Game machine
Patent Information
- Application Number
- JP2022010838
- 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, allowing them to play with peace of mind.
The gaming machine incorporates a first and second counting mechanism to track game media payout and usage, generates a game-disabled state based on the difference between payout and usage, and enters a power-saving state with reduced power consumption.
This approach prevents players from becoming overly engaged in the game, allowing them to play with peace of mind by implementing a game-disabled state and power-saving mode to manage gameplay and consumption.
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 first counting means capable of counting the number of game media paid out in a predetermined period or the number of game media determined to be paid out in a predetermined period; a second counting means capable of counting the number of uses, which is the number of game media used in the predetermined period; game stopping means capable of generating a game disabled state in which the game cannot be executed based on the difference between the payout number and the used number; 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. In addition, in the explanation of the game machine The front, rear, left, and right of the game refer to the 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 is attached to a frame 11 fixed to the island equipment via hinges 16 so as to be freely openable and rotatable. Equipped with an opening and closing frame that can be kicked. The opening and closing frame consists of the front frame 12 (body frame) and glass frame 15 (front frame unit). It is composed by In addition, the opening and closing frame is attached to the hinge at its left end. It is on the shaft attachment end side, and its right end side is on the open end side that is opened by rotation. na Also, the frame 11 and the front frame 12 constitute an outer frame unit 17 .
[0010] A game board 30 (see FIG. 2) is arranged on the front frame 12, and the front surface of the game board 30 is A glass frame 15 with an overlying cover glass 14 is attached. The cover glass 14 is A game area 32 (see FIG. 2) formed on the game board 30 is used as a game visual recognition area that can be visually recognized. can Note that the cover glass 14 is shown as an example of a transparent member, and the cover glass A plastic cover may be used instead of the base 14. The glass frame 15 uses a transparent member It functions as a holding transparent member holding frame.
[0011] The front frame 12 and the glass frame 15 can be opened individually. example For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. can be Also, by opening the front frame 12 while the glass frame 15 is not opened, , Access to the game control device (main board) 100 (see FIG. 3) etc. arranged on the back side of the game board 30 can be accessed.
[0012] Various frame-constituting members are arranged on the edge portion of the glass frame 15 around the cover glass 14. be.
[0013] At the upper center, right side and left side of the glass frame 15, there are decorations that can emit light depending on the game state. Decoration devices 18a, 18b, 18c are provided. The decoration devices 18a, 18b, 18c are It is a production device that accommodates lighting components such as LEDs inside and performs light emission production according to the game state. be. The lighting members provided inside these decorative devices 18a, 18b, and 18c are frame decorative decorations. It constitutes a part of the device 18 (see FIG. 4).
[0014] The decoration device 18a is positioned above the glass frame 15 (or opening / closing frame) in the horizontal direction of the game machine 10. It is a top unit that extends upward and projects obliquely forward. decoration The device 18a has a generally flat front surface 456 with various indicia such as the model name. decoration device 18a is fixed and does not operate in this embodiment, but is From the retracted initial position (normal position), it protrudes forward only when necessary, or moves vertically. It may move.
[0015] The decoration device 18b extends vertically on the right side of the glass frame 15 and extends forward. It is a projecting effect unit (front frame light emitting unit) that projects. The decoration device 18c is made of glass On the left side of the frame 15, a protruding production unit that extends in the vertical direction and protrudes forward It is a kit (front frame light emitting unit). The decoration devices 18b and 18c are located on the central side (inner side) of the gaming machine 10. side) toward the player, and the light leaks to the outside of the gaming machine 10 from the plurality of openings. be
[0016] Upper speakers 19a are arranged in the upper right corner and the upper left corner of the glass frame 15, respectively. be. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. is provided. The lower speaker 19b is located at the lower left corner of the glass frame 15 and the lower right of the front frame 12. placed in the corner. These upper speaker 19a and lower speaker 19b are used for sound effects and alarms. It emits a notification sound, an information sound, or the like. The left and right upper speakers 19a are connected to the right and left speakers, respectively. It is covered with a speaker decoration member 13 on the side.
[0017] At the bottom of the glass frame 15, an upper tray unit having an upper tray 21 capable of storing game balls (game media) is provided. 20 is attached. The upper plate 21 is formed in a box shape with an opening at the top. Up The game balls stored in the tray 21 are supplied to the ball shooting device one by one.
[0018] The upper tray unit 20 includes an effect operation device that receives an input operation from a player, and a A ball lending operation device that accepts the input operation of and a decoration device 2 that performs light emitting effects etc. according to the game state 2 and further comprising:
[0019] The production operation device includes a production button 25, a cross key switch 28, and a button switch for volume adjustment. It is an operating device including switches 27e and 27f. 20 is located in the upper center and its left side. The production button 25 is surrounded by the operation panel 26 is positioned within the opening of the operation panel 26 so that the The operation panel 26 is metal to the surface. It is possible to reflect light by plating or making the whole metal, for example, silver (silver color) with metallic luster. When the production button 25 emits light, the surrounding operation panel 26 emits the production button. The light from the tongue 25 is reflected, and the lighting effect of the effect button 25 becomes effective.
[0020] The production button 25 includes a built-in production button switch 25a and a surface-mounted production button switch 25a. may include a touch panel 25b.
[0021] Volume adjustment button switches 27e and 27f are located above the operation panel 26 of the upper tray unit 20. It is provided on the left side of the unit, and is adjusted by increasing or decreasing (+-) the volume of the upper speaker 19a and the lower speaker 19b. do. The cross key switch 28 (cross key SW) is the It is provided adjacent to the volume adjustment button switches 27e and 27f on the upper left side, Adjust the brightness of the LED for The cross key switch 28 is also called a direction key switch. A common switch consists of multiple (for example, 4) switches arranged in front, back, left, and right. stomach. For example, in a predetermined state such as waiting for customers and / or playing a game (playing a game), the volume adjustment button Volumes of speakers 19a and 19b can be adjusted by pressing button switches 27e and 27f. and the front or rear switch of the cross key switch 28 is operated to be pressed for production. The amount of light (brightness, luminance) of an LED or the like may be adjustable. In addition, the button switch for volume adjustment Without the switches 27e and 27f, the left or right switch of the cross key switch 28 can be pressed down. The volume of the speakers 19a and 19b may be adjustable.
[0022] When the player operates the effect operation device (especially the effect button 25), the display device 41 (Refer to Figure 2) Effect that intervenes the player's operation in a special figure fluctuation display game etc. It can be performed. For example, you can select a production pattern (production mode) or support start memory For example, it is possible to execute a notice effect that gives advance notice of the result of the variable display game to be played. na Also, the variable display game includes a special variable display game, and if it is simply a variable display game shall refer to a special figure variation display game in this specification.
[0023] In addition, the player can operate the effect operation device not only during execution of the variable display game but also during non-execution. The effect pattern may also be changed by
[0024] The game state when the variable display game is executed consists of a plurality of game states. normal play A skill state (normal state) is a game state in which no special game state occurs. Also special A game state is, for example, a special A state with a high probability of occurrence of a result (for example, a big hit) Special game state), small hit game state (small hit state). In this way, the game machine 10 is a special A game control device 100 (game state selection means, The setting means) selects (sets) one game state from among the plurality of game states and sets the current game state. state can be
[0025] Here, the variable probability state (specific game state) continues until the next big hit occurs (rule type), and one that continues until a predetermined number of variable display games are executed (number-of-time type) , ST), and those that continue until a predetermined probability fall lottery is won (fall lottery type), etc. be.
[0026] Furthermore, without determining whether or not to generate a probability variable state by the jackpot pattern random number, the jackpot You may make it always generate a probability change state, when it generate|occur|produces.
[0027] The ball lending operation device is an operation device operated by a player when borrowing a game ball. It is provided on the upper right side of the operation panel 26 of the unit 20 . The ball rental operation device has a balance display unit 2 7c, a ball rental button 27a, and a return button 27b. The balance display section 27c , a display area where the balance of a prepaid card or the like is displayed. The ball lending button 27a It is a button operated by the player when borrowing, and the return button 27b is adjacent to the gaming machine 10 When ejecting a prepaid card, etc. from a card unit (not shown) arranged as button operated by the player.
[0028] The decoration device 22 accommodates lighting members such as LEDs inside, and emits light depending on the game state. It is a device for dispensing, etc., and is provided in the upper tray unit 20. As shown in FIG. Arranged inside the decoration device 22 The provided lighting member 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 launcher (not shown) and a game ball are stored. A lower tray unit 29 including a lower tray 23 and the like that can be fastened is provided. lower plate unit 29 and The upper tray units 20 are matched in shape and are arranged side by side in a vertical direction. fine dish By operating the upper plate operation part 27d of the knit 20, the game ball of the upper plate 21 is transferred to the lower plate 23. and can flow down.
[0030] The operation handle 24 is located in the lower right part of the front frame 12 and below the right lower speaker 19b. are placed. When the player rotates the operation handle 24, the ball shooting device The game balls supplied from the upper plate 21 are shot to the game area 32 of the game board 30. - 特許庁 from ball launcher The shooting speed of the game ball to be shot increases as the amount of rotation operation of the operation handle 24 increases. is set to That is, the ball launching device has the force to launch the game ball into the game area 32. (speed) can be changed in response to the operation of the operation handle 24 by the player, A game ball can be shot in various shooting modes with different shooting velocities. In the shooting mode, the left side of the game area 32 Left-handed hitting (normal hitting) in which the game ball flows down, and the game ball on the right side of the game area 32 It includes a right-handed hit that makes the
[0031] The lower plate 23 of the lower plate unit 29 is spaced from the upper plate unit 20 by a predetermined distance. It is arranged below the unit 20 . The lower plate 23 penetrates the bottom surface of the lower plate 23 in the vertical direction. It has a ball hole through which it passes, and an opening / closing operation part 23b for opening and closing the ball hole. game When a person operates the opening / closing operation part 23b to open the ball extraction hole, the ball is stored in the lower tray 23. The game ball that has been lost can be discharged to the outside through the ball extraction hole.
[0032] In addition, on the back side of the front frame 12, a power supply device 400 for supplying power to various devices and an island facility are installed. An upper tank 448 for storing game balls replenished from a replenishment device (not shown) placed, an upper A payout device (payout unit) that pays out game balls flowing down from the tank 448 to the upper tray 21 are placed.
[0033] [Game board] Next, the game board 30 of the game machine 10 will be described with reference to FIG. Figure 2 is a game machine 10 is a front view of a game board 30 provided in 10. FIG.
[0034] As shown in FIG. 2, the game board 30 includes a flat plate-like game board main body 3 that serves as a mounting base for various members. Equipped with 0a. The game board main body 30a is made of wood or synthetic resin, and the game board main body 30a A game area 32 surrounded by guide rails 31 is provided on the front surface of the. The game machine 10 is A game is played by shooting a game ball from a ball shooting device into a game area 32 surrounded by a guide rail 31. It is configured to A windmill is provided in the game area 32 as a member for changing the flowing direction of the game ball. and obstacle nails etc. are arranged, and the launched game ball changes the rolling direction by these members It flows down the game area 32 from.
[0035] Approximately in the center of the game area 32, there is a center window that forms a display area for the variable display game. A case (front structure) 40 is attached. Window formed in center case 40 Behind the is a production display device (variable display device) that variably displays (variable display) a plurality of identification information A display device 41 is arranged. The display device 41 is, for example, a liquid crystal display In addition, the display contents can be visually recognized from the front side of the game board 30 through the window of the center case 40. are arranged so that Note that the display device 41 is not limited to having a liquid crystal display. , EL, CRT, or the like may be provided.
[0036] A plurality of variable display areas are provided on the display screen (display unit) of the display device 41, and each variable display area is provided. Identification information (special symbols) and characters that produce a variable display game are displayed in the dynamic display area. . In addition, images based on the progress of the game (jackpot display, fanfare display, error display, etc.) are displayed on the display screen. , etc.) are displayed.
[0037] In addition, the center case 40 is provided with a game ball flowing down the game area 32. and the inflow port 40a to the warp passage 40e for guiding to the inside of the warp passage 40e A stage portion 40b on which game balls can roll is provided. Center case 40 stay Since the stage portion 40b is arranged above the start winning opening 36, it rolls on the stage portion 40b. It is easy for the game balls that have been played to enter the starting prize-winning port 36.例文帳に追加
[0038] At the top and right side of the center case 40, there are an upper production unit 40c and a side part, respectively. A production unit 40d is provided. Upper production unit 40c and side production unit 40d constitutes a part of the board decoration device 46 (see FIG. 4) and the board rendering device 44 (see FIG. 4) .
[0039] In the game area 32 on the right side of the center case 40, there is a normal pattern start gate (normal pattern start game g) 34 is provided. Inside the normal pattern starting gate 34, the normal pattern starting gate 34 A gate switch (SW) 34a (see FIG. 3) is provided for detecting the passing game ball. ing. When the game ball driven into the game area 32 passes through the normal pattern start gate 34, the normal pattern A variable display game is executed.
[0040] A general prize winning opening 35 is arranged in the lower left gaming area 32 of the center case 40. A general prize winning port 35 is also arranged in the game area 32 on the lower right side of the intercase 40 . these Winning of the game ball to the general winning opening 35 is performed by the winning opening switch (SW) provided in the general winning opening 35 ) 35a-35n (see FIG. 3).
[0041] The game area 32 below the center case 40 is provided with the conditions for starting the special figure fluctuation display game. A starting winning opening (starting opening 1, first starting winning area) 36 is provided. center case 40 In the game area 32 on the right side of the normal figure start gate 34, there is a second start winning opening (starting opening 2, a normal variable winning device 37 (normal electric accessory, normal electric) with a second start winning area) is provided be The normal variable winning device 37 rotates forward to convert to a state where game balls can easily flow in. A movable member (movable piece) 37b is provided. When the movable member 37b is in the closed state, the game ball is normally prevented from winning in the variable prize winning device 37. A game ball starts winning a prize mouth 36 or When winning the normal fluctuation winning device 37, a special figure fluctuation display game is executed as an auxiliary game be It should be noted that the start winning port 36 is designed to make it easier for game balls to win when hitting left, In the position 37, it becomes easy for a game ball to win a prize when hitting to the right.
[0042] The movable member 37b is a so-called tongue type normal electric accessory, and the result of the normal figure fluctuation display game operates through the general electric solenoid 37c (see FIG. 3) when the is in a predetermined stop display mode The open state (advantageous for the player easy winning state). If the movable member 37b is not in the open state (easy winning state), A closed state (non-easy-to-win state, difficult-to-win state) in which it is difficult for game balls to flow into the normal variable winning device 37; Become. In addition, in this embodiment, the start winning port 36 is different from the normal variable winning device 37, It does not have a movable member (opening / closing member) and is always in an open state (open state). material) is also possible.
[0043] The movable member 37b is controlled by a game control device 100, which will be described later. game control The device 100 shortens the variation time of the normal pattern variation display game and increases the hit probability of the normal pattern variation display game. By setting the rate to a higher probability than usual, the frequency of occurrence of easy-to-win states can be increased, and special games The occurrence time of the easy-to-win state is longer than the easy-to-win state that occurs in the normal game state where no moves are performed. By doing so, a time saving state (general electric support state) is generated as the above-mentioned specific game state. be. In addition, even in the probability change state (excluding the latent probability change state), the time saving state (general electricity support state) occurs.
[0044] In the game area 32 on the right side of the start winning opening 36, there is a lower big winning opening solenoid 38b (see FIG. 3) By retracting from the front to the back side to open the large winning opening Lower large winning opening Attack A first special variable winning device 38 (special electric accessory) having a mosquito-type opening and closing door 38c is provided. there is The first special variable winning device 38 closes the big winning opening according to the result of the special variable display game. From the closed state (disadvantageous closed state for the player) to the open state (advantageous game state for the player) ) to facilitate the inflow of game balls into the bottom prize-winning hole, allowing the player to play a predetermined game It is designed to give value (for example, the number of time reduction / probable number of times after the end of the prize ball or the jackpot) . It should be noted that, in the lower prize-winning hole, a lower-sized ball is installed as a detection means for detecting a game ball that has entered the big prize-winning hole. A winning opening switch 38a (count switch) is provided. In addition, the 1st special variable prize The device 38 makes it easy for a game ball to win a prize when hitting to the right.
[0045] In the game area 32 above the normal variable winning device 37, there is an upper large winning opening solenoid 39b (Fig. 3 ) to open the upper grand prize opening by rotating in the direction in which the upper end side falls to the right. A second special variable winning device 39 having 39c is provided. 2nd special variable winning device 39 is a state in which the big prize gate is closed according to the result of the special figure fluctuation display game (closed at a disadvantage to the player). closed state) to an open state (a special game state that is advantageous for the player), and enter the big winning mouth By facilitating the inflow of game balls, the player can receive a predetermined game value (for example, a prize ball or a jackpot finish). It is designed to give the number of times of shortening after completion / number of times of probability variation). In addition, in the big prize mouth, Upper large winning opening switch 39a (count switch) (see FIG. 3) is provided. In addition, the second special variable winning device 39 has a right-handed It becomes easier for game balls to win prizes.
[0046] Inside the second special variable winning device 39, a specific area 72 (so-called V winning opening) is provided. ing. After the opening and closing door 39c is opened by the small hit, the game is played in the specific area 72 (V winning opening) A big hit is decided when the ball enters the ball. The specific area 72 is open for a long time only during the small hit. You may make it easy for a game ball to pass through, for example. In addition, the game control device 100 is A sensor (specific area switch 72a described later) etc. detects the passage of the game ball to the specific area 72 (V winning) It can be detected via, and when V winning is detected, it is confirmed that it will shift to the big hit state after the small hit ends At the same time, the information indicating that the effect control device 300, which will be described later, has won the V prize (through the specific area) command, etc.). Then, the production control device 300 displays the V prize on the display device 41, etc. can be notified in
[0047] That is, in the present embodiment, the gaming machine 10 is a so-called 1 type 2 type mixed machine (1+2 type machine). be. In this embodiment, by opening the second special variable winning device 39 with a small hit, A game ball wins V in a specific area 72 (V winning opening) in the second special variable winning device 39, and a big hit occurs.
[0048] General winning port 35, starting winning port 36, normal variable winning device 37, and special variable winning device 38 , When the game ball wins in the 39 big prize opening, the payout control device 200 (see FIG. 3) The number of prize balls corresponding to the type of the winning opening is discharged from the payout device to the upper tray 21.例文帳に追加 In addition, the lower game area The area 32 is provided with an out port 30b for collecting game balls that did not win a prize such as a prize winning port. be. In addition, general winning mouth 35, starting winning mouth 36, normal variable winning device 37, and special variable winning Devices 38 and 39 and their vicinity are equipped with LEDs (described later) that can emit light when a game ball wins. A part of the board decoration device 46) is arranged.
[0049] In addition, outside the game area 32, at the lower right corner of the game board main body 30a, there is a special figure fluctuation display game Run the game (special figure 1 fluctuation display game, special figure 2 fluctuation display game) and normal figure fluctuation display game A collective display device 50 is provided. The collective display device 50 is an LED lamp (light emitting part, light emitting Display units 51 to 60 are provided for displaying information such as the current game state, etc., which are composed of optical members).
[0050] The collective display device 50 is a variation table composed of a 7-segment display (LED lamp) or the like. First special figure variation display unit 51 (special figure 1 indicator, lamp D1) and second special figure variation table for display game Display unit 52 (special figure 2 indicator, lamp D2) and variation display unit 53 for normal figure variation display game (normal Figure display, lamps D8, D10, D18) and start (hold) memory number of each variable display game Knowledge storage display unit (Special figure 1 reservation display 54, Special figure 2 reservation display 55, General figure reservation display 56 ) and have 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. Normal map holding display 56 is composed of lamps D15 and D16.
[0051] In addition, on the collective display device 50, when hitting right (when you should hit right) or when hitting left (when you normally hit) ), the first gaming state display unit 57 (first gaming state indicator, lamp D7), The second game state display unit 58 (second game Skill status indicator, lamp D17), high probability status of big hit when game machine 10 is powered on Third game state display unit 59 (third game state indicator, probability state Display part, lamp D9), number of rounds at the time of big hit (number of opening and closing of special variable winning device 38, 39 ) are provided in the round display portion 60 (lamps D3 to D6).
[0052] In the special figure 1 indicator 51 and the special figure 2 indicator 52, the variable display game uses identification information (for example, , center segment) are repeatedly turned on and off (blinking). note that , Special figure 1 indicator 51, Special figure 2 indicator 52 is not limited to such a segment type display unit, It may be composed of an assembly of multiple LEDs, and when performing a variable display, the display All LEDs provided as a device can be used to turn all lights on and all lights off (all LEDs blink simultaneously), or circulate Lighting (one of the LEDs turns on in a predetermined order at predetermined time intervals and then turns off), or multiple It may be done by lighting and extinguishing (blinking) by a predetermined number of LEDs out of the LEDs, or by cyclic lighting. stomach. Also in the normal figure display device 53, the variable display game turns on and off the lamps D10 and D18. Executed by repeating fluctuating display (flashing). In addition, the normal figure indicator 53 is also the special figure 1 indicator 5 1, it is possible to configure appropriately in the same manner as the special figure 2 indicator 52.
[0053] The lamp display device 75 lights up and extinguishes as symbols (fourth special symbol and fourth symbol to be described later). Lamp display units 1 and 2 (LED) that perform variable display (blinking) that repeats display, and each special variable It has lamp display parts 3 to 6 (LEDs) for notifying the number of starting (holding) memories of the dynamic display game. na In addition, the lamp display device 75 is controlled by an effect control device 300 (described later).
[0054] The lamp display units 1 and 2 use a predetermined blinking cycle (for example, 200 msec (millimeters) as a variable display. seconds)). In other words, switching between turning off and lighting on the lamp display units 1 and 2 depends on the blinking cycle. 1 / 2 (eg 100msec). Special figure 1 table of batch display device 50 Indicator 51, special figure 2 indicator 52, the fluctuation time of the fluctuation display in the general figure indicator 53 is the game control device The fluctuation time of the lamp display parts 1 and 2 of the lamp display device 75 is measured at the position 100. Is measured by the production control device 300 (described later).
[0055] Lamp display parts 3 and 4 (special figure 1 pending LED 1, special figure 1 pending LED 2) are off, lit Depending on the combination of state and flashing state, the special figure 1 pending number (first start memory number) is displayed. similarly , Lamp display parts 5 and 6 (special figure 2 pending LED 1, special figure 2 pending LED 2) are off, lit Depending on the combination of state and flashing state, the number of special figures 2 pending (second start memory number) is displayed. lamp Display parts 3 to 6 end the display of the pending number due to the occurrence of a big hit, but if it is not in the big hit state (Including the case where reach, which will be described later, occurs on the display device 41) displays the number of reservations.
[0056] Next, the flow of the game in the gaming machine 10, the normal figure fluctuation display game and the special figure fluctuation display game Details will be explained.
[0057] In the game machine 10, a game ball is launched toward the game area 32 from a ball launcher (not shown). A game is played by The launched game balls are arranged in various places within the game area 32. While changing the rolling direction by obstacle nails and windmills, etc., it flows down the game area 32, 34, general winning mouth 35, starting winning mouth 36, normal variable winning device 37, or special variable winning device Places 38 and 39 to win or enter, or the out port 30b provided at the bottom of the game area 32 and discharged from the game area 32. And general winning mouth 35, starting winning mouth 36, normal When the game ball wins in the general variable winning device 37 or the special variable winning device 38, 39, it wins The number of prize balls corresponding to the type of the winning opening is discharged to the upper tray 21 through the payout device.
[0058] In the normal pattern start gate 34, a gate that detects the game ball that has passed through the normal pattern start gate 34 A switch 34a (see FIG. 3) is provided. The game ball passes through the normal figure start gate 34 , and the random value for hit determination detected by the gate switch 34a and extracted at this time A normal pattern variation display game is executed based on the determination result.
[0059] A state in which the normal map fluctuation display game cannot be started, for example, the normal map fluctuation display game has already been played If the normal pattern fluctuation display game has not ended, or the result of the normal pattern fluctuation display game is a hit When the normal variable winning device 37 is converted to the open state, the game ball is normal figure starting game When passing through the route 34, if the number of normal figure start memory (number of normal figure pending) is less than the upper limit number, the number of memories It is added (+1).
[0060] In the general pattern start memory (normal pattern reservation), there is a hit to determine the hit or miss of the general pattern fluctuation display game A random number for judgment is stored, and if this random number for judgment matches the judgment value, the A specific result mode (specific result) is derived by winning a normal pattern variation display game.
