the operation check to determine whether the insertion operation to the MAX bet button B0B is properly accepted can be carried out in the same operating environment as normal gameplay without any sense of incongruity, thereby improving the interface environment for maintenance work on the gaming machine.
[0234] Furthermore, in gaming machines like this embodiment, it is prohibited to install a main memory means 106 with a large memory capacity, so strict management of memory usage is required when designing the gaming machine. And, as in this embodiment, by shifting the management of door opening errors from the main board MAIN to the sub-board SUB, which has a greater degree of freedom in the amount of memory that can be installed than the main board MAIN, not only is the efficiency of maintenance work improved, but the memory usage of the main board MAIN can also be reduced.
[0235] In this embodiment, we have described a case where error notification processing is performed in a manner that turns off the backlight unit LU when a sub-error (door open error, communication error) occurs. However, in the door open error notification processing and communication error notification processing, the backlight unit LU may be treated as a device excluded from notification processing, similar to the MAX bed lamp, and its illumination control may be performed according to the progress of the main loop processing.
[0236] This makes it easier to check the behavior of the first reel R1 to the third reel R3 in the same operating environment as normal gameplay, even with the front door FD open, and improves the interface environment for maintenance work that is performed with the front door FD open.
[0237] Furthermore, from the standpoint of ensuring the visibility of the patterns arranged on each reel, the backlight unit LU will be designated as a target device for error notification processing when a sub-error occurs. However, as in the above embodiment, the backlight unit LU may be kept lit during the error notification processing rather than being turned off.
[0238] In particular, in the door open error notification process, if the backlight unit LU is kept lit, even if the system is configured to control the lighting in a manner that changes depending on the progress of the main loop process, such as turning off the backlight unit LU when the reels stop or flashing the backlight unit LU when a winning combination is achieved, when the front door FD is closed, the lighting control will be performed in a manner that changes depending on the progress of the main loop process. However, when the front door FD is open and a door open error occurs, and the door open error notification process is in progress, the backlight unit LU will remain lit, but even if the conditions for the occurrence of effects such as the reels stopping or a winning combination is achieved in the main loop process, the lighting control will not be performed in a manner that changes depending on the progress of the main loop process.
[0239] In this embodiment, the detection of a door open error in the sub-control unit 20 is determined to have occurred after a predetermined period has elapsed since receiving a door open command from the main control unit 10. However, it is also possible to determine that a door open error has occurred immediately upon receiving the door open command. Alternatively, the main control unit 10 may start timing based on the change in the signal state of the door open switch 302 to the ON state, and after a predetermined period has elapsed, send a door open command to the sub-control unit 20. The sub-control unit 20, upon receiving the door open command, may then determine that a door open error has occurred.
[0240] In this embodiment, the error notification process displays the error details on the liquid crystal display (LCD) regardless of whether a main error or a sub-error occurs. However, in the case of a sub-error, specifically a door open error, the LCD may be excluded from the error notification process, and the displayed content may be controlled according to the progress of the main loop processing.
[0241] Furthermore, in this embodiment, the game machine was designed so that when a game is played, a game medium such as a medal is inserted, and the game medium is dispensed when a winning combination is achieved. However, the game may also be played by consuming or assigning game value as electronic information without using a game medium. For example, the game machine or an external unit connected to the game machine may be capable of storing information about the game value owned by the player, and the consumption of game value by subtracting the number of game value points may be replaced with the insertion of a game medium, and the assignment of game value by adding the number of game value points may be replaced with the dispensing of a game medium. In other words, the invention of the above embodiment is not limited to slot machines that play using medals (game value) as tangible objects, but can also be applied to smart pachislo (also called "sma-slo" or "medalless game machine"), which are game machines that play using electronic medals (game value) as a game medium instead of using tangible medals as tangible objects. [Explanation of symbols]
[0242] BX storage box, UD upper front door, DD lower front door, DW display window, L1 Active line, DS1 First main indicator, DS2 Second main indicator, DS3 sub-display, LCD liquid crystal display, AL outer edge lamp, UPL (Upper Panel Lamp), DPL (Lower Panel Lamp), R1 is the first reel, R2 is the second reel, R3 is the third reel, SM Stepping motor, SU Support unit, BU Base unit, RD Reel body, TP Reel tape, LU Backlight unit, B0A 1 bet button, B0B MAX bet button, BE special effect button, SL start lever, B1-B3 stop buttons, MI slot, MO dispenser, MP medal tray, DK Door Key Cylinder, SC Medal Selector, MS Medal Shoot, MAIN Main board, SUB Sub board, HP hopper unit, MT medal storage tank, CB cash box, EU power unit, ES power switch, KS setting change key cylinder, SB setting change button, PS reel unit storage space, SP speaker, 10 Main control unit, 101 Setting change means, 102 Game control means, 103 Random number generation means, 104 Main error detection means, 105 Main error management means, 106 Main memory means, 20 Sub-control unit, 201 Performance control means, 202 Sub-error detection means, 203 Sub-error management means, 204 Secondary storage means, 301 Setting change switch, 302 Door open / close switch, 303 Door sensor, 401 Insertion detection sensor, 402 First medal passage sensor, 403 Second medal passage sensor, 404 Medal blocker, 305 Shoot sensor, 307 1-bet switch, 308 MAX-bet switch, 309 Start switch, 310 Reel unit, 405 Reel index, 311 Stop switch, 406 Dispensing sensor, 313 Overflow sensor, 501 Display unit, 503 Lamp unit, 504 Performance selection switch, 604 MAX bet lamp
Claims
1. A gaming machine comprising a casing with a front door that can be opened and closed, and a main control unit and a sub-control unit built into the casing, wherein the main control unit controls the progress of the game, and the sub-control unit executes effects in accordance with the progress of the game, It includes a first notification device controlled by the main control unit, and a second and third notification devices controlled by the sub-control unit, The second notification device has a mode in which it maintains notification even when the front door changes from an open state to a closed state. The third notification device has a mode for notifying the opening of the front door. The sub-control unit, A gaming machine that, when the power to the gaming machine is turned on with the front door open, controls the second notification device to start notification before the first notification device, and the third notification device to start notification after the first notification device.
2. A gaming machine comprising a casing with a front door that can be opened and closed, and a main control unit and a sub-control unit built into the casing, wherein the main control unit controls the progress of the game, and the sub-control unit executes effects in accordance with the progress of the game, It includes a first notification device controlled by the main control unit, and a second and third notification devices controlled by the sub-control unit, The second notification device has a mode in which it maintains notification even when the front door changes from an open state to a closed state. The third notification device has a mode for notifying the opening of the front door. The sub-control unit, A gaming machine that, when the power to the gaming machine is turned on with the front door open, controls the second notification device to start notification before the first notification device, and the third notification device to start notification approximately simultaneously with the first notification device.
3. A gaming machine comprising a casing with a front door that can be opened and closed, and a main control unit and a sub-control unit built into the casing, wherein the main control unit controls the progress of the game, and the sub-control unit executes effects in accordance with the progress of the game, It includes a first notification device controlled by the main control unit, and a second and third notification devices controlled by the sub-control unit, The second notification device has a mode in which it maintains notification even when the front door changes from an open state to a closed state. The third notification device has a mode for notifying the opening of the front door. The sub-control unit, When the gaming machine is powered on with the front door open, the second notification device is controlled to start notifying before the first notification device, and the third notification device is controlled to start notifying after the second notification device. A gaming machine in which the time from when the power of the gaming machine is turned on until the second notification device starts broadcasting is shorter than the time from when the second notification device starts broadcasting until the first notification device or the third notification device starts broadcasting.