Game machine

JP2023123370A5Pending Publication Date: 2026-01-28SOPHIA CO LTD
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Patent Information

Application Number
JP2023018776
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-02-24
Filing Date
2023-02-09
Publication Date
2026-01-28

AI Technical Summary

Technical Problem

Conventional gaming machines have operational parts that are not easily accessible, making them difficult to use.

Method used

The gaming machine is designed with protruding operational elements and three-dimensional information displays to facilitate easier operation, including a game control system with a microcomputer that provides visual cues and controls various components like solenoids and motors.

Benefits of technology

The design enhances user interaction by making it easier to operate the gaming machine, improving accessibility and usability of the operational parts.

✦ 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, information related to an operation of the game control means is displayed on the game control means so as to protrude outward. Three-dimensional information is displayed on the portion to be operated, on the operation means.SELECTED DRAWING: Figure 152A
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Description

Technical field

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

[0002] BACKGROUND ART Conventionally, there have been gaming machines in which a gaming control means provided on the back side of a gaming board can be operated (for example, Patent Document 1). [Prior art documents] [Patent document]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-200904 [Outline of the Invention] [Problem 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 to solve the problem]

[0006] In a typical form of the present invention, in a gaming machine comprising a game control means that can execute a game and an operation means that can be operated, the game control means includes information related to the operation of the game control means. is displayed so as to protrude outward, and the operating means has three-dimensional information displayed on the portion to be operated.

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. can Note that the cover glass 14 is shown as an example of a transparent member, and the cover glass 14 is shown as an example of a transparent member. A plastic cover may be used in place of the base 14. The glass frame 15 is made of transparent material. It functions as a transparent member holding frame.

[0013] The front frame 12 and the glass frame 15 can be opened individually. example For example, by opening only the glass frame 15, it is possible to access the gaming area 32 of the gaming board 30. I can do that. Also, by opening the front frame 12 while the glass frame 15 is not open, , access the game control device (main board) 100 (see Figure 3), etc. arranged on the back side of the game board 30. can be accessed.

[0014] Various frame components are arranged on the edge of the glass frame 15 around the cover glass 14. Ru.

[0015] At the upper center, right side, and left side of the glass frame 15, there is a device that can produce light emission depending on the game status. Decoration devices 18a, 18b, and 18c are provided. Decorative devices 18a, 18b, 18c are It is a production device that contains lighting components such as LEDs inside, and performs lighting effects according to the gaming status. be. The lighting members disposed inside these decorative devices 18a, 18b, 18c are frame decorative devices. It constitutes a part of the housing 18 (see Figure 4).

[0016] The decoration device 18a is 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. In addition, 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 accessory).

[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. decoration equipment 18c glass On the left side of the frame 15, there is a protruding unit that extends vertically and projects forward. (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. It will be done.

[0018] Upper speakers 19a are arranged at the upper right corner and the upper left corner of the glass frame 15, respectively. Ru. 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 speakers 19a and lower speakers 19b are used for sound effects and alarms. It emits alarm sounds, notification sounds, etc. Note that the left and right upper speakers 19a are 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, there is an upper tray unit having an upper tray 21 that can store game balls (game media). 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 one ball at a time to the ball firing device.

[0020] The upper tray unit 20 includes a production operation device that receives input operations from the player, and a production operation device that receives input operations from the player. A ball rental operation device that accepts input operations, and a decoration device 2 that performs lighting effects depending on the game status. 2 and further include.

[0021] The production operation device includes a production button 25, a cross key switch 450, and a volume adjustment button. This is an operating device that includes switches 451a and 451b, and has an upper tray unit for easy operation by the player. It is located at the top center of knit 20 and to the left of it. The production button 25 is the operation panel 49 0 is placed within the opening of the operation panel 490. The operation panel 490 is Light can be reflected by metal plating on the surface or by making the entire surface metal, for example. It has a silver metallic luster. When the production button 25 emits light, the surrounding operation panels 490 reflects the light from the production button 25, making the light emission production of the production button 25 more effective. .

[0022] The production button 25 has a built-in production button switch 25a and a production button switch 25a provided on the surface. The touch panel 25b may include a touch panel 25b.

[0023] The volume adjustment button switches 451a and 451b are located on the operation panel 69 of the upper tray unit 20. The volume of speaker 19 (upper speaker 19a and lower speaker 19b) is Adjust by increasing or decreasing (+-). The cross key switch 450 (cross key SW) is On the upper left side of the operation panel 490 of the It is installed adjacently and adjusts the brightness of the LED for performance, for example. Cross key switch 450 , also called directional key switches, are multiple (for example, 4) keys placed on the front, back, left, and right sides. A general switch consisting of a switch may be used. For example, while waiting for customers and / or while playing (during a game) When the volume adjustment button switches 451a, 451b are pressed down under certain conditions such as The volume of the speaker 19 may be adjustable, and a switch before or after the cross key switch 450 may be used. It may be possible to adjust the amount of light (brightness, brightness) of the performance LED, etc. by pressing the switch. . Note that the volume adjustment button switches 451a and 451b are not provided, and the cross key switch 4 The volume of the speaker 19 can be adjusted by pressing down the left or right switch of 50. stomach.