[0061] The general pattern fluctuation display game is executed by the general pattern display device 53 provided in the collective display device 50 It is becoming The normal map display 53 is in the lighting state as the normal identification information (normal map). is displayed, and in the off state, it is composed of an LED that indicates a deviation, and this LED blinks. By doing so, the variable display of the normal identification information is performed, and after the predetermined variable display time has elapsed, the LED is lit or The result is displayed by turning off the light.
[0062] If the normal random number extracted when passing the normal pattern start gate 34 is a hit value, the normal pattern display The normal pattern (normal pattern) displayed on the device 53 stops in the hit state, and the hit state is reached. At this time, By driving the common solenoid 37c (see FIG. 3), the movable member 37b is It is converted to an open state only for a period of time (for example, 3 seconds x 2 times), and the entry of the game ball to the normal variable winning device 37 Awards are allowed.
[0063] Winning of the game ball to the starting prize winning port 36 and winning to the normal variable prize winning device 37 are It is detected by the switch 36a (see FIG. 3) and the start port 2 switch 37a (see FIG. 3). The game ball that has won the start prize mouth 36 is detected as the start prize ball of the special figure 1 variable display game, The game balls that are stored up to a predetermined upper limit and won the normal variable prize winning device 37 are special. Fig. 2 is detected as the starting winning ball of the variable display game, and is stored up to a predetermined upper limit.
[0064] Starting the special figure fluctuation display game When the winning ball is detected, the big hit random number, Fluctuation pattern random numbers and the like are extracted. These random numbers are the special figure reservation notes of the game control device 100 Storage area (part of RAM) for each predetermined number of times (for example, up to 8 times) as a special figure start winning memory ) is stored. The number of memory of the special figure starting prize memory is the number of starting prizes of the batch display device 50 It is displayed on the special figure 1 reservation indicator 54 and the special figure 2 reservation indicator 55 of the knowledge, and the display device 4 It is also displayed on the display screen of 1.
[0065] The game control device 100, the winning prize to the starting winning mouth 36 or the first starting memory (special figure 1 starting memory Memory, special figure 1 pending), to run the special figure 1 variable display game with the special figure 1 indicator 51. devil In addition, the game control device 100 is the winning prize to the normal variable winning device 37 or the second start memory (special 2 start memory, special figure 2 pending), run special figure 2 variable display game with special figure 2 indicator 52 do.
[0066] Special figure 1 fluctuation display game (first special figure fluctuation display game) and special figure 2 fluctuation display game (second special figure In the figure fluctuation display game), the identification information (special It is performed by stopping and displaying a predetermined result mode after the symbol, special figure) is variably displayed.
[0067] In addition, in the display device 41, a plurality of types of identification information (for example, (e.g., numbers, symbols, character patterns, etc.) are displayed in a variable display game. be done.
[0068] The decoration special figure variable display game in the display device 41 is a decoration special figure composed of the numbers etc. described above. Another design (identification information) is left (first special design), right (second special design), middle (third special design) The changing display (scrolling display) is started in order, and after a predetermined time, the changing symbols are stopped in order. It is performed by letting and displaying the result of the special figure fluctuation display game. Also, in the display device 41 , various effects and displays such as the appearance of characters are performed to enhance interest. In addition, the decoration special figure In the variable display game, the run of the lamp display device 75 is used as another decorative special pattern (identification information). In the pu display part 1, 2, the fourth special pattern (4th pattern) fluctuates. After a predetermined time from the start of the variable display of the lamp display sections 1 and 2, In the case of a deviation, it stops with "lights off", and in the case of a big hit or a small hit, it stops with "lights on".
[0069] The winning of the game ball to the starting winning port 36 or the normal variable winning device 37 is not performed at a predetermined timing. (If the jackpot random value at the time of winning detection is the jackpot value), the special figure fluctuation display game As a result of the display pattern, a specific result mode (special result mode) is derived, and the jackpot state ( special game state). Correspondingly, the display mode of the display device 41 is a special result mode (for example, For example, the numbers such as "7,7,7" are aligned).
[0070] At this time, the special variable winning device 38, 39, the big winning opening solenoid 38b, 39b (Fig. 3 ), the big prize mouth is opened from closed state for a predetermined time (for example, 30 seconds) is converted to That is, when the big winning opening provided in the special variable winning device 38, 39 is predetermined or until a predetermined number of game balls win, during which the player wins a lot of game balls. You will be given the privilege of being able to
[0071] The winning of the game ball to the starting winning port 36 or the normal variable winning device 37 is not performed at a predetermined timing. If it is (when the jackpot random value at the time of winning detection is a small hit value), the special figure fluctuation display game As a result of the display pattern, a specific result mode (small hit result mode) is derived, and a small hit state and Become. Correspondingly, the display mode of the display device 41 becomes a small hit result mode. In addition, this implementation In the form, the jackpot random number is also used to judge the small hit, but the small hit value (small hit judgment value) is , Different from the jackpot value (jackpot determination value).
[0072] At this time, the special variable winning device 38, 39, the big winning opening solenoid 38b, 39b (Fig. 3 ), the large winning opening is changed from closed to open for a predetermined short period of time. It should be noted that the total opening time of the big winning mouth, the small winning state (small winning game state) is the big winning state (special Since it is shorter than the game state), the game value that the player can obtain in the small win state is higher than in the big win state. The value (the number of acquired balls) is small. In addition, in both the small hit state and the big hit state, the big winning mouth is open. state, the big hit state is called the first special game state, and the small hit state is called the second special game state. You can For simplicity, in this embodiment, the special variable winning device 39 ( Only the upper big winning mouth) is converted to the open state, and the big hit state (big hit state due to V winning during the small win) ), only the special variable winning device 38 (lower grand winning opening) is converted to the open state. be.
[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 activation of a conditional device, and a minor win is a special result that does not involve the activation of a conditional device. specific result. A condition device is a special figure fluctuation display game in which a big hit occurs (the jackpot pattern stops). Stop display) is activated, and when the condition device is activated, for example, a jackpot state occurs Specific for continuously operating the special variable winning devices 38 and 39 as special electric accessories flag is set. In addition, when the condition device operates, the specific region 72 It may mean that there was a game ball passing (V winning) to. If the condition device does not work , for example, the above-mentioned specific flag is not set as in the case of simply winning a small lottery means. However, as will be described later in this embodiment, if there is a V prize during the small hit state If so, the conditional device will be activated. In addition, the "conditioning device" is the software It may be software means such as a flag that is turned on and off electronically, or it may be turned on and off electrically. It may be a hardware means such as a switch that is turned off. In addition, the "condition device" is In the field of pachinko machines, as a device whose operation is a necessary condition for continuous operation of electric accessories is a term commonly used in the used as a word.
[0075] Specifically, in the case of a big hit, a special variable winning device by setting a big hit flag is released, in the case of a small hit, a special change is made by setting a small hit flag A dynamic winning device is released.
[0076] In addition, the special figure 1 indicator 51 and the special figure 2 indicator 52 may be configured as separate indicators Although it may be configured as the same display device, 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 has priority over the special figure 1 fluctuation display game It is designed to be executed, and the start memory of the special figure 1 fluctuation display game and the special figure 2 fluctuation display game There is a special figure 2 fluctuation display game when it becomes possible to execute the special figure fluctuation display game Executed (special figure 2 pending priority digestion, special figure 2 priority change).
[0077] For the decorative special figure fluctuation display game on the display device 41, the special figure 1 fluctuation display game and the special figure Figure 2 The variable display game may be executed on separate display devices or separate display areas. , may be executed on the same display device or display area. In this case, special figure 1 fluctuation display game The decoration special figure fluctuation display game corresponding to the game and the special figure 2 fluctuation display game is not executed at the same time You can do
[0078] It should be noted that, in the following description, do not distinguish between the special figure 1 fluctuation display game and the special figure 2 fluctuation display game. If not, it is simply called a special figure fluctuation display game.
[0079] Also, although not particularly limited, the starting opening 1 switch 36 in the starting winning opening 36 a, starting port 2 switch 37a in normal variable winning device 37, gate switch 34a, winning port The switch 35a and the big winning opening switches 38a and 39a are provided with magnetic detection coils. Non-contact magnetism that detects game balls using the phenomenon that the magnetic field changes when metal comes close to the ball Proximity sensors (hereinafter referred to as proximity switches) are used. In addition, the game machine 10 gala Provided on the glass frame open detection switch 63 and the front frame (game frame) 12 etc. provided on the frame 15 etc. The main body frame open detection switch 64 (front frame open detection switch) has a mechanical contact. A microswitch 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 is a game control device 10 0 (main board), the game control device 100 is a main control device (main board) that comprehensively controls the game. board), and a game microcomputer (hereinafter referred to as a game microcomputer) 111 a CPU unit 110 having an input port, an input unit 120 having an input port, an output port, a driver, etc. etc., and connects between the CPU unit 110, the input unit 120 and the output unit 130. It consists of a data bus 140 and the like.
[0081] The CPU unit 110 is a gaming microcomputer (CP) called an amusement chip (IC). U) 111 and an oscillator such as a crystal oscillator, and the CPU operating clock and timer interrupt , and an oscillator circuit (crystal oscillator) 113 that generates a reference clock for the random number generation circuit. do. A game control device 100 and a solenoid or motor driven by the game control device 100 32V DC, 12V DC, 5V DC generated by the power supply 400 A DC voltage of a predetermined level, such as V, is supplied to enable operation.
[0082] The power supply 400 is an ACDC converter that generates a DC voltage of 32V from an AC power supply of 24V. Lower level DC voltage such as inverter or DC32V voltage to DC12V, DC5V A normal power supply unit 410 having a DC-DC converter or the like that generates a game microcomputer 11 A backup power supply unit 420 that supplies power supply voltage to the internal RAM of 1 in the event of a power failure; It has a power monitoring circuit, a power failure monitoring signal and a reset to 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 a set signal is provided.
[0083] In this embodiment, the power supply device 400 is configured separately from the game control device 100, The backup power supply unit 420 and the control signal generation unit 430 are provided on a separate board or on a game control unit. It may be configured to be integral with the device 100, that is, to be provided on the main substrate. game board 30 and Since the game control device 100 is subject to replacement when the model is changed, the power supply device 400 or the backup power supply section 420 and the control signal generation section 43 on a board different from the main board By providing 0, it is possible to eliminate the replacement target and reduce the cost.
[0084] The backup power supply unit 420 consists of one large-capacity capacitor such as an electrolytic capacitor. can do. The backup power supply is the gaming microcomputer 111 ( especially the internal RAM), and the data stored in the RAM is preserved even during a power failure or after the power is turned off. It is designed to be retained. The control signal generation unit 430 is generated by the normal power supply unit 410, for example. It monitors the voltage of 32V applied and detects the occurrence of a power failure when it drops below 17V, for example, and shuts down. It changes the voltage monitoring signal and outputs a reset signal after a predetermined time. Also, turn on the power 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 . RAM When the initialization switch 112 is pressed and turned on, an initialization switch signal is generated, Based on this, the RAM 111c in the game microcomputer 111 and the RA in the payout control device 200 A process of forcibly initializing the information stored in M is performed. is not particularly limited No, but the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is the game microcomputer 1 It is read repeatedly in the main loop of the main program executed by 11. reset The signal is a kind of forced interrupt signal and causes the entire control system to reset.
[0086] Also, the game control device 100 (main board) is provided with a setting key switch 153 . setting key When the switch 153 is turned on by an operator's rotation operation or the like, the game condition (game) is changed. The probability setting value (setting value) according to the setting for is made changeable. In addition, RAM initial The change switch 112 is a set value change switch that can change the probability set value according to the operator's operation. can also be used as In this embodiment, the probability setting value is a big hit probability, a small hit probability, etc. This is a set value for setting the winning probability of the game, but other game conditions (such as effects) other than the probability are also confirmed. It can be changed according to the rate setting. For example, the higher the probability setting value, the higher the winning probability. You can The setting key switch 153 and the RAM initialization switch 112 are related to game conditions. A setting changing means (setting changing device, setting means) capable of changing settings (probability setting values) is configured. Note that another switch, not the RAM initialization switch 112, also serves as the set value change switch. Alternatively, a unique set value change switch may be provided for exclusive use.
[0087] The setting key switch 153 and the RAM initialization switch 112 are used for game control inside the game machine 10. By being provided on the device 100, if the front frame 12 (body frame) is not opened, the operation It is placed in an inaccessible position (inaccessible position). In other words, general players can set Key switch 153 and RAM initialization switch 112 cannot be accessed and operated. stomach.
[0088] As will be described later, when the game machine 10 is powered on (recovery from power failure, power recovery), the game machine 10 Depending on the ON / OFF state of constant key switch 153 and RAM initialization switch 112, the probability setting Setting variable state (setting change state, setting possible state, setting change mode) in which constant values can be changed mode), and the setting confirmation state (setting confirmation mode) in which probability setting values can be confirmed. can be done.
[0089] In the present embodiment, the probability setting values are defined, for example, in six stages, and 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 There are set value 5 (setting 5) and probability setting value 6 (setting 6). In general, setting 1 gives the player the most It is a disadvantageous setting, and setting 6 is the most advantageous setting for the player. Settings 1 and 2 are low settings and , settings 3 and 4 are intermediate settings (intermediate settings), and settings 5 and 6 are high settings.
[0090] In the probability setting change process, the operator presses the RAM initialization switch 112. Each time, the working set value (setting) in the working set value area is set to set value 0 (setting 1, probability set value 1). → 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) → . child , the RAM initialization switch 112 also functions as a set value change switch. note that , For convenience of explanation, set the work setting values 0 to 5 respectively during the setting change state (setting change mode). They are provided corresponding to probability setting values 1 to 6, but the working setting values and probability setting values are in the same numerical range (i.e. 0 to 5 or 1 to 6) may be treated as the same (setting values for work and probability set value to the same value).
[0091] In addition, instead of operating the RAM initialization switch 112 (set value change switch), The switch 153 may be rotated to a predetermined position to change the probability set value. devil Also, the probability setting value is not limited to six stages. and to the selected working setpoint of 0 to 5 The corresponding probability setting value for display is, for example, a 4-digit 7-segment type (8-segment type including dot Dp). is displayed on the performance display device 152 or the like, which is a segment type) display. Also, the front of the game machine ( For example, the collective display device 50) displays information on setting values such as probability setting values for display (for example, probability setting values). A display that can read fixed values 1 to 6) may be displayed. Also, the front of the game machine (for example, collective display In the device 50), not only during the setting variable state and the setting confirmation state, but also during game control execution (game described later) Also during execution of system processing), information regarding set values such as probability set values for display may be displayed.
[0092] The game microcomputer 111 has a CPU (central processing unit: microprocessor) 111a , a read-only ROM (read-only memory) 111b and an RA that can be read and written at any time It has an M (random access memory) 111c.
[0093] ROM111b is immutable information for game control (program, fixed data, various random numbers judgment value, etc.) are stored in a non-volatile manner. RAM111c of CPU111a at the time of game control It is used as a work area, a storage area for various signals and random values, and contains information related to games (game (skill information) is stored, and a holding storage means capable of storing and holding the stored information even if a power failure occurs becomes. Electrically rewritable like EEPROM as ROM111b or RAM111c A non-volatile memory that can be used may also be used.
[0094] In addition, the ROM 111b stores, for example, the execution time of the special figure fluctuation display game, the content of the effect, the reach Variation pattern for determining the variation pattern (variation mode) that defines the presence or absence of the occurrence of the state memory table. The fluctuation pattern table is stored as a starting memory A table for the CPU 111a to refer to the fluctuation pattern random numbers 1 to 3 and determine the fluctuation pattern. Bull. In addition, in the variation pattern table, Deviation variation pattern table, jackpot variation pattern table selected when the result is a jackpot Tables etc. are included. In addition, these pattern tables include Table for determining the second half fluctuation pattern (second half fluctuation group table) Bull, second half fluctuation pattern selection table, etc.), the fluctuation pattern before reaching the reach state Tables for determining semi-fluctuation patterns (first half fluctuation group table and first half fluctuation pattern option table, etc.).
[0095] Here, reach (reach state) means having a display device whose display state can be changed, and the display device derives and displays a plurality of display results at different times, and the plurality of display results is a predetermined characteristic A game state (special game state) in which the game state is advantageous to the player when another result mode is obtained. In the gaming machine 10, at the stage where some of the multiple display results have not yet been derived and displayed, A display state in which a display result that has already been derived and displayed satisfies the conditions for becoming a special result mode. cormorant. In other words, the reach state means that the variable display control of the display device progresses and the display Even when the result reaches the stage before the derivation display, from the display condition that becomes the special result mode It refers to a display mode that is not shifted. And, for example, while maintaining the state where the special result mode is complete The state of performing variable display with multiple variable display areas (so-called full rotation reach) is also the reach state include. In addition, the reach state means that the display control of the display device progresses and the display result is derived and displayed. The display state at the time when it reaches the stage before being displayed, and before the display result is derived and displayed A condition that at least some of the determined display results of the plurality of variable display areas are in a special result mode Refers to the display state when the conditions are satisfied.
[0096] Therefore, for example, the decoration special figure variation table displayed on the display device corresponding to the special figure variation display game The display game displays a plurality of identification information for a predetermined time in each of the left, middle, and right variable display areas on the display device. After the variable display of the information, the variable display is stopped in the order of left, right, and middle to display the result mode. In the case of The state in which the variable display is stopped with one identification information) is the reach state. Besides, all variable displays At the point when the change display of the area is temporarily stopped, in any two of the left, middle, and right change display areas A state that satisfies the conditions for a special result mode (for example, a state in which the same identification information is obtained, but except for the special result mode) is the reach state, and the remaining one variable display area is changed from the reach state You may make it display dynamically.
[0097] And the reach state includes multiple reach effects, and a special result mode (jackpot mode) is introduced. Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP 2 reach), special 3 reach (SP3 reach), and premier reach are set. In addition, the expected degree (expected value) of the jackpot is no reach < normal reach < special 1 reach <Special 2 reach <Special 3 reach <Premier reach> ing. In addition, as for the reach state, the special result mode is derived at least in the special figure fluctuation display game. It is included in the variable display mode in the case of (when it becomes a big hit). Suwa If it is determined that the special result mode is not derived in the special figure fluctuation display game (if it is lost It may be included in the variable display mode in the case). Therefore, the state in which the reach state occurs is , It is a state with a high possibility of winning a big hit compared to the case where the ready-to-win state does not occur.
[0098] In addition, the expectation level of the production (notice) suggests the probability that the production will be a big hit when the production is selected. Then, the selection rate of the production when it is a big hit and the selection rate when it is not a big hit (when it is lost) It can be calculated based on the selection rate of production.
[0099] CPU111a executes the game control program in the ROM111b, the payout control device It generates control signals (commands) for the device 200 and the production control device 300, solenoids, It generates and outputs a drive signal for the display device to control the entire game machine 10 . Also, not shown However, the gaming microcomputer 111 generates a jackpot random number , jackpot pattern random number to determine the jackpot pattern, small hit to determine the small hit pattern Design random number, design random number per sapo for determining the time-saving design (stop design per sapo) described later, Variation patterns in special figure variation display games (variation in various reach and non-reach variation display For generating fluctuation pattern random numbers, etc. for determining the display game execution time, etc.) Based on the random number generation circuit and the oscillation signal (original clock signal) from the oscillation circuit 113, CPU1 11a timer interrupt signal or random number generation with a predetermined period (eg 4msec Equipped with a clock generator that generates a clock that gives the update timing of the synthesis circuit .
[0100] In addition, the CPU111a, in the processing related to the special figure fluctuation display game, ROM111b One of the fluctuation pattern tables stored in get the bull. Specifically, the CPU 111a controls the game result (big win) of the special figure variation display game. or lose), or the probability state of the special figure fluctuation display game as the current game state (normal probability Multiple fluctuation pattern tables based on the rate state or high probability state), the number of starting memories Select and acquire any one variation pattern table from among. where CPU11 1a, when executing a special figure variation display game, multiple variations stored in ROM 111b Variation distribution information for acquiring any one variation pattern table among the pattern tables information acquisition means.
[0101] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface and an output interface. Equipped with a chase etc., according to the prize ball payout command (command and data) from the game control device 100 to drive the payout motor of the payout unit and perform control for paying out prize balls. again , the payout control device 200 controls the payout unit based on the ball rental request signal from the card unit. A payout motor is driven and control is performed to pay out rental balls.
[0102] The input unit 120 of the gaming microcomputer 111 has a board power for detecting the emission of radio waves to the gaming machine. Wave sensor 62, gate switch 34a of normal start gate 34, start in first start prize opening 36 Starting port 1 switch 36a, starting port 2 switch in the second starting winning port 37 (normal variable winning device) 37a, winning switch 35a of general winning opening 35, special variable winning device 38, 39 big winning It is connected to the switches 38a and 39a, and the high level supplied from these switches is 1. A negative logic signal such as 1V with a low level of 7V is input, and a positive logic signal of 0V-5V is input. A converting interface chip (proximity I / F) 121 is provided.
[0103] Further, the interface chip (proximity I / F) 121 includes a specific area switch 72a, a It is connected to the ball outlet switch 73 and the out ball detection switch 74. Specific area switch 7 2a detects the passage of the game ball (V winning) to the specific area 72 (V winning opening). Remaining ball ejection The outlet switch 73 serves as a remaining ball discharge port for discharging game balls from the special variable winning devices 38 and 39. To detect a passing game ball. The out ball detection switch 74 is launched into the game area to start the game. All finished game balls (that is, all game balls that have passed through the winning opening or out opening 30b) To detect.
[0104] The output of the proximity I / F 121 is the second input port 123, the third input port 124, or the 4 Supplied to the input port 126 and read into the gaming microcomputer 111 via the data bus 140 be rare. Of the outputs of the proximity I / F 121, the gate switch 34a and the starting port 1 switch Chi 36a, starting port 2 switch 37a, prize winning port switch 35a, big winning port switch 38a, The detection signal of 39 a is input to the third input port 124 .
[0105] In addition, among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the sensor and switch An anomaly detection signal output when an anomaly of the switch is detected is input to the second input port 123. .
[0106] In addition, among the outputs of the proximity I / F 121, the specific area switch 72a, the remaining ball outlet switch A detection signal from the switch 73 and the out-ball detection switch 74 is input to the fourth input port 126 .
[0107] In addition, the second input port 123 is connected to the fraud detection The detection signal of the magnetic sensor switch 61, the glass provided in the glass frame 15 etc. of the game machine 10 Frame open detection switch 63, body frame open detection switch provided on the front frame 12 (body frame), etc. Signal from 64 (front frame open detection switch), vibration sensor 6 for detecting vibration of game machine 10 The signal from 5 is input.
[0108] Also, the second input port 123 receives the setting key switch signal from the setting key switch 153. is taken in and supplied 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 the game control device It is also supplied from the device 100 to a trial firing test device (not shown) via the relay board 70. there is Furthermore, among the outputs of the proximity I / F 121, the start 1 switch 36a and the start 2 switch The detection signal of Chi 37a is input to the game microcomputer 111 in addition to the third input port 124 is configured as
[0110] As described above, the proximity I / F 121 has a signal level conversion function. level like this Proximity I / F 121 has power supply 400 to normal IC operation to enable conversion function. In addition to the voltage required for operation, such as 5V, a voltage of 12V is supplied. .
[0111] The data held by the third input port 124 is transferred from the gaming microcomputer 111 to the third input port. Enable signal CE by decoding the address assigned to bit 124 It can be read by asserting 2 (change to valid level). 2nd input port The same applies to the port 123, the fourth input port 126, and the first input port 122, which will be described later.
[0112] In addition, the input unit 120 receives a frame radio wave irregularity signal output from the payout control device 200, a payout video G signal, status signal indicating abnormal payout, shot ball failure indicating lack of game balls before payout A switch signal, an overflow switch signal indicating overflow, on the operating handle 24 Touch switch signal based on the provided touch switch input, RAM initialization switch 1 12 and supplies it to the game microcomputer 111 via the data bus 140 A first input port 122 is provided. The overflow switch signal is Output when it is detected that more than a predetermined amount of balls are stored (full) is a signal. The frame radio wave illegal signal is generated by the frame radio wave sensor provided on the front frame 12 (body frame). It is a signal output based on the detection, and the payout busy signal is the payout control device 200 This signal indicates whether or not a command can be accepted.
[0113] Also, the input unit 120 receives signals such as a power failure monitoring signal and a reset signal from the power supply device 400 . A Schmidt buffer 125 is provided for inputting the number to the game microcomputer 111 or the like. Therefore, Schmitt buffer 125 has the function of removing noise from these input signals. A power failure monitoring signal from the power supply device 400 is once input to the first input port 122, and It is taken into the gaming microcomputer 111 via the bus 140 . In other words, the various switches mentioned above are treated as signals equivalent to these signals. From the outside provided in the game microcomputer 111 This is because there is a restriction on the number of terminals that receive the signals of .
