Game machine
Patent Information
- Application Number
- JP2022026229
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-02-22
- Publication Date
- 2025-02-10
- Estimated Expiration
- 2042-02-22
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player interest and engagement through dynamic and interactive game states.
Incorporation of an effect control means to display specific images and a game control means to execute games with movable elements, utilizing a program storage, arithmetic processing, and update mechanisms to create advantageous game states, including first and second display modes where specific images are hidden or revealed, and movable elements are operable.
Enhances player interest and engagement by providing dynamic game states with interactive elements, improving the overall gaming experience.
Smart Images

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Abstract
Description
Technical field
[0001] The present invention relates to gaming machines. [Background technology]
[0002] Conventionally, there have been gaming machines that can perform performances (for example, Patent Document 1). [Prior art documents] [Patent document]
[0003] [Patent document 1] Japanese Patent Application Publication No. 2009-195760 [Summary of the invention] [Problem to be solved by the invention]
[0004] However, in the conventional gaming machine, there is room to further improve the interest of the game.
[0005] Therefore, an object of the present invention is to improve the interest of the game. [Means for solving the problem]
[0006] In one representative form of the present invention, an effect control means capable of displaying a plurality of specific images on a display means as an effect related to a game, and a game control means capable of executing the game, are provided to provide an advantage to the player. a gaming machine capable of generating such a game state, comprising movable means operable according to the effect, the display mode of the specific image includes a first display mode and a second display mode, and the game control means is a program storage means for storing a program, an arithmetic processing means for performing predetermined arithmetic processing according to the program, a plurality of registers in which values are stored when performing the arithmetic processing, and updated by the arithmetic processing means and update information storage means capable of storing information, wherein the effect control means is capable of executing a predetermined effect related to the display of the specific image in a game capable of generating a game state advantageous to the player. According to the predetermined effect, when the second display mode of one specific image is displayed, other specific images are hidden and the movable means can be operated.
Effect of the invention
[0007] According to one embodiment of the present invention, it is possible to improve the interest of the game. [Brief description of the drawing]
[0008]
Figure 1
Figure 2
[0009] [First embodiment] Hereinafter, preferred embodiments of the present invention will be described based on the drawings. In addition, in the explanation of the gaming machine The front, back, left, and right directions refer to the directions seen from the player during the game.
[0010] [Overview of gaming machine] FIG. 1 is a diagram illustrating a gaming machine.
[0011] The gaming machine 10 is attached to a frame 11 fixed to the island equipment via a hinge 16 so that it can be rotated to open and close. Equipped with an opening / closing frame that can be opened and closed. The opening / closing frame includes front frame 12 (body frame) and glass frame 15 (front frame unit). It is composed of Also, the left end of the opening / closing frame is attached to the hinge. The end is attached to the shaft, and the right end is the open end that can be opened by rotation. Na The frame 11 and the front frame 12 constitute an outer frame unit 17.
[0012] A game board 30 (see Figure 2) is arranged on the front frame 12, and the front side of the game board 30 is A glass frame 15 with a covering cover glass 14 is attached. Cover glass 14 is The game area 32 (see Fig. 2) formed on the skill board 30 can be used as a game visibility area to make it visible. function. Note that the cover glass 14 is shown as an example of a transparent member, and the cover glass 14 is shown as an example of a transparent member. A plastic cover may be used in place of the base 14. The glass frame 15 is made of transparent material. It functions as a transparent member holding frame.
[0013] The front frame 12 and the glass frame 15 can be opened individually. example For example, by opening only the glass frame 15, it is possible to access the gaming area 32 of the gaming board 30. I can do that. Also, by opening the front frame 12 while the glass frame 15 is not open, , access the game control device (main board) 100 (see Figure 3), etc. arranged on the back side of the game board 30. can be accessed.
[0014] Various frame components are arranged on the edge of the glass frame 15 around the cover glass 14. Ru.
[0015] At the upper center, right side, and left side of the glass frame 15, there is a device that can produce light emission depending on the game status. Decoration devices 18a, 18b, and 18c are provided. Decorative devices 18a, 18b, 18c are It is a production device that contains lighting components such as LEDs inside, and performs lighting effects according to the gaming status. be. The lighting members disposed inside these decorative devices 18a, 18b, 18c are frame decorative devices. It constitutes a part of the housing 18 (see Figure 4).
[0016] The decoration device 18a is positioned above the glass frame 15 (or opening / closing frame) in the horizontal direction of the gaming machine 10. It is a top unit that extends and protrudes obliquely upward and forward. decoration device 18a has a generally flat front surface 456 with various indicia such as the model name. decoration device 1 8a is fixed and does not operate in this embodiment, but is a pull Protrusive movement from the initial position (normal position) to the forward, upward, or diagonal operating position only when necessary It may be moved in the front-rear direction or in the up-down direction. Note that the decoration device 18a (here, When the top unit) operates (moves), a frame effect that can move from the initial position to the operating position It becomes a device (movable part).
[0017] 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. It will be done.
[0018] 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 470 on the side.
[0019] 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.
[0020] 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:
[0021] The production operation device includes the production button 25, the cross key switch 450, and the volume adjustment button It is an operation device including switches 451a and 451b, and is equipped with a top tray unit so that the player can easily operate it. It is provided in the upper center of the knit 20 and its left side. The production button 25 is on the operation panel 49 It is placed in the opening of the operation panel 490 so that it is surrounded by 0. The operation panel 490 is It is possible to reflect light by plating the surface with metal or making the whole metal, such as It has a silver (silver) metallic luster. When the production button 25 emits light, the surrounding operation panels At 490, the light from the production button 25 is reflected, and the lighting production of the production button 25 becomes effective. .
[0022] 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.
[0023] Button switches 451a and 451b for volume adjustment are provided on the operation panel 69 of the upper tray unit 20. 0, and controls the volume of speaker 19 (upper speaker 19a and lower speaker 19b). Increase or decrease (+-) to adjust. Cross key switch 450 (cross key SW) button switches 451a and 451b for volume adjustment on the upper left side of the operation panel 490 of the port 20. It is provided adjacently and, for example, adjusts the brightness of the performance LED. cross key switch 450 , may also be called directional key switches, and multiple (for example, four) arranged in the front, back, left, and right A general one consisting of a switch may be used. For example, while waiting for a customer and / or playing (during a game) When the button switches 451a and 451b for volume adjustment are pushed down in a predetermined state such as The volume of the speaker 19 may be adjustable, with a front or rear switch on the cross key switch 450. It may be possible to adjust the amount of light (brightness, luminance) of the production LED, etc. by pressing down the switch. . It should be noted that the cross key switch 4 is not provided with the volume adjustment button switches 451a and 451b. The volume of the speaker 19 can be adjusted by pressing down the left or right switch of 50. stomach.
[0024] When the player operates the performance operation device (particularly the performance button 25), the display device 41 (See Figure 2) A production that involves the player's operation in the special figure fluctuation display game etc. It can be performed. For example, you can select the production pattern (production mode), and support starting memory. It is possible to perform a preview effect that foretells the result of a variable display game in advance. Na Oh, the variable display game includes the special figure variable display game, and if it is simply a variable display game, In this specification, it refers to the special figure fluctuation display game.
[0025] In addition, the player can operate the performance control device not only while the variable display game is running, but also when the game is not running. The presentation pattern may also be changed by
[0026] Note that the game state when the variable display game is executed consists of a plurality of game states. normal play The skill state (normal state) is a game state in which no special game state has occurred. Also special A game state is, for example, a time saving state as a specific game state or a special state in a variable display game. A state where the probability of occurrence of a result (e.g. jackpot) is high (variable probability state, variable probability state), a jackpot state ( Special gaming state), small winning gaming state (small winning state). In this way, the game machine 10 is a special The gaming control device 100 (gaming state selection means, The setting means) selects (sets) one gaming state from the plurality of gaming states and sets the current gaming state. state can be
[0027] Here, a variable probability state (specific gaming state) is one that continues until the next jackpot occurs (routine 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 winning a specified probability lottery (fall lottery type), etc. be.
[0028] Furthermore, the jackpot can be achieved without determining whether or not to generate a variable probability state using the jackpot pattern random number. A variable probability state may be caused to occur whenever this occurs.
[0029] The ball rental operation device is an operation device that a player operates when borrowing game balls, and it is an operation device that is operated by a player when borrowing game balls. It is provided on the upper right side of the operation panel 490 of the cut 20. The ball rental operation device has a balance display unit 490a, a ball rental button 27, and a return button 28. Balance display unit 490a is a display area where the balance of a prepaid card or the like is displayed. The ball lending button 27 This button is operated by the player when borrowing, and the return button 28 is located adjacent to the gaming machine 10. When ejecting prepaid cards, etc. from the card unit (not shown) located in the These are buttons operated by the player.
[0030] The decoration device 22 houses lighting members such as LEDs inside, and displays light emitting effects depending on the game state. This is a device for dispensing, etc., and is provided in the upper tray unit 20. Arranged inside the decoration device 22 The provided lighting member constitutes a part of the frame decoration device 18 (see FIG. 4).
[0031] Below the glass frame 15 including the above-mentioned upper pan unit 20 etc., and below the front frame 12 includes an operation handle 24 for controlling the operation of a ball launcher (not shown) and a storage device for storing game balls. 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 435 of the knit 20, the game ball of the upper plate 21 is transferred to the lower plate 23 It can be flowed down.
[0032] 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 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 a force (speed) to shoot the game ball into the game area 32. degree) can be changed in response to the operation of the operation handle 24 by the player, The game ball can be shot in various different shooting modes. In the shooting mode, on the left side of the game area 32 left-handed (normal hitting) in which the game ball flows down, and the game ball flows on the right side of the game area 32. Includes a right-handed hit that brings it down.
[0033] The lower plate 23 of the lower plate unit 29 is attached to the upper plate at a predetermined distance from the upper plate unit 20. It is located below the unit. The lower plate 23 passes through the bottom of the lower plate 23 in the vertical direction. It has a ball extraction hole 23a and an opening / closing operation part 23b for opening and closing the ball extraction hole 23a. Ru. When the player operates the opening / closing operation part 23b and opens the ball removal hole 23a, the lower plate 2 The game balls stored in 3 can be discharged to the outside through the ball removal hole 23a.
[0034] Also, on the back side of the front frame 12, there is a power supply device 400 that supplies power to various devices, and a power supply device 400 that is installed in the island equipment. an upper tank 448 for storing game balls supplied from a disposed supply device (not shown); A payout device (payout unit) that pays out game balls flowing down from the tank 448 onto the upper tray 21. are placed.
[0035] [Game board] Next, with reference to FIG. 2, the game board 30 of the game machine 10 will be explained. Figure 2 is a game machine 10 is a front view of a game board 30 provided in the game machine 10. FIG.
[0036] As shown in FIG. 2, the game board 30 has a flat game board body 3 that serves as a mounting base for various parts. Equipped with 0a. The game board main body 30a is made of wood or synthetic resin, and the game board main body 30a is made of wood or synthetic resin. A gaming area 32 surrounded by guide rails 31 is provided in front of the game area. The game machine 10 is A game is played by firing a game ball from a ball launcher into a game area 32 surrounded by a guide rail 31. It is configured so that A windmill is installed in the game area 32 as a member to change the direction of the game ball. and obstacle nails, etc., are installed, and the launched game ball is prevented from changing its rolling direction by these members. Flowing down the gaming area 32.
[0037] Approximately in the center of the game area 32 is a center that forms a window that becomes the 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 displays multiple pieces of identification information in a variable manner (variable display). A display device 41 is arranged as a display device. The display device 41 may include, for example, a liquid crystal display. The display contents can be viewed 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 one equipped with a liquid crystal display. , may be equipped with a display such as EL or CRT.
[0038] The display screen (display section) of the display device 41 is provided with a plurality of variable display areas, and each variable display area is provided with a plurality of variable display areas. Identification information (special symbols) and characters that produce a variable display game are displayed in the dynamic display area. . In addition, the display screen includes images based on the progress of the game (jackpot display, fanfare display, etc.) (winding display, etc.) will be displayed.
[0039] In addition, the center case 40 is equipped with a game ball flowing down the game area 32. The inlet 40a to the warp passage 40e to guide the inside of the A stage portion 40b on which game balls can roll is provided. Center case 40 stay Since the game part 40b is located above the starting prize opening 36 and the normal variable prize winning device 37, The game ball that rolled on the stage section 40b enters the starting prize opening 36 or the normal variable prize winning device 37. It's easier to do.
[0040] The upper part and the right side of the center case 40 have an upper direction 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 presentation device 44 (see Fig. 4). .
[0041] In the gaming area 32 on the right side of the center case 40, there is a normal pattern starting gate (normal pattern starting gate). g) 34 are provided. Inside the general drawing starting gate 34, the general drawing starting gate 34 is installed. A gate switch (SW) 34a (see Figure 3) is provided to detect passing game balls. ing. When the game ball hit into the game area 32 passes through the normal pattern starting gate 34, the normal pattern starts. A variable display game is executed.
[0042] A general prize opening 35 is arranged in the gaming area 32 at the lower left of the center case 40, and a se A general winning opening 35 is also arranged in the gaming area 32 on the lower right side of the center case 40. these To win a game ball to the general winning hole 35, the winning hole switch (SW) provided in the general winning hole 35 is )35a to 35n (see Figure 3).
[0043] The game area 32 below the center case 40 is given the start conditions for 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 gaming area 32 on the right side, a second starting prize opening (starting opening 2. A normal variable winning device 37 (normal electric accessories, general electricity) equipped with a second starting winning area) is installed. be The normal variable winning device 37 converts into a state where game balls can easily flow in by rotating forward. 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. Game ball starts winning hole 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.
[0044] 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 It changes to a state where it is easy to win a prize. 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). It is also possible to have a structure with
[0045] 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 Ru. In addition, even in definite variable states (excluding latent definite variable states), time-saving states (general electricity support state) occurs.
[0046] 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.
[0047] 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. In addition, the lower special prize opening switch 38a and the upper special prize opening switch 39a is generically referred to as the big winning opening switch 43.
[0048] Inside the second special variable winning device 39, a specific area 86 (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 86 (V winning opening) A big hit is decided when the ball enters the ball. The specific area 86 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 The passage of the game ball to the specific area 86 (V winning) is detected by a sensor (specific area switch 72 described later), etc. It can be detected via, and when V winning is detected, it will be confirmed that it will move to the big hit state after the small hit ends. In addition, information indicating that the effect control device 300, which will be described later, has won a V prize (specific area passage commands, etc.). Then, the effect control device 300 displays the V prize on the display device 41 or the like. can be notified in advance.
[0049] That is, in the present embodiment, the gaming machine 10 is a so-called 1 type 2 type mixing machine (1+2 type machine). . In this embodiment, by opening the second special variable winning device 39 with a small hit, the second A game ball wins V in a specific area 86 (V winning opening) in the special variable winning device 39, and a big hit is issued. live.
[0050] General winning gate 35, starting winning gate 36, normal variable winning device 37, and special variable winning device 38 , 39 when a game ball wins a prize, the payout control device 200 (see FIG. 3) wins a prize. 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 provided with LEDs (described later) that can emit light when a game ball wins. A part of the board decoration device 46) is arranged.
[0051] 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).
[0052] 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.
[0053] 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 unit, lamp D9), number of rounds at the time of jackpot (number of opening and closing of special variable winning device 38, 39 ) is provided in the round display portion 60 (lamps D3-D6).
[0054] 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). In addition , 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.
[0055] The lamp display device 80 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 a lamp display section 3-6 (LED) for notifying the number of starting (holding) memories of the dynamic display game. na In addition, the lamp display device 80 is controlled by an effect control device 300 (described later).
[0056] 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 takes 2 cycles of the flashing cycle. It is done in a period of one minute (eg 100msec). Special figure 1 indicator of batch display device 50 51, special figure 2 indicator 52, the variation time of the variation display in the general figure indicator 53 is the game control device 1 00, while the fluctuation time of the lamp display parts 1 and 2 of the lamp display device 80 is the performance. It is measured by the output control device 300 (described later).
[0057] Lamp display parts 3 and 4 (special figure 1 pending LED 1, special figure 1 pending LED 2) are off and 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 and on. Depending on the combination of state and blinking state, the number of special drawings 2 pending (second starting memory number) is displayed. lamp The display section 3-6 will stop displaying the pending number when a jackpot occurs, but if it is not in a jackpot state (Including the case where the below-mentioned reach has occurred on the display device 41), the number of reservations is displayed.
[0058] Next, we will explain the flow of the game in the gaming machine 10, the regular pattern variation display game and the special pattern variation display game. Details will be explained.
[0059] In the game machine 10, a game ball is launched toward the game area 32 from a ball launcher (not shown). The game is played by The launched game balls are placed at various locations within the game area 32. It flows down the game area 32 while changing the rolling direction due to obstacle nails, windmills, etc. 34, general winning slot 35, starting winning slot 36, normal variable winning device 37, or special variable winning device Places 38 and 39 to win or enter a ball, or exit port 30b provided at the bottom of gaming area 32 and is discharged from the gaming area 32. And general prize opening 35, starting prize opening 36, general prize opening When a game ball wins in the general variable prize winning device 37 or the special variable prize winning devices 38 and 39, it is determined that the prize has been won. The number of prize balls according to the type of winning hole is discharged to the upper tray 21 via the payout device.
[0060] The general pattern starting gate 34 includes a gate that detects a game ball that has passed through the general pattern starting gate 34. A switch 34a (see FIG. 3) is provided. The game ball passes through the normal figure starting gate 34. and the random value for hit determination detected by the gate switch 34a and extracted at this time. A general figure fluctuation display game is executed based on the determination result.
[0061] A situation in which the general figure fluctuation display game cannot be started, for example, the general figure variable display game has already been played. However, if the relevant general pattern fluctuation display game has not ended, or the result of the general pattern fluctuation display game is a win. When the normal variable prize winning device 37 is converted to the open state, the game ball is in the normal figure starting game. If the normal pattern starting memory number (normal pattern pending number) is less than the upper limit number, the memory number will be changed. It is added (+1).
[0062] The normal pattern starting memory (normal pattern holding) contains the winning pattern to determine the success or failure of the general pattern fluctuation display game. A random value for judgment is stored, and if this random value for judgment matches the judgment value, the corresponding A specific result pattern (specific result) is derived by winning the general figure fluctuation display game.
[0063] 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.
[0064] 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 acceptable.
[0065] 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.
[0066] 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.
[0067] 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. Ma 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.
[0068] 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.
[0069] 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.
[0070] 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. This is done by displaying the result of the special figure fluctuation display game. Also, in the display device 41 In order to increase interest, various effects such as the appearance of characters are displayed. In addition, special decorative figures In the variable display game, the run of the lamp display device 80 is used as other decorative special symbols (identification information). On display sections 1 and 2, the fourth special symbol is displayed by repeating (blinking) on and off displays. (4th pattern) fluctuates. The variable display on lamp display sections 1 and 2 will stop after a predetermined time from the start. If there is a discrepancy, the light turns off, and if there is a jackpot or small hit, the light turns on and stops.
[0071] If the game ball does not enter the starting winning hole 36 or the normal variable winning device 37 at the predetermined timing. (If the jackpot random number at the time of winning detection is the jackpot value), the special figure fluctuation display game As a result, a specific result pattern (special result pattern) is derived according to the displayed symbol, and a jackpot state ( special game state). Correspondingly, the display mode of the display device 41 is changed to a special result mode (e.g. For example, the numbers ``7, 7, 7'' are aligned).