[0024] When the player operates the performance operation device (particularly the performance button 25), the display device 41 (See Figure 2) A production that involves the player's operation in the special figure fluctuation display game etc. It can be performed. For example, you can select the production pattern (production mode), and support starting memory. It is possible to perform a preview effect that foretells the result of a variable display game in advance. Na Oh, the variable display game includes the special figure variable display game, and if it is simply a variable display game, In this specification, it refers to the special figure fluctuation display game.

[0025] In addition, the player can operate the performance control device not only while the variable display game is running, but also when the game is not running. The presentation pattern may also be changed by

[0026] Note that the game state when the variable display game is executed consists of a plurality of game states. Normal play The skill state (normal state) is a game state in which no special game state has occurred. Also, special A game state is, for example, a time saving state as a specific game state or a special state in a variable display game. A state where the probability of occurrence of a result (e.g. jackpot) is high (variable probability state, variable probability state), a jackpot state ( Special gaming state), small winning gaming state (small winning state). In this way, 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 specified probability lottery (fall lottery type), etc. be.

[0028] Furthermore, the jackpot can be achieved without determining whether or not to generate a variable probability state using the jackpot pattern random number. A variable probability state may be caused to occur whenever this occurs.

[0029] The ball 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 The game balls supplied from the upper plate 21 are shot to the game area 32 of the game board 30. - 特許庁 from ball launcher The shooting speed of the game ball to be shot increases as the amount of rotation operation of the operation handle 24 increases. is set to That is, the ball launching device has 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 be The normal variable winning device 37 rotates forward to convert to a state where game balls can easily flow in. A movable member (movable piece) 37b is provided. When the movable member 37b is in the closed state, the game ball is normally prevented from winning in the variable prize winning device 37. A game ball starts winning a prize mouth 36 or When winning the normal fluctuation winning device 37, a special figure fluctuation display game is executed as an auxiliary game be It should be noted that the start winning port 36 is designed to make it easier for game balls to win when hitting left, In the position 37, it becomes easy for a game ball to win a prize when hitting to the right.

[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 Open state where the game ball is easy to flow into the variable prize winning device 37 (advantageous for the player) It changes to a state where it is easy to win a prize. If the movable member 37b is not in the open state (easy winning state), A closed state 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 be. 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 an open state (a special game state that is advantageous for the player), and enter the big winning mouth By facilitating the inflow of game balls, the player can receive a predetermined game value (for example, a prize ball or a jackpot finish). It is designed to give the number of times of shortening after completion / number of times of probability variation). In addition, there is a prize in the grand prize opening. Upper large winning opening switch 39a (count switch) (see FIG. 3) is provided. In addition, the second special variable winning device 39 has a right-handed It becomes easier for game balls to win prizes. In addition, the lower special prize opening switch 38a and the upper special prize opening switch 39a is generically referred to as the big winning opening switch 43.

[0048] Inside the second special variable winning device 39, a specific area 86 (so-called V winning opening) is provided. ing. After the opening and closing door 39c is opened by the small hit, the game is played in the specific area 86 (V winning opening) A big hit is decided when the ball enters the ball. The specific area 86 is open for a long time only during the small hit. You may make it easy for a game ball to pass through, for example. In addition, the game control device 100 is The passage of the game ball to the specific area 86 (V winning) is detected by a sensor (specific area switch 72 described later), etc. It can be detected via, and when V winning is detected, it will be confirmed that it will move to the big hit state after the small hit ends. In addition, information indicating that the effect control device 300, which will be described later, has won a V prize (specific area passage commands, etc.). Then, the effect control device 300 displays the V prize on the display device 41 or the like. It can be announced at a later date.

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

[0050] General winning port 35, starting winning port 36, normal variable winning device 37, and special variable winning device 38 , 39 when a game ball wins a prize, the payout control device 200 (see FIG. 3) wins a prize. The number of prize balls corresponding to the type of the winning opening is discharged from the payout device to the upper tray 21.例文帳に追加 Also, the lower gaming area The area 32 is provided with an out port 30b for collecting game balls that did not win a prize such as a prize winning port. be. In addition, general winning mouth 35, starting winning mouth 36, normal variable winning device 37, and special variable winning Devices 38 and 39 and their vicinity are provided with LEDs (described later) that can emit light when a game ball wins. A part of the board decoration device 46) is arranged.

[0051] In addition, outside the game area 32, at the lower right corner of the game board main body 30a, there is a special figure fluctuation display game Run the game (special figure 1 fluctuation display game, special figure 2 fluctuation display game) and normal figure fluctuation display game A collective display device 50 is provided. The collective display device 50 is an LED lamp (light emitting part, light emitting Display units 51 to 60 are provided for displaying information such as the current game state, etc., which are composed of optical members).

[0052] The collective display device 50 is a variation table composed of a 7-segment display (LED lamp) or the like. First special figure variation display unit 51 (special figure 1 indicator, lamp D1) and second special figure variation table for display game Display unit 52 (special figure 2 indicator, lamp D2) and variation display unit 53 for normal figure variation display game (normal Figure display, lamps D8, D10, D18) and start (hold) memory number of each variable display game Knowledge storage display unit (Special figure 1 reservation display 54, Special figure 2 reservation display 55, General figure reservation display 56 ) and has. Special figure 1 reservation indicator 54 is configured by lamps D11 and D12. Special figure 2 hold indicator 55 is configured by lamps D13 and D14. Normal map holding display 56 is composed of lamps D15 and D16.