[0114] On the other hand, the reset signal RST from which noise has been removed by the Schmidt buffer 125 is It is directly input to the reset terminal provided in the microcomputer 111 for the application, and the output section 13 0 supplied to each port. Also, the reset signal RST does not go through the output section 130 and is By outputting to the relay board 70, the port of the relay board 70 (Fig. (not shown) is configured to turn off the test-firing test signal held.
[0115] Also, the reset signal RST is configured to be output to the test firing test device via the relay board 70. You may do so. Note that the reset signal RST is applied to each port 122, 123 of the input section 120. , 124, 126. Just before the reset signal RST is input, game microcomputer 1 The data set to each port of the output section 130 by 11 prevents malfunction of the system. Therefore, it is necessary to reset each port of the input section 120 just before the reset signal RST is input. The data read by the game microcomputer 111 from the port is reset when the game microcomputer 111 is reset. Therefore, it is discarded.
[0116] In the output unit 130, the communication path from the game microcomputer 111 to the production control device 300 and the game Schmidt buffer arranged in the communication path from the technical microcomputer 111 to the payout control device 200 132 are provided. From game control device 100 production control device 300 and payout control device Data is transmitted to 200 by serial communication. It should be noted that the play from the production control device 300 side It is a one-way communication in which signals cannot be input to the technique control device 100.
[0117] Furthermore, the output unit 130 is connected to the data bus 140 and has a trial shooting test of a certification body (not shown). Data that informs the test device of the special pattern information of the variable display game and a signal that indicates the probability state of the big hit etc. via the relay board 70, the buffer 133 can be mounted. bag Fa 133 is a game control system for actual pachinko machines (mass-produced products) installed in pachinko parlors. These are parts that are not mounted on the device (main board). In addition, the start output from the proximity I / F121 Detecting signals from switches that do not require processing, such as moving mouth switches, are sent through buffer 133. It is supplied to the test-firing test equipment via the relay board 70 .
[0118] On the other hand, as with the magnetic sensor switch 61 and board radio wave sensor 62, the test firing test equipment The detection signal that cannot be supplied to the game microcomputer 111 is once captured by another signal or An error signal that is processed into information and indicates, for example, that the game machine is in a state where game control is not possible and supplied from the data bus 140 through the buffer 133 and the relay board 70 to the test firing test equipment. be
[0119] It should be noted that the relay board 70 receives the signal output from the buffer 133 and It is transmitted by relaying the port that supplies to the device or the signal line of the switch detection signal that does not pass through a buffer. A connector is provided for The port on the relay board 70 is connected to the game microcomputer 11 A chip enable signal CE output from 1 is also supplied, and is selectively controlled by the signal CE. The signal from the port is supplied to the test-firing test equipment.
[0120] In addition, the output unit 130 is connected to the data bus 140 and the normal variable winning device 37 is opened. Solenoid (universal electric solenoid) 37c to open, lower large to open the first special variable winning device 38 The winning opening solenoid 38b (large winning opening solenoid 1) and the second special variable winning device 39 are opened. Operate the upper large winning opening solenoid 39b (large winning opening solenoid 2), the lever to operate the specific area Second output port for outputting open / close data of lever solenoid 72b that opens 72 134 are provided.
[0121] In addition, the output unit 130 outputs LED anodes according to the contents to be displayed on the collective display device 50. A third output port for outputting the on / off data of the segment line to which the terminal is connected 135, ON / ON of the digit line to which the cathode terminal of the LED of the collective display device 50 is connected A fourth output port 136 is provided for outputting OFF data.
[0122] In addition, the output unit 130 is provided with LED annotators according to the content displayed on the performance display device 152. Sixth output port for outputting on / off data of the segment line to which the terminal is connected. 141, the digit line to which the cathode terminal of the LED of the performance indicator 152 is connected. A seventh output port 142 is provided for outputting on / off data.
[0123] In addition, the output unit 130 receives information about the gaming machine 10 such as jackpot information from the external information terminal 71. A fifth output port 137 is provided for outputting to. The external information terminal 71 has a photo A relay is provided, for example, an external device (information collection terminal or internal management device (hall computer, etc.), and information about the gaming machine 10 can be sent to an external device. It is designed so that it can be supplied to the equipment. In addition, from the 5th output port 137, a simulator A firing permission signal is also output to the payout control device 200 via the bit buffer 132 .
[0124] Further, the output unit 130 includes a general electric solenoid 37 output from a second output port 134. Receiving open / close data signals such as c and big winning door solenoids 38b, 39b, solenoid drive signal Output from the first driver (driving circuit) 138a that generates and outputs the signal and the third output port 135 A second output for outputting an on / off drive signal for the segment line on the current supply side of the collective display device 50 2 driver 138b, the current draw of the collective display device 50 output from the fourth output port 136 A third driver 138c for outputting an on / off drive signal for the input-side digit line, a fifth output port An external information signal to be supplied from the port 137 to an external device such as a management device is output to the external information terminal 71. A fourth driver 138d is provided.
[0125] Further, the performance display device 152 output from the sixth output port 141 is connected to the output unit 130. segment driver for displaying performance that outputs on / off drive signals for the segment line on the current supply side of the Driver 150a, the current draw of the performance display device 152 output from the seventh output port 142 The performance display digit driver 150b that outputs the on / off drive signal for the digit line on the is provided.
[0126] A first driver 138a has a , DC 32V is supplied from the power supply device 400 as a power supply voltage. Also, the collective display device 50 DC 12V is supplied to the second driver 138b that drives the segment line. Digit The third driver 138c, which drives the digit line, pulls out the digit line according to the display data with a current. The power supply voltage can be either 12V or 5V.
[0127] A second driver 138b that outputs 12V drives the anode of the LED through the segment line. From the cathode terminal, a third driver 138c that supplies a current to the terminal and outputs a ground potential Dynamic driving is achieved in the collective display device 50 by drawing current through the digit line. The power supply voltage flows through the LEDs that are sequentially selected by the dynamic method and lights up. Performance table for outputting 12V The display segment driver 150a supplies power to the anode terminal of the LED through the segment line. The cathode is driven by the performance display digit driver 150b that supplies the current and outputs the ground potential. By extracting the current from the terminal via the digit line, the performance display device 152 The power supply voltage flows through the LEDs that are sequentially selected by the mic drive method to light them up. outside information signal The fourth driver 138d that outputs to the external information terminal 71 sets the level of 12V to the external information signal. 12V DC is supplied for powering. Note that the buffer 133, the second output port 134, The first driver 138a, etc., the output unit 130 of the game control device 100, that is, on the main board Instead, it may be provided on the relay board 70 side.
[0128] Furthermore, the output unit 130 outputs the identification code and program of each game machine to the external inspection device 500. A photocoupler 139 is provided for transmitting information such as the system. photo coupler 13 In 9, the game microcomputer 111 transmits data to the inspection device 500 by serial communication. It is configured to enable two-way communication so that reception can be performed. The transmission and reception of such data shall be The serial communication terminal that the game microcomputer 111 has like a general-purpose microprocessor ports such as input ports 122, 123, 124, 126 not kicked.
[0129] In this embodiment, the performance display device 152 includes a plurality (four) of 7-segment type (dot Dp 8-segment type) indicator (LED lamp), driver for performance display 1 50a and 150b are LED drivers, but are not limited to these.
[0130] The performance display device 152 is provided on the game control device 100 (main board), It may be provided in other places. For example, the performance display device 152 can display probability setting values and It is possible to display the ratio, the 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). , the number of game balls passing through the winning hole (number of prizes) and the number of game balls passing through the out hole 30b is the sum of The number of ejected balls counts (counts) the signal of the out ball detection switch 74 etc. can be obtained by In this embodiment, the winning openings include the general winning opening 35, the starting winning opening 36 (1st start winning opening, starting opening 1), normal variable winning device 37 (2nd 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 number of prize balls to the number of discharged balls (or the number of fired balls introduced into the game area 32). It is the ratio (percentage) of the total, and is calculated by (number of acquired balls / number of discharged balls) x 100 (%). sand That is, the ball output rate is the number of obtained balls (total number of prize balls) per 100 discharged balls.
[0133] For example, the role ratio is determined for a predetermined period (for example, from power-on of the gaming machine 10 to the present). Out of the total number of prize balls (total number of prize balls) obtained by winning the prize, Percentage (%) of the number of prize balls obtained by winning (number of winning balls by role) (= so-called continuous role ratio). In addition, the role ratio was obtained by winning the big prize mouth out of the total number of prize balls. It may be the ratio of the number of prize balls (during the big hit state and the small hit state) (= big winning opening ratio), or , Prize balls obtained by winning the big prize mouth and normal variable prize device 37 (2nd start prize mouth) It may be the ratio of the number (=the so-called role ratio (total role ratio) generally used).
[0134] Furthermore, the game control device 100 also has a function of a safety device. The safety device is the number of safe balls and the establishment of the operating condition (predetermined condition) based on the number of discharged balls, a special figure fluctuation display game as a game Game, normal figure fluctuation display game, round game (game during big hit or small hit), etc. are executed Game stop means (playing) that can generate a game stop state (game impossible state, game prohibited state) stop means). In the game stop state, a new special figure fluctuation display game and a new normal figure fluctuation display Game cannot start. Due to the safety device, the number of safe balls is abnormally high due to fraud In such a case, it is possible to take appropriate countermeasures against fraud, and also suppress the player's addiction to the game. It is possible.
[0135] In this embodiment, the safety device is software (program) in the game control device 100. It is a function realized by the complete function (or ending function, stopping machine Noh) is also called. Of course, safety devices are not hardware such as electrical circuits or circuit boards. may be provided.
[0136] In addition, in this embodiment, the operating condition of the safety device is (1) the number of safe balls and the number of discharged balls; The difference ball number indicating the difference has reached the difference ball reference value (predetermined value), and (2) a small hit even in a big hit Among them, there is nothing. The number of difference balls is the number of safe balls minus the number of ejected balls (difference ball number number = number of safe balls - number of ejected balls). In this way, the operating conditions of the safety device are two-stage conditions (1) (2). Other operating conditions may be used, e.g., condition (1) indicates that the number of safe balls A configuration in which a fixed value is reached is also possible. In addition, the condition (2) is that the special variable winning device is It is also possible to configure that it is not moving, or that the big winning opening is not in an open state.
[0137] In this embodiment, the number of safe balls is the number of prize balls determined to be paid out during a predetermined period. It is the total number (the number of acquired balls, the number of balls released). If there is an error in the payout of prize balls (game balls), the payout The total number of prize balls determined to be played is actually paid out to the upper tray 21 via the payout device. Although it is not equal to the total number of awarded balls, the total number of awarded balls actually paid out is detected by a switch, etc. It is possible to measure the number of safe balls with . In addition, the number of discharged balls (number of out balls) is 32 or It can be counted by counting the signal from the out ball detection switch 74 with the number of game balls discharged from the Noh.
[0138] In addition, instead of the number of ejected balls, A number may be used, and the number of difference balls may be the number of safe balls minus the number of shot balls. Number of game balls launched and discharge The number of balls played can be collectively called the number of balls used (number of difference balls = number of safe balls - number of balls used). From the number of shot balls , Excludes foul balls that were fired by the ball launcher but did not reach the play area 32, and the number of difference balls is -1 is subtracted when one game ball is fired from the ball launcher, and +1 is added when one foul ball is generated. will be calculated. A detection switch (detection sensor) for counting the number of shot balls is placed in the game area. The entrance of the game ball to the area 32, that is, the guide passage of the game ball launched on the game board 30 It may be provided in the vicinity of the upper end.
[0139] [Production control device] Next, the configuration of the effect control device 300 (sub board) will be described using FIG. Figure 4 2 is a block diagram of an effect control system of the gaming machine 10. FIG.
[0140] The effect control device 300 is an amusement chip (IC ) and commands from the main control microcomputer 311 A graphic processor that performs image processing for video display on the display device 41 according to the code and data. VDP (Video Display Processor) 312 as a processor and various melodies and sound effects Sound source LSI 314 that controls the sound output to reproduce from the speakers 19a and 19b It has
[0141] The main control microcomputer 311 stores the programs executed by the CPU and various data. Program ROM 321 consisting of ROM (Programmable Read Only Memory), work area RAM322 that provides storage space, Fe that can retain memory contents even if power is not supplied in the event of a power failure RAM323, timekeeping means that generates information indicating the current date and time (year, month, day, day of the week, time, etc.) An RTC (real time clock) 338 is connected. In addition, the main control microcomputer Also inside the 311 is a RAM that provides a working area.
[0142] A WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311 . is continued. Main control microcomputer 311 analyzes commands from game microcomputer 111 Then, the display content is determined and the VDP312 is instructed on the content of the output video, or the sound source LSI314 Playback sound instructions, lighting of decorative lamps, drive control of motors and solenoids, management of performance time and so on.
[0143] VDP 312 has RAM 312a that provides a work area and A scaler 312b is provided for. VDP312 also supports character images and movies. Image ROM 325 in which image data is stored and characters read from the image ROM 325 Ultra-high-speed VRAM (video oRAM) 326 is connected.
[0144] Although not particularly limited, between main control microcomputer 311 and VDP 312, It is configured so that data is transmitted and received by the parallel method. data in parallel By sending and receiving, it is possible to send commands and data in a shorter time than with serial. Wear.
[0145] From the VDP 312 to the main control microcomputer 311, the image of the display device 41, the glass frame 15 and A vertical synchronization signal VSYN for synchronizing lighting of decorative lamps provided on the game board 30 C. Synchronization signal STS that gives data transmission timing is input. In addition, VDP312 to the main control microcomputer 311 to notify the processing status, such as the end of drawing to VRAM. Waiting for input signals INT0 to n and commands and data from the main control microcomputer 311 A wait signal WAIT or the like is also input for informing the state.
[0146] The effect control device 300 transmits to the display device 41 by LVDS (small amplitude signal transmission) method A signal conversion circuit 313 is provided to generate a video signal. Signal conversion circuit from VDP312 Video data, horizontal synchronizing signal HSYNC and vertical synchronizing signal VSYNC are input to path 313. The video generated by the VDP 312 is sent through the signal conversion circuit 313 is displayed on the display device 41.
[0147] Sound ROM 327 in which voice data is stored is connected to sound source LSI 314 . main The control microcomputer 311 and sound source LSI 314 are connected via an address / data bus 340. It is Also, the interrupt signal INT is sent from the tone generator LSI 314 to the main control microcomputer 311 is entered. In the production control device 300, provided in the glass frame 15 An audio system that drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 consisting of a power amplifier and the like is provided, and the sound generated by the tone generator LSI 314 is The voice is output from the upper speaker 19a and the lower speaker 19b through the amplifier circuit 337. be
[0148] In addition, the production control device 300 receives a command transmitted from the game control device 100. An interface chip (command I / F) 331 is provided. Command I / F3 Via 31, the decoration special figure pending number transmitted from the game control device 100 to the production control device 300 Command, decoration special figure command, variation command, stop information command, etc. (Direction command). The game microcomputer 111 of the game control device 100 is DC5 V, and the main control microcomputer 311 of the production control device 300 operates at DC 3.3V. Therefore, the command I / F 331 is provided with a signal level conversion function.
[0149] In addition, the effect control device 300 is provided in the game board 30 (including the center case 40) A panel decoration LED system that drives and controls a panel decoration device 46 having LEDs (light emitting diodes) Control circuit 332, frame decoration with LEDs (light emitting diodes) provided on the glass frame 15 A frame decoration LED control circuit 333 that drives and controls a device (for example, the frame decoration device 18, etc.), a game board 3 0 (including the center case 40) board production device 44 (for example, the display device 41 A board production movable body that drives and controls a movable accessory that enhances the production effect in cooperation with the production display in A control circuit 334 is provided. Note that the board decoration device 46 includes the lamp display device 7 described above. 5 may be included.
[0150] These control circuits 332 to 334 that drive and control lamps, motors, solenoids, etc. , is connected to the main control microcomputer 311 via an address / data bus 340 . note that , frame production movable body control for driving and controlling a frame production device such as a motor provided in the glass frame 15 A circuit may be provided.
[0151] Furthermore, the production control device 300 has a built-in production button 25 provided in the glass frame 15. The production button switch 25a provided, the touch panel provided on the surface of the production button 25 Le 25b, cross key switch 28, volume control button switches 27e, 27f, board production equipment Effect accessory switch 47 (effect motor switch) for detecting the initial position of the motor in the device 44 It has a function to detect the on / off state of and input a detection signal to the main control microcomputer 311, The state of the volume control switch 335 provided in the production control device 300 is detected and the main control mi A switch input circuit 336 for inputting a detection signal to the controller 311 is provided.
[0152] The normal power supply unit 410 of the power supply device 400 is the production control device 300 having the configuration as described above. to supply the desired level of DC voltage to the electronic components controlled by it. 32 VDC for driving motors and solenoids, a display device 41 consisting of a liquid crystal panel, a motor 12 VDC for driving data and LEDs, 5 DC for command I / F331 power supply voltage In addition to V, it is designed to generate 15V DC voltage for driving motors, LEDs, and speakers. is configured to
[0153] In addition, as the main control microcomputer 311, at a low voltage such as 3.3V or 1.2V When using an operating LSI, DC3.3V or DC1.2V is used based on DC5V. The effect control device 300 is provided with a DC-DC converter for generating. In addition, DC- A DC converter may be provided in the normal power supply unit 410 .
[0154] The reset signal generated by the control signal generator 430 of the power supply device 400 is icon 311 to reset the device. In addition, the main control microcomputer VDP312 (VDPRESET signal), sound source LSI314 in the form output from 311 , amplifier circuit 337 (SNDRESET signal) that drives the speaker, lamps and motors, etc. are supplied to control circuits 332 to 334 (IORESET signals) that drive and control the set state. In addition, the effect control device 300 includes a cooling FA for cooling various parts of the gaming machine 10. N45 is connected, cooling FAN45 drives in the state where the power of the production control device 300 is turned on It is made to work.
[0155] Next, game control performed in these control circuits will be described. game controller 1 00 game microcomputer 111 CPU111a Based on the input of the detection signal of the game ball from the switch 34a, the random number for the hit judgment of the normal figure is extracted. out and compare it with the judgment value stored in ROM 111b, hit or miss of the normal figure fluctuation display game judge.
[0156] Then, after the identification pattern is variably displayed for a predetermined time on the normal map display device 53, the normal map change that is stopped and displayed Display a dynamic display game. If the result of the normal figure fluctuation display game is a hit, the normal figure display device 53 While displaying a special result mode, the general electric solenoid 37c is operated, and the normal variable winning equipment Control to open the movable member 37b of the device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above I do. That is, the game control device 100 performs conversion control of the conversion member (movable member 37b) conversion control execution means. In addition, if the result of the normal chart fluctuation display game is wrong, the normal chart The indicator 53 is controlled to display the result mode of deviation.
[0157] In addition, the detection signal of the game ball from the starting opening 1 switch 36a provided in the starting winning opening 36 Memorize the starting prize (starting memory) based on the input, and based on the starting memory, special figure 1 fluctuation display game Extract the random number for judging the jackpot and compare it with the judging value stored in the ROM 111b, 1 Determine the hit or miss of the variable display game.
[0158] In addition, detection of game balls from the starting port 2 switch 37a provided in the normal variable winning device 37 Memorize the start memory based on the input of the signal, and based on the start memory, special figure 2 fluctuation display game jackpot Extract the random number for judgment and compare it with the judgment value stored in ROM 111b, special figure 2 fluctuation The hit / loss of the display game is determined.
[0159] And CPU111a of the game control device 100, special figure 1 fluctuation display game and special figure 2 fluctuation A control signal (effect control command) including the determination result of the display game is output to the effect control device 300. force. Then, on the special figure 1 indicator 51 and the special figure 2 indicator 52, the identification pattern is displayed fluctuating for a predetermined time. After that, the special figure fluctuation display game to be stopped and displayed is displayed. That is, the game control device 100 , the starting winning area of the game ball flowing down the game area 32 (starting winning opening 36, normal variable winning device 3 7) constitutes game control means for controlling the progress of the variable display game based on the winning of the item 7).
[0160] In addition, the effect control device 300, based on the control signal from the game control device 100, the display device At 41, a decoration special figure variation display game corresponding to the special figure variation display game is displayed. Furthermore, directing Based on the control signal from the game control device 100, the control device 300, the setting of the effect state, Processing for controlling sound output from the speaker 19a, 19b, light emission of various LEDs, etc. is performed. sand That is, the effect control device 300 controls the effect related to the game (variation display game, etc.). do your thing.
[0161] Then, the CPU 111a of the game control device 100 determines that the result of the special figure variation display game is a hit. In the case, the special result mode is displayed on the special figure 1 indicator 51 and the special figure 2 indicator 52, and the special Generate a game state. In the process of generating the special game state, the CPU 111a For example, opening and closing doors of special variable winning devices 38 and 39 are controlled by large winning opening solenoids 38b and 39b. 38c and 39c are opened, and control is performed to allow game balls to flow into the big winning opening.
[0162] Then, a predetermined number (for example, 10) of game balls enter the big winning hole, or the big winning hole opens. Either a predetermined openable time (for example, 27 seconds or 0.05 seconds) has elapsed since the release 1 round (R) is to open the big prize mouth until the conditions are met, and this is the predetermined round. The number of times (for example, 15 times, 11 times or 2 times) continues (repeated) control (cycle game )I do. That is, when the game control device 100, the stop result mode becomes a special result mode Secondly, it constitutes a large winning opening opening / closing control means for controlling opening and closing of the large winning opening. In addition, special figure fluctuation display game If the result of the team is lost, the result mode of the deviation is displayed on the special figure 1 indicator 51 and the special figure 2 indicator 52 to control the display.
[0163] In addition, the game control device 100, based on the result mode of the special figure fluctuation display game, special game state After the end of, it is possible to generate a high probability state as a game state. The high probability state (variable state) is The probability of a hit result in a special figure fluctuation display game is higher than the normal probability state. . In addition, which special figure fluctuation display game, special figure 1 fluctuation display game or special figure 2 fluctuation display game Even if it becomes a high probability state based on the result mode, special figure 1 fluctuation display game and special figure 2 fluctuation display game Both of the frames will be in a high probability state.
[0164] In addition, the game control device 100, based on the result mode of the special figure fluctuation display game, special game state After the end of, it is possible to generate a time saving state (specific game state) as a game state. in short time Then, the normal figure fluctuation display game and the normal fluctuation prize winning device 37 are controlled to be in a time saving operation state However, the normal variable winning device per unit time is higher than the normal game state in which no special game is performed. In order to control the opening time of 37 to be substantially longer, it will be in the general electricity support state. note that , Even in the high-probability state (normal probability state) except for the latent probability state, perform support;
[0165] In addition, in the time saving state, the execution time of the special figure fluctuation display game (special figure fluctuation time) is also longer than usual. It is also possible to shorten the time of the special figure variation display game.
[0166] Also, in the time-saving state, normal fluctuation for one hit result of the normal figure fluctuation display game The number of times the prize-winning device 37 is opened (the number of times the electric power is opened) is greater than the first number of times (for example, two times) It is possible to set the second number of openings to (eg, 4 times). Also, in the short-time state is the probability of a winning result in a normal pattern variation display game (probability of normal pattern, probability of winning a normal pattern) It is possible to set a high probability that is higher than the normal probability (low probability) in the case of being in a state.
[0167] In the time-saving state, normal map fluctuation time, normal map stop time, normal power open times, normal power open time, normal power By changing one or more of the figure probability, the state of the normal variable winning device 37 is opened Make the conversion time longer than usual. As a result, in the time saving state, a special game Winning to the normal variable prize winning device 37 is easier than the normal game state in which the game is not performed, and the unit time is The number of executions of each special figure variation display game can be increased more than the normal game state. again, It is also possible to set multiple types of time-saving states with different things to change. Also, normal motion It may be set so that the movable member 37b is not opened in the operating state (normal pattern probability is 0). devil Also, even if you select one of the first open mode and the second open mode when it becomes a hit good. In this case, the selection probabilities of the first open mode and the second open mode may be different. Also high The probability state and the short-time state can occur independently, and both can occur at the same time. It is possible and it is also possible to generate only one.
[0168] [Transitional state at power-on] As described above, the RAM initialization switch 112 and the setting key switch 153 at power-on It shifts to four states (modes) depending on the on / off state of .
[0169] When the power is turned on, the RAM initialization switch 112 and the setting key switch 153 are turned on. If the probability setting value (setting value) can be changed (settable), the setting variable state change state, settable state, setting change mode) (steps X30 to X39 in FIG. 6 and (see Figure 17).
