Game machine

JP2023123369A5Pending Publication Date: 2026-01-22SOPHIA CO LTD
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Patent Information

Application Number
JP2023018775
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-02-24
Filing Date
2023-02-09
Publication Date
2026-01-22

AI Technical Summary

Technical Problem

Conventional game machines are difficult to operate, necessitating improvements for easier access and control of their components.

Method used

The game machine incorporates program storage means, arithmetic processing, registers, and update information storage, with operational information displayed outwardly and control means displayed on a flat surface, enhancing usability.

Benefits of technology

This configuration simplifies the operation of the game machine, making it easier to use and control various functions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To make game control means easier to operate.SOLUTION: In a game machine including game control means capable of executing a game and operation means that can be operated, the game control means includes program storage means for storing a program, arithmetic processing means for performing a predetermined arithmetic process by the program, multiple registers in which values are stored when the arithmetic processing means performs the arithmetic process, and update information storage means capable of storing information updated by the arithmetic processing means. Information related to an operation of the game control means is displayed on the game control means so as to protrude outward. Information related to the operation means is displayed in a flat form near the operation means.SELECTED DRAWING: Figure 152A
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Description

Technical field

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there is a game machine capable of operating game control means provided on the back side of a game board (for example, Patent Document 1). [Prior art documents] [Patent document]

[0003] [Patent document 1] Japanese Patent Application Publication No. 2010-200904 [Outline of the invention] [Problems to be solved by the invention]

[0004] However, in the conventional game machine, there is room for improvement in order to make it easier to operate the parts to be operated.

[0005] SUMMARY OF THE INVENTION Accordingly, an object of the present invention is to make it easier to operate a region to be operated. [Means for solving the problem]

[0006] According to a representative aspect of the present invention, in a gaming machine comprising game control means capable of executing a game and operation means capable of operating, the game control means includes program storage means for storing a program; comprising: arithmetic processing means for performing predetermined arithmetic processing; a plurality of registers in which values ​​are stored when performing the arithmetic processing; and update information storage means capable of storing information updated by the arithmetic processing means. Further, information related to the operation of the game control means is displayed on the game control means so as to protrude outward, and information related to the operation means is displayed on a flat surface near the operation means. It is displayed as follows.

Effect of the invention

[0007] ADVANTAGE OF THE INVENTION According to one aspect of this invention, it can make it easier to operate the site|part used as an operation target. [Brief explanation of drawings]

[0008]

Figure 1

Figure 2

[0009] [First embodiment] Preferred embodiments of the present invention will be described below with reference to the drawings. In addition, in the explanation of the gaming machine The front, rear, left, and right of the game refer to the directions seen by the player during the game.

[0010] [Overview of gaming machine] FIG. 1 is a diagram illustrating a gaming machine.

[0011] The game machine 10 is attached to a frame 11 fixed to the island equipment via hinges 16 so as to be freely openable and rotatable. Equipped with an opening / closing frame that can be opened and closed. The opening and closing frame consists of the front frame 12 (body frame) and glass frame 15 (front frame unit). It is composed of In addition, the opening and closing frame is attached to the hinge at its left end. It is on the shaft attachment end side, and its right end side is on the open end side that is opened by rotation. Na Also, the frame 11 and the front frame 12 constitute an outer frame unit 17 .

[0012] A game board 30 (see FIG. 2) is arranged on the front frame 12, and the front surface of the game board 30 is A glass frame 15 with a covering cover glass 14 is attached. The 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 uses a transparent member 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. be.

[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, 18c are provided. The decoration 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 located above the glass frame 15 (or opening / closing frame) in the left and right direction of the gaming machine 10. This is a top unit that extends and projects diagonally upward and forward. decoration device 18a has a generally flat front portion 456 with various indicia such as model name. decoration device 1 8a is fixed and does not operate in this embodiment, but it is pulled so as to reduce the pressure on the player. Can be moved forward, upward, or diagonally from the initial position (normal position) to the forward, upward, or diagonal operating position only when necessary It may also move in the front-back direction or up-down direction. Note that the decoration device 18a (here, When the top unit) moves (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 protruding unit (front frame light emitting unit) that protrudes. The decoration device 18c is made of glass On the left side of the frame 15, there is a protruding unit that extends vertically and projects forward. It is a kit (front frame light emitting unit). The decoration devices 18b and 18c are located on the center side (inner side) of the gaming machine 10. side) toward the player, and light leaks to the outside of the gaming machine 10 from a plurality of openings. be

[0018] Upper speakers 19a are arranged at the upper right corner and the upper left corner of the glass frame 15, respectively. be. In addition to these upper speakers 19a, there are two lower speakers 19b at the bottom of the gaming machine 10. It is provided. The lower speaker 19b is located at the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. It is 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. Kit 20 is installed. The upper plate 21 is formed into a box shape that is open 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 include.

[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 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. The touch panel 25b 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). Adjust by increasing or decreasing (+-). 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 speaker 19 may be adjustable by pressing the left or right switch of 50. stomach.

[0024] When the player operates the effect operation device (especially the effect button 25), the display device 41 (Refer to Figure 2) Effect that intervenes the player's operation in a special figure fluctuation display game etc. It can be performed. For example, you can select 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 For example, the game state is 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), jackpot state ( Special gaming state), small winning gaming state (small winning state). In this way, gaming machine 10 is specially 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. It can be a state.

[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 certain probability lottery (fall lottery type), etc. be.

[0028] Furthermore, without determining whether or not to generate a probability variable state by the jackpot pattern random number, the jackpot You may make it always generate a probability change state, when it generate|occur|produces.

[0029] The ball lending operation device is an operation device operated by a player when borrowing a game ball. It is provided on the upper right side of the operation panel 490 of the unit 20 . The ball rental operation device has a balance display unit 490a, a ball rental button 27, and a return button 28 are provided. 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 It is a button operated by the player when borrowing, and the return button 28 is adjacent to the gaming machine 10. When ejecting a prepaid card etc. from the card unit (not shown) arranged like These are buttons operated by the player.

[0030] The decoration device 22 accommodates lighting members such as LEDs inside, and emits light depending on the game state. It is a device for dispensing, etc., and is provided in the upper tray unit 20. As shown in FIG. Arranged inside the decoration device 22 The provided lighting member constitutes a part of the frame decoration device 18 (see FIG. 4).

[0031] Below the glass frame 15 including the above-described upper tray unit 20 and the like, and below the front frame 12 , an operation handle 24 for controlling the operation of the ball launcher (not shown) and a game ball are stored. A lower tray unit 29 including a lower tray 23 and the like that can be fastened is provided. lower plate unit 29 and The upper tray units 20 are matched in shape and are arranged side by side in a vertical direction. fine dish By operating the upper plate operation part 435 of the knit 20, the game ball of the upper plate 21 is transferred to the lower plate 23 and can flow 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 you down.

[0033] The lower plate 23 of the lower plate unit 29 is spaced from the upper plate unit 20 by a predetermined distance. located below the unit. The lower plate 23 penetrates the bottom surface of the lower plate 23 in the vertical direction. and an opening / closing operation part 23b for opening and closing the ball extraction hole 23a. be. When the player operates the opening / closing operation part 23b to open the ball removal hole 23a, the lower tray 2 The game balls stored in 3 can be discharged to the outside through the ball extraction hole 23a.

[0034] In addition, on the back side of the front frame 12, a power supply device 400 for supplying power to various devices and an island facility are installed. An upper tank 448 for storing game balls replenished from a replenishment device (not shown) placed, an upper A payout device (payout unit) that pays out game balls flowing down from the tank 448 to the upper tray 21 are placed.

[0035] [Game board] Next, the game board 30 of the game machine 10 will be described with reference to FIG. Figure 2 is a game machine 10 is a front view of a game board 30 provided in 10. FIG.

[0036] As shown in FIG. 2, the game board 30 includes a flat plate-like game board main body 3 that serves as a mounting base for various members. Equipped with 0a. The game board main body 30a is made of wood or synthetic resin, and the game board main body 30a A game area 32 surrounded by guide rails 31 is provided on the front surface of the. The game machine 10 is A game is played by shooting a game ball from a ball shooting device into a game area 32 surrounded by a guide rail 31. It is configured to A windmill is provided in the game area 32 as a member for changing the flowing direction of the game ball. and obstacle nails etc. are arranged, and the launched game ball changes the rolling direction by these members It flows down the game area 32 from.

[0037] Approximately in the center of the game area 32, there is a center window that forms a display area for the variable display game. A case (front structure) 40 is attached. Window formed in center case 40 Behind the is a production display device (variable display device) that variably displays (variable display) a plurality of identification information A display device 41 is arranged. The display device 41 is, for example, a liquid crystal display In addition, the display contents can be visually recognized from the front side of the game board 30 through the window of the center case 40. are arranged so that Note that the display device 41 is not limited to having a liquid crystal display. , EL, CRT, or the like may be provided.

[0038] A plurality of variable display areas are provided on the display screen (display unit) of the display device 41, and each variable display area is provided. Identification information (special symbols) and characters that produce a variable display game are displayed in the dynamic display area. . In addition, images based on the progress of the game (jackpot display, fanfare display, error display, etc.) are displayed on the display screen. , etc.) are displayed.

[0039] In addition, the center case 40 is provided with a game ball flowing down the game area 32. and the inflow port 40a to the warp passage 40e for guiding to the inside of the warp passage 40e A stage portion 40b on which game balls can roll is provided. Center case 40 stay Since the jig portion 40b is arranged above the start winning opening 36 and the normal variable winning device 37, The game ball rolled on the stage part 40b wins the starting winning port 36 or the normal variable winning device 37 It's getting easier.

[0040] At the top and right side of the center case 40, there are an upper production unit 40c and a side part, respectively. A production unit 40d is provided. Upper production unit 40c and side production unit 40d constitutes a part of the board decoration device 46 (see FIG. 4) and the board rendering device 44 (see FIG. 4) .

[0041] In the game area 32 on the right side of the center case 40, there is a normal pattern start gate (normal pattern start game g) 34 is provided. Inside the normal pattern starting gate 34, the normal pattern starting gate 34 A gate switch (SW) 34a (see FIG. 3) is provided for detecting the passing game ball. ing. When the game ball driven into the game area 32 passes through the normal pattern start gate 34, the normal pattern A variable display game is executed.

[0042] A general prize winning opening 35 is arranged in the lower left gaming area 32 of the center case 40. A general prize winning port 35 is also arranged in the game area 32 on the lower right side of the intercase 40 . these Winning of the game ball to the general winning opening 35 is performed by the winning opening switch (SW) provided in the general winning opening 35 ) 35a-35n (see FIG. 3).

[0043] The game area 32 below the center case 40 is provided with the conditions for starting the special figure fluctuation display game. A starting winning opening (starting opening 1, first starting winning area) 36 is provided. center case 40 In the game area 32 on the right side of the normal figure start gate 34, there is a second start winning opening (starting opening 2, a normal variable winning device 37 (normal electric accessory, normal electric) with a second start winning area) is provided It will be done. The normal variable winning device 37 rotates forward to convert to a state where game balls can easily flow in. A movable member (movable piece) 37b is provided. When the movable member 37b is in the closed state, the game ball is normally prevented from winning in the variable prize winning device 37. A game ball starts winning a prize mouth 36 or When winning the normal fluctuation winning device 37, a special figure fluctuation display game is executed as an auxiliary game It can be done. In addition, in the starting prize opening 36, it is easier to win the game ball when hitting left-handed, and there is a normal variable prize winning device. In position 37, it becomes easier for the game ball to win when hitting right-handed.

[0044] The movable member 37b is a so-called tongue-shaped ordinary electric accessory, and the result of the general figure fluctuation display game operates via general electric solenoid 37c (see Figure 3) when The open state (which is advantageous for the player) allows the game ball to easily flow into the variable prize winning device 37. It changes to a state where it is easy to win a prize. If the movable member 37b is not in the open state (in the winning easy state), A closed state in which it is difficult for game balls to flow into the normal variable winning device 37 (a winning difficult state, a winning difficult state) Become. In addition, in this embodiment, the starting winning hole 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), but there is no movable member (opening / closing member). It is also possible to have a structure with

[0045] In addition, the movable member 37b is controlled by the game control device 100 described later. game control The device 100 shortens the fluctuation time of the general pattern fluctuation display game and improves the winning accuracy of the general pattern fluctuation display game. By making the rate higher than usual, you can increase the frequency of easy winning states, or create special games. The occurrence time of the easy-to-win state is longer than the easy-to-win state that occurs in the normal gaming state where no tricks are performed. By Ru. In addition, even in definite variable states (excluding latent definite variable states), time-saving states (general electricity support (defective state) occurs.

[0046] In the gaming area 32 to the right of the starting winning opening 36, there is a lower winning opening solenoid 38b (see Figure 3). Attachment to open the lower grand prize opening which opens the grand prize opening by retracting from the front to the back side. A first special variable prize winning device 38 (special electric accessory) having an opening / closing door 38c in the form of a car is provided. There is. The first special variable winning device 38 closes the grand prize opening depending on the result of the special figure variable display game. from closed state (closed state that is disadvantageous to the player) to open state (game state that is advantageous to the player) ), and by making it easier for the game ball to flow into the lower prize opening, the player can play the prescribed game. It is designed to give value (for example, the number of shortened times / number of guaranteed changes after winning the prize ball or jackpot) . In addition, inside the lower prize winning hole, a lower winning hole is installed as a detection means for detecting the game ball that has entered the big winning hole. A prize opening switch 38a (count switch) is provided. In addition, the 1st special variable prize The device 38 makes it easier for game balls to win when hitting right-handed.

[0047] In the gaming area 32 above the normal variable winning device 37, there is a large winning opening solenoid 39b (Fig. An opening / closing door that opens the upper prize opening by rotating the upper end side to the right side by rotating the A second special variable winning device 39 having a number 39c is provided. 2nd special variable winning device 39 is a state in which the big prize opening is closed (closed which is disadvantageous to the player) depending on the result of the special figure fluctuation display game. (closed state) to open state (special game state advantageous to the player) and enter the big prize opening. By facilitating the influx of game balls, players can receive predetermined game value (for example, prize balls or winnings at the end of a jackpot). The number of time reductions / probable number of changes after the end of the process is given. In addition, there is a prize in the grand prize opening. The upper large prize opening switch 39a (counting switch) (see Figure 3). In addition, the second special variable winning device 39 has a right-handed player. It becomes easier for game balls to win prizes. In addition, the lower large winning opening switch 38a and the upper large winning opening switch 39a is collectively called the big prize opening switch 43.