[0053] In addition, on the collective display device 50, when hitting right (when you should hit right) or when hitting left (when you normally hit) ), the first gaming state display unit 57 (first gaming state indicator, lamp D7), The second game state display unit 58 (second game Skill status indicator, lamp D17), high probability status of big hit when game machine 10 is powered on Third game state display unit 59 (third game state indicator, probability state Display unit, lamp D9), number of rounds at the time of jackpot (number of opening and closing of special variable winning device 38, 39 ) is provided in the round display portion 60 (lamps D3-D6).

[0054] In the special figure 1 indicator 51 and the special figure 2 indicator 52, the variable display game uses identification information (for example, , 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, the normal figure indicator 53 is also the special figure 1 indicator 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). seconds)). In other words, switching between turning off and lighting on the lamp display units 1 and 2 takes 2 cycles of the flashing cycle. It is done in a period of one minute (eg 100msec). Special figure 1 indicator of batch display device 50 51, special figure 2 indicator 52, the variation time of the variation display in the general figure indicator 53 is the game control device 1 00, while the fluctuation time of the lamp display parts 1 and 2 of the lamp display device 80 is the performance. It is measured by the output control device 300 (described later).

[0057] Lamp display parts 3 and 4 (special figure 1 pending LED 1, special figure 1 pending LED 2) are off and lit Depending on the combination of state and flashing state, the special figure 1 pending number (first start memory number) is displayed. similarly , Lamp display parts 5 and 6 (special figure 2 pending LED 1, special figure 2 pending LED 2) are off, lit Depending on the combination of state and flashing state, the number of special figures 2 pending (second start memory number) is displayed. lamp The display unit 3-6 ends the display of the pending number due to the occurrence of a big hit, but when it is not in the state of a big hit (Including the case where reach, which will be described later, occurs on the display device 41) displays the number of reservations.

[0058] Next, the flow of the game in the gaming machine 10, the normal figure fluctuation display game and the special figure fluctuation display game Details will be explained.

[0059] In the game machine 10, a game ball is launched toward the game area 32 from a ball launcher (not shown). A game is played by The launched game balls are arranged in various places within the game area 32. While changing the rolling direction by obstacle nails and windmills, etc., it flows down the game area 32, 34, general winning mouth 35, starting winning mouth 36, normal variable winning device 37, or special variable winning device Place 38, 39 to win a prize or enter a ball, or out-port 30b provided at the bottom of the game area 32 and discharged from the game area 32. And general winning mouth 35, starting winning mouth 36, normal When the game ball wins in the general variable winning device 37 or the special variable winning device 38, 39, it wins The number of prize balls corresponding to the type of the winning opening is discharged to the upper tray 21 through the payout device.

[0060] In the normal pattern start gate 34, a gate that detects the game ball that has passed through the normal pattern start gate 34 A switch 34a (see FIG. 3) is provided. The game ball passes through the normal figure start gate 34 , and the random value for hit determination detected by the gate switch 34a and extracted at this time A general figure fluctuation display game is executed based on the determination result.

[0061] A state in which the normal map fluctuation display game cannot be started, for example, the normal map fluctuation display game has already been played If the normal pattern fluctuation display game has not ended, or the result of the normal pattern fluctuation display game is a hit When the normal variable winning device 37 is converted to the open state, the game ball is normal figure starting game When passing through the route 34, if the number of normal figure start memory (number of normal figure pending) is less than the upper limit number, the number of memories It is added (+1).

[0062] In the general pattern start memory (normal pattern reservation), there is a hit to determine the hit or miss of the general pattern fluctuation display game A random number for judgment is stored, and if this random number for judgment matches the judgment value, the A specific result mode (specific result) is derived by winning the normal pattern fluctuation display game.

[0063] The general pattern fluctuation display game is executed by the general pattern display device 53 provided in the collective display device 50 It is becoming The normal map display 53 is in the lighting state as the normal identification information (normal map). is displayed, and in the off state, it is composed of an LED that indicates a deviation, and this LED blinks. By doing so, the variable display of the normal identification information is performed, and after the predetermined variable display time has elapsed, the LED is lit or The result is displayed by turning off the light.

[0064] If the 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 (normal pattern) displayed on the device 53 stops in the hit state, and the hit state is reached. At this time, By driving the common solenoid 37c (see FIG. 3), the movable member 37b is It is converted to an open state only for a period of time (for example, 3 seconds x 2 times), and the entry of the game ball to the normal variable winning device 37 Awards are allowed.

[0065] Winning of the game ball to the starting prize winning port 36 and winning to the normal variable prize winning device 37 are It is detected by the switch 36a (see FIG. 3) and the start port 2 switch 37a (see FIG. 3). The game ball that has won the start prize mouth 36 is detected as the start prize ball of the special figure 1 variable display game, The game balls that are stored up to a predetermined upper limit and won the normal variable prize winning device 37 are special. Fig. 2 is detected as the starting winning ball of the variable display game, and is stored up to a predetermined upper limit.