[0072] At this time, the special variable winning devices 38 and 39 are operated by the big winning opening solenoid (38b, 39b) ( (See Figure 3), the grand prize opening opens from the closed state for a predetermined period of time (for example, 30 seconds). converted to state. In other words, the big winning openings provided in the special variable winning devices 38 and 39 are predetermined. The game ball will be wide open for a certain amount of time or until a predetermined number of game balls are won. You will be given the privilege of being able to benefit.
[0073] The winning of the game ball to the first starting winning hole 36 or the normal variable winning device 37 occurs at a predetermined timing. If the jackpot random value at the time of winning detection is a small hit value, the special figure fluctuation display game will be displayed. As a result of the game, a specific result pattern (small hit result pattern) is derived from the displayed symbol, and the small win condition is It becomes a state. Correspondingly, the display mode of the display device 41 becomes a small hit result mode. In addition, the book In the embodiment, the jackpot random value is also used to determine the small hit, but the small hit value (small hit judgment value ) is different from the jackpot value (jackpot judgment value).
[0074] At this time, the special variable winning devices 38 and 39 are connected to the big winning opening solenoids 38b and 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. Ru.
[0075] Here, the difference between the big win and the small win will be explained.
[0076] 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. Moreover, the specific region 86 It may mean that there was a game ball passing (V winning) to. Conditional 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 “conditional 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.
[0077] 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 The dynamic prize winning device will be opened.
[0078] 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).
[0079] 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, the 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 it like this.
[0080] 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.
[0081] 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 count switches (38a, 39a) are equipped with magnetic detection coils. A non-contact type that detects a game ball using the phenomenon that the magnetic field changes when metal approaches the coil. A magnetic proximity sensor (hereinafter referred to as a proximity switch) is used. In addition, 10 gaming machines The glass frame open detection switch 63 provided on the glass frame 15 etc. and the front frame (game frame) 12 etc. The provided front frame open detection switch 64 (body frame open detection switch) has a mechanical contact It is possible to use a microswitch having a
[0082] [Game control device] FIG. 3 is a block diagram of the game control system of the game machine 10. The game machine 10 is a game control device 10 0 (main board), the game control device 100 includes a main control device (main board) that centrally controls the games. board), which has a gaming microcomputer (hereinafter referred to as gaming microcomputer) 111. The CPU section 110 has a an output section 130 having a It consists of a data bus 140, etc.
[0083] The CPU section 110 is a gaming microcomputer (CP) called an amusement chip (IC). U)111 and a crystal oscillator-like oscillator, the CPU operating clock and timer interrupt , includes an oscillation circuit (crystal oscillator) 113 that generates a clock that serves as a reference for the random number generation circuit. do. The game control device 100 and the solenoids and motors driven by the game control device 100 DC32V, DC12V, DC5 generated by the power supply 400 is used for electronic components such as controllers. A DC voltage of a predetermined level such as V is supplied to enable operation.
[0084] The power supply device 400 is an ACDC component that generates a DC voltage of 32V DC from a 24V AC power supply. From converter or DC32V voltage to lower level DC voltage such as DC12V, DC5V, etc. A normal power supply unit 410 that has a DC-DC converter that generates A backup power supply section 420 supplies power supply voltage to the internal RAM of 1 in the event of a power outage, and It has a power monitoring circuit and sends power outage monitoring signals and reset signals that notify the gaming control device 100 of the occurrence and recovery of power outages. It includes a control signal generation unit 430 that generates and outputs a control signal such as a set signal.
[0085] In this embodiment, the power supply device 400 is configured separately from the gaming control device 100, The backup power supply section 420 and the control signal generation section 430 are provided on separate boards or on a gaming control circuit. It may be configured to be integrated with the device 100, that is, provided on the main board. Game board 30 and Since the gaming control device 100 is subject to replacement when changing models, the power supply device is 400 or a backup power supply section 420 and control signal generation section 43 on a board separate from the main board. By providing 0, it is possible to exclude it from being replaced and reduce costs.
[0086] The backup power supply section 420 consists of one large capacitor such as an electrolytic capacitor. can do. The backup power source is the gaming microcomputer 111 ( In particular, data stored in RAM is supplied to It is meant to be retained. The control signal generation unit 430 is generated by the normal power supply unit 410, for example. Monitors the voltage of 32V, and if it drops below 17V, it detects a power outage and shuts down. While changing the power monitoring signal, a reset signal is output after a predetermined time. Also, the power A reset signal is output after a predetermined period of time has elapsed from the time of power on or recovery from power outage.
[0087] Furthermore, the gaming control device 100 is provided with a RAM initialization switch 112. RAM When the initialization switch 112 is pressed down and turned on, an initialization switch signal is generated. Based on this, the RAM 111c in the gaming microcomputer 111 and the RA in the payout control device 200 Processing is performed to forcibly initialize the information stored in M. Not particularly limited However, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is sent to the gaming microcontroller 1. 11 is repeatedly read in the main loop of the main program executed. reset The signal is a type of forced interrupt signal and causes the entire control system to be reset.
[0088] Further, the game control device 100 (main board) includes a setting key switch 93. settings key The switch 93 is turned on by the operator's rotation operation, etc. to change the game conditions (game). Make it possible to change the probability setting value (setting value) according to the setting. Note that the RAM initialization step Switch 112 is a set value change switch that can change the probability set value according to the operator's operation. It can also be used. In this embodiment, the probability setting value is a hit probability such as a jackpot probability or a small win probability. This is a setting value for setting the probability of selection, but other game conditions (such as effects) other than probability can also be set. It can be changed according to the fixed value. For example, the higher the probability setting value, the higher the probability of winning. good. The setting key switch 93 and RAM initialization switch 112 are used to control settings related to gaming conditions ( A setting changing means (setting changing device 42, setting means) capable of changing the probability setting value) is configured. Na Oh, instead of RAM initialization switch 112, another switch also serves as the setting value change switch. Alternatively, a dedicated setting value change switch may be provided.
[0089] The setting key switch 93 and RAM initialization switch 112 are the gaming control device inside the gaming machine 10. Since the front frame 12 (body frame) is not opened, it cannot be operated. It is placed in a location that cannot be accessed (a location that cannot be accessed). That is, a general player can set key switch 93 and RAM initialization switch 112 cannot be accessed and operated.
[0090] As described later, when the gaming machine 10 is powered on (recovery from power outage, power is restored), the gaming machine 10 Probability settings depending on the on / off status of constant key switch 93 and RAM initialization switch 112 Setting variable state where values can be changed (settable) (setting change state, setting possible state, setting change mode) transition to various states such as setting confirmation mode (setting confirmation mode) where probability setting values can be checked. can do.
[0091] In this embodiment, the probability setting value is defined in six stages, for example, 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 setting value 5 (setting 5) and probability setting value 6 (setting 6). In general, setting 1 gives the player the most This 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.
[0092] In the probability setting change process, the RAM initialization switch 112 is pressed by the operator. At each time, the work setting value (setting) in the work setting value area is set to 0 (setting 1, probability setting 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 4) → Setting 4 (setting 5, probability setting 5) → Setting 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 setting value change switch. In addition , For convenience of explanation, work setting values 0 to 5 are shown respectively during the setting change state (setting change mode). Probability setting values are provided corresponding to 1 to 6, but the working setting value and probability setting value are in the same numerical range (i.e. 0~5 or 1~6) and treat them as the same (work settings and probability settings). value to the same number).
[0093] Note that the setting key is not operated by the RAM initialization switch 112 (setting value change switch). The configuration may be such that the probability setting value is changed by rotating the switch 93 to a predetermined position. Also , the probability setting value is not limited to six levels. Then, for the selected working setting value of 0 to 5, The corresponding display probability setting value is, for example, a 4-digit 7-segment type (8 segments if you include the dot Dp). This information is displayed on the performance display device 152, which is a type of display device (ment type). Also, the front of the game machine (e.g. For example, information regarding setting values such as probability setting values for display (for example, probability setting A display that can read values 1 to 6) may be displayed. In addition, the front of the gaming machine (for example, the integrated display 50), not only during the setting variable state or setting confirmation state, but also during game control execution (games described below). Information regarding setting values such as display probability setting values may also be displayed during execution of system processing.
[0094] The gaming microcomputer 111 is a CPU (central processing unit: microprocessor) 111a. , read-only ROM (read-only memory) 111b and RA that can be read and written at any time Equipped with M (random access memory) 111c.
[0095] ROM111b contains immutable information (programs, fixed data, various random numbers) for game control. judgment value, etc.) is stored in a non-volatile manner. RAM111c of CPU111a at the time of game control It is used as a work area and a storage area for various signals and random values, and is used to store information related to games (game-related information). retention storage means that stores technical information) and can retain the stored information even if a power outage occurs becomes. Can be electrically rewritten like EEPROM as ROM111b or RAM111c Non-volatile memory that can be used may also be used.
[0096] In addition, the ROM 111b also stores, for example, the execution time, production content, and reach of the special figure fluctuation display game. Fluctuation pattern for determining the fluctuation pattern (fluctuation mode) that determines whether a condition occurs or not memory table. The fluctuation pattern table is stored as a starting memory. The CPU 111a refers to the fluctuation pattern random numbers 1 to 3 to determine the fluctuation pattern. Bull. In addition, in the fluctuation pattern table, the pattern selected when the result is off is shown. Difference fluctuation pattern table, jackpot fluctuation pattern table selected when the result is a jackpot Tables etc. are included. Furthermore, these pattern tables include Table for determining the second half fluctuation pattern (second half fluctuation group table) Bull, late fluctuation pattern selection table, etc.), before the fluctuation pattern before reaching the reach state. Tables for determining half-variation patterns (first-half variation group table and first-half variation pattern) (selection table, etc.).
[0097] Here, reach (ready-to-reach state) refers to a display device that has a display state that can be changed, and derives and displays multiple display results at different times, and the multiple display results have predetermined characteristics. A gaming state where the gaming state is advantageous to the player when the result is different (special gaming state) In the game machine 10, at a 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 is when the variable display control of the display device is progressing and the display is Even when the results reach the stage before they are derived and displayed, the display conditions that result in a special result mode It refers to a display mode that is not shifted. For example, while maintaining the state in which the special result aspects are complete, A state where variable display is performed using multiple variable display areas (so-called full rotation reach) is also a reach state. include. In addition, the reach state refers to the display control of the display device progressing and display results being derived and displayed. This is the display state at the point where the display result has reached the stage before the display result is derived and displayed. A condition in which at least some of the display results of the plurality of determined variable display areas are in a special result mode. This refers to the display state when the conditions are met.
[0098] Therefore, for example, a decorative special figure variation table displayed on a display device in response to a 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.
[0099] 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.
[0100] 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.
[0101] 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 .
[0102] 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.
[0103] 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 Then, the payout motor 91 of the payout unit is driven, and the control for paying out the prize balls is performed. In addition, the payout control device 200 pays out based on a ball rental request signal from the card unit 600. It drives the payout motor 91 of the unit and performs control for paying out the rental ball.
[0104] The input unit 120 of the gaming microcomputer 111 receives radio waves for detecting the emission of radio waves to the gaming machine. Sensor 62 (panel radio wave sensor), gate switch 34a of normal map start gate 34, first start input Start mouth 1 switch 36a in prize mouth 36, start in second start prize mouth 37 (normal fluctuation prize winning device) Moving mouth 2 switch 37a, winning mouth switch 35a of general winning mouth 35, special variable winning device 38 , 39 large winning opening switch 43 (lower large winning opening switch 38a, upper large winning opening switch 39a ) and the 11V high and 7V low supplied by these switches. An interface that receives a negative logic signal such as A chip (proximity I / F) 121 is provided.
[0105] Furthermore, the interface chip (proximity I / F) 121 has a specific area switch 72, a residual It is connected to the ball outlet switch 73 and the out ball detection switch 74 . Specific area switch 72 Detects the passage of the game ball (V winning) to the specific area 86 (V winning opening). Remaining bulb outlet The switch 73 passes through the remaining ball discharge port for discharging the game balls from the special variable winning devices 38 and 39 Detects a game ball that has been hit. The out-ball detection switch 74 is fired into the game area to end the game. Detect all game balls (that is, all game balls that have passed through the winning hole or out hole 30b) .
[0106] 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 Inspecting the switch 36a, the starting port 2 switch 37a, the prize winning port switch 35a, and the big winning port switch 43 The outgoing signal is input to third input port 124 .
[0107] Also, among the outputs of the proximity I / F 121, the detection signal of the radio wave sensor 62 and the sensor or switch An abnormality detection signal output when an abnormality is detected is input to the second input port 123 .
[0108] In addition, among the outputs of the proximity I / F 121, the specific area switch 72, the remaining ball outlet switch 73 or the detection signal of the out ball detection switch 74 is input to the fourth input port 126 .
[0109] 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, front frame open detection switch provided on front frame 12 (body frame), etc. Signal from 64 (body frame open detection switch), vibration sensor 6 for detecting vibration of gaming machine 10 The signal from 5 is input.
[0110] Also, the second input port 123 receives the setting key switch signal from the setting key switch 93. It takes it in and supplies it to the gaming microcomputer 111 via the data bus 140 .
[0111] 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 It is configured as follows.
[0112] As described above, the proximity I / F 121 has a signal level conversion function. such a level 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. .
[0113] 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.
[0114] 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) It's 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 received.
[0115] 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 .
[0116] 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 ports. 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.
[0117] Also, the reset signal RST is configured to be output to the test firing test device via the relay board 70. You can do it like this. Note that the reset signal RST is applied to each port 122, 123 of the input section 120. ,124 is not supplied. By the game microcomputer 111 just before the reset signal RST is input Therefore, the data set to each port of the output unit 130 is reset to prevent malfunction of the system. However, just before the reset signal RST is input, each port of the input section 120 is idle. The data read by the gaming microcomputer 111 is discarded by resetting the gaming microcomputer 111. This is because it will be abandoned.
[0118] 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. In addition, 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.
[0119] 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 output from the proximity I / F121 is Buffer 133 does not pass detection signals from switches that do not require processing, such as starter switches that , is supplied to the test-firing test apparatus through the relay board 70.
[0120] On the other hand, as with the magnetic sensor switch 61 and the radio wave sensor 62, it is A detection signal that cannot be supplied is once taken into the game microcomputer 111 and is used as another signal or information. processed into information, for example, as an error signal indicating that the game machine is in a state where game control is not possible is supplied from the data bus 140 through the buffer 133 and the relay board 70 to the test firing test equipment. be.
[0121] 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.
[0122] 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 A second output port for outputting open / close data of the lever solenoid 86b that opens 86 134 are provided.
[0123] 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.
[0124] 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.
[0125] 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. 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 cut buffer 132.
[0126] Furthermore, the output section 130 includes a general voltage solenoid 37 outputted from the second output port 134. Solenoid drive signal receives opening / closing data signals such as c and big winning opening solenoid 38b, 39b. The first driver (drive circuit) 138a generates and outputs the signal, and outputs from the third output port 135. The first output terminal outputs an on / off drive signal for the segment line on the current supply side of the batch display device 50. 2 driver 138b, current draw of the collective display device 50 output from the 4th output port 136 The third driver 138c outputs the on / off drive signal for the digit line on the input side, and the 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.
[0127] Furthermore, the output unit 130 includes a performance display device 152 output from the sixth output port 141. Segment driver for performance display that outputs the on / off drive signal for the segment line on the current supply side. Current draw of performance display device 152 output from driver 150a, 7th output port 142 The performance display digit driver 150b outputs the on / off drive signal for the side digit line. It is provided.
[0128] The first driver 138a is designed to drive a solenoid that operates at 32V. , DC32V is supplied from the power supply device 400 as a power supply voltage. In addition, bulk display device 50 DC 12V is supplied to the second driver 138b that drives the segment line. Digit The third driver 138c that drives the digit line uses current to draw out the digit line according to the displayed data. The power supply voltage may be either 12V or 5V since it is intended for use as a power source.
[0129] The second driver 138b outputs 12V to the anode of the LED through the segment line. The third driver 138c injects current into the terminal and outputs the ground potential from the cathode terminal. Dynamic drive is achieved in the batch display device 50 by drawing current through the digit line. The power supply voltage flows through the LEDs that are selected in sequence using the dynamic method, and the LEDs are turned on. Performance table for outputting 12V The indicator segment driver 150a supplies power to the anode terminal of the LED via the segment line. The cathode is connected by the performance display digit driver 150b that outputs the ground potential. By drawing current from the terminal through the digit line, the dynamometer is activated in the performance display device 152. Power supply voltage flows through the selected LEDs in sequence using the micro drive method, causing them to light up. external information signal The fourth driver 138d that outputs to the external information terminal 71 applies a level of 12V to the external information signal. 12V DC is supplied for power supply. 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.
[0130] 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. Photocoupler 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. Please note that the transmission and reception of such data is The serial communication terminal that the game microcomputer 111 has like a general-purpose microprocessor ports such as input ports 122, 123, and 124 are provided not present.
[0131] 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.
[0132] The performance display device 152 is provided on the game control device 100 (main board), It may also be provided at other locations. 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.
[0133] 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 This is the total of The number of ejected balls counts (counts) the signal of the out ball detection switch 74 etc. It 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.
[0134] The ball output rate is the total number of prize balls for the number of discharged balls (or the number of fired balls introduced into the game area 32). It is the ratio (percentage) of (number of acquired balls ÷ number of discharged balls) × 100 (%). That is, out The ball rate is the number of winning balls (total number of prize balls) per 100 discharged balls.
[0135] 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 mouth ratio), or The number of prize balls obtained by entering the winning opening and normal variable winning device 37 (second start winning opening) It may be a ratio (=generally used so-called accessory ratio (total accessory ratio)).
[0136] Furthermore, the game control device 100 also has the function of a safety device. The safety device is the safe pitch count. By establishing the operating conditions (predetermined conditions) based on the number of balls ejected and games, regular figure fluctuation display games, round games (games during jackpots or small wins), etc. A game stop means (operation) that can generate a game stop state (play disabled state, game prohibited state) that cannot be played. (stopping means). When the game is stopped, a new special symbol fluctuation display game and a new regular symbol fluctuation display Game cannot start. The safety device prevents unauthorized pitches from occurring, such as an abnormally high number of safe pitches. It is possible to take appropriate countermeasures against fraud, and also to prevent players from becoming addicted to gaming. There is a possibility that it can be done. When addiction is suppressed, the player can play the game with peace of mind.
[0137] In this embodiment, the safety device is software (program) in the gaming control device 100. It is a function realized by complete function (or ending function, stopping machine). Also called Noh). Of course, safety devices are hardware such as electrical circuits and circuit boards. may also be provided.
[0138] In addition, in this embodiment, the operating conditions of the safety device are (1) the number of safe balls and the number of ejected balls; The number of difference balls indicating the difference has reached the difference ball standard value (predetermined value), and (2) even if it is a jackpot, it is a small hit. This is something unique. 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 for the safety device are two-stage conditions (1). Consists of (2). It should be noted that the number of difference balls related to condition (1) is mainly described in this embodiment. , simply, the number of safe balls and the number of ejected balls from the time of power-on to the present, with the power-on as zero. The difference is fine. However, the number of difference balls for condition (1) is The number of difference balls in a predetermined period of time, that is, the number of difference balls based on the lowest value increase in number), which corresponds to the maximum increase in the number of difference balls (so-called MY) in a day's sales. Anything is fine. Other operating conditions may also be used, for example, condition (1) may be the number of safe balls A configuration is also possible in which the reaches a predetermined value. In addition, condition (2) is a special variable winning device is not operating, or a configuration is possible in which the big winning opening is not in an open state. .