[0048] Inside the second special variable winning device 39, a specific area 86 (so-called V winning hole) is provided. ing. After the opening / closing door 39c is opened by a small hit, play in the specific area 86 (V prize opening) A jackpot is confirmed when the ball hits the ball. Specific area 86 is left open for a long time only during a small hit. The game ball may be made to pass easily by, for example, being In addition, the game control device 100 is A sensor (specific area switch 72 described later), etc. detects the passing of the game ball to the specific area 86 (V winning). It can be detected through the At the same time, the production control device 300 (described later) receives information indicating that there has been a V-winning (passing through a specific area). commands, etc.). Then, the performance control device 300 displays the V winning prize on the display device 41, etc. It can be announced at a later date.

[0049] That is, in this embodiment, the gaming machine 10 is a so-called 1 type and 2 type mixed machine (1+2 type machine). . In this embodiment, by opening the second special variable prize winning device 39 with a small hit, the second special variable prize winning device 39 is opened. A game ball enters a V prize in the specific area 86 (V prize opening) in the special variable prize winning device 39, and a jackpot is generated. live.

[0050] General winning hole 35, starting winning hole 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) The number of prize balls according to the type of winning hole is discharged from the payout device to the upper tray 21. Also, the lower gaming area Area 32 is provided with an out port 30b for collecting game balls that have not won a prize, such as a winning port. Ru. In addition, there are 35 general winning holes, 36 starting winning holes, 37 normal variable winning devices, and special variable winning holes. Devices 38, 39 and their vicinity are equipped with LEDs (described later) that can emit light when a game ball has won a prize. A part of the board decoration device 46) is provided.

[0051] In addition, a special figure fluctuation display game is located outside the gaming area 32 and at the lower right corner of the gaming board body 30a. (Special figure 1 variable display game, Special figure 2 variable display game) and regular figure variable display game. A collective display device 50 is provided. The batch display device 50 includes an LED lamp (light emitting part, The display unit 51 to 60 is comprised of a light member) and displays information such as the current gaming status.

[0052] The batch display device 50 is a variable table consisting of a 7-segment display (LED lamp), etc. First special figure fluctuation display section 51 (special figure 1 indicator, lamp D1) and second special figure fluctuation table for the show game The display section 52 (special figure 2 display, lamp D2) and the variable display section 53 (normal figure variable display) for the normal figure variable display game. Graphic display, lamps D8, D10, D18) and each variable display game start (hold) memory number information Knowledge memory display section (special map 1 reservation display 54, special map 2 reservation display 55, general map reservation display 56 ) and has. The special figure 1 reservation display 54 is composed of lamps D11 and D12. The special figure 2 reservation display 55 is composed of lamps D13 and D14. General figure hold display 56 is composed of lamps D15 and D16.

[0053] In addition, the batch display device 50 also shows when the player is hitting right-handed (when he should be hitting right-handed) or when he is hitting left-handed (when he is normally hitting). ), a first gaming state display unit 57 (first gaming state indicator, lamp D7), When a time saving state occurs, a second game state display section 58 (second game state display section 58) lights up to notify the occurrence of a time saving state. Skill status indicator, lamp D17), when the gaming machine 10 is powered on, the jackpot probability state is high probability state 3rd game status display section 59 (3rd game status display, probability status) display, lamp D9), number of rounds at jackpot (number of opening / closing times of special variable prize winning devices 38 and 39) ) is provided with a round display section 60 (lamp D3-D6).

[0054] In the special figure 1 display 51 and the special figure 2 display 52, the variable display game displays identification information (e.g. , the center segment) is executed by a fluctuating display that repeatedly turns on and off (blinks). In addition , the special figure 1 display 51, and the special figure 2 display 52 are not limited to such segment type display parts, It may be composed of a collection of multiple LEDs, and when performing variable display, the display All LEDs installed as a device can be turned on or off (all LEDs flash at the same time), or when circulating. On (one LED turns on and off in a predetermined order every predetermined time), or multiple This can also be done by turning on and off (flashing) a predetermined number of LEDs, or by turning on and off in cycles. stomach. Also in the general figure display 53, the variable display game turns lamps D10 and D18 on and off. Executed by repeated fluctuating display (blinking). In addition, regular map display 53 and special map 1 display 5 1. Like the special figure 2 display 52, it can be configured as appropriate.

[0055] The lamp display device 80 displays lighting and turning off as a pattern (a fourth special pattern and a fourth pattern described later). Lamp display parts 1 and 2 (LED) that perform a variable display (flashing) that repeats the display, and each special figure change. It has a lamp display section 3-6 (LED) for notifying the starting (suspended) memory number of the dynamic display game. Na In addition, the lamp display device 80 is controlled by a production control device 300 (described later).

[0056] Lamp display sections 1 and 2 display fluctuations at a predetermined blinking cycle (for example, 200 msec). Flashes in seconds)). In other words, switching between turning off and turning on lamp display sections 1 and 2 takes place at 2 of the blinking cycle. This is performed in a period of 1 / 100 msec (for example, 100 msec). Special figure 1 display of batch display device 50 51, the fluctuation time of the variable display on the special figure 2 display 52 and the regular figure display 53 is the game control device 1 00, whereas the fluctuation time of the lamp display sections 1 and 2 of the lamp display device 80 is It is measured by an 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 on. Depending on the combination of state and blinking state, the number of special drawings 1 pending (first starting 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. I will explain the details.

[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. 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 figure fluctuation display game is executed on the ordinary figure display 53 provided in the batch display device 50. It's becoming a sea urchin. The ordinary figure indicator 53 corresponds to the case where it is lit as ordinary identification information (ordinary figure). It is composed of an LED that indicates a failure when the light is off, and this LED blinks. By this, the normal identification information is displayed fluctuatingly, and after the predetermined fluctuating display time has elapsed, the LED is turned on or The result is displayed by turning off the light.

[0064] If the random value of the random figure extracted when passing through the normal figure starting gate 34 is the winning value, the normal figure will be displayed. The normal pattern (ordinary pattern) displayed on the device 53 stops in a winning state and becomes a winning state. At this time, By driving the general voltage solenoid 37c (see Figure 3), the movable member 37b moves at a predetermined time. It is converted to the open state for a period of time (for example, 3 seconds x 2 times), and the game ball enters the normal variable winning device 37. Awards are acceptable.

[0065] Winning a game ball into the starting prize opening 36 and winning a prize into the normal variable winning device 37 is done through the starting opening 1 switch. This is detected by the switch 36a (see FIG. 3) and the starting port 2 switch 37a (see FIG. 3). The game ball that won the starting winning hole 36 is detected as the starting winning ball of the special figure 1 variable display game, Game balls that have won a prize in the normal variable winning device 37 are stored up to a predetermined upper limit, and are Figure 2: Detected as the starting winning ball of the variable display game, and stored up to a predetermined upper limit number.

[0066] When the special figure fluctuation display game starts and the winning ball is detected, the jackpot random number, the jackpot pattern random number, and each Fluctuation pattern random values, etc. are extracted. These random numbers are the special figure reservation record of the gaming control device 100. The storage area (a part of RAM) stores the memory for each predetermined number of times (for example, up to 8 times) as a special figure start winning memory. ) will be stored up to the limit. The memory number of the special figure starting winning memory is the starting winning number information on the collective display device 50. In addition to being displayed on the special map 1 reservation display 54 and the special map 2 reservation display 55 of the public, the display device 4 It is also displayed on the display screen of 1.

[0067] The game control device 100 receives a prize in the starting prize opening 36 or the first starting memory (special figure 1 starting memory). The special figure 1 variable display game is executed on the special figure 1 display 51 based on the memory, special figure 1 pending). Ma In addition, the game control device 100 controls whether a prize is entered in the normal variable winning device 37 or the second starting memory (special figure 2 start memory, special figure 2 pending), execute the special figure 2 variable display game on the special figure 2 display 52. do.

[0068] Special figure 1 variable display game (1st special figure variable display game) and special figure 2 variable display game (2nd special figure variable display game) Figure fluctuation display game), the identification information (special figure display game) is displayed on the special figure 1 display 51 and special figure 2 display 52 This is done by displaying a predetermined result mode in a fixed manner after variably displaying symbols (symbols, special figures).

[0069] The display device 41 also displays multiple types of identification information (for example, A decorative special figure variable display game that displays variable numbers, symbols, character designs, etc. is executed. be done.

[0070] The decorative special figure variable display game on the display device 41 is a decorative special figure variable display game in which the decorative special figure consisting of the numbers etc. mentioned above is displayed. Different symbols (identification information) are on the left (first special symbol), right (second special symbol), and middle (third special symbol). Start the fluctuating display (scrolling display) in sequence, and stop the fluctuating symbols one after another after a predetermined time. This is done by displaying the result of the special figure fluctuation display game. In addition, 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 symbol) changes. 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] The winning of the game ball to the starting winning port 36 or the normal variable winning device 37 is not performed at a predetermined timing. (If the jackpot random value at the time of winning detection is the jackpot value), the special figure fluctuation display game As a result of the display pattern, a specific result mode (special result mode) is derived, and the jackpot state ( special game state). Correspondingly, the display mode of the display device 41 is a special result mode (for example, For example, the numbers such as "7,7,7" are aligned).

[0072] At this time, the special variable winning device 38, 39 is the big winning opening solenoid (38b, 39b) ( Fig. 3), the big prize mouth opens from the closed state for a predetermined time (for example, 30 seconds). converted to state. That is, the large winning openings provided in the special variable winning devices 38 and 39 are predetermined or until a predetermined number of game balls win, during which time the player wins a lot of game balls A privilege that can be obtained is given.

[0073] The winning of the game ball to the first start winning port 36 or the normal variable winning device 37 is at a predetermined timing If it is done (if the jackpot random value at the time of winning detection is a small hit value), the special figure fluctuation display game As a result of the game, a specific result mode (small hit result mode) is derived by the display pattern, 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 number value is also used for the judgment of the small hit, but the small hit value (small hit judgment value ) is different from the jackpot value (jackpot determination 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. be.

[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. If the condition device does not work , for example, the above-mentioned specific flag is not set as in the case of simply winning a small lottery means. However, as will be described later in this embodiment, if there is a V prize during the small hit state If so, the conditional device will be activated. In addition, the "conditioning device" is the software It may be software means such as a flag that is turned on and off electronically, or it may be turned on and off electrically. It may be a hardware means such as a switch that is turned off. In addition, the "condition device" is In the field of pachinko machines, as a device whose operation is a necessary condition for continuous operation of electric accessories is a term commonly used in the used as a word.

[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 A dynamic winning device is released.

[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, 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

[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. Magnetic proximity sensors (hereinafter referred to as proximity switches) are used. In addition, the number of game machines 10 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 can be used.

[0082] [Game control device] FIG. 3 is a block diagram of the game control system of the game machine 10. As shown in FIG. The game machine 10 is a game control device 10 0 (main board), the game control device 100 is a main control device (main board) that comprehensively controls the game. board), and a game microcomputer (hereinafter referred to as a game microcomputer) 111 a CPU unit 110 having an input port, an input unit 120 having an input port, an output port, a driver, etc. etc., and connects between the CPU unit 110, the input unit 120 and the output unit 130. It consists of a data bus 140 and the like.

[0083] The CPU unit 110 is a gaming microcomputer (CP) called an amusement chip (IC). U) 111 and an oscillator such as a crystal oscillator, and the CPU operating clock and timer interrupt , and an oscillator circuit (crystal oscillator) 113 that generates a reference clock for the random number generation circuit. do. A game control device 100 and a solenoid or motor driven by the game control device 100 32V DC, 12V DC, 5V DC generated by the power supply 400 A DC voltage of a predetermined level, such as V, is supplied to enable operation.

[0084] The power supply 400 is an ACDC converter that generates a DC voltage of 32V from an AC power supply of 24V. Lower level DC voltage such as inverter or DC32V voltage to DC12V, DC5V A normal power supply unit 410 having a DC-DC converter or the like that generates a game microcomputer 11 A backup power supply unit 420 that supplies power supply voltage to the internal RAM of 1 in the event of a power failure; It has a power monitoring circuit, a power failure monitoring signal and a reset to inform the game control device 100 of power failure occurrence and recovery. A control signal generator 430 for generating and outputting a control signal such as a set signal is provided.

[0085] In this embodiment, the power supply device 400 is configured separately from the game control device 100, The backup power supply unit 420 and the control signal generation unit 430 are provided on a separate board or on a game control unit. It may be configured to be integral with the device 100, that is, to be provided on the main board. game board 30 and Since the game control device 100 is subject to replacement when the model is changed, the power supply device 400 or the backup power supply section 420 and the control signal generation section 43 on a board different from the main board By providing 0, it is possible to eliminate the replacement target and reduce the cost.

[0086] The backup power supply unit 420 consists of one large-capacity capacitor such as an electrolytic capacitor. can do. The backup power supply is the gaming microcomputer 111 ( especially the internal RAM), and the data stored in the RAM is preserved even during a power failure or after the power is turned off. It is meant to be retained. The control signal generation unit 430 is generated by the normal power supply unit 410, for example. It monitors the voltage of 32V applied and detects the occurrence of a power failure when it drops below 17V, for example, and shuts down. It changes the voltage monitoring signal and outputs a reset signal after a predetermined time. Also, turn on the power When the power is turned on or when the power is restored, the reset signal is output after a predetermined time has elapsed from that time.

[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. setting keith 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 RAM initialization 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 ( setting change means (setting change device 42, setting means) capable of changing the probability setting value). Na Oh, instead of RAM initialization switch 112, another switch also serves as the setting value change switch. Alternatively, a dedicated set value change switch may be provided.

[0089] The setting key switch 93 and the RAM initialization switch 112 are the game control device inside the game machine 10. Since it is provided on the device 100, it cannot be operated unless the front frame 12 (body frame) is opened. is located in an inaccessible location (inaccessible location). In other words, general players cannot use the setting key. switch 93 and RAM initialization switch 112 cannot be accessed and operated.

[0090] As will be described later, when the game machine 10 is powered on (recovery from power failure, power recovery), the game machine 10 Probability setting according to the on / off state of constant key switch 93 and RAM initialization switch 112 The setting variable state (setting change state, setting possible state, setting change mode) in which the value can be changed (settable) mode), setting confirmation state (setting confirmation mode) in which probability setting values ​​can be confirmed, etc. can do.

