Game machine
Patent Information
- Application Number
- JP2022010576
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-01-27
- Publication Date
- 2025-02-10
- Estimated Expiration
- 2042-01-27
AI Technical Summary
There is a growing concern about game addiction and the need for gaming machines that prevent players from becoming excessively immersed in games while allowing them to play with peace of mind.
The gaming machine incorporates a game stopping mechanism that can disable gameplay under certain conditions and a power saving state with reduced power consumption, along with features like adjustable game difficulty settings and a safety device to prevent excessive play.
The solution effectively prevents game addiction by allowing players to control their gaming experience and reduces power consumption, promoting a more mindful and controlled gaming environment.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical field
[0001] The present invention relates to gaming machines. [Background technology]
[0002] 2. Description of the Related Art Conventionally, gaming machines capable of executing games (games, etc.) are known (see Patent Document 1, for example). [Prior art documents] [Patent document]
[0003] [Patent document 1] Japanese Patent Application Laid-Open No. 2018-202257 [Outline of the invention] [Problems to be solved by the invention]
[0004] In recent years, there has been a demand for further improvements in preventing players from becoming addicted to games. SUMMARY OF THE INVENTION An object of the present invention is to provide a gaming machine that prevents a player from becoming addicted to the game and allows the player to play with peace of mind. [Means for solving the problem]
[0005] In order to solve the above problems, the invention according to claim 1 is In a game machine that can execute games, a game stopping means capable of generating a game disabled state in which a game cannot be executed when a predetermined condition is satisfied; power saving state generating means capable of generating a power saving state, Power consumption in the game disabled state is less than power consumption in the power saving state.
Effect of the invention
[0006] According to the present invention, it is possible to provide a gaming machine that prevents a player from becoming immersed in the game and allows the player to play with peace of mind. [Brief description of the drawing]
[0007]
Figure 1
Figure 2
[0008] Preferred embodiments of the present invention will be described below with reference to the drawings. Note that front, back, left, and right in the description of the gaming machine refer to directions seen by the player during the game.
[0009] [General view of game machine] FIG. 1 is a diagram illustrating a game machine. The game machine 10 has an opening / closing frame attached to the frame 11 fixed to the island facility via a hinge 16 so as to be freely opened and closed. The opening / closing frame is composed of a front frame 12 (body frame) and a glass frame 15 (front frame unit). In addition, the left end of the opening / closing frame is a shaft attachment end to be attached to a hinge, and the right end is an open end to be opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit 17. As shown in FIG.
[0010] A game board 30 (see FIG. 2) is arranged on the front frame 12, and a glass frame 15 having a cover glass 14 covering the front surface of the game board 30 is attached. The cover glass 14 functions as a game viewing area that makes a game area 32 (see FIG. 2) formed on the game board 30 visible. The cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. FIG. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0011] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is not opened, the game control device (main board) 100 (see FIG. 3) disposed on the back side of the game board 30 can be accessed. can be done.
[0012] Various frame-constituting members are arranged on the edge portion of the glass frame 15 around the cover glass 14 .
[0013] Decoration devices 18a, 18b, and 18c capable of emitting light according to the game state are arranged in the upper center, right side, and left side of the glass frame 15. As shown in FIG. The decoration devices 18a, 18b, and 18c house lighting members such as LEDs inside, and are effect devices that perform light emission effects according to the game state. The lighting members arranged inside these decoration devices 18a, 18b, and 18c constitute part of the frame decoration device 18 (see FIG. 4).
[0014] The decoration device 18a is a top unit that extends in the left-right direction of the game machine 10 above the glass frame 15 (or the opening / closing frame) and projects obliquely upward and forward. The decoration device 18a has a substantially flat front surface 456 with various indicia such as the model name. In this embodiment, the decoration device 18a is fixed and does not operate, but in order to reduce the feeling of pressure on the player, the decoration device 18a protrudes forward from the retracted initial position (normal position) only when necessary, or moves vertically. It may move.
[0015] The decoration device 18b is a protruding effect unit (front frame light emitting unit) extending in the vertical direction on the right side of the glass frame 15 and protruding forward. The decoration device 18c is a projecting production unit (front frame light emitting unit) extending vertically on the left side of the glass frame 15 and projecting forward. The decoration devices 18b and 18c irradiate the player with light toward the central side (inside) of the gaming machine 10, and the light leaks to the outside of the gaming machine 10 through a plurality of openings.
[0016] An upper speaker 19a is arranged at the upper right corner portion and the upper left corner portion of the glass frame 15, respectively. Two lower speakers 19b are provided at the bottom of the gaming machine 10 separately from the upper speakers 19a. The lower speaker 19b is arranged at the lower left corner portion of the glass frame 15 and the lower right corner portion of the front frame 12. As shown in FIG. These upper speaker 19a and lower speaker 19b emit sound effects, alarm sounds, notification sounds, and the like. The left and right upper speakers 19a are covered with the right and left speaker decoration members 13, respectively.
[0017] An upper plate unit 20 having an upper plate 21 capable of storing game balls (game media) is attached to the lower portion of the glass frame 15 . The upper plate 21 is formed in a box shape with an opening at the top. The game balls stored in the upper tray 21 are supplied to the ball shooting device one by one.
[0018] The upper tray unit 20 further includes an effect operation device that receives an input operation from the player, a ball lending operation device that receives an input operation from the player, and a decoration device 22 that performs light emission effect etc. according to the game state. Prepare.
[0019] The production operation device is an operation device including production button 25, cross key switch 28, and volume adjustment button switches 27e and 27f. is provided. The effect button 25 is arranged in an opening of the operation panel 26 so as to be surrounded by the operation panel 26. - 特許庁 The operation panel 26 can reflect light by plating the surface with metal or by making the entire panel made of metal, and has a metallic luster of silver (silver), for example. When the production button 25 emits light, the light from the production button 25 is reflected by the surrounding operation panel 26, and the lighting production of the production button 25 becomes effective.
[0020] The effect button 25 may include a built-in effect button switch 25a and a touch panel 25b provided on the surface.
[0021] The volume adjustment button switches 27e and 27f are provided on the upper left side of the operation panel 26 of the upper tray unit 20, and adjust the volume of the upper speaker 19a and the lower speaker 19b by increasing or decreasing (+-). The cross key switch 28 (cross key SW) is provided adjacent to the volume adjustment button switches 27e and 27f on the upper left side of the operation panel 26 of the upper tray unit 20, and adjusts the brightness of the performance LED, for example. The cross key switch 28 may also be called a directional key switch, and may be a general one consisting of a plurality of (for example, four) switches arranged in the front, back, left, and right. For example, in a predetermined state such as waiting for a customer and / or playing a game (playing a game), the volume adjustment button switches 27e and 27f may be pressed to adjust the volume of the speakers 19a and 19b. The amount of light (brightness, luminance) of the performance LED or the like may be adjustable by pressing a switch before or after the key switch 28 . The volume adjustment button switches 27e and 27f may not be provided, and the volume of the speakers 19a and 19b may be adjusted by pressing the left or right switch of the cross key switch .
[0022] By operating the effect operation device (especially the effect button 25) by the player, it is possible to perform an effect in which the player's operation is intervened in the special figure fluctuation display game etc. displayed on the display device 41 (see FIG. 2). can. For example, it is possible to select an effect pattern (effect mode), or execute an advance notice effect that gives advance notice of the result of the variable display game corresponding to the start memory. Note that the variable display game includes a special figure variable display game, and when simply referred to as a variable display game, this specification refers to a special figure variable display game.
[0023] Also, the effect pattern may be changed not only during execution of the variable display game but also by the player operating the effect operation device while the game is not being executed.
[0024] The game state when the variable display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state occurs. In addition, the special game state is, for example, a state with a high probability of occurrence of a special result (for example, a big hit) in a time-saving state or a variable display game as a specific game state (probability variable state, probability variable state), a big hit state (special game state ), a small hit game state (small hit state). As described above, the game machine 10 has a plurality of game states with different special result occurrence probabilities, and the game control device 100 (game state selection means, setting means) selects one game state from among the plurality of game states. (Set) to make it the current game state.
[0025] Here, the probability variable state (specific game state) continues until the next big hit occurs (loop type), continues until a predetermined number of variable display games are executed (number cut type, ST), and There is one that continues until a predetermined probability fall lottery is won (fall lottery type).
[0026] Furthermore, it is also possible to always generate the variable probability state when a big hit occurs without determining whether or not to generate the variable probability state by the big win symbol random number.
[0027] The ball lending operation device is an operation device operated by the player when borrowing game balls, and is provided on the upper right side of the operation panel 26 of the upper tray unit 20 . The ball lending operation device includes a balance display section 27c, a ball lending button 27a, and a return button 27b. The balance display portion 27c is a display area for displaying the balance of a prepaid card or the like. The ball rental button 27a is a button operated by the player when renting a game ball, and the return button 27b is used when ejecting a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10. These are buttons operated by the player.
[0028] The decoration device 22 is provided in the upper tray unit 20, and is a device that accommodates lighting members such as LEDs therein, and performs light emission effects or the like according to the game state. The illumination member arranged inside the decoration device 22 constitutes a part of the frame decoration device 18 (see FIG. 4).
[0029] Below the glass frame 15 including the above-described upper tray unit 20 and the like, and below the front frame 12, an operation handle 24 for controlling the operation of the ball shooting device (not shown) and a game ball can be stored. A lower tray unit 29 including a lower tray 23 and the like is provided. The lower tray unit 29 and the upper tray unit 20 are matched in shape and arranged side by side in the vertical direction. By operating the upper plate operating portion 27d of the upper plate unit 20, the game ball of the upper plate 21 can be caused to flow down to the lower plate 23.
[0030] The operation handle 24 is arranged in the lower right portion of the front frame 12 and below the right lower speaker 19b. The ball shooting device shoots the game balls supplied from the upper tray 21 to the game area 32 of the game board 30 when the player rotates the operation handle 24 . The shooting speed of the game ball shot from the ball shooting device is set to increase as the amount of rotation operation of the operation handle 24 increases. That is, the ball shooting device can change the shooting force (speed) for shooting the game ball into the game area 32 in response to the operation of the operation handle 24 by the player, and can perform various shooting modes with different shooting force. Can shoot game balls. The shooting mode includes left-handed hitting (normal hitting) in which the game ball flows down on the left side of the game area 32 and right-handed hitting in which the game ball flows down on the right side of the game area 32 .
[0031] The lower tray 23 of the lower tray unit 29 is arranged below the upper tray unit 20 with a predetermined gap from the upper tray unit 20 . The lower plate 23 has a ball removal hole vertically penetrating the bottom surface of the lower plate 23, and an opening / closing operation part 23b for opening and closing the ball removal hole. When the player operates the opening / closing operation portion 23b to open the ball extraction hole, the game balls stored in the lower tray 23 can be discharged to the outside through the ball extraction hole.
[0032] In addition, on the back side of the front frame 12, there are a power supply device 400 that supplies power to various devices, an upper tank 448 that stores game balls supplied from a supply device (not shown) installed in the island facility, and an upper tank 448 A payout device (payout unit) or the like that pays out the game balls that have flowed down to the upper tray 21 is arranged.
[0033] [Game board] Next, the game board 30 of the game machine 10 will be described with reference to FIG. FIG. 2 is a front view of a game board 30 provided in the game machine 10. As shown in FIG.
[0034] As shown in FIG. 2, the game board 30 includes a flat plate-like game board main body 30a that serves as an attachment base for various members. The game board main body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front surface of the game board main body 30a. The game machine 10 is configured to play a game by shooting game balls from a ball shooting device into a game area 32 surrounded by guide rails 31 . In the game area 32, windmills, obstacle nails, etc. are arranged as members for changing the flowing direction of the game ball, and the shot game ball flows down the game area 32 while changing the rolling direction by these members.
[0035] Approximately in the center of the game area 32, a center case (front structure) 40 is attached to form a window that serves as a display area for the variable display game. Behind the window formed in the center case 40, a display device 41 is arranged as an effect display device (variable display device) that variably displays (variably displays) a plurality of pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is arranged so that display contents can be visually recognized from the front side of the game board 30 through the window portion of the center case 40 . The display device 41 is not limited to having a liquid crystal display, and may have a display such as an EL or a CRT.
[0036] A plurality of variable display areas are provided on the display screen (display unit) of the display device 41, and identification information (special symbols) and characters for producing a variable display game are displayed in each variable display area. In addition, images based on the progress of the game (big win display, fanfare display, ending display, etc.) are displayed on the display screen.
[0037] In addition, the center case 40 has an inflow port 40a to a warp passage 40e for guiding game balls flowing down the game area 32 to the inside of the center case 40, and a stage on which game balls that have passed through the warp passage 40e can roll. A portion 40b is provided. Since the stage portion 40b of the center case 40 is arranged above the starting prize winning port 36, the game ball rolling on the stage portion 40b easily enters the starting prize winning port 36.例文帳に追加
[0038] An upper effect unit 40c and a side effect unit 40d are provided in the upper part and the right part of the center case 40, respectively. The upper effect unit 40c and the side effect unit 40d constitute a part of the board decoration device 46 (see FIG. 4) and the board effect device 44 (see FIG. 4).
[0039] In the game area 32 on the right side of the center case 40, a normal pattern starting gate (normal pattern starting gate) 34 is provided. Inside the normal pattern starting gate 34, a gate switch (SW) 34a (see FIG. 3) for detecting the game ball that has passed through the normal pattern starting gate 34 is provided. When the game ball driven into the game area 32 passes through the normal pattern starting gate 34, the normal pattern fluctuation display game is executed.
[0040] A general prize winning opening 35 is arranged in the lower left game area 32 of the center case 40 , and a general winning opening 35 is also arranged in the lower right game area 32 of the center case 40 . Winning of game balls to these general winning openings 35 is detected by winning opening switches (SW) 35a to 35n (see FIG. 3) provided in the general winning opening 35.
[0041] In the lower game area 32 of the center case 40, a starting winning opening (starting opening 1, first starting winning area) 36 that gives the starting condition of the special figure fluctuation display game is provided. In the game area 32 on the right side of the center case 40, a normal variable winning device 37 (normal electric accessories, Electricity) is provided. The normal variable winning device 37 is provided with a movable member (movable piece) 37b that converts to a state in which game balls easily flow in by rotating forward. When the movable member 37b is in the closed state, the game ball cannot win the normal variable winning device 37. When the game ball wins the starting winning port 36 or the normal variable winning device 37, a special figure variable display game is executed as an auxiliary game. In addition, it becomes easier for the game ball to enter the start winning hole 36 when hitting to the left, and for the normal variation winning device 37, it becomes easier for the game ball to enter when hitting to the right.
[0042] The movable member 37b is a so-called tongue type normal electric accessory, and operates via a normal electric solenoid 37c (see FIG. 3) when the result of the normal figure fluctuation display game becomes a predetermined stop display mode. It opens and changes to an open state in which game balls tend to flow into the normal variable winning device 37 (win easy state advantageous to the player). If the movable member 37b is not in the open state (easy winning state), it will be in the closed state (non-easy winning state, difficult winning state) in which game balls are difficult to flow into the normal variable winning device 37. In addition, in the present embodiment, the starting winning port 36, unlike the normal variable winning device 37, does not have a movable member (opening / closing member) and is always in an open state (open state), but the movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by a game control device 100, which will be described later. The game control device 100 shortens the fluctuation time of the normal pattern fluctuation display game or makes the hit probability of the normal pattern fluctuation display game higher than usual, thereby increasing the frequency of occurrence of the easy-to-win state, or special games. By making the occurrence time of the easy-to-win state longer than the easy-to-win state that occurs in the normal game state without performing the above-mentioned specific game state, the time-saving state (general electric support state) is generated. In addition, even in the probability variable state (excluding the latent probability variable state), the time saving state (general electric support state) occurs in duplicate.
[0044] In the game area 32 on the right side of the start winning opening 36, there is an attacker type that opens the lower winning opening by retracting from the front to the back side by the lower winning opening solenoid 38b (see FIG. 3). A first special variable winning device 38 (special electric accessory) having an opening / closing door 38c is provided. The first special variable winning device 38, depending on the result of the special variable display game, converts the large winning port from a closed state (disadvantageous closed state for the player) to an open state (advantageous game state for the player). By facilitating the inflow of game balls into the big winning opening, the player is given a predetermined game value (for example, the number of time reduction / variable number of times after the end of the winning ball or the big hit). A lower special winning opening switch 38a (count switch) is provided in the lower special winning opening as a detecting means for detecting a game ball that has entered the special winning opening. It should be noted that the first special variable winning device 38, it becomes easier for the game ball to win when hitting to the right.
[0045] In the game area 32 above the normal variable winning device 37, there is an opening and closing door 39c that opens the upper big winning opening by rotating in the direction in which the upper end side falls to the right by the upper big winning opening solenoid 39b (see FIG. 3). A second special variable winning device 39 is provided. The second special variable winning device 39, depending on the result of the special figure variable display game, converts the state in which the large winning port is closed (disadvantageous closed state for the player) to the open state (advantageous special game state for the player), By facilitating the inflow of game balls into the big winning opening, the player is given a predetermined game value (for example, the number of time reduction / variable number of times after the end of the winning ball or the big hit). In addition, in the large winning opening, an upper large winning opening switch 39a (count switch) (see FIG. 3) is arranged as a detecting means for detecting a game ball that has entered the large winning opening. It should be noted that, in the second special variable winning device 39, it becomes easier for the game ball to win when hitting to the right.
[0046] Inside the second special variable winning device 39, a specific area 72 (so-called V winning opening) is provided. After the opening and closing door 39c is opened by the small hit, when the game ball enters the specific area 72 (V winning opening), the big hit is decided. The specific area 72 may be opened for a long time only during a small hit so that the game ball can easily pass through. In addition, the game control device 100 can detect the passing of the game ball to the specific area 72 (V winning) through a sensor (specific area switch 72a described later) or the like, and when detecting the V winning, the game will be in a big win state after the end of the small win. Along with confirming the transfer, information indicating that there was a V prize to the effect control device 300 described later (such as a specific area passing command) is transmitted. Then, the effect control device 300 can notify the V prize on the display device 41 or the like.
[0047] That is, in the present embodiment, the gaming machine 10 is a so-called 1-kind 2-kind machine (1+2 machines). In this embodiment, by opening the second special variable winning device 39 with a small hit, the game ball V wins in the specific area 72 (V winning opening) in the second special variable winning device 39, and the big win Occur.
[0048] When the game ball wins the general winning opening 35, the starting winning opening 36, the normal variable winning device 37, and the special variable winning device 38, 39, the payout control device 200 (see FIG. 3) The number of prize balls according to the type of the ball is discharged from the payout device to the upper tray 21. In addition, the lower game area 32 is provided with an out port 30b for collecting game balls that have not won a prize such as a prize winning port. In addition, the general winning port 35, the starting winning port 36, the normal variable winning device 37, the special variable winning devices 38 and 39, and their vicinity are equipped with LEDs (board decoration device described later) that can emit light when a game ball wins. 46) are arranged.
[0049] In addition, outside the game area 32 and in the lower right corner of the game board main body 30a, a special figure variation display game (special figure 1 variation display game, special figure 2 variation display game) and a normal figure variation display game are executed. A collective display device 50 is provided. The collective display device 50 includes display units 51 to 60 configured from LED lamps (light-emitting units, light-emitting members) and displaying information such as the current game state.
[0050] The collective display device 50 is composed of a 7-segment display (LED lamp) or the like. The first special figure variation display unit 51 (special figure 1 indicator, lamp D1) and the second special figure variation for the variation display game Display unit 52 (special figure 2 indicator, lamp D2), variation display unit 53 for normal figure variation display game (normal figure indicator, lamps D8, D10, D18), and start (hold) of each variation display game It has a storage display unit (special figure 1 reservation indicator 54, special figure 2 reservation indicator 55, general figure reservation indicator 56) for notifying the number of memories. Special figure 1 reservation indicator 54 is configured by lamps D11 and D12. Special figure 2 hold indicator 55 is configured by lamps D13 and D14. The general map holding display 56 is composed of lamps D15 and D16.
[0051] In addition, the collective display device 50 has a first game state display unit 57 (first game state display, lamp D7), the second game state display unit 58 (second game state indicator, lamp D17) that lights up when the time saving state occurs and notifies the occurrence of the time saving state, and the probability state of the jackpot is high when the game machine 10 is powered on. Third game state display unit 59 (third game state display unit, probability state display unit, lamp D9) that displays the state, number of rounds at the time of big hit (number of opening and closing of special variable winning device 38, 39) A round display portion 60 (lamps D3 to D6) for displaying is provided.
[0052] In the special figure 1 indicator 51 and the special figure 2 indicator 52, the variable display game is executed by a variable display that repeats lighting and extinguishing (blinking) of the identification information (for example, the central segment). In addition, the special figure 1 indicator 51 and the special figure 2 indicator 52 are not limited to such a segment type display unit, and may be configured by an aggregate of a plurality of LEDs, and when performing variable display In addition, all LEDs provided as indicators are all lit and all extinguished (all LEDs blink simultaneously), cyclic lighting (lighting from any one LED in a predetermined order at a predetermined time and then extinguishing), or multiple may be performed by lighting and extinguishing (blinking) or cyclic lighting of a predetermined number of LEDs out of the LEDs. Also in the normal figure display device 53, the variable display game is executed by variable display (blinking) in which the lamps D10 and D18 are repeatedly turned on and off. In addition, the normal figure display 53 can also be configured as appropriate in the same manner as the special figure 1 indicator 51 and the special figure 2 indicator 52.
[0053] The lamp display device 75 is a lamp display unit 1, 2 (LED) that executes a variable display (blinking) that repeats lighting display and extinguishing display as a design (4th special design, 4th design, which will be described later), and each special design variation It has lamp display units 3 to 6 (LEDs) for notifying the number of start (hold) memories of the display game. Incidentally, the lamp display device 75 is controlled by a production control device 300 (described later).
[0054] The lamp display units 1 and 2 blink at a predetermined blinking cycle (for example, 200 msec (milliseconds)) as a variable display. In other words, switching between lighting and lighting of the lamp display units 1 and 2 is performed in a period of 1 / 2 (for example, 100 msec) of the blinking period. Special figure 1 indicator 51, special figure 2 indicator 52, normal figure indicator 53 of collective display device 50 While the fluctuation time of the variation display is measured by game control device 100, the lamp of lamp display device 75 The fluctuation time of the display units 1 and 2 is measured by the production control device 300 (described later).
[0055] Lamp display units 3 and 4 (special figure 1 pending LED1, special figure 1 pending LED2) display the special figure 1 pending number (first start memory number) by a combination of off state, lit state, and flashing state. Similarly, the lamp display units 5 and 6 (special figure 2 pending LED 1, special figure 2 pending LED 2) display the special figure 2 pending number (second start memory number) by combining the off state, lighting state, and blinking state do. The lamp display units 3 to 6 end the display of the number of reservations due to the occurrence of the big hit, but in cases other than during the state of the big hit (including the case where reach, which will be described later, occurs on the display device 41), the display of the number of reservations is displayed. conduct.
[0056] Next, the flow of the game in the gaming machine 10, the details of the normal figure variation display game and the special figure variation display game will be described.
[0057] In the gaming machine 10, a game is played by shooting game balls toward the game area 32 from a ball shooting device (not shown). The launched game ball flows down the game area 32 while changing the rolling direction by obstacle nails, windmills, etc. placed in various places in the game area 32, and enters the normal figure start gate 34, the general prize opening 35, and the start prize opening. 36, wins or enters a normal variable winning device 37 or special variable winning devices 38, 39, or flows into an out port 30b provided at the bottom of the game area 32, and is discharged from the game area 32. Then, when the game balls enter the general winning hole 35, the starting winning hole 36, the normal variable winning device 37, or the special variable winning device 38, 39, the number of prize balls corresponding to the type of the winning winning hole enters the payout device. It is discharged to the upper tray 21 through.
[0058] The normal pattern starting gate 34 is provided with a gate switch 34a (see FIG. 3) for detecting the game ball that has passed through the normal pattern starting gate 34. When the game ball passes through the normal pattern start gate 34, it is detected by the gate switch 34a, and the normal pattern variation display game is executed based on the determination result of the hit determination random number value extracted at this time.
[0059] A state where the normal pattern fluctuation display game cannot be started, for example, when the normal pattern fluctuation display game has already been played and the normal pattern fluctuation display game has not ended, or the result of the normal pattern fluctuation display game is a hit. When the variable winning device 37 is converted to the open state, when the game ball passes through the normal pattern start gate 34, if the normal pattern start memory number (normal pattern reservation number) is less than the upper limit number, the memory number is added ( +1) is done.
[0060] The normal pattern start memory (normal pattern reservation) stores a hit judgment random value for determining the hit or miss of the normal pattern fluctuation display game, and when this hit judgment random value matches the judgment value, A specific result mode (specific result) is derived by winning the normal pattern variation display game.