[0170] Next, when the power is turned on, the configuration key switch 153 is turned on but the RAM initialization switch is turned on. When the switch 112 is off, the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed (see steps X34 to X39 in FIG. 6 and FIG. 17).
[0171] Also, when the power is turned on, although the setting key switch 153 is off, the RAM initialization switch 1 If 12 is turned on, move to RAM initialization state (RAM clear mode), RAM initialization processing (RAM clear processing) is executed to initialize the RAM 111c ( See steps X45 to X47 in Fig. 6).
[0172] When the power is turned on, the setting key switch 153 and the RAM initialization switch 112 are off. In such a case, it will shift to the normal power recovery state (normal power recovery mode) and will be in a state where 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 game control device 10 0 gaming microcomputer (gaming microcomputer) 111 and explain. The control processing by the gaming microcomputer 111 mainly includes the menus shown in FIGS. In processing and timer interrupt processing shown in FIG. It consists of reason.
[0174] [Main processing (game control device)] First, the main processing will be explained. 5, 6, and 7 by the game control device 100 4 is a flowchart showing the procedure of main processing; Main processing starts when the power is turned on. be started.
[0175] As shown in FIG. 5, the game control device 100, when starting the main process, first interrupt Execute the prohibited process (step X1). Furthermore, when an interrupt occurs, the values of registers, etc. are stored. Stack pointer setting processing to set the stack pointer, which is the top address of the area to be avoided (step X2).
[0176] Next, specify register bank 0 as the register bank to be used (step X3), The upper address of the RAM head address is set in a predetermined register (step X4). example For example, if the RAM address is in the range 0000h to 01FFh, the upper address and to set 00h.
[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 generated by the game control device 100 and the payout control device 200. It is set to the prohibited state when at least one of them is outputting a signal to stop firing, and the ball launcher The shooting of these game balls is prohibited. After that, the game control device 100 sets The states of the key switch 153 and the RAM initialization switch 112 are read (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) . A game functioning as a main control means by setting a predetermined initial value in a power-on delay timer Slave control means (for example, payout control device 2 00 and the waiting time for waiting until the program of the production control device 300) starts normally (eg 3 seconds) is set. As a result, when the power is turned on, the game control device 100 temporarily Standing up, the slave control device (for example, the payout control device 200 or the effect control device 300) starts up Sending a command to the slave controller before it is finished, and the slave controller misses the command. can be avoided. That is, the game control device 100, when the power is turned on, By delaying the activation of the control means (game control device 100), the slave control device (payout control device 200, production It serves as waiting means for setting a predetermined waiting time for waiting for activation of the control device 300, etc.).
[0179] In addition, the timing of the power-on delay timer is used for judging the validity of RAM (checksum calculation) Performed using non-target storage areas (RAM areas, registers, etc. not subject to validity judgment) be As a result, when calculating check data such as the checksum of the RAM area, some Since it is not necessary to calculate by excluding the RAM area of the can be stopped.
[0180] It should be noted that the states of the setting key switch 153 and the RAM initialization switch 112 are changed before the standby time starts. By reading the state, the operation of the setting key switch 153 and the RAM initialization switch 112 is confirmed. can actually be detected. That is, after the waiting time has elapsed, the setting key switch 153 and the RAM initialization If the state of switch 112 is read, the setting key will wait until the waiting time has elapsed. switch 153 and RAM initialization switch 112, or when the standby time has elapsed since the power was turned on. It is necessary to keep operating the setting key switch 153 and the RAM initialization switch 112 until be. However, by reading the state before the start of the wait time, such a cumbersome operation can be avoided. The setting key switch 153 and RAM initialization switch 112 that were set when the power was turned on can be It is possible to prevent a situation in which the operation of is not accepted.
[0181] When the power-on delay timer is set (step X7), the game control device 100 waits Executes the process of measuring time and monitoring the occurrence of power failures during the standby period (step X 8~X10).
[0182] When the power outage monitoring process is started, the game control device 100 is first input from the power supply device 400 A power failure occurs by reading the power failure monitoring signal through the port and data bus. It is determined whether or not (step X8). If there is a power failure (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), the power supply Update the on-delay timer by -1 (step X9), and determine whether the timer value is 0. (Step X10). If the timer value is not 0 (step X10; N), i.e. If the waiting time has not ended, the process returns to step X8.
[0184] That is, the game control device 100, power failure to monitor the occurrence of power failure in a predetermined standby time form a means of monitoring. As a result, the activation of the game control device 100, which constitutes the main control means, is delayed. It is possible to respond to power outages that occur during the can be dealt with appropriately. Note that access to RAM is permitted until the end of the waiting time. is not stored, and the memory contents at the time of the previous power shutdown are retained. There is no need to perform backup processing or the like when a power failure occurs. Therefore, power failure during standby time Even if an error occurs, there is no need to back up the RAM, and the burden of control can be reduced. be.
[0185] On the other hand, the game control device 100, when the value of the timer is 0 (step X10; Y), In other words, when the waiting time is over, read / writeable R such as RAM and EEPROM Permit access to WM (read / write memory) (step X11) and turn on all output ports. output data (set to no output state) (step X12).
[0186] Next, the game control device 100 is connected to the serial port (pre-installed in the game microcomputer 111). In the port, in this embodiment, for communication with the effect control device 300 and the payout control device 200 use) (step X13).
[0187] Next, the game control device 100 controls the clock in the game microcomputer 111 (clock generator). CTC (Counter / Timer C ircuit) circuit (step X14). In addition, the CTC circuit is a game microcomputer 11 1 is provided in the clock generator. The clock generator is an oscillator circuit 11 A frequency divider circuit that divides the oscillation signal (original clock signal) from 3, and based on the divided signal Timer interrupt signal with a predetermined period (eg, 4 milliseconds) and random number generation for CPU 111a and a CTC circuit that generates a signal CTC that triggers random number update feeding the circuit. be.
[0188] Subsequently, the game control device 100, RAM (here RAM111c) indicating an abnormality RA Set the M abnormality flag (step X15). Here, once the flag of the abnormal premise is set set in a fixed register.
[0189] Next, the game control device 100, the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check It is determined whether or not it is check data (step X16). and if normal (step Y), power failure inspection area check data where the value of power failure inspection area 2 in RWM is normal It is determined whether or not (step X17).
[0190] Furthermore, the game control device 100, if the value of the power failure inspection area 2 is normal (step X17 ;Y), a checksum that calculates the checksum of a predetermined area in RWM (for example, a work area within an area). Execute the checksum calculation process (step X18), and compare the calculated checksum and the It is determined whether or not the checksums match (step X19). If the checksums match If so (step X19; Y), the RAM is normal and a RAM error flag indicating RAM error Clear lag (step X20). After that, the process proceeds to step X21.
[0191] In addition, the game control device 100, if the check data of the power failure inspection area is not normal data If so (step X16;N or step X17;N), the checksum is If not (step X19; N), without clearing the RAM error flag, Move to the processing of step X21.
[0192] Next, the game control device 100 uses the setting key switch 153 and the RAM initialization switch 11 It is determined whether or not both switches of 2 are on (step X21). Game control device 100 , when both switches are on (step X21; Y), the setting variable state (setting change mode) mode), and executes the processing during probability setting change in steps X30 to X40.
[0193] The game control device 100 has a set key switch 153 and a RAM initialization switch 112. RAM (here RAM11 It is determined whether or not the RAM error flag indicating the error in 1c) is set (step X2). 2). If the RAM error flag is not set (step X22; N), probability setting It is determined whether or not the changing flag is set (step X23). Changing probability settings If the flag is not set (step X23; N), steps X34 to X40 Processing during probability setting confirmation (during setting confirmation state, setting confirmation mode), steps X44 to X47 RAM initialization processing (RAM clear processing), or step X44 and step X48~ Execute normal X51 power-on (power recovery) processing.
[0194] Game control device 100, when the probability setting changing flag is set (step X 23; Y), notifying that there was an abnormality in the game control device 100 (main board, main board) A command of the main abnormality error notification is transmitted to the effect control device 300 (step X24). The effect control device 300 that receives the command of the main abnormality error notification is the game control device 100 notifies that there was an anomaly.
[0195] Subsequently, the game control device 100 displays the 7-segment display data (“E1” error table) when the game is stopped. The driver 15 of the performance display device 152 to display the performance display device 152 Output to 0a and 150b (step X25). And external device (playground internal management device security signal to notify abnormalities to (hall computers, information collection terminals, etc.) ON data is output to the external information terminal 71 (step X26). In addition, here, the jackpot External information terminal 71 Other signals to are kept off. Then the processing of steps X25 and X26 and then repeat the setting change operation (setting key switch 153 and RAM initialization turn on both switches 112) and wait for the power to be turned on. Note that step X Interrupts remain disabled while waiting by repeating the processing of 25 and step X26. (step X1), timer interrupt processing ( 11) cannot be executed, so the game (special figure fluctuation display game, normal figure fluctuation display game, round games, etc.) cannot be executed.
[0196] In this way, setting change operations (setting key switch 153 and RAM initialization switch 11 2) is not executed, but the probability setting changing flag is set If there is an abnormality, the processing of steps X24 to X26 is executed. For example, probability setting If the power is turned off and restarted while the settings are being changed (before the setting change is completed), the The probability setting changing flag may be set even though no operation has been performed.
[0197] On the other hand, the game control device 100, even if the RAM abnormality flag is set (step X22; Y), main notifying that there was an abnormality in the game control device 100 (main board) Send the abnormal error notification command to the production control device 300 (step X24), stop the game The 7-segment display data (“E1” error display data) of the hour is transferred to the driver of the performance display device 152. output to bars 150a and 150b (step X25) to inform external devices of the RAM abnormality. Therefore, the ON data of the security signal is output to the external information terminal 71 (step X26). . As mentioned above, even if information about the jackpot remains in RAM 111c, Other signals to the external information terminal 71, such as the winning signal, are kept off.
[0198] After that, it is determined whether or not a power failure has occurred (step X27). If not (step X27; N), repeat the processing of steps X25 and X26. stand by. On the other hand, when it is determined that a power failure has occurred (step X27; Y), all output ports Output off data to port (step X28), read / write RAM, EEPROM, etc. Possible RWM (read / write memory) access is prohibited (step X29). after that , waits until the game machine is powered off.
[0199] The game control device 100 operates both the setting key switch 153 and the RAM initialization switch 112. If the switch is on (step X21; Y), the probability setting is being changed (while the setting is variable). ) is started, and first, it is determined whether or not the RAM error flag is set (step step X30). If the RAM error flag is set (step X30; Y), Since it is not known whether the probability setting value is correct, it is written in the probability setting value area of RAM111c. After clearing the stored probability setting value and setting it to the initial value (for example, the lowest setting value "1"), step X31), and sets a probability setting changing flag indicating that the probability setting is being changed (step X31). step X32). If the RAM error flag is not set (step X30; N) , the probability setting change 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 step X33), and shift to the processing of step X37. In addition, when a command is received while the probability setting is being changed, The production control device 300 that received the notification on the display device 41 or the like that the probability setting is being changed. know.
[0200] The game control device 100 has a set key switch 153 and a RAM initialization switch 112. At least one of them is off (step X21; N) and the RAM error flag is set. (step X22; N) and the probability setting changing flag is not set (Step X23; N), it is determined whether or not the setting key switch 153 is on (Step X23; N). (top X34). When the setting key switch 153 is on (step X34; Y), R The AM initialization switch 112 is turned off, and the probability setting is being confirmed (in the setting confirmation state). The process of starts and sets the probability setting confirmation flag indicating that the probability setting is being confirmed (Step X35). Then, the command for confirming the probability setting is transmitted to the production control device 300 (production system control board) (step X36), and the process proceeds to step X37. It should be noted that the probability setting The production control device 300 that has received the command of confirming the setting indicates that the probability setting is being confirmed. Notification is made by the device 41 or the like.
[0201] After step X33 or step X36, the game control device 100 is changing the probability setting Steps X37 to X43 are executed as common processing during probability setting confirmation.
[0202] The game control device 100, first, during the probability setting change and during probability setting confirmation security Set 128ms (predetermined time) in the security signal control timer area to output the signal. boot (step X37). Note that the count of the security signal control timer and the security The output of the security signal is executed in the probability setting change / confirmation process (Fig. 17), which will be described later. If the rate setting change or rate setting confirmation is terminated early, the remaining security signal control The timer count and security signal output are processed in the external information editing process (step X119). executed. During probability setting change and probability setting confirmation, at least 50ms A security signal is output.
[0203] Next, the game control device 100 permits interruption (step X38). This will Now interrupt processing (Fig. 11) becomes executable. And when the setting key switch 153 is off It is determined whether or not there is (step X39). When setting key switch 153 is on (Step X39; N), it is determined whether or not a power failure has occurred (Step X40). stop If electricity is not generated (step X40; N), the process returns to step X39. on the other hand , if a power failure occurs (step X40; Y), Perform raw processing.
[0204] Thus, as long as the configuration key switch 153 is on and no power failure has occurred, the probability Setting variable state (setting change state, setting change mode) in which the setting value can be changed, or probability setting value can be confirmed (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 interrupts (step X41), and sends a command to end the notification to the production control device Send to 300 (effect control board) (step X42). It should be noted that the The production control device 300 that received is in the middle of reporting or changing the probability setting that the probability setting is being confirmed. end the notification of
[0206] Next, the game control device 100, whether or not the probability setting changing flag is set, That is, it is determined whether or not the probability setting has been changed until now (step X43). Probability setting If the changing flag is set (step X43; Y), i.e. If the rate setting is being changed, the RAM initialization processing (described later) of steps X45 to X47 is executed. line. On the other hand, if the probability setting changing flag is not set (step X43; N ), that is, when the probability setting is being confirmed so far, the power on after step X48 Execute normal processing at time (when power is restored).
[0207] Game control device 100, when the setting key switch 153 is off (step X34 ;N), determine whether the RAM initialization switch 112 is on (step X44) . If RAM initialization switch 112 is on (step X44; Y), RAM 11 In 1c, clear the RAM area other than the probability setting value area for storing the probability setting value to 0. (step X45). That is, except for the probability settings stored in the probability settings area. Then, the game information stored in the RAM 111c is cleared to 0. where the probability setting variables The pending flag is also cleared here. Also, within a predetermined time period (here, 10% of the timer interrupt The number of acquired game balls that stores the number of acquired game balls, which is the number (total) of prize balls acquired in The area is also cleared to 0. and a safety device that indicates whether the safety device (described above) is in operation The safety device operating flag area that stores the operating flag is also cleared to 0 (safety device operating flag =0), the safety is deactivated. It should be noted that, in step X45, RAM clear (step X43; Y) without changing settings (step X43; Y) X44;Y), the safety device is activated by clearing the safety device active flag area to 0. Although the operation of the device is canceled, it may be limited to one.
[0208] Also, here, in addition to the probability setting value area, the stack area and unused area are not cleared. Work area for performance display related to performance information and its display (performance display) (work area outside the area) A configuration is also possible in which the stack area (part of 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 prizes. Ball rate, base value (ball output rate in normal game state), role ratio, number of discharged balls, and the like.
[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 sent to the effect control device 300 (effect control board) (step X47), and the process proceeds to step X52.
[0210] On the other hand, the game control device 100, when the RAM initialization switch 112 is off (step (up X44; N), setting key switch 153 and RAM initialization switch 112 are both on. Therefore, normal power-on (power recovery) processing is started, and power failure recovery processing is started. The initial value at the time of power failure recovery (power recovery) is saved in the area to be initialized (step X48). again , the above-mentioned probability setting confirming flag is also cleared here. Note that unlike RAM initialization, , When the power is normally turned on, the safety device active flag area is not cleared. Also, where Stores the ceiling counter value indicating the number of times the special figure variation display game has been executed in a state other than the probability variation state The ceiling counter area that is cleared may also not be cleared so as not to disadvantage the player. Next , corresponding to the processing number prepared for rational execution of the special game processing etc. described later Send a command for power failure recovery to the production control device 300 (production control board) (step X4 9), move to the processing of step X50.
[0211] Note that the RAM initialization command sent in step X47 and step X4 The command for power failure recovery sent in process 9 includes a model specification command that indicates the type of game machine. , Decoration special figure 1 reservation number command and decoration special figure 2 reservation number command indicating the number of reservations of special figures 1 and 2, Probability information command indicating the presence or absence of probability state (high probability state or low probability state) and time saving state, location Effect number information command, which indicates the number of times the special figure fluctuation display game has been executed in a fixed effect mode, A power failure recovery command is included to indicate that the power has been turned on.
[0212] Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery have a probability of game machine 10 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 production control device 300 only once, and thereafter, production control The device 300 can perform effect control by referring to the set value information stored by itself.
[0213] Note that the commands for RAM initialization include commands for initializing RAM (commands for clearing RAM). end) are also included. The effect control device 300 that has received the RAM initialization command is, for example, The customer waiting demonstration is displayed on the display device 41, and the LEDs of the board decoration device 46 and the speakers 19a and 19 30 seconds to announce the RAM initialization (RAM clear) with the sound b. In addition, the frame when the power failure is restored The command includes a screen designation command that designates the display contents of the screen of the display device 41 . na Also, the screen-specified command is during normal processing for both special figures 1 and 2 (even if it is fluctuating If not), it is a customer waiting demo command, otherwise it is a recovery screen command.
[0214] Next, it is determined whether or not the safety device is in operation (step X50). For example, a safety device As the operating flag, "1" indicating that the safety device is operating If it is saved in the logging area, it can be determined that the safety device is in operation (safety device in operation flag=1). And if the safety device is activated (step X50; Y), the safety device The production control device 300 (production control board) (step X51), and the process proceeds to step X52. Safety device activated If not during (step X50; N), the process proceeds to step X52.
[0215] Then, save (PUSH) the information (value) of the flag register to the stack area within the area (PUSH). step X52), safety device information related to the safety device (safety device counter value, safety (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 RAM abnormality (steps X25 to X29), turn on the power and unconditionally initialize (clear) the safety device information (safety device counter value, etc.) However, if a count continuation switch is provided and the power is turned on while pressing the count continuation switch It is not necessary to initialize (clear) safety device information.
[0216] As will be described later, when shifting to the safety device information initialization process, the stack pointer Safety device information, performance information, and performance display (performance information ) switch to the associated out-of-bounds stack area. At that time, the stack point for game control flag register buffer when saving the pointer to the stack pointer save area of RAM111c. Since the lag (especially the zero flag) can change, the Save the information in the lag register. The flag register has 8 bits, each of which is 0 or 1. is a flag that takes the value of Regarding the flag register, please refer to JP-A-2013-23 Those disclosed in JP-A-3299, 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). concrete Specifically, the random number generator is set to a predetermined register (CTC update permission register) in the random number generator. The CPU 111a sets a code (designated value) for activation. again Also set the bit transposition pattern of hard random numbers generated by the hardware of the random number generator. will be Note that in this embodiment, the random number generation circuit is a random number that is updated only by hardware. As numbers, jackpot random numbers, hit pattern random numbers (jackpot pattern random numbers, small hit pattern random numbers, support per pattern Random numbers, etc.), hit random numbers for normal patterns, and random numbers 1 to 3 for variation patterns. These random numbers are A so-called "high-speed counter" that is updated based on a clock that is faster than the operating clock good.
[0218] The bit transposition pattern is the bit arrangement of the extracted random number (the arrangement before bit transposition in the upper row). , as a different bit arrangement (arrangement after bit transposition in the lower row) by permuting in a predetermined order This is a pattern that defines how to replace when storing.
[0219] In this embodiment, by replacing the bits of the random number according to the bit permutation pattern, the random number Regularity can be destroyed, and the secrecy of random numbers can be enhanced. In addition, bit The permutation pattern may be a single fixed pattern, or a plurality of prepared patterns. You may make it select from a turn. Also, even if the user can set it arbitrarily good.
[0220] Next, the game control device 100 prohibits interruption (step X56), and the game is stopped. It is determined whether or not (step X57). If the safety device is activated, or if the game (special figure fluctuation display Strong error 2 (described later ) occurs, it can be determined that the game is stopped.
[0221] Game control device 100, when the game is not stopped (step X57; N), the flag register Save (PUSH) the stack information (value) to the stack area within the area (step X58), Execute performance display edit processing to calculate performance information such as base value (ball payout rate) (step X5 9). Here, performance information (accessory ratio, ball payout rate, etc.) may be calculated. In addition, performance information and Abnormality in the performance display work area (a part of the work area outside the area) related to the display (performance display) If there is, you may clear it. After that, the information in the flag register is restored (POP ) (step X60) to allow interrupts (step X61). no error at all In addition to the case where there is no strong error 2, a weak error (described later) or a strong error 1 ( (described later) is occurring, even if the game is not stopped, the step including the performance display editing process etc. Processing from X58 to X60 is executed. If a weak error or strong error 1 has occurred In addition, a configuration is also possible in which steps X58 to X60 are not executed.
[0222] In addition, as will be described later, when shifting to the performance display editing process, the stack pointer is changed to the game control Safety device information, performance information, and performance display (performance information display ) to the out-of-bounds stack area associated with it. At that time, stack pointer for game control to the stack pointer save area of RAM111c, the flag in the flag register ( especially the zero flag) may change, so the flag flag Evacuate the information of the register.
[0223] On the other hand, the game control device 100, when the game is stopped (step X57; Y), the performance Interruption is permitted without executing display editing processing or the like (step X61). i.e. Performance display editing process (especially performance information such as base value is not newly calculated and does not change. In addition, even if a strong error 2 occurs, the game will not be stopped and the performance will be reduced. A configuration for executing display editing processing or the like is also possible. Also, by enabling interrupts, the timer interrupt Processing (FIG. 11) becomes executable.
[0224] In this embodiment, errors are classified into three types: weak error, strong error 1, and strong error 2. be In addition, the production control device 300 that has received the error / illegal command In the setting process (step S156), different Strong error reporting can be configured and enforced.
[0225] For example, the production control device 300 controls the volume of the error notification sound from the speakers 19a and 19b. , or an LED that emits light to notify an error (the effect of the board decoration device 46 or the frame decoration device 18 Even if the luminance (brightness) of the display LED) is increased in the order of weak error < strong error 1 ≤ strong error 2, good. Even if the speaker volume or LED brightness for strong error 1 and strong error 2 are the same, good. In addition, the production control device 300 reduces the volume of the notification sound to the hall when a weak error occurs. ·Set the volume (below the maximum volume) adjusted in the player setting mode processing (step S11), and When Error 1 and Severe Error 2 occur, the volume of the notification sound can be set to the maximum volume.
[0226] A weak error generates a shoot ball cut switch signal in response to a shortage of game balls before payout. Overflow error in response to the shot ball running out error and the lower plate 23 becoming full Includes overflow errors such as those that cause switch signals. For weak errors, external information No signal is output to the external information terminal 71 (see FIG. 59). In addition, for weak errors, switch failure An error or an abnormal payout error in which a status signal indicating an abnormal payout is generated may be included.
[0227] Severe error 1 is a frame open error related to frame opening, glass frame open error and body frame open Includes error (front frame open error). In strong error 1, the door / frame open signal is used as an external information signal. (step X505) is output to the external information terminal 71 (see FIG. 59).
[0228] Strong error 2 is a fraudulent error related to fraud, and it is preferable to stop the game. Stone fraud, board radio fraud, frame radio fraud, vibration fraud, abnormal discharge error, V pass error, big prize gate Fraud, including electricity fraud. In strong error 2, the security signal (step (X522) is output to the external information terminal 71 (see FIG. 59). Also, remaining in strong error 2 May include sphere errors. If a strong error 2 has occurred, the game (special figure fluctuation display game , normal figure fluctuation display game, round game, etc.) is stopped, and it can be determined that the game is stopped ( step X57). In addition, when a strong error 2 occurs, the case where the safety device is activated and Similarly, as a game, special figure fluctuation display game, normal figure fluctuation display game, round game (in the middle of the jackpot) A game stop state (game disabled state, game prohibited state) that cannot be executed, etc. It is possible.
[0229] The game control device 100 determines whether or not a power failure has occurred after step X61. (Step X62). If there is no power failure (step X62; N), step X Return to process 56. This creates a loop of steps X56-X62 until a power failure occurs. The process is repeated. And until a power outage occurs, unless the game is stopped, that is, Therefore, performance display editing processing (step Performance information such as base values can be calculated repeatedly in step X59).