[0091] In the present embodiment, the probability setting values ​​are defined, for example, in six stages, and probability setting value 1 (setting 1 ), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability There are set value 5 (setting 5) and probability setting value 6 (setting 6). In general, setting 1 provides the most It is a disadvantageous setting, and setting 6 is the most advantageous setting for the player. Settings 1 and 2 are low settings. , 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. Each time, the working set value (setting) in the working set value area is set to set value 0 (setting 1, probability set value 1). → Setting value 1 (Setting 2, Probability setting value 2) → Setting value 2 (Setting 3, Probability setting value 3) → Setting value 3 ( Setting 4, probability setting 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). values ​​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 gaming 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 is used by CPU111a during 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 This includes cables, etc. Furthermore, these pattern tables include Table for determining the second half fluctuation pattern (second half fluctuation group table) Bull, second half fluctuation pattern selection table, etc.), the fluctuation pattern before reaching the reach state Tables for determining semi-fluctuation patterns (first half fluctuation group table and first half fluctuation pattern option table, etc.).

[0097] Here, reach (reach state) means having a display device whose display state can be changed, and the display device derives and displays a plurality of display results at different times, and the plurality of display results is a predetermined characteristic A game state (special game state) in which the game state is advantageous to the player when another result mode is obtained. In the gaming machine 10, at the stage where some of the multiple display results have not yet been derived and displayed, A display state in which a display result that has already been derived and displayed satisfies the conditions for becoming a special result mode. cormorant. In other words, the reach state means that the variable display control of the display device progresses and the display Even when the result reaches the stage before the derivation display, from the display condition that becomes the special result mode Refers to a display mode that does not shift. 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. A display game displays a plurality of identifying information for a predetermined period of time in each of the left, middle, and right variable display areas of the display device. After displaying the information in a fluctuating manner, the fluctuating display is stopped in the order of left, right, and middle, and the results are displayed. , the left and right variable display areas indicate the state where the conditions for the special result mode are met (for example, the same The state in which the variable display stops at the first identification information) is the reach state. In addition, all fluctuation displays Once the area's fluctuation display is stopped, any two of the left, middle, or right fluctuation display areas A state where the conditions for a special result mode are met (for example, a state where the identification information is the same, but (excluding special result modes) is set as reach state, and the remaining one variable display area is changed from reach state. It may also be displayed dynamically.

[0099] The reach state includes multiple reach effects, and a special result mode (jackpot mode) is introduced. As a system (type) of reach effects with different possibilities (different expectations), 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. Also, in the reach state, at least the special result mode is derived in the special symbol fluctuation display game. It is included in the variable display mode in the case of (when it becomes a big hit). Sunawa 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 for determining the jackpot of the special figure fluctuation display game. Jackpot symbol random number to determine the jackpot symbol, small hit symbol to determine the small win symbol Symbol random number, random symbol per support symbol to determine the time-saving symbol (stop symbol per support) described later, Variation patterns in special figure variation display games (variations in various reach and non-reach variation displays to generate variable pattern random numbers, etc. to determine the display game execution time, etc.) CPU1 based on the random number generation circuit and the oscillation signal (original clock signal) from the oscillation circuit 113. A timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) or a random number generator for 11a. Equipped with a clock generator that generates a clock that provides update timing for the component circuit. .

[0102] In addition, the CPU 111a performs the ROM 111b in processing related to the special figure fluctuation display game. Select one of the multiple fluctuation pattern tables stored in the get the bull. Specifically, the CPU 111a receives the game results (big winnings) of the special figure fluctuation display game. The probability state of the special figure fluctuation display game (normally accurate) as the current playing state. Multiple variation pattern tables based on the number of starting memories (high probability state or high probability state), etc. Select and acquire one of the fluctuation pattern tables from among them. where CPU11 1a is the multiple variations stored in the ROM111b when running the special figure variation display game. Variation distribution information to obtain one of the variation pattern tables among the pattern tables. serves as a means of obtaining information.

[0103] The payout control device 200 has a CPU, ROM, RAM, input interface, and output interface. Ace etc., and according to the prize ball payout command (command and data) from the game control device 100. Then, control is performed to drive the payout motor 91 of the payout unit and pay out the prize ball. Further, the payout control device 200 performs a payout based on a ball lending request signal from the card unit 600. Control is performed to drive the unit's payout motor 91 and pay out rental balls.

[0104] The input section 120 of the gaming microcomputer 111 has a radio wave that detects the emission of radio waves to the gaming machine. Sensor 62 (panel radio wave sensor), gate switch 34a of general figure starting gate 34, 1st start ON Starting port 1 switch 36a in prize port 36, start in second starting winning port 37 (normal variable winning device) Motion opening 2 switch 37a, general winning opening 35 winning opening switch 35a, special variable winning device 38 , 39 big winning opening switch 43 (lower big winning opening switch 38a, upper big winning opening switch 39a ), and the high level supplied from these switches is 11V and the low level is 7V. An interface that inputs negative logic signals such as and converts them to positive logic signals of 0V-5V. A chip (proximity I / F) 121 is provided.

[0105] Furthermore, the interface chip (proximity I / F) 121 has a specific area switch 72, a remaining It is connected to a ball discharge port switch 73 and an out ball detection switch 74. Specific area switch 72 detects the passing of the game ball (V winning hole) to the specific area 86 (V winning hole). 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 Detect the game ball that has been played. 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. level like this Proximity I / F 121 has power supply 400 to normal IC operation to enable conversion function. In addition to the voltage such as 5V required for operation, a voltage of 12V is supplied. .

[0113] The data held by the third input port 124 is transferred to the gaming microcomputer 111 from the third input port. enable signal CE by decoding the address assigned to It can be read by asserting 2 (changing 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] The input unit 120 also includes a frame radio wave fraud signal output from the payout control device 200, a payout signal, and a payout signal. G signal, status signal indicating abnormality in payout, out of shot balls indicating lack of game balls before payout Switch signal, overflow switch signal indicating overflow, on operating handle 24 Touch switch signal based on the input of the provided touch switch, RAM initialization switch 1 12 and supplies it to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided. The overflow switch signal is sent to the lower plate 23. Output when it is detected that more than a predetermined amount of skill balls are stored (full) is a signal. Frame radio fraudulent signals are detected when the frame radio sensor installed on the front frame 12 (main body frame) receives radio waves. This is a signal that is output based on the detection, and the payout busy signal is a signal that is output when the payout control device 200 This is a signal indicating whether or not a command can be accepted.

[0115] The input unit 120 also 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 gaming microcomputer 111, etc. Therefore, the Schmitt buffer 125 has the function of removing noise from these input signals. The power failure monitoring signal from the power supply 400 is once input to the first input port 122, and then sent to the data server. The data is taken into the gaming microcomputer 111 via the bus 140. In other words, the various switches mentioned above These signals are treated as equivalent signals. From the outside provided in the gaming microcomputer 111 This is because there are restrictions on the number of terminals that receive the signals.

[0116] On the other hand, the reset signal RST whose noise has been removed by the Schmitt buffer 125 is It is directly input to the reset terminal provided on the microcomputer 111, and the output section 13 0 ports. In addition, the reset signal RST is directly outputted without going through the output section 130. By outputting to the relay board 70, the port of the relay board 70 (Fig. (not shown) is configured to turn off the sight test signal held in the

[0117] Additionally, the configuration is configured such that the reset signal RST can be output to the sight test equipment via the relay board 70. You may do so. Note that the reset signal RST is applied to each port 122, 123 of the input section 120. ,124 is not supplied. Just before the reset signal RST is input, the gaming microcomputer 111 Therefore, the data set to each port of the output section 130 is reset to prevent system malfunction. However, just before the reset signal RST is input, there is a free signal from each port of the input section 120. The data read by the gaming microcomputer 111 will be discarded by resetting the gaming microcomputer 111. This is because it will be abandoned.

[0118] The output unit 130 includes a communication path from the gaming microcomputer 111 to the production control device 300 and a gaming Schmidt buffer arranged in the communication path from the technical microcomputer 111 to the payout control device 200 132 are provided. From the game control device 100 to the production control device 300 and the payout control device Data is sent to 200 via serial communication. In addition, play from the production control device 300 side. This is a one-way communication in which signals cannot be input to the technology control device 100.

[0119] Furthermore, the output section 130 is connected to the data bus 140 and has a test firing test drive from an accredited organization (not shown). Data that informs the testing device of the special symbol information of the variable display game and signals that indicate the jackpot probability state A buffer 133 that outputs the following information via the relay board 70 is configured to be mountable. bag The F133 is a game control system for pachinko machines installed in game parlors (mass-produced and sold). This is a component that is not mounted on the device (main board). In addition, the output from the proximity I / F121 is Detection signals from switches that do not require processing, such as the starting port switch, do not pass through the buffer 133. It is then supplied to the test firing test equipment via the relay board 70.

[0120] On the other hand, if the magnetic sensor switch 61 and the radio wave sensor 62 are used as they are, they cannot be used as test firing test equipment. 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. Third output port for outputting on / off data of the segment line to which the terminal is connected 135, Turn on / off the digit line to which the cathode terminal of the LED of the bulk display device 50 is connected. A fourth output port 136 is provided for outputting off data.

[0124] The output unit 130 also includes LED annotations according to the content to be displayed on the performance display device 152. 6th output port for outputting on / off data of the segment line to which the terminal is connected. 141 and the digit line to which the cathode terminal of the LED of the performance display device 152 is connected. A seventh output port 142 is provided for outputting on / off data.

[0125] The output unit 130 also outputs information related to the gaming machine 10 such as jackpot information to an external information terminal 71. A fifth output port 137 is provided for outputting to. External information terminal 71 has a photo A relay is installed, such as an external device installed in a game parlor (information collection terminal or internal management of the game parlor). equipment (such as a hall computer), and can transmit information about the gaming machine 10 to the external device. It can be supplied at any location. Also, from the 5th output port 137, the simulation 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. In addition, the buffer 133, the second output port 134, The first driver 138a etc. are the output section 130 of the gaming control device 100, that is, 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 gaming machine to an external inspection device 500. A photocoupler 139 is provided for transmitting information such as a program. Photocoupler 13 9, the gaming microcomputer 111 transmits data with the inspection device 500 through serial communication. It is configured to allow two-way communication so that reception can be performed. Please note that the transmission and reception of such data is The serial communication terminal of the gaming microcontroller 111 is used in the same way as a regular general-purpose microprocessor. ports such as input ports 122, 123, and 124 are not provided. not present.

[0131] In this embodiment, the performance display device 152 includes a plurality of (four) 7-segment type (dot Dp It consists of an 8-segment type display (LED lamp), and a performance display driver 1. 50a and 150b are LED drivers, but are not limited to this.

[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 displays probability setting values ​​for display, accessories, etc. It is possible to display the ratio, ball output rate, and number of balls ejected.

[0133] Here, the number of ejected balls is the number of game balls ejected from the game area 32 (also called the number of out balls) , the number of game balls that passed through the winning opening (number of winnings) and the number of gaming balls that passed through the out opening 30b This is the total of The number of ejected balls is counted by the signal of the out ball detection switch 74, etc. It can be obtained by In this embodiment, the winning openings include a general winning opening 35 and a starting winning opening. 36 (first starting prize opening, starting opening 1), normal variable winning device 37 (second starting winning opening, starting opening 2) ), and special variable winning devices 38 and 39 (big winning opening).

[0134] The ball output rate is the sum of the number of prize balls against the number of balls released (or the number of balls launched into the game area 32). It is the ratio (percentage) of (number of balls acquired ÷ number of balls released) x 100 (%). That is, out The ball rate is the number of balls acquired (total number of prize balls) per 100 balls emitted.

[0135] For example, the percentage of winnings is determined by the winning percentage for a predetermined period (for example, from the time when gaming machine 10 is turned on until now). Of the total number of prize balls (total number of prize balls) obtained by hitting the jackpot, if the jackpot is in the jackpot state, Percentage (%) of the number of prize balls (number of balls acquired by each role item) obtained by winning the prize (= so-called continuous role item) ratio). In addition, the bonus ratio is obtained by winning the grand prize slot out of the total number of prize balls. The ratio of the number of prize balls (in the jackpot state and in the small hit state) (= big prize opening ratio), or the The number of prize balls obtained by entering the winning hole and the normal variable winning device 37 (second starting winning hole) 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 the 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). Note that the difference in the number of balls regarding condition (1) is mainly described in this embodiment. , simply calculate the number of safe balls and the number of ejected balls from the time the power was turned on to the present, assuming that the power is turned on as zero. The difference is fine. However, the number of differential balls regarding condition (1) is from the lowest value of the number of differential balls to the present. In other words, the number of differential balls in a predetermined period of The maximum increase in the number of balls in one day's business (so-called MY) is sufficient. Anything is fine. In addition, other operating conditions may be used; for example, condition (1) is the number of safe pitches. A configuration is also possible in which the value reaches a predetermined value. In addition, condition (2) is a special variable winning device It is also possible to configure the system so that it is not in operation or that the grand prize opening is not open. .

[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 not equal to the total number of prize balls actually paid out to the top tray 21 via the The total number of awarded balls may be measured by a detection switch or the like and used as the number of safe balls. Also, discharge The number of balls (number of out balls) is the number of game balls discharged from the game area 32 in a predetermined period. It is possible to count by counting the signal from the out ball detection switch 74.

[0140] In addition, instead of the number of ejected balls, A number may be used, and the number of difference balls may be the number of safe balls minus the number of shot balls. Number of game balls fired and ejected The number of balls played can be collectively called the number of balls used (number of difference balls = number of safe balls - number of balls used). From the number of balls fired , Excludes foul balls that were fired by the ball launcher but did not reach the play area 32, and the number of difference balls is -1 is subtracted when one game ball is fired from the ball launcher, and +1 is added when one foul ball is generated. It will be calculated. A detection switch (detection sensor) for counting the number of shot balls is placed in the game area. The entrance of the game ball to the area 32, that is, the upper end of the guide passage for the launched game ball on the game board 30 It may be provided nearby.

[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. be.

[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 . 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 Execute processing such as

[0145] VDP 312 has RAM 312a that provides a work area and A scaler 312b is provided for. The VDP312 also has character images and Image ROM 325 in which image data is stored and characters read from the image ROM 325 Ultra-high-speed VRAM (video RAM) 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 is provided to generate a video signal. Signal conversion times from VDP312 Video data, horizontal synchronizing signal HSYNC and vertical synchronizing signal VSYNC are input to path 313. The video generated by the VDP 312 is sent through the signal conversion circuit 313 is displayed on the display device 41.