[0139] In this embodiment, the number of safe balls is determined for a predetermined period (for example, the period from power-on to the present). This is the total number of prize balls (number of acquired balls, balls put out) determined to be paid out. Prize ball (game ball) ), the total number of prize balls decided to be paid out will be Although it is not equal to the total number of prize balls actually paid out to the upper tray 21 through the The total number of prize balls put out may be measured using a detection switch or the like and may be used as the number of safe balls. Also, discharge The number of balls (number of out balls) is the number of game balls ejected from the game area 32 in a predetermined period, and is It is possible to count by counting the signal from the out-of-ball detection switch 74.
[0140] In addition, instead of the number of ejected balls, the number of ejected balls that were launched and introduced into the game area 32 is the number of ejected balls. A number may be used, and the difference in the number of balls may be expressed as the number of safe balls minus the number of fired balls. Number of game balls launched and discharge The number of balls thrown can be collectively referred to as the number of balls used (number of difference balls = number of safe balls - number of balls used). From the number of balls fired , foul balls that were fired by the ball launcher but did not reach the playing area 32 are excluded, and the difference in the number of balls is -1 is subtracted when one game ball is fired by the ball launcher, and +1 is added when one foul ball is fired. will be calculated. The detection switch (detection sensor) for counting the number of fired balls is installed in the gaming area. The entrance of the game ball to the area 32, that is, the upper end of the guide passage for the launched game ball on the game board 30 It may be provided in the vicinity.
[0141] [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.
[0142] 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 Equipped with a sound source LSI 314 that controls sound output in order to reproduce such sounds from the speaker 19. Ru.
[0143] 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.
[0144] A WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311 . It 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] The effect control device 300 transmits to the display device 41 by LVDS (small amplitude signal transmission) method A signal conversion circuit 313 that generates a video signal is provided. Signal conversion circuit from VDP312 Video data, horizontal synchronization signal HSYNC, and vertical synchronization signal VSYNC are input to path 313. The video generated by VDP312 is passed through signal conversion circuit 313. is displayed on the display device 41.
[0149] An audio ROM 327 storing audio data is connected to the audio source LSI 314. main Control microcomputer 311 and sound source LSI 314 are connected via address / data bus 340 It is In addition, an interrupt signal INT is sent from the sound source LSI 314 to the main control microcomputer 311. is entered. 300 in the production control device was installed in the glass frame 15 An audio pad 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, etc. is provided, and the sound source LSI 314 generates The output audio is output from the upper speaker 19a and lower speaker 19b via the amplifier circuit 337. be
[0150] In addition, the production control device 300 receives commands sent from the game control device 100. An interface chip (command I / F) 331 is provided. Command I / F3 31, the number of reserved special symbols sent from the game control device 100 to the production control device 300 commands, special decoration commands, variation commands, stop information commands, etc., as production control command signals. (Direction command). The gaming microcomputer 111 of the gaming control device 100 is DC5 The main control microcomputer 311 of the production control device 300 operates on DC3.3V. Therefore, the command I / F 331 is provided with a signal level conversion function.
[0151] 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 8 described above. May contain 0.
[0152] 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 . In addition , Frame production of the motor etc. (motor that moves the top unit etc.) provided in the glass frame 15 A frame effect movable body control circuit that drives and controls the device (eg, top unit) may be provided. .
[0153] 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 25b, cross key switch 450, volume adjustment button switch 451a, 451b, panel A performance accessory switch 47 (performance motor switch) that detects the initial position of the motor in the performance device 44, etc. function to detect the on / off status of the switch) and input the detection signal to the main control microcontroller 311. The main control is performed by detecting the state of the volume control switch 335 provided in the production control device 300. A switch input circuit 336 for inputting a detection signal to the microcomputer 311 is provided.
[0154] The normal power supply unit 410 of the power supply device 400 is the production control device 300 having the above-described configuration. In order to supply the desired level of DC voltage to the motor and the electronic components controlled by it, DC32V for driving motors and solenoids, display device 41 consisting of a liquid crystal panel, motor DC12V to drive the controller and LED, DC5 which is the power supply voltage of command I / F331 In addition to V, it also generates DC15V voltage to drive motors, LEDs, and speakers. is configured to
[0155] Furthermore, as the main control microcontroller 311, it can be used at low voltages such as 3.3V or 1.2V. When using a working LSI, use DC3.3V or DC1.2V based on DC5V. A DC-DC converter for generation is provided in the production control device 300. In addition, DC- The DC converter may be provided in the normal power supply section 410.
[0156] The reset signal generated by the control signal generation unit 430 of the power supply device 400 is transmitted to the main control master. icon 311 to put the device in a reset state. In addition, the main control microcomputer In the form of output from 311, VDP312 (VDPRESET signal), sound source LSI314 , amplifier circuit 337 that drives speakers (SNDRESET signal), lamps, motors, etc. is supplied to control circuits 332 to 334 (IORESET signal) that drive and control the set state. In addition, the performance control device 300 includes a cooling FA that cools various parts of the gaming machine 10. When N45 is connected and the production control device 300 is powered on, the cooling FAN45 is activated. It is made to move.
[0157] Next, game control performed in these control circuits will be explained. game controller 1 The CPU 111a of the gaming microcomputer 111 of 00 is the game controller installed in the game starting gate 34. Based on the input of the detection signal of the game ball from the switch 34a, a random value for determining the hit of the normal figure is extracted. Compare it with the judgment value stored in ROM111b to determine whether the game is a hit or miss. judge.
[0158] Then, after fluctuating and displaying the identification pattern for a predetermined time on the common pattern display 53, the common pattern display 53 stops displaying the identification pattern. Display a dynamic display game. If the result of the normal figure fluctuation display game is a hit, the normal figure display 53 will show In addition to displaying the special result mode, the general electric solenoid 37c is operated to create a normal variable winning system. Control to open the movable member 37b of the position 37 for a predetermined period of 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). It serves as conversion control execution means. In addition, if the result of the normal chart fluctuation display game is a loss, the normal chart Control is performed to display the failure result on the indicator 53.
[0159] In addition, the detection signal of the game ball from the starting opening 1 switch 36a provided in the starting winning opening 36 The starting prize (starting memory) is memorized based on the input, and the special figure 1 variable display game is performed based on the starting memory. The random value for jackpot determination is extracted and compared with the determination value stored in ROM111b, and the special figure is 1 Determine the success or failure of the variable display game.
[0160] In addition, detection of game balls from the starting port 2 switch 37a provided in the normal variable winning device 37 The starting memory is memorized based on the signal input, and based on the starting memory, the jackpot of the special figure 2 variable display game The random value for judgment is extracted and compared with the judgment value stored in ROM111b, and the special figure 2 fluctuation is Determine whether the display game is a hit or a miss.
[0161] The CPU 111a of the game control device 100 controls the special figure 1 variable display game and the special figure 2 variable display game. A control signal (performance control command) containing the judgment result of the displayed game is output to the production control device 300. force. Then, the identification symbol is displayed on the special figure 1 display 51 and the special figure 2 display 52 for a predetermined period of time. After that, a special figure fluctuation display game that is stopped and displayed is displayed. That is, the gaming control device 100 , the starting winning area of the game ball flowing down the game area 32 (first starting winning opening 36, normal variable winning equipment It constitutes a game control means that controls the progress of the variable display game based on winnings in the game (37).
[0162] In addition, the effect control device 300, based on the control signal from the game control device 100, the display device At 41, a decorative special figure variable display game corresponding to the special figure variable display game is displayed. Furthermore, the production 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.). I will do your best.
[0163] 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 Generates a gaming state. In the process of generating the special game state, the CPU 111a For example, the opening and closing door 39c of the special variable winning device 39 is opened by the big winning opening solenoid 39b. Then, control is performed to enable the inflow of game balls into the big winning hole.
[0164] 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 game is a failure, the special figure 1 display 51 or the special figure 2 display 52 will show the result of the failure. Performs control to display.
[0165] The game control device 100 also controls the special game state based on the result of the special figure fluctuation display game. After the end of the game, a high probability state can be generated as a game state. High probability state (definite variable state) is The probability of winning in the special figure fluctuation display game is higher than the normal probability state. . Also, both the special figure 1 variable display game and the special figure 2 variable display game. Even if it becomes a high probability state based on the result pattern, the special figure 1 variable display game and the special figure 2 variable display game Both systems are in a high probability state.
[0166] The game control device 100 also controls the special game state based on the result of the special figure fluctuation display game. After the end of the game, a time saving state (specific game state) can be generated as a game state. In a time-saving state In this case, control is performed to put the normal pattern fluctuation display game and the normal fluctuation winning device 37 into a time-saving operation state. Normally fluctuating prize winning device per unit time 3 7 is controlled so that the open time is substantially increased, resulting in a general power support state. In addition, Even in high-probability states (normal variable states) other than latent variable states, the time-saving state is redundant and general power service is applied. Run the port.
[0167] In addition, in the time saving state, the execution time of the special figure fluctuation display game (special figure fluctuation time) is also shorter than usual. It is also possible to perform time-reducing changes in the special figure change display game.
[0168] 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 a time-saving 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.
[0169] 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 winning device 37 is easier than the normal game state without performing, and per unit time The number of executions of each special figure variation display game can be increased more than the normal game state. Also, 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). Ma Also, if you win, you can select either the first opening mode or the second opening mode. good. In this case, the selection probabilities for the first opening mode and the second opening mode may be different. Also high Stochastic states and short-time states can occur independently, and both can occur at the same time. It is possible, and it is also possible to generate only one of them.
[0170] [Transition state when power is turned on] As mentioned above, when the power is turned on, the RAM initialization switch 112 and setting key switch 93 are activated. It shifts to four states (modes) depending on the on / off state.
[0171] When the power is turned on, RAM initialization switch 112 and setting key switch 93 are turned on. If the probability setting value (setting value) can be changed (settable), the setting variable state (setting change state, configurable state, setting change mode) (A1030-A1039 in Figure 5B) (see Figure 15).
[0172] Next, when the power is turned on, the configuration key switch 93 is turned on, but the RAM initialization switch is turned on. When CH 112 is off, the setting confirmation state (setting confirmation mode) where the probability setting value can be confirmed is entered. (see A1034-A1039 in Figure 5B and Figure 15).
[0173] Also, when the power is turned on, the setting key switch 93 is off, but the RAM initialization switch 11 2 is turned on, it moves to the RAM initialization state (RAM clear mode) and R AM initialization processing (RAM clear processing) is executed and RAM111c is initialized (Figure 5B, see A1045-A1047).
[0174] If the setting key switch 93 and RAM initialization switch 112 are off when the power is turned on, In this case, the system shifts to a normal power recovery state (normal power recovery mode) and is simply restored.
[0175] [Control of game control device] Control of a gaming machine that plays such a game will be explained below. First, the above gaming control device Control executed by 100 gaming microcomputers (gaming microcomputers) 111 will be explained. The control processing by the gaming microcomputer 111 is mainly shown in Figures 5A, 5B, and 5. The main processing shown in C and the timer shown in Fig. 9, which is performed at a predetermined time period (for example, 4 msec) Consists of interrupt processing.
[0176] [Main processing (gaming control device)] First, the main processing will be explained. 5A, 5B, and 5C show the gaming control device 100 3 is a flowchart illustrating the main processing procedure of FIG. The main process is when the power is turned on is started by In addition, in the flowchart of the process executed by the gaming control device 100, , the step code (number) is expressed as "A****".
[0177] As shown in FIG. 5A, when the game control device 100 starts main processing, it first interrupts the (A1001). Furthermore, the values of registers, etc. are saved when an interrupt occurs. Stack pointer setting process that sets the stack pointer which is the start address of the area to be saved (A1002).
[0178] Next, specify register bank 0 as the register bank to be used (A1003), and Set the upper address of the RAM start address in the specified register (A1004). for example , if the RAM address is in the range 0000h~01FFh, as the upper address Set 00h.
[0179] Next, the game control device 100 outputs a firing prohibition signal and sets the firing permission signal to a prohibited state. (A1005). The launch permission signal is issued by the game control device 100 and the payout control device 200. If at least one of the ball launchers is outputting a firing prohibition signal, it will be set to the inhibited state and the ball launcher will not fire. The firing of game balls is now prohibited. After that, the game control device 100, the setting key - Read the status of switch 93 and RAM initialization switch 112 (A1006). That is, Read signals from the setting key switch 93 and RAM initialization switch 112.
[0180] Furthermore, the gaming control device 100 sets a power supply delay timer (A1007). power supply Game control device 1 that serves as main control means by setting a predetermined initial value to the delay timer A slave control means that performs various controls according to instructions from 00 (for example, a payout control device 200 or a production The waiting time (for example, 3 seconds) is set. This allows the game control device 100 to temporarily start up first when the power is turned on. Therefore, before the slave control device (for example, the payout control device 200 or the production control device 300) starts up, Avoid sending the command to the slave controller and causing the slave controller to miss the command. be able to. That is, when the game control device 100 is turned on, the main control means (play The activation of the skill control device 100) is delayed and the slave control devices (dispensing control device 200, production control device 3) 00, etc.) serves as a standby means for setting a predetermined standby time for waiting for activation.
[0181] Additionally, the timing of the power supply delay timer is subject to RAM validity judgment (checksum calculation). This is done using a storage area that is not subject to validity judgment (RAM area or register, etc. that is not subject to validity judgment). . As a result, when calculating check data such as checksum of RAM area, some R Since there is no need to exclude the AM area from calculation, it is possible to prevent complicated control at power-on. can be done.
[0182] In addition, before the start of the standby time, the states of the setting key switch 93 and RAM initialization switch 112 are checked. By loading the settings key switch 93 and RAM initialization switch 112 can be operated reliably. detectable. In other words, the setting key switch 93 and RAM initialization switch are activated after the waiting time has elapsed. If you load the status of 112, wait for the waiting time to elapse before pressing the setting key switch. 93 and RAM initialization switch 112, and make settings from power-on to standby time elapsed. It is necessary to continue operating the key switch 93 and RAM initialization switch 112. deer However, by reading the state before the start of the wait time, you can avoid this troublesome operation. , the settings key switch 93 and RAM initialization switch 112 operations performed at power-on are not accepted. This can prevent situations where the product cannot be attached.
[0183] When the power supply delay timer is set (A1007), the gaming control device 100 Executes timekeeping and processing to monitor the occurrence of power outages during standby time (A1008 to A 1010).
[0184] 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 (A1008). If there is a power outage (result of A1008 is "Y"), and waits until the game machine is powered off.
[0185] Game control device 100, if the power failure has not occurred (the result of A1008 is "N") , update the power-on delay timer by -1 (A1009), and check whether the timer value is 0 or not. Determine (A1010). If the timer value is not 0 (result of A1010 is 'N'), all That is, if the waiting time has not ended, the process returns to step A1008.
[0186] That is, the game control device 100, power failure to monitor the occurrence of power failure in a predetermined standby time Serves as 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. Ru.
[0187] On the other hand, the game control device 100, if the timer value is 0 (the result of A1010 is "Y" ), that is, when the waiting time is over, the RAM, EEPROM, etc. can be read and written. (A1011), and all output ports Output off data (set to no output state) (A1012).
[0188] 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) (A1013).
[0189] Next, the game control device 100 controls the clock in the game microcomputer 111 (clock generator). CTC (Counter / Timer C ircuit) start the circuit (A1014). In addition, the CTC circuit is inside the gaming microcomputer 111. clock generator. The clock generator is the oscillator circuit 113 or A frequency divider circuit that divides the oscillation signal (original clock signal) from these, and a CP circuit based on the divided signal A timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a random number generator for U111a and a CTC circuit for generating a signal CTC that triggers random number update supplied to the .
[0190] Subsequently, the game control device 100, RAM (here RAM111c) indicating an abnormality RA Set the M abnormal flag (A1015). Here, once the flag of the anomaly assumption is set Set in register.
[0191] 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 (A1016). and if normal (A101 6 is "Y"), and the value of power failure inspection area 2 in RWM is a normal power failure inspection area check data. It is determined whether or not it is data (A1017).
[0192] Furthermore, the game control device 100, if the value of the power failure inspection area 2 is normal (result of A1017 result is "Y"), calculate the checksum of the specified area in the RWM (for example, the work area in the area) (A1018), and the calculated checksum and It is determined whether or not the checksums match (A1019). if the checksums match (result of A1019 is 'Y'), the RAM is normal and the RAM Clear the normal flag (A1020). After that, the process proceeds to step A1021.
[0193] In addition, the game control device 100, if the check data of the power failure inspection area is not normal data If judged (the result of A1016 is "N" or the result of A1017 is "N"), check If the checksums do not match (result of A1019 is "N"), clear the RAM error flag. The process proceeds to step A1021 without doing anything else.
[0194] Next, the game control device 100 uses the setting key switch 93 and the RAM initialization switch 112 It is determined whether both switches are on (A1021). The game control device 100 When the switch is on (A1021 result is “Y”), the setting change state (setting change mode Steps A1030-A1040 of changing probability settings are executed.
[0195] The game control device 100 has a setting key switch 93 and a RAM initialization switch 112. If at least one side is off (A1021 result is 'N'), RAM 111c) is set (A102). 2). If the RAM error flag is not set (A1022 result is "N"), It is determined whether the rate setting changing flag is set (A1023). Probability setting change If the medium flag is not set (result of A1023 is "N"), step A103 4-A1040 probability setting confirmation process (in setting confirmation state, setting confirmation mode), step RAM initialization processing (RAM clear processing) of step A1044-A1047 or step A 1044, A1048-A1051 performs normal power-on processing (when power is restored) .
[0196] When the probability setting changing flag is set, the gaming control device 100 executes (A1023 The result is "Y"), it is reported that there is an abnormality in the game control device 100 (main board, main board). Send the main abnormal error notification command to the production control device 300 (A1024) . The production control device 300 that received the main abnormal error notification command is the game control device 10. Notify that there was 0 anomaly.
[0197] Next, the game control device 100 displays the 7-segment display data (“E1” error table) when the game is stopped. driver 15 of the performance display device 152 in order to display the data shown) on the performance display device 152. Output to 0a and 150b (A1025). Then, the external device (game hall internal management device (host) Security signals are activated to notify abnormalities to computers (such as computers) or information gathering terminals). The input data is output to external information terminal 71 (A1026). In addition, here, regarding the jackpot Even if the information remains in the RAM 111c, other signals such as jackpot signals to the external information terminal 71 The signal remains off. Then repeat steps A1025 and A1026. Wait until the settings are changed again (setting key switch 93 and RAM initialization switch 1) 12) and wait for the power to be turned on. Note that step A1025 and Interrupts remain disabled while the A1026 process repeats and waits. (A1001), timer interrupt processing that can execute special figure 1 and 2 game processing and general figure game processing (Figure 9) cannot be executed, so games (special figure fluctuation display game, regular figure fluctuation display game, round games, etc.) cannot be executed.
[0198] In this way, the settings change operation (setting key switch 93 and RAM initialization switch 112) If the probability setting changing flag is set even though neither of the on operations in In this case, it is assumed that there is an abnormality and the processing of A1024-A1026 is executed. For example, probability settings If the power is turned off and restarted during the change (before the setting change is complete), the setting change operation The probability setting changing flag may be set even though no operation is being executed.