[0061] The general pattern fluctuation display game is designed to be executed by the general pattern display device 53 provided in the collective display device 50. The normal figure display 53 is composed of an LED that indicates a hit in the case of a lighting state as normal identification information (normal map) and indicates a deviation in the case of an off state, and by blinking this LED, the normal identification information changes After a predetermined variable display time has elapsed, the result is displayed by turning on or off the LED.
[0062] When the normal pattern random number value extracted when passing the normal pattern starting gate 34 is a hit value, the normal pattern (normal pattern) displayed on the normal pattern display device 53 stops in a winning state and becomes a hitting state. At this time, by driving the general electric solenoid 37c (see FIG. 3), the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds × 2 times), and the game balls to the normal variable winning device 37 are allowed to win.
[0063] Winning to the starting winning opening 36 of the game ball and winning to the normal variable winning device 37 are detected by the starting opening 1 switch 36a (see FIG. 3) and the starting opening 2 switch 37a (see FIG. 3). The game ball that has won the starting prize opening 36 is detected as the starting prize ball of the special figure 1 variable display game, and is stored up to a predetermined upper limit number, and the game ball that has won the normal fluctuation prize winning device 37 is the special figure 2. It is detected as the starting winning ball of the variable display game, and is stored up to a predetermined upper limit.
[0064] At the time of detection of the starting prize ball of the special figure variation display game, a big hit random number value, a big hit pattern random number value, each variation pattern random number value, etc. are extracted. These random numbers are stored in the special figure reservation storage area (a part of the RAM) of the game control device 100 as a special figure start winning memory for each predetermined number of times (for example, a maximum of 8 times). The number of memories of the special figure start winning memory is displayed on the special figure 1 reservation display 54 and the special figure 2 reservation display 55 for notifying the number of starting prizes of the collective display device 50, and also on the display screen of the display device 41 Is displayed.
[0065] The game control device 100 executes the special figure 1 fluctuation display game on the special figure 1 indicator 51 based on the winning to the start winning opening 36 or the first start memory (special figure 1 start memory, special figure 1 pending) . In addition, the game control device 100 is based on the winning prize to the normal variable winning device 37 or the second start memory (special figure 2 start memory, special figure 2 reservation), the special figure 2 variable display game with the special figure 2 display device 52 to run.
[0066] In the special figure 1 variation display game (first special figure variation display game) and special figure 2 variation display game (second special figure variation display game), identification information ( It is performed by stopping and displaying a predetermined result mode after variable display of special symbols and special symbols.
[0067] Also, in the display device 41, a decorative special figure variation display game is executed in which a plurality of types of identification information (eg, numbers, symbols, character designs, etc.) are variably displayed corresponding to each special figure variation display game.
[0068] In the decorative special symbol variation display game on the display device 41, the decorative special symbols (identification information) composed of the above-mentioned numbers etc. are left (first special symbol), right (second special symbol), middle (third special symbol ) in order to start the variable display (scroll display), to stop sequentially the symbols that are fluctuating after a predetermined time, it is performed by displaying the result of the special figure fluctuation display game. In addition, the display device 41 performs various presentation displays such as the appearance of a character to enhance interest. Furthermore, in the decorative special symbol variation display game, as another decorative special symbol (identification information), the lamp display units 1 and 2 of the lamp display device 75 repeat (blink) the lighting display and the lighting off display to display the fourth special symbol ( 4th pattern) fluctuates. After a predetermined time from the start, the variable display of the lamp display parts 1 and 2 stops at "lights out" in the case of a loss, and "lights up" in the case of a big hit or a small hit.
[0069] When the winning of the game ball to the start winning opening 36 or the normal variable winning device 37 is made at a predetermined timing (when the big hit random value at the time of winning detection is a big hit value), as a result of the special figure fluctuation display game A specific result mode (special result mode) is derived from the displayed symbols, and a jackpot state (special game state) is established. Correspondingly, the display mode of the display device 41 becomes a special result mode (for example, a state in which numbers such as "7, 7, 7" are aligned).
[0070] At this time, the special variable winning devices 38 and 39 convert the large winning opening from the closed state to the open state for a predetermined time (for example, 30 seconds) by energizing the large winning opening solenoids 38b and 39b (see FIG. 3). be. In other words, the special variable winning device 38, 39 is equipped with a large winning opening that opens wide for a predetermined period of time or until a predetermined number of game balls win, during which time the player can win a large number of game balls. Granted.
[0071] When the winning of the game ball to the starting winning opening 36 or the normal variable winning device 37 is made at a predetermined timing (when the big hit random value at the time of winning detection is a small winning value), the result of the special figure fluctuation display game A specific result mode (small hit result mode) is derived from the display pattern as a small hit state. Correspondingly, the display mode of the display device 41 becomes a small hit result mode. It should be noted that, in the present embodiment, the big hit random number value is also used to determine the small hit, but the small hit value (small hit determination value) differs from the big hit value (big hit determination value).
[0072] At this time, the special variable winning device 38, 39, by energizing the large winning opening solenoid 38b, 39b (see FIG. 3), the large winning opening is converted from closed state to open state for a predetermined short time. In addition, since the total opening time of the big winning opening is shorter in the small winning state (small winning game state) than in the big winning state (special game state), the game in which the player can win more in the small winning state than in the big winning state The value (the number of acquired balls) is small. In both the small winning state and the big winning state, the big winning opening is in an open state, but the big winning state may be called the first special game state, and the small winning state may be called the second special game state. For the sake of simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small winning state, and in the big winning state (including the big winning state due to V winning during the small winning) A configuration in which only the special variable winning device 38 (lower grand winning opening) is converted to the open state will be described.
[0073] Here, the difference between the big win and the small win will be explained.
[0074] A big win is a special result that involves the operation of a conditional device, and a small win is a specific result that does not involve the operation of a conditional device. The condition device operates when a big hit occurs in the special figure fluctuation display game (stop display of the big hit pattern). It means that a specific flag is set for continuously operating the variable winning devices 38,39. In addition, the fact that the conditional device operates may mean that the game ball passed through the specific area 72 (V winning). The fact that the conditional device does not operate means that the above-mentioned specific flag is not set, as in the case of simply winning a small prize lottery. However, as will be described later in this embodiment, if there is a V winning during the small hit state, the condition device will be activated. The "condition device" may be software means such as a flag that is turned on and off by software as described above, or hardware means such as a switch that is electrically turned on and off. In addition, "conditional device" is a term commonly used in the field of pachinko machines as a device whose operation is a necessary condition for continuous operation of electric accessories, and the same applies in this specification. It is used as a term having the meaning of
[0075] Specifically, in the case of a big hit, the special variable winning device is opened by setting the big hit flag, whereas in the case of a small hit, the special variable winning device is set by setting the small hit flag. is released.
[0076] In addition, the special figure 1 indicator 51 and the special figure 2 indicator 52 may be configured as separate indicators or may be configured as the same indicator, but each special figure fluctuation display game is not executed at the same time is set to In addition, the special figure 2 fluctuation display game is to be executed with priority over the special figure 1 fluctuation display game, and there is a start memory of the special figure 1 fluctuation display game and the special figure 2 fluctuation display game, When the execution of the figure fluctuation display game becomes possible, the special figure 2 variation display game is executed (special figure 2 pending priority digestion, special figure 2 priority variation).
[0077] For the decorative special figure variation display game on the display device 41, the special figure 1 variation display game and the special figure 2 variation display game may be executed on separate display devices or separate display areas, or the same display You may make it perform by a device or a display area. In this case, the decoration special figure fluctuation display game corresponding to the special figure 1 fluctuation display game and the special figure 2 fluctuation display game may not be executed at the same time.
[0078] It should be noted that, in the following description, if the special figure 1 variation display game and the special figure 2 variation display game are not distinguished, they are simply referred to as the special figure variation display game.
[0079] In addition, although not particularly limited, the starting opening 1 switch 36a in the starting winning opening 36, the starting opening 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the winning opening switch 35a, the big winning opening switch 38a and 39a are equipped with non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) that detect game balls using a phenomenon in which the magnetic field changes when a metal object approaches the coils and that are equipped with magnetic detection coils. It is used. In addition, the glass frame open detection switch 63 provided on the glass frame 15 etc. of the game machine 10 and the body frame open detection switch 64 (front frame open detection switch) provided on the front frame (game frame) 12 etc. A microswitch with positive contacts can be used.
[0080] [Game control device] FIG. 3 is a block diagram of the game control system of the game machine 10. As shown in FIG. The game machine 10 includes a game control device 100 (main board), and the game control device 100 is a main control device (main board) that controls the overall game, and is a game microcomputer (hereinafter referred to as a game microcomputer). ) 111, an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus 140 connecting between the CPU unit 110, the input unit 120, and the output unit 130 And so on.
[0081] The CPU unit 110 includes a game microcomputer (CPU) 111 called an amusement chip (IC) and an oscillator such as a crystal oscillator, and generates a clock that serves as a reference for the CPU operation clock, timer interrupt, and random number generation circuit. It has an oscillation circuit (crystal oscillator) 113 and the like. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with a predetermined level of DC voltage such as DC32V, DC12V, and DC5V generated by the power supply device 400 to enable operation. be done.
[0082] The power supply device 400 includes a normal power supply unit 410 having an ACDC converter that generates a DC voltage of 32V DC from a 24V AC power supply, a DC-DC converter that generates a lower level DC voltage such as 12V DC or 5V DC from a voltage of 32V DC, and the like. , Has a backup power supply unit 420 that supplies a power supply voltage to the internal RAM of the game microcomputer 111 at the time of a power failure, and a power failure monitoring circuit, and a power failure monitoring signal and a reset signal that inform the game control device 100 of power failure occurrence and recovery A control signal generator 430 for generating and outputting a control signal such as .
[0083] In this embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generation unit 430 are integrated with the game control device 100 or on a separate board, that is, the main It may be configured to be provided on the substrate. Since the game board 30 and the game control device 100 are subject to replacement when the model is changed, as in the embodiment, the backup power supply unit 420 and the control signal generation unit 430 are provided on a board different from the power supply device 400 or the main board. By providing it, it is possible to remove it from the object of replacement and to reduce the cost.
[0084] The backup power supply unit 420 can be configured with one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the game microcomputer 111 (especially built-in RAM) of the game control device 100, and the data stored in the RAM is retained even during power failure or after the power is cut off. The control signal generation unit 430 monitors the voltage of 32V generated by the normal power supply unit 410, for example, and when it drops below 17V, for example, detects the occurrence of a power failure, changes the power failure monitoring signal, and generates a reset signal after a predetermined time. to output Also, when the power is turned on or when the power is restored, the reset signal is output after a predetermined time has elapsed from that time.
[0085] Also, the game control device 100 is provided with a RAM initialization switch 112 . When the RAM initialization switch 112 is pushed down and turned on, an initialization switch signal is generated. Initialization processing is performed. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the game microcomputer 111. A reset signal is a kind of forced interrupt signal and resets the entire control system.
[0086] Also, the game control device 100 (main board) is provided with a setting key switch 153 . When the setting key switch 153 is turned on by an operator's rotating operation or the like, the probability setting value (setting value) corresponding to the setting regarding the game condition (game) can be changed. Note that the RAM initialization switch 112 can also be used as a set value change switch that can change the probability set value according to the operator's operation. In this embodiment, the probability setting value is a setting value for setting the probability of winning such as a big hit probability or a small hit probability, but other game conditions (such as effects) other than the probability are also changed according to the probability setting value. It is possible. For example, the winning probability may be increased as the probability setting value is increased. The setting key switch 153 and the RAM initialization switch 112 constitute setting change means (setting change device, setting means) capable of changing settings (probability setting values) relating to game conditions. Note that, instead of the RAM initialization switch 112, another switch may also serve as the set value change switch, or a unique set value change switch may be provided exclusively.
[0087] The setting key switch 153 and the RAM initialization switch 112 are provided on the game control device 100 inside the game machine 10, so that they can not be operated unless the front frame 12 (body frame) is opened (inaccessible position). be done. That is, general players cannot access and operate the setting key switch 153 and the RAM initialization switch 112 .
[0088] As will be described later, when the gaming machine 10 is turned on (power failure recovery, power recovery), the gaming machine 10 sets the probability setting value according to the ON / OFF states of the setting key switch 153 and the RAM initialization switch 112. It is possible to transition to various states such as a changeable (settable) setting variable state (setting change state, settable state, setting change mode) and a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed. .
[0089] In the present embodiment, the probability setting values are defined, for example, in six stages: probability setting value 1 (setting 1), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability setting value 5 (setting 5), probability setting value 6 (setting 6). In general, setting 1 is the most unfavorable setting for the player and setting 6 is the most favorable setting for the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings (intermediate settings), and settings 5 and 6 are high settings.
[0090] In the probability setting change process, every time the operator presses the RAM initialization switch 112, the work setting value (setting) in the work setting value area changes from setting value 0 (setting 1, probability setting value 1) to Setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 (setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5 ) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → and so on. Thus, the RAM initialization switch 112 also functions as a set value change switch. For the convenience of explanation, work setting values 0 to 5 are provided corresponding to probability setting values 1 to 6, respectively, in the setting change state (setting change mode), but the work setting values and probability setting values are the same. They may be treated as the same by arranging them in a numerical range (that is, 0 to 5 or 1 to 6) (setting the working set value and the probability set value to the same numerical value).
[0091] Note that the setting key switch 153 may be rotated to a predetermined position instead of operating the RAM initialization switch 112 (set value change switch) to change the probability set value. Also, the probability setting value is not limited to six levels. The performance display device 152 is a 4-digit 7-segment type (8-segment type including dot Dp) display for the display probability setting values corresponding to the selected work setting values 0 to 5, for example. etc. In addition, information regarding set values such as probability set values for display (for example, a display that allows reading probability set values 1 to 6) may be displayed on the front surface of the gaming machine (eg, all-in-one display device 50). In addition, on the front of the game machine (for example, the collective display device 50), not only during the setting variable state and the setting confirmation state, but also during execution of game control (during execution of game processing described later), the probability setting value for display, etc. Information about setting values may be displayed.
[0092] The game microcomputer 111 includes a CPU (central processing unit: microprocessor) 111a, a read-only ROM (read only memory) 111b and a RAM (random access memory) 111c that can be read and written at any time.
[0093] The ROM 111b non-volatilely stores constant information (programs, fixed data, determination values of various random numbers, etc.) for game control. The RAM 111c is used as a work area for the CPU 111a during game control and as a storage area for various signals and random numbers. Information related to the game (game information) is stored, and the stored information is retained even if a power failure occurs. can be held and stored. An electrically rewritable non-volatile memory such as an EEPROM may be used as the ROM 111b or RAM 111c.
[0094] In addition, ROM111b, for example, stores a variation pattern table for determining the variation pattern (variation mode) that defines the execution time of the special figure variation display game, the content of the effect, the presence or absence of the occurrence of the ready-to-win state, and the like. The fluctuation pattern table is a table for the CPU 111a to refer to the fluctuation pattern random numbers 1 to 3 stored as the starting memory to determine the fluctuation pattern. In addition, the variation pattern table includes a winning variation pattern table selected when the result is a loss, a big hit variation pattern table selected when the result is a big hit, and the like. Furthermore, these pattern tables include tables for determining the second half fluctuation pattern, which is the fluctuation pattern after reaching the reach state (second half fluctuation group table, second half fluctuation pattern selection table, etc.), fluctuation before reaching the reach state Tables for determining the first half variation pattern (first half variation group table, first half variation pattern selection table, etc.) are included.
[0095] Here, reach (reach state) means that the display device has a display device whose display state can be changed, the display device derives and displays a plurality of display results at different times, and the plurality of display results are predetermined. In the gaming machine 10 in which the game state becomes a game state (special game state) advantageous to the player when the special result mode is set, a part of a plurality of display results has not yet been derived and displayed. A display state in which the displayed display result satisfies the conditions for the special result mode. In other words, the ready-to-reach state means that even when the variable display control of the display device progresses and reaches the stage before the display result is derived and displayed, the display conditions for the special result mode are not met. It refers to a display mode that does not have And, for example, the ready-to-win state also includes a state in which variable display is performed using a plurality of variable display areas while maintaining a state in which the special result modes are aligned (so-called all-rotation ready-to-win). In addition, the reach state is a display state at the time when the display control of the display device progresses and reaches the stage before the display result is derived and displayed, and is determined before the display result is derived and displayed. It means a display state when at least some of the display results of a plurality of variable display areas that are present satisfy the conditions for the special result mode.
[0096] Therefore, for example, the decoration special figure variation display game displayed on the display device corresponding to the special figure variation display game changes the plurality of identification information for a predetermined time in each of the left, middle, and right variation display areas on the display device. After displaying, if the variable display is stopped in the order of left, right, and middle to display the result mode, the condition for the special result mode is satisfied in the left and right variable display areas (for example, The state in which the variable display stops with the same identification information) is the reach state. In addition, when the variable display of all the variable display areas is temporarily stopped, any two of the left, middle, and right variable display areas satisfy the condition for the special result mode (for example, the same identification information This state (excluding the special result mode) may be set as the ready-to-win state, and the remaining one variable display area may be variably displayed from the ready-to-win state.
[0097] Then, the reach state includes a plurality of reach effects, and the system (type) of reach effects with different possibilities of deriving a special result mode (jackpot mode) (different expectations) Normal reach (N reach), Special 1 reach (SP1 reach), Special 2 reach (SP2 reach), Special 3 reach (SP3 reach), and Premier reach are set. In addition, the degree of expectation (expected value) of the big hit is higher in the order of no reach <normal reach <special 1 reach <special 2 reach <special 3 reach <premier reach. Further, the ready-to-win state is included in the variable display mode at least when the special result mode is derived in the special figure variable display game (when it becomes a big hit). In other words, it may be included in the variable display mode when it is determined that the special result mode is not derived in the special figure variable display game (when lost). Therefore, the state in which the ready-to-win state has occurred is a state with a high possibility of winning a big hit compared to the case in which the ready-to-win state has not occurred.
[0098] In addition, the degree of expectation of the production (notice) suggests the probability that the production will be a big hit when the production is selected, It can be calculated based on the selectivity or the like.
[0099] CPU111a executes the game control program in the ROM111b, generates a control signal (command) for the payout control device 200 and the effect control device 300 or generates a drive signal for the solenoid or display device and outputs it to the game machine 10 overall control. In addition, although not shown, the gaming microcomputer 111 generates a jackpot random number for determining a jackpot in a special figure variation display game, a jackpot pattern random number for determining a jackpot pattern, and a small hit pattern for determining a small hit pattern. Design random number, pattern random number per support for determining the later-described time-saving design (stop design per support), variation pattern in special figure variation display game (execution time of variation display game in variation display with various reach and reach, etc. A random number generation circuit for generating a variation pattern random number etc. for determining the A clock generator is provided for generating a timer interrupt signal and a clock for updating the random number generation circuit.
[0100] In addition, the CPU111a acquires any one variation pattern table from among a plurality of variation pattern tables stored in the ROM111b in the processing relating to the special figure variation display game. Specifically, the CPU 111a, the game result of the special figure fluctuation display game (big hit or lose), the probability state of the special figure fluctuation display game as the current game state (normal probability state or high probability state), the number of starting memories Any one variation pattern table is selected and obtained from among a plurality of variation pattern tables based on the above. Here, the CPU111a constitutes a variation distribution information acquisition means for acquiring any one variation pattern table from among a plurality of variation pattern tables stored in the ROM111b when executing the special figure variation display game.
[0101] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and drives the payout motor of the payout unit in accordance with a prize ball payout command (command or data) from the game control device 100 to release the prize balls. Perform control for paying out. In addition, the payout control device 200 drives the payout motor of the payout unit based on the ball rental request signal from the card unit, and performs control for paying out the rental ball.
[0102] The input unit 120 of the game microcomputer 111 includes a board radio wave sensor 62 that detects the emission of radio waves to the game machine, a gate switch 34a of the normal start gate 34, a start port 1 switch 36a in the first start winning port 36, 2 Start mouth 2 switch 37a in the start winning mouth 37 (normal variable winning device), winning mouth switch 35a of general winning mouth 35, special winning mouth switch 38a, 39 of special variable winning mouth switch 38a, 39a, these An interface chip (proximity I / F) 121 is provided that receives a negative logic signal such as 11V high level and 7V low level supplied from the switch and converts it into a positive logic signal of 0V-5V.
[0103] Further, the interface chip (proximity I / F) 121 is connected to the specific area switch 72a, the remaining ball outlet switch 73, and the out ball detection switch 74. The specific area switch 72a detects passage of the game ball (V winning) to the specific area 72 (V winning opening). The remaining ball discharge port switch 73 detects the game balls that have passed through the remaining ball discharge port for discharging the game balls from the special variable winning devices 38 and 39 . The out ball detection switch 74 detects all game balls that have been shot into the game area and have finished playing (that is, all game balls that have passed through the winning opening or the out opening 30b).
[0104] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read into the game microcomputer 111 via the data bus 140. In addition, among the outputs of the proximity I / F 121, the detection signals of the gate switch 34a, the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, and the big winning port switches 38a and 39a are input to the third input port 124. be done.
[0105] Among the outputs of the proximity I / F 121 , the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when an abnormality of the sensor or switch is detected are input to the second input port 123 .
[0106] Further, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 72a, the remaining ball outlet switch 73, and the out ball detection switch 74 are input to the fourth input port 126.
[0107] Further, the second input port 123 receives the detection signal of the magnetic sensor switch 61 for fraud detection provided on the front frame 12 of the gaming machine 10, etc., and the glass frame opening detection signal provided on the glass frame 15 of the gaming machine 10, etc. A signal from a switch 63, a main body frame open detection switch 64 (front frame open detection switch) provided on the front frame 12 (main body frame), etc., and a signal from a vibration sensor 65 that detects vibration of the game machine 10 are input. .
[0108] Also, the second input port 123 takes in the setting key switch signal from the setting key switch 153 and supplies it to the gaming microcomputer 111 via the data bus 140 .
[0109] In addition, among the outputs of the proximity I / F121, the output to the third input port 124 is supplied from the game control device 100 through the relay board 70 to a test fire test device (not shown). Furthermore, the detection signal of the starting port 1 switch 36a and the starting port 2 switch 37a among the outputs of the proximity I / F 121 is configured to be input to the game microcomputer 111 in addition to the third input port 124.
[0110] As described above, the proximity I / F 121 has a signal level conversion function. In order to enable such a level conversion function, the proximity I / F 121 is supplied with a voltage of 12V in addition to the voltage such as 5V required for normal IC operation from the power supply device 400. It's becoming
[0111] The data held by the third input port 124 is read by asserting the enable signal CE2 by decoding the address assigned to the third input port 124 by the game microcomputer 111 (changes to a valid level). be able to. The same applies to the second input port 123, the fourth input port 126, and the first input port 122 described later.
[0112] In addition, the input unit 120 is provided with a frame radio fraud signal output from the payout control device 200, a payout busy signal, a status signal indicating payout abnormality, a shoot ball cut switch signal indicating a shortage of game balls before payout, and an overflow. A first input port 122 that captures an overflow switch signal, a touch switch signal based on the input of the touch switch provided on the operation handle 24, and a signal from the RAM initialization switch 112 and supplies it to the game microcomputer 111 via the data bus 140 is provided. The overflow switch signal is a signal output when it is detected that game balls are stored in the lower tray 23 in a predetermined amount or more (that the tray is full). The frame radio wave illegal signal is a signal that is output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12 (body frame). This is a signal indicating whether or not
[0113] In addition, the input unit 120 is provided with a Schmidt buffer 125 for inputting a signal such as a power failure monitoring signal or a reset signal from the power supply device 400 to the game microcomputer 111 or the like, and the Schmidt buffer 125 receives these input signals. It has the function of removing noise from A power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and taken into the gaming microcomputer 111 via the data bus 140 . That is, they are treated as signals equivalent to the signals from the various switches described above. This is because the number of terminals for receiving signals from the outside provided in the game microcomputer 111 is limited.
[0114] On the other hand, the reset signal RST noise-removed by the Schmidt buffer 125 is directly input to the reset terminal provided in the game microcomputer 111 and supplied to each port of the output section 130. In addition, by outputting the reset signal RST directly to the relay board 70 without going through the output unit 130, the test-firing test signal held in the port (not shown) of the relay board 70 for output to the test-firing test apparatus is turned off. is configured as
[0115] Also, the reset signal RST may be configured to be output to the test-firing test apparatus via the relay board 70. FIG. Note that the reset signal RST is not supplied to each of the ports 122, 123, 124, 126 of the input section 120. FIG. The data set to each port of the output section 130 by the game microcomputer 111 immediately before the reset signal RST is input must be reset to prevent malfunction of the system. This is because the data read by the game microcomputer 111 from the port is discarded when the game microcomputer 111 is reset.
[0116] The output unit 130 is provided with a Schmidt buffer 132 arranged in a communication path from the game microcomputer 111 to the effect control device 300 and a communication path from the game microcomputer 111 to the payout control device 200. Data is transmitted from the game control device 100 to the effect control device 300 and the payout control device 200 by serial communication. It should be noted that, from the side of the effect control device 300 to the game control device 100 is a one-way communication in which the signal can not be input.