[0149] Sound ROM 327 in which voice data is stored is connected to sound source LSI 314 . main The control microcomputer 311 and sound source LSI 314 are connected via an address / data bus 340. It is Also, the interrupt signal INT is sent from the tone generator LSI 314 to the main control microcomputer 311 is now entered. In the production control device 300, provided in the glass frame 15 An audio system that drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 consisting of a power amplifier and the like is provided, and the sound generated by the tone generator LSI 314 is The voice is output from the upper speaker 19a and the lower speaker 19b through the amplifier circuit 337. be

[0150] In addition, the production control device 300 receives a command transmitted from the game control device 100. An interface chip (command I / F) 331 is provided. Command I / F3 Via 31, the decoration special figure pending number transmitted from the game control device 100 to the production control device 300 Command, decoration special figure command, variation command, stop information command, etc. Received as (direction command). The game microcomputer 111 of the game control device 100 is DC5 V, and the main control microcomputer 311 of the production control device 300 operates at DC 3.3V. Therefore, the command I / F 331 is provided with a signal level conversion function.

[0151] In addition, the production control device 300 includes a A panel decoration LED system that drives and controls a panel decoration device 46 that has LEDs (light emitting diodes). Control circuit 332, frame decoration with LED (light emitting diode) installed in the glass frame 15 A frame decoration LED control circuit 333 that drives and controls devices (for example, frame decoration device 18, etc.), and a game board 3 0 (including the center case 40) A movable board effect body that drives and controls movable accessories (such as movable accessories that enhance the effect of the effect in cooperation with the effect display) A control circuit 334 is provided. Note that the board decoration device 46 includes the lamp display device 8 described above. 0 may be included.

[0152] These control circuits 332 to 334 drive and control lamps, motors, solenoids, etc. , is connected to the main control microcomputer 311 via an address / data bus 340 . In addition , frame display of the motor etc. (motor that moves the top unit, etc.) installed 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 control button switches 451a, 451b, panel A production accessory switch 47 (production motor switch) for detecting the initial position of the motor in the production device 44 switch) is detected and a detection signal is input to the main control microcomputer 311. Has, main control by detecting the state of the volume control switch 335 provided in the production control device 300 A switch input circuit 336 is provided for inputting a detection signal to the microcomputer 311 for use.

[0154] The normal power supply unit 410 of the power supply device 400 is the production control device 300 having the configuration as described above. to supply the desired level of DC voltage to the electronic components controlled by it. 32 VDC for driving motors and solenoids, a display device 41 consisting of a liquid crystal panel, a motor 12 VDC for driving data and LEDs, 5 DC for command I / F331 power supply voltage In addition to V, it is designed to generate 15V DC voltage for driving motors, LEDs, and speakers. is configured to

[0155] In addition, as the main control microcomputer 311, at a low voltage 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 work.

[0157] Next, game control performed in these control circuits will be described. Game control device 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. Determine.

[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). 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 The hit / loss of the display game is determined.

[0161] Then, the CPU 111a of the game control device 100 controls the special figure 1 variation display game and the special figure 2 variation display game. A control signal (performance control command) containing the judgment result of the displayed game is output to the production control device 300. Strengthen. 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 game control device 100 , the starting winning area of ​​the game ball flowing down the gaming area 32 (first starting winning opening 36, normal variable winning device) It constitutes game control means for controlling the progress of the variable display game based on the winning of the device 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 decoration special figure variation display game corresponding to the special figure variation 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 Generate a game 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 team is lost, the result mode of the deviation is displayed on the special figure 1 indicator 51 and the special figure 2 indicator 52 to control the display.

[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] In addition, in the time saving state, normal fluctuations are displayed for one winning result of the normal pattern fluctuation display game. The number of times the winning device 37 is opened (the number of times the general power is opened) is greater than the first number of times it is opened (for example, 2 times) It is possible to set the second number of openings (for example, 4 times). Also, in a time-saving state is the probability of a winning result in the normal pattern fluctuation display game (normal pattern probability, normal pattern hit probability) under normal operating conditions. It is possible to set the probability to be high, which is higher than the normal probability (low probability) when the situation is true.

[0169] In the short time state, the normal power fluctuation time, the normal power stop time, the number of times the general power is opened, the general power open time, the general power By changing one or more of the figure probabilities, the normal variable winning device 37 is opened. Allow more time to convert than usual. This allows special games to be played during short time periods. It is easier to win in the normal variable winning device 37 than in the normal gaming state where no The number of executions of the special figure variable display game can be increased compared to the normal game state. Also, It is also possible to set multiple types of time-saving states in which different things are changed. Also, normal operation The setting may be such that the movable member 37b is not opened in the operating state (the 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 I will explain about it. 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 It starts with this. 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 Executes processing to prohibit (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 Execute (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 gaming control device 100 - 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 (game control device 100 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

[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. , the operation of the setting key switch 93 and the RAM initialization switch 112 can be reliably performed. Can be detected. That is, the setting key switch 93 and the RAM initialization switch are activated after the waiting time has passed. If you read the status of Chi 112, wait for the waiting time to elapse before pressing the setting key switch. Operate 93 and RAM initialization switch 112, set from power-on to elapse of standby time It is necessary to keep operating the key switch 93 and RAM initialization switch 112 . deer However, by reading the state before the start of the waiting time, you can avoid such troublesome operations. , the operation of the setting key switch 93 and the RAM initialization switch 112 performed when the power is turned on is received. You can prevent situations where you can't put it on.

[0183] When the power delay timer is set (A1007), the game control device 100 is of the waiting time Executes clocking and monitoring of power outages during standby time (from 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. Judge (A1010). If the timer value is not 0 (A1010 result is “N”), all That is, if the standby time has not ended, the process returns to step A1008.

[0186] That is, the gaming control device 100 monitors the occurrence of a power outage during a predetermined standby time. form a means of monitoring. This delays the startup of the game control device 100 that serves as the main control means. This makes it possible to respond to power outages that occur during periods of can be dealt with appropriately. Note that access to RAM is not permitted until the wait time ends. The contents of the memory from the previous power-off are still retained. There is no need to perform backup processing when a power outage occurs. Therefore, power failure during standby time Even if a problem occurs, there is no need to back up the RAM, reducing the burden on control. be.

[0187] On the other hand, if the timer value is 0 (the result of A1010 is "Y"), the gaming control device 100 ), that is, when the standby time ends, reading and writing to RAM, EEPROM, etc. is possible. Enables access to capable RWM (read / write memory) (A1011) and all output ports. Output off data (set to no output state) (A1012).

[0188] Next, the gaming control device 100 uses a serial port (pre-installed in the gaming microcomputer 111). In this embodiment, this port is used for communication with the production control device 300 and the payout control device 200. use) (A1013).

[0189] Next, the gaming control device 100 controls the timing of the gaming microcomputer 111 (clock generator). CTC (Counter / Timer C) which generates timer interrupt signal and random number update trigger signal (CTC) ircuit) start the circuit (A1014). In addition, the CTC circuit is inside the gaming microcontroller 111. is installed in the clock generator. Is the clock generator the oscillation circuit 113? A frequency dividing circuit that divides the oscillation signal (original clock signal) from the Timer interrupt signal and random number generation circuit with a predetermined period (for example, 4 milliseconds) for U111a and a CTC circuit that generates a signal CTC that provides a trigger for updating random numbers supplied to the controller.

[0190] Next, the gaming control device 100 receives an RA indicating an abnormality in the RAM (RAM111c in this case). Set the M error flag (A1015). Here, we will first set the flag for the abnormal condition to the predetermined value. Set it in the register.

[0191] Next, the game control device 100 checks the power failure test area whose value of power failure test area 1 in RWM is normal. It is determined whether the data is check data (A1016). And if it is normal (A101 6 result is "Y"), the value of power failure test area 2 in RWM is normal power failure test area check data (A1017).

[0192] Furthermore, if the value of the power outage inspection area 2 is normal (the result of A1017), the gaming control device 100 result is "Y"), calculate the checksum of a given area in the RWM (for example, the work area within the area). Executes checksum calculation processing (A1018), and calculates the calculated checksum and It is determined whether the checksums match (A1019). If the checksums match (A1019 result is “Y”), the RAM is normal and there is a RAM error indicating a RAM error. Clear the normal flag (A1020). Thereafter, the process moves to step A1021.

[0193] In addition, the gaming control device 100 may detect that the check data in the power outage inspection area is not normal data. If it is determined (A1016 result is “N” or A1017 result is “N”), check If the check sums do not match (A1019 result is "N"), click the RAM error flag. The process proceeds to step A1021 without any activation.

[0194] Next, the game control device 100 includes a setting key switch 93 and a RAM initialization switch 112. It is determined whether both switches are on (A1021). The game control device 100 has both 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 (during setting confirmation state, setting confirmation mode), step RAM initialization processing (RAM clear processing) of A1044-A1047, or step A 1044, A1048-A1051 perform normal power-on (power recovery) processing .

[0196] Game control device 100, when the probability setting changing flag is set (A1023 The result is "Y"), reporting that there was an abnormality in the game control device 100 (main board, main board) Send the command of the main abnormal error notification to the production control device 300 (A1024) . The effect control device 300 that receives the command of the main abnormality error notification is the game control device 10 Notifies that 0 abnormalities have occurred.

[0197] Subsequently, the game control device 100 displays the 7-segment display data (“E1” error table) when the game is stopped. The driver 15 of the performance display device 152 to display the performance display device 152 Output to 0a and 150b (A1025). Then, an external device (playground internal management device (host turn off security signals to notify abnormalities to (e.g. data to the external information terminal 71 (A1026). In addition, here, regarding the jackpot Even if the information remains in the RAM 111c, other information to the external information terminal 71 such as a jackpot signal The signal remains off. After that, the processing of steps A1025 and A1026 is repeated. and wait, and then perform the setting change operation (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 repeating the processing of A1026 to wait and wait. (A1001), Timer interrupt processing that can execute special 1, 2 game processing and general game processing (Fig. 9) cannot be executed, so the game (special figure fluctuation display game, normal figure fluctuation display game, round games, etc.) cannot be executed.

[0198] In this way, setting change operations (setting key switch 93 and RAM initialization switch 112 If the probability setting changing flag is set even though both ON operations) are not executed Execute the processing of A1024-A1026 assuming that there is an abnormality. For example, probability setting If the power is turned off and restarted during the change (before the setting change is completed), the operation of changing the setting will The probability setting changing flag may be set even though the work is not executed.

[0199] On the other hand, the game control device 100, even if the RAM abnormality flag is set (A102 The result of 2 is "Y"), notifying that there was an abnormality in the game control device 100 (main board) Send the command of the main abnormality error notification to the production control device 300 (A1024), stop the game The 7-segment display data (“E1” error display data) at the time of stop is stored in the driver of the performance display device 152. output to drivers 150a and 150b (A1025) to inform 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 before, even if information about the jackpot remains in RAM 111c, Other signals to the external information terminal 71, such as the signal, are kept off.

[0200] After that, determine whether or not a power failure has occurred (A1027), and if no power failure has occurred, (the result of A1027 is "N"), repeat the processing of steps A1025 and A1026 and wait. On the other hand, when it is determined that a power failure has occurred (result of A1027 is "Y"), Output off data to all output ports (A1028) to read / write RAM, EEPROM, etc. Access to writeable RWM (read / write memory) is prohibited (A1029). after that , waits until the game machine is powered off.

[0201] The game control device 100 has both switches of the setting key switch 93 and the RAM initialization switch 112. switch is on (result of A1021 is "Y"), during probability setting change (setting variable state state), and first, determine whether or not the RAM error flag is set. (A1030). If the RAM error flag is set (the result of A1030 is "Y ”), and since it is unknown whether the probability setting value is correct, the probability setting value area in RAM 111c 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), set the probability setting changing flag indicating that the probability setting is being changed ( A1032). If the RAM error flag is not set (the result of A1030 is "N ”), and sets the probability setting changing flag without clearing the probability setting value (A1032). Next, the command for changing the probability setting is transmitted to the production control device 300 (production control board) (A1 033), and the process proceeds to step A1037. In addition, when a command is received while the probability setting is being changed, The production control device 300 that received the notification on the display device 41 or the like that the probability setting is being changed. know.

[0202] The game control device 100 includes a setting key switch 93 and a RAM initialization switch 112. At least one is off (result of A1021 is 'N') and the RAM bad flag is set. (the result of A1022 is "N") and the probability setting changing flag is set If not (the result of A1023 is "N"), check whether the setting key switch 93 is on. Judge (A1034). When the setting key switch 93 is on (result of A1034 is "Y"), the RAM initialization switch 112 is turned off, and the probability setting is being checked (setting confirmation status) starts and the probability setting confirming flag indicates that the probability setting is being confirmed. (A1035). Then, the production control device 30 0 (effect control board) is transmitted (A1036), and the process proceeds to step A1037. na Oh, the production control device 300 that received the command for changing the probability setting is confirming the probability setting This is notified on the display device 41 or the like.

[0203] After step A1033 or step A1036, the game control device 100 probability setting Processing from step A1037 to A1043 as common processing during change and probability setting confirmation to run.

[0204] The game control device 100, first, during the probability setting change and during probability setting confirmation security Set 128ms (predetermined time) in the security signal control timer area to output the signal. (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 (Fig. 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). a power outage occurred 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 Execute 69 power failure processing.

[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 result is "Y"), prohibits interrupts (A1041), and sends a command to end the notification to the production control device Send to 300 (effect control board) (A1042). It should be noted that the notification end command is received. The effect control device 300 is in the middle of notification or probability setting change of probability setting confirmation end the notification.

[0208] Next, the game control device 100, whether or not the probability setting changing flag is set, ie , it is determined whether or not the probability setting has been changed (A1043). While changing probability settings If lag is set (result of A1043 is 'Y'), i.e. ever set probability If it is being changed, 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 being confirmed so far, after step A1048 Execute normal processing when power is turned on (when power is restored).