[0066] Starting the special figure fluctuation display game When the winning ball is detected, the big hit random number, Fluctuation pattern random numbers and the like are extracted. These random numbers are the special figure reservation notes of the game control device 100 Storage area (part of RAM) for each predetermined number of times (for example, up to 8 times) as a special figure start winning memory ) is stored. The number of memory of the special figure starting prize memory is the number of starting prizes of the batch display device 50 It is displayed on the special figure 1 reservation indicator 54 and the special figure 2 reservation indicator 55 of the knowledge, and the display device 4 It is also displayed on the display screen of 1.

[0067] The game control device 100, the winning prize to the starting winning mouth 36 or the first starting memory (special figure 1 starting memory Memory, special figure 1 pending), to run the special figure 1 variable display game with the special figure 1 indicator 51. Ma In addition, the game control device 100 is the winning prize to the normal variable winning device 37 or the second start memory (special 2 start memory, special figure 2 pending), run special figure 2 variable display game with special figure 2 indicator 52 do.

[0068] Special figure 1 fluctuation display game (first special figure fluctuation display game) and special figure 2 fluctuation display game (second special figure In the figure fluctuation display game), the identification information (special It is performed by stopping and displaying a predetermined result mode after the symbol, special figure) is variably displayed.

[0069] In addition, in the display device 41, a plurality of types of identification information (for example, (e.g., numbers, symbols, character patterns, etc.) are displayed in a variable display game. be done.

[0070] The decoration special figure variable display game in the display device 41 is a decoration special figure composed of the numbers etc. described above. Another design (identification information) is left (first special design), right (second special design), middle (third special design) The changing display (scrolling display) is started in order, and after a predetermined time, the changing symbols are stopped in order. It is performed by letting and displaying the result of the special figure fluctuation display game. Also, in the display device 41 , various effects and displays such as the appearance of characters are performed to enhance interest. In addition, the decoration special figure In the variable display game, the run of the lamp display device 80 is used as another decorative special pattern (identification information). In the pu display part 1, 2, the fourth special pattern (4th pattern) fluctuates. After a predetermined time from the start of the variable display of the lamp display sections 1 and 2, In the case of a deviation, it stops with "lights off", and in the case of a big hit or a small hit, it stops with "lights on".

[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 number at the time of winning detection is the jackpot value), the special figure fluctuation display game As a result, a specific result pattern (special result pattern) is derived according to the displayed symbol, and a jackpot state ( special game state). Correspondingly, the display mode of the display device 41 is changed to a special result mode (e.g. For example, the numbers ``7, 7, 7'' are aligned).

[0072] At this time, the special variable winning devices 38 and 39 are operated by the big winning opening solenoid (38b, 39b) ( (See Figure 3), the grand prize opening opens from the closed state for a predetermined period of time (for example, 30 seconds). converted to state. In other words, the big winning openings provided in the special variable winning devices 38 and 39 are predetermined. The game ball will be wide open for a certain amount of time or until a predetermined number of game balls are won. You will be given the privilege of being able to benefit.

[0073] The winning of the game ball to the first starting winning hole 36 or the normal variable winning device 37 occurs at a predetermined timing. If the jackpot random value at the time of winning detection is a small hit value, the special figure fluctuation display game will be displayed. As a result of the game, a specific result pattern (small hit result pattern) is derived from the displayed symbol, and the small win condition is state. Correspondingly, the display mode of the display device 41 becomes a small hit result mode. In addition, the book In the embodiment, the jackpot random value is also used to determine the small hit, but the small hit value (small hit judgment value ) is different from the jackpot value (jackpot 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 also mean that the game ball passed through (V winning). If the condition device does not work , for example, if the specific flag mentioned above is not set, as in the case of simply winning a small winning lottery. means. However, as will be described later in this embodiment, if there is a V win during the small win state, If so, the conditioner will be activated. Note that the “condition device” refers to software such as the one above. It can be a software means such as a flag that is turned on and off electrically, or it can be turned on and off electrically. It may also be a hardware means such as a switch that is turned off. In addition, the "condition device" is As a device whose operation is a necessary condition for the continuous operation of electric accessories, it is used in the field of pachinko gaming machines. It is a term commonly used in used as a word.

[0077] Specifically, in the case of a jackpot, a special variable prize winning device is activated by setting a jackpot flag. is released, whereas in the case of a small hit, a special change is made by setting the small hit flag. A dynamic winning device is released.

[0078] In addition, the special figure 1 display 51 and the special figure 2 display 52 may be configured as separate indicators. However, it may be configured as the same display unit, but it is important to ensure that each special figure variation display game is not executed at the same time. is set to In addition, the special figure 2 variable display game has priority over the special figure 1 variable display game. It is designed to be executed, and the starting memory of the special figure 1 variable display game and the special figure 2 variable display game If there is, and the special figure variable display game can be executed, the special figure 2 variable display game will be activated. 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 gaming 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 includes a main control device (main board) that centrally controls the games. board), which has a gaming microcomputer (hereinafter referred to as gaming microcomputer) 111. The CPU section 110 has a an output section 130 having a It consists of a data bus 140 and the like.