[0230] Note that the repetition cycle of the loop processing is the interrupt cycle of the timer interrupt (predetermined time cycle, e.g. For example, 4msec), the performance display editing process is executed many times during the interrupt cycle. is executed. Therefore, the winning of game balls and the change in the number of discharged balls (game balls for the out port 30b If there is a ball entry), etc., 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 is Start processing, temporarily disable interrupts (step X63), and output off data to all output ports. power (step X64). After that, put power failure inspection area check data 1 in power failure inspection area 1. Save (step X65) and save power failure inspection area check data 2 in power failure inspection area 2 (step X66). In addition, there is a checksum that calculates the checksum when the RWM powers down. checksum calculation processing (step X67), and save the calculated checksum. (Step X68). Finally, perform processing to prohibit access to RWM (step X69), and waits until the game machine is powered off.
[0232] In this way, the check data is saved in the blackout inspection area, and the By calculating the backsum, the information stored in the RWM before the power interruption is correctly backed up. It can be determined whether or not it is backed up when the power is turned on again.
[0233] Although the main processing has been described above, for example, the processing of steps X56 to X62 step X21 and Similar determination processing is performed to set the probability setting changing flag in the same manner as in step X32. to switch to the setting variable state (setting change mode) any number of times while the game machine 10 is running. Yes, you can.
[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 in Figure 8 , from the start address of RAM111c to the work area within the area, the unused area, the stack area within the area area, unused area, outside work area, unused area, and outside stack area. Territory Intra-area work area and intra-area stack area (game control stack area, intra-area stack area ), the work area outside the area, and the stack area outside the area (the stack area for outside the area ) can be empty.
[0235] The work area in the RAM area (work area for game control) is read and written by the program in the area It is a work area for game control that is read by the program outside the area. The work area within the area is Probability setting value area, test signal output data area, random number area, switch control area, segment area area, blackout inspection area 1, blackout inspection area 2, checksum area, etc., and safety devices are in operation The safety device active flag area indicating whether or not it is, and 1 interrupt of the timer interrupt sec) includes an acquired game ball number area for storing the number of acquired game balls acquired as prize balls.
[0236] The work area outside the RAM area is read and written by the program outside the area, and is read and written by the program inside the area. This is the area to be read. In the outside work area, the safety device counter value corresponding to the number of number + initial value), safety device activation corresponding to the state of the safety device including a safety device actuation information area that stores information and an old actuation information area that stores old actuation information; Safety device information associated with all devices can be stored. Safety device counter area (3 bytes size) ) is basically not read by the program in the area, but the safety device counter value or the difference number When the information is sent to the production control device 300 with the ball command, read by the program in the area It is rarely referenced. In this embodiment, the safety device counter value is For example, it is a value obtained by adding a predetermined initial value (100,000) to the number of difference balls (safety device counter value = difference number + 100,000). However, the safety device counter value is mapped to the difference number and suggests the difference number It is not limited to this as long as it is a material.
[0237] In addition, the work area outside the area is a work area for performance display related to performance information and performance display. and can store performance information, information related to performance display, and the like. Other work outside the area The regions may store information related to test signals and information related to error monitoring. note that, In the out-of-area work area, the safety-related work area (safety (including counter area, safety device activation information area, old activation information area), performance information and performance display The performance display work areas related to good.
[0238] The out-of-area stack area is used when performing processing related to performance information and performance display, and when performing safety equipment. It is shared when performing processing related to placement. Also, the out-of-bounds stack area is related to the test signal. It is also used when performing processing related to error monitoring.
[0239] In addition, the program inside the area (program for processing inside the area) and the program outside the area (processing outside the area) ) are arranged in the ROM 111b with an unused area interposed therebetween for distinction. RO The program in the M area consists of game control programs, game control data, etc., and the main A main program corresponding to the processing (Figs. 5 to 7) and a timer interrupt processing to be described later. Contains an interrupt processing program. Subroutine of main program or interrupt processing program A line can also be an out-of-bounds program. Programs outside the ROM area are Safety device information initialization program corresponding to initialization processing, performance equivalent to performance display editing processing The display editing processing program and the out-of-area integration processing program corresponding to the out-of-area integration processing described later are include.
[0240] [Safety device information initialization process] Next, the details of the safety device information initialization process (step X53) in the main process explain. FIG. 9 is a flowchart showing a procedure of safety device information initialization processing. safety gear In the position information initialization process, the safety device counter area, the safety device operation information area, the old operation information area to initialize or clear the safety device counter value, safety device activation information, old activation information Set the device information to the initial value (initial information). The safety device activation information is information indicating the current state. The old operation information indicates the previous state (mainly before one interrupt).
[0241] The game control device 100 first moves the stack pointer to the stack pointer of the work area outside the area. data save area (step X71), and set the stack pointer to the outside stack area (area Set the address value that indicates the top of the out-of-area stack area as the value of the out-of-area stack area. (Step X72). This causes the stack pointer to point to the stack to be used to Switch from the stack area to the out-of-area stack area.
[0242] Next, the game control device 100 saves the information (value) of the register to the stack area outside the area (P USH) (step X73). The registers to be saved are the registers to be protected (safety device (registers used in information initialization processing), or save all general-purpose registers good too. To save all general registers, both register bank 0 and register bank 1 Save (PUSH) to the other side.
[0243] Subsequently, the game control device 100 saves the initial value (100,000) in the safety device counter area. , the safety device counter value becomes the initial value (step X74). When there is no big hit When the difference number decreases from 0, the safety device counter value (= difference number + initial value) is less than the initial value Since it may be smaller, the initial value is set larger than 0, but it is a number other than 100,000. good too. In addition, in this way, when the power is restored (when the power is turned on), the safety device counter value is is initialized (cleared) so as not to be disadvantageous, but if the special figure fluctuation display game The ceiling counter value indicating the number of times it has been executed outside the RAM initialization switch 112 is not on. As long as it does not need to be initialized (cleared) when the power is restored. And in the safety device activation information area Safety device activation information (value 0) corresponding to the safety device inactivation state (normal state) Save as motion information (step X75). In addition, the safety device is not activated in the old activation information area Save the information (value 0) as the old working information (step X76).
[0244] Next, the game control device 100 restores the saved register (step X77), load from the stack pointer save area to set the stack pointer (step X78) and safely End the device information initialization process. The set stack pointer is the address of the stack area within the area. Show the dress.
[0245] In the above safety device information initialization process, write information directly to RAM without using registers. do not save / restore registers. In this case, save the register to RAM Stack pointer-related processing (steps X71, X72, X73, X77, X78) is also unnecessary. Also save / restore flag registers before and after safety device information initialization processing. Return (steps X52, X54) is also unnecessary.
[0246] In this embodiment, the safety device counter value is 0 to 189999 (safety device counter value). data = 0 to 189999), the safety device activation information indicates that the safety device is not activated (normal). A safety system that responds to non-operating states (operation warning states, operation warning states, and normal states that are not operating). It becomes device non-operating information (value 0). If the safety device counter value is between 190000 and 194999 (safe total device counter = 190000 to 194999), the safety device activation information is It becomes the safety device activation notice information (value 1) corresponding to the actuation notice state that announces the actuation of the device.
[0247] Also, the safety device counter value is the counter reference value of 195000 (safety device counter = 195000), if the game is not in a state where it can be stopped, the safety device activation information The safety device activation warning information (value 2) corresponding to the activation warning condition that warns of the activation of the safety device. becomes. In this case, the number of difference balls (= number of safe balls - number of discharged balls) reaches the reference value of 95000 However, since it is during the big hit or the small hit, the above condition (1) is established, but the condition (2) is invalid. This corresponds to the case where the operating condition of the safety device is not satisfied.
[0248] Furthermore, the safety device counter value reaches 195000 (safety device counter = 195000). When reaching and the game is stopped, the safety device activation information is the operating state in which the safety device is in operation It becomes safety device active information (value 3) corresponding to (active state). In this case, the number of difference balls is the difference The above condition (1 ) and (2) are satisfied, corresponding to the case where the operating condition of the safety device is satisfied. .
[0249] [Performance display editing process] Next, the details of the performance display editing process (step X59) in the main process will be explained. be. FIG. 10 is a flowchart showing the procedure of performance display editing processing.
[0250] The game control device 100 first moves the stack pointer to the stack pointer of the work area outside the area. data storage area (step X81), and the value of the stack area outside the area to the stack pointer , set the address value indicating the top of the outside stack area (outside stack area) as (Step X82). This causes the stack pointer to point to the stack to be used to Switch from the stack area to the out-of-area stack area.
[0251] Next, the game control device 100 registers for both register bank 0 and register bank 1. The information (value) of the register is saved (PUSH) in the stack area outside the area (step X83). Here, it is preferable to save all general purpose registers. Then, outside the work area Execute the validity judgment to determine the validity of the work area for performance display, and if it is not valid and abnormal , initialize the performance display work area (including setting initial values) (step X8 Four).
[0252] In the validity judgment, the value stored in the work area for performance display was an impossible value in terms of design. If it deviates from the design value (outside the predetermined range), it can be judged as invalid. For example, In particular, the performance display RAM initialized flag indicates that the performance display work area has been initialized. Determines whether a certain value (e.g. 5Ah) is stored, and divides it for base value calculation, etc. Determines whether the number that manages the progress of processing is within a predetermined range, and monitors the value of the switch counter Display period management that indicates the current display period by determining whether it is within the range below the number of switches Aggregation interval number that indicates the current aggregation interval by judging whether the number is within the range of the number of periods (0 to 3) is within the range of the number of intervals (0 to 4). In this way, in the validity judgment, the data Determine whether the value of the area used as a pointer for the table is within the specified range It is preferred to do so. This causes the program to crash by getting an out-of-range value. can be prevented in advance. In addition, validity judgment is performed for each performance display editing process. Therefore, it is effective.
[0253] Since the validity judgment is executed each time the performance display editing process is executed, If the disk area is not valid, its initialization can be executed immediately and abnormal performance indication (abnormal base display of base values, etc.) can be prevented as much as possible.
[0254] Also, the initialization of the work area for performance display (including initial value setting) saves the stack pointer Areas other than the stack pointer save area are subject to initialization so as to protect the area. In addition, the truth Although the out-of-area stack area is not initialized in the embodiment, it may be initialized. Territory Even if the out-of-bounds stack area is initialized, the register values saved in the out-of-bounds stack area are Protect and do not initialize. Initialization of the work area for performance display is performed in the work area within the area (game control work area) and the initialization of the stack area within the area (stack area for game control) are distinguished Therefore, it does not affect the intra-area work area and intra-area stack area.
[0255] Subsequently, the game control device 100 collects the data (usually Determines whether or not it is time to switch the tabulation section that tabulates the number of out balls, the number of normal prize balls, etc. (step X85). For the total number of out balls (total number of discharged balls, total number of outs) from turning on the power Then, a tally interval is provided, and each time the total number of out balls reaches a predetermined number (for example, 600 Each time 00 is added, the aggregation interval is switched.
[0256] For example, the total number of out-balls since the power was turned on is assumed to be a predetermined number for the switching timing of the aggregation section. 300 pieces, 60300 pieces, 120300 pieces, 180300 pieces, etc. is. That is, the width of the aggregation interval is basically 60000 except for the first aggregation interval. 1st aggregation interval = 0 to 300, 2nd aggregation interval = 300 to 60300, 3rd aggregation interval = 60300~120300, 4th aggregation section = 120300~180300, 5th Total section = 180,300 to 240,300... Aggregation interval indicating the 1st to 5th aggregation interval Each number is from 0 to 4, and the aggregation section number is maintained at 4 for the 6th aggregation section 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), set the switchover of the aggregation section (step X86). In the aggregation interval switching setting, the total A total out counter that counts the number of out balls (total number of outs), an out Normal out count that counts the number of normal out balls (number of normal outs), which is the number of pitches (number of discharged balls) Count the number of regular prize balls, which is the total number of prize balls (number of won balls) in each tally section. To clear the normal number of prize balls counter, or to set the final base value (or the latest base value ) is shifted (moved) to the base value storage area of the next aggregation interval.
[0258] Game control device 100, when it is not the switching timing of the total section (step X85; N), it is determined whether or not there is a switch input to the monitored input port (step X87). ). In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port. 126 (see Figure 3).
[0259] Here, the switch status data copied to the performance display work area for each input port to be monitored is displayed. Check the rising edge information (copied in step X713 of FIG. 64). Superintendent 8 bits that store copied switch rising edge information for each visible input port There is an area of it. Switch rising edge information for all monitored input ports If the information is all 0, it can be determined that there is no input, and otherwise it can be determined that there is an input. be. Note that as the switch rising edge information, unless it is masked during copying, the input The video corresponding to the switch with new input (detection) in the force processing (step X103) bit is set to 1 and the bit corresponding to the switch with no new input is set to 0. .
[0260] The game control device 100 (step X87; Y), check the input of the switch (target switch) corresponding to the switch counter. to get the input information (step X88). The target switch here is the first special variation Lower large winning opening switch 38a of winning device 38, upper large winning opening switch 38a of second special variable winning device 39 switch 39a, start-up 1 switch 36a of the first start-up prize-winning port 36, second start-up prize-winning port 37 (normal Variable winning device) starting port 2 switch 37a, general winning port 35 winning port switch 35a (left Winning gate switch, right winning gate switch), out ball detection switch 74, etc., detection of game balls The base value (or payout rate) can be changed by
[0261] Subsequently, the game control device 100 determines whether or not the valid period of the target switch (switch step X89). In addition, due to the occurrence of fraudulent fraud at the big prize gate and fraudulent electric power, If the winning to 37 is invalid, that is, the big winning mouth switches 38a, 39a and the starting mouth 2 switch 37a may not be effective. In addition, the first start winning opening 36 and the out ball detection switch 7 Some switches, such as 4, are always active.
[0262] Game control device 100, when the valid period of the target switch (step X89; Y) , determines whether or not there is an input to the target switch corresponding to the switch counter (step X 90). If the validity period of the target switch is not valid (step X89; N) or 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), clear the input information (1 bit) of the bit corresponding to the target switch (step X91), It is determined whether or not it is in the normal base state (step X92). normal base state (low base state) is a period during which the base value can be calculated and updated. is.
[0264] When the game control device 100 is in the normal base state (normal game state) (step X92; Y), if the target switch is a switch with a prize ball, it corresponds to the target switch By adding the number of prize balls that new (step X93). Subsequently, if the target switch is the out-ball detection switch 74, By adding 1 to each case, the number of normal out balls ( The number of normal outs and the number of normal discharged balls) are updated (step X94). Then the target switch is By adding 1 if the out ball detection switch 74, the number of total out balls (total out balls number of balls, total number of discharged balls) are updated (step X95).
[0265] In addition, in this embodiment, the out-ball detection switch 74 is discharged from the game area 32. Detect all game balls (that is, all game balls that have passed through the winning opening or out opening 30b) do. Not only the game ball that entered the out port 30b, but also the winning port (first starting winning port 36, second A game ball that has entered the start winning opening 37, the big winning opening, or the general winning opening 35) The ball is guided to the out-ball detection switch 74 via a path or the like and detected.
[0266] When the game control device 100 is not in the normal base state which is the normal game state (step X92;N), without updating the number of normal prize balls or the number of normal out balls, only the total number of out balls is updated. new (step X95). Therefore, a high base state (second Skill state, time saving state, variable probability state or special game state), the number of normal prize balls is also the number of normal out balls is not updated, and the base value calculated from the number of normal prize balls and the number of normal out balls (number of normal prize balls ÷ normal number of out balls) is not updated and does not change. Regarding the normal base state in step X92, It is possible to update the base value as the ball payout rate in all game states (change possible) is also possible.
[0267] Next, the game control device 100 changes the target switch to the next one in the next performance display editing process. update the switch counter by +1 (step X96). In addition, the main processing Performance display edit processing is performed by the loop processing in , the interrupt cycle of the timer interrupt (predetermined time (e.g. a few microseconds) ). Therefore, the performance display editing process is repeatedly executed during the interrupt period, and the switch counter is The value (e.g. 0 to 7) is a bit of all switches (e.g. bit 0 to bit 7). Also, the switch counter is after the final value (e.g. 7). 0 to start checking the switch input for the next monitored input port. be For example, after first checking the input of the switch on the third input port 124 , the input of the switch is then checked with respect to the fourth input port 126 .
[0268] On the other hand, the game control device 100, if there is no switch input to all the monitored input ports If not (step X87; N), base value calculation processing (predetermined processing) for calculating the base value (step X97). It should be noted that whether the input port of the switch to be monitored is the first input or not. may not. On the other hand, if the switch inputs to some or all of the monitored input ports first switch inputs are checked for all monitored input ports, even if After that, the input information of the target switch with the input is cleared (step X91). , there is no switch input to all monitored input ports.
[0269] In the base value calculation process, the base value is the ratio of the number of normal winning balls to the number of normal out balls. Yes, it is calculated by the number of normal prize balls / the number of normal out balls. Therefore, the starting prize opening (starting prize opening 36. When the ball enters the normal variable winning device 37), the big winning opening, or the general winning opening 35 , as the first step, the switches 35a, 36a, 37a, 38a of the winning opening to which the prize ball is awarded , The number of prize balls is updated and changed by the input (detection) of 39a, and the base value changes, and , As a second step, the number of out balls is usually updated by the input (detection) of the out ball detection switch 74. New and changed base value changes. That is, when one game ball enters the winning hole, 2 In stages the base value will change (will be affected). Open to game board 30 When a ball enters the out port 30b, the input (detection) of the out ball detection switch 74 So the number of out balls is usually updated and changed, and the base value also changes. On the one hand, the normal figure starting gate If there are 34 hit balls, the number of normal winning balls and the number of out balls may be changed depending on the hit ball itself. Since it is not updated and does not change, the base value also remains unchanged. Enter the ball at normal figure starting gate 34 Even if there is, the number of prize balls is not usually updated because prize balls are not given.
[0270] The base value is processed in steps X224 to X230 of the output processing, regardless of whether it has changed or not. Then, it is output to the performance display device 152 as a performance display. However, If the device is activated and the game is stopped, or if a strong error 2 occurs and the game is stopped, The performance display device 152 is turned off when off data is output.
[0271] As a special example, a real-time The base value calculation may be performed only during the value display period, and in this special case the real-time value The number of normal prize balls and the number of normal out balls will be updated until the display period arrives, but the base value will not be calculated. does not change.
[0272] Game control device 100, after step X96 or step X97, the saved register Return (step X98), load from the stack pointer save area and save the stack pointer is set (step X99), and the performance display editing process is terminated. set stack pointer indicates the address of the intra-area stack area.
[0273] In addition, in FIG. 10, the processing of step X97 is performed immediately after step X94, Without waiting for the input check of all switches of the monitored input port, the number of normal prize balls or normal A configuration is also possible in which the base value calculation process is performed immediately after the number of out balls is updated.
[0274] [Timer interrupt processing] Next, timer interrupt processing will be described. Figure 11 shows timer interrupt processing (interrupt processing program) is a flowchart showing the procedure. Timer interrupt processing is A periodic timer interrupt signal generated by the CTC circuit in the controller is input to the CPU 111a. is started by When a timer interrupt occurs in the gaming microcomputer 111, timer interrupt processing is started.
[0275] When the timer interrupt process is started, the game control device 100 first, the register buffer to be used Specify register bank 1 as the bank (step X101), and Set the upper address of the head address (step X102). Start timer interrupt processing By switching from register bank 0 used in main processing to register bank 1, This is equivalent to saving the registers used in main processing. Note that the timer interrupt processing Once started, interrupts are automatically disabled.
[0276] Next, the game control device 100 receives inputs from various sensors and switches, captures signals, That is, it executes input processing for reading the state of each input port (step X103). Next Then, based on the probability setting change flag and the probability setting confirmation flag, the probability setting is being changed or the probability It is determined whether or not the setting is being checked (step X104). Changing probability setting or probability setting If confirmation is in progress (step X104; Y), the confirmation for changing or confirming the probability setting value A rate setting change / confirmation process is executed (step X105).
[0277] When the game control device 100 is neither changing the probability setting nor confirming the probability setting (step X104;N), based on the output data set by various processes, Drive control of actuators such as opening solenoids 38b, 39b) and drive control of LEDs light control), etc. (step X106). In addition, the main processing If the firing stop signal is output in the processing of step X5 in , this output processing is performed. By doing so, a signal for permitting firing can be output, and the permitting signal for firing can be set to the permitting state.
[0278] Next, the game control device 100, commands (payout command, etc.) to the payout control device 200 (step (top X107). After that, the starting port 1 switch 36a, the starting port 2 switch 37a, the prize winning slot monitor whether or not there is a normal signal input from the switch 35a and the big winning opening switches 38a and 39a; Winning mouth switch for viewing and monitoring errors (such as whether the front frame or glass frame is open) Execute the switch / state monitoring process (step X108).
[0279] Next, the game control device 100 determines whether or not the game is stopped (step X109 ). If the safety device is activated or if a strong error 2 that requires the game to be stopped occurs In this case, it can be determined that the game is stopped.
[0280] Game control device 100, when not in the game stop (step X109; N), the special game game processing (step X110), character game processing (step X111), general-purpose game processing ( Step X112) and segment LED edit processing (step X113) are executed. the After that, the processing after step X114 is executed. If no error has occurred, In addition, even if a weak error and a strong error 1 have occurred, special game processing (step X11 0), accessory game processing (step X111), general-purpose game processing (step X112), se segment LED edit processing (step X113).
[0281] In the segment LED editing process, a plurality of segment LEDs forming the collective display device 50 (memory display, round display, etc.: LED lamps D3 to D7, D11 to D17) Settings related to driving and the like are executed. In addition, another part of the collective display device 50 (variation display section: L Settings related to driving the ED lamps D1, D2, D8, D10, D18) are controlled by the symbol variation control. It is executed in the process (steps A16, A18, C15). Another one of batch display device 50 (probability status display: LED lamp D9) (X48), etc.
[0282] The game control device 100, when the game is stopped (step X109; Y), the special game game processing (step X110), character game processing (step X111), general-purpose game processing ( step X112) and segment LED edit processing (step X113). Then, the process proceeds to step X114 and after. If the safety device is activated in this way, When error 2 occurs and the game is stopped, special game processing (step X110) and normal Since the figure game processing (step X112) is not executed, the special figure pending number (step A136 , A532) and the number of normal map reservations (steps C107, C318) do not change. On the other hand, weak error If - or a strong error 1 occurs, the game is not stopped and the special game process (step X11 0) and general-purpose game processing (step X112) are executed, so the special-purpose pending number (step A 136, A532) and the number of pending charts (steps C107, C318) are updated by +1 (holding occurs time) or -1 update (during pending digestion).
[0283] In addition, depending on the type of error such as weak error, strong error 1 and strong error 2, special game processing processing (step X110), accessory game processing (step X111), general-purpose game processing (step X111) (step X112) or part of the segment LED editing process (step X113) Configurations to run and not run others are also possible. For example, if a strong error 2 occurs, Only the segment LED editing process may be executed.
[0284] In addition, the game control device 100 provides a production command for safety device activation information corresponding to the state of the safety device. Safety that can be sent to the production control device 300 as a command or set a safety device operating flag Execute device-related processing (step X114). And from the magnetic sensor switch 61 Executes magnet fraud monitoring processing that checks the detection signal and determines whether or not there is an abnormality (step (top X115). In addition, check the detection signal from the board radio wave sensor 62 of the game board Executes radio wave fraud monitoring processing (board radio wave fraud monitoring processing) to determine whether or not there are any (step X116).
[0285] After that, the game control device 100, based on the input from the vibration sensor 65, vibrates illegally (step X117). Next, the difference from the big prize mouth Abnormal discharge monitoring processing for monitoring normal discharge is executed (step X118). Abnormal discharge monitoring process Then, the special variable winning device 38, 39 big winning mouth switch 38a, 39a, specific area Based on the input from the switch 72a (V winning opening switch) and the remaining ball discharge opening switch 73 , Monitor abnormal discharge of special variable winning device 39, and abnormal discharge is occurring when abnormal discharge occurs A flag is set. In addition, the special variable winning devices 38, 39 big winning opening switches 38a, 3 The game ball that passed through 9a is a specific area switch 72a (V winning opening switch) or the remaining ball discharge It passes through the mouth switch 73 and is discharged.
[0286] Next, the game control device 100 sets the signal to be output to various external devices in the output buffer. external information editing process (step X119). And the same as step X109 etc. Finally, it is determined whether or not the game is stopped (step X120).
[0287] The game control device 100, when the game is not stopped (step X120; N), flag flag save registers to the internal stack area (step X121) and update the safety device counter value (Calculation of the number of difference balls) and execution of outside area integration processing such as display control of the performance display device 152 (Step X122). Then restore the flag register (step X123) and Terminate the interrupt processing. If the safety device is not activated and strong error 2 has not occurred In this case, the processing of steps X121 to X123, including the integration processing outside the area, etc., is not during the game stop is executed.