[0199] On the other hand, even if the RAM abnormality flag is set (A102), the gaming control device 100 2 result is "Y"), it is notified that there is an abnormality in the gaming control device 100 (main board). Sends the main abnormality error notification command to the production control device 300 (A1024) and stops the game. The 7-segment display data (error display data of "E1") when To output to drivers 150a and 150b (A1025) and notify external devices of RAM errors. Then, the ON data of the security signal is output to the external information terminal 71 (A1026). In addition , as mentioned above, even if the information about the jackpot remains in RAM111c, the jackpot credit is Other signals to the external information terminal 71, such as a signal, are maintained in an off state.
[0200] After that, it is determined whether a power outage has occurred (A1027), and if a power outage has not occurred, (result of A1027 is "N"), repeat steps A1025 and A1026. and wait. On the other hand, when it is determined that a power outage has occurred (A1027 result is "Y"), Outputs off data to all output ports (A1028) and reads and writes RAM, EEPROM, etc. Prohibits access to programmable RWM (read / write memory) (A1029). after that , wait until the power to the gaming machine is shut off.
[0201] The gaming control device 100 has both a setting key switch 93 and a RAM initialization switch 112. If the switch is on (A1021 result is "Y"), the probability setting is being changed (setting variable state). process) and first determine whether the RAM error flag is set. (A1030). If the RAM error flag is set (A1030 result is ”), it is unknown whether the probability setting value is correct or not, so the probability setting value area of RAM111c is After clearing the probability setting value stored in the area and setting it to the initial value (for example, the lowest setting value "1") (A1031), sets the probability setting changing flag indicating that the probability setting is being changed ( A1032). If the RAM error flag is not set (A1030 result is "), sets the probability setting changing flag without clearing the probability setting value (A1032). Next, the command for changing the probability setting is sent to the production control device 300 (production control board) (A1 033), the process moves to step A1037. Note that if a command is received while changing the probability settings, The effect control device 300 that has received the message will notify on the display device 41 that the probability setting is being changed. know
[0202] The game control device 100 has a setting key switch 93 and a RAM initialization switch 112. At least one of them is off (A1021 result is "N") and the RAM error flag is set. (A1022 result is “N”), and the probability setting changing flag is not set. If not (result of A1023 is “N”), check whether setting key switch 93 is on or not. Determine (A1034). If configuration key switch 93 is on (result of A1034 is "Y"), the RAM initialization switch 112 is off, and the probability setting is being checked (setting The process has started, and the probability setting confirmation flag is displayed to indicate that the probability settings are being confirmed. (A1035). Then, send the command while checking the probability setting to the production control device 30. 0 (performance control board) (A1036), and proceed to step A1037. Na Oh, the production control device 300 that received the command to change the probability settings is currently checking the probability settings. This is notified on the display device 41 or the like.
[0203] After step A1033 or step A1036, the game control device 100 sets the probability Processing from steps A1037 to A1043 is common during modification and probability setting confirmation. Execute.
[0204] The game control device 100, first, during the probability setting change and during probability setting confirmation security To output the signal, set 128ms (predetermined time) in the security signal control timer area. (A1037). Note that the security signal control timer count and security The output of the signal is executed in the probability setting change / confirmation process (Fig. 15), which will be described later. If the constant change or probability setting check is terminated early, the remaining security signal control timer are counted and the security signal is output in the external information editing process (A1319). . During probability setting change and probability setting confirmation, at least 50ms is output.
[0205] Next, the game control device 100 permits interruption (A1038). This allows the timer Interrupt processing (Figure 9) becomes executable. Then, whether or not the setting key switch 93 is off (A1039) When the setting key switch 93 is on (A1039 If the result is "N"), it is determined whether or not a power failure has occurred (A1040). There was a power outage If not (the result of A1040 is "N"), the process returns to step A1039. on the other hand, If there is a power failure (A1040 result is 'Y'), steps A1063-A10 Executes 69 processing when a power outage occurs.
[0206] In this way, as long as the configuration key switch 93 is on and there is no power failure, the stochastic configuration A setting variable state (setting change state, setting change mode) in which a fixed value can be changed, or a probability setting value The setting confirmation state (setting confirmation mode) that can be confirmed is continued.
[0207] On the other hand, the game control device 100, when the setting key switch 93 is off (A1039 The result is "Y"), interrupts are prohibited (A1041), and the command to end the notification is sent to the production control device. Send to 300 (performance control board) (A1042). In addition, if the command to end the notification is received, The production control device 300 notifies you that the probability setting is being confirmed or that the probability setting is being changed. ends the announcement.
[0208] Next, the game control device 100 determines whether the probability setting changing flag is set or not. , it is determined whether the probability setting has been changed so far (A1043). While changing probability settings If the lag is set (A1043 result is "Y"), i.e. the probability setting If it is being changed, perform the RAM initialization processing (described later) in steps A1045-A1047. Execute. On the other hand, if the probability setting changing flag is not set (result of A1043 is "N"), that is, if the probability setting is currently being checked, the steps after step A1048 Executes normal processing when power is turned on (when power is restored).
[0209] When the setting key switch 93 is off, the gaming control device 100 (result of A1034) is "N"), determine whether the RAM initialization switch 112 is on (A1044) . When RAM initialization switch 112 is on (result of A1044 is “Y”), RA In M111c, the RAM area other than the probability setting value area for storing probability setting values is set to 0. Clear (A1045). That is, except for the probability settings stored in the probability settings area. , the game information stored in the RAM 111c is cleared to 0. Here, change the probability settings mentioned above. The medium flag is also cleared here. Also, within a predetermined time period (here, one timer interrupt Acquired game ball count field that stores the acquired game ball count, which is the number (total) of prize balls acquired in The area is also cleared to 0. and a safety device operation that indicates whether the safety device (described above) is activated or not. The safety device operating flag area that stores the safety device operating flag is also cleared to 0 (safety device operating flag =0), the safety device is deactivated. In addition, in step A1045, the settings are changed. RAM clearing (if the result of A1043 is "Y") and RAM clearing without setting changes. In either case, the safety device activation flag area (when the result of A1044 is "Y") The safety device is deactivated by clearing it to 0, but the safety device is deactivated. may be limited to only one case. In other words, when clearing the RAM in step A1045, the There may be cases where the flag area for all devices in operation is not cleared to 0.
[0210] Also, here, in addition to the probability setting value area, the stack area and unused area are not cleared. performance display work area (outside area work area) related to performance information and its display (performance display). There is no need to clear the stack area (part of the area) and the stack area (stack area outside the area). In addition, performance The information is derived based on the number of prize balls obtained by winning, for example, ball output rate, base These include the value of the ball (ball output rate in normal gaming mode), the ratio of accessories, the number of balls ejected, etc.
[0211] Next, the gaming control device 100 saves the initial value at the time of RAM initialization in the area to be initialized. (A1046). Then, the command at the time of RAM initialization is sent to the production control device 300 (production control (A1047), and the process moves to step A1052. In addition, step Areas that are not cleared to 0 in A1045 are excluded from the areas to be initialized.
[0212] On the other hand, when the RAM initialization switch 112 is off, the game control device 100 (A1 044 result is "N"), setting key switch 93 and RAM initialization switch 112 are both turned on. Since the power is also off, normal power-on processing (when power is restored from a power outage) is started, and the power is restored. Save the initial value at the time of power restoration (at the time of power restoration) in the area that should be initialized as the old process (A104 8). The area to be initialized here is power failure inspection area 1 of the work area within the area (Figure 6), Inspection area 2, including checksum area. In addition, all errors are re-monitored during normal power-on. Therefore, the area to be initialized is either the internal work area or the external work area (Figure 6). Any area related to errors or error monitoring (such as the area of test signal output data related to errors) ). Furthermore, the aforementioned probability setting confirmation flag is also cleared (initialized) here. Step Areas to be initialized in step A1048 may be added as necessary. In addition, RAM initialization Unlike when the power is turned on normally, when the safety device is activated in the work area (Figure 6), the The programming area is not cleared (initialized) and its value is maintained to prevent the safety device from being deactivated. Ru.
[0213] In addition, safety device-related work areas related to safety devices in outside work areas (safety device counter area, safety device operation information area, old operation information area) are new in step A1048. However, it will be initialized in the safety device information initialization process (A1053) described later. In addition, The safety device counter value (information regarding the number of balls difference) in the safety device counter area is initialized. , there is a margin for the safety device to activate (game stop state occurs) regarding the difference in the number of balls (difference in the number of balls). Allowable range, limit of difference number of balls) can be increased. There is also a work area for displaying the performance of outside work areas. Although it is not initialized in step A1048, performance display editing processing (A1059 ) may be initialized.
[0214] Also, step A1 at normal power-on without RAM initialization (when power is restored from a power outage) In 048, after the power is turned on or after the end of the jackpot, the special figure fluctuation display game is activated in a state other than the probability fluctuation state. There is also a ceiling counter area (described later) where a ceiling counter value indicating the number of times the program has been executed is stored. , the value may be maintained without being cleared (initialized) so as not to disadvantage the player. described later As shown in Figure 36B, when the ceiling counter value reaches the ceiling number of times, the time is shortened. By not clearing (initializing) the value, the number of times until the time-saving state occurs (up to the ceiling number of times) The remaining number of games remains unchanged even when the power is turned on, and the player is not disadvantaged.
[0215] Note that this number of executions (that is, the ceiling counter value) or the remaining number of games until the ceiling (ceiling number) number - number of executions) is displayed by the variation number display 677 (see Figure 92, Figure 100, etc.) described later. When displayed on the device 41, the production control device 300 displays the number of fluctuations when the power is turned on normally. 677 and the ceiling counter value in the ceiling counter area can be matched, or it can be changed without matching. The number display 677 may be displayed with an initial value of 0. In addition, if consistency is not achieved, the fluctuation times The number display 677 will display a value that does not reflect the ceiling counter value.
[0216] Similarly, in step A1048, the In addition, the special figure fluctuating display game (special figure 1 fluctuating display game and special figure 2 fluctuating display game) in the time-saving state Time reduction variation in which the time reduction variation number 1 (described later) corresponding to the remaining number of executions of The time corresponding to the number of times area 1 and the remaining number of executions of the special figure 2 variable display game in the time saving state The time reduction variation number 2 area where the reduction variation number 2 (described later) is stored is also not cleared (initialized). The value may be maintained. In addition, for models that have variable frequency status (ST), In order to avoid disadvantages for the gymnasium side, special figure fluctuation display game (special figure 1 fluctuation table) in the probability change state The number of high probability fluctuations corresponding to the remaining number of executions of the display game and special figure 2 fluctuation display game) is stored. The high probability fluctuation frequency area (ST counter) may also be maintained without being cleared (initialized). . In addition, there is a limit on the number of successive jackpots (the number of consecutive jackpots described below). In the case of machines equipped with The jackpot number area where the number of hits is stored may also be maintained without being cleared (initialized).
[0217] Next, correspond to the processing number prepared to rationally execute the special game processing etc. described later. A corresponding command for power outage recovery is sent to the production control device 300 (production control board) (A104 9), the process moves to step A1050.
[0218] In addition, the command and step at the time of RAM initialization sent in the process of step A1047 The command sent in the process of A1049 when recovering from a power outage includes a model specification indicating the type of gaming machine. Command, 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 frame indicating the presence or absence of mando, probability state (high probability state or low probability state), and time saving state. performance number information frame indicating the number of times the special figure fluctuation display game has been executed in a predetermined performance mode. Contains a power failure recovery command to indicate that the power has been turned on.
[0219] 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) is included. 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.
[0220] Note that the commands for RAM initialization include commands for initializing RAM (commands for clearing RAM). This also includes The effect control device 300 that has received the RAM initialization command is, for example, A customer waiting demonstration is displayed on the display device 41, and RAM Notification of initialization (RAM clear) is performed for 30 seconds. In addition, the command at the time of power failure recovery includes the display A screen specification command that specifies the display contents of the screen of the device 41 is included. In addition, the screen specification The command is during normal processing for both special figures 1 and 2 (when neither fluctuating nor hitting) , is a customer waiting demo command, and otherwise, a recovery screen command may be used. Also, when power is restored In order to match the fluctuation count display 677 and the ceiling counter value as described above, , a command that indicates the ceiling counter value.
[0221] Next, it is determined whether or not the safety device is in operation (A1050). e.g. safety device activation As a medium flag, "1", which indicates that the safety device is It can be determined that the safety device is in operation if the safety device is saved in the g=1). And if the safety device is active (result in A1050 is 'Y'), the safety The production control device 300 (the production control control board) (A1051), and the process proceeds to step A1052. The safety device is If it is not running (the result of A1050 is "N"), proceed directly to the processing of step A1052 Transition.
[0222] Then, save (PUSH) the information (value) of the flag register to the stack area in the area (A 1052), safety device information related to the safety device (safety device counter value, safety device operation operation information, old operation information, etc.) (A1053 ). After that, the information in the flag register is restored (POP) (A1054). In addition, RAM Except when the game is stopped due to an error (A1025-A1026), it will be unconditionally safe when the power is turned on. All device information (safety device counter value, etc.) was initialized (cleared), but the count A continuation switch is provided, and when the power is turned on while pressing the count continuation switch, the safety device information need not be initialized (cleared).
[0223] 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) may change, in step A1052 Save the information of the flag register to The flag register has 8 bits where each bit is 0 or is a flag that takes a value of 1. Regarding the flag register, please refer to JP-A-2013- Those disclosed in 233299, JP 2018-94101, etc. can be used. .
[0224] Next, the game control device 100 activates and sets the random number generation circuit (A1055). specifically activates the random number generator in a specified register (CTC update permission register) in the random number generator The CPU 111a sets a code (specified value) for the operation. Also, disorder The bit transposition pattern of the hard random numbers generated by the hardware of the number generation circuit is also set. be. Note that in this embodiment, the random number generation circuit generates random numbers that are updated only by hardware. Then, the jackpot random number, the winning symbol random number (the jackpot symbol random number, the small winning symbol random number, the support winning symbol random number) etc.), the winning random number of the common figure, and the fluctuation pattern random numbers 1 to 3 are generated. These random numbers are A so-called "high-speed counter" that is updated based on a clock with a speed equal to or faster than the clock may be used. .
[0225] 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 by replacing it in a predetermined order (the arrangement after bit transposition in the lower row) This is a pattern that determines how to replace items when storing them.
[0226] In this embodiment, the random number is changed by replacing the bits of the random number according to the bit transposition pattern. It is possible to break the regularity and improve the confidentiality of random numbers. In addition, the bit The transposed pattern may be a single fixed pattern or multiple patterns prepared in advance. You may choose from turns. Also, even if the user is allowed to set the good.
[0227] Next, the game control device 100 prohibits interrupts (A1056) and determines whether the game is stopped or not. (A1057). When the safety device is activated (when the safety device activation flag = 1) stop) or games (special figure variable display games, regular figure variable display games, round games, etc.) When a necessary strong error 2 (described later) has occurred, it can be determined that the game is stopped.
[0228] The game control device 100, when the game is not stopped (the result of A1057 is "N"), Save (PUSH) the information (value) of the log register to the stack area in the area (A1058), Execute performance display edit processing that calculates performance information such as base value (ball payout rate) (A1059 ). Here, performance information (accessory ratio, ball payout rate, etc.) may be calculated. In addition, performance information and its An error occurred in the performance display work area (a part of the outside work area) related to the display (performance display). In some cases it may be cleared. After that, return the information in the flag register (POP) (A1060) to enable interrupts (A1061). If no error has occurred In addition to this, a weak error (described later) or a strong error 1 (described later), which are errors other than strong error 2, are generated. Even if it is running, the game is not stopped, and step A1058 including performance display editing processing etc. -A1060 processing is executed. In addition, when a weak error or strong error 1 has occurred, , A configuration that does not execute the processing of steps A1058 to A1060 is also possible.
[0229] 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, the stack pointer for game control When saving to the stack pointer storage area of RAM111c, the flag of the flag register ( In particular, since there is a possibility that the zero flag) may change, the flag is set in advance in step A1058. Save the information in the register.
[0230] On the other hand, when the game is stopped (the result of A1057 is "Y"), the game control device 100 , enable interrupts without executing performance display editing processing, etc. (A1061). In other words, cheap When all devices are operating or when a strong error 2 has occurred, performance display editing processing (especially Base value calculation processing during performance display editing processing) is not executed, so performance information such as base values is It is not newly calculated and does not change. In addition, even if strong error 2 occurs, the game will not be stopped and the performance table will be updated. A configuration in which display editing processing and the like are executed is also possible. Also, by enabling interrupts, timer interrupt processing can be performed. processing (Fig. 9) becomes executable.
[0231] In this embodiment, errors are classified into three types: weak error, strong error 1, and strong error 2. It will be done. In addition, the production control device 300 that receives the error / illegal command will receive the error / illegal command. In the setting process (B1316), you can set different strengths corresponding to weak error, strong error 1, and strong error 2. You can set and execute error notification.
[0232] For example, the production control device 300 may control the volume of an error notification sound from a speaker or The brightness of the LED that emits light for notification (the display LED of the panel decoration device 46 or the frame decoration device 18) The intensity (brightness) may be increased in the order of weak error<strong error 1≦strong error 2. In addition, strong The speaker volume or LED brightness for error 1 and strong error 2 may be the same. Also, performance The output control device 300 sets the volume of the notification sound to the hall / player setting mode when a weak error occurs. Set the volume (below the maximum volume) adjusted in code processing (B0011), strong error 1 and strong error When 2 occurs, the volume of the notification sound may be set to the maximum volume.
[0233] 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 Contains overflow errors such as switch signals. For weak errors, the external information The signal is not output to external information terminal 71 (see FIG. 54A). In addition, due to weak errors, switch abnormality may occur. A normal error and a payout abnormality error in which a status signal indicating a payout abnormality is generated may be included.
[0234] Strong error 1 is a frame opening error related to frame opening, and includes glass frame opening error and body frame opening error. Including errors (front frame opening error). In strong error 1, the door / frame open signal is used as an external information signal. (A9305) is output to external information terminal 71 (see FIG. 54A).
[0235] Strong error 2 is a fraudulent error related to fraud, and it is preferable to stop the game. Stone fraud, board radio wave fraud, frame radio wave fraud, vibration fraud, abnormal discharge error, V passing error, big prize opening Fraud, including public electricity fraud. For strong error 2, a security signal (A93) is used as an external information signal. 22) is output to the external information terminal 71 (see FIG. 54A). Also, the remaining ball error is added to the strong error 2. May include ra. If strong error 2 occurs, the game (special figure fluctuation display game and normal Figure fluctuation display games, round games, etc.) are stopped, and it can be determined that the game is stopped (A1 057). Also, when strong error 2 occurs, the same as when the safety device is activated. Games include special figure fluctuation display games, regular figure fluctuation display games, and round games (during jackpots and A game stop state (game disabled state, game prohibited state), etc. that cannot be executed (games during small winnings) is generated. It is possible to live.
[0236] After step A1061, the game control device 100 determines whether a power outage has occurred. (A1062) If no power outage has occurred (A1062 result is “N”), the status Return to step A1056. This will result in steps A1056- until a power outage occurs. A1062 loop processing is repeated. Then, until a power outage occurs, gaming will be stopped. Unless a safety device is activated or a strong error 2 occurs, the performance display editing process is Performance information such as base values can be calculated repeatedly in the process (A1059).
[0237] Note that the repetition period of the loop processing is the interrupt period of the timer interrupt (predetermined time period, e.g. (for example, 4 msec), performance display editing processing is executed many times during the interrupt cycle. will be carried out. Therefore, changes in the winning of game balls and the number of ejected balls (game balls entering into the out port 30b) ball) etc., performance information such as the base value can be changed immediately.