[0117] In addition, the output unit 130 is connected to the data bus 140 and transmits, via the relay board 70, data for notifying the special symbol pattern information of the variable display game to a trial firing test device of an accredited organization (not shown) and a signal indicating the probability state of the big hit. A buffer 133 for output is configured to be mountable. The buffer 133 is a component that is not mounted on the game control device (main board) of the pachinko game machine as a real machine (mass-produced product) installed in the game parlor. A detection signal of a switch that does not need to be processed, such as a starting switch output from the proximity I / F 121, is supplied to the test firing test apparatus via the relay board 70 without passing through the buffer 133.
[0118] On the other hand, detection signals such as the magnetic sensor switch 61 and board radio wave sensor 62, which cannot be supplied to the test firing test device as they are, are once captured by the game microcomputer 111 and processed into other signals or information, for example, when the game machine is used as a game signal. It is supplied to the test-firing test apparatus from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating the uncontrollable state.
[0119] The relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing test apparatus, a connector that relays the signal line of the detection signal of the switch that does not pass through the buffer, and the like. there is A chip enable signal CE output from the gaming microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selectively controlled by the signal CE is supplied to the test firing test device.
[0120] In addition, the output unit 130 includes a solenoid (general electric solenoid) 37c that is connected to the data bus 140 and opens the normal variable winning device 37, a lower large winning opening solenoid 38b that opens the first special variable winning device 38 (large winning opening Solenoid 1), the upper large winning opening solenoid 39b (large winning opening solenoid 2) that opens the second special variable winning device 39, and the opening and closing data of the lever solenoid 72b that operates the lever and opens the specific area 72. Two output ports 134 are provided.
[0121] Further, the output unit 130 includes a third output port 135 for outputting ON / OFF data of the segment line to which the anode terminals of the LEDs are connected in accordance with the contents to be displayed on the collective display device 50, and the collective display device 50. A fourth output port 136 is provided for outputting on / off data for the digit line to which the cathode terminal of the LED is connected.
[0122] Further, the output unit 130 includes a sixth output port 141 for outputting ON / OFF data of the segment line to which the anode terminal of the LED is connected according to the contents to be displayed on the performance display device 152, the performance display device 152 A seventh output port 142 is provided for outputting the on / off data of the digit line to which the cathode terminal of the LED is connected.
[0123] In addition, the output unit 130 is provided with a fifth output port 137 for outputting information regarding the gaming machine 10 such as big win information to the external information terminal 71 . The external information terminal 71 is provided with a photorelay, and can be connected to, for example, an external device (information collection terminal, game hall internal management device (hall computer), etc.) installed in the game parlor, so that information on the game machine 10 can be sent to the external device. It is ready to be fed to the device. Also, a firing permission signal is output from the fifth output port 137 to the payout control device 200 via the Schmidt buffer 132 .
[0124] Furthermore, the output unit 130 receives the opening / closing data signals of the general electric solenoid 37c and the big winning opening solenoids 38b and 39b output from the second output port 134, and generates and outputs a solenoid drive signal. circuit) 138a, a second driver 138b that outputs an ON / OFF drive signal for the segment line on the current supply side of the collective display device 50 that is output from the third output port 135, and a collective display device that is output from the fourth output port 136. A third driver 138c for outputting an on / off drive signal for the digit line on the current drawing side of 50, and a fourth driver 138c for outputting an external information signal supplied from the fifth output port 137 to an external device such as a management device to the external information terminal 71. A driver 138d is provided.
[0125] Further, the output unit 130 includes a performance display segment driver 150a that outputs an on / off drive signal for the segment line on the current supply side of the performance display device 152 that is output from the sixth output port 141, A performance display digit driver 150b is provided for outputting an ON / OFF drive signal for the digit line on the current drawing side of the performance display device 152 to be output.
[0126] DC 32V is supplied from the power supply device 400 as a power supply voltage to the first driver 138a so as to drive a solenoid that operates at 32V. Also, the second driver 138b that drives the segment lines of the collective display device 50 is supplied with DC 12V. The third driver 138c, which drives the digit lines, draws current from the digit lines according to display data, so the power supply voltage may be either 12V or 5V.
[0127] A second driver 138b that outputs 12V supplies a current to the anode terminal of the LED via a segment line, and a third driver 138c that outputs a ground potential draws current from the cathode terminal via a digit line, resulting in a collective display device. At 50, the power supply voltage flows to the LEDs that are sequentially selected by the dynamic driving method, and the LEDs are lit. A performance display segment driver 150a that outputs 12V supplies a current to the anode terminal of the LED via a segment line, and a performance display digit driver 150b that outputs a ground potential draws current from the cathode terminal via a digit line. In the performance display device 152, the power supply voltage flows to the LEDs that are sequentially selected by the dynamic driving method and are lit. The fourth driver 138d that outputs the external information signal to the external information terminal 71 is supplied with DC 12V in order to give the external information signal a level of 12V. In addition, the buffer 133, the second output port 134, the first driver 138a, etc. may be provided on the output section 130 of the game control device 100, that is, not on the main board but on the relay board 70 side.
[0128] Further, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to the external inspection device 500 . The photocoupler 139 is configured to allow two-way communication so that the game microcomputer 111 can transmit and receive data to and from the inspection device 500 by serial communication. It should be noted that the transmission and reception of such data is carried out using the serial communication terminal that the game microcomputer 111 has in the same way as a normal general-purpose microprocessor, so ports such as the input ports 122, 123, 124 and 126 are not provided.
[0129] In this embodiment, the performance display device 152 is composed of a plurality (four) of 7-segment type (8-segment type including dots Dp) displays (LED lamps), and the performance display drivers 150a and 150b are LED drivers. However, it is not limited to this.
[0130] The performance display device 152 is provided on the game control device 100 (main board), but may be provided at another location. For example, the performance display device 152 can display a probability set value for display, a role ratio, a ball output rate, and the number of discharged balls.
[0131] Here, the number of discharged balls is the number of game balls discharged from the game area 32 (also called the number of out balls), and the number of game balls that have passed through the winning opening (the number of winning prizes) and the number of games that have passed through the out opening 30b. It is the sum with the number of balls. The number of ejected balls can be obtained by counting the signal of the out-ball detection switch 74 or the like. In this embodiment, the winning openings include a general winning opening 35, a starting winning opening 36 (first starting winning opening, starting opening 1), a normal variable winning opening 37 (second starting winning opening, starting opening 2), and Special variable winning devices 38, 39 (large winning opening) are included.
[0132] The ball output rate is the ratio (percentage) of the total number of prize balls to the number of discharged balls (or the number of fired balls introduced into the game area 32), and is calculated by (number of acquired balls ÷ number of discharged balls) × 100 (%). Calculated. That is, the ball output rate is the number of winning balls (total number of prize balls) per 100 discharged balls.
[0133] For example, the role ratio is the total number of prize balls (total number of prize balls) obtained by winning a prize in a predetermined period (for example, from turning on the power of the gaming machine 10 to the present). It is the ratio (%) (=so-called continuous role ratio) of the number of prize balls (number of balls obtained by each role) obtained by winning the big prize mouth. In addition, the role ratio may be the ratio of the number of prize balls (during the big win state and the small win state) obtained by winning the big prize hole out of the total number of prize balls (= big prize hole ratio). Alternatively, the ratio of the number of prize balls obtained by winning the big winning opening and the normal variable winning device 37 (second starting winning opening) (= the so-called role ratio (total role ratio) ).
[0134] Furthermore, the game control device 100 also has a function of a safety device. The safety device is a special figure fluctuation display game, a normal figure fluctuation display game, and a round game (during a big hit or a small hit), depending on the establishment of operating conditions (predetermined conditions) based on the number of safe balls and the number of discharged balls. is a game stopping means (stopping means) capable of generating a game stop state (game disabled state, game prohibited state) in which the game) etc. cannot be executed. In the game stop state, a new special figure variation display game and a new normal figure variation display game cannot be started. With the safety device, it is possible to appropriately take countermeasures against fraud when the number of safe balls is abnormally high due to fraud, and it is also possible to suppress the player's addiction to the game.
[0135] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called a complete function (or ending function, stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.
[0136] In addition, in this embodiment, the operating conditions of the safety device are as follows: (1) the number of difference balls indicating the difference between the number of safe balls and the number of discharge balls has reached the difference reference value (predetermined value); ) is neither a big hit nor a small hit. The difference number of balls is obtained by subtracting the number of discharge balls from the number of safe balls (number of difference balls = number of safe balls - number of discharge balls). Thus, the operating conditions of the safety device consist of two stages of conditions (1) and (2). Other operating conditions may be used. For example, condition (1) may be configured such that the number of safe balls reaches a predetermined value. Moreover, the condition (2) can be configured such that the special variable winning device is not in operation or the big winning opening is not in an open state.
[0137] In this embodiment, the number of safe balls is the total number of prize balls determined to be paid out in a predetermined period (the number of won balls, the number of balls paid out). If there is an error in the payout of prize balls (game balls), the total number of prize balls determined to be paid out is equal to the total number of prize balls actually paid out to the upper tray 21 via the payout device. However, the total number of prize balls actually paid out may be measured by a detection switch or the like and used as the number of safe balls. In addition, the number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32, and can be counted by counting the signal from the out ball detection switch 74.
[0138] In addition, instead of the number of ejected balls, the number of shot balls that are shot and introduced into the game area 32 may be used, and the difference number of balls may be the number of safe balls minus the number of shot balls. The number of game balls launched and the number of discharged balls may be collectively called the number of used balls (the number of difference balls = the number of safe balls - the number of used balls). Foul balls that were fired by the ball launcher but did not reach the play area 32 are excluded from the number of shot balls. +1 will be added when one ball is generated. A detection switch (detection sensor) for counting the number of shot balls may be provided near the entrance of the game balls to the game area 32, that is, near the upper end of the guide passage for the game balls shot on the game board 30.
[0139] [Production control device] Next, the configuration of the effect control device 300 (sub board) will be described using FIG. FIG. 4 is a block diagram of the effect control system of the game machine 10. As shown in FIG.
[0140] Effect control device 300, similar to game microcomputer 111, main control microcomputer (CPU) 311 composed of an amusement chip (IC), and commands and data from main control microcomputer 311 for video display on display device 41 A VDP (Video Display Processor) 312 as a graphic processor for performing image processing, and a sound source LSI 314 for controlling sound output for reproducing various melodies and sound effects from the speakers 19a and 19b.
[0141] The main control microcomputer 311 has a program ROM 321 consisting of a PROM (programmable read only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a work area, and retains memory contents even if power is not supplied during a power failure. FeRAM 323 is connected, and an RTC (real time clock) 338, which is a timekeeping means for generating information indicating the current date and time (year, month, day of the week, time, etc.), is connected. A RAM that provides a work area is also provided inside the main control microcomputer 311 .
[0142] A WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311 . The main control microcomputer 311 analyzes the command from the game microcomputer 111, determines the display content, instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 to reproduce sound, lights the decoration lamp, and controls the motor , solenoid drive control, performance time management, etc.
[0143] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b for enlarging and reducing images. The VDP 312 also has an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) that is used to develop and process image data such as characters read from the image ROM 325. ) 326 is connected.
[0144] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured to transmit and receive data in parallel. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in the case of serial transmission.
[0145] From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the image of the display device 41 with lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal for giving data transmission timing. STS is entered. In addition, the VDP 312 notifies the main control microcomputer 311 that it is in a state of waiting for reception of interrupt signals INT0 to n and commands and data from the main control microcomputer 311 in order to notify the processing status such as the end of drawing to VRAM. A wait signal WAIT or the like is also input.
[0146] The effect control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 by the LVDS (small amplitude signal transmission) method. Video data, a horizontal synchronization signal HSYNC and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is sent to the display device 41 via the signal conversion circuit 313. Is displayed.
[0147] Sound ROM 327 in which voice data is stored is connected to sound source LSI 314 . The main control microcomputer 311 and the tone generator LSI 314 are connected via an address / data bus 340 . Also, an interrupt signal INT is input from the tone generator LSI 314 to the main control microcomputer 311 . The performance control device 300 is provided with an amplifier circuit 337 including an audio power amplifier for driving the upper speaker 19a provided on the glass frame 15 and the lower speaker 19b provided on the front frame 12. The generated sound is output from the upper speaker 19a and the lower speaker 19b through the amplifier circuit 337. FIG.
[0148] In addition, the production control device 300 is provided with an interface chip (command I / F) 331 for receiving commands transmitted from the game control device 100. FIG. Via the command I / F331, the decoration special figure pending number command, the decoration special figure command, the variation command, the stop information command, etc., transmitted from the game control device 100 to the production control device 300, the production control command signal (production command) receive as The game microcomputer 111 of the game control device 100 operates at DC5V, and the main control microcomputer 311 of the effect control device 300 operates at DC3.3V, so the command I / F331 is provided with a signal level conversion function. there is
[0149] In addition, the effect control device 300 includes a board decoration LED control circuit 332 that drives and controls a board decoration device 46 having an LED (light emitting diode) provided in the game board 30 (including the center case 40), and a glass frame 15 A frame decoration LED control circuit 333 that drives and controls a frame decoration device (for example, the frame decoration device 18, etc.) having an LED (light emitting diode) provided, and a board effect provided on the game board 30 (including the center case 40) A board production movable body control circuit 334 is provided to drive and control the device 44 (for example, a movable accessory or the like that enhances the production effect in cooperation with the production display on the display device 41). The board decoration device 46 may include the lamp display device 75 described above.
[0150] These control circuits 332 to 334 that drive and control lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via an address / data bus 340 . A frame effect movable body control circuit for driving and controlling a frame effect device such as a motor provided in the glass frame 15 may be provided.
[0151] Furthermore, the production control device 300 includes a production button switch 25a built into the production button 25 provided in the glass frame 15, a touch panel 25b provided on the surface of the production button 25, a cross key switch 28, and a volume adjustment button switches 27e, 27f, the on / off state of the production accessory switch 47 (production motor switch) that detects the initial position of the motor in the board production device 44, etc. is detected, and a detection signal is input to the main control microcomputer 311 A switch input circuit 336 that detects the state of the volume control switch 335 provided in the effect control device 300 and inputs a detection signal to the main control microcomputer 311 is provided.
[0152] The normal power supply unit 410 of the power supply device 400 supplies a desired level of DC voltage to the production control device 300 having the configuration described above and the electronic components controlled by it, and drives the motor and solenoid. 32 V DC for the display device 41 consisting of the liquid crystal panel, 12 V DC for driving the motor and LED, 5 V DC for the power supply voltage of the command I / F 331, and 15 V DC for driving the motor, LED, and speaker. is configured to
[0153] Furthermore, when using an LSI that operates at a low voltage such as 3.3V or 1.2V as the main control microcomputer 311, a DC-DC converter for generating DC3.3V or DC1.2V based on DC5V is provided in the production control device 300. Note that the DC-DC converter may be provided in the normal power supply unit 410. FIG.
[0154] The reset signal generated by the control signal generating section 430 of the power supply device 400 is supplied to the main control microcomputer 311 to reset the device. In addition, in the form output from the main control microcomputer 311, the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, the control circuits 332 to 334 (IORESET signal) to put them in the reset state. In addition, cooling FAN45 which cools each place of game machine 10 is connected to effect control device 300, and cooling FAN45 drives in the state where power of effect control device 300 is turned on.
[0155] Next, game control performed in these control circuits will be described. CPU111a of the game microcomputer 111 of the game control device 100, based on the input of the detection signal of the game ball from the gate switch 34a provided in the normal pattern start gate 34, extracts the random value for hit determination of the normal pattern, and stores it in the ROM111b. is compared with the determination value stored in , and the hit / loss of the normal pattern variation display game is determined.
[0156] Then, after the identification pattern is variably displayed for a predetermined period of time on the normal pattern display device 53, the normal pattern fluctuation display game that is stopped and displayed is displayed. If the result of the normal pattern fluctuation display game is a hit, a special result mode is displayed on the normal pattern display device 53, the general electric solenoid 37c is operated, and the movable member 37b of the normal fluctuation prize winning device 37 is held for a predetermined time (for example , 3 seconds x 2 times) Control to open as described above. That is, the game control device 100 serves as conversion control execution means for performing conversion control of the conversion member (movable member 37b). In addition, when the result of the normal pattern fluctuation display game is lost, the normal pattern display device 53 is controlled to display the result mode of the loss.
[0157] Also, based on the input of the detection signal of the game ball from the starting opening 1 switch 36a provided in the starting winning opening 36, the start winning prize (starting memory) is stored, and based on the starting memory, the special figure 1 fluctuation display game big hit determination Extract the random value for use and compare it with the determination value stored in the ROM 111b to determine the hit or miss of the special figure 1 variable display game.
[0158] In addition, the starting memory is stored based on the input of the detection signal of the game ball from the starting port 2 switch 37a provided in the normal variable winning device 37, and based on the starting memory, the special figure 2 variable display game jackpot judgment random value To extract and compare with the determination value stored in ROM111b, determine the hit or miss of the special figure 2 fluctuation display game.
[0159] Then, the CPU 111a of the game control device 100 outputs a control signal (production control command) including the determination result of the special figure 1 fluctuation display game or the special figure 2 fluctuation display game to the production control device 300. Then, the special figure 1 display device 51 and the special figure 2 display device 52 display the special figure variation display game to be stopped after the identification pattern is displayed for a predetermined period of time. That is, the game control device 100 serves as a game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down the game area 32 to the starting winning area (starting winning opening 36, normal variable winning device 37). .
[0160] In addition, the effect control device 300 displays a decoration special figure variation display game corresponding to the special figure variation display game on the display device 41 based on the control signal from the game control device 100. In addition, the effect control device 300, based on the control signal from the game control device 100, the setting of the effect state, the output of sound from the speakers 19a and 19b, the processing of controlling the light emission of various LEDs, and the like. That is, the effect control device 300 serves as effect control means for controlling the effect related to the game (variation display game, etc.).
[0161] Then, the CPU 111a of the game control device 100 displays the special result mode on the special figure 1 indicator 51 and the special figure 2 indicator 52 when the result of the special figure fluctuation display game is hit, and generates a special game state. Let In the process of generating the special game state, the CPU 111a, for example, opens the opening and closing doors 38c, 39c of the special variable winning devices 38, 39 by the large winning opening solenoids 38b, 39b, and prevents the inflow of game balls into the large winning opening. control as possible.
[0162] Then, either a predetermined number (for example, 10) of game balls enter the big winning opening, or a predetermined openable time (for example, 27 seconds or 0.05 seconds) elapses after the opening of the big winning opening. 1 round (R) is to open the big winning mouth until the condition is achieved, and this is continued (repeated) for a predetermined number of rounds (for example, 15 times, 11 times or 2 times) (cycle game). . That is, the game control device 100 serves as a large winning opening opening / closing control means for controlling opening and closing of the large winning opening when the stop result mode becomes the special result mode. In addition, when the result of the special figure fluctuation display game is off, the special figure 1 indicator 51 and the special figure 2 indicator 52 are controlled to display the result mode of the loss.
[0163] Further, the game control device 100 can generate a high probability state as a game state after the special game state is finished based on the result mode of the special figure variation display game. High probability state (variable probability state) is a state in which the probability of a hit result in the special figure variation display game is higher than the normal probability state. Also, even if it becomes a high probability state based on the result mode of the special figure fluctuation display game of the special figure 1 fluctuation display game and the special figure 2 fluctuation display game, the special figure 1 fluctuation display game and the special figure 2 fluctuation display game Both are high probability states.
[0164] In addition, the game control device 100 can generate a time-saving state (specific game state) as a game state after the special game state ends, based on the result mode of the special figure variation display game. In the time saving state, control may be performed to set the normal figure fluctuation display game and the normal fluctuation winning device 37 to the time saving operation state, and the normal fluctuation winning device 37 per unit time than the normal game state in which no special game is performed In order to control so that the open time is substantially increased, it becomes a general electricity support state. In addition, even in the high-probability state (normal probability state) except for the latent probability state, it will be duplicated and the normal power supply will be performed.
[0165] In addition, in the time saving state, the execution time of the special figure variation display game (special figure variation time) can also be shortened than usual, and the time shortening variation of the special figure variation display game can also be executed.
[0166] In addition, in the time saving state, the number of openings of the normal fluctuation winning device 37 (the number of openings of the general electric power) is greater than the first number of openings (for example, 2 times) for one hit result of the normal figure fluctuation display game. It is possible to set the second number of openings to (eg, 4 times). In addition, in the time-saving state, the probability of winning the normal pattern fluctuation display game (normal pattern probability, normal pattern hit probability) is set to a high probability higher than the normal probability (low probability) in the normal operation state. is possible.
[0167] In the time saving state, the normal fluctuation winning device 37 is in the open state by changing one or more of the normal pattern fluctuation time, the normal pattern stop time, the normal pattern open number of times, the normal pattern open time, and the normal pattern probability. Make the conversion time longer than usual. As a result, in the time saving state, it is easier to win a prize to the normal fluctuation prize winning device 37 than in the normal game state in which no special game is performed, and the number of times the special figure fluctuation display game is executed per unit time is higher than in the normal game state. Can be increased. It is also possible to set a plurality of types of time-saving states with different things to be changed. Also, it may be set so that the movable member 37b is not opened in the normal operation state (normal pattern probability is 0). In addition, either the first opening mode or the second opening mode may be selected when winning. In this case, the selection probabilities of the first open mode and the second open mode may be different. Also, the high probability state and the time saving state can be generated independently of each other, both can be generated at the same time, or only one of them can be generated.
[0168] [Transitional state at power-on] As described above, it shifts to four states (modes) depending on the ON / OFF states of the RAM initialization switch 112 and the setting key switch 153 when the power is turned on.
[0169] When the power is turned on, if the RAM initialization switch 112 and the setting key switch 153 are turned on, the probability setting value (setting value) can be changed (settable) (setting change state, settable state). state, setting change mode) (see steps X30 to X39 in FIG. 6 and FIG. 17).
[0170] Next, when the power is turned on, if the setting key switch 153 is turned on but the RAM initialization switch 112 is turned off, the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed is entered (Fig. 6 steps X34-X39 and see Figure 17).
[0171] Also, when the power is turned on, if the setting key switch 153 is off but the RAM initialization switch 112 is on, the state shifts to the RAM initialization state (RAM clear mode), and RAM initialization processing (RAM clear mode) occurs. process) is executed to initialize the RAM 111c (see steps X45 to X47 in FIG. 6).
[0172] If the setting key switch 153 and the RAM initialization switch 112 are off when the power is turned on, the normal power recovery state (normal power recovery mode) is entered and the power is simply restored.
[0173] [Control of game controller] The control of the gaming machine that performs such games will be described below. First, the control executed by the game microcomputer (game microcomputer) 111 of the game control device 100 will be described. The control processing by the game microcomputer 111 mainly consists of the main processing shown in FIGS. 5, 6 and 7 and the timer interrupt processing shown in FIG.
[0174] [Main processing (game control device)] First, the main processing will be explained. 5, 6, and 7 are flowcharts showing the procedure of main processing by the game control device 100. FIG. Main processing is started when the power is turned on.
[0175] As shown in FIG. 5, when starting the main process, the game control device 100 first executes a process of prohibiting an interrupt (step X1). Further, a stack pointer setting process is executed to set a stack pointer, which is the top address of the area where the values of registers and the like are saved when an interrupt occurs (step X2).
[0176] Subsequently, register bank 0 is designated as the register bank to be used (step X3), and the upper address of the RAM head address is set in a predetermined register (step X4). For example, if the RAM address ranges from 0000h to 01FFh, 00h is set as the upper address.
[0177] Next, the game control device 100 outputs a firing stop signal and sets the firing permission signal to a prohibited state (step X5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a firing stop signal, and the shooting of game balls from the ball launching device is prohibited. ing. After that, the game control device 100 reads the states of the setting key switch 153 and the RAM initialization switch 112 (step X6). That is, the signals from the setting key switch 153 and the RAM initialization switch 112 are read.
[0178] Furthermore, the game control device 100 sets a power-on delay timer (step X7). By setting a predetermined initial value to the power-on delay timer, slave control means (for example, payout control device 200 and effect control device 300) for performing various controls according to instructions from the game control device 100 forming the main control means A waiting time (for example, 3 seconds) is set to wait until the program starts normally. As a result, when the power is turned on, if the game control device 100 starts up first and the command is sent to the slave control device before the slave control device (for example, the payout control device 200 or the effect control device 300) starts up, and the slave control device can avoid missing commands. That is, the game control device 100, when the power is turned on, delays the activation of the main control means (game control device 100) and waits for the activation of the subordinate control device (payout control device 200, effect control device 300, etc.) It constitutes waiting means for setting a waiting time.
[0179] In addition, the power-on delay timer clocks time using a storage area that is not subject to RAM validity determination (checksum calculation) (RAM area not subject to validity determination, registers, or the like). As a result, when calculating check data such as a checksum of the RAM area, it is not necessary to exclude some of the RAM areas from the calculation, thereby preventing complicated control at power-on.