[0209] Game control device 100, when the setting key switch 93 is off (result of A1034 is "N"), and it is determined whether or not the RAM initialization switch 112 is on (A1044) . If 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 the probability setting value is set to 0. Clear (A1045). That is, except for the probability setting values ​​stored in the probability setting value area , the game information stored in the RAM 111c is cleared to 0. Here, change the probability setting The middle flag is also cleared here. Also, within a predetermined time period (here, one timer interrupt Area for the number of acquired game balls that stores the number of acquired game balls, which is the number (total) of prize balls acquired in area is also cleared to 0. and a safety device operation indicator indicating whether the safety device (described above) is in operation. The safety device operating flag area that stores the moving flag is also cleared to 0 (safety device operating flag =0), the safety device is deactivated. In addition, in step A1045, change the setting RAM clear with (if A1043 result is 'Y') and RAM clear without setting change In any case of the rear (if the result of A1044 is "Y"), the safety device active flag area is cleared to 0, the safety device is deactivated. may be limited to one case. That is, when the RAM is cleared in step A1045, 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. Work area for performance display related to performance information and its display (performance display) (work area outside the area) area) and stack area (outside stack area) do not need to be cleared. In addition, performance The information is derived based on the number of prize balls obtained by winning prizes. They are the ball value (ball output rate in the normal game state), the role ratio, the number of discharged balls, and the like.

[0211] Next, the game 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 board) (A1047), and the process proceeds to step A1052. In addition, step Areas not cleared to 0 by A1045 are excluded from the areas to be initialized.

[0212] On the other hand, the game control device 100, when the RAM initialization switch 112 is off (A1 044 result is "N"), the setting key switch 93 and the RAM initialization switch 112 are both is off, the normal power-on processing (when the power is restored from a power failure) is started, and the Save the initial value at the time of power failure recovery (power recovery) in the area that should be initialized as the old process (A104 8). Areas to be initialized here are power failure inspection area 1 in the internal work area (Fig. 6), power failure Inspection area 2, including checksum area. In addition, all errors are remonitored at normal power-on Therefore, the area to be initialized is either the work area inside the area or the work area outside the area (Fig. 6). Any area related to errors or error monitoring (such as areas of test signal output data related to errors) etc.). In addition, 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 normal power-on, the intra-area work area (Fig. 6) safety device active flag The logging area is not cleared (initialized) and its value is maintained so that the safety device is not deactivated. be.

[0213] In addition, the safety device-related work area (safety device counter area, safety device actuation information area, old actuation information area) are initialized in step A1048. Although not initialized, it is initialized in the safety device information initialization process (A1053) described later. In addition, The safety device counter value in the safety device counter area (information on the number of difference balls) is initialized. Depending on the number of difference balls, there is room for the operation of the safety device (occurrence of the game stoppage state) (the number of difference balls Allowable range, limit on the number of difference balls) can be increased. Work area for performance display of outside work area Although not initialized in step A1048, performance display editing processing (A1059 ) may be initialized with

[0214] Also, step A1 when power is turned on normally without RAM initialization (when power is restored from a power failure) In 048, after turning on the power or after the end of the jackpot, the special figure fluctuation display game There is also a ceiling counter area (described later) that stores the ceiling counter value that indicates the number of times the system has been executed. , the value may be maintained without being cleared (initialized) so as not to be disadvantageous to the player. described later As shown in Figure 36B, when the ceiling counter value reaches the ceiling number of times, it will be in a short time state (Fig. By not clearing (initializing) the value, until the time saving state occurs (up to the ceiling number of times) The number of remaining games is not changed by turning on the power, and the player is not disadvantaged.

[0215] It should be noted that this number of executions (that is, the ceiling counter value) or the number of remaining games up to the ceiling (ceiling times number-execution count) is displayed by the change count display 677 (see FIGS. 92, 100, etc.), which will be described later. When displayed on the device 41, the effect control device 300 displays the number of fluctuations when the normal power is turned on. The ceiling counter value of 677 and the ceiling counter area may be matched, or it may fluctuate without matching. The number display 677 may be displayed with an initial value of 0. In addition, when matching is not taken, the variable times Numeral display 677 will display a value that does not reflect the ceiling counter value.

[0216] Similarly, in step A1048, the 2, the special figure fluctuation display game in the time saving state (special figure 1 fluctuation display game and special figure 2 fluctuation display game Time reduction variation that stores the time reduction variation count 1 (described later) corresponding to the remaining number of executions of Time corresponding to the number of times 1 area and the remaining number of executions of the special figure 2 fluctuation display game in the time saving state The time shortened variation count 2 area that stores the shortened variation count 2 (described later) is not cleared (initialized) either. value may be maintained. In addition, on models that have a variable state of the number of times cut type (ST), In order not to be disadvantageous to the field side, a special figure fluctuation display game (special figure 1 fluctuation table 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 count area (ST counter) may not be cleared (initialized) and the value may be maintained. . In addition, there is a limit to the number of consecutive jackpots (the number of consecutive chances described later). In order to avoid disadvantages for the amusement center, we The number of jackpots area in which the number of hits is stored may be maintained without being cleared (initialized).

[0217] Next, for the processing number prepared for rational execution of the special game processing etc. described later Send the corresponding command at the time of power failure recovery to the production control device 300 (production control board) (A104 9), move to the processing of step A1050.

[0218] Note that the command and step at the time of RAM initialization sent in the processing of step A1047 The command for power failure recovery sent in the processing of A1049 is a model designation indicating the type of game 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 command indicating the presence or absence of mand, probability state (high probability state or low probability state) and time saving state nd, production number information command indicating the number of times the special figure fluctuation display game has been executed in a predetermined production mode Contains a power failure recovery command to indicate that the power has been turned on.

[0219] In addition, the probability of gaming machine 10 is specified for the command when initializing RAM and the command when recovering from a power outage. Setting value information command (probability Setting value information command) is included. When the game control device 100 restores (turns on) the power, It is only necessary to send the setting value information command to the production control device 300 only once, and from then on, production control The device 300 can perform production control by referring to the setting value information stored therein.

[0220] Note that RAM initialization commands (RAM clear commands) are included in the RAM initialization commands. This also includes The production control device 300 that received the RAM initialization command, for example, A customer waiting demo is displayed on the display device 41, and the RAM Initialization (RAM clear) will be announced for 30 seconds. In addition, the command when recovering from a power outage is displayed. 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 normally processed for special figures 1 and 2 (when neither fluctuation nor winning) , is a customer waiting demo command; otherwise, a recovery screen command may be used. Also, when power is restored As mentioned above, in order to match the fluctuation count display 677 and the ceiling counter value, , a command indicating a ceiling counter value may be included.

[0221] Next, it is determined whether the safety device is in operation (A1050). For example, safety device activation As a medium flag, "1" indicating that the safety device is in operation is in the safety device in operation flag area. 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 activated (A1050 result is “Y”), the safety A command indicating that the device is in operation is sent to the production control device 300 (production control device). control board) (A1051), and the process moves to step A1052. The safety device is If it is not running (A1050 result is "N"), proceed directly to step A1052. Transition.

[0222] Then, the information (value) of the flag register is saved (PUSH) to the stack area within the area (A 1052), safety device information related to the safety device (safety device counter value, safety device operation described later), (A1053 ). Thereafter, 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 is unconditionally safe when the power is turned on. I tried to initialize (clear) all device information (safety device counter values, etc.), but the count A continuation switch is provided, and when the power is turned on while pressing the count continuation switch, safety device information is displayed. There is no need to initialize (clear).

[0223] In addition, as described later, when transitioning to safety device information initialization processing, the stack pointer is Safety device information, performance information, and performance display (performance information Display) Switch to the out-of-area stack area related to the display. At that time, the stack point for game control When saving the interface to the stack pointer save area of ​​RAM111c, the flag register is Since the lag (especially the zero flag) may change, the Save the flag register information to . The flag register has 8 bits where each bit is 0 or is a flag that takes the value 1. Regarding the flag register, please refer to JP-A-2013- Those disclosed in Publication No. 233299, Japanese Patent Application Publication No. 2018-94101, etc. can be used. .

[0224] Next, the gaming control device 100 activates and sets the random number generation circuit (A1055). specifically starts the random number generation circuit in the specified register (CTC update permission register) in the random number generation circuit. The CPU 111a sets the code (specified value) for the purpose. Also, disorder The bit transposition pattern of the hard random numbers generated by the hardware of the number generation circuit is also set. Ru. 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 work 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.) If a necessary strong error 2 (described later) occurs, it can be determined that the game is stopped.

[0228] When the game is not stopped (the result of A1057 is “N”), the game control device 100 flashes The information (value) of the register is saved (PUSH) to the stack area within the area (A1058), Executes performance display editing processing that calculates performance information such as base value (ball output rate) (A1059 ). Here, performance information (accessory object ratio, ball payout rate, etc.) may be calculated. In addition, performance information and There is an error in the performance display work area (part of the work area outside the area) related to display (performance display). This may be cleared in some cases. After that, restore the flag register information (POP) (A1060) and enable interrupts (A1061). If no errors occur at all In addition to this, a weak error (described later) or strong error 1 (described later), which is an error other than strong error 2, occurs. Even if the game is still active, the game is not stopped and step A1058 is executed, including the performance display editing process, etc. -A1060 processing is executed. In addition, if a weak error or strong error 1 occurs, , a configuration in which the processes of steps A1058-A1060 are not executed is also possible.

[0229] In addition, as described later, when moving to performance display editing processing, the stack pointer is set to game control. Safety device information, performance information, and performance display (performance information display) from the stack area in the area related to ) to switch to the out-of-area stack area related to the area. 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 register information.

[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. be In addition, the production control device 300 that has received the error / illegal command In the setting process (B1316), 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 controls the volume of the error notification sound from the speaker, or the error Brightness of LEDs that emit light for notification (directive LEDs of board decoration device 46 or frame decoration device 18) The degree (brightness) may be increased in the order of weak error < strong error 1 ≤ strong error 2. In addition, The speaker volume or LED brightness for error 1 and strong error 2 may be the same. Also, 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 Includes overflow errors such as those that cause switch signals. For weak errors, external information No signal is output to the external information terminal 71 (see FIG. 54A). In addition, switch error A normal error or an abnormal payout error in which a status signal indicating an abnormal payout is generated may be included.

[0234] Severe error 1 is a frame open error related to frame opening, glass frame open error and body frame open Includes error (front frame open error). In strong error 1, the door / frame open signal is used as an external information signal. A code (A9305) is output to the 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 fraud, frame radio fraud, vibration fraud, abnormal discharge error, V pass error, big prize gate Fraud, including electricity fraud. For strong error 2, the security signal (A93 22) is output to the external information terminal 71 (see FIG. 54A). In addition, the residual ball error is added to the strong error 2. May include lar. If a strong error 2 has occurred, 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 a strong error 2 occurs, the same as when the safety device is activated, As games, there are special figure fluctuation display games, normal figure fluctuation display games, and round games (during the jackpot and A game stop state (game disabled state, game prohibited state) that cannot be executed (game during a small hit) etc. possible to live.

[0236] Game control device 100, after step A1061, determines whether power failure has occurred (A1062). If no power failure has occurred (result of A1062 is 'N'), Return to the processing of step A1056. This will allow steps A1056- The loop processing of A1062 is repeated. And until a power outage occurs, the game will be stopped. Unless the safety device is activated or a strong error 2 occurs, the performance display editing process Performance information such as base values ​​can be calculated repeatedly in processing (A1059).

[0237] Note that the repetition cycle of the loop processing is the interrupt cycle of the timer interrupt (predetermined time cycle, e.g. For example, 4msec), the performance display editing process is executed many times during the interrupt cycle. is executed. Therefore, the winning of game balls and the change in the number of discharged balls (the number of game balls entering the out port 30b If there is a sphere, etc., performance information such as the base value can be changed immediately.

[0238] When a power failure occurs (the result of A1062 is "Y"), the game control device 100 start raw processing, temporarily disable interrupts (A1063), and send off data to all output ports. Output (A1064). Then, set power failure inspection area check data 1 to power failure inspection area 1. save (A1065) and save power failure inspection area check data 2 in power failure inspection area 2 ( A1066). In addition, a checksum calculation that calculates the checksum when the RWM is powered off process (A1067) and save the calculated checksum to the checksum area. (A1068). Finally, execute processing to prohibit access to RWM (A106 9) Wait until the gaming machine is powered off.

[0239] In this way, the check data is saved in the blackout inspection area, and the By calculating the backsum, the information stored in the RWM before the power interruption is correctly backed up. It can be determined whether or not it is backed up when the power is turned on again.

[0240] As described above, the main processing has been explained. If the setting key switch and RAM initialization switch are turned on during the process of 2, step The same judgment processing as in A1021 is performed, and the probability setting changing flag is displayed in the same manner as in step A1032. setting variable state (setting variable state) any number of times while the gaming machine 10 is running. change mode).

[0241] [Configuration example of RAM area] FIG. 6 shows the configuration of the RAM 111c of the gaming microcomputer 111 (memory in address space). map). As shown in Figure 6, from the start address of RAM111c disk area, unused area, stack area within area, unused area, work area outside area, unused area , out-of-bounds stack regions are arranged in order in the address space. Work area and area within area Unused area between the inner stack area (stack area for game control, stack area for inside area) , the unused area between the work area outside the area and the stack area outside the area (stack area for outside the area) is It doesn't have to be.

[0242] The work area within the RAM area (work area for game control, first area) is the program within the area It is a work area for game control that is read and written in and read by a program outside the area. area work A probability setting value area, a test signal output data area (test signal output data related data area), random number area, switch control area, segment area, blackout inspection area1, In addition to the electronic test area 2, checksum area, etc., whether the safety device is activated (activated or not), and 1 interrupt of the timer interrupt (for example, 4 ms c) includes an acquired game ball number area for storing the number of acquired game balls acquired as prize balls.

[0243] The work area outside the RAM area (second area) is read and written by programs outside the area, and This is the area read by the program. The work area outside the area is equipped with a safety device counter that corresponds to the difference number of balls. Safety device counter area that stores the counter value (number of balls + initial value), corresponding to the state of the safety device Safety device activation information area for storing safety device activation information, old activation information area for storing old activation information area and can store safety device information associated with the safety device. Safety device counter area ( 3 bytes size) is basically not read by the program in the area, but the safety device counter When transmitting the information of the value or the number of difference balls to the production control device 300 with the difference ball command, It may be read and referenced by a program. In this embodiment, the safety device counter value is , a value obtained by adding a predetermined initial value (100,000) to the number of difference balls in proportion to the number of difference balls (safety device counter value = difference number + 100,000). However, the safety device counter value is associated with the number of It is not limited to this as long as it suggests a number. Note that the work area outside the area is the work area inside the area. In addition to improving the efficiency of program development, separating these areas from the initial It also becomes easier to distinguish between them.