[0238] If a power outage occurs (the result of A1062 is “Y”), the gaming control device 100 will Start processing when the data is generated, temporarily disable interrupts (A1063), and send off data to all output ports. Output (A1064). After that, set power failure inspection area check data 1 in power failure inspection area 1. (A1065) and save power failure inspection area check data 2 in power failure inspection area 2 ( A1066). In addition, checksum calculation that calculates the checksum when the RWM power is turned off Execute the process (A1067) and save the calculated checksum in the checksum area. (A1068). Finally, execute the process to prohibit access to RWM (A106 9) Wait until the power to the gaming machine is turned off.
[0239] In this way, you can save the check data in the power failure inspection area, and also check when the power is cut off. Calculating the checksum ensures that the information stored in the RWM before power was removed is correctly backed up. It is possible to determine whether the data has been backed up or not when the power is turned on again.
[0240] As above, we have explained the main processing, but for example, steps A1056-A106 If the configuration key switch and RAM initialization switch were turned on during the process of step 2, Perform the same judgment process as A1021, and check the probability setting changing flag as in step A1032. By setting the settings, you can change the settings as many times as you like while the gaming machine 10 is running. change mode).
[0241] [Example of RAM area configuration] Figure 6 shows the configuration of the RAM 111c of the gaming microcomputer 111 (memory in address space). It is a figure showing a map). As shown in Figure 6, from the start address of RAM111c, the work area, unused area, stack area within area, unused area, work area outside area, unused area , out-of-area stack areas are arranged in order in the address space. Work area within area and area The unused area between the inner stack area (gaming control stack area, intra-area stack area) , the unused area between the outside work area and the outside stack area (stack area for outside area) is You don't have to.
[0242] The work area in the RAM area (work area for game control, first area) is the program in the area. This is a work area for game control that is read and written by a program outside the area. In-area work The check area includes the probability setting value area, test signal output data area (test signal output data related to errors). random number area, switch control area, segment area, power failure test area 1, In addition to electrical inspection area 2, checksum area, etc., check whether safety devices are activated (or not). The safety device activation flag area indicates whether the It includes an area for the number of game balls acquired, which stores the number of game balls won as prize balls in c).
[0243] The out-of-area work area (second area) of RAM is read and written by an out-of-area program, and This is an area that is read by the program. The work area outside the area is equipped with a safety device counter corresponding to the number of balls. Safety device counter area that stores the counter value (difference number of balls + initial value), corresponding to the state of the safety device Safety device operation information area that stores safety device operation information, old operation information area that stores old operation information safety device information related to the safety device. Safety device counter area ( 3 byte size) is basically not read by the program in the area, but it is read by the safety device counter. When sending information on the value or the number of difference balls to the production control device 300 with the difference ball command, It may also be read and referenced in programs. In this embodiment, the safety device counter value is , is the value obtained by adding a predetermined initial value (100,000) to the number of difference balls in proportion to the number of difference balls (safety device counter). value = difference number of balls + 100,000). However, the safety device counter value is associated with the number of difference balls and It is not limited to this as long as it suggests a number. Note that the work area outside the area is changed to the work area within the area. In addition to improving program development efficiency, separating these areas from the initial It also becomes easier to differentiate between the two.
[0244] Furthermore, the out-of-area work area includes a performance display work area related to performance information and performance display. It is possible to store performance information, information related to performance display, etc. Other work outside the field The area may store information related to test signals and information related to error monitoring. In addition, In the extra-area work area, the safety device-related work area (safety device information) related to safety device information is counter area, safety device operation information area, old operation information area), performance information and performance display Work areas for performance display related to performance may be clearly separated and arranged, or they may be mixed. good.
[0245] The out-of-area stack area is used when processing performance information and performance display, and when processing safety equipment. It is also used when performing processing related to location. In addition, the stack area outside the area is related to the test signal. It is also used when performing processing related to error monitoring.
[0246] Note that in-area programs (in-area processing programs) and out-of-area programs (out-of-area processing programs) program) are allocated in this order from the first address side within the address space of ROM111b. It is placed with an unused area between the in-area program area and the out-of-area program area. placed and distinguished. Programs in the ROM area are for game control programs and game control It consists of data etc., and the main program corresponding to the main processing (Fig. 5A-Fig. 5C) and the following includes an interrupt processing program corresponding to the timer interrupt processing of Area of game control program An unused area may be sandwiched between the area and the game control data area (data area). May A subroutine of an application program or an interrupt processing program is basically a program within an area. (If there is no particular description, it will be a program within the area), but exceptionally it will be a program outside the area. Sometimes it becomes The program outside the ROM area is a safety device corresponding to safety device information initialization processing. a device information initialization program, a performance display edit processing program corresponding to the performance display edit processing, It includes an out-of-area integration processing program corresponding to out-of-area integration processing described later.
[0247] [Safety device information initialization process] Next, the details of the safety device information initialization process (A1053) in the main process will be explained. do. FIG. 7 is a flowchart showing the procedure of safety device information initialization processing. Safety equipment information In the information initialization process, the safety device counter area, safety device operation information area, and old operation information area are initialized. reset or clear safety devices such as safety device counter value, safety device activation information, old activation information Set the information to the initial value (initial information). The safety device activation information is information indicating the current state. Yes, and the old operation information indicates the previous state (mainly before one interrupt).
[0248] The game control device 100 first moves the stack pointer to the stack pointer of the work area outside the area. data save area (A1101), and set the stack pointer to the out-of-area stack area (out-of-area set the address value that indicates the top of the stack area outside the area as the value of A1102). This causes the stack pointer indicating the stack to be used to be Switch from region to out-of-bounds stack region.
[0249] Next, the game control device 100 saves the information (value) of the register to the stack area outside the area (P USH) (A1103). The registers to be saved are the registers to be protected (safety device information (registers used in initialization processing), or all general-purpose registers may be saved. stomach. To save all general registers, save both register bank 0 and register bank 1. Save (PUSH) against it.
[0250] 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 (A1104). Difference balls such as when no big hits occur When the number decreases from 0, the safety device counter value (= difference number + initial value) is smaller than the initial value. Therefore, the initial value is set to be larger than 0, but any value other than 100,000 is also acceptable. stomach. In addition, in this way, when the power is restored (when the power is turned on), the safety device counter value is unknown to the player. It is initialized (cleared) so as not to be profitable, but if the special figure fluctuation display game is not in the probability The ceiling counter value, which indicates the number of times executed, is , does not have to be initialized (cleared) when the power is restored. Safety device counter value (regarding the number of difference balls) information) is initialized (cleared), the operation of the safety device regarding the number of difference balls It is possible to increase the margin (allowable range of the number of difference balls, limit of the number of difference balls) to the player's advantage. On the other hand, as described above, the ceiling counter value is cleared (initialized) when the power is restored (when the power is turned on). By not doing so, the remaining number of games (up to the ceiling number) until the occurrence of the time-saving state It does not change depending on the input, and it is the profit of the player. And safety device activation information area The safety device non-operation information (value 0) corresponding to the non-operation state (normal state) is regarded as the safety device operation information. to save (A1105). In addition, safety device unactivated information (value 0) is added to the old activation information area. Save as old operation information (A1106).
[0251] Next, the game control device 100 restores the saved register (A1107), Load from the interface storage area, set the stack pointer (A1108), and set the safety device information. End the initialization process. The set stack pointer points to the address of the stack area within the area. It will be shown.
[0252] In the above safety device information initialization process, information is written directly to RAM without using registers. registers are not saved / restored. In this case, registers can also be saved to RAM. Stack pointer related processing (A1101, A1102, A1103, A1 107, A1108) are also unnecessary. In addition, the flag register before and after safety device information initialization processing is Evacuation / restoration of data (A1052, A1054) is also no longer necessary.
[0253] Note that in this embodiment, the safety device counter value is 0 to 189999 (safety device counter data = 0~189999), the safety device activation information indicates that the safety device is not activated (normally). safety that corresponds to non-operation states (operation notice state, operation warning state, and normal state in which there is no operation state) It becomes device non-operating information (value 0). If the safety device counter value is between 190000 and 194999 (safe All device counters = 190000~194999), the safety device operation information is The safety device activation warning information (value 1) corresponds to the activation warning state that predicts the activation of the safety device.
[0254] Also, the safety device counter value is 195000 (safety device counter = 195000) but the game is not in a state where it can be stopped, the safety device operation information The safety device activation warning information (value 2) corresponds 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.
[0255] 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. .
[0256] [Performance display editing process] Next, details of the performance display editing process (A1059) in the main process will be described. FIG. 8 is a flowchart showing the procedure of performance display editing processing.
[0257] The game control device 100 first moves the stack pointer to the stack pointer of the work area outside the area. data storage area (A1201), and set the value of the stack area outside the area to the stack pointer. to set the address value indicating the beginning of the outside stack area (outside stack area) A1202). This causes the stack pointer indicating the stack to be used to be Switch from region to out-of-bounds stack region.
[0258] 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) to the stack area outside the area (A1203). here , it is preferable to save all general purpose registers. Then, the out-of-area work area Execute the validity judgment to determine the validity of the work area for function display, and if it is not valid and is abnormal Then, the performance display work area is initialized (including initial value setting) (A1204).
[0259] In the validity judgment, the value stored in the performance display work area 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, sex The RAM initialized flag for performance display indicates that the work area for performance display has been initialized. Division used to determine whether a certain value (for example, 5Ah) is stored and to calculate the base value, etc. Determine whether the number that controls the progress of processing is within a predetermined range, and monitor the value of the switch counter. Display period management that determines whether it is within the range of the number of switches that are displayed and indicates the current display period Aggregation interval number that determines whether the number is within the period number range (0 to 3) and indicates the current aggregation interval Determine whether is within the range of the number of sections (0 to 4). In this way, in the validity judgment, the data Determine whether the value of the area used as a pointer to the table is within the specified range. It is preferable to do so. This causes the program to run out of control by getting values out of range. This can be prevented in advance. In addition, a validity judgment is performed for each performance display editing process. It is effective because it
[0260] Note that since the validity judgment is executed every time the performance display editing process is executed, the performance display If the network area is invalid, it can be initialized immediately and abnormal performance display (abnormal vector area) can be performed. display of base values, etc.) can be prevented as much as possible.
[0261] In addition, the initialization of the work area for performance display (including initial value settings) is performed by saving the stack pointer. To protect the area, initialize areas other than the stack pointer storage area. In addition, the real truth In the embodiment, the stack area outside the area is not initialized, but it may be initialized. territory Even when initializing the extra-area stack area, the values of registers saved to the extra-area stack area are Protect and do not initialize. Initialization of the work area for performance display is performed in the area work area (game control There is a distinction between the initialization of the work area (work area for Since it is executed within the same area, it does not affect the intra-area work area and intra-area stack area.
[0262] Next, the gaming control device 100 collects data (normally Determine whether it is the timing to switch the aggregation interval for aggregating the number of balls thrown out, the number of regular prize balls, etc. (A1205). Regarding the total number of out pitches (total number of ejected pitches, total number of outs) from power on A counting interval is established, and each time the total number of out pitches reaches a predetermined number (for example, 60,000 (each time it increases), the aggregation interval is switched.
[0263] For example, the timing for switching the counting interval is based on the total number of out pitches since the power is turned on being a predetermined number. Timing to reach 300 pieces, 60300 pieces, 120300 pieces, 180300 pieces... is. In other words, the width of the aggregation interval is basically 60000, excluding the first aggregation interval. 1st counting interval = 0~300 pieces, 2nd counting interval = 300~60300 pieces, 3rd counting interval = 6 0300~120300 pieces, 4th counting area = 120300~180300 pieces, 5th counting area Between = 180300~240300 pieces... Aggregation section number indicating the 1st to 5th aggregation section are 0 to 4, respectively, and the aggregation section number is maintained at 4 for the sixth and subsequent aggregation sections. na The current total section number is stored in the performance display work area.
[0264] When it is time to switch the aggregation period, the game control device 100 determines (result of A1205) is "Y"), and set the aggregation interval switching (A1206). In the aggregation interval switching setting, A total out counter that counts the total number of out pitches (total number of outs), and an account in each counting interval. Normal outs that count the number of normal out pitches (number of normal outs), which is the number of out pitches (number of balls ejected) The counter and the number of regular prize pitches, which is the total number of prize pitches (number of acquired pitches) within each aggregation interval, are counted. You can clear the normal prize ball counter to be counted, or clear the final base value (or latest base value) of each tally section. value) to the base value storage area of the adjacent aggregation interval.
[0265] If it is not the timing to switch the aggregation period, the game control device 100 (result of A1205) is "N"), and determines whether there is a switch input on the input port to be monitored (A120 7). In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port Port 126 (see Figure 3).
[0266] Here, we will copy the switch configuration to the performance display work area for each input port to be monitored. Check the rising edge information (copied in step A9603 of FIG. 58). Stores the copied switch rising edge information for each monitored input port8 There is an area of bits. Switch rising edge for all monitored input ports If all information is 0, it can be determined that there is no input, and in other cases, it can be determined that there is input. Wear. Note that as switch rising edge information, unless masked during copying, Bit corresponding to the switch that received a new input (detection) in input processing (A1303) is set to 1, and the bits corresponding to switches with no new inputs are set to 0.
[0267] When the input port to be monitored has a switch input, the gaming control device 100 (A12 07 result is "Y"), input the switch corresponding to the switch counter (target switch). Check and obtain input information (A1208). The target switch here is the first special The lower big prize opening switch 38a of the dynamic winning device 38, the upper big prize opening switch of the second special variable winning device 39 switch 39a, starting port 1 switch 36a of the first starting winning port 36, second starting winning port 37 (normal) Starting port 2 switch 37a of the general variable winning device), winning port switch 35a of the general winning port 35 ( Detection of game balls such as left winning port switch, right winning port switch), out ball detection switch 74, etc. The base value (or ball roll rate) can be changed depending on the roll.
[0268] Next, the gaming control device 100 determines whether or not the target switch is within its valid period (A 1209). In addition, due to the occurrence of large winning opening fraud and general electricity fraud, large winning opening and 2nd starting winning opening 37 If the winning is invalid, that is, the big winning opening switch 38a, 39a or the starting opening 2 switch 37a may not be valid. In addition, the first starting prize opening 36 and out ball detection switch 74 are always included. There is also a switch that is active.
[0269] The gaming control device 100 determines that if the target switch is within the valid period (if the result of A1209 is “ Y”), determine whether there is an input to the target switch corresponding to the switch counter (A1 210). If the target switch is not valid (A1209 result is “N”) or the target switch is not valid If there is no input to the switch (result of A1210 is "N"), process step A1218 transition to
[0270] The gaming control device 100 determines that if there is an input to the target switch (the result of A1210 is “Y”) ), clear the input information (1 bit) of the bit corresponding to the target switch (A1211), It is determined whether or not it is in the normal base state (A1212). Normal base condition (low base condition) period) is the period in which the base value can be calculated and updated, and in this embodiment, it is the period in which the base value can be calculated and updated. be.
[0271] When the gaming control device 100 is in the normal base state (normal gaming state), (A121 If the result of step 2 is "Y"), and the target switch is the switch that gives the prize ball, the target switch By adding the number of prize balls corresponding to Update the number (A1213). Next, the target switch is the out ball detection switch 74. The normal number of out pitches, which is the number of out pitches within the aggregation interval, by adding 1 if (Number of normal outs, number of balls normally ejected) is updated (A1214). Next, the target switch is By adding 1 if the ball detection switch 74, the total number of out balls (total out balls number, total number of ejected balls) (A1215).
[0272] 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 hole or out hole 30b) . Not only the game ball that entered the out port 30b, but also the winning port (first starting winning port 36, second starting Game balls that enter the winning opening 37, the big winning opening, or the general winning opening 35) is guided to the out-ball detection switch 74 via and detected.
[0273] When the game control device 100 is not in the normal base state which is the normal game state (A121 The result of 2 is "N"), the total number of out balls without updating the number of normal prize balls or the number of out balls. (A1215). Therefore, the high base state (second game state, time saving state, probability variable state or special game state), the number of normal prize balls and the number of normal out balls It 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 Out ball number) is not updated and does not change. Regarding the normal base state in step A1212, It is possible to update the base value as the ball payout rate in all game states (variable It is also possible to configure it as
[0274] 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 (A1216). In addition, in the main process The performance display editing process is controlled by the interrupt cycle of the timer interrupt (predetermined time cycle). , for example 4 msec) in a much shorter time interval (for example a few microseconds). Therefore, the performance display editing process is repeatedly executed during the interrupt cycle, and the switch counter (e.g. 0 to 7) is a bit of all switches (e.g. bit 0 to bit 7). Also, the switch counter will be 0 after the final value (e.g. 7). to start checking the input of the switch for the next monitored input port . For example, after first checking the input of the switch on the third input port 124, The input of the switch is then checked with respect to the fourth input port 126 .
[0275] On the other hand, the game control device 100, if there is no switch input to all the monitored input ports (the result of A1207 is "N"), the base value calculation process (predetermined process) is executed (A1217). Note that the switch input to the input port to be monitored is the first It may not work. On the other hand, if some or all of the monitored input ports have the highest switch input Switch inputs are checked for all monitored input ports, even if they are the first. After that, the input information of the target switch with the input is cleared (A1211), so , a state in which there is no switch input to all monitored input ports.
[0276] 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 winning mouth (starting winning mouth 36 , Ordinary variable winning device 37), large winning opening, or general winning opening 35 As a first step, the winning hole switches 35a, 36a, 37a, 38a, 3 By the input (detection) of 9a, the number of prize balls is usually updated and changed, the base value changes, and the second As a second step, the number of out balls is usually updated by the input (detection) of the out ball detection switch 74. base value changes. In other words, when one game ball enters the winning hole, the bet is awarded in two stages. base value will change (will be affected). Out that opens to the game board 30 When the ball enters the mouth 30b, the input (detection) of the out ball detection switch 74 normally The number of out balls is updated and changed, and the base value also changes. On the other hand, entering the normal map start gate 34 If there is a ball, neither the number of normal balls awarded nor the number of normal out balls is updated by the entry itself. Since it does not change, the base value also remains unchanged. There is a ball in the normal figure starting gate 34 However, since prize balls are not awarded, the number of prize balls is not normally updated.
[0277] The base value, regardless of whether it changes or not, is the By the processing, it is output to the performance display device 152 as a performance display. However, When all devices are operating and the game is stopped, or when a strong error 2 occurs and the game is stopped Then, the performance display device 152 outputs OFF data and turns off.
[0278] 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.
[0279] Game control device 100, after step A1216 or A1217, the saved register Returns (A1218), loads from the stack pointer save area, and sets the stack pointer. (A1219), and the performance display editing process ends. The set stack pointer is It indicates the address of the inner stack area.
[0280] Note that in FIG. 8, the processing of step A1217 is performed immediately after step A1214. without waiting for input checks on all switches of the monitored input port, A configuration is also possible in which the base value calculation process is performed immediately after the number of out balls is updated.
[0281] [Timer interrupt processing] Next, timer interrupt processing will be described. Figure 9 shows timer interrupt processing (interrupt processing program). 2 is a flow chart showing the procedure of program). 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 game microcomputer 111, the timer Interrupt processing is started.
[0282] 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 (A1301), and set the upper address of the address (A1302). Main processing at the start of timer interrupt processing By switching from register bank 0 used for processing to register bank 1, It is equivalent to saving the registers in use. Note that when timer interrupt processing starts , the interrupt is disabled automatically.