[0180] By reading the states of the setting key switch 153 and the RAM initialization switch 112 before the standby time starts, the operation of the setting key switch 153 and the RAM initialization switch 112 can be reliably detected. That is, if the states of the setting key switch 153 and the RAM initialization switch 112 are read after the standby time has elapsed, the setting key switch 153 and the RAM initialization switch 112 are operated after the standby time has elapsed, or the power is turned on. It is necessary to keep operating the setting key switch 153 and the RAM initialization switch 112 until the waiting time elapses. However, by reading the status before the start of the standby time, even without performing such troublesome operations, a situation in which the operation of the setting key switch 153 and the RAM initialization switch 112 performed when the power is turned on can be prevented. can be prevented.
[0181] When the power-on delay timer is set (step X7), the game control device 100 performs the timing of the waiting time and the process of monitoring the occurrence of a power failure during the waiting time (steps X8 to X10).
[0182] When the power failure monitoring process is started, the game control device 100 first reads the power failure monitoring signal input from the power supply device 400 via the port and data bus, and determines whether or not a power failure has occurred. (step X8). If a power failure occurs (step X8; Y), wait until the gaming machine is powered off.
[0183] Game control device 100, if the power failure has not occurred (step X8; N), updates the power-on delay timer -1 (step X9), determines whether the value of the timer is 0 ( step X10). If the timer value is not 0 (step X10; N), that is, if the waiting time has not expired, the process returns to step X8.
[0184] That is, the game control device 100 serves as power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. As a result, it is possible to cope with a power failure that occurs during the period in which the start of the game control device 100, which constitutes the main control means, is delayed, and it is possible to appropriately deal with troubles at the time of turning on the power. In addition, access to RAM is not permitted until the standby time is over, and since the memory contents at the time of the previous power shutdown are still retained, backup processing etc. will be performed when a power failure occurs here. No need. Therefore, even if a power failure occurs during the standby time, there is no need to back up the RAM, and the burden of control can be reduced.
[0185] On the other hand, the game control device 100, if the value of the timer is 0 (step X10; Y), that is, when the standby time is over, read and write possible RWM (read write memory) such as RAM and EEPROM Access is permitted (step X11), and off data is output to all output ports (set to no output state) (step X12).
[0186] Next, the game control device 100 is a serial port (a port pre-installed in the game microcomputer 111, in this embodiment, used for communication with the effect control device 300 and the payout control device 200) is set (step X13).
[0187] Next, the game control device 100 activates a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the game microcomputer 111 (clock generator) (step X14). It should be noted that the CTC circuit is provided in the clock generator in the microcomputer 111 for gaming. The clock generator includes a frequency dividing circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a timer interrupt signal with a predetermined period (for example, 4 milliseconds) to the CPU 111a based on the frequency-divided signal. and a CTC circuit that generates a signal CTC that triggers the random number update to be supplied to the random number generation circuit.
[0188] Subsequently, the game control device 100 sets a RAM abnormality flag indicating an abnormality of the RAM (here, the RAM 111c) (step X15). Here, a flag indicating an anomaly is temporarily set in a predetermined register.
[0189] Next, the game control device 100 determines whether or not the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check data (step X16). If normal (step X16; Y), it is determined whether or not the value of power failure inspection area 2 in RWM is normal power failure inspection area check data (step X17).
[0190] Furthermore, the game control device 100, if the value of the power failure inspection area 2 is normal (step X17; Y), the checksum calculation process of calculating the checksum of the predetermined area in the RWM (for example, the work area in the area) is executed. (step X18), and it is determined whether or not the calculated checksum matches the checksum at the time of power failure (step X19). If the checksums match (step X19; Y), the RAM is normal, and the RAM abnormality flag indicating RAM abnormality is cleared (step X20). After that, the process proceeds to step X21.
[0191] In addition, the game control device 100, if it is determined that the check data in the power failure inspection area is not normal data (step X16; N or step X17; N), if the checksum does not match (step X19; N) , the process proceeds to step X21 without clearing the RAM abnormality flag.
[0192] Next, the game control device 100 determines whether or not both the setting key switch 153 and the RAM initialization switch 112 are on (step X21). When both switches are on (step X21; Y), the game control device 100 shifts to the setting variable state (setting change mode), and executes the process of changing the probability setting of steps X30 to X40.
[0193] When at least one of the setting key switch 153 and the RAM initialization switch 112 is off (step X21; N), the game control device 100 determines whether a RAM abnormality flag indicating an abnormality of the RAM (here, the RAM 111c) is set. It is determined whether or not (step X22). If the RAM abnormality flag is not set (step X22; N), it is determined whether or not the probability setting changing flag is set (step X23). If the probability setting changing flag is not set (step X23; N), processing during probability setting confirmation (in setting confirmation state, setting confirmation mode) in steps X34 to X40, RAM initialization in steps X44 to X47 Processing (RAM clearing processing), or processing at step X44 and steps X48 to X51 at the time of normal power-on (at the time of power restoration) is executed.
[0194] The game control device 100, when the probability setting changing flag is set (step X23; Y), the main abnormality error notification to notify that there is an abnormality in the game control device 100 (main board, main board) Send the command to the production control device 300 (step X24). The effect control device 300 that has received the command of the main abnormality error notification notifies that the game control device 100 has an abnormality.
[0195] Subsequently, the game control device 100 outputs to the drivers 150a and 150b of the performance display device 152 to display the 7-segment display data (“E1” error display data) when the game is stopped ( step X25). Then, it outputs to the external information terminal 71 the ON data of the security signal for informing the external device (playground internal management device (hall computer), information collecting terminal, etc.) of the abnormality (step X26). It should be noted that here, even if the information about the big win remains in the RAM 111c, other signals to the external information terminal 71 such as the big win signal are kept off. After that, the processing of steps X25 and X26 is repeated to wait, and the setting change operation (turning on both the setting key switch 153 and the RAM initialization switch 112) is performed again to wait for the power to be turned on. In addition, while waiting by repeating the processing of step X25 and step X26, the interrupt remains prohibited (step X1), timer interrupt processing (Fig. 11) that can execute special game processing and normal game processing can not be executed, games (special figure fluctuation display game, normal figure fluctuation display game, round game, etc.) cannot be executed.
[0196] In this way, it is assumed that there is an abnormality when the probability setting changing flag is set even though the setting change operation (turning on both the setting key switch 153 and the RAM initialization switch 112) is not executed. , the processing of steps X24 to X26 is executed. For example, if the power is turned off and restarted while the probability setting is being changed (before the setting change is completed), the probability setting changing flag may be set even though the setting change operation is not performed. be.
[0197] On the other hand, the game control device 100, even when the RAM abnormality flag is set (step X22; Y), produces a main abnormality error notification command that notifies that there is an abnormality in the game control device 100 (main board). Transmit to the control device 300 (step X24), output the 7-segment display data (error display data of "E1") at the time of game stop to the drivers 150a and 150b of the performance display device 152 (step X25), and send to the external device In order to notify the RAM abnormality, ON data of the security signal is output to the external information terminal 71 (step X26). In the same manner as described above, even if the information about the big win remains in the RAM 111c, other signals to the external information terminal 71 such as the big win signal are kept off.
[0198] Thereafter, it is determined whether or not a power failure has occurred (step X27), and if no power failure has occurred (step X27; N), the processes of steps X25 and X26 are repeated and the process waits. On the other hand, when it is determined that a power failure has occurred (step X27; Y), off data is output to all output ports (step X28), and read / write memory (RWM) such as RAM and EEPROM is Access is prohibited (step X29). After that, it waits until the game machine is powered off.
[0199] The game control device 100, when both switches of the setting key switch 153 and the RAM initialization switch 112 are ON (step X21; Y), starts the process of changing the probability setting (during the setting variable state), and first , determines whether or not the RAM abnormality flag is set (step X30). If the RAM error flag is set (step X30; Y), it is unclear whether the probability setting value is correct, so the probability setting value stored in the probability setting value area of RAM 111c is cleared and the initial value is set. (For example, the minimum set value is set to "1") (step X31), and then a probability setting changing flag indicating that the probability setting is being changed is set (step X32). If the RAM abnormality flag is not set (step X30; N), the probability setting changing flag is set without clearing the probability setting value (step X32). Next, the command during the probability setting change is transmitted to the production control device 300 (production control board) (step X33), and the process proceeds to step X37. In addition, the effect control device 300 that has received the command during probability setting change notifies the fact that the probability setting is being changed on the display device 41 or the like.
[0200] At least one of the setting key switch 153 and the RAM initialization switch 112 is off (step X21; N), the RAM abnormality flag is not set (step X22; N), and probability setting If the changing flag is not set (step X23; N), it is determined whether or not the setting key switch 153 is on (step X34). When the setting key switch 153 is on (step X34; Y), the RAM initialization switch 112 is off, and the probability setting checking (setting checking state) process starts. A probability setting confirming flag indicating that is set (step X35). Then, the command during the probability setting confirmation is transmitted to the production control device 300 (production control board) (step X36), and the process proceeds to step X37. In addition, the effect control device 300 that has received the command during probability setting confirmation notifies the fact that the probability setting is being confirmed on the display device 41 or the like.
[0201] After step X33 or step X36, the game control device 100 executes the processing of steps X37 to X43 as common processing during probability setting change and during probability setting confirmation.
[0202] The game control device 100 first saves 128 ms (predetermined time) in the security signal control timer area in order to output the security signal during probability setting change and probability setting confirmation (step X37). The counting of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (FIG. 17) described later. The counting of the security signal control timer and the output of the security signal are executed in the external information editing process (step X119). The security signal is output for at least 50ms during probability setting change and probability setting confirmation.
[0203] Next, the game control device 100 permits interruption (step X38). As a result, timer interrupt processing (FIG. 11) can be executed. Then, it is determined whether or not the setting key switch 153 is off (step X39). If the setting key switch 153 is ON (step X39; N), it is determined whether or not a power failure has occurred (step X40). If no power failure has occurred (step X40; N), the process returns to step X39. On the other hand, if a power failure has occurred (step X40; Y), the process at the time of power failure of steps X63 to X69 is executed.
[0204] In this way, as long as the setting key switch 153 is on and no power failure has occurred, the setting variable state (setting change state, setting change mode) in which the probability setting value can be changed, or the probability setting value can be confirmed. The setting confirmation state (setting confirmation mode) is continued.
[0205] On the other hand, the game control device 100, when the setting key switch 153 is off (step X39; Y), prohibits the interruption (step X41), and transmits a command to end the notification to the effect control device 300 (effect control board). (step X42). In addition, the effect control device 300 that has received the notification end command ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.
[0206] Next, the game control device 100 determines whether or not the probability setting changing flag is set, that is, whether or not the probability setting is being changed so far (step X43). If the probability setting changing flag is set (step X43; Y), that is, if the probability setting has been changed so far, RAM initialization processing (described later) of steps X45 to X47 is executed. On the other hand, when the probability setting changing flag is not set (step X43; N), that is, when the probability setting is being confirmed so far, the normal operation at power-on (power recovery) after step X48 Execute the process.
[0207] When the setting key switch 153 is off (step X34; N), the game control device 100 determines whether the RAM initialization switch 112 is on (step X44). When the RAM initialization switch 112 is on (step X44; Y), the RAM areas other than the probability set value area for storing the probability set values are cleared to 0 in the RAM 111c (step X45). That is, the game information stored in the RAM 111c is cleared to 0, except for the probability set values stored in the probability set value area. Here, the aforementioned probability setting changing flag is also cleared here. Also, the acquired game ball number area for storing the acquired game ball number, which is the number (total) of prize balls acquired within a predetermined time period (here, within one timer interrupt), is cleared to 0. Then, the safety device operating flag area that stores the safety device operating flag indicating whether the safety device (described above) is operating is cleared to 0 (safety device operating flag = 0), and the safety device is operating. be released. In step X45, both the RAM clear with setting change (step X43; Y) and the RAM clear without setting change (step X44; Y) clear the safety device activation flag area to zero. The operation of the device is canceled, but it may be limited to one side.
[0208] Also, in addition to the probability setting value area, a configuration that does not clear the stack area and unused area, a work area for performance display related to performance information and its display (performance display) (a part of the work area outside the area) ) and the stack area (outside stack area) are not cleared. The performance information is derived based on the number of prize balls obtained by winning. be.
[0209] Next, the game control device 100 saves the initial value at the time of RAM initialization in the area to be initialized (step X46). Then, the command at the time of RAM initialization is transmitted to the production control device 300 (production control board) (step X47), and the process proceeds to step X52.
[0210] On the other hand, when the RAM initialization switch 112 is off (step X44; N), the game control device 100, since both the setting key switch 153 and the RAM initialization switch 112 are off, normally when the power is turned on ( When the power is restored) processing is started, and the initial value when the power is restored (when the power is restored) is saved in the area to be initialized as the power failure recovery processing (step X48). In addition, the above-mentioned probability setting confirming flag is also cleared here. Note that unlike RAM initialization, the safety device active flag area is not cleared when the power is normally turned on. Also, here, the ceiling counter area storing the ceiling counter value indicating the number of times the special figure variation display game has been executed in a state other than the variable probability state may not be cleared so as not to be disadvantageous to the player. Next, the command at the time of power failure recovery corresponding to the processing number prepared for rationally executing special game processing etc. described later is transmitted to the production control device 300 (production control board) (step X49), Move to the processing of step X50.
[0211] In addition, the command for RAM initialization sent in the process of step X47 and the command for power failure recovery sent in the process of step X49 include a model designation command indicating the type of game machine, special figures 1 and 2 pending Decoration special figure 1 reservation number command and decoration special figure 2 reservation number command indicating the number, probability information command indicating the presence or absence of probability state (high probability state or low probability state) and time saving state, special figure fluctuation in predetermined production mode It includes a number-of-effects information command indicating the number of times the display game has been executed, and a power failure recovery command indicating that the power has been turned on.
[0212] Furthermore, the command for RAM initialization and the command for power failure recovery include a setting value information command (probability setting value information command). Game control device 100, when the power is restored (turned on), it is only necessary to transmit the set value information command to the effect control device 300 only once, and thereafter, the effect control device 300 refers to the set value information stored by itself. You can control the production.
[0213] The command for RAM initialization includes a RAM initialization command (RAM clear command). The production control device 300 that has received the RAM initialization command displays, for example, a customer waiting demonstration on the display device 41, and initializes the RAM (RAM clear) with the LEDs of the board decoration device 46 and the sounds of the speakers 19a and 19b. 30 seconds of notification. Further, the command for power failure recovery includes a screen designation command for designating the display contents of the screen of the display device 41 . In addition, the screen designation command is a customer waiting demo command during normal processing for both special figures 1 and 2 (when it is neither fluctuating nor hit), otherwise it may be a recovery screen command.
[0214] Next, it is determined whether or not the safety device is in operation (step X50). For example, it can be determined that the safety device is operating when "1" indicating that the safety device is operating is saved in the safety device operating flag area as the safety device operating flag (safety device operating flag). active flag=1). Then, when the safety device is in operation (step X50; Y), the safety device in operation command indicating that the safety device is in operation is sent to the production control device 300 (production control board) (step X51 ), and the process proceeds to step X52. If the safety device is not in operation (step X50; N), the process proceeds directly to step X52.
[0215] Then, the information (value) of the flag register is saved (PUSH) in the stack area within the area (step X52), and the safety device information related to the safety device (safety device counter value, safety device operation information, old operation information, etc. described later) ) is executed (step X53). After that, the information in the flag register is restored (POP) (step X54). In addition, except when the game is stopped due to a RAM error (steps X25 to X29), when the power is turned on, the safety device information (safety device counter value, etc.) is unconditionally initialized (cleared), but the count continuation switch If the power is turned on while pressing the count continuation switch, the safety device information does not need to be initialized (cleared).
[0216] In addition, as described later, when shifting to safety device information initialization processing, the stack pointer is related to safety device information, performance information and performance display (display of performance information) from the stack area within the area related to game control Switch to out-of-bounds stack area. At that time, since the flag of the flag register (especially the zero flag) may change when the stack pointer for game control is saved in the stack pointer saving area of RAM111c, save the information of the flag register in advance in step X52. back. The flag register is a flag in which each bit of 8 bits takes a value of 0 or 1. As for the flag register, those disclosed in JP-A-2013-233299, JP-A-2018-94101, etc. can be used.
[0217] Next, the game control device 100 activates and sets the random number generation circuit (step X55). Specifically, the CPU 111a sets a code (designated value) for activating the random number generation circuit in a predetermined register (CTC update permission register) in the random number generation circuit. Also, the bit transposition pattern of the hard random number generated by the hardware of the random number generation circuit is set. In the present embodiment, the random number generation circuit is a random number that is updated only by hardware. , and variation pattern random numbers 1 to 3 are generated. These random numbers may be so-called "high-speed counters" that are updated based on a clock that is equal to or faster than the operating clock.
[0218] The bit permutation pattern is a method of permuting the extracted random number bit arrangement (the arrangement before bit transposition in the upper row) in a predetermined order and storing it as a different bit arrangement (arrangement after bit transposition in the lower row). is a pattern that defines
[0219] In this embodiment, by replacing the bits of the random number according to the bit permutation pattern, the regularity of the random number can be broken and the secrecy of the random number can be enhanced. The bit transposition pattern may be a single fixed pattern, or may be selected from a plurality of prepared patterns. In addition, the user may be able to set them arbitrarily.
[0220] Next, the game control device 100 prohibits interruption (step X56), and determines whether or not the game is stopped (step X57). If the safety device is activated, or if a strong error 2 (described later) that requires stopping the game (special figure fluctuation display game, normal figure fluctuation display game, round game, etc.) occurs, the game is stopped It can be determined that there is
[0221] The game control device 100, when the game is not stopped (step X57; N), saves (PUSH) the information (value) of the flag register to the stack area within the area (step X58), and sets the base value (ball output rate). Performance display edit processing for calculating performance information such as is executed (step X59). Here, performance information (accessory ratio, ball payout rate, etc.) may be calculated. Also, if there is an error in the performance display work area (a part of the outside work area) related to the performance information or its display (performance display), it may be cleared. After that, the information in the flag register is restored (POP) (step X60), and the interrupt is permitted (step X61). In addition to the case where no error has occurred at all, even if a weak error (described later) or a strong error 1 (described later), which are errors other than strong error 2, has occurred, the performance display editing process is performed without stopping the game. The processing of steps X58 to X60 is executed including the above. It should be noted that a configuration is also possible in which the processing of steps X58 to X60 is not executed when a weak error or a strong error 1 has occurred.
[0222] In addition, as described later, when moving to the performance display editing process, the stack pointer is moved from the stack area within the area related to game control to outside the area related to safety device information, performance information, and performance display (display of performance information) Switch to stack area. At that time, since the flag of the flag register (especially the zero flag) may change when the stack pointer for game control is saved in the stack pointer saving area of RAM111c, save the information of the flag register in advance in step X58. back.
[0223] On the other hand, when the game is stopped (step X57; Y), the game control device 100 permits interruption without executing the performance display editing process or the like (step X61). In other words, performance information such as the base value is not executed when the safety device is activated or when a strong error 2 occurs, because the performance display editing process (especially the base value calculation process during the performance display editing process) is not executed. It is not newly calculated and does not change. It should be noted that even if the strong error 2 occurs, it is also possible to perform a performance display editing process without stopping the game. In addition, timer interrupt processing (FIG. 11) can be executed by enabling interrupts.
[0224] In this embodiment, errors are classified into three categories: weak error, strong error 1, and strong error 2. In addition, the effect control device 300 that has received the command of the error / illegal system sets the error notification of different strength corresponding to the weak error, the strong error 1, and the strong error 2 in the error / illegal setting process (step S156). can be executed.
[0225] For example, the production control device 300 controls the volume of the error notification sound from the speakers 19a and 19b, or the brightness (brightness ) may be increased in the order of weak error < strong error 1 ≤ strong error 2. It should be noted that the volume of the loudspeaker or the brightness of the LED may be the same for the strong error 1 and the strong error 2. FIG. In addition, when a weak error occurs, the effect control device 300 sets the volume of the notification sound to the volume (below the maximum volume) adjusted in the hall / player setting mode processing (step S11), and the strong error 1 and the strong error When 2 occurs, the volume of the notification sound may be set to the maximum volume.
[0226] The weak error is a shot ball exhaustion error such that a shot ball exhaustion switch signal is generated in response to the shortage of game balls before payout, and an overflow switch signal is generated in response to the bottom tray 23 becoming full. Including overflow errors like In the weak error, the external information signal is not output to the external information terminal 71 (see FIG. 59). Further, the weak error may include a switch abnormality error and a payout abnormality error in which a status signal indicating a payout abnormality is generated.
[0227] A strong error 1 is a frame open error related to frame opening, and includes a glass frame open error and a body frame open error (front frame open error). In strong error 1, a door / frame open signal (step X505) is output to the external information terminal 71 as an external information signal (see FIG. 59).
[0228] Strong error 2 is a fraudulent error related to fraud, and it is preferable to stop the game, magnet fraud, board radio fraud, frame radio fraud, vibration fraud, abnormal discharge error, V Including electric fraud. For strong error 2, the security signal (step X522) is output to the external information terminal 71 as the external information signal (see FIG. 59). Also, the strong error 2 may include the remaining ball error. When the strong error 2 has occurred, the game (special figure fluctuation display game, normal figure fluctuation display game, round game, etc.) is stopped, it can be determined that the game is stopped (step X57). Also, when a strong error 2 occurs, just like when the safety device is activated, special figure fluctuation display games, normal figure fluctuation display games, round games (games during big hits and small hits), etc. It is possible to generate a game stop state (game disabled state, game prohibited state) that cannot be executed.
[0229] The game control device 100 determines whether or not a power failure occurs after step X61 (step X62). If no power failure has occurred (step X62; N), the process returns to step X56. Thereby, the loop processing of steps X56 to X62 is repeated until a power failure occurs. Until a power failure occurs, unless the game is stopped, that is, unless the safety device is activated or a strong error 2 occurs, the performance information such as the base value is repeatedly displayed in the performance display editing process (step X59). can be calculated.
[0230] Note that the cycle of repeating the loop processing is considerably shorter than the interrupt cycle of the timer interrupt (predetermined time cycle, eg, 4 msec), so the performance display editing process is executed many times during the interrupt cycle. Therefore, when a game ball wins or the number of discharged balls changes (a game ball enters the out port 30b), the performance information such as the base value can be changed immediately.
[0231] When a power failure occurs (step X62; Y), the game control device 100 starts processing when a power failure occurs, once prohibits interrupts (step X63), outputs off data to all output ports (step X64 ). After that, the power failure inspection area check data 1 is saved in the power failure inspection area 1 (step X65), and the power failure inspection area check data 2 is saved in the power failure inspection area 2 (step X66). Further, a checksum calculation process is executed to calculate a checksum when the RWM is powered off (step X67), and the calculated checksum is saved (step X68). Finally, a process of prohibiting access to the RWM is executed (step X69), and the game machine waits until the power is cut off.
[0232] In this way, by saving the check data in the power failure inspection area and calculating the checksum when the power is shut off, it is possible to check whether the information stored in the RWM before the power shut off has been correctly backed up. A decision can be made at the time of re-insertion.
[0233] The main processing has been described above. For example, when the setting key switch and the RAM initialization switch are turned on during the processing of steps X56 to X62, the determination processing similar to that of step X21 is performed, and step X32 is performed. Similarly, by setting the probability setting changing flag, it may be possible to switch to the setting variable state (setting change mode) any number of times while the gaming machine 10 is running.
[0234] [Configuration example of RAM area] FIG. 8 is a diagram showing the configuration of the RAM 111c of the gaming microcomputer 111. As shown in FIG. As shown in FIG. 8, an inner work area, an unused area, an inner stack area, an unused area, an outer work area, an unused area, and an outer stack area are arranged from the start address of the RAM 111c. Unused area between the work area inside the area and the stack area inside the area (stack area for game control, stack area inside the area), unused area between the work area outside the area and the stack area outside the area (stack area outside the area) There can be no region.
[0235] The work area within the area of the RAM (work area for game control) is a work area for game control that is read and written by the program within the area and read by the program outside the area. In-area work area includes probability set value area, test signal output data area, random number area, switch control area, segment area, blackout inspection area 1, blackout inspection area 2, checksum area, etc. In addition, safety device is in operation Including a safety device operating flag area indicating whether or not, and an acquired game ball number area for storing the acquired game ball number acquired as a prize ball within one interrupt (for example, 4 msec) of the timer interrupt.
[0236] The out-of-area work area of RAM is an area that is read and written by an out-of-area program and read by an in-area program. The work area outside the area is the safety device counter area that stores the safety device counter value (number of difference + initial value) corresponding to the number of difference balls, and the safety device activation information that stores the safety device activation information corresponding to the state of the safety device. Areas, including an old actuation information area that stores old actuation information, and is capable of storing safety device information associated with the safety device. The safety device counter area (3 bytes size) is basically not read by the program in the area, but when sending the information on the safety device counter value or the number of difference balls to the production control device 300 with the difference ball command, It may be read and referenced by the local program. In this embodiment, the safety device counter value is a value obtained by adding a predetermined initial value (100,000) to the number of difference balls in proportion to the number of difference balls (safety device counter value = number of difference balls + 100,000). . However, the safety device counter value is not limited to this as long as it is associated with the number of difference balls and suggests the number of difference balls.