[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 area 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 include game control programs and game control programs. The main program consists of data, etc. and corresponds to the main processing (Figure 5A-Figure 5C), and the Contains an interrupt processing program corresponding to timer interrupt processing. Area of ​​game control program An unused area may be placed between the area and the game control data area (data area). May The subroutine of the program or interrupt processing program is basically the program within the area. (It is an in-area program unless otherwise specified), but in exceptional cases it is an out-of-area program. It may happen. The program outside the ROM area is a safety program that corresponds to the safety device information initialization process. Device information initialization program, performance display editing processing program equivalent to performance display editing processing, It includes an extra-area integration processing program corresponding to extra-area integration processing to be described later.

[0247] [Safety device information initialization process] Next, we will explain the details of the safety device information initialization process (A1053) in the main process. 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. Initialize or clear safety devices such as safety device counter values, safety device operation information, old operation information, etc. 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 allows the stack pointer indicating the stack to be used to be added to the stack within the area. 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 indicating the number of times executed is , does not need to be initialized (cleared) when power is restored. Safety device counter value (related to the number of difference balls) When the information) is initialized (cleared), the safety device is activated (game stop state is generated) regarding the difference in the number of balls. It is possible to increase the margin (permissible range of the number of difference balls, limit of the number of difference balls) until the game is played, which benefits the player. On the other hand, as mentioned above, the ceiling counter value is cleared (initialized) when the power is restored (when the power is turned on). As a result, the remaining number of games (up to the ceiling number of times) until the time saving state occurs is limited to the number of times the power is turned on. It remains the player's profit regardless of the amount of money he or she receives. Then, the safety device is displayed in the safety device operation information area. The safety device non-operation information (value 0) corresponding to the non-operation state (normal state) is set as the safety device operation information. to save (A1105). Furthermore, the safety device non-operation information (value 0) is added to the old operation information area. Save as old operation information (A1106).

[0251] Next, the gaming control device 100 restores the saved registers (A1107) and stack points. 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, write information directly to RAM without using registers. do not save / restore registers. In this case, save the register to RAM Stack pointer related processing (A1101, A1102, A1103, A1 107, A1108) are also unnecessary. In addition, flag registers before and after safety device information initialization processing Saving / restoring data (A1052, A1054) is also unnecessary.

[0253] In this embodiment, the safety device counter value is 0 to 189999 (safety device counter value). data = 0 to 189999), the safety device activation information indicates that the safety device is not activated (normal). A safety system that responds to non-operating states (operation warning states, operation warning states, and normal states that are not operating). It becomes device non-operating information (value 0). If the safety device counter value is between 190000 and 194999 (safe total device counter = 190000 to 194999), the safety device activation information is It becomes the safety device activation notice information (value 1) corresponding to the actuation notice state that announces the actuation of the device.

[0254] Also, the safety device counter value is the counter reference value of 195000 (safety device counter = 195000), if the game is not in a state where it can be stopped, the safety device activation information The safety device activation warning information (value 2) corresponding to the activation warning condition that warns of the activation of the safety device. becomes. In this case, the number of difference balls (= number of safe balls - number of discharged balls) reaches the reference value of 95000 However, since it is during the big hit or the small hit, the above condition (1) is established, but the condition (2) is invalid. This corresponds to the case where the operating condition of the safety device is not satisfied.

[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 difference in the number of balls is 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 explained. 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 indicates the current display period by determining whether it is within the range below the number of switches 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 for the table is within the specified range It is preferred to do so. This causes the program to run out of control by getting values ​​out of range. can be prevented in advance. In addition, validity judgment is performed for each performance display editing process. Therefore, it is effective.

[0260] Since the validity judgment is executed each time the performance display editing process is executed, 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] Also, the initialization of the work area for performance display (including initial value setting) saves the stack pointer Areas other than the stack pointer save area are subject to initialization so as to protect the area. In addition, the real truth Although the out-of-area stack area is not initialized in the embodiment, it may be initialized. Territory Even if the out-of-bounds stack area is initialized, the register values ​​saved in the out-of-bounds stack area are Protect and do not initialize. Initialization of the work area for performance display is performed in the work area within the area (game control work area) and the initialization of the stack area within the area (stack area for game control) are distinguished Therefore, it does not affect the intra-area work area and intra-area stack area.

[0262] Subsequently, the game control device 100 collects the data (usually Determines whether or not it is time to switch the tabulation section that tabulates the number of out balls, the number of normal prize balls, etc. (A1205). For the total number of out balls (total number of ejected balls, total number of outs) from turning on the power A tally interval is provided, and each time the total number of out balls reaches a predetermined number (for example, 60000 Each time it increases) the aggregation interval is switched.

[0263] For example, the total number of out-balls since the power was turned on is assumed to be a predetermined number for the switching timing of the aggregation section. 300 pieces, 60300 pieces, 120300 pieces, 180300 pieces, etc. is. That is, the width of the aggregation interval is basically 60000 except for the first aggregation interval, 1st aggregation interval = 0 to 300, 2nd aggregation interval = 300 to 60300, 3rd aggregation interval = 6 0300~120300, 4th aggregation section = 120300~180300, 5th aggregation section Between = 180,300 to 240,300... Aggregation section number indicating the first to fifth aggregation section are 0 to 4, respectively, and the aggregation interval number is maintained at 4 for the sixth and subsequent aggregation intervals. Na The current total section number is stored in the performance display work area.

[0264] The game control device 100, when it is the switching timing of the aggregation section (result of A1205 is "Y"), set the aggregation interval switching (A1206). In the switching setting of aggregation interval, A total out counter that counts the total number of out balls (total number of outs), Normal out that counts the number of normal out balls (number of normal outs), which is the number of out balls (number of discharged balls) Counter and count the number of normal prize balls, which is the total number of prize balls (number of won balls) in each tally section Clear the normal number of prize balls counter to be counted, or the final base value (or latest base value) of each aggregation section value) to the base value storage area of ​​the next aggregation interval.

[0265] If the game control device 100 is not the switching timing of the tabulation section (result of A1205 is "N"), and it is determined whether or not there is a switch input to the monitored input port (A120 7). In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 124. It is port 126 (see Figure 3).

[0266] Here, the switch status data copied to the performance display work area for each input port to be monitored is displayed. Check the rising edge information (copied in step A9603 of FIG. 58). Store copied switch rising edge information for each monitored input port8 There is a bit area. 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 large winning opening switch 38a of the dynamic winning device 38, the upper large winning opening switch 38a 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 fraudulent misconduct of the big prize gate and fraudulent electric power, 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, always There is also a time effective switch.

[0269] If the game control device 100 is valid period of the target switch (the result of A1209 is " Y"), and determines whether or not there is an input to the target switch corresponding to the switch counter (A1 210). If the valid period of the target switch is not (result of A1209 is "N") or target 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 state (low base state 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). Then the target switch is out. By adding 1 when the ball detection switch is 74, the total number of out pitches (total out pitches) number, total number of discharge balls) is updated (A1215).

[0272] In addition, in this embodiment, the out ball detection switch 74 is a ball ejected from the gaming area 32. Detect all the game balls that have passed through the winning opening or the out opening 30b. . Not only the game ball that entered the out hole 30b, but also the winning holes (first starting winning hole 36, second starting winning hole 36, The game ball that enters the winning hole 37, the big winning hole, or the general winning hole 35) is placed in a passageway (not shown), etc. The out ball is guided to the out ball detection switch 74 through the out ball detection switch 74 and detected.

[0273] When the gaming control device 100 is not in the normal base state, which is the normal gaming state, (A121 2 result is "N"), the number of normal pitches awarded and the number of normal out pitches are not updated, but the total number of out pitches. (A1215). Therefore, the high base state (second game) which is not the normal base state state, time saving state, variable probability state, or special game state), the number of normal prize balls and the number of normal out balls. The base value is not updated and is calculated from the number of normal award pitches and the number of normal out pitches (number of normal award pitches ÷ normal number of out pitches). The number of balls pitched) is not updated and remains unchanged. Regarding the normal base state in step A1212, The base value can be updated as the ball output rate in all game states by eliminating the judgment process. 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. In order to change the value, the switch counter is updated by +1 (A1216). Note that the main processing The performance display editing process is performed using the loop processing that , e.g., 4 msec) (e.g., several μsec). Therefore, the performance display editing process is executed repeatedly during the interrupt cycle, and the switch counter (e.g. 0 to 7) are bits (e.g. bits) of all switches for each monitored input port. 0 to bit 7). Also, the switch counter will be 0 after the final value (e.g. 7). and starts checking the switch input for the next monitored input port. . For example, after the switch input is first checked for 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 gaming control device 100 is configured to (A1207 result is “N”), the base value calculation process (predetermined process) (A1217). Note that the switch input to the input port to be monitored is It may not be possible. On the other hand, if some or all of the input ports to be monitored are The switch inputs are checked for all monitored input ports, even if they are After that, the input information of the target switch where the input was made is cleared (A1211), so , all monitored input ports will be in a state where there is no switch input.

[0276] In the base value calculation process, the base value is the ratio of the number of normal award pitches to the number of normal out pitches. Yes, it is calculated as the number of normally awarded pitches divided by the number of normally out pitches. Therefore, starting winning hole (starting winning hole 36 , normal variable winning device 37), big winning hole, or general winning hole 35. As the first stage, the switches 35a, 36a, 37a, 38a, 3 of the prize opening where the prize balls are awarded The number of normal prize balls is updated and changed by the input (detection) of 9a, and the base value changes, and As a second step, the number of normal out pitches is updated by input (detection) of the out pitch detection switch 74. The base value changes as the result changes. In other words, when one game ball enters the winning hole, the base is won in two stages. The base value will change (will be affected). Out opening on game board 30 When a ball enters the opening 30b, the input (detection) of the out ball detection switch 74 normally causes The number of out pitches is updated and changes, and the base value also changes. On the other hand, entering Fuzu starting gate 34 If there is a ball, the number of normal award pitches and the number of normal out pitches will not be updated by the pitch itself. Since it does not change, the base value also remains unchanged. A ball entered the starting gate 34 of Futu. However, since no prize balls are awarded, the number of regular prize balls is not updated.

[0277] The base value is the value of steps A1624-A1630 of output processing, regardless of whether it changes or not. Through the processing, it is output to the performance display device 152 as a performance display. However, cheap 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, the real-time value (bL.) of the base value is displayed. Base value calculations may be performed only in the value display period; in this special case, real-time values The number of normal award pitches and the number of normal out pitches will be updated until the display period arrives, but the base value will not be calculated. It doesn't change.

[0279] After step A1216 or A1217, the gaming control device 100 stores the saved register. Returns (A1218), loads from the stack pointer storage area and sets the stack pointer. (A1219) and ends the performance display editing process. The set stack pointer is It indicates the address of the inner stack area.

[0280] Note that in Figure 8, the process of step A1217 is executed immediately after step A1214. Then, without waiting for the input check of all the switches of the input port to be monitored, the number of balls normally won or the number of balls won can be calculated. It is also possible to perform a base value calculation process immediately after the number of out pitches is updated.

[0281] [Timer interrupt processing] Next, timer interrupt processing will be explained. 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. It is started by When a timer interrupt occurs in the game microcomputer 111, the timer Interrupt processing begins.

[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, This is equivalent to saving the registers in use. Note that when timer interrupt processing starts , automatically becomes interrupt-disabled.

[0283] Next, the gaming control device 100 receives input from various sensors and switches, receives signals, That is, input processing is executed to read the status of each input port (A1303). Next, make sure Based on the rate setting changing flag and the probability setting confirmation flag, the probability setting is being changed or the probability setting is being confirmed. It is determined whether or not it is currently being recognized (A1304). The probability settings are being changed or the probability settings are being confirmed. (A1304 result is “Y”), change the probability settings to change or confirm the probability settings. Execute the update / confirmation process (A1305).

[0284] When the game control device 100 is not changing the probability settings or checking the probability settings (A130 4 result is "N"), based on the output data set in various processes, the solenoid (e.g. Drive control of actuators such as grand prize opening solenoid 39b) and drive control of LED (light emission control) (A1306) Note that the main processing step If a firing prohibition signal is output in the process of step A1005, this output process will be performed. It is possible to output a launch permission signal and set the launch permission signal to the permission state.

[0285] Next, the gaming control device 100 receives the command (payout) set in the transmission buffer in various processes. 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) Execute.

[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, other parts of the batch display device 50 (variable display section: L Settings related to driving the ED lamps D1, D2, D8, D10, D18) are controlled by symbol fluctuation control. Executed in processing (A2615, A2617, A7615). Another batch display device 50 Settings related to driving a part of (probability status display section: LED lamp D9), etc. A1048) etc.

[0289] When the game is stopped (the result of A1309 is "Y"), the game control device 100 Game processing (A1310), Accessory game processing (A1311), General figure game processing (A131) 2), Step A131 without executing the segment LED editing process (A1313) Proceed to processing from 4 onwards. If a safety device is activated in this way or a strong error 2 occurs, When the game is stopped, special pattern game processing (A1310) and general pattern game processing (A1312) ) is not executed, the number of reserved special drawings (A2906, A4611) and the number of reserved general drawings (A770) 7, A7918) does not change. On the other hand, if a weak error or strong error 1 occurs, the game will be stopped. 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, the special figure 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, special 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. Ru.

[0295] In addition, as described later, when transitioning to out-of-area integration processing, the stack pointer is set to game control. Switch from the associated in-area stack area to an out-of-area stack area. At that time, for game control Flag when saving the stack pointer to the stack pointer storage area of ​​RAM111c Step A1321 because the register flags (especially the zero flag) may change Save the flag register in advance.

[0296] On the other hand, when the game is stopped (the result of A1320 is "Y"), the game control device 100 , the timer interrupt processing is ended without executing the out-of-area integration processing or the like. i.e. safety equipment is activated (safety device activation flag = 1) or strong error 2 occurs. , 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 a strong error 2 occurs, the game will not be stopped and the special game process (A 1310), Accessory game processing (A1311), Universal game processing (A1312), Segment A configuration for executing the LED editing process (A1313) is also possible. Also, strong error 2 occurred. However, a configuration is also possible in which out-of-area integration processing or the like is executed.

[0298] Also, when returning from timer interrupt processing, restore the interrupt disabled state and specify the register bank. Restoration of settings is configured to be performed automatically, but depending on the CPU used, external information editing After processing, processing to enable interrupts and processing to return the register bank specification to register bank 0 You can also do the same thing.