[0283] 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 (A1303). Then confirm Based on the rate setting changing flag and the probability setting confirming flag, the probability setting is being changed or the probability setting is confirmed. It is determined whether or not the confirmation is in progress (A1304). The probability setting is being changed or the probability setting is being confirmed (result of A1304 is ``Y''), the probability setting change to change or confirm the probability setting value. Execute change / confirmation processing (A1305).
[0284] If the game control device 100 is neither changing the probability setting nor confirming the probability setting (A130 The result of 4 is "N"), based on the output data set in various processes, the solenoid (for example Drive control of actuators such as the big winning opening solenoid 39b) and drive control of LEDs (light emission control (A1306). Note that the line in the main process This output process may be performed if a fire prohibition signal is output in the process of step A1005. and can output a signal of permission to fire, and the signal of permission to fire can be set to the permission state.
[0285] Next, the game control device 100, commands (payout command, etc.) to the payout control device 200 (A1 307). After that, starting port 1 switch 36a, starting port 2 switch 37a, winning port switch 35a, monitors whether or not there is a normal signal input from the big prize opening switch 39a and detects errors. Prize opening switch / status monitoring process that monitors (whether the front frame or glass frame is open, etc.) (A1308)
[0286] Next, the game control device 100 determines whether or not the game is stopped (A1309). Cheap When all devices are activated (safety device activation flag = 1) or when it is necessary to stop the game. If a strong error 2 occurs, it can be determined that the game is stopped.
[0287] When the game is not stopped (the result of A1309 is "N"), the game control device 100 Game processing (A1310), Accessory game processing (A1311), General figure game processing (A131) 2) Execute segment LED editing processing (A1313). Then step A131 Execute the process from step 4 onwards. In addition to cases where no error occurs, there are cases where weak errors and strong errors occur. Even if error 1 occurs, special figure game processing (A1310), accessory game processing (A 1311), general map game processing (A1312), segment LED editing processing (A1313) to run.
[0288] In the segment LED editing process, multiple segment LEDs constituting the collective display device 50 (memory display section, round display section, etc.: LED lamps D3-D7, D11-D17) Settings related to driving, etc. 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 pattern variation control. Executed in processing (A2615, A2617, A7615). Another batch display device 50 (probability status display: LED lamp D9) A1048) etc.
[0289] The game control device 100, when the game is stopped (the result of A1309 is "Y"), the special figure Game processing (A1310), Accessory game processing (A1311), Universal map game processing (A131 2) Step A131 without executing segment LED edit processing (A1313) Proceed to processing from 4 onwards. If the safety device operates in this way, or if a strong error 2 occurs, When the game is stopped, special game processing (A1310) and normal game processing (A1312 ) is not executed, the number of reserved special maps (A2906, A4611) and the number of reserved normal maps (A770 7, A7918) does not change. On the other hand, if a weak error or a strong error 1 occurs, the game stop It is not in progress, and the special map game processing (A1310) and general map game processing (A1312) are being executed. In order to ) can be changed by +1 update (when pending occurs) or -1 update (when pending expires).
[0290] In addition, depending on the type of error such as weak error, strong error 1 and strong error 2, special game processing science (A1310), accessory game processing (A1311), general figure game processing (A1312), Execute some of the component LED editing processing (A1313) and do not execute the others. Other configurations are also possible. For example, if strong error 2 occurs, segment LED editing processing You can just execute it.
[0291] Furthermore, the gaming control device 100 transmits safety device operation information corresponding to the state of the safety device to the performance controller. A safety feature that can be sent as a command to the production control device 300 and set a safety device activation flag. Executes device-related processing (A1314). Then, the detection signal from the magnetic sensor switch 61 is Executes magnet tamper monitoring processing that checks the number and determines whether there are any abnormalities (A1315 ). Additionally, check the detection signal from the radio wave sensor 62 on the game board to see if there are any abnormalities. Executes radio wave fraud monitoring processing (board radio wave fraud monitoring processing) to determine (A1316).
[0292] Thereafter, the gaming control device 100 detects fraud due to vibration based on the input from the vibration sensor 65. Execute vibration fraud monitoring processing to monitor (A1317). Next, abnormal discharge from the big prize opening Executes abnormal discharge monitoring processing to monitor (A1318). In the abnormal discharge monitoring process, special The big winning opening switch 39a in the moving winning device 39, the specific area switch 72 (V winning opening switch) Based on the input from the remaining ball outlet switch 73, the special variable prize winning device 39 is abnormal. Discharge is monitored, and when abnormal discharge occurs, an abnormal discharge flag is set. In addition, The game ball that has passed through the big winning opening switch 39a of the separate variable winning device 39 is the specific area switch 7 2 (V winning port switch) or remaining ball discharge port switch 73 and is discharged.
[0293] Next, the gaming control device 100 sets signals to be output to various external devices in the output buffer. Executes external information editing processing (A1319). And like step A1309 etc. , determines whether the game is stopped (A1320).
[0294] When the game is not stopped (the result of A1320 is “N”), the game control device 100 flashes saves the register to the stack area within the area (A1321) and updates the safety device counter value ( Executes out-of-area integration processing (calculating the number of balls difference) and controlling the display of the performance display device 152 ( A1322). After that, restore the flag register (A1323) and start timer interrupt processing. finish. The game will stop if the safety device is not activated and strong error 2 has not occurred. The processing of steps A1321-A1323 is executed, including the integration processing outside the area, not inside the area. be.
[0295] 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 Step A1321 because the register flags (particularly the zero flag) may change save the flag register in advance.
[0296] On the other hand, the game control device 100, when the game is stopped (the result of A1320 is "Y") , ends the timer interrupt processing without executing the out-of-area integration processing. i.e. safety device is activated (safety device activation flag = 1) or strong error 2 is generated , the out-of-area integration process is not executed, so the safety device counter value is not updated or the base value. The display contents of any performance display are not updated. This makes it possible to omit unnecessary control while the game is stopped. Wear.
[0297] In addition, unlike the above, even if strong error 2 occurs, the game will not be stopped, but the special figure game processing (A 1310), Accessory game processing (A1311), General figure game processing (A1312), Segment A configuration in which the LED editing process (A1313) is executed is also possible. Also, strong error 2 occurred. However, a configuration is also possible in which outside-area integration processing or the like is executed.
[0298] Also, when returning from timer interrupt processing, the interrupt disabled state can be restored and the register bank specified. Restoration of settings is configured to be performed automatically, but depending on the CPU used, external information editing may be necessary. After processing, processing to enable interrupts or return register bank specification to register bank 0. You can also do the same thing.
[0299] [Output processing] Next, we will explain the details of the output processing (A1306) in the timer interrupt processing (Figure 9). do. FIG. 10 is a flowchart showing the procedure of output processing.
[0300] The gaming control device 100 first outputs segment data of the collective display device (LED) 50. Output off data to output port 135 (segment output port) (see Figure 3). Reset output port 135 (A1601). Next, all solenoids (big prize opening solenoid) Off for noids 38b, 39b, lever solenoid 86b, general voltage solenoid 37c) set the output data of (A1602). Then, like step A1309 etc., play Determine whether the technique is stopped (A1603). If the safety device is activated (safety device activated) If the active flag = 1) or if a strong error 2 that requires you to stop the game has occurred. , it can be determined that the game is stopped.
[0301] If the game is not stopped (the result of A1603 is “N”), the gaming control device 100 will Data for prize mouth solenoid 38b, 39b, lever solenoid 86b, general electric solenoid 37c (A1604). Then, data is output to the solenoid output port 134 (A1605). game is stopped If there is (the result of A1603 is "Y"), do nothing and move to the processing of step A1605 Then, off data (A1602) is output to the solenoid output port 134. This makes , When the game is stopped, the operation of all solenoids is stopped, and the big winning opening, the specific area 86, The normal variable prize winning device 37 and the like are closed to be in a closed state. In this way, when the game is stopped, A round game (a game during a big win or a small win) cannot be executed because the prize slot is closed.
[0302] 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) (A1606). In addition, L corresponding to the value of the digit counter Get the digit output data to the ED digit line (A1607). and got Digit output data and external information data are synthesized (A1608), and the synthesized data is Output to port output / external information output port 136 (A1609).
[0303] Next, the game control device 100 outputs off data as segment output data to the segment line. data (A1610). Then set the output data for prohibiting firing (A161 1). Furthermore, as in step A1603, etc., it is determined whether or not the game is stopped (A 1612).
[0304] The game control device 100, when the game is not stopped (the result of A1612 is "N"), A segment line from the segment area in RAM 111c corresponding to the value of the set counter. load the component output data (A1613) and set the launch permission output data (A1 614), outputs the loaded segment output data to output port 135 for segment output. (A1615). Note that this segment area is the work area within the area (game control work area). area).
[0305] In this way, when the game is not stopped, the value of the digit counter is incremented by +1 in the range of 0 to 3. Each time a new digit line is selected, a new digit line is selected and the eight sets of digits to which this digit line connects are selected. Segment output data is output to the segment line. Digit 0~digit 3 (digit 0~3) in order Dynamic drive method (dynamic lighting control) for the selected collective display device 50 is realized.
[0306] On the other hand, when the game is stopped (the result of A1612 is "Y"), the game control device 100 , off data (A1610) without processing steps A1613 and A1614. Output to output port 135 for segment output (A1615). This ensures that the safety device is activated (safety device activation flag = 1) or strong error 2 occurs. In the game stop state, the collective display device 50 is turned off. As a result, in the game stop state The special figure fluctuation display game and the regular figure fluctuation display game cannot be executed. and collective display device 50 A player who sees this may notice that the game is stopped, a safety device has been activated, or a strong error 2 (failure). It is possible to recognize that a normal error) has occurred.
[0307] Next, the gaming control device 100 loads external information data to be output to the external information terminal 71. (A1616), and then fire permission or fire prohibition with the combined external information data. (A1617), and the final synthesized data is used as external information / launch permission signal. output to signal output port 137 (A1618). In addition, here, if the game is not stopped The output data is for firing permission (A1614), and firing is prohibited (launch stop) when the game is stopped. (A1611). This will prevent the safety device from tripping or causing a strong error. In the game stop state when -2 occurs, firing game balls from the ball launcher is prohibited. On the other hand, if the game is not stopped, the game ball will not be emitted from the ball launcher. Shooting is allowed. In addition, even when the game is stopped, the game ball cannot be ejected from the ball launcher. It is also possible to have a configuration that allows firing but does not prohibit (stop) firing.
[0308] Next, the game control device 100 transmits the signal on the relay board 70 that outputs the test signal to the test firing test device. Load the data to be output to test terminal output port 1, synthesize it, and output it to the test terminal on relay board 70. Output the combined data to output port 1 (A1619). After that, the test to the test firing test equipment Load the data to be output to the test terminal output port 2 on the relay board 70 that outputs the test signal. Combine and output the combined data to test terminal output port 2 on relay board 70 (A162 0).
[0309] Next, the game control device 100 transmits the signal 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 Output the combined data to output port 3 (A1621). In addition, testing of test-firing equipment The data to be output to the test terminal output port 4 on the relay board 70 that outputs the signal is loaded and combined. and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (A1622 ). Then, the test terminal output port on the relay board 70 for outputting the test signal to the test firing test equipment Load data to be output to 5, synthesize, and synthesize to test terminal output port 5 on relay board 70 output the data (A1623).
[0310] 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 (A1624). Next, the digit lines of the performance display device 152 are sequentially Update the value of digit counter 2 for scanning by +1 within the range of 0 to 3 (add 1 but after 3 is updated to 0) (A1625). In addition, for the value of digit counter 2, Get the digit output data to the digit line of the corresponding LED (A1626). and, Output the acquired digit output data to output port 142 (digit output port 2) ( A1627).
[0311] Next, the game control device 100, like step A1603 and the like, determines whether or not the game is being stopped. (A1628). If the game is not stopped (the result of A1628 is "N"), From the performance indicator segment area in RAM 111c corresponding to the value of digit counter 2 Load segment output data (A1629). The performance indicator segment area It is included in the performance display work area related to performance information and its display (performance display). and The loaded segment output data is sent to output port 141 for performance display device 152 (segment Output to output port 2) (A1630), and then terminate the output process.
[0312] On the other hand, when the game is stopped (the result of A1628 is "Y"), the game control device 100 , the output process ends without executing steps A1629 and A1630. servant Therefore, if the safety device is activated and the game is stopped (safety device activated flag = 1) or If a strong error 2 occurs and the game is stopped, the segment in the performance display device segment area The off data in step A1624 cannot be output to output port 141. is output as is to the output port 141 for the performance display device 152. And in this case , when the value of digit counter 2 goes around in the range of 0 to 3, the performance display device 152 displays all LEs. D is forcibly turned off and hidden, and the person in charge or staff at the amusement center who sees the performance display device 152 , the game is stopped, a safety device has been activated, or a strong error 2 (illegal error) has occurred. I can recognize that I was alive.
[0313] Also, even if strong error 2 occurs, the game will not be stopped and steps A1629 and A1630 will be executed. A configuration that executes processing etc. is also possible.
[0314] [Winning gate switch / status monitoring process] Next, the prize opening switch / state monitoring process (A1308) in the timer interrupt process (Figure 9) ) will be described in detail. Figure 11 is a flowchart showing the procedure for winning a prize opening switch / status monitoring process. - chart.
[0315] The game control device 100 first clears the acquired game ball number area included in the work area within the area to 0. (A2001). As a result, the number of game balls acquired is within one interrupt (within a predetermined time period). ) is an area for storing the number of won game balls, which is the number (total) of prize balls won. Acquired play The number of playing balls is equal to the increase in the number of safe balls within one interruption. And the upper grand prize mouth (special variable entrance Prepare a winning opening monitoring table 1 corresponding to the upper large winning opening switch 39a in the prize device 39) (A2002). And even though the upper grand prize opening is not open, Execute fraud & winning monitoring processing to monitor whether there are any winnings and detect normal winnings ( A2003).
[0316] 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 (A2004). And below Even though the big prize gate is not open, it is said that the lower prize gate is monitored for illegal prizes. In addition, a fraudulent and winning monitoring process is executed to detect normal winning (A2005).
[0317] And, the game control device 100, to the starting port 2 switch 37a in the normal variable winning device 37 Prepare a corresponding winning slot monitoring table (A2006). And when you monitor fraudulent winnings Both execute fraud & winning monitoring processing for detecting normal winning (A2007). Next, always Prepare a winning gate monitoring table for winning gate switches that can be won at times and do not require fraud monitoring (A20 08). Winning port switches that can always win prizes are starting port 1 switch 36a, general winning port 35, etc. is.
[0318] Next, the game control device 100 executes winning number counter update processing for updating the winning number ( A2009). Any of the plurality of switches and signals whose status should be monitored A state scan counter for sequentially specifying which touches or signals are to be monitored at this time. (A2010). The state scan counter is updated from 0 to 3.
[0319] 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 (A2011). And the error Execute the gaming machine status check process to determine the status such as whether it has occurred (A2012) .
[0320] 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.
[0321] Next, the game control device 100 sets the state to be monitored according to the value of the state scan counter. A gaming machine status monitoring table 2 for determining the status is prepared (A2013). and an error occurs A gaming machine state check process is executed to determine whether the game is running or not (A2014).
[0322] 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 front 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.
[0323] Next, the game control device 100 determines whether or not the value of the state scan counter is 0. (A2015). And if the value of the error scan counter is not 0 (A2015 result is "N"), the process proceeds to step A2017.
[0324] In addition, the game control device 100, when the value of the error scan counter is 0 (A2 The result of 015 is "Y"), a payout indicating whether the payout control device 200 can start payout control A payout bus that sets the busy signal status (payout busy signal flag) based on the busy signal. - Execute the signal check process (A2016), and move to the process of step A2017.
[0325] It should be noted that the processing of step A2016 is a state scan counter updated for each timer interrupt. Since it is executed only when the value of the timer interrupt is 0, it can be executed once every four timer interrupts. It becomes. That is, if the timer interrupt is performed every 4ms, A201 will be generated every 16ms. 6 processing will be performed.
[0326] Next, the game control device 100 sets the specific area switch 72 at inappropriate timing A V passage timing monitoring process is executed to monitor whether or not it has passed (A2017). V passing In the timing monitoring process, the detection signal of the specific area switch 72 is generated at inappropriate timing. V pass error when
[0327] Subsequently, the game control device 100 monitors whether game balls remain in the specific area switch 72. Execute the remaining ball monitoring process to be viewed (A2018), and end the winning opening switch / status monitoring process. be.
[0328] 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.
[0329] [Fraud & Winning Monitoring Process] FIG. 12 is a flow chart showing the procedure of fraud & winning monitoring processing. Fraud & Prize Monitoring Department The reason is that steps A2003 and A2 in the prize opening switch / state monitoring process shown in Figure 11 005, executed in A2007.
[0330] Fraud & winning monitoring processing is carried out by the special variable winning opening switch 38a in the special variable winning device 38. The upper large winning opening switch 39a of the moving winning device 39, the winning opening switch in the normal variable winning device 37 This is the process performed on (starting port 2 switch 37a). 2nd starting prize opening (normal variable entry) For the prize device 37) and the grand prize opening (special variable prize device 38, 39), the opening / closing member may not be forcibly opened or closed. In addition to detecting winnings, there are other ways to detect fraud, such as opening the door, inserting game balls, and paying out prize balls. Provide positive monitoring.
[0331] The gaming control device 100 first sets the fraud monitoring period flag of the winning slot switch that is the target of error monitoring. (A2101), and determines whether or not the fraud monitoring period is in progress (A2102). For example, the fraud monitoring period means that the winning slot switch targeted for error monitoring does not originally detect game balls. For example, if the winning opening switch is the lower winning opening switch 38a, there will be a special variable winnings period. This is a period other than the special gaming state in which the prize device 38 is released.
[0332] Then, if the game control device 100 is in the fraud monitoring period (the result of A2102 is “ Y”), it is determined whether there is an input to the target winning opening switch (A2103). target input If there is no input to the prize switch (A2103 result is "N"), the target notification timer will be updated. Load new information (A2112). In addition, if there is an input to the target winning opening switch, (Result of A2103 is "Y"), the number of fraudulent prizes in question is updated by +1 (A2104), and after addition Determine whether the number of fraudulent winnings is greater than or equal to the number of fraudulent winnings to be monitored (for example, 5 winnings) (A2105).
[0333] The reason why the judgment number is set to 5 is that, for example, if the big prize opening in the open state is converted to the closed state. When a game ball gets caught in the door member of the grand prize opening, the game ball may exceed the validity period of the count switch. This is to prevent cases such as winning a prize or noise in the signal from being judged as fraudulent. This is to prevent it from being easily determined as an error even though it is not illegal.
[0334] Then, if the game control device 100 is not equal to or greater than the determination number (the result of A2105 is " N"), and prepares a winning opening monitoring table for the target winning opening switch (A2110). Also, If the number is equal to or greater than the judgment number (the result of A2105 is "Y"), the number of fraudulent winnings will be the number of fraudulent occurrence judgments (A2106), the initial value (e.g. 60000ms ) (A2107).
[0335] Next, the game control device 100 prepares the target fraudulent command as a production command ( A2108), and prepare a fraudulent prize occurrence flag as a fraudulent flag (A2109) . Then, the prepared fraud flag is compared with the value of the target fraud flag area (A2120).
[0336] On the other hand, if the game control device 100 is not in the fraud monitoring period (the result of A2102 is "N ”), prepare the winning slot monitoring table for the target winning slot switch (A2110), and set the prize ball (A2111). Details of winning number counter update process Details will be discussed later.