[0083] The CPU section 110 is a gaming microcomputer (CP) called an amusement chip (IC). U)111 and a crystal oscillator-like oscillator, the CPU operating clock and timer interrupt , includes an oscillation circuit (crystal oscillator) 113 that generates a clock that serves as a reference for the random number generation circuit. do. The game control device 100 and the solenoids and motors driven by the game control device 100 DC32V, DC12V, DC5 generated by the power supply 400 is used for electronic components such as controllers. A DC voltage of a predetermined level such as V is supplied to enable operation.

[0084] The power supply device 400 is an ACDC component that generates a DC voltage of 32V DC from a 24V AC power supply. From converter or DC32V voltage to lower level DC voltage such as DC12V, DC5V, etc. A normal power supply unit 410 that has a DC-DC converter that generates A backup power supply section 420 supplies power supply voltage to the internal RAM of 1 in the event of a power outage, and It has a power monitoring circuit and sends power outage monitoring signals and reset signals that notify the gaming control device 100 of the occurrence and recovery of power outages. It includes a control signal generation section 430 that generates and outputs a control signal such as a set signal.

[0085] In this embodiment, the power supply device 400 is configured separately from the gaming control device 100, The backup power supply section 420 and the control signal generation section 430 are provided on separate boards or on a gaming control circuit. It may be configured to be integrated with the device 100, that is, provided on the main board. Game board 30 and Since the gaming control device 100 is subject to replacement when changing models, the power supply device is 400 or a backup power supply section 420 and control signal generation section 43 on a board separate from the main board. By providing 0, it is possible to exclude it from being replaced and reduce costs.

[0086] The backup power supply section 420 consists of one large capacitor such as an electrolytic capacitor. can do. The backup power supply is provided by the gaming microcomputer 111 ( In particular, data stored in RAM is supplied to It is meant to be retained. The control signal generation unit 430 is generated by the normal power supply unit 410, for example. Monitors the voltage of 32V, and if it drops below 17V, it detects a power outage and shuts down. While changing the power monitoring signal, a reset signal is output after a predetermined time. Also, the power A reset signal is output after a predetermined period of time has elapsed from the time of power on or recovery from power outage.

[0087] Furthermore, the gaming control device 100 is provided with a RAM initialization switch 112. RAM When the initialization switch 112 is pressed down and turned on, an initialization switch signal is generated. Based on this, the RAM 111c in the gaming microcomputer 111 and the RA in the payout control device 200 Processing is performed to forcibly initialize the information stored in M. Not particularly limited However, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is sent to the gaming microcontroller 1. 11 is repeatedly read in the main loop of the main program executed. reset The signal is a type of forced interrupt signal and causes the entire control system to be reset.

[0088] Further, the game control device 100 (main board) includes a setting key switch 93. settings key The switch 93 is turned on by the operator's rotation operation, etc. to change the game conditions (game). Make it possible to change the probability setting value (setting value) according to the setting. Note that the RAM initialization step Switch 112 is a set value change switch that can change the probability set value according to the operator's operation. It can also be used. In this embodiment, the probability setting value is a hit probability such as a jackpot probability or a small win probability. This is a setting value for setting the probability of selection, but other game conditions (such as effects) other than probability can also be set. It can be changed according to the fixed value. For example, the higher the probability setting value, the higher the probability of winning. good. The setting key switch 93 and RAM initialization switch 112 are used to control settings related to gaming conditions ( A setting changing means (setting changing device 42, setting means) capable of changing the probability setting value) is configured. Na Oh, instead of RAM initialization switch 112, another switch also serves as the setting value change switch. Alternatively, a dedicated setting value change switch may be provided.

[0089] The setting key switch 93 and RAM initialization switch 112 are the gaming control device inside the gaming machine 10. Since the front frame 12 (body frame) is not opened, it cannot be operated. It is placed in a location that cannot be accessed (a location that cannot be accessed). In other words, general players cannot use the setting key. switch 93 and RAM initialization switch 112 cannot be accessed and operated.

[0090] As described later, when the gaming machine 10 is powered on (recovery from power outage, power is restored), the gaming machine 10 Probability settings depending on the on / off status of constant key switch 93 and RAM initialization switch 112 Setting variable state where values ​​can be changed (settable) (setting change state, setting possible state, setting change mode) transition to various states such as setting confirmation mode (setting confirmation mode) where probability setting values ​​can be checked. can do.

[0091] In this embodiment, the probability setting value is defined in six stages, for example, and probability setting value 1 (setting 1 ), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability There are setting value 5 (setting 5) and probability setting value 6 (setting 6). In general, setting 1 provides the most This is a disadvantageous setting, and setting 6 is the most advantageous setting for the player. Settings 1 and 2 are low settings. , settings 3 and 4 are intermediate settings (intermediate settings), and settings 5 ​​and 6 are high settings.