[0299] [Output processing] Next, the details of the output processing (A1306) in the timer interrupt processing (Fig. 9) are explained. do. FIG. 10 is a flowchart showing the procedure of output processing.

[0300] The game control device 100 first outputs the segment data of the collective display device (LED) 50. Output off data to output port 135 (segment output port) (see Figure 3). Reset output port 135 (A1601). Next, all solenoids (big prize opening OFF for noid 38b, 39b, lever solenoid 86b, general electric solenoid 37c) Set the output data of (A1602). Then, as in step A1309, etc., It is determined whether or not the technique is stopped (A1603). If the safety device is activated (safety device If the moving flag = 1) or if a strong error 2 that requires the game to be stopped occurs , it can be determined that the game is stopped.

[0301] The game control device 100, when the game is not stopped (the result of A1603 is "N"), The date of the prize opening solenoids 38b, 39b, the lever solenoid 86b, and the general electric solenoid 37c. Synthesize the data to be output to the solenoid output port 134 (A1604). Then, the 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 The value after 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. (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 segment 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. Power (A1615). Note that this segment area is the work area within the area (game control work area). may be included in the network 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. Digits 0 to 3 (digits 0 to 3) in sequence 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 allows 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, when the game is stopped, The special figure fluctuation display game and the regular figure fluctuation display game cannot be executed. And bulk 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. output data (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 now permitted. In addition, even when the game is stopped, the game ball cannot be ejected from the ball launcher. It is also possible to configure a configuration in which firing is permitted but firing is not prohibited (launching stoppage).

[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, test shot test equipment was used. 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. Load the data to be output to test terminal output port 3, synthesize it, and output it to the test terminal on relay board 70. Output the combined data to output port 3 (A1621). In addition, testing of sight-firing test equipment Load the data to be output to the test terminal output port 4 on the relay board 70 that outputs the signal, and then output the combined 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) to output Reset port 141 (A1624). Next, the digit lines of the performance display device 152 are Update the value of digit counter 2 for scanning by +1 in the range of 0 to 3 (add only 1) However, the value after 3 is updated to 0) (A1625). Furthermore, for the value of digit counter 2, Obtain the digit output data to the corresponding LED digit line (A1626). and, Output the acquired digit output data to output port 142 (digit output port 2) ( A1627).

[0311] Next, the game control device 100 determines whether the game is stopped or not, as in step A1603 etc. (A1628). If the game is not stopped (A1628 result is "N"), From the performance display device segment area in RAM111c corresponding to the value of digit counter 2 Load segment output data (A1629). The performance indicator segment area Included in the performance display work area related to performance information and its display (performance display). and The coded segment output data is sent to the output port 141 (segment Output to output port 2) (A1630), and then end the output processing.

[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. subordinate 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 born.

[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 winning game ball count area is within one interruption (within a predetermined time period). ) is an area for storing the number of winning game balls, which is the number (total) of winning balls. 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). then 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). Then, select which switch among the multiple switches and signals whose status should be monitored. Status scan counter for sequentially specifying which switches or signals are to be monitored this time (A2010). The state scan counter is updated in the range 0 to 3.

[0319] After that, the gaming control device 100 determines the state to be monitored according to the value of the state scan counter. Prepare gaming machine status monitoring table 1 for setting (A2011). and the error is Executes gaming machine status check processing to determine whether an error has occurred (A2012) .

[0320] The status scan can be performed by referring to the status scan counter value in the gaming machine status monitoring table 1. If the value of the counter is 0, it indicates an error output due to an occurrence such as disconnection of the switch connector. Monitoring of the status (switch abnormality error) based on the constant detection signal is set, and the status scan counter If the value of ta is 1, it is based on the chute ball out switch signal from the payout control device 200. Monitoring of the status (shot ball out error) is set. State scan counter value is 2 If the condition (overflow error) is monitored based on the overflow switch signal, is set, and if the value of the status scan counter is 3, the status based on the dispensing abnormal status signal is (dispensing abnormal error) monitoring is set. In this way, in the gaming machine status monitoring table 1, , weak errors are monitored.

[0321] Next, the gaming 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 game machine status check process is executed to determine whether the game machine is alive or not (A2014).

[0322] The status scan can be performed by referring to the status scan counter value in the gaming machine status monitoring table 2. If the value of the counter is 0, it is based on the signal output from the glass frame open detection switch. If status (glass frame opening error) monitoring is set and the status scan counter value is 1, If the condition is based on the signal output from the front frame open detection switch (body frame open error, front Monitoring of frame opening errors) is set. Also, if the value of the state scan counter is 2, then Monitoring of the status based on frame radio irregularity signals (frame radio irregularity) is set, and the status scan counter is A value of 3 sets state monitoring based on touch switch signals.

[0323] Next, the gaming control device 100 determines whether the value of the state scan counter is 0 or not. (A2015). And if the error scan counter value is not 0 (A2015 result is "N"), the process moves to step A2017.

[0324] In addition, if the value of the error scan counter is 0, the game control device 100 (A2 The result of 015 is "Y"), a payout indicating whether the payout control device 200 can start payout control. A payout business 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. and 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). Pass through V 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 & Winning Monitoring Department The process is steps A2003 and A2 in the prize winning port switch / state monitoring process shown in FIG. 005, executed at A2007.

[0330] The fraud & winning monitoring process is performed by the lower big winning opening switch 38a in the special variable winning device 38, the special variable Large winning opening switch 39a on dynamic winning device 39, winning opening switch in normal fluctuating winning device 37 This is the process performed for (starting port 2 switch 37a). 2nd starting prize mouth (normal variable entry For the prize device 37) and the big prize mouth (special variable prize device 38, 39), the opening and closing members are forcibly Since it is easy to cheat by opening the door, inserting game balls, and paying out prize balls, Make a positive oversight.

[0331] The game control device 100, first, the fraud monitoring period flag of the winning opening switch to be monitored for error is checked (A2101), and it is determined whether or not it is during the fraud monitoring period (A2102). For example, the fraud monitoring period means that the winning opening switch subject to error monitoring does not detect the game ball. period, for example, when the winning opening switch is the lower large winning opening switch 38a, the special variable input It is a period other than during the special game state in which the prize device 38 is opened.

[0332] Then, if the game control device 100 is in the fraud monitoring period (the result of A2102 is " Y"), it is determined whether or not there is an input to the target winning opening switch (A2103). target input If there is no input to the prize mouth switch (the result of A2103 is "N"), the target notification timer is updated. Load new information (A2112). Also, if there is an input to the target winning mouth switch (The result of A2103 is "Y"), update the number of fraudulent winnings by 1 (A2104), and after addition Determining whether or not the number of fraudulent winnings is equal to or greater than the number of fraudulent occurrences to be monitored (for example, 5) (A2105).

[0333] The reason why the number of judgments is set to 5 is that, for example, the large winning opening in the open state has changed to the closed state. At that time, the game ball was caught in the door member of the big winning opening, and the game ball exceeded the effective period of the count switch. This is to avoid judging that it is illegal if you win a prize due to excessive noise or if there is noise in the signal. This is to prevent an error from being easily determined even though it is not illegal.

[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 ) is saved (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 processing Details will be described 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 allowed If not (the result of A2113 is "N"), the illegality & winning monitoring process is terminated. On the other hand, If the update of the notification timer is permitted (the result of A2113 is "Y"), the target notification timer If is not 0, update to -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 It is permitted if it is a prize mouth switch (start mouth 2 switch 37a). Also, one special If there are two winning opening switches in the dynamic winning device (large winning opening), the update of the notification timer is If there is only one error-monitored winning slot switch, it is allowed and the error-monitoring winning slot switch not allowed if the switch is the other. As a result, the non-compliance of one special variable winning device Regarding correct notification, the notification timer is updated twice as often, and the specified time (for example, 60 000ms).

[0339] After that, the game 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"), i.e. time is up If not, the illegality & prize-winning monitoring process is terminated. Also, if the value of the notification timer is 0 ( If the result of A2115 is "Y"), that is, the time has expired or has already expired. In this case, prepare the target unauthorized release command as a production command (A2116), Prepare an illegal winning cancellation flag as a lag (A2117). And the value of the notification timer is 0 It is determined whether or not it is the moment of becoming (A2118).

[0340] The game control device 100 is the moment when the value of the notification timer becomes 0 (result of A2118 result is "Y"), that is, when the value of the notification timer becomes 0 in this fraud & winning monitoring process , clear the target number of fraudulent winnings (A2119).

[0341] In addition, the game control device 100, after the processing of step A2119 is completed, or the notification timer value becomes 0 (the result of A2118 is "N"), that is, before the previous If the value of the notification timer becomes 0 in the cheating & winning monitoring process, the prepared cheating flag is targeted. (A2120).

[0342] Then, the game control device 100 sets the value of the prepared fraudulent flag and the target fraudulent flag area to be the same. If they match (the result of A2120 is "Y"), the cheating & winning monitoring process is terminated. Also, If the prepared fraud flag and the value of the target fraud flag area do not match (result of A2120) result is "N"), save the prepared illegal flag in the target illegal flag area (A2121), A production command setting process is executed (A2122). After that, end the cheating & winning monitoring process. be.

[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 flow chart showing the procedure of winning number counter update processing. Winning count The data update process is performed in step A2009 of the winning opening switch / state monitoring process shown in FIG. 12 is executed at step A2111 of the illegality & winning monitoring process.

[0345] The game control device 100 first determines whether or not the game is stopped (A2201). cheap If all devices are activated (safety device in operation flag = 1) or if it is necessary to stop the game When a strong error 2 has occurred, it can be determined that the game is stopped.

[0346] The game control device 100 wins when the game is not stopped (the result of A2201 is "N") Acquire the number of winning gate switches to be monitored from the gate monitoring table (A2202), and It is determined whether or not there is an input to the switch (A2203). Of the winning slot monitoring table In the winning table, the number of winning balls and the address of the winning number counter area 1 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). This will be recorded in the number of game balls acquired area. 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 an out-of-area program) can only be read. In addition, all winning opening switches can be turned on at the same time. Even if you enter, the total value of prize balls is less than 255 (1 byte), so The upper limit is not checked.

[0349] Next, the gaming control device 100 loads the value of the target winning number counter area 1 (A220 7), Update the loaded value by +1 (A2208). In addition, the updated values Determine whether a bar flow occurs (A2209). Winning number counter area 1 is 2 bars. It is the size of 800-bit (0~65535).

[0350] If no overflow has occurred, the gaming control device 100 (result of A2209) is "N"), the updated value is saved in the number of winnings counter area 1 (A2210). step After processing A2210 or if an overflow occurs (result of A2209) result is "Y"), the value of the target number of winnings counter area 2 is loaded (A2211).

[0351] After that, the gaming control device 100 updates the loaded value by +1 (A2212) and updates the loaded value by +1 (A2212). Determine whether overflow occurs depending on the value (A2213). overflow If this does not occur (the result of A2213 is "N"), the updated value is stored in the number of winnings counter area. Save to 2 (A2214). Winning number counter area 2 is a 1-byte (0~255) sample. It is Izu.

[0352] After the process of step A2214 is completed, or after the overflow occurs, the gaming control device 100 If this occurs (A2213 result is "Y"), change the table address to the address of the next record. Update to reply (A2215). Then, determine whether monitoring of all switches has been completed. (A2216).

[0353] If the gaming control device 100 has not finished monitoring all the switches, result is "N"), step A2203 to determine whether there is an input to the target prize opening switch return to the process of Also, if monitoring of all switches is completed (A2216 result is "Y") ), ending the winning number counter update process. This will allow you to monitor all switches until all switches are monitored. , the processing of steps A2203-A2216 is repeated, and the prize balls won within one interrupt are The number of winning game balls, which is the number (total), is obtained, and each winning opening (each winning area Based on winnings in areas), winning number counter areas 1 and 2 are updated and winning information is stored. It will happen.

[0354] The game control device 100 does not do anything when the game is stopped (result of A2201 is “Y”). Without doing so, the win number counter update process ends. As a result, when the game is stopped, the winning slot 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 Areas 1 and 2 are not updated, so winning information is not stored and prize balls are not obtained (unless they are paid out). stomach). In addition, before the game stops (that is, the detection of the game ball with the prize opening switch is effective) The payout of prize balls based on memorized winning information (at a certain time) will continue even when the game is stopped. be.

[0355] The winning number counter area 1 instructs the payout control device 200 to pay out prize balls. This is the area used to send the payout command (prize ball command) for the payout command. Winning data corresponding to prize balls that have not yet been transmitted is stored. In other words, the number of winnings The counter area 1 constitutes a prize ball command counter that can store information regarding prize ball commands.

[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. In other words, the winning number counter area 2 records information regarding the main prize ball signal. It serves as a memorizable main prize ball signal counter.

[0357] Each of these winning number counter areas shows information by the number of winning balls set for each winning opening (e.g. For example, winning number counter areas are provided (3 winning balls, 2 winning balls, 10 winning balls, 14 winning balls). The count number in the corresponding number of winnings counter area is added by 1 based on the winnings in the winning opening. It has become so. In other words, information on winnings can be stored in units of one winning slot. is considered to be capable. In addition, the number of winnings counter area 1 (2 bytes) is the number of winnings counter area 2 (1 byte). Bytes), a larger area is allocated to store more winning data. It is. This is because the main prize ball signal can be sent regardless of the state of the destination. , transmission may be suspended depending on the status 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 be accumulated.

[0358] [Game machine status check process] FIG. 14 is a flowchart showing the procedure of gaming machine status check processing. game machine status The check process is step A201 in the prize opening switch / state monitoring process shown in Figure 11. 2, executed in A2014 etc.

[0359] The gaming control device 100 first takes a status monitoring table corresponding to the status scan counter. (A2301). The state scan counter has a value in the range of 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] Note that in the above, the work set values ​​are updated each time the RAM initialization switch 112 is operated. , the probability setting value in the probability setting value area is directly updated, but RAM111c The working setting value area stores the probability setting value (working setting value) during setting change, and the setting When the key switch 93 is turned off and the setting change operation is completed (the result of A1039 is "Y ”), the value corresponding to the working setting value in the working setting value area is stored in the probability setting value area for the first time. You may do so. In this way, if a power failure occurs while changing settings (A1040 The result is "Y"), the probability setting value used for game control and production control (in the probability setting value area It is possible to prevent a situation in which the stored probability setting value) is changed by an unintended value.