[0337] Then, the game control device 100 loads the target notification timer update information (A2112) , determines whether or not there is permission to update the notification timer (A2113). Notification timer update is permitted. If not (the result of A2113 is "N"), the illegality & winning monitoring process is terminated. On the other hand, news If the update of the notification timer is permitted (the result of A2113 is "Y"), the target notification timer If is not 0, update by -1 (A2114). Note that the minimum value of the notification timer is set to 0. ing.
[0338] The notification timer is updated when the winning opening switch to be monitored for error If it is a prize mouth switch (starting mouth 2 switch 37a), it is permitted. Also, one special change If there are two winning opening switches in the moving winning device (big winning opening), the notification timer cannot be updated. If the winning slot switch targeted for error monitoring is on one side, it is permitted, and the winning slot switch targeted for error monitoring is is not allowed if the switch is the other. As a result, there will be no error regarding one special variable prize winning device. Regarding correct notification, the notification timer is updated twice as often, and the specified time (for example, 60 This prevents the timeout from occurring at half the time (000ms).
[0339] After that, the gaming control device 100 determines whether the value of the notification timer is 0 (A211 5), if the value is not 0 (result of A2115 is "N"), that is, the time is up. If not, the fraud & prize monitoring process ends. Also, if the value of the notification timer is 0 ( If the result of A2115 is "Y"), that is, the time is up or the time is already up. In this case, prepare the target illegal release command as a production command (A2116) and remove the illegal file. Prepare a flag to cancel unauthorized winnings as a lag (A2117). Then, the value of the notification timer is 0 Determine whether it is the moment when (A2118).
[0340] When the value of the notification timer becomes 0 (the result of A2118), the gaming control device 100 result is "Y"), that is, if the value of the notification timer becomes 0 in this fraud & prize monitoring process To do so, clear the target number of fraudulent winnings (A2119).
[0341] In addition, after the processing of step A2119 is completed, the gaming control device 100 controls the notification timer. If it is not the moment when the value of becomes 0 (the result of A2118 is "N"), that is, the previous If the value of the notification timer becomes 0 during the fraud & winning monitoring process, the prepared fraud flag will be targeted. (A2120).
[0342] Then, the gaming control device 100 matches the value of the prepared fraud flag and the target fraud flag area. If the result is "Y" in A2120, the fraud & prize monitoring process ends. Also, If the value of the prepared illegal flag and the target illegal flag area do not match (A2120 result) result is "N"), save the prepared fraud flag in the target fraud flag area (A2121), Execute production command setting processing (A2122). After that, finish the fraud & prize monitoring process. Ru.
[0343] Through the above processing, a fraud occurrence command is sent to the production control device 300 when fraud occurs. When the fraud is canceled, a fraud cancellation command is sent to the production control device 300, and the fraud is notified. The start and end of the process will be set.
[0344] [Winning number counter update process] FIG. 13 is a flowchart showing the procedure for updating the winning number counter. number of winnings The data update process is performed in step A2009 of the prize opening switch / status monitoring process shown in Figure 11 and This is executed in step A2111 of the fraud & prize monitoring process shown in 12.
[0345] The game control device 100 first determines whether or not the game is stopped (A2201). Cheap When all devices are activated (safety device activation flag = 1) or when it is necessary to stop the game. If a strong error 2 occurs, it can be determined that the game is stopped.
[0346] When the game control device 100 is not stopped (the result of A2201 is “N”), the game control device 100 accepts the winning Obtain the number of winning opening switches to monitor from the opening monitoring table (A2202), and check the target winning opening switch. Determine whether there is an input to the mouth switch (A2203). Of the winning slot monitoring table In the winning table, the number of winning balls and winning number counter area 1 address are displayed for each winning opening switch to be monitored. address, the address of winning number counter area 2, etc. are defined. If there is no input (A The result of 2203 is "N"), and the table address is updated to the address of the next record (A22 15), it is determined whether monitoring of all switches has ended (A2216).
[0347] On the other hand, the game control device 100, when there is an input to the target winning opening switch (A220 The result of 3 is "Y"), load the number of acquired game balls from the acquired game ball number area (A2204), and Add the number of winning balls corresponding to the elephant's winning opening switch to the number of winning game balls (A2205), and after addition Save the value in the acquired game ball number area (A2206). As a result, the The number of acquired game balls memorized is updated for each winning slot switch, and the number of acquired game balls is finally , the number of prize balls (total) won within one interruption.
[0348] 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.
[0349] Next, the game control device 100 loads the value of the target winning number counter area 1 (A220 7), update the loaded value by +1 (A2208). Additionally, the updated value It is determined whether or not a bar flow occurs (A2209). Winning number counter area 1 consists of 2 bars. It is the size of bytes (0-65535).
[0350] If the game control device 100 has not overflowed (result of A2209 is "N"), and the updated value is saved in winning number counter area 1 (A2210). step After processing A2210 or if an overflow occurs (result of A2209) The result is "Y"), and the value of the target winning number counter area 2 is loaded (A2211).
[0351] After that, the game control device 100 updates the loaded value by +1 (A2212) and updates It is determined whether or not the value causes an overflow (A2213). overflow does not occur (the result of A2213 is "N"), the updated value is stored in the winning number counter area Save to 2 (A2214). Winning number counter area 2 has a 1-byte (0 to 255) size. It is Izu.
[0352] Game control device 100, after the end of the process of step A2214, or overflow If this occurs (result of A2213 is "Y"), change the table address to the address of the next record. (A2215). Then, it is determined whether or not the monitoring of all switches has ended. (A2216).
[0353] If the game control device 100 has not finished monitoring all switches (the result of A2216 result is "N"), step A2203 to determine whether or not there is an input to the target winning opening switch return to the process of Also, when monitoring of all switches is completed (the result of A2216 is "Y" ), ending the winning number counter update process. As a result, until the monitoring of all switches is completed, , the processing of steps A2203-A2216 is repeated, and the number of prize balls won within one interruption The number of winning game balls, which is the number (total), is obtained, and each winning opening (each winning area area), the winning number counter areas 1 and 2 are updated and the winning information is stored. It will happen.
[0354] When the game is stopped (the result of A2201 is "Y"), the game control device 100 does nothing. Without doing so, the win number counter update process is terminated. As a result, in the game stop state, the winning opening The detection of game balls with the switch is disabled, the number of acquired game balls is not updated, and the winning number counter area Since areas 1 and 2 are not updated, winning information is not memorized and prize balls cannot be obtained. stomach). 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.
[0355] 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.
[0356] 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.
[0357] 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.
[0358] [Game machine status check processing] FIG. 14 is a flow chart showing the procedure of the gaming machine state check process. game machine status The check process is performed at step A201 in the winning opening switch / state monitoring process shown in FIG. 2, executed in A2014, etc.
[0359] The game control device 100 first acquires a state monitoring table corresponding to the state scan counter. (A2301). The state scan counter is a value ranging from 0 to 3, corresponding to the game state is set. For the relationship between the status monitoring table and the status scan counter, see , as described in the winning opening switch / status monitoring process.
[0360] Subsequently, the game control device 100 determines whether or not the signal to be checked is ON ( A2302). If the signal being checked is not ON (result of A2302 is 'N'), all In other words, if the signal to be checked is off, the state off flag is prepared as the state flag. (A2303), get the target state off command, and prepare (A2304). moreover , get the target state off monitoring timer comparison value (A2305). state off flag - system signals indicate a normal state, and touch switch signals indicate a non-touched state. Indicates status.
[0361] On the other hand, the game control device 100, when the signal to be checked is ON (result of A2302 result is "Y"), prepare a state-on flag as a state flag (A2306), and get and prepare the command (A2307). In addition, the target state ON supervisory timer comparison Get value (A2308). The status ON flag is abnormal or It indicates an illegal state, and with respect to the touch switch signal, indicates a touched state.
[0362] When the process of step A2305 or step A2308 ends, the game control device 100 determines whether the value of the signal control region of interest matches the state of the acquired signal (A2 309). If they match (result of A2309 is "Y"), process step A2312 transition to If not (result of A2309 is 'N'), the signal control region of interest Save the acquired signal status in the area (A2310) and clear the target status monitoring timer ( A2311).
[0363] Subsequently, the game control device 100 updates the target state monitoring timer by +1 (A2312). . Further, it is determined whether or not the updated state monitoring timer value is greater than or equal to the corresponding timer comparison value. (A2313). If the updated status watch timer value is less than the corresponding timer comparison value, If so (the result of A2313 is "N"), the gaming machine state check process is terminated.
[0364] 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 (result of A2313 is "Y"), update the status monitoring timer by -1 and set the timer ratio It stays at the value of comparison value -1 (A2314). In addition, the prepared state flag is the target state flag It is determined whether or not it matches the value of the area (A2315). If they match (A231 If the result of step 5 is "Y"), the gaming machine state check process is terminated.
[0365] On the other hand, the game control device 100, the prepared state flag matches the value of the target state flag area If not (result of A2315 is 'N'), set the prepared state flag to the target state flag. Save to lag area (A2316). Finally, the production command setting that sets the production command constant processing (A2317), and ends the gaming machine state check processing.
[0366] 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).
[0367] [Probability setting change / confirmation process] Next, details of probability setting change / confirmation processing (A1305) in timer interrupt processing. to explain. FIG. 15 is a flowchart showing the procedure of probability setting change / confirmation processing. sure In the rate setting change / confirm process, the probability setting value can be changed or confirmed.
[0368] The game control device 100 first determines whether the probability setting value is within the normal range (A2 401). The probability setting value here is the probability setting included in the work area in the area of RAM111c. stored in the fixed value area.
[0369] Game control device 100, when the probability setting value is within the normal range (result of A2401 " Y”), set the probability setting value display data corresponding to the probability setting value (A2402), and Output to the display device 152 via the drivers 150a and 150b (A2404). Probability setting If the value is not within the normal range (the result of A2401 is "N"), it will be used as the probability setting value display data. to set the turn-off data (A2403), and the driver 150a, 15 Output via 0b (A2404).
[0370] 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 big-hit probability (and small-hit probability). probability).
[0371] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0. (A2405). The security signal control timer is set to 1 in step A1037. It is 28 ms (predetermined time). Next, the external device (game hall internal management device (hall computer) (data), etc.), the ON data of the security signal for notifying the abnormality to the external information terminal 71 (A2406). Here, other signals to the external information terminal 71 such as the jackpot signal signal remains off.
[0372] After that, the game control device 100 determines whether or not the probability setting changing flag is set. (A2407). If the probability setting changing flag is not set (A2407 result is "N"), that is, if the probability setting is being confirmed, change / confirm the probability setting without doing anything End the process.
[0373] Game control device 100, when the probability setting changing flag is set (A2407 result is "Y"), i.e., the first timer interrupt after power-on when the probability setting is being changed It is determined whether or not it is a read process (A2408). In the first timer interrupt processing after power-on If there is (the result of A2408 is "Y"), the probability setting change / confirmation process is terminated. this is , when the RAM initialization switch 112 is held down, the probability setting value is changed unintentionally. This is to prevent the situation from being renewed.
[0374] If the game control device 100 is not the first timer interrupt process after turning on the power (A240 If the result of step 8 is "N"), it is determined whether or not there is an input from the RAM initialization switch 112 (A2 409). If there is no RAM initialization switch input (A2409 result is 'N'), Finish the rate setting change / confirmation process.
[0375] Game control device 100, when there is an input of RAM initialization switch 112 (A2409 result is "Y"), the working set value in the work set value area (in RAM111c or register) is updated by +1 within the range where Update the rate setting value by +1 (A2410). This causes the RAM initialization switch 112 to operate. The probability settings in the probability settings area are updated by 1 each time they are created. After that, change the probability setting / end the confirmation process. Note that the work setting value is stored when entering the setting change mode. The probability value read from the probability setting value area is stored in the industrial setting value area (RAM111c or register). A value corresponding to the rate setting value (a value obtained by subtracting 1 from the probability setting value) may be stored. In addition, for work If the setting value is 5 (probability setting value 6) and +1 is updated, the work setting value 0 (probability setting value You can go back to 1). Therefore, the probability setting values 1 to 6 are repeatedly updated by +1. can be switched. In addition, the possible range of working setting values is For example, 0 to 1 or 0 to 5 for existing multi-step settings, but 0 for single-step settings. Only. In the case of multistage setting, the working The setting value and the probability setting value are updated to different values, but in the case of one-step setting, the values are the same even if they are updated. remains (updated to the same value).
[0376] 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.
[0377] In addition, in the above, each time the RAM initialization switch 112 is operated, the work setting values are updated. In response to this, the probability setting value in the probability setting value area was updated directly, but the RAM111c The probability setting value (working setting value) that is being changed is stored in the working setting value area, and the setting When key switch 93 is turned off and the setting change work is completed (A1039 result is "), when the value corresponding to the working setting value in the working setting area is stored in the probability setting area for the first time. You may do so. In this way, if a power outage occurs while changing settings (A1040 The result is "Y"), and the probability setting value used for game control, performance control, etc. (in the probability setting value area) It is possible to prevent a situation in which the stored probability setting value is changed to an unintended value.
[0378] [Special game processing] Next, regarding the details of the special figure game processing (A1310) in the above-mentioned timer interrupt processing. explain. FIG. 16 is a flowchart showing the procedure of special figure game processing. Special game store In the process, the inputs of the starting port 1 switch 36a and the starting port 2 switch 37a are monitored, and special figure fluctuations are monitored. Controls the entire processing related to the display game and sets the display of special figures.
[0379] Game control device 100, first of the starting port 1 switch 36a and starting port 2 switch 37a Execute the starting port switch monitoring process to monitor winnings (A2600). Starter switch monitoring In the process, game balls are won in the starting winning hole 36 and the normal variable winning device 37 that forms the second starting winning hole. Then, various random numbers (jackpot random numbers, etc.) are extracted and a special figure fluctuation display game based on the winnings is created. A game result pre-determination is performed to determine a game result based on a prize winning at a stage before the start of the game. In addition, The details of the starting port switch monitoring process will be described later.
[0380] Next, a specific area switch that monitors the entry (entrance) of the game ball to the specific area 86 (V winning opening) Executes touch monitoring processing (A2601). For details of the specific area switch monitoring process, refer to will be described later.
[0381] Next, the game control device 100 executes the upper big winning opening switch monitoring process (A2602). . In the upper grand winning opening switch monitoring process, the count switch provided in the special variable winning device 39 It monitors the detection of a playing ball at the touch 39a.
[0382] Next, the game control device 100 updates the special game processing timer by -1 if it is not 0 (1 subtract only) (A2603). The special game processing timer is updated by -1, timer allocation Time is counted for the interrupt cycle (4 msec) of the loading process. In addition, special game The minimum value of the processing timer is set to 0. Next, whether the special game processing timer is 0 (A2604). If the special game processing timer is not 0 (result of A2604 is "N"), the process proceeds to step A2619.
[0383] Game control device 100, if the special game processing timer is 0 (the result of A2604 is " Y”), that is, if the time is up or has already been up, the special game Special game sequence branch table to be referenced to branch to the process corresponding to the system process number register (A2605). In addition, the special game sequence branch table Use to obtain the branch destination address of the process corresponding to the special figure game process number (A2606). Then, make a subroutine call with the special game processing number, to the special game processing number The corresponding game branch processing is executed (A2607).
[0384] If the game processing number is "0" at step A2607, the game control device 100 Monitors the start of fluctuation of the special figure fluctuation display game, sets the start of fluctuation of the special figure fluctuation display game, and directs Execute special figure normal processing to set and set information necessary for performing special figure fluctuation processing (A2608). In addition, the detail of a special figure usual process is mentioned later.
[0385] If the game processing number is "1" at step A2607, the game control device 100 A special feature for setting the stop display time of special figures and setting the information necessary for processing during special figure display. Execute processing during figure change (A2609). For example, in the special symbol fluctuation process, the special symbol is stopped Set the necessary information such as the symbol stop command indicating the stop symbol pattern and the stop display time corresponding to the stop symbol pattern. set, set the processing number "2" related to the special figure display processing and save it in the special figure game processing number area do.
[0386] If the game processing number is "2" at step A2607, the game control device 100 Processing during special figure display, such as setting the information necessary to shift to the jackpot state or small hit state Execute (A2610). For example, in the special figure display process, the result of the special figure fluctuation display game is large. If it is a hit, condition device operation information indicating that the condition device is in operation Set in the area, set the processing number "0" related to the special figure normal processing, and set it to the special figure game processing number area save. If the result of the special figure fluctuation display game is a small hit, a small hit fanfare command and set the necessary information such as the time before opening the small hit, and process number "3" related to the small hit opening pre-processing Set and save in the special game processing number area. The result of the special figure fluctuation display game is wrong. If so, set the processing number "0" related to the special figure normal processing and save it in the special figure game processing number area .
[0387] If the game processing number is "3" at step A2607, the game control device 100 Small hit opening pre-processing is executed (A2611). For example, in the small hit opening pretreatment, The opening time of the big winning mouth (small hit opening time, for example 1.6 seconds) is set in the special game processing timer area area, save the ON data in the upper grand prize opening solenoid output data area, and open the small hit Set the release 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.
[0388] If the game processing number is "4" at step A2607, the game control device 100 Execute small hit open process (A2612). For example, in the small hit open process, the small hit remaining Save the remaining ball processing time (eg 3.0 seconds) in the special game processing timer area, Set the process number "5" related to the process and save it in the special game process number area.
[0389] If the game processing number is "5" at step A2607, the game control device 100 Small hit remaining ball processing is executed (A2613). For example, in the small hit remaining ball processing, Set the process number "0" related to the process and save it in the special game process number area.
[0390] 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 (A2614), 1 The symbol variation control process related to the display device 51 is executed (A2615). And special figure 2 indicator After preparing the special figure 2 variation control table for controlling 52 variations (A2616), 2 The symbol variation control process related to the display device 52 is executed (A2617). Next, during the jackpot - A lever that controls the opening action of the lever solenoid 86b to open the solenoid 86b. - Execute the solenoid control process (A2618) and end the special game process.
[0391] [Start switch monitoring process] Next, regarding the details of the starting port switch monitoring process (A2600) in the special figure game process explain. FIG. 17 is a flowchart showing the procedure of the starting port switch monitoring process.
[0392] The game control device 100 firstly controls the winning monitoring table for the starting winning opening 36 (starting opening 1). (A2701), execute the hard random number acquisition process (A2702), and open the starting prize slot 36. Determine whether there is a prize in (A2703). If there is no prize in the starting prize opening 36 ( If the result of A2703 is "N"), the processing from step A2709 onwards is executed. On the other hand, the beginning If there is a prize in the moving prize slot 36 (result of A2703 is "Y"), in the gaming state where you hit to the right. Determine whether there is one (A2704).
[0393] If the game control device 100 determines that the game is not in a right-handed game state (result of A2704 is "N"), the process after step A2707 is executed. On the other hand, in a game state where you hit to the right, (The result of A2704 is "Y"), the right-handed instruction notification command is prepared as a production command. In preparation (A2705), effect command setting processing is executed (A2706). production command In the setting process, the effect command is written to the serial transmission buffer, and the effect command is used as the effect control. The data will be sent to the control device 300.