[0237] Furthermore, the outside work area includes a performance display work area related to performance information and performance display, and can store information related to performance information and performance display. Additionally, the extra-area work area may store information related to test signals and information related to error monitoring. In addition, in the work area outside the area, safety device related work area related to safety device information (including safety device counter area, safety device operation information area, old operation information area) and performance display related to performance information and performance display The work areas may be clearly divided and arranged, or may be mixed.
[0238] Then, the out-of-area stack area is shared by the processing related to performance information and performance display and the processing related to the safety device. The out-of-area stack area is also used when performing processing related to test signals and processing related to error monitoring.
[0239] In-area programs (in-area processing programs) and out-of-area programs (out-of-area processing programs) are distinguished by being arranged in the ROM 111b with an unused area interposed therebetween. The program in the ROM area consists of a game control program, game control data, etc., and includes a main program corresponding to main processing (FIGS. 5 to 7) and an interrupt processing program corresponding to timer interrupt processing described later. A subroutine of the main program or interrupt handling program may be an out-of-bounds program. The programs outside the ROM area include a safety device information initialization program corresponding to the safety device information initialization processing, a performance display editing processing program corresponding to the performance display editing processing, and an out-of-area integration processing program corresponding to the out-of-area integration processing described later. including.
[0240] [Safety device information initialization process] Next, the details of the safety device information initialization process (step X53) in the main process will be described. FIG. 9 is a flowchart showing a procedure of safety device information initialization processing. In the safety device information initialization processing, the safety device counter area, safety device operation information area, and old operation information area are initialized or cleared, and the safety device information such as the safety device counter value, safety device operation information, and old operation information is initialized. Make it a value (initial information). The safety device actuation information is information indicating the current state, and the old actuation information indicates the previous state (mainly before one interruption).
[0241] The game control device 100 first saves the stack pointer in the stack pointer saving area of the outside work area (step X71), and as the value of the outside stack area (outside area stack area) in the stack pointer, the outside stack area An address value indicating the top is set (step X72). As a result, the stack pointer indicating the stack to be used is switched from the inner stack area to the outer stack area.
[0242] Next, the game control device 100 saves (PUSH) the information (value) of the register to the outside stack area (step X73). The registers to be saved may be only the registers to be protected (registers used in the safety device information initialization process), or all general-purpose registers may be saved. To save all general registers, push to both register bank 0 and register bank 1.
[0243] Subsequently, the game control device 100 saves the initial value (100,000) in the safety device counter area, and the safety device counter value becomes the initial value (step X74). When the number of difference balls decreases from 0, such as when a big hit does not occur, the safety device counter value (= number of difference balls + initial value) may be smaller than the initial value, so the initial value is set larger than 0. However, any value other than 100,000 is acceptable. In this way, when the power is restored (when the power is turned on), the safety device counter value is initialized (cleared) so as not to be disadvantageous to the player, but the special figure fluctuation display game is executed in a state other than the probability fluctuation state. Unless the RAM initialization switch 112 is turned on, the ceiling counter value that indicates the number of times that it has been performed need not be initialized (cleared) when the power is restored. Then, safety device non-operation information (value 0) corresponding to the non-operation state (normal state) of the safety device is saved as safety device operation information in the safety device operation information area (step X75). Further, the safety device inoperative information (value 0) is saved as old operation information in the old operation information area (step X76).
[0244] Next, the game control device 100 restores the saved register (step X77), loads from the stack pointer saving area, sets the stack pointer (step X78), and ends the safety device information initialization process. The set stack pointer indicates the address of the stack area within the area.
[0245] In the above safety device information initialization process, if information is written directly to RAM without using registers, the registers are not saved / restored. In this case, since the registers are not saved to the RAM, the processes related to the stack pointer (steps X71, X72, X73, X77 and X78) are also unnecessary. In addition, saving / restoring the flag register before and after the safety device information initialization process (steps X52 and X54) is also unnecessary.
[0246] In this embodiment, when the safety device counter value is 0 to 189999 (safety device counter = 0 to 189999), the safety device activation information is the non-activated state (activation notice) in which the safety device is not activated (normal). It becomes the safety device non-activation information (value 0) corresponding to the state, the activation warning state, and the normal state that is not the activation state). When the safety device counter value is 190000 to 194999 (safety device counter = 190000 to 194999), the safety device activation information is the safety device activation notice information (value 1) corresponding to the activation notice state that announces the activation of the safety device. Become.
[0247] In addition, when the safety device counter value reaches the counter reference value of 195000 (safety device counter = 195000) and the game is not in a state where the game can be stopped, the safety device activation information warns the operation of the safety device It becomes the safety device activation warning information (value 2) corresponding to the warning state. In this case, even if the number of difference balls (= number of safe balls - number of discharged balls) reaches the reference value of 95000, the above condition (1) is established, but the condition ( This corresponds to the case where 2) is not established and the operating conditions for the safety device are not established.
[0248] Furthermore, when the safety device counter value reaches 195000 (safety device counter = 195000) and the game is stopped, the safety device activation information corresponds to the operating state (operating state) in which the safety device is in operation. Safety device in operation information (value 3). In this case, the difference ball number reaches the difference ball reference value 95000, and there is neither a big hit nor a small hit, so both of the above conditions (1) and (2) are established, and the operating condition of the safety device is established. Equivalent to
[0249] [Performance display editing process] Next, details of the performance display editing process (step X59) in the main process will be described. FIG. 10 is a flowchart showing the procedure of performance display editing processing.
[0250] The game control device 100 first saves the stack pointer in the stack pointer saving area of the outside work area (step X81), and as the value of the outside stack area in the stack pointer, outside the area stack area (outside area stack area) An address value indicating the top is set (step X82). As a result, the stack pointer indicating the stack to be used is switched from the inner stack area to the outer stack area.
[0251] Next, the game control device 100 saves (PUSH) the register information (value) to the outside stack area for both the register bank 0 and the register bank 1 (step X83). Here, it is preferable to save all general purpose registers. Then, among the work areas outside the area, the performance display work area is judged to be correct, and if it is incorrect and abnormal, the performance display work area is initialized (including initial value setting). (step X84).
[0252] In the validity determination, if the value stored in the performance display work area is a design-impossible value or deviates from the design value (outside a predetermined range), it can be determined to be invalid. For example, determine whether a specific value (for example, 5Ah) is stored in the performance display RAM initialized flag, which indicates that the performance display work area has been initialized, and divide it to be used for base value calculation, etc. Determines whether the number for managing the progress of processing is within a predetermined range, determines whether the value of the switch counter is within a range equal to or less than the number of switches to be monitored, and obtains a display period management number indicating the current display period. is within the range of the number of periods (0 to 3), and it is determined whether the total section number indicating the current total section is within the range of the number of sections (0 to 4). In this way, it is preferable to determine whether the value of the area used as the pointer for the data table is within a predetermined range in the validity determination. This can prevent the program from crashing by getting a value that is out of range. Moreover, it is effective because the validity determination is performed for each performance display editing process.
[0253] In addition, since the validity judgment is executed each time the performance display editing process is executed, if the performance display work area is not valid, it can be initialized immediately, resulting in an abnormal performance display (abnormal base value). etc.) can be prevented as much as possible.
[0254] In addition, initialization of the performance display work area (including initial value setting) targets areas other than the stack pointer storage area so as to protect the stack pointer storage area. Note that the outside stack area is not initialized in this embodiment, but may be initialized. Even when the outside stack area is initialized, the values of the registers saved in the outside stack area are protected and not initialized. The initialization of the work area for performance display is performed separately from the initialization of the work area within the area (work area for game control) and the stack area within the area (stack area for game control), so the work area within the area and does not affect the stack area within the area.
[0255] Subsequently, the game control device 100 determines whether or not it is time to switch the tabulation interval for tabulating the data (the number of normal out balls, the number of normal winning balls, etc.) used to calculate the base value (ball output rate). (step X85). A counting interval is provided for the total number of out balls (total number of discharged balls, total number of out balls) since the power is turned on, and each time the total number of out balls reaches a predetermined number (for example, every time it increases by 60000), a counting interval is set. can be switched.
[0256] For example, the switching timing of the tally interval is the timing when the total number of out-balls after turning on the power reaches a predetermined number of 300, 60300, 120300, 180300, and so on. That is, the width of the aggregation interval is basically 60000 except for the first aggregation interval, the first aggregation interval = 0~300, the second aggregation interval = 300~60300, the third aggregation interval = 60300~ 120,300, 4th aggregation interval = 120,300 to 180,300, 5th aggregation interval = 180,300 to 240,300, and so on. The aggregation interval numbers indicating the first through fifth aggregation intervals are 0 through 4, respectively, and the aggregation interval number is maintained at 4 for the sixth aggregation interval and beyond. Note that the current aggregate section number is stored in the performance display work area.
[0257] Game control device 100, when it is the switching timing of the tabulation section (step X85; Y), sets the switching of the tabulation section (step X86). Total Out Counter that counts the total number of out balls (total number of outs) and the number of normal out balls (number of normal outs) that is the number of out balls (number of ejected balls) in each total section in the switching setting of the total section. Clear the normal out counter and the normal prize number counter that counts the number of normal prize balls that is the total number of prize balls (number of won balls) in each tally section, or the final base value (or the latest base value) of each tally section value) to the base value storage area of the next aggregation interval.
[0258] The game control device 100 determines whether or not there is a switch input to the input port to be monitored (step X87) when it is not the time to switch the tabulation section (step X85; N). In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 126 (see FIG. 3).
[0259] Here, the switch rising edge information (copied at step X713 in FIG. 64) copied to the performance display work area for each input port to be monitored is checked. For each monitored input port, there is an 8-bit area to store the copied switch rising edge information. It can be determined that there is no input when the switch rising edge information for all monitored input ports is all 0, and it can be determined that there is an input in other cases. As the switch rising edge information, the bit corresponding to the switch with new input (detection) is set to 1 in the input processing (step X103) unless it is masked at the time of copying, and it corresponds to the switch without new input. bit is set to 0.
[0260] Game control device 100, when there is a switch input to the input port to be monitored (step X87; Y), checks the input of the switch (target switch) corresponding to the switch counter and acquires the input information (step X88 ). The target switches here are the lower large winning opening switch 38a of the first special variable winning device 38, the upper large winning opening switch 39a of the second special variable winning device 39, the starting opening 1 switch 36a of the first starting winning opening 36, Starting port 2 switch 37a of the second start winning port 37 (normal variable winning device), winning port switch 35a (left winning port switch, right winning port switch) of general winning port 35, out ball detection switch 74, etc., game ball can change the base value (or ball payout rate) by detecting .
[0261] Subsequently, the game control device 100 determines whether or not the valid period of the target switch (step X89). It should be noted that, if a large winning opening fraud or electric power fraud occurs and winning to the big winning opening or the second starting winning opening 37 is invalid, that is, the big winning opening switches 38a and 39a and the starting opening 2 switch 37a are not valid. Sometimes. In addition, there are always effective switches such as the first start winning opening 36 and the out ball detection switch 74.
[0262] The game control device 100 determines whether or not there is an input to the target switch corresponding to the switch counter (step X90) when it is the valid period of the target switch (step X89; Y). If it is not the effective period of the target switch (step X89; N) or if there is no input to the target switch (step X90; N), the process proceeds to step X98.
[0263] Game control device 100, when there is an input to the target switch (step X90; Y), clears the input information (1 bit) of the bit corresponding to the target switch (step X91), whether it is in the normal base state (Step X92). The normal base state (low base state) is a period during which the base value can be calculated and updated, and is the normal game state in this embodiment.
[0264] When the game control device 100 is in the normal base state (during the normal game state) (step X92; Y), if the target switch is a switch to which prize balls are given, the number of prize balls corresponding to the target switch By adding, the number of normal prize balls, which is the total number of prize balls in the tally section, is updated (step X93). Subsequently, by adding 1 when the target switch is the out ball detection switch 74, the number of normal out balls (normal out number, normal discharged ball number), which is the number of out balls in the tally interval, is updated (step X94). Next, by adding 1 when the target switch is the out ball detection switch 74, the total number of out balls (total number of out balls, total number of discharged balls) is updated (step X95).
[0265] In this embodiment, the out ball detection switch 74 detects all game balls discharged from the game area 32 (that is, all game balls that have passed through the winning opening or the out opening 30b). Not only the game ball that entered the out port 30b, but also the game ball that entered the winning port (first starting winning port 36, second starting winning port 37, big winning port, or general winning port 35) It is detected by being guided to the out-ball detection switch 74 via a path or the like.
[0266] When the game control device 100 is not in the normal base state which is the normal game state (step X92; N), the game control device 100 updates only the total number of out balls without updating the number of normal prize balls or the number of normal out balls (step X95). Therefore, in the high base state (second game state, time saving state, probability variable state or special game state) that is not the normal base state, the number of normal prize balls and the number of normal out balls are not updated, and the number of normal prize balls and the normal out ball The base value calculated from the number (the number of normal winning balls / the number of normal out balls) is not updated and does not change. It is also possible to omit the determination processing relating to the normal base state in step X92 and make the base value updateable (variable) as the ball payout rate in all game states.
[0267] Next, the game control device 100 updates the switch counter by +1 in order to change the target switch to the next one in the next performance display editing process (step X96). It should be noted that the performance display editing process is executed at time intervals (for example, several microseconds) considerably shorter than the timer interrupt cycle (predetermined time cycle, for example, 4 msec) by loop processing in the main processing. Thus, during the interrupt period, the performance display edit process is repeatedly executed and the switch counter (eg 0 to 7) covers all switch bits (eg bit 0 to bit 7) for each monitored input port. . Also, the switch counter is updated to 0 after the last value (eg, 7) and the switch input starts checking for the next monitored input port. For example, after first checking the input of the switch on the third input port 124 , the input of the switch is then checked on the fourth input port 126 .
[0268] On the other hand, the game control device 100 executes a base value calculation process (predetermined process) for calculating a base value when there is no switch input to any of the input ports to be monitored (step X87; N) (step X97). It should be noted that there is a case where there is no switch input from the beginning to the input port to be monitored. On the other hand, even if some or all of the monitored input ports initially have switch inputs, after the switch inputs have been checked for all monitored input ports, the target switch input Since the information has been cleared (step X91), there is no switch input to any of the monitored input ports.
[0269] In the base value calculation process, the base value is the ratio of the number of normal prize balls to the number of normal out balls, and is calculated by the number of normal prize balls / the number of normal out balls. Therefore, when there is a start winning opening (starting winning opening 36, normal variable winning device 37), large winning opening, or general winning opening 35, a winning opening to which prize balls are awarded as the first stage By the input (detection) of the switches 35a, 36a, 37a, 38a, 39a, the number of prize balls is usually updated and changed, the base value changes, and as the second step, the input (detection) of the out ball detection switch 74 The number of out balls is usually updated and changed, and the base value changes. That is, when one game ball enters the winning hole, the base value changes (is affected) in two stages. When a ball is entered in the out port 30b opened in the game board 30, the number of out balls is usually updated and changed by the input (detection) of the out ball detection switch 74, and the base value also changes. On the other hand, if there is a ball entering the normal start gate 34, the number of normal prize balls and the number of normal out balls will not be updated and will not change depending on the ball entering itself, so the base value will remain unchanged. be. Even if there is a ball entering the normal figure start gate 34, the number of prize balls is not usually updated because no prize balls are given.
[0270] The base value is output as a performance display to the performance display device 152 through the processing of steps X224 to X230 of the output processing, regardless of whether or not it has changed. However, when the safety device is activated and the game is stopped, or when the strong error 2 occurs and the game is stopped, the performance display device 152 outputs OFF data and turns off.
[0271] As a special example, the calculation of the base value may be executed only during the real-time value display period during which the real-time value (bL.) of the base value is displayed. The number of normal prize balls and the number of normal out balls are updated, but the base value is not calculated and does not change.
[0272] After step X96 or step X97, the game control device 100 restores the saved register (step X98), loads it from the stack pointer saving area, sets the stack pointer (step X99), and ends the performance display editing process. . The set stack pointer indicates the address of the stack area within the area.
[0273] In FIG. 10, the processing of step X97 is performed immediately after step X94, and the number of normal prize balls or the number of normal out balls is updated without waiting for the input check of all the switches of the input port to be monitored. A configuration is also possible in which the base value calculation process is performed immediately after the calculation.
[0274] [Timer interrupt processing] Next, timer interrupt processing will be described. FIG. 11 is a flow chart showing the procedure of timer interrupt processing (interrupt processing program). Timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the game microcomputer 111, timer interrupt processing is started.
[0275] When the timer interrupt process is started, the game control device 100 first designates the register bank 1 as the register bank to be used (step X101), and sets the upper address of the RAM top address to a predetermined register (step X102). . By switching from register bank 0 used in main processing to register bank 1 at the start of timer interrupt processing, it is equivalent to saving the registers used in main processing. Note that when the timer interrupt process is started, the interrupt is automatically disabled.
[0276] Next, the game control device 100 executes an input process of reading inputs and signals from various sensors and switches, that is, reading the state of each input port (step X103). Next, based on the probability setting changing flag and the probability setting checking flag, it is determined whether or not the probability setting is being changed or the probability setting is being checked (step X104). If the probability setting is being changed or the probability setting is being confirmed (step X104; Y), the probability setting change / confirmation process is executed to change or confirm the probability setting value (step X105).
[0277] The game control device 100, when neither the probability setting change nor the probability setting confirmation (step X104; N), based on the output data set in various processes, actuators such as solenoids (for example, large winning opening solenoids 38b, 39b) Output processing for performing drive control, LED drive control (light emission control), etc. is executed (step X106). Note that when a firing stop signal is output in the processing of step X5 in the main processing, a firing permission signal can be output by performing this output processing, and the firing permission signal can be set to the permission state.
[0278] Next, the game control device 100 executes payout command transmission processing for outputting commands (payout commands, etc.) set in the transmission buffer in various processes to the payout control device 200 (step X107). After that, monitor whether or not there is a normal signal input from the starting port 1 switch 36a, the starting port 2 switch 37a, the winning port switch 35a, the big winning port switches 38a and 39a, and monitor errors (front frame and glass frame is open, etc.) to execute the winning opening switch / state monitoring process (step X108).
[0279] Next, the game control device 100 determines whether or not the game is stopped (step X109). It can be determined that the game is stopped when the safety device is activated or when a strong error 2 requiring the game to be stopped occurs.
[0280] When the game is not stopped (step X109; N), the game control device 100 performs special figure game processing (step X110), role game processing (step X111), general figure game processing (step X112), and segment LED editing processing. Execute (Step X113). After that, the processing after step X114 is executed. In addition to the case where no error has occurred at all, even when a weak error and a strong error 1 have occurred, special figure game processing (step X110), accessory game processing (step X111), general figure game Processing (step X112) and segment LED editing processing (step X113) are executed.
[0281] In the segment LED editing process, settings related to the driving of some of the plurality of segment LEDs (memory display section, round display section, etc.: LED lamps D3 to D7, D11 to D17) constituting the collective display device 50 are executed. It should be noted that other part of the collective display device 50 (variation display unit: LED lamps D1, D2, D8, D10, D18) settings related to driving, etc., is executed in the symbol variation control process (steps A16, A18, C15). be. Settings related to driving of another part of the collective display device 50 (probability state display section: LED lamp D9) are executed in power failure recovery processing (step X48).
[0282] When the game is stopped (step X109; Y), the game control device 100 performs special game processing (step X110), character game processing (step X111), general-purpose game processing (step X112), and segment LED editing. Without executing the process (step X113), the process proceeds to the process after step X114. In this way, when the safety device is activated, or when the game is stopped due to the occurrence of a strong error 2, the special figure game processing (step X110) and the general figure game processing (step X112) are not executed, so the special figure The number of reservations (steps A136, A532) and the number of general chart reservations (steps C107, C318) do not change. On the other hand, if a weak error or a strong error 1 occurs, the game is not stopped, and the special game process (step X110) and the normal game process (step X112) are executed. A136, A532) and the normal figure pending number (steps C107, C318) can be changed by +1 update (when pending occurs) or -1 update (when pending is completed).
[0283] In addition, depending on the type of error such as weak error, strong error 1 and strong error 2, special game processing (step X110), character game processing (step X111), general map game processing (step X112), segment LED A configuration is also possible in which one part of the editing process (step X113) is executed and the others are not executed. For example, only the segment LED editing process may be executed when a strong error 2 occurs.
[0284] In addition, the game control device 100, or to send the safety device operation information corresponding to the state of the safety device to the production control device 300 as a production command, performs the safety device related processing that can set the safety device operating flag (step X114 ). Then, the detection signal from the magnetic sensor switch 61 is checked to execute magnet fraud monitoring processing for determining whether or not there is an abnormality (step X115). Furthermore, the radio wave fraud monitoring process (board radio wave fraud monitoring process) is executed to check the detection signal from the board radio wave sensor 62 of the game board and determine whether or not there is an abnormality (step X116).
[0285] After that, the game control device 100 executes vibration fraud monitoring processing for monitoring fraud due to vibration based on the input from the vibration sensor 65 (step X117). Next, an abnormal ejection monitoring process for monitoring abnormal ejection from the big winning opening is executed (step X118). In the abnormal discharge monitoring process, the special variable winning device is operated based on the inputs from the special variable winning devices 38 and 39, the large winning port switches 38a and 39a, the specific area switch 72a (V winning port switch), and the remaining ball discharge port switch 73. 39 is monitored for abnormal discharge, and an abnormal discharge flag is set when an abnormal discharge occurs. In addition, the game balls that have passed through the large winning opening switches 38a and 39a of the special variable winning devices 38 and 39 pass through the specific area switch 72a (V winning opening switch) or the remaining ball discharge opening switch 73 and are discharged.
[0286] Next, the game control device 100 executes external information editing processing for setting signals to be output to various external devices in the output buffer (step X119). Then, as in step X109 and the like, it is determined whether or not the game is stopped (step X120).
[0287] Game control device 100, when the game is not stopped (step X120; N), saves the flag register to the stack area in the area (step X121), updates the safety device counter value (calculates the number of difference balls) and displays performance Out-of-area integration processing for performing display control of the device 152 and the like is executed (step X122). After that, the flag register is restored (step X123), and the timer interrupt processing ends. When the safety device is not activated and the strong error 2 is not generated, the process of steps X121 to X123 is executed including the out-of-area integration process and the like without stopping the game.
[0288] It should be noted that, as will be described later, when shifting to the outside-area integration process, the stack pointer is switched from the inside-area stack area related to game control to the outside-area stack area. At that time, since the flag of the flag register (especially zero flag) may change when the stack pointer for game control is saved in the stack pointer saving area of RAM111c, save the flag register in advance in step X121.
[0289] On the other hand, when the game is stopped (step X120; Y), the game control device 100 terminates the timer interrupt process without executing the out-of-area integration process or the like. In other words, when the safety device is activated or when a strong error 2 occurs, the out-of-area integration processing is not executed, so the safety device counter value is not updated and the display contents of the performance display such as the base value are not updated. This makes it possible to omit unnecessary control while the game is stopped.
[0290] In addition, unlike the above, even if a strong error 2 occurs, the game is not stopped, and special game processing (step X110), character game processing (step X111), normal game processing (step X112), segment LED editing A configuration for executing the process (step X113) is also possible. Further, even if a strong error 2 occurs, a configuration is also possible in which the out-of-area integration process or the like is executed.
[0291] Also, when the timer interrupt processing returns, the restoration of the interrupt disabled state and the restoration of the register bank designation are configured to be performed automatically. Alternatively, a process of returning the register bank designation to register bank 0 may be performed.
[0292] [Output processing] Next, the details of the output process (step X106) in the timer interrupt process (FIG. 11) will be described. FIG. 12 is a flowchart showing the procedure of output processing.
[0293] The game control device 100 first resets the output port 135 by outputting off data to the output port 135 (segment output port) (see FIG. 3) that outputs the segment data of the collective display device (LED) 50 (step X201). Subsequently, all solenoids (large winning opening solenoid 38b, 39b, lever solenoid 72b, general electric solenoid 37c) are set to OFF output data (step X202). Then, as in step X109 and the like, it is determined whether or not the game is stopped (step X203). It can be determined that the game is stopped when the safety device is activated or when a strong error 2 requiring the game to be stopped occurs.
[0294] The game control device 100 synthesizes data to be output to the solenoid output port 134 that outputs the data of the large winning opening solenoids 38b, 39b, the lever solenoid 72b, and the general electric solenoid 37c when the game is not stopped (step X203; N). (step X204). Then, the data is output to the solenoid output port 134 (step X205). When the game is stopped (step X203; Y), nothing is done, the process proceeds to step X205, and off data is output to the solenoid output port 134 (step X202). As a result, when the game is stopped, the operation of all the solenoids is stopped, and the big winning opening, the specific area 72, the normal variable winning device 37 and the like are closed and closed. In this way, the big winning opening is closed in the game stop state, and the round game (the game during the big win or the small win) cannot be executed.