[0378] [Special game processing] Next, about the details of the special game processing (A1310) in the timer interrupt processing mentioned above explain. FIG. 16 is a flow chart showing the procedure of special figure game processing. special game shop In theory, the monitoring of the input of the starting port 1 switch 36a and the starting port 2 switch 37a and the special figure fluctuation 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 Executes starter switch monitoring processing for monitoring winning (A2600). Starter switch monitoring In the processing, the game ball wins the starting winning opening 36 and the normal variable winning device 37 forming the second starting winning opening. Then, various random numbers (jackpot random numbers, etc.) are extracted, and the special figure fluctuation display game based on the winning A game result pre-determination is performed to determine a game result based on a prize winning at a stage before the start of the game. 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 to boot. 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] [Starting port switch monitoring process] Next, the details of the starting switch monitoring process (A2600) in the special game process explain. FIG. 17 is a flow chart showing the procedure of the starting port switch monitoring process.

[0392] Game control device 100, first, the winning a prize monitoring table for the starting winning a prize port 36 (starting port 1) Prepare (A2701), execute hard random number acquisition processing (A2702), start winning entrance 36 It is determined whether or not there is a prize for (A2703). If there is no prize to start prize gate 36 ( If the result of A2703 is "N"), the processing after step A2709 is executed. On the other hand If there is a prize to the dynamic winning port 36 (the result of A2703 is "Y"), in the game state to hit to the right It is determined whether or not there is (A2704).

[0393] If the game control device 100 determines that it is not in the right-handed game state (result of A2704 is "N"), the process after step A2707 is executed. On the other hand, in the game state to 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. It 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 the start 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 second starting winning port (normal variable winning device 37) Prepare (A2709), execute hard random number acquisition processing (A2710), 2nd start winning entrance (A2711). If there is no prize to the 2nd start prize gate ( When the result of A2711 is "N"), the starting port switch monitoring process is terminated.

[0396] On the other hand, the game control device 100, if there is a winning to the second start winning port (result of A2711 is "Y") indicates whether or not the normal electric accessory (normal variable prize winning device 37) is in operation, that is, Then, it is checked whether the normal variable winning device 37 is in an open state in which the game ball can win a prize. Judge (A2712). When the normal electric accessory is in operation (result of A2712 is "Y" ), and the process proceeds to step A2714.

[0397] On the other hand, the game control device 100, when the normal electric accessory is not in operation (the result of A2712 is "N"), and judges whether or not an electrical fraud is occurring (A2713). To normal fluctuation winning device 37 If the number of fraudulent prizes is equal to or greater than the number of fraudulent occurrence judgments (eg 5), it is a power fraud occurrence I judge. The normal variable winning device 37 cannot win a game ball when it is closed, and when it is open Only game balls can win prizes. Therefore, if the game ball wins in the closed state, some kind of abnormality or If there is a game ball that wins in such a closed state, the number will be counted. It is counted as the number of fraudulent winnings. Then, the number of fraudulent winnings counted in this way is a predetermined fraud occurrence If the number is equal to or greater than the determination number (upper limit), it is determined that fraud is occurring.

[0398] If the game control device 100 is not in the middle of electricity fraud (the result of A2713 is "N"), the second 2Prepared a table for setting information on hold by the start-up winning port (normal variable winning device 37) After that (A2714), the special figure starter switch common processing is executed (A2715), and the starter switch Terminate the monitoring process. Also, in A2713, electric power fraud is occurring (result of A2713) If the result is "Y"), the starting port switch monitoring process is terminated. i.e. the second Prevents further generation of starting memories.

[0399] [Common process for special figure start switch] Next, special figure start switch common processing (A2708, A 2715) will be described in detail. Fig. 18 shows the procedure of the special figure starting port switch common processing It is a flow chart. The common processing of the special start gate switch is the start gate 1 switch 36a and the start gate switch. Processing that is performed in common for each input when there is an input from the entrance 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 about the number of winnings to the starter switch to be monitored is managed outside the gaming machine 10. Load the starting signal output count, which is the number of times to output to the device (A2901), and +1 (A2902) and determine whether or not the output count overflows (A2903). If the output count does not overflow (the result of A2903 is "N"), Save the updated value in the starting signal output count area of ​​RWM (A2904), and step A Move to 2905 processing. On the other hand, when the output count overflows (result of A2903) result is "Y"), the process proceeds to step A2905. In this embodiment, the starting port signal output A value from '0' to '255' can be stored in the count field. and loaded If the value is "255", the updated value will be "0" by updating +1, and the output count will be It is configured to determine that it overflows.

[0401] Next, the game control device 100, starting port 1 switch 36a and starting port 2 switch 37a Among them, the upper limit is the number of special figures held to be updated (number of start memories) corresponding to the start switch to be monitored It is determined whether or not it is less than a value (here, 4) (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 be. 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 game control device 100, the start-up switch to be monitored and the random number corresponding to the number of special figures pending Calculate the address of the number storage area (A2908) and store the jackpot prepared in step A2805. Save the random number in the RWM jackpot random number storage area (A2909). Then start monitoring Extract the jackpot pattern random number of the special figure fluctuation display game that starts by detecting the moving mouth switch, Save to WM's jackpot pattern 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. It does not have to be executed. In addition, since there is no small hit result in the special figure 1 fluctuation 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 can be assigned 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 map reservation information determination process (pre-determination process, pre-reading process) that can be determined in advance (A29 14). In the special figure pending information judgment process, the saved jackpot random number and hit pattern random number (jackpot pattern Stop pattern information based on random numbers, small hit pattern random numbers, support hit pattern random numbers), etc. , Pre-reading stop symbol command corresponding to small hit stop symbol, time-saving stop symbol, miss stop symbol) Or, the first half fluctuation number (number of fluctuations before reach) based on the saved fluctuation pattern random numbers 1 to 3. and produce a look-ahead fluctuation pattern command corresponding to the second half fluctuation number (post-reach fluctuation number) Set as a command. Then, it corresponds to the starting port switch to be monitored and the number of special drawings on hold. 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 starting port switch common process. in this way, The game control device 100 performs the change before the variable display game based on the starting memory is executed. A preliminary determination means capable of determining the result of a dynamic display game in advance is configured.

[0407] Here, the game control device 100 (RAM111c) is the starting prize opening 36 and the normal variable winning device. Based on the inflow of game balls into the starting winning area of ​​position 37, a predetermined random number is extracted and the variable display game The starting memory means stores a predetermined number of starting memories that are the execution rights of the program. Also, The starting memory means (gaming control device 100) stores the game ball to the first starting winning hole (starting winning hole 36). Various random numbers extracted based on winnings are stored as the first starting memory up to a predetermined number, and 2 Various random numbers extracted based on the winning of game balls in the starting winning hole (normal variable winning device 37) are stored as the second startup memory up to a predetermined number.

[0408] [Specific area switch monitoring process] Next, we will explain the details of the specific area switch monitoring process (A2601) in the special figure game process. I will 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 there is a small hit (A3001). Special If the game processing number is "4" or "5", it can be determined that a small win is occurring. is in the midst of a hit (A3001 result is "Y"), determine whether the conditional device is activated (A30 02). If the condition device activation information indicating that the condition device is activated is set, the condition It can be determined that the device is in operation.

[0410] The gaming control device 100, when the condition device is not operating (the result of A3002 is “N”), It is determined whether there is an input to the specific area switch 72 (A3003). specific area switch If there is an input in 72 (result of A3003 is "Y"), that is, winning in specific area 86 ( When there is a conditional device activation information indicating that the conditional device is in operation when there is a The information is saved in the position / operation information area (A3004), and the specific area switch monitoring process ends.

[0411] If the small hit is not in progress (A3001 result is "N"), if the condition device is activated (A3 002 result is "Y"), or when there is no input to the specific area switch 72 (A3003 If the result is "N"), the specific area switch monitoring process ends without doing anything.

[0412] [Special normal processing] Next, details of the special figure normal process (A2608) in the special figure game process will be explained. FIG. 20 is a flowchart showing the procedure of special figure normal processing.

[0413] First, the game control device 100 is in the process of processing an accessory game to be described later, and Determine whether or not the remaining ball counter of the big prize opening is 0 (A3200). Under normal processing Or, if the remaining ball counter of the grand prize opening is not 0 (the result of A3200 is “N ”), the process moves 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), effect command setting processing is performed (A3214), and processing of step A3215 transition to On the other hand, in step A3211, if the customer waiting demonstration has already started (A32 The result of 11 is "Y"), and set "0" related to special normal processing as the processing number (A3215 ), save the processing number in the special game processing number area (A3216), clear the logging area (A3217). Then, the fraud monitoring period flag area for the big winning mouth Save the flag during the viewing period (A3218) and end the special figure normal processing.

[0416] In addition, the game control device 100, if the special figure 2 pending number is not 0 (the result of A3201 is "N ”), execute the special figure 2 fluctuation start process (A3202), Prepare the residue command (decorative special figure 2 pending number command) as a production command (A3203 ), the effect command setting process is executed (A3204). And, processing during special figure fluctuation of special figure 2 Execute the migration setting process (A3205) and end the special figure normal process.

[0417] In the special figure 2 process transition setting process during special figure fluctuation, set "1" as the process number and start the special figure game Save the processing number in the processing number area, clear the customer waiting demo flag area, and control the special figure 2 fluctuation Save the changing flag in the flag area.

[0418] In addition, the game control device 100, if the special figure 1 pending number is not 0 (the result of A3206 is "N ”), execute the special figure 1 fluctuation start process (A3207), Prepare the residue command (decorative special figure 1 pending number command) as a production command (A3208 ), the effect command setting process is executed (A3209). And, processing during special figure fluctuation of special figure 1 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 figure 2 pending priority digestion). 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 that executes a display game with priority over a variable display game based on the first starting memory. step up. In addition, the special figure 1 variable display game may be executed with priority over the special figure 2 variable display game. If special drawing 1 is reserved and priority consumption is to be used, the judgment in step A3201 is It is only necessary to determine whether the number≠0.

[0421] [Special figure 1 fluctuation start process] Next, we will explain the details of the special figure 1 fluctuation start process (A3207) in the special figure normal process. be. FIG. 21 is a flowchart 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 variable display game.

[0422] The game control device 100 indicates the type of special figure fluctuation display game to be executed (here, special figure 1). Save the special figure 1 variation flag in the variation symbol discrimination area (A3401). Next, special figure 1 change Missing information and jackpot flag 1 for determining whether the displayed game is a jackpot or not Executes jackpot flag 1 setting processing that performs processing such as setting information (A3402). Big Details of the winning flag 1 setting process will be described later.

[0423] Next, the game control device 100 controls the special pattern 1 stop pattern (symbol information) regarding the special pattern 1 variable display game. Execute the special figure 1 stop symbol setting process related to the setting (A3403). Special figure 1 stop design In regular processing, the stop symbol number at the time of loss, support hit, or jackpot, and this stop symbol number The corresponding loss stop symbol pattern, support hit stop symbol pattern, or jackpot stop symbol pattern save the turn. The stop symbol number at the time of support hit or jackpot is the support hit symbol. It is determined according to the random number and jackpot symbol random number.

[0424] Furthermore, the game control device 100 controls the special figure which is a parameter for setting the fluctuation pattern. Execute special figure information setting process to set information (A3404).

[0425] Next, the game control device 100 performs steps related to setting the fluctuation pattern of the special figure 1 fluctuation display game. Special figure 1 fluctuation pattern setting information, which is a table in which information for referencing various information is set. Prepare information table (A3405).

[0426] After that, the game control device 100 controls the variable pattern which is the variation 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. change 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, the details of the special figure 2 fluctuation start process (A3202) in the special figure normal process will be explained. be. Figure 22 is a flow chart 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 fluctuation display game, and the special figure 1 fluctuation shown in FIG. A process similar to the process in the start process is performed for the second start memory.

[0428] The game control device 100 first selects the type of special figure variation display game to be executed (here, special figure 2). Save the special figure 2 fluctuation flag indicating to the fluctuation pattern discrimination area (A3501). Next, special figure 2 The big hit flag 2 for determining whether the variable display game is a big hit or not Executes jackpot flag 2 setting processing that performs processing such as setting jackpot information (A3502 ).

[0429] Next, the game control device 100 controls the special figure 2 stop symbol (symbol information) related to the special figure 2 variable display game. (A3503). In addition, fluctuation pattern Execute special figure information setting processing to set special figure information which is a parameter for setting the tone (A3504). Subsequently, various information about the setting of the variation pattern of the special figure 2 variation display game Special figure 2 variation pattern setting information table, which is a table in which information for referencing information is set Prepare a sample (A3505).

[0430] After that, the game control device 100 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] First, the game control device 100 places loss information in one area of ​​the jackpot flag and one area of ​​the support hit flag. 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 Clear (for pending number 1) 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 sp...

Claims

[Claim 1] In a gaming machine equipped with a game control means capable of executing a game, The game control means a first storage means for storing a first program for game control in a first program storage area and a second program for non-game control in a second program storage area; a second storage means including a first working area that is readable and writable by the first program and readable and unwritable by the second program, and serves as a working area for game control; a second working area that is readable and unwritable by the first program and readable and writable by the second program; and an unused area; an arithmetic processing means configured to be able to execute predetermined arithmetic processing by the first program and the second program, and to be able to execute a first branch instruction and a second branch instruction that cause the address of an instruction to be executed in the first storage means to jump; a plurality of registers in which values ​​are stored when the arithmetic processing is performed; an input unit having a plurality of input ports connected to any of a plurality of switches or sensors used in the game, and capable of receiving signals input from any of the switches or sensors to the plurality of input ports; Equipped with the first branch instruction is a branch instruction of a predetermined instruction length, the second branch instruction is a branch instruction that has a limited range of addresses that can be branched to, has a shorter instruction length than the first branch instruction, and performs branching by determining a specific flag, the first program includes a first subroutine and a second subroutine having a smaller program capacity than the first subroutine, the first subroutine includes the first branch instruction and the second branch instruction; the second subroutine includes a specific call instruction and the second branch instruction, but does not include the first branch instruction; the specific call instruction is an instruction to execute a specific subroutine including a process capable of changing the specific flag, the second branch instruction included in the second subroutine is executable without going through a process that can change the specific flag after returning from the specific subroutine, and branches based on an execution result of the process that can change the specific flag included in the specific subroutine, the second storage means allocates the unused area between the first working area and the second working area; a switch control area for storing data input from the switch or sensor is formed in the first working area of ​​the second storage means; The first program includes a process of storing data inputs taken in from the plurality of input ports in the switch control area by an interrupt process executed by a timer interrupt at a predetermined cycle. Gaming machine.