[0394] That is, if it is in the general electricity support state (time saving state), the probability state of the variable display game (high probability state state / low probability state), prepare a right-handed instruction notification command and set the production command Execute the process. In the case of this embodiment, it is easier for left-handed players to win the starting prize-winning port 36, and normally If the variable prize winning device 37 is not hit to the right, the prize is not won. Also, if it is not right-handed, the game ball will be normal. Do not pass through starting gate 34. Therefore, in the general electricity support state (time saving state), hit left Right-handed hitting is more advantageous, but if there is a prize at the starting prize mouth 36 during the general electricity support state (i.e., when left-handed during the general electric support state), the right-handed instruction notification command is transmitted to the production control device 300, and the production control device 300 instructs to hit to the right ( warning) is executed on the display device 41 or the like by right-handed instruction display.
[0395] 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 (A2707), execute the common processing for the special figure start entrance switch (A2 708). And the winning monitoring table for the 2nd starting winning opening (normal variable winning device 37) Prepare (A2709), execute the hard random number acquisition process (A2710), and open the second starting prize slot. Determine whether there is a prize in (A2711). If there is no prize in the second starting prize opening ( If the result of A2711 is "N"), the start port switch monitoring process ends.
[0396] On the other hand, if there is a prize in the second starting prize opening (as a result of A2711), the gaming control device 100 ``Y'') indicates whether the normal electric accessory (normal variable prize winning device 37) is in operation or not. First, check whether the normal variable prize winning device 37 is activated and is in an open state where it is possible to win a game ball. Judge (A2712). If the normal electric accessory is in operation (the result of A2712 is "Y") ), the process moves to step A2714.
[0397] On the other hand, the game control device 100 normally controls when the electric accessory is not in operation (if the result of A2712 is "N"), it is determined whether a public electricity fraud is occurring (A2713). Go to normal variable prize winning device 37 If the number of fraudulent winnings is greater than or equal to the number of fraudulent winnings (e.g. 5 winnings), then it is determined that utility fraud is occurring. It is determined that Normally, the variable winning device 37 cannot win a game ball when it is in the closed state, and cannot win when it is in the open state. Only game balls can win prizes. Therefore, if the game ball wins in the closed state, there may be some abnormality. In the event of fraud, if there are game balls that won a prize in such a closed state, the number of winnings will be counted. It is counted as the number of fraudulent winnings. Then, the number of fraudulent winnings counted in this way will be calculated based on the number of fraudulent winnings. If the number of determination items (upper limit) is exceeded, it is determined that fraud is occurring.
[0398] If the power supply fraud is not occurring (the result of A2713 is "N"), the gaming control device 100 2 Prepared a table to set the pending information from the starting winning slot (normal variable winning device 37) After (A2714), execute the special figure starting port switch common process (A2715), and then Terminate the monitoring process. In addition, in A2713, there is a power outage fraud occurring (A2713's conclusion) If the result is determined to be "Y", the start port switch monitoring process is also terminated. i.e. the second Prevent starting memory from occurring any further.
[0399] [Common process for special figure start switch] Next, the special figure starting port switch common processing (A2708, A 2715) will be described in detail. Figure 18 shows the procedure for common processing of the special figure starting port switch. It is a flow chart. Special figure starting port switch common processing is starting port 1 switch 36a and starting port switch. Processing that is commonly performed for each input when there is an input to the moving port 2 switch 37a is.
[0400] Game control device 100, first of the starting port 1 switch 36a and starting port 2 switch 37a Among them, information regarding the number of winnings to the monitored start switch is managed externally of the gaming machine 10. Load the starting port signal output count, which is the number of times to output to the device (A2901), and load Update the value by +1 (A2902) and determine whether the output count overflows. (A2903). If the output count does not overflow (A2903 result is "N"), Save the updated value in the RWM start port signal output count area (A2904) and proceed to step A. Move to 2905 processing. On the other hand, if the output count overflows (A2903 result result is "Y"), the process moves to step A2905. In this embodiment, the starting port signal output Values from "0" to "255" can be stored in the number area. and loaded If the value is "255", the updated value becomes "0" by updating +1, and the number of outputs increases. It is configured to determine that there is an overflow.
[0401] Next, the game control device 100 operates the starting port 1 switch 36a and the starting port 2 switch 37a. Of these, the number of special figures pending (starting memory number) to be updated corresponding to the starting port switch to be monitored is the upper limit. It is determined whether the value is less than the value (4 in this case) (A2905). The number of special figures pending to be updated is the upper limit If the result of A2905 is "N", the special figure starting port switch common process will end Ru. In addition, if the number of reserved special drawings to be updated is less than the upper limit (here 4) (A2905) If the result is "Y"), the number of special drawings to be updated (the number of special drawings 1 or 2) will be updated by +1. (A2906) and save the target starting gate winning flag (A2907).
[0402] Next, the gaming control device 100 controls the starting gate switch to be monitored and the random number corresponding to the number of special symbols on hold. The address of the number storage area is calculated (A2908) and the jackpot prepared in step A2805 is Save the random numbers in the RWM jackpot random number storage area (A2909). Then start monitoring Extract the jackpot symbol random number of the special symbol fluctuation display game that starts with the detection of the moving mouth switch, and R Save in the WM jackpot symbol random number storage area (A2910). Subsequently, the starting point to be monitored Extract the small winning pattern random number of the special figure fluctuation display game started by detecting the switch, Save in the pattern random number storage area (A2911). In addition, support for determining the time saving pattern Extract the pattern random number and save the pattern random number per support in the RWM support per pattern random number storage area. (A2912).
[0403] 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 A2911 is optional. Does not need to be executed. In addition, since there is no small hit result in the special figure 1 variable display game, it is subject to monitoring. If the starting port switch is the starting port 1 switch 36a, even if you do not extract the small winning pattern random number good.
[0404] 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 (A3403) and the special figure 2 stop pattern setting process (A3503), at the time of the small hit The stop pattern number, the stop pattern number at the time of the support hit, or the stop design number at the time of the big hit, and these stop A small hit stop pattern pattern corresponding to the design number, a support stop pattern pattern, or a big hit stop It is used to determine the stop design pattern.
[0405] 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 winning pattern, the range of common random numbers is divided and assigned to each small winning pattern. When assigning or determining the pattern per support, the range of common random numbers is divided and each pattern per support , or when determining the jackpot pattern, divide the range of common random numbers and assign each jackpot pattern You can also assign it to
[0406] Next, the game control device 100 determines the RWM variation patterns corresponding to the variation pattern random numbers 1 to 3. Save in the random number storage area (A2913), and save the result of the variable display game (game result). Execute the special figure reservation information judgment process (preliminary judgment process, prefetching process) that can be judged before (A29 14). In the special figure reservation information determination process, the saved jackpot random numbers and hit design random numbers (jackpot design Stop design information (big hit stop design based on random numbers, small hit design random numbers, support per design random numbers) etc. , small hit stop design, time saving stop design, off stop design) Pre-reading stop design command corresponding to Or, the first half fluctuation number based on the saved fluctuation pattern random number 1 to 3 (number of fluctuation before reach) And produce a look-ahead fluctuation pattern command corresponding to the latter half fluctuation number (number of fluctuation after reach) Set as a command. And, corresponding to the start-up switch to be monitored and the number of special figures pending Prepare the decoration special figure reservation number command as a production command (A2915), and set the production command Execute the process (A2916) and end the special figure start opening switch common process. in this way, The game control device 100 displays the variation before the variation display game based on the starting memory is executed. A pre-determining means capable of pre-determining the result of the dynamic display game is provided.
[0407] 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. Also, 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.
[0408] [Specific area switch monitoring processing] Next, about the details of the specific area switch monitoring process (A2601) in the special game process to explain. FIG. 19 is a flowchart showing the procedure of specific area switch monitoring processing.
[0409] The game control device 100 first determines whether or not a small hit is in progress (A3001). Special figure If the game processing numbers are "4" and "5", it can be determined that a small hit is in progress. is in the midst of a hit If (the result of A3001 is "Y"), determine whether the condition device is in operation (A30 02). If the condition device activation information indicating that the condition device is in operation is set, the condition It can be determined that the device is in operation.
[0410] Game control device 100, if the condition device is not in operation (the result of A3002 is "N"), It is determined whether or not there is an input to the specific area switch 72 (A3003). specific area switch If there is an input in 72 (the result of A3003 is "Y"), that is, winning a prize in the specific area 86 ( If there is a V prize), condition device activation information indicating that the condition device is in operation It saves in the local operation information area (A3004), and terminates the specific area switch monitoring process.
[0411] If it is not a small hit (the result of A3001 is "N"), if the condition device is in operation (A3 002 result is "Y"), or when there is no input to the specific area switch 72 (A3003 result is "N"), the specific area switch monitoring process ends without doing anything.
[0412] [Special normal processing] Next, the details of the special figure normal process (A2608) in the special figure game process will be described. Figure 20 is the flowchart which shows the procedure of special figure usual processing.
[0413] 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 (A3200). Under normal processing or if the remaining ball counter of the big winning opening is not 0 (the result of A3200 is "N ”), the process proceeds to step A3215 without starting the special figure fluctuation display game.
[0414] The game control device 100 is processing the accessory normally, and the remaining ball counter of the big prize opening is 0. (A3200 result is "Y"), the special map 2 pending number (second starting memory number) is 0. (A3201). If the number of reserved special drawings 2 is 0 (the result of A3201 is "Y"), determine whether the number of special drawings 1 pending (first start memory number) is 0 (A3206) . If the number of reserved special drawings 1 is 0 (result of A3206 is "Y"), the customer waiting demo will start. Determine whether the customer waiting demo has started (A3211), and if the customer waiting demo has not started (A32 11 result is "N"), sets the customer waiting demo flag in the customer waiting demo flag area (A 3212).
[0415] Next, the game control device 100 prepares a customer waiting demo command as a performance command ( A3213), performs production command setting processing (A3214), and processes step A3215. to move to. On the other hand, if the customer waiting demo has already started in step A3211 (A32 11 result is "Y"), and set "0" related to special figure normal processing as the processing number (A3215 ), save the processing number in the special pattern game processing number area (A3216), and clear the log area (A3217). Then, check the fraud monitoring period flag area for the big winning opening fraud monitoring period. Save the flag during the viewing period (A3218) and end the special map normal processing.
[0416] In addition, if the number of reserved special drawings 2 is not 0 (the result of A3201 is “N ''), executes the special figure 2 fluctuation start process (A3202), and sets the decorative special figure reserve corresponding to the number of reserved special figures 2. Prepare the residue command (decoration special figure 2 reservation number command) as a production command (A3203 ), executes the production command setting process (A3204). And special figure 2 special figure fluctuation processing Execute the transition setting process (A3205) and end the special figure normal process.
[0417] In the special figure fluctuation process transition setting process of special figure 2, 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 changing flag in the flag area.
[0418] In addition, if the number of reserved special drawings 1 is not 0 (the result of A3206 is “N ''), executes the special figure 1 fluctuation start process (A3207), and sets the decoration special figure reserve corresponding to the number of reserved special figures 1. Prepare the residue command (decoration special figure 1 reservation number command) as a production command (A3208 ), executes the production command setting process (A3209). And special figure 1 special figure fluctuation processing Execute the transition setting process (A3210) and end the special figure normal process.
[0419] In the special figure fluctuation process transition setting process for special figure 1, 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 special figure 1 fluctuation. Save the changing flag in the flag area.
[0420] In this way, by checking the number of reserved special drawings 2 before checking the number of reserved special drawings 1, , If the special figure 2 pending number is not 0, the special figure 2 fluctuation start process (A3202) will be executed. becomes. In other words, the special figure 2 variable display game is executed with priority over the special figure 1 variable display game. (Special map 2 pending priority consumption). In other words, the game control device 100 If the (gaming control device 100) has a second starting memory, fluctuations based on the second starting memory. A priority control method for executing the display game preferentially over the variable display game based on the first starting memory tiered. In addition, the special figure 1 fluctuation display game may be 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 A3201 is changed to special figure 1 pending It suffices to determine whether or not the number ≠ 0.
[0421] [Special figure 1 fluctuation start process] Next, I will explain the details of the special figure 1 fluctuation start process (A3207) in the special figure normal process Ru. FIG. 21 is a flow chart showing the procedure of special figure 1 fluctuation start processing. Special figure 1 fluctuation start The process is a process performed at the start of the special figure 1 fluctuation display game.
[0422] 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 (A3401). Next, special figure 1 change Loss information and big hit Big hit flag 1 setting processing for performing processing such as setting information is executed (A3402). Big The details of the hit flag 1 setting process will be described later.
[0423] Next, the game control device 100 controls the special figure 1 stop symbol (symbol information) related to the special figure 1 variable display game. (A3403). Special figure 1 stop design In the fixed process, the stop pattern number at the time of loss, the support hit, or the big hit, and this stop pattern number Outgoing stop pattern pattern corresponding to, support stop pattern pattern, or jackpot stop pattern pattern save the turn. The stop pattern number at the time of the support hit or the jackpot is the support hit pattern, respectively. It is determined according to random numbers and jackpot pattern random numbers.
[0424] Furthermore, the game control device 100 is a parameter for setting the variation pattern special figure Execute special figure information setting processing to set information (A3404).
[0425] 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 referring to various information is set Prepare information table (A3405).
[0426] 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) (A3406) . Next, the game control device 100 is a variation that sets the information of the start of variation of the special figure 1 variation display game Execute the start information setting process (A3407) and end the special figure 1 fluctuation start process. Fluctuation start information In the information setting process, the fluctuation time value corresponding to the fluctuation pattern (variation pattern number) is acquired, Save in the game processing timer area. Then, the variation command corresponding to the variation pattern number Prepare the mode (MODE, ACTION) as a production command, and perform the production command setting process. conduct. In addition, in the fluctuation start information setting process, the special figure type of the special figure fluctuation display game to be started from now on Another (special figure 1 or special figure 2) to update the number of special figures pending -1 (decrease by 1).
[0427] [Special figure 2 fluctuation start process] Next, we will explain the details of the special figure 2 fluctuation start process (A3202) in the special figure normal process. Ru. FIG. 22 is a flowchart showing the procedure of special figure 2 fluctuation start processing. Special figure 2 fluctuation start The process is a process performed at the start of the special figure 2 variation display game, and is a process that is performed at the start of the special figure 2 variation display game, and the special figure 1 variation shown in Figure 21. Processing similar to the processing in the start processing is performed on the second start memory.
[0428] The game control device 100 first selects the type of special figure fluctuation display game to be executed (here, special figure 2). Save the special figure 2 variation flag that indicates this in the variation symbol discrimination area (A3501). Next, the special 2 Variable display The jackpot flag 2 for determining whether the game is a jackpot or not has loss information and Executes jackpot flag 2 setting processing, which performs processing such as setting jackpot information (A3502 ).
[0429] Next, the game control device 100 controls the special figure 2 stop symbol (symbol information) regarding the special figure 2 variable display game. Special figure 2 stop symbol setting processing related to the setting of information) is executed (A3503). In addition, the fluctuation pattern Execute the special figure information setting process to set the special figure information, which is a parameter for setting the zone. (A3504). Next, various information regarding the setting of the fluctuation pattern of the special figure 2 fluctuation display game. Special figure 2 variation pattern setting information table, which is a table in which information for referring to the information is set. Prepare a sample (A3505).
[0430] After that, the game control device 100 performs a variation that sets the variation pattern of the special figure 2 variation display game. Execute pattern setting processing (A3506). Finally, the start of fluctuation of special figure 2 fluctuation display game Execute the fluctuation start information setting process to set the information (A3507), and execute the special figure 2 fluctuation start process finish.
[0431] [Big hit flag 1 setting process] Next, the details of the jackpot flag 1 setting process (A3402) in the special figure 1 fluctuation start process I will explain. FIG. 23 is a flow chart showing the procedure of the big hit flag 1 setting process.
[0432] The game control device 100, first, the deviation information in the jackpot flag 1 area and the support hit flag 1 area. save information (A3601). Next, RWM's special figure 1 jackpot random number storage area (for pending number 1 ), load the jackpot random number from (A3602), and store the special figure 1 jackpot random number storage area (for 1 pending number) is cleared to 0 (A3603). In addition, for the number of reservations 1, the digestion order is the first An area that stores information (random numbers, etc.) about the special figure start memory (here, the first of the special figures 1) area. After that, depending on whether the prepared jackpot random number matches the jackpot judgment value, A big hit determination process for determining whether or not it is a hit is executed (A3604).
[0433] The game control device 100, when the determination result of the jackpot determination process (A3604) is a jackpot (The result of A3605 is "Y"), a big hit that saved the losing information in step A3601 Overwrite the jackpot information in the flag 1 area and save it (A3606), and set the jackpot flag 1 finish the process.
[0434] On the other hand, if the judgment result of the big hit judgment process (A3605) is not a big hit (the result of A3605 result is "N"), optionally, based on the obtained jackpot random value, the special figure fluctuation display game Execute the support hit determination process to determine whether it is a support hit (A3607), and the result of the determination determines whether it is a support hit (A3608). In addition, in this embodiment, (In other words, the same random value is used for the support hit judgment and the jackpot judgment.) numbers are used). Here, the support hit (time saving hit) of the special figure fluctuation display game is the next It is a time-saving result (specific result) that enters the time-saving state from the special figure fluctuation display game, and at this time In response to the short result, the effect control device 300 is displayed as a stop result of the decoration special figure fluctuation display game. Short symbols can be displayed on the display device 41 .
[0435] The game control device 100, when the special figure fluctuation display game is a support hit (result of A3608 is "Y"), and in step A3601, the loss information is saved in the support hit flag 1 area. Overwrite and save the hit information (A3609), and end the jackpot flag 1 setting process. On the other hand, if the special figure fluctuation display game is not a support hit (the result of A3608 is "N"), To end the jackpot flag 1 setting process without saving the support hit information in the flag 1 area Ru.
[0436] 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". In addition , steps A3607-A3609 are optional and may be omitted. For abbreviation, it is not necessary to provide the result of the special figure 1 variable display game "support hit (time saving hit)". Also, it is possible to provide a "small hit" as a result of the special figure 1 fluctuation display game.
[0437] 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.
[0438] [Big hit flag 2 setting process] Next, the details of the jackpot flag 2 setting process (A3502) in the special figure 2 fluctuation start process I will explain. FIG. 24 is a flow chart showing the procedure of the big hit flag 2 setting process. This processing is similar to the processing in the jackpot flag 1 setting processing shown in FIG. This is done with memory as the object.
[0439] 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 (A3701). Next, RWM's special figure 2 jackpot random number Load the jackpot random number from the storage area (for pending number 1), pr...
Claims
[Claim 1] A gaming machine having a gaming control means capable of executing a game, The game control means includes: A calculation processing means for performing a predetermined calculation process according to a program; A read-only storage means for storing the program; a rewritable storage means for storing information updated with the execution of the predetermined arithmetic processing, The arithmetic processing means A first branch instruction and a second branch instruction are executable to branch an execution address of an instruction included in the program, the first branch instruction is a branch instruction of a predetermined instruction length, the second branch instruction is a branch instruction having a shorter instruction length than the first branch instruction and for performing a branch with a limited range of branch destination addresses by determining a specific flag, the read-only storage means includes a first area of use set as a used area for storing data, a second area of use set as the used area, a third area of use set as the used area, a first unused area between the first area of use and the second area of use set as an unused area, and a second unused area between the second area of use and the third area of use set as the unused area; The program is is stored in the first area of use, A first subroutine; a second subroutine having a smaller program capacity than the first subroutine; Including, the first subroutine includes the first branch instruction and the second branch instruction; the second subroutine includes the second branch instruction and does not include the first branch instruction; Amusement machine.