[0288] It should be noted that, as described later, when moving to the integration process outside the area, the stack pointer to the game control Switch from the associated in-region stack region to the out-of-region stack region. At that time, for game control flag when saving the stack pointer of RAM111c to the stack pointer save area Since the register flags (especially the zero flag) may change, step X121 save the flag register in advance.
[0289] On the other hand, the game control device 100, when the game is stopped (step X120; Y), Terminate timer interrupt processing without executing out-of-area integration processing. i.e. safety device When is activated or strong error 2 occurs, out-of-area integration processing is not executed , the safety device counter value is not updated and the display contents of the performance display such as the base value are not updated. stomach. 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 will not be stopped, and the special game process (stop Step X110), Accessory game processing (Step X111), Universal map game processing (Step X 112), and a configuration for executing segment LED editing processing (step X113) is also possible. . Also, 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 returning from timer interrupt processing, restore the interrupt disabled state or specify the register bank. Restoration of settings is configured to be performed automatically, but depending on the CPU used, external information editing After processing, processing to enable interrupts and processing to return the register bank specification to register bank 0 you can do the math.
[0292] [Output processing] Next, the details of the output processing (step X106) in the timer interrupt processing (Fig. 11). and explain. FIG. 12 is a flowchart showing the procedure of output processing.
[0293] The game control device 100 first outputs the segment data of the collective display device (LED) 50. Output off data to output port 135 (segment output port) (see Figure 3). Reset the output port 135 (step X201). Next, all solenoids (great prize for main solenoids 38b, 39b, lever solenoid 72b, general electric solenoid 37c) off output data is set (step X202). And with step X109 etc. Likewise, it is determined whether or not the game is stopped (step X203). safety device activated If the game is stopped, or if a strong error 2 that requires the game to be stopped occurs can be determined.
[0294] The game control device 100, when the game is not stopped (step X203; N), the big winning opening Data for solenoids 38b, 39b, lever solenoid 72b, and general electric solenoid 37c Synthesize the data to be output to the output solenoid output port 134 (step X204) . Then, the data is output to the solenoid output port 134 (step X205). game If it is stopped (step X203; Y), do nothing and move to the processing of step X205. to output off data to the solenoid output port 134 (step X202). child As a result, when the game is in a stopped state, the operation of all solenoids is stopped, and the big winning opening, specific area The area 72, the normal variable winning device 37, etc. are closed to be in a closed state. In this way, when the game is stopped, The big winning mouth is closed and the round game (game during the big win or small win) cannot be executed. .
[0295] Then, the game control device 100 sequentially scans the digit lines of the collective display device (LED) 50. The value of the digit counter for jumping is updated by +1 within the range of 0 to 3 (only 1 is added, but 3 is updated to 0) (step X206). In addition, corresponds to the value of the digit counter Get the digit output data to the digit line of the LED to be used (step X207). stop to synthesize the obtained digit output data and external information data (step X208), and synthesize output the data to the digit output / external information output port 136 (step X209) .
[0296] Next, the game control device 100 outputs off data as segment output data to the segment line. data (step X210). Then set the output data for firing prohibition (switch Step X211). Furthermore, as in step X203, etc., 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), the digit Segment line from segment area in RAM111c corresponding to counter value load the point output data (step X213) and set the launch enable output data (step X213) Step X214), the loaded segment output data to output port 1 for segment output Output to 35 (step X215). Note that this segment area is a work area within the area. (Work area for game control) may be included.
[0298] In this way, when the game is not stopped, the value of the digit counter is increased by +1 within the range of 0 to 3. Each time a new digit line is selected, the eight sets of digits to which this digit line connects are selected. Segment output data is output on the segment line. Digit 0~digit 3 (digit 0~3) in order Selected dynamic drive method (dynamic lighting control) for batch display device 50 is realized.
[0299] On the other hand, the game control device 100, when the game is stopped (step X212; Y), Off data (step X21 0) is output to the output port 135 for segment output (step X215). by this In the game stop state when the safety device is activated or when a strong error 2 occurs, The collective display device 50 is turned off. As a result, in the game stop state with the special figure fluctuation display game Unable to run normal map fluctuation display game. Then, the player who saw the batch display device 50 stops playing. Stopped, safety device activated, or strong error 2 (unauthorized error) occurred I can recognize that.
[0300] Subsequently, the game control device 100 loads the external information data to be output to the external information terminal 71 (Step X216), and furthermore, the synthesized external information data and launch permission or launch Synthesize output data for which shooting is prohibited (step X217), and use the final synthesized data as external information. · Output to the launch permission signal output port 137 (step X218). In addition, here, the game If the game is not stopped, it becomes the output data for permission to shoot (step X214), and if the game is not stopped In the case where the output data is set to prohibit firing (stop firing) (step X211). This will In the game stop state when the safety device is activated or when a strong error 2 occurs, the ball is released. While the shooting of game balls from the shooting device is prohibited, the game must be in a stopped state. For example, shooting of game balls from the ball shooting device is permitted. In addition, game stop state However, it is also possible to allow the launch of game balls from the ball launcher and not prohibit (stop) the launch. Noh.
[0301] Next, the game control device 100, on the relay board 70 that outputs the test signal to the test firing test device The data to be output to the test terminal output port 1 is loaded and synthesized, and the test terminal on the relay board 70 is The combined data is output to output port 1 (step X219). After that, test firing test equipment The data output to the test terminal output port 2 on the relay board 70 that outputs the test signal to and combine them, and output the combined data to the test terminal output port 2 on the relay board 70 (station). step X220).
[0302] Next, the game control device 100, on the relay board 70 that outputs the test signal to the test firing test device The data to be output to the test terminal output port 3 is loaded and synthesized, and the test terminal on the relay board 70 is The combined data is output to output port 3 (step X221). In addition, test firing test equipment Load the data to be output to the test terminal output port 4 on the relay board 70 that outputs the test signal of and combine them, and output the combined data to the test terminal output port 4 on the relay board 70 (step (top X222). Then, the test terminal on the relay board 70 that outputs the test signal to the test firing test device The data to be output to child output port 5 is loaded and synthesized, and the test terminal output port on relay board 70 is Output the synthesized data to port 5 (step X223).
[0303] Next, the game control device 100, the segment data of the performance display device (LED) 152 Output off data to output port 141 (segment output port 2) reset port 141 (step X224). Next, the digit line of the performance indicator 152 The value of digit counter 2 for scanning sequentially is updated by +1 in the range of 0 to 3 (1 is added, but after 3 it is updated to 0) (step X225). In addition, the digit counter Get the digit output data to the LED digit lines corresponding to the value of Data2 (Step X 226). Then, the obtained digit output data is sent to output port 142 (digit output port). 2) (step X227).
[0304] Next, the game control device 100 determines whether or not the game is stopped, as in step X203 and the like. is determined (step X228). If the game is not stopped (step X228; N), From the performance indicator segment area in RAM 111c corresponding to the value of digit counter 2 Load segment output data (step X229). Performance indicator segment area is included in the performance display work area related to the performance information and its display (performance display). stop the loaded segment output data to the output port 141 for the performance display device 152 (segment output port 2) (step X230), and then terminate the output process.
[0305] On the other hand, the game control device 100, when the game is stopped (step X228; Y), The output process ends without executing the processes of steps X229 and X230. death Therefore, if the safety device is activated and the game is stopped, or if a strong error 2 occurs and the game is stopped , the segment output data of the performance display device segment area is output to the output port 141 Therefore, the OFF data of step X224 is used as it is for the performance display device 152. Output to output port 141 . In this case, the value of digit counter 2 is 0 to 3 , the performance display device 152 forcibly turns off all the LEDs and hides the display , the person in charge of the game hall and the staff who saw the performance display device 152 will not know that the game is stopped or that the safety device It can be recognized that the has been activated or that a strong error 2 (unauthorized error) has occurred.
[0306] Also, even if a strong error 2 occurs, the game is not stopped, and step X229 and step X23 A configuration for executing processing of 0 or the like is also possible.
[0307] [Winning gate switch / status monitoring process] Next, the winning opening switch / state monitoring process (step X108) will be described in detail. Figure 13 shows the procedure of the winning gate switch / status monitoring process. It is a flow chart showing.
[0308] The game control device 100 first clears the winning game ball number area included in the intra-area work area to 0. (step X301). As a result, the acquired game ball number area is within one interruption (predetermined time This is an area for storing the number of winning game balls, which is the number (total) of winning balls acquired during the cycle). note that, The number of acquired game balls is equal to the increase in the number of safe balls within one interruption. And then, the grand prize-winning entrance (special The winning opening monitoring table 1 corresponding to the upper large winning opening switch 39a in the variable winning device 39) is prepared. prepared (step X302). And even though the entrance to the grand prize is not open, Fraud & winning monitoring process that monitors whether there are any illegal winnings in the prize mouth and detects normal winnings (step X303).
[0309] After that, the game control device 100, the lower large winning opening in the lower large winning opening (special variable winning device 38) A winning opening monitoring table 2 corresponding to the switch 38a is prepared (step X304). stop to monitor whether there are any illegal prizes in the lower prize-winning opening even though the lower prize-winning opening is not open. In addition to detecting normal winning, fraud & winning monitoring processing is executed (step X305).
[0310] And, the game control device 100, to the starting port 2 switch 37a in the normal variable winning device 37 A corresponding winning slot monitoring table is prepared (step X306). And monitor for fraudulent winnings At the same time, execute fraud & winning monitoring processing to detect normal winning (step X307) . Next, prepare a winning gate monitoring table for winning gate switches that can always win and does not require fraud monitoring. (Step X308). The winning opening switch that can always win a prize is the start opening 1 switch 36a Or general prize mouth 35 etc.
[0311] Next, the game control device 100 executes winning number counter update processing for updating the winning number ( step X309). Any of the plurality of switches and signals whose status should be monitored status scan card for sequentially specifying which switches or signals are to be monitored this time. Update counter (step X310). State scan counter updates from 0 to 3 be done.
[0312] After that, the game control device 100 determines the state to be monitored according to the value of the state scan counter. A gaming machine state monitoring table 1 for setting is prepared (step X311). And then (step X312).
[0313] By referring to the game machine state monitoring table 1 for the value of the state scan counter, the state scan If the on-counter value is 0, an error output due to disconnection of the switch connector, etc. The monitoring of the status (switch abnormality error) based on the normal detection signal is set, and the status scan counter If the value of the data is 1, it is based on the shoot ball cut switch signal from the payout control device 200 Monitoring of the state (shoot ball out error) is set. State scan counter value is 2 monitoring of the condition based on the overflow switch signal (overflow error) is set if and if the value of the state scan counter is 3, the state based on the Dispense Abnormal Status signal. Monitoring of status (dispensing error) is set. In this way, in the gaming machine status monitoring table 1 , weak errors are monitored.
[0314] Next, the game control device 100 sets the state to be monitored according to the value of the state scan counter. A gaming machine state monitoring table 2 for setting is prepared (step X313). and error (step X314).
[0315] By referring to the game machine state monitoring table 2 for the value of the state scan counter, the state scan If the on-counter value is 0, it is based on the signal output from the glass frame open detection switch. If the monitoring of the status (pane open error) is set and the value of the status scan counter is 1 state based on the signal output from the body frame open detection switch (body frame open error, front Frame open error) monitoring 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 (frame radio wave fraud) is set, and the state scan counter If the value is 3, state monitoring based on touch switch signals is set.
[0316] Next, the game control device 100 determines whether or not the value of the state scan counter is 0. (Step X315). And if the value of the error scan counter is not 0 (step step X315; N), and shift to the processing of step X317.
[0317] In addition, the game control device 100, when the value of the error scan counter is 0 (step Y), a payout business indicating whether or not the payout control device 200 can start payout control. A payout busy signal that sets the busy signal status (payout busy signal flag) based on the -signal Execute the number check process (step X316) and move to the process of step X317.
[0318] Note that the processing of step X316 is a state scan counter that is updated for each timer interrupt. value is 0, so it must be executed once every four timer interrupts. becomes. In other words, if the timer interrupt occurs every 4ms, step X will occur every 16ms. 316 processing will be performed.
[0319] Next, the game control device 100 sets the specific area switch 72a to the game ball at an inappropriate timing. Executes V passage timing monitoring processing for monitoring whether or not has passed (step X317) . In the V passage timing monitoring process, the specific area switch 72a is detected at inappropriate timing. If a signal is generated, it is regarded as a V passing error.
[0320] Subsequently, the game control device 100 checks whether there are any game balls remaining in the specific area switch 72a. Executes the remaining ball monitoring process to be monitored (step X318), winning opening switch / status monitoring process exit.
[0321] In addition, V passage timing monitoring processing and remaining ball monitoring in the winning opening switch / state monitoring processing Treatment is necessary for a so-called 1-kind 2-kind machine (1+2 machine) like this embodiment, and usually It may not be necessary for one type of pachinko machine.
[0322] [Fraud & Winning Monitoring Process] FIG. 14 is a flow chart showing the procedure of fraud & winning monitoring processing. Fraud & Winning Monitoring Department The reason is steps X303 and X30 in the prize winning port switch / state monitoring process shown in FIG. 5, Executed at X307.
[0323] The fraud & winning monitoring process is performed by the lower big winning opening switch 38a in the special variable winning device 38, the special variable Large winning opening switch 39a on dynamic winning device 39, winning opening switch in normal fluctuating winning device 37 This is the process performed for (starting port 2 switch 37a). 2nd starting prize mouth (normal variable entry For the prize device 37) and the big prize mouth (special variable prize device 38, 39), the opening and closing members are forcibly Since it is easy to cheat by opening the door, inserting game balls, and paying out prize balls, Make a positive oversight.
[0324] The game control device 100, first, the fraud monitoring period flag of the winning opening switch to be monitored for error is checked (step X321), and it is determined whether or not it is during the fraud monitoring period (step X321). X322). For example, the fraud monitoring period means that the winning opening switch subject to error monitoring is originally a game ball. is not detected, for example, when the winning opening switch is the lower large winning opening switch 38a It is a period other than during the special game state in which the special variable winning device 38 is opened.
[0325] Then, if the game control device 100 is in the fraud monitoring period (step X322; Y ), it is determined whether or not there is an input to the target winning opening switch (step X323). of target If there is no input to the winning gate switch (step X323; N), update the target notification timer Load information (step X332). Also, if there is an input to the target winning entrance switch (step X323; Y), update the number of fraudulent winnings by +1 (step X324), Determine whether or not the number of fraudulent winnings after addition is equal to or greater than the number of fraudulent occurrence judgments to be monitored (for example, 5) (step X325).
[0326] The reason why the number of judgments is set to 5 is that, for example, the large winning opening in the open state has changed to the closed state. At that time, the game ball was caught in the door member of the big winning opening, and the game ball exceeded the effective period of the count switch. This is to avoid judging that it is illegal if you win a prize due to excessive noise or if there is noise in the signal. This is to prevent an error from being easily determined even though it is not illegal.
[0327] Then, if the game control device 100 is not equal to or greater than the determination number (step X325; N ), prepare a winning slot monitoring table for the target winning slot switch (step X330). again , If the number is equal to or more than the judgment number (step X325; Y), the number of fraudulent prizes is set to the number Stop (step X326), set the initial value (for example, 60000 ms) (step X327).
[0328] Next, the game control device 100 prepares the target fraudulent command as a production command ( Step X328), and prepare a fraudulent winning occurrence flag as a fraudulent flag (step X328) (top X329). Then, compare the prepared fraud flag with the value of the target fraud flag area ( step X340).
[0329] On the other hand, the game control device 100, if it is not the fraud monitoring period (step X322; N) , Prepare the winning hole monitoring table of the target winning hole switch (step X330), set the prize ball Winning number counter update processing for setting is executed (step X331). Winning counter update Details of the processing will be described later.
[0330] Then, the game control device 100 loads the target notification timer update information (step X3 32), determine whether or not there is permission to update the notification timer (step X333). Update notification timer If new is not permitted (step X333; N), the cheating & winning monitoring process is terminated. On the other hand, if updating the notification timer is permitted (step X333; Y), the target notification timer If current is not 0, it is updated by -1 (step X334). Note that the minimum value of the notification timer is 0. is set to
[0331] The notification timer is updated when the winning opening switch to be monitored for error It is permitted if it is a prize mouth switch (start mouth 2 switch 37a). Also, one special If there are two winning opening switches in the dynamic winning device (large winning opening), the update of the notification timer is If there is only one error-monitored winning slot switch, it is allowed and the error-monitoring winning slot switch not allowed if the switch is the other. As a result, the non-compliance of one special variable winning device Regarding correct notification, the notification timer is updated twice as often, and the specified time (for example, 60 000ms).
[0332] After that, the game control device 100 determines whether the value of the notification timer is 0 (step X335), if the value is not 0 (step X335; N), i.e. time up If not, the dishonesty & prize-winning monitoring process is terminated. Also, if the value of the notification timer is 0 (Step X335; Y), that is, the time has expired or has already expired If so, prepare the target unauthorized release command as a production command (step X336), An illegal winning cancellation flag is prepared as a positive flag (step X337). And Hoho Thai It is determined whether or not it is the moment when the value of Ma becomes 0 (step X338).
[0333] If the game control device 100 is the moment when the value of the notification timer becomes 0 (step X33 8; Y), that is, when the value of the notification timer becomes 0 in this fraud & winning monitoring process , Clear the number of fraudulent winnings of interest (step X339).
[0334] In addition, the game control device 100, after the processing of step X339 is completed, or of the notification timer If it is not the moment when the value becomes 0 (step X338; N), i.e. When the value of the notification timer reaches 0 in the winning monitoring process, the prepared fraud flag Compare with the value in the flag field (step X340).
[0335] Then, the game control device 100 sets the value of the prepared fraudulent flag and the target fraudulent flag area to be the same. If they match (step X340; Y), the illegality & winning monitoring process is terminated. Also prepare If the value of the fraud flag obtained does not match the value of the target fraud flag area (step X340; N), save the prepared fraud flag in the target fraud flag area (step X341), and execute Execute output command setting processing (step X342). After that, the fraud & winning monitoring process ends. finish.
[0336] By the above processing, the fraud occurrence command is transmitted to the production control device 300 along with the occurrence of fraud. is transmitted to the production control device 300 along with the cancellation of the illegality, and the illegality is notified The start and end of are set.
[0337] [Processing for updating winning number counter] FIG. 15 is a flow chart showing the procedure of winning number counter update processing. Winning count The data update process is performed in step X309 of the winning opening switch / state monitoring process shown in FIG. 4 is executed at step X331 of the fraud & winning monitoring process.
[0338] The game control device 100 first determines whether or not the game is stopped (step X351 ). If the safety device is activated or if a strong error 2 that requires the game to be stopped occurs In this case, it can be determined that the game is stopped.
[0339] The game control device 100, when the game is not stopped (A2201; N), the winning opening monitoring table Get the number of winning gate switches to be monitored from the bull (A2202), and select the target winning gate switch is input (A2203). Winning table of winning gate monitoring table The number of winning balls, the address of the winning number counter area 1, the winning The address of the number counter area 2, etc. are defined. If there is no input (A2203; N), update the table address to the address of the next record (step X365), and It is determined whether or not the monitoring of the touches has ended (step X366).
[0340] On the other hand, the game control device 100, when there is an input to the target winning opening switch (step X353; Y), load the number of acquired game balls from the acquired game ball number area (step X354), Add the number of winning balls corresponding to the target winning opening switch to the number of winning game balls (step X355), 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 game balls area is updated for each winning opening switch, and the number of acquired game balls is updated. The number of balls is the final number (total) of prize balls obtained within one interruption.
[0341] It should be noted that the obtained game ball number area is located in the intra-area work area, and the process for updating the winning number counter is executed. program (a part of the program in the area), and the program (area part of the out-of-bounds program) can only be read. In addition, at the same time to all winning entrance switches Even if you enter, the total value of prize balls is less than 255 (1 byte), so do not check for upper bounds.
[0342] Next, the game control device 100 loads the value of the target winning number counter area 1 (step X357), update the loaded value by +1 (step X358). Additionally, the updated value It is determined whether or not overflow occurs by (step X359). Number of winning cows The printer area 1 has a size of 2 bytes (0 to 65535).
[0343] Game control device 100, if no overflow has occurred (step X359 ;N), save the updated value in winning number counter area 1 (step X360). step After the processing of step X360 ends, or when an overflow occurs (step X35 9; Y), load the value of the target win number counter area 2 (step X361).
[0344] After that, the game control device 100 updates the loaded value by +1 (step X362), It is determined whether or not the new value causes an overflow (step X363). o If no overflow occurs (step X363;N), the updated value is Save to printer area 2 (step X364). Winning number counter area 2 is 1 byte (0 ~255).
[0345] After the processing of step X364 ends, or when an overflow occurs, the game control device 100 (step X363; Y), set the table address to the address of the next record Update (step X365). Then, it is determined whether or not the monitoring of all switches has ended. (Step X366).
[0346] If the game control device 100 has not finished monitoring all the switches (step X36 6;N), the processing of step X353 to determine whether or not there is an input to the target winning opening switch back to Also, when monitoring of all switches is completed (step X366; Y), the number of winning End the counter update process. As a result, step The processing of X353 to X366 is repeated, and the number of prize balls (total) obtained within one interrupt In addition to obtaining the number of winning game balls, it is possible to win a prize to each winning port (each winning area) within one interruption Based on this, the winning number counter areas 1 and 2 are updated to store the winning information.
[0347] The game control device 100 does nothing when the game is stopped (step X351; Y) , the win number counter update process is terminated. As a result, in the game stop state, the winning opening switch The detection of game balls in the touch is disabled, the number of acquired game balls is not updated, and the winning number counter area 1 And 2 is not updated, so the winning information is not stored and no prize balls are obtained (not paid out) . In addition, before the game is stopped (that is, if the detection of the game ball at the winning opening switch is effective) The payout of prize balls based on the stored winning information will continue even if the game is stopped. be.
[0348] The winning number counter area 1 instructs the payout control device 200 to pay out prize balls. An area used to transmit a payout command (prize ball command) for the payout command Winning data corresponding to prize balls that have not yet been transmitted are stored. In other words, the number of winning The counter area 1 forms a prize ball command counter capable of storing information about the prize ball command.
[0349] Winning number counter area 2 is a predetermined number of prize balls (scheduled number of payouts) generated by winning a prize in the winning opening. Used to send the main prize ball signal to be output to an external device each time the number (here, 10) is reached. Winning data corresponding to prize balls that are in the area where the main prize ball signal is not generated data is stored. That is, the prize number counter area 2 stores information about the main prize ball signal. It forms a memorizable main prize ball signal counter.
[0350] Each of these winning number counter areas is displayed by the number of winning balls set for each winning opening (e.g. For example, 3 prize balls, 2 prize balls, 10 prize balls, 14 prize balls) are provided with winning number counter areas. , and the count number of the corresponding winning number counter area is incremented by 1 based on the winning to the winning opening. It has become so. In other words, it is possible to store the information of the winning in units of one winning to the winning opening. is considered to be capable. Winning number counter area 1 (2 bytes) is equivalent to winning number counter area 2 (1 bytes), so that more winning data can be stored. is This is because the main prize ball signal can be sent regardless of the state of the destination. , the transmission may be suspended depending on the state of the payout control device 200 to which the payout command is sent. This is because there is a possibility that more unsent data will accumulate.
[0351] [Game machine status check processing] FIG. 16 is a flow chart showing the procedure of the gaming machine state check process. game machine status The check processing is step X312 in the prize winning port switch / state monitoring processing shown in FIG. , X314, etc.
[0352] The game control device 100 first acquires a state monitoring table corresponding to the state scan counter. (Step X371). The state scan counter ranges from 0 to 3, corresponding to the game state. value is set. Regarding the relationship between the status monitoring table and the status scan counter, It 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, when the signal to be checked is off, the state off flag is set as the state flag. Prepare (step X373), get the target state off command, and prepare (step X3 74). Furthermore, the target state-off monitoring timer comparison value is acquired (step X375). letter The state-off flag indicates a normal state for error-related signals, and indicates a normal state for touch switch signals. indicates the no-touch state.
[0354] On the other hand, the game control device 100, when the signal to be checked is ON (step X37 2; Y), prepare a state-on flag as a state flag (step X376), and set the target state Get and prepare the on command (step X377). In addition, the target state ON monitor Get the current comparison value (step X378). The status ON flag is related to error system signals. indicates an abnormal or illegal state, and the touch switch signal indicates a touched state. vinegar.
[0355] When the processing of step X375 or step X378 ends, the game control device 100 Determine whether the value of the target signal control region matches the state of the acquired signal (step X379). If they match (step X379; Y), proceed to step X382. line. If not (step X379;N), get to the signal control region of interest save the signal status (step X380) and clear the target status monitoring timer (step X380). Step X381).