[0295] Then, the game control device 100 updates the value of the digit counter for sequentially scanning the digit line of the collective display device (LED) 50 by +1 within the range of 0 to 3 (adds only 1, but after 3, 0 ) (step X206). Furthermore, the digit output data to the digit line of the LED corresponding to the value of the digit counter is obtained (step X207). Then, the acquired digit output data and external information data are combined (step X208), and the combined data is output to the digit output / external information output port 136 (step X209).
[0296] Next, the game control device 100 sets off data as segment output data to the segment line (step X210). Then, output data for prohibiting firing is set (step X211). Furthermore, as in step X203 and the like, it is determined whether or not the game is stopped (step X212).
[0297] The game control device 100, when the game is not stopped (step X212; N), loads the segment output data from the segment area in the RAM 111c corresponding to the value of the digit counter to the segment line (step X213), and permits launching. Output data is set (step X214), and the loaded segment output data is output to the output port 135 for segment output (step X215). In addition, this segment area may be included in the intra-area work area (work area for game control).
[0298] In this way, when the game is not stopped, each time the value of the digit counter is updated by +1 in the range of 0 to 3, a new digit line is selected and the 8 digits connected to this digit line are selected. Segment output data is output on the segment lines. Digits 0 to 3 (digits 0 to 3) are sequentially selected, and a dynamic driving method (dynamic lighting control) for the collective display device 50 is realized.
[0299] On the other hand, when the game is stopped (step X212; Y), the game control device 100 outputs off data (step X210) to the segment output port 135 without processing steps X213 and X214. (step X215). As a result, in the game stop state when the safety device is activated or when the strong error 2 occurs, the collective display device 50 is turned off. As a result, the special figure variation display game and the normal figure variation display game cannot be executed in the game stop state. A player who sees the collective display device 50 can recognize that the game is stopped, that the safety device has been activated, or that a strong error 2 (illegal error) has occurred.
[0300] Subsequently, the game control device 100 loads and synthesizes external information data to be output to the external information terminal 71 (step X216), and further synthesizes the synthesized external information data and the output data of launch permission or launch prohibition ( Step X217), and output the finally combined data to the external information / fire enable signal output port 137 (step X218). Here, when the game is not stopped, the output data becomes shooting permission (step X214), and when the game is stopped, the output data becomes shooting prohibition (shooting stop) (step X211). As a result, in the game stop state when the safety device is activated or when the strong error 2 occurs, while the game ball is prohibited from being fired from the ball launcher, in the game stop state If not, shooting of game balls from the ball shooting device is permitted. It should be noted that, even in the game stop state, it is also possible to permit the shooting of game balls from the ball shooting device and not to prohibit shooting (stop shooting).
[0301] Next, the game control device 100 loads and synthesizes the data to be output to the test terminal output port 1 on the relay board 70 that outputs the test signal to the test firing test device, and the test terminal output port 1 on the relay board 70 output the synthesized data (step X219). After that, the data to be output to the test terminal output port 2 on the relay board 70 that outputs the test signal to the test firing test device is loaded and synthesized, and the synthesized data is output to the test terminal output port 2 on the relay board 70. (Step X220).
[0302] Next, the game control device 100 loads and synthesizes the data to be output to the test terminal output port 3 on the relay board 70 that outputs the test signal to the test firing test device, and the test terminal output port 3 on the relay board 70 output the synthesized data to (step X221). Furthermore, the data to be output to the test terminal output port 4 on the relay board 70 that outputs the test signal of the test firing test device is loaded and synthesized, and the synthesized data is output to the test terminal output port 4 on the relay board 70 ( step X222). Then, the data to be output to the test terminal output port 5 on the relay board 70 that outputs the test signal to the test firing test device is loaded and synthesized, and the synthesized data is output to the test terminal output port 5 on the relay board 70. (Step X223).
[0303] Next, the game control device 100 outputs off data to the output port 141 (segment output port 2) that outputs segment data of the performance display device (LED) 152 and resets the output port 141 (step X224). Next, the value of the digit counter 2 for sequentially scanning the digit lines of the performance display device 152 is updated by +1 within the range of 0 to 3 (only 1 is added, but after 3 it is updated to 0) (step X225). Furthermore, the digit output data to the digit line of the LED corresponding to the value of the digit counter 2 is obtained (step X226). Then, it outputs the acquired digit output data to the output port 142 (digit output port 2) (step X227).
[0304] Next, the game control device 100 determines whether or not the game is stopped (step X228), like step X203. If the game is not stopped (step X228; N), the segment output data is loaded from the performance display device segment area in the RAM 111c corresponding to the value of the digit counter 2 (step X229). The performance display device segment area is included in the performance display work area related to performance information and its display (performance display). Then, it outputs the loaded segment output data to the output port 141 (segment output port 2) for the performance display device 152 (step X230), and then terminates the output process.
[0305] On the other hand, when the game is stopped (step X228; Y), the game control device 100 ends the output process without executing the processes of step X229 and step X230. Therefore, when the safety device is activated and the game is stopped or when the strong error 2 occurs and the game is stopped, the segment output data of the performance display device segment area cannot be output to the output port 141, so step X224 is output to the output port 141 for the performance display device 152 as it is. Then, in this case, when the value of the digit counter 2 cycles through the range of 0 to 3, the performance display device 152 forcibly turns off all the LEDs and disappears. can recognize that the game is stopped, that a safety device has been activated, or that a strong error 2 (illegal error) has occurred.
[0306] Also, even if a strong error 2 occurs, it is possible to configure the process such as step X229 and step X230 without stopping the game.
[0307] [Winning gate switch / status monitoring process] Next, the details of the winning opening switch / state monitoring process (step X108) in the timer interrupt process (FIG. 11) will be described. FIG. 13 is a flow chart showing the procedure of the winning opening switch / state monitoring process.
[0308] The game control device 100 first clears the acquired game ball number area included in the intra-area work area to 0 (step X301). As a result, the acquired game ball number area becomes an area for storing the acquired game ball number, which is the number (total) of prize balls acquired within one interruption (within a predetermined time period). The number of acquired game balls is equal to the increase in the number of safe balls within one interruption. Then, prepare the winning opening monitoring table 1 corresponding to the upper big winning opening switch 39a in the upper big winning opening (special variable winning device 39) (step X302). Then, even though the upper special winning opening is not open, it monitors whether there is an illegal winning in the upper special winning opening and executes fraud & winning monitoring processing for detecting normal winning (step X303).
[0309] After that, the game control device 100 prepares the winning opening monitoring table 2 corresponding to the lower winning opening switch 38a in the lower winning opening (special variable winning device 38) (step X304). Then, even though the lower special winning opening is not open, the lower special winning opening is monitored for illegal winning and normal winning is detected (step X305).
[0310] Then, the game control device 100 prepares a winning opening monitoring table corresponding to the starting opening 2 switch 37a in the normal variable winning device 37 (step X306). Then, a fraudulent and winning monitoring process for monitoring fraudulent winning and detecting normal winning is executed (step X307). Subsequently, a winning opening monitoring table of winning opening switches that can always win and does not require fraud monitoring is prepared (step X308). The winning opening switch that can always win a prize is the starting opening 1 switch 36a, the general winning opening 35, and the like.
[0311] Next, the game control device 100 executes winning number counter update processing for updating the winning number (step X309). Then, update the state scan counter for sequentially designating which of the plurality of switches and signals whose states are to be monitored and which switch or signal is to be monitored this time (step X310). The state scan counter is updated from 0 to 3.
[0312] After that, the game control device 100 prepares the gaming machine state monitoring table 1 for setting the state to be monitored according to the value of the state scan counter (step X311). Then, a gaming machine state check process is executed to determine whether an error has occurred or not (step X312).
[0313] By referring to the game machine state monitoring table 1 for the value of the state scan counter, if the value of the state scan counter is 0, the state (switch abnormality error ) is set, and if the value of the state scan counter is 1, the monitoring of the state based on the shoot ball cut switch signal from the payout control device 200 (shot ball cut error) is set. If the value of the state scan counter is 2, monitoring of the state based on the overflow switch signal (overflow error) is set, and if the value of the state scan counter is 3, the state based on the dispense error status signal (dispense error error). monitoring is set. In this way, the gaming machine state monitoring table 1 monitors weak errors.
[0314] Next, the game control device 100 prepares the gaming machine state monitoring table 2 for setting the state to be monitored according to the value of the state scan counter (step X313). Then, a gaming machine state check process is executed to determine whether an error has occurred or not (step X314).
[0315] By referring to the game machine state monitoring table 2 for the value of the state scan counter, if the value of the state scan counter is 0, the state (glass frame open error) based on the signal output from the glass frame open detection switch is monitored. is set, and if the value of the state scan counter is 1, monitoring of the state (body frame open error, front frame open error) based on the signal output from the body frame open detection switch is set. Also, if the value of the state scan counter is 2, monitoring of the state based on the frame radio wave fraud signal (framing radio wave fraud) is set, and if the value of the state scan counter is 3, monitoring of the state based on the touch switch signal is set. is set.
[0316] Next, the game control device 100 determines whether or not the value of the state scan counter is 0 (step X315). Then, if the value of the error scan counter is not 0 (step X315; N), the process proceeds to step X317.
[0317] In addition, the game control device 100, when the value of the error scan counter is 0 (step X315; Y), the busy signal status based on the payout busy signal indicating whether the payout control device 200 can start payout control A payout busy signal check process for setting (payout busy signal flag) is executed (step X316), and the process proceeds to step X317.
[0318] Note that the processing of step X316 is executed only when the value of the state scan counter, which is updated for each timer interrupt, is 0, so it is executed once every four timer interrupts. That is, if the timer interrupt is performed every 4ms, the process of step X316 will be performed every 16ms.
[0319] Next, the game control device 100 executes V passage timing monitoring processing for monitoring whether or not the game ball has passed through the specific area switch 72a at inappropriate timing (step X317). In the V passage timing monitoring process, when the detection signal of the specific area switch 72a is generated at inappropriate timing, it is determined as a V passage error.
[0320] Subsequently, the game control device 100 executes a remaining ball monitoring process for monitoring whether or not game balls remain in the specific area switch 72a (step X318), and ends the winning opening switch / state monitoring process.
[0321] It should be noted that the V passage timing monitoring process and the remaining ball monitoring process in the winning opening switch / state monitoring process are necessary for a so-called 1 type 2 type mixed machine (1 + 2 types machine) like this embodiment, and a normal 1 It may not be necessary for seed pachinko machines.
[0322] [Fraud & Winning Monitoring Process] FIG. 14 is a flow chart showing the procedure of fraud & winning monitoring processing. The cheating & winning monitoring process is executed at steps X303, X305 and X307 in the winning opening switch / state monitoring process shown in FIG.
[0323] The fraud & winning monitoring process includes the lower large winning opening switch 38a in the special variable winning device 38, the upper large winning opening switch 39a in the special variable winning device 39, the winning opening switch in the normal variable winning device 37 (starting opening 2 switch 37a ). As for the second start winning port (ordinary variable winning device 37) and the big winning port (special variable winning device 38, 39), it is easy for fraud to be forced to open the opening / closing member, insert the game ball, and pay out the prize ball. Therefore, in addition to detecting prizes, fraud is monitored.
[0324] The game control device 100 first checks the fraud monitoring period flag of the winning opening switch subject to error monitoring (step X321), and determines whether or not it is during the fraud monitoring period (step X322). For example, the fraud monitoring period is a period in which the winning opening switch to be monitored for error does not originally detect the game ball. It is a period other than the game state.
[0325] Then, when it is the fraud monitoring period (step X322; Y), the game control device 100 determines whether or not there is an input to the target winning opening switch (step X323). If there is no input to the target winning opening switch (step X323; N), load the target notification timer update information (step X332). In addition, when there is an input to the target winning opening switch (step X323; Y), the number of fraudulent winnings targeted is updated by +1 (step X324), and the number of fraudulent winnings after addition is the number of fraudulent occurrence determinations to be monitored. (For example, 5) or more (step X325).
[0326] The reason why the number of determination is 5 is that, for example, when the large winning opening in the open state is changed to the closed state, the game ball is caught in the door member of the big winning opening, and the game ball passes the effective period of the count switch. This is to avoid judging that the game is fraudulent when the player wins a prize or the signal contains noise, and to prevent the player from easily judging an error even though the game is not fraudulent.
[0327] Then, if the game control device 100 does not have the determination number or more (step X325; N), it prepares a winning opening monitoring table for the target winning opening switch (step X330). In addition, if it is equal to or more than the judgment number (step X325; Y), the fraudulent prize winning number is kept at the fraud occurrence judgment number (step X326), and the initial value (for example, 60000 ms) is saved in the target fraudulent prize winning notification timer area (step X327).
[0328] Next, the game control device 100 prepares the target fraudulent occurrence command as a production command (step X328), and further prepares an fraudulent winning occurrence flag as a fraudulent flag (step X329). Then, the prepared fraud flag is compared with the value of the target fraud flag area (step X340).
[0329] On the other hand, if the game control device 100 is not in the fraud monitoring period (step X322; N), it prepares the winning opening monitoring table of the target winning opening switch (step X330), and updates the winning number counter for setting the winning balls. Execute processing (step X331). The details of the winning number counter update process will be described later.
[0330] Then, the game control device 100 loads target notification timer update information (step X332), and determines whether or not there is permission to update the notification timer (step X333). If the update of the notification timer is not permitted (step X333; N), the cheating & winning monitoring process is terminated. On the other hand, if update of the notification timer is permitted (step X333; Y), if the target notification timer is not 0, it is updated by -1 (step X334). Note that the minimum value of the notification timer is set to 0.
[0331] Updating the notification timer is permitted if the winning opening switch for error monitoring is the winning opening switch (starting opening 2 switch 37a) in the normal variable winning device 37. Also, if there are two winning opening switches in one special variable winning device (large winning opening), updating the notification timer is permitted if one of the winning opening switches is subject to error monitoring, and is subject to error monitoring. is not allowed if the winning slot switch is the other. As a result, the update of the notification timer is performed twice as frequently as to the fraudulent notification of one special variable winning device, preventing the time from running out in half of the prescribed time (for example, 60000 ms).
[0332] After that, the game control device 100 determines whether the value of the notification timer is 0 (step X335), and if the value is not 0 (step X335; N), that is, if the time has not expired, Terminate fraud & winning monitoring process. In addition, if the value of the notification timer is 0 (step X335; Y), that is, if the time has expired or has already expired, the target fraud cancellation command is prepared as a production command (step X336), An illegal winning cancellation flag is prepared as a flag (step X337). Then, it is determined whether or not it is the moment when the value of the notification timer becomes 0 (step X338).
[0333] If the game control device 100 is the moment when the value of the notification timer becomes 0 (step X338; Y), that is, when the value of the notification timer becomes 0 in this fraud & winning monitoring process, the target clear the number of fraudulent winnings (step X339).
[0334] In addition, the game control device 100, after the processing of step X339 is completed, or if it is not the moment when the value of the notification timer becomes 0 (step X338; N), that is, the notification timer becomes 0, the prepared fraud flag is compared with the value of the target fraud flag area (step X340).
[0335] And, the game control device 100, when the prepared fraud flag and the value of the target fraud flag area match (step X340; Y), ends the fraud & winning monitoring process. In addition, when the prepared fraud flag and the value of the target fraud flag area do not match (step X340; N), the prepared fraud flag is saved in the target fraud flag area (step X341), and effect command setting processing is executed. Execute (step X342). After that, the illegality & prize-winning monitoring process is terminated.
[0336] By the above processing, the fraudulent occurrence command is transmitted to the production control device 300 with the occurrence of fraud, the fraud cancellation command is transmitted to the production control device 300 with the cancellation of the fraud, the start of the fraudulent notification, the end is set The Rukoto.
[0337] [Processing for updating winning number counter] FIG. 15 is a flow chart showing the procedure of winning number counter update processing. Winning number counter update processing is executed in step X309 of winning opening switch / state monitoring processing shown in FIG. 13 and step X331 of fraud & winning monitoring processing shown in FIG.
[0338] The game control device 100 first determines whether or not the game is stopped (step X351). It can be determined that the game is stopped when the safety device is activated or when a strong error 2 requiring the game to be stopped occurs.
[0339] When the game is not stopped (A2201; N), the game control device 100 acquires the number of winning opening switches to be monitored from the winning opening monitoring table (A2202), and checks whether or not there is an input to the target winning opening switch. Judge (A2203). In the winning table of the winning opening monitoring table, the number of winning balls, the address of the winning number counter area 1, the address of the winning number counter area 2, etc. are defined for each winning opening switch to be monitored. If there is no input (A2203; N), the table address is updated to the address of the next record (step X365), and it is determined whether monitoring of all switches has been completed (step X366).
[0340] On the other hand, the game control device 100, when there is an input to the target winning hole switch (step X353; Y), loads the number of acquired game balls from the acquired game ball number area (step X354), and is added to the acquired game ball number (step X355), and the value after the addition is saved in the acquired game ball number area (step X356). As a result, the number of acquired game balls stored in the number of acquired game balls area is updated for each winning opening switch, and the number of acquired game balls finally becomes the number (total) of prize balls acquired within one interruption. Become.
[0341] The number of winning game balls area is located in the work area within the area, and is written by the winning number counter update processing program (a part of the area program), and the later-described difference ball confirmation processing program (a part of the outside area program). ) will only read. It should be noted that the total value of the prize balls is less than 255 (1 byte) even if all the winning mouth switches are input at the same time, so the upper limit is not checked for the number of winning game balls.
[0342] Next, the game control device 100 loads the value of the target win number counter area 1 (step X357), and updates the loaded value by +1 (step X358). Furthermore, it is determined whether or not the updated value causes an overflow (step X359). Winning number counter area 1 has a size of 2 bytes (0 to 65535).
[0343] If no overflow has occurred (step X359; N), the game control device 100 saves the updated value in the winning number counter area 1 (step X360). After the processing of step X360 is completed, or when an overflow occurs (step X359; Y), the value of the target win number counter area 2 is loaded (step X361).
[0344] After that, the game control device 100 updates the loaded value by +1 (step X362), and determines whether the updated value causes an overflow (step X363). If no overflow occurs (step X363; N), the updated value is saved in winning number counter area 2 (step X364). Winning number counter area 2 has a size of 1 byte (0 to 255).
[0345] Game control device 100, after the end of the process of step X364, or when an overflow occurs (step X363; Y), updates the table address to the address of the next record (step X365). Then, it is determined whether or not monitoring of all switches has ended (step X366).
[0346] If the monitoring of all the switches has not been completed (step X366; N), the game control device 100 returns to the process of step X353 for determining whether or not there is an input to the target winning opening switch. Also, when the monitoring of all switches is completed (step X366; Y), the win number counter update process is terminated. As a result, the processing of steps X353 to X366 is repeated until the monitoring of all switches is completed, and the number of won game balls, which is the number (total) of prize balls obtained within one interruption, is obtained. Winning number counter areas 1 and 2 are updated based on the winning to each winning opening (each winning area), and winning information is stored.
[0347] When the game is stopped (step X351; Y), the game control device 100 does nothing and terminates the win number counter update process. As a result, when the game is stopped, the detection of the game ball by the winning port switch is disabled, the number of acquired game balls is not updated, and the winning number counter areas 1 and 2 are not updated, so the winning information is not memorized. No ball is obtained (not paid out). The payout of prize balls based on the winning information stored before the game is stopped (that is, when the detection of the game ball by the winning opening switch is effective) continues even in the game stop state.
[0348] The winning number counter area 1 is an area used for transmitting a payout command (prize ball command) for instructing payout of prize balls to the payout control device 200, and the payout command has not yet been transmitted. Winning data corresponding to the missing prize balls is stored. That is, the prize number counter area 1 forms a prize ball command counter capable of storing information relating to the prize ball command.
[0349] The winning number counter area 2 is used to transmit a main winning ball signal to be output to an external device each time the number of winning balls (scheduled number of payouts) generated by winning a prize in the winning opening reaches a predetermined number (here, 10). This is an area to be used, and stores prize winning data corresponding to prize balls for which main prize ball signal generation processing has not been performed. That is, the prize number counter area 2 forms a main prize ball signal counter capable of storing information on the main prize ball signal.
[0350] Each of these winning number counter areas has a winning number counter for each number of prize balls set for each prize opening (for example, 3 prize balls, 2 prize balls, 10 prize balls, 14 prize balls). An area is provided, and 1 is added to the count number of the corresponding winning number counter area based on the winning to the winning opening. That is, it is possible to store the information of the winning in units of one winning to the winning opening. The winning number counter area 1 (2 bytes) is allocated a larger area than the winning number counter area 2 (1 byte), so that more winning data can be stored. This is because while the main prize ball signal can be transmitted regardless of the state of the destination, the payout command may be suspended depending on the state of the payout control device 200 to which it is sent. This is because data may be accumulated.
[0351] [Game machine status check processing] FIG. 16 is a flow chart showing the procedure of the gaming machine state check process. The gaming machine state check process is executed at steps X312, X314, etc. in the winning opening switch / state monitoring process shown in FIG.
[0352] The game control device 100 first acquires the state monitoring table corresponding to the state scan counter (step X371). The state scan counter is set to a value ranging from 0 to 3 corresponding to the game state. Incidentally, the relationship between the state monitoring table and the state scan counter is as described in the winning opening switch / state monitoring process.
[0353] Subsequently, the game control device 100 determines whether or not the signal to be checked is ON (step X372). If the signal to be checked is not ON (step X372; N), that is, if the signal to be checked is OFF, prepare a state OFF flag as a state flag (step X373), acquire the target state OFF command, Prepare (step X374). Furthermore, the target state-off monitoring timer comparison value is obtained (step X375). The state-off flag indicates a normal state with respect to error-related signals, and indicates a no-touch state with respect to touch switch signals.
[0354] On the other hand, the game control device 100, when the signal to be checked is ON (step X372; Y), prepares a state ON flag as a state flag (step X376), acquires the target state ON command, and prepares ( step X377). Furthermore, the target state ON monitoring timer comparison value is obtained (step X378). The state-on flag indicates an abnormal or illegal state for error-related signals, and indicates a touched state for touch switch signals.
[0355] When the processing of step X375 or step X378 ends, the game control device 100 determines whether or not the value of the target signal control region matches the acquired signal state (step X379). If they match (step X379; Y), the process proceeds to step X382. If they do not match (step X379; N), the acquired signal state is saved in the target signal control area (step X380), and the target state monitoring timer is cleared (step X381).
[0356] Subsequently, the game control device 100 updates the target state monitoring timer by +1 (step X382). Furthermore, it is determined whether or not the value of the updated state monitoring timer is greater than or equal to the corresponding timer comparison value (step X383). When the value of the updated status monitoring timer is less than the corresponding timer comparison value (step X383; N), the gaming machine status check process is terminated.
[0357] On the other hand, the game control device 100, when the value of the updated state monitoring timer is equal to or greater than the corresponding timer comparison value (step X383; Y), updates the state monitoring timer by -1, and the value of the timer comparison value -1. (Step X384). Furthermore, it is determined whether or not the prepared status flag matches the value of the target status flag area (step X385). If they match (step X385; Y), the gaming machine state check process is terminated.
[0358] On the other hand, if the prepared state flag does not match the value of the target state flag area (step X385; N), the game control device 100 saves the prepared state flag in the target state flag area (step X386). Finally, an effect command setting process for setting an effect command is executed (step X387), and the gaming machine state check process is terminated.
[0359] The effect command here is either a state off command or a state on command. If the state ON command is an error-based command, the effect control device 300 is caused to start error notification. As a state-on command for starting error notification to the effect control device 300, there is a command corresponding to a payout error (included in a weak error) related to the payout of game balls such as a shot ball out error, overflow error, payout error, etc. , There are commands for frame open errors (included in strong error 1) such as glass frame open error and body frame open error, and commands for frame radio wave fraud errors (included in strong error 2).
[0360] [Probability setting change / confirmation process] Next, the details of the probability setting change / confirmation process (step X105) in the timer interrupt process will be described. FIG. 17 is a flowchart showing the procedure of probability setting change / confirmation processing. In the probability setting change / confirm process, the probability setting value can be changed or confirmed.
[0361] The game control device 100 first determines whether or not the probability setting value is within the normal range (step X401). The probability setting value here is stored in the probability setting value area included in the intra-area work area of the RAM 111c.
[0362] When the probability setting value is within the normal range (step X401; Y), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (step X402), and displays the driver in the performance display device 152. Output via 150a and 150b (step X404). If the probability setting value is not within the normal range (step X401; N), set the light-off data as the probability setting value display data (step X403) and output it to the performance display device 152 via the drivers 150a and 150b (step X404).