[0092] In the probability setting change process, the RAM initialization switch 112 is pressed by the operator. At each time, the work setting value (setting) in the work setting value area is set to 0 (setting 1, probability setting value 1). → Setting value 1 (Setting 2, Probability setting value 2) → Setting value 2 (Setting 3, Probability setting value 3) → Setting value 3 ( Setting 4, probability setting 4) → Setting 4 (setting 5, probability setting 5) → Setting 5 (setting 6, probability Setting value 6) → Setting value 0 (Setting 1) → Setting value 1 (Setting 2) →... child The RAM initialization switch 112 also functions as a setting value change switch. In addition , For convenience of explanation, work setting values ​​0 to 5 are shown respectively during the setting change state (setting change mode). Probability setting values ​​are provided corresponding to 1 to 6, but the working setting value and probability setting value are in the same numerical range (i.e. 0~5 or 1~6) and treat them as the same (work settings and probability settings). 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. It is 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, late fluctuation pattern selection table, etc.), before the fluctuation pattern before reaching the reach state. Tables for determining half-variation patterns (first-half variation group table and first-half variation pattern) (selection table, etc.).

[0097] Here, reach (ready-to-reach state) refers to a display device that has a display state that can be changed, and derives and displays multiple display results at different times, and the multiple display results have predetermined characteristics. A gaming state where the gaming state is advantageous to the player when the result is different (special gaming state) In the game machine 10, at a stage where some of the multiple display results have not yet been derived and displayed, A display state in which a display result that has already been derived and displayed satisfies the conditions for becoming a special result mode. cormorant. In other words, the reach state is when the variable display control of the display device is progressing and the display is Even when the results reach the stage before they are derived and displayed, the display conditions that result in special results 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. The expected level of jackpot (expected value) 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 figure fluctuation display game. It is included in the fluctuation display mode in the case of a jackpot (in the case of a jackpot). Sunawa If it is determined that the special result pattern is not derived in the special figure fluctuation display game (in the case of a failure) It may also be included in the variation display mode in case). Therefore, the state in which the reach state occurs is , this is a state in which there is a high possibility of a jackpot compared to a case where a reach state does not occur.

[0100] In addition, the expectation level of a production (notice) indicates the probability of winning the jackpot if that production is selected. The selection rate of the performance when it is a jackpot and the selection rate when it is not a jackpot (when it is a loss) It can be calculated based on the selection rate of the performance, etc.

[0101] The CPU111a executes the game control program in the ROM111b and It generates control signals (commands) for the equipment 200 and production control device 300, and The entire gaming machine 10 is controlled by generating and outputting a drive signal for the display device. 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 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. Here, 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 that discharges 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 fires into the game area and ends the game. Detect all the game balls that have passed through the winning opening or the out opening 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 input port 126 and read to gaming microcontroller 111 via data bus 140 be caught. Of the outputs of proximity I / F121, gate switch 34a and starting port 1 switch Inspection of chi 36a, starting port 2 switch 37a, winning port switch 35a, big winning port switch 43 The output signal is input to the 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 and switch An abnormality detection signal that is 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 is configured as

[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 required for operation, such as 5V, a voltage of 12V is supplied. .

[0113] The data held by the third input port 124 is transferred from the gaming microcomputer 111 to the third input port. Enable signal CE by decoding the address assigned to bit 124 It can be read by asserting 2 (change to valid level). 2nd input port The same applies to the port 123, the fourth input port 126, and the first input port 122, which will be described later.

[0114] In addition, the input unit 120 receives a frame radio wave irregularity signal output from the payout control device 200, a payout video G signal, status signal indicating abnormal payout, shot ball failure indicating lack of game balls before payout A switch signal, an overflow switch signal indicating overflow, on the operating handle 24 Touch switch signal based on the provided touch switch input, RAM initialization switch 1 12 and supplies it to the game microcomputer 111 via the data bus 140 A first input port 122 is provided. The overflow switch signal is Output when it is detected that more than a predetermined amount of balls are stored (full) is a signal. The frame radio wave illegal signal is generated by the frame radio wave sensor provided on the front frame 12 (body frame). It is a signal output based on the detection, and the payout busy signal is the payout control device 200 This signal indicates whether or not a command can be accepted.

[0115] Also, the input unit 120 receives signals such as a power failure monitoring signal and a reset signal from the power supply device 400 . A Schmidt buffer 125 is provided for inputting the number to the game microcomputer 111 or the like. Therefore, Schmitt buffer 125 has the function of removing noise from these input signals. A power failure monitoring signal from the power supply device 400 is once input to the first input port 122, and It is taken into the gaming microcomputer 111 via the bus 140 . In other words, the various switches mentioned above are treated as signals equivalent to these signals. From the outside provided in the game microcomputer 111 This is because there is a restriction on the number of terminals that receive the signals of .

[0116] On the other hand, the reset signal RST from which noise has been removed by the Schmidt buffer 125 is It is directly input to the reset terminal provided in the microcomputer 111 for the application, and the output section 13 0 supplied to each port. Also, the reset signal RST does not go through the output section 130 and is By outputting to the relay board 70, the port of the relay board 70 (Fig. (not shown) is configured to turn off the test-firing test signal held.

[0117] Also, the reset signal RST is configured to be output to the test firing test device via the relay board 70. You may do so. Note that the reset signal RST is applied to each port 122, 123 of the input section 120. ,124 are not provided. By the game microcomputer 111 just before the reset signal RST is input Therefore, the data set to each port of the output unit 130 is reset to prevent malfunction of the system. However, just before the reset signal RST is input, each port of the input section 120 is idle. The data read by the gaming microcomputer 111 is discarded by resetting the gaming microcomputer 111. because it is discarded.