[0356] Subsequently, the game control device 100 updates the target state monitoring timer by +1 (step X3 82). Furthermore, whether or not the value of the updated state monitoring timer is greater than or equal to the corresponding timer comparison value (Step X383). Timer ratio to which the updated state monitoring timer value corresponds If it is less than the comparison value (step X383; N), the gaming machine state check process is terminated.
[0357] On the other hand, the game control device 100, the timer comparison value corresponding to the value of the updated state monitoring timer In the above cases (step X383; Y), update the status monitoring timer by -1 and set the timer comparison value Stay at a value of -1 (step X384). In addition, the prepared state flag is the target state flag. It is determined whether or not the value matches the value in the flag area (step X385). If they match ( Step X385; Y), end the gaming machine state check process.
[0358] On the other hand, the game control device 100, the prepared state flag matches the value of the target state flag area If not (step X385; N), the prepared state flag is changed to the target state flag Save to area (step X386). Finally, the production command to set the production command The setting process is executed (step X387), and the gaming machine state check process ends.
[0359] The effect command here is either a state off command or a state on command. situation If the on-command is an error-based command, the effect control device 300 starts error notification. Let Shoot as a state-on command that causes the production control device 300 to start error notification Regarding the payout of game balls such as out-of-ball errors, overflow errors, and payout abnormal errors There is a command corresponding to the payout error (included in the weak error), and the glass frame open Commands corresponding to frame open errors (included in strong error 1) such as errors and body frame open errors There is a command that corresponds to the frame radio wave illegal error (included in strong error 2).
[0360] [Probability setting change / confirmation process] Next, the details of probability setting change / confirmation processing (step X105) in timer interrupt processing will be explained. FIG. 17 is a flowchart showing the procedure of probability setting change / confirmation processing. be. 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 the probability setting value is within the normal range (step (top X401). The probability setting value here is included in the work area in the area of RAM111c Stored in the probability setting value area.
[0362] Game control device 100, when the probability setting value is within the normal range (step X401; Y ), set the probability setting value display data corresponding to the probability setting value (step X402), and Output to display device 152 via drivers 150a and 150b (step X404). If the probability setting value is not within the normal range (step X401; N), the probability setting value display data (step X403), and set the driver 15 to the performance display device 152 Output via 0a and 150b (step X404).
[0363] Here, the probability setting value display data is the display probability setting value displayed on the performance display device 152. and is stored in the probability set value display data area. In addition, the person in charge of the playground and In order to prevent confusion among hall personnel such as attendants, the same jackpot probability is used even if the probability setting value is different. If (and small hit probability), set the display probability setting value to the big hit probability (and small hit probability) You can make them the same by associating them. That is, the same display probability setting value has the same jackpot probability (and small hit 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 was set in step X37 It is 128ms (predetermined time). Next, the external device (game hall internal management device (hall computer) (e.g., computer), the ON data of the security signal for notifying the abnormality to the external information terminal 7 Output to 1 (step X406). In addition, here, to the external information terminal 71 such as a 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), i.e., if the probability setting is being checked, change the probability setting without doing anything / end the confirmation process.
[0366] Game control device 100, when the probability setting changing flag is set (step X 407;Y), i.e., the first timer interrupt after power up when the probability setting is being changed. It is determined whether or not it is read processing (step X408). First timer interrupt after power-up If it is processing (step X408; Y), the probability setting change / confirmation processing is terminated. this , when the RAM initialization switch 112 is kept pressed, the probability setting value is unintentionally This is to prevent a situation in which updating is performed.
[0367] If the game control device 100 is not the first timer interrupt process after power-on (step X408; N), determine whether or not there is an input from the RAM initialization switch 112 (step X409). If there is no RAM initialization switch input (step X409; N), probability End the setting change / confirmation process.
[0368] Game control device 100, when there is an input of RAM initialization switch 112 (step X 409;Y), retrieves the working set values in the work set value area (in RAM111c or register). While updating +1 within the range that can be obtained, the probability setting of the probability setting value area corresponding to the setting value for work The fixed value is updated by +1 (step X410). This causes the RAM initialization switch 112 to Each time it is operated, the probability setting value in the probability setting value area is updated by one. Then change the probability setting End the change / confirmation process. In addition, when entering the setting change mode, store the setting value for work Read from the probability setting value area to the working setting value area (RAM111c or register) A value corresponding to the probability setting value (a value obtained by subtracting 1 from the probability setting value) may be stored. In addition, work If the working setting value is 5 (probability setting value 6) and +1 is updated, the work setting value 0 (probability setting You can go back to value 1). Therefore, the probability setting values 1 to 6 are repeatedly updated by +1 can be switched by In addition, the possible range of working set values is multiple probability set values. In the case of multi-step setting where 0 only. In the case of multistage setting, work is performed each time the RAM initialization switch 112 is operated. The setting value for use and the setting value for probability are updated to different values, but in the case of one-step setting, the same is true even if they are updated. Remains value (updates to the same value).
[0369] Also, every time the probability setting value is updated by +1, the game state switches to a variable setting state, etc. command (set value information command) to inform the effect control device 300 You may send. Similarly, every time the probability setting value is updated by +1, or to the setting variable state, etc. Even if the test signal can be output to an external test firing test device when the game state is switched good. It should be noted that these transmission and output, if there is an abnormality such as a main abnormality in the game control device 100 It is preferable to stop In addition, game conditions such as probability change state, time saving state and jackpot state Set in the production control device 300 when the state is switched or when the special figure fluctuation display game is started You may send a command to inform the value (setting value information command), or send a test signal to an external test It may be possible to output to the shooting test equipment.
[0370] Note that in the above, the work set values are updated each time the RAM initialization switch 112 is operated. , the probability setting value in the probability setting value area is directly updated, but RAM111c The working setting value area stores the probability setting value (working setting value) during setting change, and the setting When the key switch 153 is turned off and the setting change operation is completed (step X39; Y) , the value corresponding to the working setting value in the working setting value area is stored in the probability setting value area for the first time. You can In this way, if a power failure occurs while changing settings (step X40 ; Y), the probability setting value used for game control and production control (stored in the probability setting value area Probability setting value) can be prevented from being changed with an unintended value.
[0371] [Special game processing] Next, the details of the special game processing (step X110) in the timer interrupt processing described above explain about. FIG. 18 is a flow chart showing the procedure of special figure game processing. special game In the system processing, the input of the starting port 1 switch 36a and the starting port 2 switch 37a is monitored, and Controls the entire processing related to the figure fluctuation display game, and sets the display of the special figure.
[0372] Game control device 100, first of the starting port 1 switch 36a and starting port 2 switch 37a A starting port switch monitoring process for monitoring winning is executed (step A1). starter switch In the visual processing, the game ball enters the normal variable winning device 37 which forms the starting winning opening 36 and the second starting winning opening. When you win, various random numbers (such as jackpot random numbers) are extracted, and a special figure fluctuation display game based on the winning Prior to the start of the game result pre-determination is carried out to determine in advance the game result based on the winning. note that , the details of the starting port switch monitoring process will be described later.
[0373] Next, a specific area switch that monitors the entry (entrance) of the game ball to the specific area 72 (V winning opening) Executes a touch monitoring process (step A2). For details of the specific area switch monitoring process, refer to will be described later.
[0374] Next, the game control device 100 executes the upper big winning opening switch monitoring process (step A3 ). In the upper special winning opening switch monitoring process, the count switch provided in the special variable winning device 39 It monitors the detection of the game ball in the switch (upper big winning mouth switch 39a).
[0375] Next, the game control device 100 updates -1 if the special game processing timer is not 0 (1 ) (step A4). The special game processing timer is set to -1 by updating the timer Only the interrupt cycle (4 msec) of interrupt processing is clocked. In addition, special game The minimum value of the system processing timer is set to 0. Next, whether the special game processing timer is 0 Determine whether or not (step A5). If the special 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), In other words, if the time is up or has already been up, the special game processing number Register the special game sequence branch table to be referenced to branch to the processing corresponding to the number set to star (step A6). In addition, using the special game sequence branch table Obtain the branch destination address of the process corresponding to the special figure game process number (step A7). continued Then, perform a subroutine call with the special game processing number, and according to the special game processing number Then, the game branch processing is executed (step A8).
[0377] If the game processing number is "0" at step A8, the game control device 100 changes the special figure. Monitor the start of fluctuation of the dynamic display game, set the start of fluctuation of the special figure fluctuation display game, set the production , Execute the special figure normal processing to set the information necessary for performing the special figure fluctuation processing (step (top A9). In addition, the detail of a special figure usual process is mentioned later.
[0378] Game control device 100, when the game processing number is "1" at step A8, the special figure Toku-zu fluctuation to set the stop display time and set the information necessary for performing processing during toku-zu display Execute intermediate processing (step A10). For example, in the special symbol fluctuation process, stop the special symbol Set the necessary information such as the symbol stop command to show and the stop display time corresponding to the stop symbol pattern Then, set the processing number "2" related to the special figure display processing and save it in the special figure game processing number area be.
[0379] If the game processing number is "2" at step A8, the game control device 100 wins the jackpot. Execute the special figure display process to set the information necessary for moving to the state or the small hit state (step A11). For example, in the special figure display process, the result of the special figure fluctuation display game is a big win. If so, the conditional device activation information indicating that the conditional device is in operation shall be placed in the conditional device activation information area. area, set the processing number "0" related to the special figure normal processing, and save it in the special figure game processing number area to If the result of the special figure fluctuation display game is a small hit, a small hit fanfare command or Set the necessary information such as the time before opening the small hit, and set the processing number "3" related to the pre-processing for opening the small hit. Set and save in the special game processing number area. Even if the result of the special figure fluctuation display game is wrong If, set the processing number "0" related to the special figure normal processing and save it in the special figure game processing number area.
[0380] If the game processing number is "3" at step A8, the game control device 100 wins a small prize. A pre-opening process is executed (step A12). For example, in the small hit opening pretreatment, The special game processing timer area , save the ON data in the upper grand prize opening solenoid output data area, and open the small hit Set the medium command as a production command, and set the processing number "4" related to the small hit open process and save it in the special game processing number area.
[0381] If the game processing number is "4" at step A8, the game control device 100 wins a small prize. During open processing is executed (step A13). For example, in the small hit open process, the small hit remains Save the ball processing time (eg 3.0 seconds) in the special game processing timer area, Set the processing number "5" related to processing and save it in the special game processing number area.
[0382] If the game processing number is "5" at step A8, the game control device 100 wins a small prize. Remaining ball processing is executed (step A14). For example, in the small hit remaining ball processing, Set the processing number "0" related to processing and save it in the special game processing number area.
[0383] When the process based on the special figure game processing number is completed, the game control device 100 displays the special figure 1 display device After preparing the special figure 1 fluctuation control table for controlling the fluctuation of 51 (step A15), The symbol variation control process related to the special figure 1 display device 51 is executed (step A16). and a special After preparing the special figure 2 fluctuation control table for controlling the fluctuation of the 2 indicator 52 (step A 17), to execute the symbol variation control process related to the special figure 2 display device 52 (step A18). next , the opening movement of the lever solenoid 72b so as to open the lever solenoid 72b during the small hit Execute the lever solenoid control processing (step A19) to control the action, and start the special game processing exit.
[0384] [Starting port switch monitoring process] Next, the details of the start-up switch monitoring process (step A1) in the special game process to explain. FIG. 19 is a flow chart showing the procedure of the starting port switch monitoring process.
[0385] Game control device 100, first, the winning a prize monitoring table for the starting winning a prize port 36 (starting port 1) (Step A101), execute hard random number acquisition processing (Step A102), and start It is determined whether or not there is a prize to the dynamic prize winning port 36 (step A103). To start prize gate 36 If there is no winning (step A103; N), the processing after step A109 is executed be. 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 skill state (step A104).
[0386] When the game control device 100 determines that it is not in the right-handed game state (step A104 ;N), execute the processing from step A107 onwards. On the other hand, if you are in a game state to hit to the right (Step A104; Y), prepare a right-handed instruction notification command as a production command (step A104; Y) Step A105), effect command setting processing is executed (step A106). Directing commands In mode setting processing, the effect command is written to the serial transmission buffer, and the effect command is It will be sent to the control device 300 .
[0387] In other words, if the general electricity support state (time saving state), the probability state of the variable display game (high probability Regardless of rate state / low probability state), prepare a right-handed instruction notification command and execute a production command Execute the setting process. In the case of this embodiment, it is easier for a left-handed player to win the starting prize-winning port 36, If the ball is hit to the normal variable prize winning device 37 with the right hand, the prize is not won. Also, if you do not hit right, the game ball Do not pass through the normal map start gate 34. Therefore, the power supply support state (time saving state) is left-handed It is more advantageous to hit the right hand than the first, but there was a prize at the starting prize gate 36 during the normal power support state. (i.e., when left-handed during the general electric support state), the right-handed instruction notification frame Send a command to the effect control device 300, the effect control device 300 is the information instructing to hit to the right A warning (warning) is executed on the display device 41 or the like by right-handed instruction display.
[0388] Next, the game control device 100 sets the information of the hold by the starting winning a prize port 36 (starting port 1). After preparing the table (step A107), execute the special figure start entrance switch common processing (Step A108). And, winning a prize for the second start winning mouth (normal variable winning device 37) Prepare a monitoring table (step A109) and execute hard random number acquisition processing (step A 110), it is determined whether or not there is a winning to the second start winning port (step A111). No. 2 If there is no winning to the starting winning opening (step A111; N), the starting opening switch monitoring process exit.
[0389] On the other hand, the game control device 100, if there is a winning to the second start winning port (step A111 ; Y) indicates whether or not the normal electric accessory (normal variable winning device 37) is in operation, that is, Determining whether or not the normal variable winning device 37 is in an open state in which game balls can win (step A112). When normal electric accessories are 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), and it is determined whether or not an electricity fraud is occurring (step A113). Ordinary fluctuation winning device 37 If the number of fraudulent prizes to is greater than the number of fraudulent occurrence determinations (eg 5) I judge. The normal variable winning device 37 cannot win a game ball in the closed state, and the open state A game ball can win a prize only in . Therefore, if the game ball wins in the closed state, If there is a game ball that wins in such a closed state, it is when an abnormality or fraud has occurred. is counted as the number of fraudulent winnings. Then, the number of fraudulent winnings counted in this way is If the number is equal to or greater than the correct occurrence determination count (upper limit), it is determined that fraud is occurring.
[0391] The game control device 100, if the electricity fraud is not occurring (step A113; N), the second start After preparing a table for setting pending information by the dynamic winning port (normal variable winning device 37) ( Step A114), execute the special figure start entrance switch common processing (step A115), start Exit the switch monitoring process. In addition, at step A113, electric power fraud is occurring ( Also when it is determined as step A113; Y), the starting port switch monitoring process is terminated. sand That is, the second starting memory is prevented from being generated any more.
[0392] [Common process for special figure start switch] Next, special figure start switch common processing (step A10 8, the details of step A115) will be described. Figure 20 shows the special figure starter switch common 4 is a flow chart showing a processing procedure; The special start switch common processing is the start switch 1 switch. When there is an input of switch 36a or start port 2 switch 37a, each input is common It is the process that takes place.
[0393] Game control device 100, first of the starting port 1 switch 36a and starting port 2 switch 37a Among them, information about the number of winnings to the starter switch to be monitored is managed outside the gaming machine 10. Load the start signal output count, which is the number of times to output to the device (step A131), Update the loaded value by +1 (step A132) and check whether the output count overflows (Step A133). If the output count does not overflow (step A 133;N), and save the updated value in the starting signal output count area of RWM (Step A 134), the process proceeds to step A135. On the other hand, if the output count overflows, If so (step A133; Y), the process proceeds to step A135. In this embodiment, A value from "0" to "255" can be stored in the mouth signal output frequency area. and , if the loaded value is "255", the updated value will be "0" by updating +1 , is configured to determine that the number of outputs overflows.
[0394] Next, the game control device 100, starting port 1 switch 36a and starting port 2 switch 37a Among them, the upper limit is the number of special figures held to be updated (number of start memories) corresponding to the start switch to be monitored It is determined whether or not it is less than a value (here, 4) (step A135). The number of special figures pending to be updated is If it is not less than the upper limit (step A135; N), end the special figure start entrance switch common processing do. Also, if the number of special figures pending to be updated is less than the upper limit (here 4) (step A 135;Y) updates the number of special figures to be updated (the number of special figures 1 or 2) to +1 Then (step A136), save the target start opening winning flag (step A137).
[0395] Next, the game control device 100, the start-up switch to be monitored and the random number corresponding to the number of special figures pending Calculate the address of the number storage area (step A138) and prepare it in the hardware random number acquisition process. The jackpot random number is saved in the RWM jackpot random number storage area (step A139). next, Jackpot pattern random number of the special figure fluctuation display game started by detecting the start switch to be monitored is extracted and saved in the RWM jackpot symbol random number storage area (step A140). continue , A small hit pattern randomness of a special figure fluctuation display game that starts by detecting the start switch to be monitored The number is extracted and saved in the small hit symbol random number storage area (step A141). In addition, time-saving chart Extract the pattern random number per sapo to determine the pattern, Save in the pattern random number storage area (step A142).
[0396] In addition, in this embodiment, as described above, after the small hit, the big hit is surely generated by the V prize. Therefore, it is not necessary to use a small winning pattern random number, and step A141 is optional and implemented. does not have to be executed. In addition, since there is no small hit result in the special figure 1 fluctuation display game, If the starting port switch is the starting port 1 switch 36a, there is no need to extract the small hit pattern random number. stomach.
[0397] In addition, the small hit pattern random number, the sapo per pattern random number, and the big hit pattern random number are the special figure 1 stop patterns described later. In the setting process (step A323) and the special figure 2 stop design setting process (step A333) , the stop pattern number at the time of the small hit, the stop design number at the time of the support hit, or the stop design number at the time of the big hit , a small hit stop design pattern corresponding to these stop design numbers, a support stop design pattern, Or it is used to determine the jackpot stop symbol pattern.
[0398] In this embodiment, in order to avoid confusion, small hit pattern random numbers, support per pattern random numbers, big hit Each pattern random number is provided independently, but in order to reduce the random number storage area of RWM, 1 One random number (common random number) is shared, and the small hit pattern (stop pattern number at the time of the small hit, the small hit stop diagram Pattern pattern), per support pattern (stop pattern number at support per stop pattern, support per stop pattern pattern) , Jackpot pattern (stop pattern number at the time of jackpot, jackpot stop pattern pattern) good. That is, when determining the small hit design, each small hit design by dividing the range of common random numbers or when determining the pattern per support, divide the range of common random numbers and divide each support When assigning to patterns or determining jackpot patterns, the range of common random numbers is divided and each jackpot You may assign it to a pattern.
[0399] Next, the game control device 100 determines the RWM variation patterns corresponding to the variation pattern random numbers 1 to 3. save it in the random number storage area (step A143), and display the result of the variable display game (game result ) can be determined in advance (pre-determination process, prefetching process) step A144). In the special figure reservation information determination process, the saved jackpot random numbers and hit pattern random numbers Stopping pattern information (large Pre-reading stop corresponding to hit stop design, small hit stop design, time saving stop design, losing stop design) Pattern command and the first half variation number based on the saved variation pattern random number 1 to 3 (before reaching fluctuation number) and the second half fluctuation number (post-reach fluctuation number) Set the command as a directing command. And, the start-up switch to be monitored and the special figure hold Prepare a decoration special figure pending number command corresponding to the number as a production command (step A145) , Executing the effect command setting process (step A146), special figure start mouth switch common process exit. In this way, the game control device 100 implements a variable display game based on the starting memory. and pre-determining means capable of pre-determining the result of the variable display game before it is played. be.
[0400] Here, the game control device 100 (RAM111c), the start winning opening 36 and normal fluctuation winning equipment A predetermined random number is extracted based on the inflow of the game ball into the starting winning area of the device 37, and the variable display game A start memory means for storing a predetermined number as an upper limit as a start memory that is the execution right of the system. again, Start storage means (game control device 100), the game ball to the first start winning opening (start winning opening 36) Various random values extracted based on the winning prize are stored as the first start memory with a predetermined number as the upper limit, 2 Various random values extracted based on the winning of the game ball to the start winning opening (normal variable winning device 37) is stored as the second start memory up to a predetermined number as the upper limit.
[0401] [Specific area switch monitoring process] Next, details of the specific area switch monitoring process (step A2) in the special game process and explain. FIG. 21 is a flowchart of a specific area switch monitoring process procedure; .
[0402] The game control device 100 first determines whether or not it is during a small hit (step A201). . If the special figure game processing number is "4" and "5", it can be determined that the small hit is in progress. small hit If (step A201; Y), it is determined whether the condition device is in operation (step A202). Condition device activation information indicating that the condition device is in operation is set. For example, it can be determined that the condition device is in operation.
[0403] Game control device 100, when the condition device is not in operation (step A202; N), specific It is determined whether or not there is an input to the area switch 72a (step A203). Specific area sui If there is an input in the switch 72a (step A203; Y), that is, the If there is a prize (V prize), the condition device operation information indicating that the condition device is in operation Save it in the condition device operation information area (step A204), and execute the specific area switch monitoring process. finish.
[0404] If it is not a small hit (step A201; N), if the condition device is in operation (step A202; Y), or when there is no input to the specific area switch 72a (step A203 ;N), end the specific area switch monitoring process without doing anything.
[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 is in the middle of the character object normal processing of the character object game processing described later, and It is determined whether or not the remaining ball counter of the big winning opening is 0 (step A301). Accessory usual If it is not being processed or if the remaining ball counter of the big winning hole is not 0 (step A301 ; N), without starting the special figure fluctuation display game, the process proceeds to step A316.
[0407] The game control device 100 is in the normal processing of the accessory, and the remaining ball counter of the big winning opening is 0. If (step A301; Y), is the special figure 2 pending number (second start memory number) 0? It is determined whether or not (step A302). If the special figure 2 pending number is 0 (step A302 ; Y), to determine whether the special figure 1 pending number (first start memory number) is 0 (step A30 7). Then, when the special figure 1 pending number is 0 (step A307; Y), the customer waiting demo opens. (step A312), and if the customer waiting demo 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 the customer waiting demo command as an effect command ( Step A314), effect command setting processing is performed (step A315), and step A3 Move to process 16. On the other hand, if the customer waiting demo has already started in step A312 (Step A312; Y), set "0" related to the special figure normal process as the process number (step A312; Y) Step A316), save the processing number in the special game processing number area (step A317), Clear the fluctuation pattern discrimination flag area (step A318). And big prize mouth fraud monitoring Save the fraud monitoring period flag in the period flag area (step A319), finish the process.
[0409] In addition, the game control device 100, if the special figure 2 pending number is not 0 (step A302; N) , Run the special figure 2 fluctuation start process (step A303), decoration special figure corresponding to the number of special figures 2 pending Prepare the pending number command (decorative special figure 2 pending number command) as a production command (step A304), effect command setting processing is executed (step A305). And in special figure 2 Execute the processing shift setting processing during special figure fluctuation (step A306), and end the special figure normal processing.
[0410] In the special figure 2 process transition setting process during special figure fluctuation, set "1" as the process number and start the special figure game Save the processing number in the processing number area, clear the customer waiting demo flag area, and control the special figure 2 fluctuation Save the fluctuating flag in the flag area.
[0411] In addition, the game control device 100, if the special figure 1 pending number is not 0 (step A307; N) , Run the special figure 1 fluctuation start process (step A308), decoration special figure corresponding to the special figure 1 pending number Prepare the pending number command (decorative special figure 1 pending number command) as a production command (step A309), effect command setting processing is executed (step A310). And in special figure 1 Execute the processing shift setting processing during special figure fluctuation (step A311), and end the special figure normal processing.
[0412] In the process transition setting process during special figure fluctuation of special figure 1, set "1" as the process number and start the special figure game Save the process number in the process number area, clear the customer waiting demo flag area, and control the special figure 1 fluctuation Save the fluctuating flag in the flag 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 special figure 2 pending number is not 0 special figure 2 fluctuation start processing (step A303) is executed The Rukoto. That is, the special figure 2 fluctuation display game takes precedence over the special figure 1 fluctuation display game It will be done (special figure 2 pending priority digestion). That is, the game control device 100, the second start record If the storage means (game control device 100) has a second start memory, based on the second start memory Priority for executing a variable display game with priority over a variable display game based on the first starting memory form a control means. In addition, the special figure 1 fluctuation display game is executed with priority over the special figure 2 fluctuation display game In the case of special figure 1 pending priority digestion, the judgment of step A302 is changed to special figure 1 It suffices to determine whether or not the number of reservations ≠ 0.