[0363] Here, the probability setting value display data is data of probability setting values for display displayed on the performance display device 152, and is stored in the probability setting value display data area. In addition, in order to prevent confusion among hall personnel such as game hall managers and attendants, even if the probability setting value is different, if the probability of a big hit (and the probability of a small hit) is the same, the probability setting value for display will be changed to the big hit probability ( and small hit probability) may be the same. That is, the same display probability setting value may mean the same big win probability (and small win probability).
[0364] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0 (step X405). The security signal control timer is 128 ms (predetermined time) set in step X37. Subsequently, on-data of a security signal for informing an external device (game parlor internal management device (hall computer), etc.) of the abnormality is output to the external information terminal 71 (step X406). Here, other signals to the external information terminal 71 such as the jackpot signal are kept off.
[0365] After that, the game control device 100 determines whether or not the probability setting changing flag is set (step X407). If the probability setting changing flag is not set (step X407; N), that is, if the probability setting is being confirmed, the probability setting change / confirmation process is terminated without doing anything.
[0366] Game control device 100, when the probability setting changing flag is set (step X407; Y), that is, when the probability setting is being changed, whether it is the first timer interrupt processing after power-on is determined (step X408). If this is the first timer interrupt process after power-on (step X408; Y), the probability setting change / confirmation process is terminated. This is to prevent the probability setting value from being unintentionally updated when the RAM initialization switch 112 is kept pressed.
[0367] Game control device 100, when not the first timer interrupt processing after power-on (step X408; N), determines whether there is an input of the RAM initialization switch 112 (step X409). If there is no input from the RAM initialization switch (step X409; N), the probability setting change / confirmation process is terminated.
[0368] Game control device 100, when there is an input of the RAM initialization switch 112 (step X409; Y), +1 update within the range that can take the working setting value of the working setting value area (RAM111c or register) At the same time, the probability setting value in the probability setting value area is updated by +1 corresponding to the work setting value (step X410). As a result, each time the RAM initialization switch 112 is operated, the probability set value in the probability set value area is updated by one. After that, the probability setting change / confirmation process is terminated. When entering the setting change mode, a value corresponding to the probability setting value read from the probability setting value area (1 subtracted value) may be stored. Note that if the work set value is 5 (probability set value 6) and is updated by +1, it is possible to return to the work set value 0 (probability set value 1). Therefore, the probability setting values 1 to 6 can be repeatedly updated by +1 and switched. Also, the possible range of the work setting value is, for example, 0 to 1 or 0 to 5 in the case of multi-step setting in which a plurality of probability setting values exist, but is only 0 in the case of single-step setting. In the case of multi-step setting, the working set value and probability set value are updated to different values each time the RAM initialization switch 112 is operated, but in the case of single-step setting, the values remain the same even if they are updated. Yes (updated to the same value).
[0369] In addition, every time the probability setting value is updated by +1, when there is a game state switch to the setting variable state, etc., a command (setting value information command) to notify the setting value to the effect control device 300 is transmitted. good too. Similarly, every time the probability setting value is updated by +1, or when the game state is switched to a variable setting state, etc., the test signal may be output to the external test-firing test device. In addition, it is preferable to cancel these transmissions and outputs when the game control device 100 has an abnormality such as a main abnormality. In addition, when there is a change in the game state such as a probability variable state, a time saving state or a big hit state, or at the start of the special figure fluctuation display game, a command (set value information command) to notify the setting value to the production control device 300 is transmitted. Alternatively, the test signal may be output to an external test-fire test device.
[0370] In the above, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is directly updated corresponding to the update of the working setting value. The area stores the probability setting value (setting value for work) during setting change, and when the setting key switch 153 is turned off and the setting change work is completed (step X39; Y), the setting value area for work is stored. A value corresponding to the work set value may be stored in the probability set value area for the first time. In this way, when a power failure occurs during setting change (step X40; Y), the probability setting value (probability setting value stored in the probability setting value area) used for game control, production control, etc. It is possible to prevent a situation in which an unintended value is changed.
[0371] [Special game processing] Next, the details of the special figure game process (step X110) in the timer interrupt process described above will be described. FIG. 18 is a flow chart showing the procedure of special figure game processing. In the special figure game process, the monitoring of the input of the starting port 1 switch 36a and the starting port 2 switch 37a, the control of the entire processing related to the special figure fluctuation display game, and the setting of the display of the special figure.
[0372] The game control device 100, first, executes a starting opening switch monitoring process for monitoring the winning of the starting opening 1 switch 36a and the starting opening 2 switch 37a (step A1). In the starting opening switch monitoring process, when the game ball wins the starting winning opening 36 and the normal fluctuation winning device 37 forming the second starting winning opening, various random numbers (such as big hit random numbers) are extracted, and special figure fluctuation display based on the winning A game result pre-determination is performed to determine a game result based on a prize winning at a stage before the start of the game. Details of the starting port switch monitoring process will be described later.
[0373] Subsequently, a specific area switch monitoring process for monitoring the winning of the game ball (entering the ball) to the specific area 72 (V winning opening) is executed (step A2). Details of the specific area switch monitoring process will be described later.
[0374] Next, the game control device 100 executes the upper special winning opening switch monitoring process (step A3). In the upper large winning opening switch monitoring process, the count switch provided in the special variable winning device 39 (upper large winning opening switch 39a) to monitor the detection of the game ball.
[0375] Next, if the special figure game processing timer is not 0, the game control device 100 updates -1 (subtracts only 1) (step A4). Special figure game processing timer, by -1 update, will be clocked by the interrupt cycle (4msec) of timer interrupt processing. It should be noted that the minimum value of the special figure game processing timer is set to 0. Next, it is determined whether or not the special figure game processing timer is 0 (step A5). If the special figure game processing timer is not 0 (step A5; N), the process proceeds to step A15.
[0376] Game control device 100, if the special game processing timer is 0 (step A5; Y), that is, if the time is up or has already timed up, branch to the processing corresponding to the special game processing number Set the special figure game sequence branch table to be referred to in the register (step A6). Furthermore, the branch destination address of the process corresponding to the special figure game process number is acquired using the special figure game sequence branch table (step A7). Subsequently, a subroutine call is made by the special game processing number, and game branch processing is executed according to the special game processing number (step A8).
[0377] When the game processing number is "0" in step A8, the game control device 100 monitors the start of variation of the special figure variation display game, sets the variation start of the special figure variation display game, sets the effect, To perform special figure normal processing such as setting of information necessary for performing special figure fluctuation processing (step A9). In addition, the detail of a special figure usual process is mentioned later.
[0378] When the game processing number is "1" at step A8, the game control device 100 sets the stop display time of the special figure, sets the information necessary for performing the special figure display processing, etc. A figure changing process is executed (step A10). For example, in the special figure fluctuation process, set the necessary information such as the symbol stop command indicating the stop of the special symbol and the stop display time corresponding to the stop symbol pattern, and set the processing number "2" related to the special figure display process Set and save in the special game processing number area.
[0379] If the game processing number is "2" at step A8, the game control device 100 executes a special figure displaying process for setting information necessary for shifting to the big hit state or the small hit state ( Step A11). For example, in the special figure display process, if the result of the special figure variation display game is a big hit, the condition device operation information indicating that the condition device is operating is set in the condition device operation information area, and the special figure normal processing Set the processing number "0" related to and save it in the special game processing number area. If the result of the special figure fluctuation display game is a small hit, set the necessary information such as the small winning fanfare command and the time before opening the small winning, set the processing number "3" related to the small winning opening preprocessing, and set the special figure Save in the game processing number area. If the result of the special figure fluctuation display game is out, the processing number "0" relating to the special figure normal processing is set and saved in the special figure game processing number area.
[0380] When the game processing number is "3" at step A8, the game control device 100 executes a small winning pre-opening process (step A12). For example, in the small winning opening pre-processing, the opening time of the small winning opening (small winning opening time, for example 1.6 seconds) is saved in the special game processing timer area, and the ON data is stored in the upper large winning opening solenoid output data area. is saved, the command during the opening of the small hit is set as a production command, the processing number "4" relating to the processing during the opening of the small hit is set, and saved in the special game processing number area.
[0381] When the game processing number is "4" at step A8, the game control device 100 executes a process during opening of the small hit (step A13). For example, in the small hit open process, save the small hit remaining ball processing time (for example, 3.0 seconds) in the special game processing timer area, set the processing number "5" related to the small hit remaining ball processing special game processing Save in number area.
[0382] If the game processing number is "5" at step A8, the game control device 100 executes a small hit remaining ball process (step A14). For example, in the small hit remaining ball processing, the processing number "0" relating to the special figure normal processing is set and saved in the special figure game processing number area.
[0383] When the processing based on the special figure game processing number is completed, the game control device 100 prepares the special figure 1 variation control table for controlling the variation of the special figure 1 indicator 51 (step A15), special figure 1 display The symbol variation control process related to the device 51 is executed (step A16). And, after preparing the special figure 2 variation control table for controlling the variation of the special figure 2 indicator 52 (step A17), the symbol variation control process related to the special figure 2 indicator 52 is executed (step A18). Next, the lever solenoid control processing (step A19) for controlling the opening operation of the lever solenoid 72b is executed so as to open the lever solenoid 72b during the small hit, and the special figure game processing ends.
[0384] [Starting port switch monitoring process] Next, the details of the starting port switch monitoring process (step A1) in the special figure game process will be described. FIG. 19 is a flow chart showing the procedure of the starting port switch monitoring process.
[0385] The game control device 100 first prepares a winning monitoring table for the starting winning opening 36 (starting opening 1) (step A101), executes hardware random number acquisition processing (step A102), and has winning to the starting winning opening 36. It is determined whether or not (step A103). If there is no winning to the start winning opening 36 (step A103; N), the process after step A109 is executed. On the other hand, if there is a prize to the starting prize winning port 36 (step A103; Y), it is determined whether or not it is in the game state to hit to the right (step A104).
[0386] When the game control device 100 determines that the game state is not right hitting (step A104; N), it executes the processing after step A107. On the other hand, if the game state is to hit to the right (step A104; Y), prepare a right hit instruction notification command as an effect command (step A105), and execute the effect command setting process (step A106). In the effect command setting process, the effect command is written in the serial transmission buffer, and the effect command is transmitted to the effect control device 300.
[0387] That is, if it is a general electricity support state (time saving state), regardless of the probability state (high probability state / low probability state) of the variable display game, prepare a right-handed instruction notification command and execute the production command setting process . In the case of this embodiment, it is easier for left-handed players to win the starting prize-winning port 36, and only right-handed players will win the normal variable prize-winning device 37. Also, if it is not right-handed, the game ball does not pass through the normal figure starting gate 34. Therefore, in the general electricity support state (time saving state), right-handed hitting is more advantageous than left-handed hitting, but if there is a prize at the start winning opening 36 during the general electricity support state (that is, during the general electricity support state In the case of hitting to the left), a right-handed instruction notification command is sent to the production control device 300, and the production control device 300 displays a notification (warning) instructing to hit to the right by a right-handed instruction display, such as the display device 41 Run with
[0388] Next, the game control device 100, after preparing a table for setting the information of the hold by the starting winning a prize port 36 (starting port 1) (step A107), executes the special figure starting port switch common processing (step A108). Then, prepare a winning monitoring table for the second starting winning opening (normal variable winning device 37) (step A109), execute hardware random number acquisition processing (step A110), and whether or not there is a winning to the second starting winning opening (step A111). If there is no winning to the second starting winning opening (step A111; N), the starting opening switch monitoring process is terminated.
[0389] On the other hand, the game control device 100, if there is a prize to the second start winning port (step A111; Y), whether the normal electric accessories (normal variable winning device 37) is in operation, that is, It is determined whether or not the normal variable winning device 37 is in an open state in which the winning of game balls is possible (step A112). When the normal electric accessory is in operation (step A112; Y), the process proceeds to step A114.
[0390] On the other hand, the game control device 100, when the normal electric accessory is not in operation (step A112; N), determines whether the normal electric fraud is occurring (step A113). If the number of fraudulent winnings to the normal variable winning device 37 is equal to or greater than the number of fraudulent occurrence determinations (eg, 5 pieces), it is determined that the general electrical fraud is occurring. The normal variable prize winning device 37 cannot win a game ball when it is closed, and can win a game ball only when it is open. Therefore, if a game ball wins in the closed state, it means that some kind of abnormality or dishonesty has occurred, and if there is a game ball won in such a closed state, the number is counted as the number of fraudulent wins. Then, when the number of fraudulent prizes thus counted is equal to or greater than a predetermined number (upper limit value) for determination of fraud occurrence, it is determined that fraud is occurring.
[0391] Game control device 100, if not in the middle of electricity fraud (step A113; N), after preparing a table for setting the information of the hold by the second start winning opening (normal fluctuation winning device 37) (step A114), special The figure starting opening switch common processing is executed (step A115), and the starting opening switch monitoring processing ends. Also, when it is determined in step A113 that the electric power irregularity is occurring (step A113; Y), the starting port switch monitoring process is terminated. That is, the second starting memory is prevented from being generated any more.
[0392] [Common process for special figure start switch] Next, the details of the special figure starting opening switch common processing (step A108, step A115) in the starting opening switch monitoring process will be described. Figure 20 is the flowchart which shows the procedure of special figure starting opening switch common processing. Special figure starting mouth switch common processing, when there is an input of starting mouth 1 switch 36a and starting mouth 2 switch 37a, is a process that is performed in common for each input.
[0393] The game control device 100 first outputs information about the number of winnings to the starter switch to be monitored out of the starter 1 switch 36a and the starter 2 switch 37a to the management device outside the gaming machine 10. is loaded (step A131), the loaded value is updated by +1 (step A132), and it is determined whether or not the output count overflows (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the RWM starting signal output count area (step A134), and the process proceeds to step A135. On the other hand, if the number of outputs overflows (step A133; Y), the process proceeds to step A135. In this embodiment, a value from "0" to "255" can be stored in the starting signal output frequency area. Then, when the loaded value is "255", the updated value becomes "0" by +1 update, and it is determined that the number of outputs overflows.
[0394] Next, the game control device 100, of the starting port 1 switch 36a and the starting port 2 switch 37a, the update target special figure holding number (starting memory number) corresponding to the monitoring target starting port switch is the upper limit value (here 4) Determine whether or not it is less than (step A135). If the special figure pending number to be updated is not less than the upper limit (step A135; N), the special figure start opening switch common processing is terminated. Also, if the number of special figures pending to be updated is less than the upper limit (here 4) (step A135; Y), the number of special figures pending to be updated (number of special figures 1 pending or number of special figures 2 pending) +1 is updated (step A136), and the target starting gate winning flag is saved (step A137).
[0395] Next, the game control device 100 calculates the address of the random number storage area corresponding to the starting switch to be monitored and the special figure reservation number (step A138), and stores the jackpot random number prepared in the hardware random number acquisition process as RWM. Save in the jackpot random number storage area (step A139). Next, the jackpot pattern random number of the special figure variation display game that is started by detecting the start port switch to be monitored is extracted and saved in the RWM jackpot pattern random number storage area (step A140). Subsequently, the small hit design random number of the special figure fluctuation display game which is started by the detection of the starting port switch to be monitored is extracted and saved in the small hit design random number storage area (step A141). Also, the support per pattern random number for determining the time saving pattern is extracted, and the support per pattern random number is saved in the support per pattern random number storage area of RWM (step A142).
[0396] In addition, in this embodiment, since the big hit is generated by the V winning after the small hit as described above, the small hit symbol random number may not be used, and step A141 is an option and may not be executed. Also, since there is no small hit result in the special figure 1 fluctuation display game, if the starting port switch to be monitored is the starting port 1 switch 36a, it is not necessary to extract the small winning pattern random number.
[0397] In addition, the small hit design random number, the support per design random number, and the big hit design random number are the stop design at the time of the small hit in the special figure 1 stop design setting process (step A323) and the special figure 2 stop design setting process (step A333) described later. It is used to determine a number, a stop pattern number at the time of a support hit, or a stop pattern number at the time of a big hit, and a small hit stop pattern pattern corresponding to these stop design numbers, a support hit stop pattern pattern, or a big hit stop pattern pattern. .
[0398] In this embodiment, in order to avoid confusion, the small winning design random number, the support winning design random number, and the big winning design random number are provided independently. ) is shared, and the small hit pattern (stop pattern number at the time of the small hit, the small hit stop pattern pattern), the support pattern (stop pattern number at the time of the support hit, the stop pattern pattern at the support hit), the big hit pattern (at the time of the big hit) Stop design number, jackpot stop design pattern) may be distributed. That is, when determining a small winning pattern, the range of common random numbers is divided and assigned to each small winning pattern, or when determining a support winning pattern, the range of common random numbers is divided and assigned to each supporting winning pattern. Alternatively, when determining a jackpot pattern, the range of common random numbers may be divided and assigned to each jackpot pattern.
[0399] Next, the game control device 100 saves the variation pattern random numbers 1 to 3 in the corresponding RWM variation pattern random number storage area (step A143), and determines the result (game result) of the variation display game in advance. A figure pending information determination process (preliminary determination process, prefetch process) is executed (step A144). In the special drawing reservation information determination process, stop design information (jackpot stop design, small hit stop design, time-saving stop design) Prefetching stop symbol command corresponding to the stop symbol), and prefetching variation corresponding to the first half variation number (pre-reach variation number) and second half variation number (post-reach variation number) based on the saved variation pattern random numbers 1 to 3 Set the pattern command as a production command. Then, prepare the decoration special figure reservation number command corresponding to the number of start opening switch and special figure reservation to be monitored as a production command (step A145), execute the production command setting process (step A146), special figure start opening End the switch common processing. In this way, the game control device 100 constitutes preliminary determination means capable of determining in advance the result of the variation display game before the variation display game based on the starting memory is executed.
[0400] Here, the game control device 100 (RAM 111c) extracts a predetermined random number based on the inflow of the game ball into the starting winning area of the starting winning port 36 or the normal variable winning device 37, and becomes the execution right of the variable display game. It constitutes a start memory means for storing a predetermined number as an upper limit as a start memory. In addition, the starting memory means (game control device 100) stores various random values extracted based on the winning of the game ball to the first starting winning port (starting winning port 36) as the first starting memory up to a predetermined number. Store, and store various random values extracted based on the winning of the game ball to the second starting winning port (normal variable winning device 37) as the second starting memory with a predetermined number as the upper limit.
[0401] [Specific area switch monitoring process] Next, the details of the specific area switch monitoring process (step A2) in the special game process will be described. FIG. 21 is a flowchart showing the procedure of specific area switch monitoring processing.
[0402] The game control device 100 first determines whether or not a small hit is in progress (step A201). If the special figure game processing number is "4" and "5", it can be determined that the small hit is in progress. When it is in the small hit (step A201; Y), it is determined whether or not the condition device is in operation (step A202). If the conditional device operation information indicating that the conditional device is in operation is set, it can be determined that the conditional device is in operation.
[0403] Game control device 100, when the condition device is not in operation (step A202; N), determines whether there is an input to the specific area switch 72a (step A203). When there is an input to the specific area switch 72a (step A203; Y), that is, when there is a winning (V winning) to the specific area 72, condition device operation information indicating that the condition device is in operation Save in the condition device operation information area (step A204), and end the specific area switch monitoring process.
[0404] If it is not a small hit (step A201; N), if the condition device is in operation (step A202; Y), or if there is no input to the specific area switch 72a (step A203; N), specify without doing anything End the area switch monitoring process.
[0405] [Special normal processing] Next, the details of the special figure normal processing (step A9) in the special figure game processing will be described. Figure 22 is a flow chart showing the procedure of the special figure normal processing.
[0406] First, the game control device 100 determines whether or not an accessory normal process of an accessory game process, which will be described later, is in progress and the remaining ball counter of the big winning opening is 0 (step A301). If the character item is not in normal processing, or if the remaining ball counter of the big winning opening is not 0 (step A301; N), the process proceeds to step A316 without starting the special figure variation display game.
[0407] The game control device 100 is in the normal processing of the accessory, and when the remaining ball counter of the big winning opening is 0 (step A301; Y), the special figure 2 reservation number (second start memory number) is 0 It is determined whether or not (step A302). If the special figure 2 reservation number is 0 (step A302; Y), it is determined whether the special figure 1 reservation number (first start memory number) is 0 (step A307). Then, if the special figure 1 pending number is 0 (step A307; Y), it is determined whether the customer waiting demonstration has started (step A312), and if the customer waiting demonstration has not started (step A312; N) sets the customer waiting demonstration flag in the customer waiting demonstration flag area (step A313).
[0408] Subsequently, the game control device 100 prepares a customer waiting demo command as an effect command (step A314), performs effect command setting processing (step A315), and proceeds to the process of step A316. On the other hand, in step A312, if the customer waiting demonstration has already started (step A312; Y), set "0" related to the special figure normal process as the processing number (step A316), in the special figure game processing number area Save the processing number (step A317), and clear the fluctuation symbol discrimination flag area (step A318). Then, save the fraud monitoring period flag in the large winning opening fraud monitoring period flag area (step A319), and end the special figure normal processing.
[0409] In addition, the game control device 100, if the special figure 2 pending number is not 0 (step A302; N), executes the special figure 2 fluctuation start process (step A303), decoration special figure pending corresponding to the special figure 2 pending number A number command (decorative special figure 2 pending number command) is prepared as a production command (step A304), and the production command setting process is executed (step A305). Then, the special figure fluctuation in process transition setting process of the special figure 2 is executed (step A306), and the special figure usual process is terminated.
[0410] In the special figure 2 special figure fluctuation processing transition setting process, set "1" as the processing number, save the processing number in the special figure game processing number area, clear the customer waiting demo flag area, special figure 2 fluctuation control flag Save the fluctuating flag in the area.
[0411] In addition, the game control device 100, if the special figure 1 pending number is not 0 (step A307; N), executes the special figure 1 fluctuation start process (step A308), decoration special figure pending corresponding to the special figure 1 pending number A number command (decorative special figure 1 pending number command) is prepared as a production command (step A309), and the production command setting process is executed (step A310). And, the processing shift setting processing during the special figure fluctuation of the special figure 1 is executed (step A311), and the special figure usual processing ends.
[0412] In the special figure fluctuation process transition setting process of special figure 1, set "1" as the processing number, save the processing number in the special figure game processing number area, clear the customer waiting demonstration flag area, special figure 1 fluctuation control flag Save the fluctuating flag in the area.
[0413] In this way, by checking the number of special figures 2 pending before checking the number of special figures 1 pending, if the number of special figures 2 pending is not 0, the special figure 2 fluctuation start process (step A303) is executed It will be done. That is, the special figure 2 fluctuation display game will be executed with priority over the special figure 1 fluctuation display game (special figure 2 pending priority digestion). That is, when the game control device 100 has the second start memory in the second start memory means (game control device 100), the variable display game based on the second start memory is changed to the variable display based on the first start memory. It constitutes a priority control means for executing with priority over the game. In addition, when the special figure 1 change display game is to be executed with priority over the special figure 2 change display game and the special figure 1 pending priority digestion, the determination of step A302 is performed by special figure 1 number of reservations ≠ 0 It suffices to determine whether or not
[0414] [Special figure 1 fluctuation start process] Next, the details of the special figure 1 fluctuation start process (step A308) in the special figure usual process will be described. FIG. 23 is a flow chart showing the procedure of special figure 1 fluctuation start processing. The special figure 1 fluctuation start process is a process performed at the start of the special figure 1 fluctuation display game.
[0415] The game control device 100 saves the special figure 1 fluctuation flag indicating the type of the special figure fluctuation display game to be executed (here special figure 1) in the fluctuation symbol discrimination area (step A321). Subsequently, a big hit flag 1 setting process for performing processing such as setting deviation information and big hit information to the big hit flag 1 for determining whether or not the special figure 1 variation display game is a big hit is executed (step A322). . The details of the jackpot flag 1 setting process will be described later.
[0416] Next, the game control device 100 executes a special figure 1 stop symbol setting process relating to the setting of the special figure 1 stop symbol (symbol information) relating to the special figure 1 variable display game (step A323). In the special figure 1 stop pattern setting process, save the stop pattern number at the time of loss, support hit, or big hit, and the stop pattern pattern corresponding to this stop pattern number, the stop pattern pattern for the support hit, or the big hit stop pattern pattern. do. The stop symbol number at the time of the support win or the big win is determined corresponding to the support win symbol random number and the big win symbol random number, respectively.
[0417] Furthermore, the game control device 100 executes a special figure information setting process for setting special figure information which is a parameter for setting a variation pattern (step A324).
[0418] Subsequently, the game control device 100 prepares a special figure 1 variation pattern setting information table, which is a table in which information for referring to various information regarding the setting of the variation pattern of the special figure 1 variation display game is set (step A325).