[0118] In the output unit 130, the communication path from the game microcomputer 111 to the production control device 300 and the game Schmidt buffer arranged in the communication path from the technical microcomputer 111 to the payout control device 200 132 are provided. From game control device 100 production control device 300 and payout control device Data is transmitted to 200 by serial communication. It should be noted that the play from the production control device 300 side It is a one-way communication in which signals cannot be input to the technique control device 100.

[0119] Furthermore, the output unit 130 is connected to the data bus 140 and has a trial shooting test of a certification body (not shown). Data that informs the test device of the special pattern information of the variable display game and a signal that indicates the probability state of the big hit etc. via the relay board 70, the buffer 133 can be mounted. bag Fa 133 is a game control system for actual pachinko machines (mass-produced products) installed in pachinko parlors. These are parts that are not mounted on the device (main board). In addition, output from the proximity I / F121 Buffer 133 does not pass detection signals from switches that do not require processing, such as starter switches that , is supplied to the test-firing test apparatus through the relay board 70.

[0120] On the other hand, as with the magnetic sensor switch 61 and the radio wave sensor 62, it is A detection signal that cannot be supplied is once taken into the game microcomputer 111 and is used as another signal or information. processed into information, for example, as an error signal indicating that the game machine is in a state where game control is not possible is supplied from the data bus 140 through the buffer 133 and the relay board 70 to the test firing test equipment. be.

[0121] It should be noted that the relay board 70 receives the signal output from the buffer 133 and It is transmitted by relaying the port that supplies to the device or the signal line of the switch detection signal that does not pass through a buffer. A connector is provided for The port on the relay board 70 is connected to the game microcomputer 11 A chip enable signal CE output from 1 is also supplied, and is selectively controlled by the signal CE. The signal from the port is supplied to the test-firing test equipment.

[0122] In addition, the output unit 130 is connected to the data bus 140 and the normal variable winning device 37 is opened. Solenoid (universal electric solenoid) 37c to open, lower large to open the first special variable winning device 38 The winning opening solenoid 38b (large winning opening solenoid 1) and the second special variable winning device 39 are opened. Operate the upper large winning opening solenoid 39b (large winning opening solenoid 2), the lever to operate the specific area A second output port for outputting open / close data of the lever solenoid 86b that opens 86 134 are provided.

[0123] In addition, the output unit 130 outputs LED anodes according to the contents to be displayed on the collective display device 50. A third output port for outputting the on / off data of the segment line to which the terminal is connected 135, ON / ON of the digit line to which the cathode terminal of the LED of the collective display device 50 is connected A fourth output port 136 is provided for outputting OFF data.

[0124] In addition, the output unit 130 is provided with LED annotators according to the content displayed on the performance display device 152. Sixth output port for outputting on / off data of the segment line to which the terminal is connected. 141, the digit line to which the cathode terminal of the LED of the performance indicator 152 is connected. A seventh output port 142 is provided for outputting on / off data.

[0125] In addition, the output unit 130 receives information about the gaming machine 10 such as jackpot information from the external information terminal 71. A fifth output port 137 is provided for outputting to. The external information terminal 71 has a photo A relay is provided, for example, an external device (information collection terminal or internal management device (hall computer, etc.), and information about the gaming machine 10 can be sent to an external device. It is designed so that it can be supplied to the equipment. In addition, from the 5th output port 137, a simulator A firing permission signal is also output to the payout control device 200 via the bit buffer 132 .

[0126] Further, the output unit 130 includes a general electric solenoid 37 output from a second output port 134. Receiving open / close data signals such as c and big winning door solenoids 38b, 39b, solenoid drive signal Output from the first driver (driving circuit) 138a that generates and outputs the signal and the third output port 135 A second output for outputting an on / off drive signal for the segment line on the current supply side of the collective display device 50 2 driver 138b, the current draw of the collective display device 50 output from the fourth output port 136 A third driver 138c for outputting an on / off drive signal for the input-side digit line, a fifth output port An external information signal to be supplied from the port 137 to an external device such as a management device is output to the external information terminal 71. A fourth driver 138d is provided.

[0127] Further, the performance display device 152 output from the sixth output port 141 is connected to the output unit 130. segment driver for displaying performance that outputs on / off drive signals for the segment line on the current supply side of the Driver 150a, the current draw of the performance display device 152 output from the seventh output port 142 The performance display digit driver 150b that outputs the on / off drive signal for the digit line on the is provided.

[0128] A first driver 138a has a , DC 32V is supplied from the power supply device 400 as a power supply voltage. Also, the collective display device 50 DC 12V is supplied to the second driver 138b that drives the segment line. Digit The third driver 138c, which drives the digit line, pulls out the digit line according to the display data with a current. The power supply voltage can be either 12V or 5V.