[0414] [Special figure 1 fluctuation start process] Next, for the details of the special figure 1 fluctuation start process (step A308) in the special figure usual process explain. FIG. 23 is a flow chart showing the procedure of special figure 1 fluctuation start processing. Special figure 1 change Dynamic start processing is processing performed at the start of the special figure 1 fluctuation display game.
[0415] The game control device 100 indicates the type of special figure variation display game to be executed (here special figure 1) Save the special figure 1 fluctuation flag in the fluctuation pattern discrimination area (step A321). Next, special figure 1 The big hit flag 1 for determining whether the variable display game is a big hit or not Execute jackpot flag 1 setting processing that performs processing such as setting jackpot information (step A 322). The details of the jackpot flag 1 setting process will be described later.
[0416] Next, the game control device 100 controls the special figure 1 stop symbol (symbol information) related to the special figure 1 variable display game. Information) to execute the special figure 1 stop design setting process related to the setting (step A323). Special 1 stop In the design setting process, the stop design number at the time of loss, the support hit, or the big hit, and this stop diagram Outgoing stop pattern pattern corresponding to the pattern number, support hit stop pattern pattern, or big hit stop Save the design pattern. The stop pattern number at the time of the support hit or the jackpot is It is determined corresponding to the design random number and the jackpot design random number.
[0417] In addition, the game control device 100 is a parameter for setting the variation pattern special figure Execute the special figure information setting process for setting information (step A324).
[0418] Subsequently, the game control device 100 relates to the setting of the variation pattern of the special figure 1 variation display game Special figure 1 variation pattern setting information, which is a table in which information for referencing various information is set Prepare an information table (step A325).
[0419] After that, the game control device 100 changes the variable pattern, which is the variable mode in the special figure 1 variable display game. Execute the variation pattern setting process to set the turn (variation pattern number) (step A3 26). Next, the game control device 100 sets the information on the start of variation of the special figure 1 variation display game. Execute the fluctuation start information setting process (step A327) and end the special figure 1 fluctuation start process . In the fluctuation start information setting process, the fluctuation time value corresponding to the fluctuation pattern (variation pattern number) and save it in the special game processing timer area. Then, corresponding to the variation pattern number Prepare the change command (MODE, ACTION) as a production command, perform node setting processing. In addition, in the fluctuation start information setting process, the special figure fluctuation display game to be started from now on Update -1 the number of special figures pending (decrease by 1 ).
[0420] [Special figure 2 fluctuation start process] Next, for the details of the special figure 2 fluctuation start process (step A303) in the special figure usual process explain. Figure 24 is a flow chart showing the procedure of special figure 2 fluctuation start processing. Special figure 2 change Dynamic start processing is a process performed at the start of the special figure 2 fluctuation display game, and the special figure shown in FIG. The processing similar to the processing in the 1 fluctuation start processing is performed for the second start memory.
[0421] The game control device 100 first selects the type of special figure variation display game to be executed (here, special figure 2). To save the special figure 2 fluctuation flag indicating the fluctuation pattern discrimination area (step A331). continue , The special figure 2 fluctuation display game is off to the jackpot flag 2 for determining whether or not it is a jackpot Execute jackpot flag 2 setting processing that performs processing such as setting information and jackpot information (step A332).
[0422] Next, the game control device 100 controls the special figure 2 stop symbol (symbol information) related to the special figure 2 variable display game. Information) to execute the special figure 2 stop design setting process related to the setting (step A333). In addition, Execute special figure information setting processing for setting special figure information, which is a parameter for setting dynamic patterns (step A334). Next, regarding the setting of the fluctuation pattern of the special figure 2 fluctuation display game Toku-zu 2 variation pattern setting, which is a table in which information for referencing various information to be used is set A constant information table is prepared (step A335).
[0423] After that, the game control device 100 sets the variation pattern of the special figure 2 variation display game. A pattern setting process is executed (step A336). Finally, the special figure 2 variable display game variation Execute the fluctuation start information setting process to set the information of the movement start (step A337), and change the special figure 2 end the motion start process.
[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 I will explain the details. FIG. 25 is a flowchart showing the procedure of the jackpot flag 1 setting process. be.
[0425] The game control device 100, first, the deviation information in the jackpot flag 1 area and the support hit flag 1 area. save the information (step A341). Next, RWM's special figure 1 jackpot random number storage area (pending (for number 1), prepare (step A342), and select the special figure 1 jackpot The random number storage area (for reserved number 1) is cleared to 0 (step A343). In addition, for the number of holds 1 and is the information (random number, etc.). After that, the prepared jackpot random value matches the jackpot judgment value Execute the big hit determination process for determining whether or not it is a big hit according to whether or not (step A3 44).
[0426] The game control device 100 determines that the determination result of the jackpot determination process (step A344) is a jackpot. If yes (step A345; Y), the big hit that saved the losing information in step A341 Overwrite the jackpot information in the flag 1 area and save (step A346), jackpot flag 1 End the setting process.
[0427] On the other hand, if the judgment result of the big hit judgment process (step A345) is not a big hit (step A345;N), optionally based on the obtained jackpot random value, a special variable display game Execute support hit determination processing for determining whether or not is a support hit (step A347), It is determined whether or not the result of the determination is a support hit (step A348). Note that in this embodiment , the jackpot random number is also used to determine the support hit (in other words, the support hit determination and the jackpot (The same random value is used for the decision). Here, per support of the special figure fluctuation display game (time reduction per ) is the time saving result (specific result) that enters the time saving state from the next special figure fluctuation display game And, corresponding to this time saving result, the production control device 300 stops the decoration special figure fluctuation display game A time saving pattern can be displayed on the display device 41 as a result of stopping.
[0428] The game control device 100, when the special figure variation display game is a support hit (step A348 ;Y), in the support hit flag 1 area where the loss information was saved in step A341 The information is overwritten and saved (step A349), and the jackpot flag 1 setting process is terminated. On the other hand, if the special figure fluctuation display game is not per support (step A348; N), The jackpot flag 1 setting process is terminated without saving the support hit information in the lag 1 area.
[0429] Thus, in the present embodiment, the results of the special figure 1 variation display game are "big hit", "sa It will be either one of "po hit (time saving hit)" and "missing", and there is no "small hit". note that , Steps A347 to A349 are provided as options and are omitted. Therefore, it is not necessary to provide a "support hit (time saving hit)" in the result of the special figure 1 variable display game. again , It is also possible to provide a "small hit" as a result of the special figure 1 fluctuation display game.
[0430] In addition, in the big hit flag 1 setting process, the support hit information is saved in the support hit flag 1 area. However, since the jackpot and the support hit do not overlap, information may be saved.
[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 I will explain the details. FIG. 26 is a flowchart showing the procedure of the jackpot flag 2 setting process. be. This process is similar to the process in the jackpot flag 1 setting process shown in FIG. 2 It targets the starting memory.
[0432] Game control device 100, first, big hit flag 2 area, small hit flag 2 area, support hit flag The deviation information is saved in the lag 2 area (step A351). Next, RWM's special figure 2 jackpot Load the jackpot random number from the random number storage area (for pending number 1) and prepare it (step A352 ), clear the special figure 2 jackpot random number storage area (for the number of reservations 1) to 0 (step A353) . In addition, for the number of reservations 1, the order of digestion is the first (here, the first among the special figures 2). This is an area for storing information (random numbers, etc.) about memory. After that, the prepared jackpot random value is small. A small hit determination process that determines whether or not it is a small hit according to whether it matches the hit determination value (step A354).
[0433] The game control device 100 determines that the determination result of the small hit determination process (step A354) is a small hit. If yes (step A355; Y), the small hit that saved the losing information in step A351 Overwrite the small hit information in the flag 2 area and save (step A356), big hit flag 2 End the setting process.
[0434] On the other hand, the game control device 100, if the special figure variation display game is not a small hit (step A3 55; N), based on the obtained jackpot random number, whether the special figure fluctuation display game is a support hit Perform support hit determination processing to determine whether or not (step A357), the result of the determination is support hit It is determined whether or not (step A358). In addition, in this embodiment, in the judgment of support per (In other words, the same random value is used for the support hit judgment and the jackpot judgment. is used). Here, the support hit (time saving hit) of the special figure fluctuation display game is the next special figure It is the time saving result (specific result) that enters the time saving state from the variable display game, and this specific result In response to the result, the production control device 300 displays a time saving figure as a result of stopping the decorative special figure fluctuation display game. The pattern can be displayed on the display device 41 .
[0435] The game control device 100, when the special figure variation display game is a support hit (step A358 ;Y), in the support hit flag 2 area where the loss information was saved in step A351 The information is overwritten and saved (step A359), and the big hit flag 2 setting process is terminated.
[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) is optional, the prepared jackpot random value matches the jackpot judgment value A big hit determination process for determining whether or not it is a big hit according to whether or not may be executed (step A360). Game control device 100, the determination result of the jackpot determination process (step A360) is a big hit (step A361; Y), the losing information is saved in step A351. Overwrite the jackpot information in the jackpot flag 2 area and save it (step A362), End the hit flag 2 setting process. On the other hand, the judgment result of the big hit judgment process (step A360) If the result is not a big hit (step A361; N), the deviation information is set in the big hit flag 2 area. End the jackpot flag 2 setting process while keeping
[0437] Thus, in this embodiment, the result of the special figure 2 fluctuation display game is "small hit", "support hit It will be either one of "Ri (per time saving)" and "missing", but optionally, special figure 2 fluctuation A configuration is also possible in which a "jackpot" is provided as a result of the display game.
[0438] In addition, in the big hit flag 2 setting process, save the small hit information in the small hit flag 2 area , It was configured to save the support hit information in the support hit flag 2 area, but the big hit and the support hit Since the small hits do not overlap, save the small hit information and the support information in the big hit flag 2 area. good too.
[0439] [Jackpot determination process] Next, the big hit determination process in the big hit flag 1 setting process and big hit flag 2 setting process ( Details of steps A344 and A360) will be described. Fig. 27 shows the procedure of the jackpot determination process. 3 is a flow chart showing the order; In addition, the jackpot determination process is executed during the timer interrupt process. It is a process that is common to the jackpot determination process in other processes, such as special figure reservation information determination process will be executed though.
[0440] The game control device 100 first sets the upper limit judgment value corresponding to the probability setting value (step A 371), set the lower limit judgment value of the jackpot judgment value (step A372), target jackpot random number is less than the lower limit judgment value (step A373). In addition, it is a big hit. It means that the jackpot random number matches the jackpot determination value. The jackpot judgment value is a series of multiple value, the jackpot random number is equal to or greater than the lower limit judgment value, which is the lower limit of the jackpot judgment value, and If it is equal to or less than the upper limit judgment value, which is the upper limit of the judgment value, it is judged to be a big hit. Up The limit judgment value is different between the low probability state (normal probability state other than the probability state) and the high probability state (probability state). It's okay to be
[0441] Game control device 100, when the target jackpot random number value is less than the lower limit judgment value (step A373; Y), set the failure (other than the big hit) as the judgment result (step A375), End the big hit determination process.
[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 A37 4; Y), set the loss (other than the big hit) as the determination result (step A375). on the other hand , If the value of the jackpot random number is not greater than the upper limit judgment value (step A374; N), the judgment result (step A376). If you set the judgment result, big hit judgment processing exit.
[0443] [Small hit determination process] Next, the details of the small hit determination process (step A354) in the big hit flag 2 setting process explain about. FIG. 28 is a flow chart showing the procedure of small hit determination processing. note that, The small hit determination process is the small hit determination process in other processes that are executed during the timer interrupt process. It is a common process, and is also executed in the special figure reservation information determination process.
[0444] Game control device 100, first, set the small hit upper limit determination value corresponding to the probability setting value (step Top A381), whether the value of the jackpot random number of the target (special figure 2) is less than the small hit lower limit judgment value is determined (step A382). In addition, a small hit means that the big hit random number is the small hit judgment value. It is to agree. The small hit judgment value is a series of multiple values. It is equal to or higher than the small hit lower limit judgment value, which is the lower limit of the fixed value, and is the upper limit value of the small hit judgment value. If it is equal to or less than the hit upper limit judgment value, it is determined to be a small hit. The small hit upper limit judgment value is low The probability state (normal probability state other than the probability variable state) and the high probability state (variable probability state) may be different.
[0445] Of course, the result of the same special figure fluctuation display game should be avoided to be 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) It does not overlap with the judgment value range (between the lower limit judgment value and the upper limit judgment value). In addition, in this embodiment, We do not set up our own small hit random numbers, we use the big hit random numbers to judge small hits, but our own It is also possible to provide a small hit random number.
[0446] Game control device 100, the value of the big hit random number of the target (special figure 2) is less than the small hit lower limit judgment value If yes (step A382; Y), set deviation as the judgment result (step A384) , ends the small hit determination process.
[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), the value of the jackpot random number for the target (special figure 2) is greater than the small hit upper limit judgment value It is determined whether or not it is valid (step A383). The value of the jackpot random number is greater than the small hit upper limit judgment value If it is greater (step A383; Y), set the deviation as the judgment result (step A38 Four). On the other hand, if the value of the jackpot random number is not greater than the small hit upper limit judgment value (step A383 ; N), set a small hit as the determination result (step A385). Setting the judgment result , ends the small hit determination process. In addition, in this embodiment, the small hit probability is 1 / 8 (= 12.5 %), the small hit lower limit judgment value and small hit upper limit judgment value are set, but the small hit probability is Other values are acceptable.
[0448] [Support hit determination process] Next, support hit determination processing in jackpot flag 1 setting processing and jackpot flag 2 setting processing Details of (steps A347 and A357) will be described. Fig. 29 shows support hit determination processing is a flow chart showing the procedure of . In addition, the support hit determination process is performed during the timer interrupt process. It is a process that is common to the support hit determination process in other processes that are executed, special figure pending information determination processing, etc.
[0449] Game control device 100, first, to set the upper limit judgment value per support corresponding to the probability setting value ( step A391). Next, set the lower limit judgment value of the support hitting judgment value (step A392) , It is determined whether 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 is a support hit corresponding to the probability setting value and the game state. It is to match the judgment value. The support hit judgment value is a series of multiple values, and the jackpot random number is , is the lower limit value of the support hit judgment value or more, and the upper limit value of the support hit judgment value If it is equal to or less than the support hit upper limit judgment value, it is determined to be a support hit. In addition, support Hit upper limit judgment value, low probability state (normal probability state other than probability state) and high probability state (probability state ) can be different.
[0450] Of course, the result of the same special figure fluctuation display game is a support hit and a big hit, or a support hit and In order to avoid a small hit, the range of the support hit judgment value (lower limit judgment value and support hit Between the upper limit judgment value) does not overlap with the range of the above-mentioned big hit judgment value and small hit judgment value. na In addition, in this embodiment, we do not provide our own random numbers for support hits, and Although a random number is used for each support, it is also possible to provide a unique random number for each support.
[0451] Game control device 100, when the value of the target jackpot random number is less than the support hit lower limit judgment value ( Step A393; Y), set failure (other than support hit) as the judgment result (step A 395), the support hit determination process ends.
[0452] In addition, the game control device 100, when the value of the jackpot random number is not less than the support per lower limit judgment value (Step A393; N), whether the value of the target jackpot random number is greater than the support upper limit judgment value It is determined whether or not (step A394). The value of the jackpot random number is greater than the support upper limit judgment value If (step A394; Y), set the failure (other than support hit) as the judgment result (step A394; Y) step A395). On the other hand, if the value of the jackpot random number is not greater than the support upper limit judgment value Step A394; N), set the support hit as the determination result (step A396). judgement When the result is set, the support hit determination process is terminated.
[0453] In the support hit determination process, a lottery using a big hit random number determines the support hit (time reduction determination). ) is performed. In the support hit judgment (time reduction judgment) as a lottery, the big hit random number is the support hit judgment. If it matches the fixed value (time saving judgment value), as a judgment result, the support per result (time saving result, specific result ) is obtained and the time saving is set. The support hit judgment value is different from the big hit judgment value and the small hit judgment value. Become.
[0454] In addition, in order to give sharpness, the probability of winning per support (judgment value per support) for each probability setting value range ÷ range of jackpot random numbers) The winning probabilities may be the same. Setting 1 (or low setting side) is easy to win per support, Set the winning probability per support so that setting 6 (or high setting side) is difficult to win per support You can ease the disadvantages of low settings, or set it on the contrary and make it easier to win a support hit on the high setting side. It is possible to match the expectation of the player who expects that. Also, from setting 1 to setting 6, there is a monotonous support You can change the winning probability of the winner, or change it every two stages of the setting, even if it is not monotonous. good. By making the probability of winning per supporter different between even number setting and odd number setting, It may enhance the interest of the player who plays.
[0455] In addition, during the low probability of the jackpot probability (other than during the variable state) and during the high probability (during the variable state), the support hit The winning probabilities of the winners may be made different to give a sharpness, or for the sake of simplification, they may be the same. inaccurate To make it easier to win during the rate (other than during the variable state) and difficult to win during the high probability (during the variable state), You can set the winning probability per support to alleviate the disadvantage during the low probability, or set it on the contrary, It may match the expectation of the player who expects that he / she can easily win the support prize during high probability. for example, Set the winning probability per support so that you can win per support only during low probability (support during high probability) Winning probability per hit is zero), you may mitigate the disadvantages in the low probability.
[0456] Also, if the probability of winning per support is different between the special figure 1 fluctuation display game and the special figure 2 fluctuation display game You can make them more distinct, or they can be the same for convenience. For example, the general electricity support state In order to increase the number of support hits in (time-saving state and variable state), support in the special figure 2 variable display game Winning probability per hit may be made larger than special figure 1 fluctuation display game. Conversely, when playing in the normal game state, In order to improve the interest of the technique, the probability of winning per support in the special figure 1 fluctuation display game is changed to special figure 2 It may be larger than the display game. In short, the special figure 1 fluctuation display game and the special figure 2 fluctuation display game Set the winning probability per support in one of the special figure fluctuation display games to zero, and set the other special Support hits may occur only in the figure variation display game.
[0457] If the result of the special figure fluctuation display game is the support hit result (time saving result), special figure 1 stop pattern setting In the process (step A323) or special figure 2 stop design setting process (step A333), Time-saving design (time-saving design number, time-saving design) as a stop design (stop design number, stop design pattern) pattern) is set, and the next special figure fluctuation display game will enter a time saving state. i.e. In this case, it suddenly becomes a time saving state without going through a big hit (sudden time saving). Also in this case , the decoration special figure command corresponding to the time saving pattern is transmitted to the production control device 300, and the display device 4 In 1, the production control device 300 can be used as a decoration stop pattern as well. ) is displayed.
[0458] As the time saving pattern displayed on the display device 41, for example, only the left pattern and the middle pattern are aligned " 1, 1, 3, etc. There are no restrictions on the time-saving pattern if it is decided in advance, but the numbers are arranged in order. There is a regularity such as "1,2,3" with a single pattern or "1,3,1" with only the left and right patterns. However, it is preferable because it is easy for the player to remember. A special feature that prepares multiple time-saving patterns and continues the time-saving state The number of figure fluctuation display games (the number of times of time saving) may be determined for each time saving pattern.
[0459] The lamp display units 1 and 2 of the lamp display device 75 are a big hit in the case of the time saving result (time saving pattern) Unlike the result or small hit result, it is issued in a specific manner as the fourth special design (fourth design). shine. For example, the lamp display units 1 and 2 are red, etc., in the case of a big hit result or a small hit result. It may emit light in warm colors, and in the case of time-saving results (time-saving patterns), neutral colors such as green and blue may emit light in warm or cool colors (ie, colors other than warm colors). In addition, it turns off in the case of detachment state. Therefore, if the time-saving design is displayed as a stop design, a big hit will occur. It is possible to prevent the player from misrecognizing that the easier.
[0460] In addition, the number of special figure fluctuation display games that are executed after the end of the jackpot state (the number of times in the probability state ) reaches a predetermined number of times (the so-called ceiling number of times, short-time ceiling), you will be elected per support Even without it, it enters a time-saving state (play time). At this time, the result of the special figure fluctuation display game should be If this is the case, the lamp display parts 1 and 2 will be turned off, and if it is a small hit or a big hit, it will be in a warm color. luminous. In addition, at this time, if it is not a small hit or a big hit, it is possible to enter the time saving state. In order to make it easier for the technician to recognize, the lamp display parts 1 and 2 emit light as the fourth pattern in a cool color. may The predetermined number of times (ceiling number of times) is, for example, 500 times. In this case, the special figure indicator And in the display device 41, the stop pattern is a missing pattern (it may be a time-saving pattern) or a small hit pattern (If it is a small hit without a V prize) will be displayed, and the time saving state will be displayed from the next special figure fluctuation display game enter abruptly. In this case, as the time saving pattern displayed on the display device 41, for example, the left pattern and "3, 3, 5" with only medium patterns ("1, 1, 3” is acceptable).
[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 I will explain the details. FIG. 30 is a flowchart showing the procedure of the special figure 1 stop design setting process. be.
[0462] The game control device 100 first determines whether or not the jackpot flag 1 is a jackpot. It is determined whether the jackpot information is saved in the flag 1 area (step A401). Big win If the flag 1 is a big hit (step A401; Y), special figure 1 big hit pattern random number storage area A jackpot pattern random number is loaded from the area (for the reserved number 1) (step A402). Next, special figure 1 A jackpot pattern table is set (step A403), and the jackpot pattern random number corresponding to the loaded and save it in the special figure 1 stop pattern number area of RWM (step A4 04). This process selects the type of special result.
[0463] After that, the game control device 100 sets a special figure 1 jackpot stop symbol information table (step A405), acquires the stop symbol pattern corresponding to the stop symbol number, and area (step A406). The stop symbol pattern is a special figure indicator (here, special It is for setting the stop pattern on the display device 51) in FIG. 1 and the stop pattern on the display device 41 . Then, obtain the round number upper limit information corresponding to the stop pattern number, RWM special figure 1 round save it in the number of upper limit information area (step A407), and the fan corresponding to the stop pattern number Farre information is acquired and saved in the fanfare information area (step A408). child These information are for setting the mode of execution of the special game state.
[0464] Next, the game control device 100 acquires the time reduction determination data corresponding to the stop symbol number, Save in the time reduction determination data area (step A409). Time reduction judgment data Includes information on whether there is a time saving state after the end of the hit (with time saving or no time saving), special figure 1 big hit described later Used in end processing and special figure 2 jackpot end processing. Then, the stop symbol pattern (or Stop pattern number, save the effect mode transition information corresponding to the later-described pattern A) (step A 410). After that, the process proceeds to step A420.
[0465] On the other hand, the game control device 100, if the jackpot flag 1 is not a jackpot (step A401 ; N), optionally, the support hit flag 1 determines whether or not it is a support hit (step A411). If the support hit flag 1 is a support hit (step A411; Y), Load a random number from the pattern random number storage area per support (for 1 reserved number) (step A412), Set the symbol table per special figure 1 support (step A413). And per special figure 1 support Refer to the symbol table, get the stop symbol number corresponding to the loaded random number, stop special figure 1 Save in the symbol number area (step A414). Subsequently, the stop corresponding to the stop pattern number A symbol pattern is obtained and saved in the stop symbol pattern area (step A415). the After that, acquire the time reduction judgment data corresponding to the stop pattern number, and set it to the time reduction judgment data area. save (step A416) and save the production mode transition information corresponding to the stop pattern pattern (step A417). After that, the process proceeds to step A420.
[0466] On the other hand, the game control device 100, if the jackpot flag 1 is not a jackpot (step A401 ; N), and if the support hit flag 1 is not a support hit (step A411; N), Save the stop pattern number at the time of deviation in the special figure 1 stop pattern number area (step A418), Then, the stop symbol pattern is saved in the stop symbol pattern area (step A419). after that , the process proceeds to step A420. In addition, regarding the support hit in the jackpot flag 1 setting process If the processing (steps A347 to A349) is not executed, the jackpot flag 1 is a jackpot If not (Step A401; N), step A411 to A417 are n...
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; an operation means that is located at a position operable by a player and that is capable of receiving an adjustment operation related to the effects of the gaming machine; 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; a game information display control means for displaying game information related to the game on a game information display section composed of a plurality of light-emitting sections by a combination of light emission and non-lighting, 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 game information display control means turns off all of the light-emitting units in the game unavailable state, The performance control means includes: If the movable effect device is located at an operating position other than the initial position after the occurrence of the non-playable state, return the movable effect device from the operating position to the initial position; inhibiting the operation means from executing adjustment of the gaming machine in the non-playable state; Amusement machine.