[0419] After that, the game control device 100 executes a variation pattern setting process for setting a variation pattern (variation pattern number) which is a variation mode in the special figure 1 variation display game (step A326). Next, the game control device 100 executes the variation start information setting process for setting the information of the variation start of the special figure 1 variation display game (step A327), and ends the special figure 1 variation start process. In the fluctuation start information setting process, the fluctuation time value corresponding to the fluctuation pattern (variation pattern number) is obtained and saved in the special figure game processing timer area. Then, a variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as an effect command, and effect command setting processing is performed. In addition, in the fluctuation start information setting process, the special figure pending number related to the special figure type (special figure 1 or special figure 2) of the special figure variation display game to be started is updated by -1 (decrease by 1).
[0420] [Special figure 2 fluctuation start process] Next, the details of the special figure 2 fluctuation start process (step A303) in the special figure usual process will be described. Figure 24 is a flow chart showing the procedure of special figure 2 fluctuation start processing. The special figure 2 fluctuation start process is a process performed at the start of the special figure 2 fluctuation display game, and the same process as the special figure 1 fluctuation start process shown in FIG. It is something to do.
[0421] The game control device 100 first saves a special figure 2 variation flag indicating the type of the special figure variation display game to be executed (here, special figure 2) in the variation symbol discrimination area (step A331). Subsequently, a big hit flag 2 setting process for performing processing such as setting deviation information and big hit information to the big hit flag 2 for determining whether or not the special figure 2 fluctuation display game is a big hit is executed (step A332). .
[0422] Next, the game control device 100 executes a special figure 2 stop symbol setting process related to the setting of the special figure 2 stop symbol (symbol information) relating to the special figure 2 variable display game (step A333). Furthermore, special figure information setting processing for setting special figure information which is a parameter for setting the variation pattern is executed (step A334). Subsequently, prepare a special figure 2 variation pattern setting information table, which is a table in which information for referring to various information regarding the setting of the variation pattern of the special figure 2 variation display game is set (step A335).
[0423] After that, the game control device 100 executes a variation pattern setting process for setting the variation pattern of the special figure 2 variation display game (step A336). Finally, the variation start information setting process for setting the information of the variation start of the special figure 2 variation display game is executed (step A337), and the special figure 2 variation start process is ended.
[0424] [Big hit flag 1 setting process] Next, the details of the jackpot flag 1 setting process (step A322) in the special figure 1 fluctuation start process will be described. FIG. 25 is a flow chart showing the procedure of the big hit flag 1 setting process.
[0425] The game control device 100 first saves the deviation information in the big hit flag 1 area and the support hit flag 1 area (step A341). Next, load the jackpot random number from the RWM special figure 1 jackpot random number storage area (for the reservation number 1), prepare (step A342), and clear the special figure 1 jackpot random number storage area (for the reservation number 1) to 0 (step A343). It should be noted that for the number of reservations 1 is an area that stores information (random number, etc.) about the special figure start memory (here, the first among the special figures 1) digestion order first. After that, according to whether or not the prepared big-hit random number matches the big-hit determination value, a big-hit determination process is executed to determine whether or not the game is a big-hit (step A344).
[0426] When the determination result of the big hit determination process (step A344) is a big hit (step A345; Y), the game control device 100 overwrites and saves the big hit flag 1 area where the loss information was saved in step A341 with the big hit information. (Step A346), end the jackpot flag 1 setting process.
[0427] On the other hand, if the determination result of the big hit determination process (step A345) is not a big hit (step A345; N), optionally, based on the acquired big hit random number value, it is determined whether or not the special figure variation display game is a support hit. Support hit determination processing is executed (step A347), and it is determined whether or not the result of the determination is support hit (step A348). In addition, in this embodiment, the big hit random number value is also used for the determination of the support hit (in other words, the same random number value is used for the support hit determination and the big hit determination). Here, the support per special figure fluctuation display game (per time saving) is the time saving result (specific result) that enters the time saving state from the next special figure fluctuation display game, corresponding to this time saving result, The production control device 300 can display the time saving pattern on the display device 41 as a result of stopping the decoration special figure variation display game.
[0428] If the special figure variation display game is a support hit (step A348; Y), the game control device 100 overwrites the support hit flag 1 area where the loss information was saved in step A341 and saves it (step A349), end the jackpot flag 1 setting process. On the other hand, if the special figure variation display game is not a support hit (step A348; N), the support hit flag 1 setting process is terminated without saving the support hit information in the support hit flag 1 area.
[0429] Thus, in the present embodiment, the result of the special figure 1 variable display game is one of "big hit", "support hit (time saving hit)", and "lose", and there is no "small hit". It should be noted that steps A347 to A349 are provided as an option, these may be omitted, and the result of the special figure 1 variable display game may not be provided with "support per (time reduction per)". Also, it is possible to provide a "small hit" as a result of the special figure 1 fluctuation display game.
[0430] In the big hit flag 1 setting process, the support hit information is saved in the support hit flag 1 area, but since the big hit and the support hit do not overlap, the support hit information may be saved in the big hit flag 1 area.
[0431] [Big hit flag 2 setting process] Next, the details of the jackpot flag 2 setting process (step A332) in the special figure 2 fluctuation start process will be described. FIG. 26 is a flow chart showing the procedure of the big hit flag 2 setting process. This process performs the same process as the process in the jackpot flag 1 setting process shown in FIG. 25 for the second start memory.
[0432] The game control device 100 first saves deviation information in the big hit flag 2 area, the small hit flag 2 area, and the support hit flag 2 area (step A351). Next, load the jackpot random number from the RWM special figure 2 jackpot random number storage area (for the number of reservations 1), prepare (step A352), and clear the special figure 2 jackpot random number storage area (for the number 1 reservation) to 0 (step A353). It should be noted that for the number of reservations 1, the order of digestion is the first (here the first among the special figures 2) information about the special figure start memory (random numbers, etc.) is stored in the area. After that, according to whether or not the prepared big hit random number matches the small hit determination value, small hit determination processing is executed to determine whether or not it is a small hit (step A354).
[0433] The game control device 100, when the judgment result of the small hit determination process (step A354) is a small hit (step A355; Y), overwrites the small hit information in the small hit flag 2 area where the loss information is saved in step A351. and save (step A356), and end the big hit flag 2 setting process.
[0434] On the other hand, if the special figure variation display game is not a small hit (step A355; N), the game control device 100 determines whether or not the special figure variation display game is a support hit based on the acquired big hit random number value. Support hit determination processing is executed (step A357), and it is determined whether or not the result of the determination is support hit (step A358). In addition, in this embodiment, the big hit random number value is also used for the determination of the support hit (in other words, the same random number value is used for the support hit determination and the big hit determination). Here, the per support of the special figure fluctuation display game (time saving per) is the time saving result (specific result) that enters the time saving state from the next special figure fluctuation display game, corresponding to this specific result, The production control device 300 can display the time saving pattern on the display device 41 as a result of stopping the decoration special figure variation display game.
[0435] If the special figure variation display game is a support hit (step A358; Y), the game control device 100 overwrites the support hit information in the support hit flag 2 area where the loss information was saved in step A351 and saves it (step A359), end the jackpot flag 2 setting process.
[0436] On the other hand, if the determination result of the support hit determination process (step A357) is not a support hit (step A358; N), it is an optional hit depending on whether the prepared big hit random number matches the big hit determination value. A big hit determination process for determining whether or not may be executed (step A360). The game control device 100, when the determination result of the big hit determination process (step A360) is a big hit (step A361; Y), overwrites and saves the big hit information in the big hit flag 2 area where the loss information was saved in step A351. (Step A362), end the jackpot flag 2 setting process. On the other hand, if the determination result of the big hit determination process (step A360) is not a big hit (step A361; N), the big hit flag 2 setting process is terminated while saving the shift information in the big hit flag 2 area.
[0437] Thus, in the present embodiment, the result of the special figure 2 variable display game is one of "small hit", "sapo hit (time saving hit)", and "missing", but optionally, the special figure A configuration is also possible in which a “jackpot” is provided as a result of the two-variation display game.
[0438] In the big hit flag 2 setting process, the small hit information is saved in the small hit flag 2 area, and the support hit information is saved in the support hit flag 2 area. , Small hit information and support hit information may be saved in the big hit flag 2 area.
[0439] [Jackpot determination process] Next, the details of the big hit determination processing (steps A344 and A360) in the big hit flag 1 setting processing and the big hit flag 2 setting processing will be described. FIG. 27 is a flow chart showing the procedure of the big hit determination process. It should be noted that the big hit determination process is a process common to the big hit determination process in other processes executed during the timer interrupt process, and is also executed in the special figure reservation information determination process.
[0440] The game control device 100 first sets the upper limit judgment value corresponding to the probability setting value (step A371), sets the lower limit judgment value of the big hit judgment value (step A372), and the value of the target jackpot random number is the lower limit judgment value. It is determined whether or not it is less than (step A373). A big hit means that the big hit random number matches the big hit determination value. The jackpot judgment value is a series of multiple values, and when the jackpot random number is equal to or greater than the lower limit judgment value, which is the lower limit value of the jackpot judgment value, and below the upper limit judgment value, which is the upper limit value of the jackpot judgment value , is determined to be a jackpot. The upper limit decision value may differ between the low probability state (normal probability state other than the variable probability state) and the high probability state (variable probability state).
[0441] If the target jackpot random number value is less than the lower limit judgment value (step A373; Y), the game control device 100 sets a loss (other than the jackpot) as the judgment result (step A375), and ends the jackpot judgment processing.
[0442] The game control device 100 determines whether or not the target jackpot random number value is greater than the upper limit determination value (step A374). If the value of the jackpot random number is greater than the upper limit judgment value (step A374; Y), set the loss (other than the jackpot) as the judgment result (step A375). On the other hand, when the value of the big hit random number is not greater than the upper limit judgment value (step A374; N), a big hit is set as the judgment result (step A376). When the determination result is set, the big hit determination process is terminated.
[0443] [Small hit determination process] Next, details of the small hit determination process (step A354) in the big hit flag 2 setting process will be described. FIG. 28 is a flow chart showing the procedure of small hit determination processing. In addition, the small hit determination process is a process common to the small hit determination process in other processes executed during the timer interrupt process, and is also executed in the special figure reservation information determination process.
[0444] The game control device 100 first sets the small hit upper limit judgment value corresponding to the probability setting value (step A381), whether the value of the big hit random number of the object (special figure 2) is less than the small hit lower limit judgment value is determined (step A382). It should be noted that the small hit means that the big hit random number matches the small hit determination value. The small hit judgment value is a plurality of continuous values, and the jackpot random number is equal to or greater than the small hit lower limit judgment value, which is the lower limit value of the small hit judgment value, and the small hit upper limit, which is the upper limit value of the small hit judgment value. If it is equal to or less than the judgment value, it is judged to be a small hit. The small hit upper limit judgment value may be different in the low probability state (ordinary probability state other than the probability variable state) and the high probability state (variable probability state).
[0445] Of course, in order to avoid that the result of the same special figure fluctuation display game becomes a small hit and a big hit, the range of the small hit judgment value (between the small hit lower limit judgment value and the small hit upper limit judgment value) is the above-mentioned big hit judgment It does not overlap with the value range (between the lower limit judgment value and the upper limit judgment value). In addition, in this embodiment, the small hit random number is not provided independently, and the big hit random number is used for the judgment of the small hit, but the configuration of providing the unique small hit random number is also possible.
[0446] The game control device 100, when the value of the jackpot random number of the target (special figure 2) is less than the small hit lower limit judgment value (step A382; Y), sets the deviation as the judgment result (step A384), small hit judgment processing exit.
[0447] In addition, the game control device 100, when the value of the jackpot random number is not less than the small hit lower limit judgment value (step A382; N), whether the value of the jackpot random number of the target (special figure 2) is larger than the small hit upper limit judgment value It is determined whether or not (step A383). When the value of the big hit random number is larger than the small hit upper limit judgment value (step A383; Y), the deviation is set as the judgment result (step A384). On the other hand, when the value of the big hit random number is not greater than the small hit upper limit judgment value (step A383; N), the small hit is set as the judgment result (step A385). When the determination result is set, the small hit determination process is terminated. In addition, in the present embodiment, the small hit lower limit judgment value and the small hit upper limit judgment value are set so that the small hit probability is 1 / 8 (= 12.5%), but the small hit probability may be another value .
[0448] [Support hit determination process] Next, the details of the support hit determination processing (steps A347 and A357) in the big hit flag 1 setting processing and the big hit flag 2 setting processing will be described. FIG. 29 is a flow chart showing the procedure of the support hit determination process. In addition, the support hit determination process is a process common to the support hit determination process in other processes executed during the timer interrupt process, and is also performed in the special figure pending information determination process.
[0449] Game control device 100, first, sets the per support upper limit judgment value corresponding to the probability set value (step A391). Next, the lower limit judgment value of the support hit judgment value is set (step A392), and it is determined whether or not the value of the target jackpot random number is less than the lower limit judgment value (step A393). It should be noted that the support hit means that the jackpot random number coincides with the support hit determination value corresponding to the set probability value and the game state. The support hit judgment value is a plurality of continuous values, and the jackpot random number is equal to or greater than the lower limit judgment value, which is the lower limit value of the support hit judgment value, and the support hit upper limit judgment value, which is the upper limit value of the support hit judgment value. In the following cases, it is determined to be a support hit. It should be noted that the upper limit judgment value per support may be different in the low probability state (normal probability state other than the variable probability state) and the high probability state (variable probability state).
[0450] Of course, in order to avoid that the result of the same special figure fluctuation display game will be a support hit and a big hit, or a support hit and a small hit, the range of the support hit judgment value (the lower limit judgment value per support and the upper limit judgment value per support) Between) does not overlap with the range of the aforementioned big hit determination value and small hit determination value. In this embodiment, the random number for the support hit is not provided independently, and the random number for the support hit is used to determine the hit for the support.
[0451] Game control device 100, when the value of the target jackpot random number is less than the support per lower limit judgment value (step A393; Y), set the loss (other than support hit) as the determination result (step A395), support hit determination processing exit.
[0452] In addition, the game control device 100, when the value of the jackpot random number is not less than the support hit lower limit judgment value (step A393; N), determines whether the value of the target jackpot random number is greater than the support hit upper limit judgment value. (Step A394). If the value of the jackpot random number is greater than the support per upper limit judgment value (step A394; Y), set the loss (other than support per) as the determination result (step A395). On the other hand, when the value of the big hit random number is not greater than the support hit upper limit judgment value (step A394; N), the support hit is set as the judgment result (step A396). When the determination result is set, the support hit determination process is terminated.
[0453] In the support hit determination process, support hit determination (time reduction determination) is performed by a lottery using a big hit random number value. In the support hit judgment (time reduction judgment) as a lottery, when the big hit random number matches the support hit judgment value (time reduction judgment value), the result of the support hit (time reduction result, specific result) is obtained and the time reduction is set. be. The support hit determination value is different from the big hit determination value and the small hit determination value.
[0454] In addition, in order to make a difference, the probability of winning per support (range of judgment value for support per hit / range of random numbers for jackpot) may be different for each probability setting value, and for convenience, support for each probability setting value The winning probabilities may be the same. Set the winning probability per support so that setting 1 (or low setting side) is easy to win per support, setting 6 (or high setting side) is difficult to win per support, and the disadvantages of low setting are set. It may be relaxed, or it may be set on the contrary to meet the expectation of the player who expects that it is easy to win the support hit on the high setting side. Also, the probability of winning per support may be changed monotonously from setting 1 to setting 6, or may not be monotonous, such as changing every two stages of setting. The odd-numbered setting and the even-numbered setting may have different winning probabilities per supporter to increase the player's interest in estimating the probability set value.
[0455] In addition, between the low probability of the jackpot probability (other than during the variable probability state) and the high probability (during the variable probability state), the winning probability of the support may be different to give a sharpness, or it may be the same for simplification. Even if you set the winning probability per support so that it is easy to win during low probability (other than during variable state) and difficult to win during high probability (during variable state), even if you mitigate the disadvantage during low probability Alternatively, it may be set to match the expectation of a player who expects that he / she can easily win the support prize during a high probability. For example, the winning probability per supporter may be set so that the supporter wins only during the low probability (the winning probability per supporter is zero during the high probability), and the disadvantage during the low probability may be alleviated.
[0456] In addition, the special figure 1 fluctuation display game and the special figure 2 fluctuation display game may have different winning probabilities per support for sharpness, or may be the same for convenience. For example, in order to increase the support hit in the general electric support state (time saving state and probability variable state), the winning probability of the support hit in the special figure 2 variable display game may be made larger than the special figure 1 variable display game. On the contrary, in order to improve the interest of the game in the normal gaming state, the winning probability per support in the special figure 1 fluctuation display game may be made larger than the special figure 2 fluctuation display game. In short, the probability of winning per support in one of the special figure 1 fluctuation display game and the special figure 2 fluctuation display game is set to zero, and the support hit only in the other special figure fluctuation display game may occur.
[0457] When the result of the special figure fluctuation display game is the support hit result (time saving result), the stop symbol (stop symbol number A time saving pattern (time saving pattern number, time saving pattern pattern) is set as a stop pattern pattern), and the time saving state is entered from the next special figure fluctuation display game. That is, in this case, it suddenly becomes a time saving state without going through the big hit (sudden time saving). Also, in this case, the decoration special figure command corresponding to the time saving design is transmitted to the production control device 300, and in the display device 41, the time saving design (decoration time saving design) is displayed as the decoration stop design by the production control device 300. .
[0458] The time-saving patterns displayed on the display device 41 include, for example, "1, 1, 3" in which only the left pattern and the middle pattern are aligned. There are no restrictions on the time-saving pattern if it is decided in advance, but there is a regularity such as "1, 2, 3" in which the numbers are arranged in order, or "1, 3, 1" in which only the left and right patterns are complete. However, it is preferable because it is easy for the player to remember. A plurality of time saving patterns may be prepared, and the number of special figure fluctuation display games in which the time saving state continues (time saving number of times) may be determined for each time saving pattern.
[0459] The lamp display units 1 and 2 of the lamp display device 75 emit light in a specific manner as a fourth special pattern (fourth pattern) in the case of the time saving result (time saving pattern), unlike the case of the big hit result or the small hit result. do. For example, the lamp display units 1 and 2 may emit light in a warm color such as red in the case of a big hit result or a small hit result, and in the case of a time saving result (time saving pattern), a neutral color such as green or blue It may emit light in a color system or a cool color system (that is, a color other than a warm color system). Moreover, it will be in a light-extinguishing state in the case of a deviation. Therefore, when the time-saving pattern is displayed as the stop pattern, the player can be prevented from erroneously recognizing that a big win has occurred, and the player can easily grasp that the time-saving winning has occurred.
[0460] In addition, if the number of special figure fluctuation display games executed after the end of the jackpot state (excluding the number of times in the probability state) reaches a predetermined number of times (so-called ceiling number of times, short-time ceiling), even if you do not win the support Entering a time-saving state (play time). At this time, if the result of the special figure variation display game is lost, the lamp display parts 1 and 2 are turned off, and if it is a small hit or a big hit, it emits light in a warm color. In addition, at this time, in order to make it easier for the player to recognize that the time-saving state is entered unless a small hit or a big hit, the lamp display units 1 and 2 may emit light as a fourth pattern in a cold color. . The predetermined number of times (ceiling number of times) is, for example, 500 times. In this case, the special figure display device or the display device 41 displays a missing pattern (may be a time saving pattern) or a small hit pattern (if it is a small hit without V winning) as a stop pattern, and the next special figure fluctuation display game Enter the short-time state from. In this case, the time saving pattern displayed on the display device 41 is, for example, "3, 3, 5" in which only the left pattern and the middle pattern are complete ("1, 1, 3" as in the case of time saving by the support hit result). ) and so on.
[0461] [Special figure 1 stop pattern setting process] Next, the details of the special figure 1 stop design setting process (step A323) in the special figure 1 fluctuation start process will be described. FIG. 30 is a flow chart showing the procedure of the special figure 1 stop design setting process.
[0462] The game control device 100 first determines whether or not the jackpot flag 1 is a jackpot, that is, whether jackpot information is saved in the jackpot flag 1 area (step A401). When the jackpot flag 1 is a jackpot (step A401; Y), the jackpot pattern random number is loaded from the special figure 1 jackpot pattern random number storage area (for reserved number 1) (step A402). Next, set the special figure 1 jackpot design table (step A403), acquire the stop design number corresponding to the loaded jackpot design random number, and save it in the special figure 1 stop design number area of RWM (step A404). This process selects the type of special result.
[0463] After that, the game control device 100 sets a special figure 1 jackpot stop design information table (step A405), acquires a stop design pattern corresponding to the stop design number, and saves it in the stop design pattern area (step A406). The stop design pattern is for setting the stop design in the special figure display device (here special figure 1 display device 51) and the stop design in the display device 41. Then, the round number upper limit information corresponding to the stop pattern number is acquired, saved in the special figure 1 round number upper limit information area of RWM (step A407), the fanfare information corresponding to the stop design number is acquired, and the fanfare information Save in area (step A408). These information are for setting the execution mode of the special game state.
[0464] Next, the game control device 100 acquires the time reduction determination data corresponding to the stop symbol number and saves it in the time reduction determination data area (step A409). Time reduction determination data includes information on the presence or absence of time saving state after the end of the jackpot (with or without time saving), and is used in special figure 1 jackpot end processing and special figure 2 jackpot end processing described later. Subsequently, the effect mode transition information corresponding to the stop symbol pattern (or stop symbol number, symbol A described later) is saved (step A410). After that, the process proceeds to step A420.
[0465] On the other hand, if the big hit flag 1 is not a big hit (step A401; N), the game control device 100 optionally determines whether or not the support hit flag 1 is a support hit (step A411). If the per support flag 1 is per support (step A411; Y), load the random number from the special figure 1 per support pattern random number storage area (for the number of reservations 1) (step A412), the special figure 1 per support pattern table is set (step A413). Then, with reference to the special figure 1 support per symbol table, the stop design number corresponding to the loaded random number is obtained and saved in the special figure 1 stop design number area (step A414). Subsequently, the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A415). After that, the time reduction determination data corresponding to the stop design number is acquired and saved in the time reduction determination data area (step A416), and the effect mode transition information corresponding to the stop design pattern is saved (step A417). After that, the process proceeds to step A420.
[0466] On the other hand, the game control device 100, when the big hit flag 1 is not a big hit (step A401; N) and when the support hit flag 1 is not a support hit (step A411; N), the stop symbol number at the time of loss is a special figure. 1 Save in the stop symbol number area (step A418), and save the lost stop symbol pattern in the stop symbol pattern area (step A419). After that, the process proceeds to step A420. It should be noted that, if the process (steps A347 to A349) related to the support hit in the jackpot flag 1 setting process is not executed, if the jackpot flag 1 is not a jackpot (step A401; N), without executing steps A411 to A417, step Transfer to A418.
[0467] After step A410, step A417 and step A419, the game control device 100 prepares a decorative special figure 1 command corresponding to the stop symbol pattern, and saves the decorative special figure 1 command as a production command in a decorative special figure 1 command area. (Step A420). By the above processing, the stop pattern corresponding to the result of the special figure 1 variable display game is set.
[0468] After that, the game control device 100 executes the effect command setting process (step A421). Thereby, the decoration special figure 1 command is transmitted to the production control device 300.
[0469] Next, the game control device 100 saves the symbol data corresponding to the stop symbol number in the test signal output data area (step A422), and clears the special figure 1 jackpot symbol random number storage area (for the number of reservations 1) to 0 ( step A423). After that, the special figure 1 stop design setting processing is ended. It should be noted that, by the symbol variation control process described above, the stop symbol corresponding to the stop symbol pattern or the stop symbol number (big hit symbol, time-saving symbol, missing symbol, etc.) stop display is executed in the special figure 1 indicator 51.
[0470] [Special figure 2 stop pattern setting process] Next, the details of the special figure 2 stop design setting process (step A333) in the special figure 2 fluctuation start process will be described. FIG. 31 is a flow chart showing the procedure of the special figure 2 stop design setting process.
[0471] The game control device 100 first determines whether or not the small hit flag 2 is a small hit, that is, whether or not the small hit information is saved in the small hit flag 2 area (step A431). When the small hit flag 2 is a small hit (step A431; Y), the jackpot design random number is loaded from the special figure 2 jackpot design random number storage area (for the reserved number 1) (step A432). Next, set the special figure 2 big hit design table (step A433), acquire the stop design number corresponding to the lo...
Claims
[Claim 1] In a gaming machine capable of executing a game, a counting means for counting a count value based on a difference between the number of game media provided to a player or the number of game media determined to be provided to a player, and the number of game media used; a game stopping means capable of setting a flag indicating the occurrence of a game-disabled state in which the game cannot be executed when a predetermined condition based on the count value is satisfied, and causing the game-disabled state based on the flag; A movable performance device that performs a predetermined performance operation; A performance control means capable of controlling the performance operation of the movable performance device, The flag is not initialized when the gaming machine is powered on, The count value is initialized when the power is turned on, The game stop means is capable of generating a suppression state that suppresses the occurrence of the game impossible state, The performance control means includes: When the game is not in the non-playable state upon power-on, an initial operation of the movable performance device is performed; When the game is not possible when the power is turned on, the initial operation of the movable performance device is not performed. Amusement machine.