[0129] A second driver 138b that outputs 12V drives the anode of the LED through the segment line. From the cathode terminal, a third driver 138c that supplies a current to the terminal and outputs a ground potential Dynamic driving is achieved in the collective display device 50 by drawing current through the digit line. The power supply voltage flows through the LEDs that are sequentially selected by the dynamic method and lights up. Performance table for outputting 12V The display segment driver 150a supplies power to the anode terminal of the LED through the segment line. The cathode is driven by the performance display digit driver 150b that supplies the current and outputs the ground potential. By extracting the current from the terminal via the digit line, the performance display device 152 The power supply voltage flows through the LEDs that are sequentially selected by the mic drive method to light them up. outside information signal The fourth driver 138d that outputs to the external information terminal 71 sets the level of 12V to the external information signal. 12V DC is supplied for powering. Note that the buffer 133, the second output port 134, The first driver 138a, etc., the output unit 130 of the game control device 100, that is, on the main board Instead, it may be provided on the relay board 70 side.

[0130] Furthermore, the output unit 130 outputs the identification code and program of each game machine to the external inspection device 500. A photocoupler 139 is provided for transmitting information such as the system. photo coupler 13 In 9, the game microcomputer 111 transmits data to the inspection device 500 by serial communication. It is configured to enable two-way communication so that reception can be performed. The transmission and reception of such data shall be The serial communication terminal that the game microcomputer 111 has like a general-purpose microprocessor ports such as input ports 122, 123, and 124 are provided not present.

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

[0132] The performance display device 152 is provided on the game control device 100 (main board), It may be provided in other places. For example, the performance display device 152 can display probability setting values ​​and It is possible to display the ratio, the ball output rate, and the number of discharged balls.

[0133] Here, the number of discharged balls is the number of game balls discharged from the game area 32 (also called the number of out balls). , the number of game balls passing through the winning hole (number of prizes) and the number of game balls passing through the out hole 30b is the sum of The number of ejected balls counts (counts) the signal of the out ball detection switch 74 etc. can be obtained by In this embodiment, the winning openings include the general winning opening 35, the starting winning opening 36 (1st start winning opening, starting opening 1), normal variable winning device 37 (2nd starting winning opening, starting opening 2 ), and special variable winning devices 38, 39 (large winning opening) are included.

[0134] The ball output rate is the total number of prize balls for the number of discharged balls (or the number of fired balls introduced into the game area 32). It is the ratio (percentage) of (number of acquired balls ÷ number of discharged balls) × 100 (%). i.e. output The ball rate is the number of winning balls (total number of prize balls) per 100 discharged balls.

[0135] For example, the role ratio is determined for a predetermined period (for example, from power-on of the gaming machine 10 to the present). Out of the total number of prize balls (total number of prize balls) obtained by winning the prize, Percentage (%) of the number of prize balls obtained by winning (number of winning balls by role) (= so-called continuous role ratio). In addition, the role ratio was obtained by winning the big prize mouth out of the total number of prize balls. It may be the ratio of the number of prize balls (during the big hit state and the small hit state) (= big winning mouth ratio), or The number of prize balls obtained by entering the winning opening and normal variable winning device 37 (second start winning opening) It may be a ratio (= so-called character ratio (total character ratio) that is commonly used).

[0136] Furthermore, the game control device 100 also has a function of a safety device. The safety device is the number of safe balls and the establishment of the operating condition (predetermined condition) based on the number of discharged balls, a special figure fluctuation display game as a game Game, normal figure fluctuation display game, round game (game during big hit or small hit), etc. are executed Game stop means (playing) that can generate a game stop state (game impossible state, game prohibited state) stop means). In the game stop state, a new special figure fluctuation display game and a new normal figure fluctuation display Game cannot start. Due to the safety device, the number of safe balls is abnormally high due to fraud In such a case, it is possible to take appropriate countermeasures against fraud, and also suppress the player's addiction to the game. It is possible. If the immersion is suppressed, the player can play the game with peace of mind.

[0137] In this embodiment, the safety device is software (program) in the game control device 100. It is a function realized by the complete function (or ending function, stopping machine Noh) is also called. Of course, safety devices are not hardware such as electrical circuits or circuit boards. may be provided.

[0138] In addition, in this embodiment, the operating condition of the safety device is (1) the number of safe balls and the number of discharged balls; The difference ball number indicating the difference has reached the difference ball reference value (predetermined value), and (2) a small hit even in a big hit Among them, there is nothing. The number of difference balls is the number of safe balls minus the number of ejected balls (difference ball number number = number of safe balls - number of ejected balls). In this way, the operating conditions of the safety device are two-stage conditions (1) (2). It should be noted that the number of difference balls related to condition (1) is mainly described in this embodiment. , simply, the number of safe balls and the number of ejected balls from the time of power-on to the present, with the power-on as zero. difference is sufficient. However, the number of difference balls for condition (1) is The number of difference balls in a predetermined period of time, that is, the number of difference balls based on the lowest value increase in number), which corresponds to the maximum increase in the number of difference balls (so-called MY) in a day's sales. Anything is fine. Other operating conditions may also be used, for example, condition (1) may be the number of safe balls A configuration is also possible in which the reaches a predetermined value. In addition, condition (2) is a special variable winning device is not operating, or a configuration is possible in which the big winning opening is not in an open state. .

[0139] In this embodiment, the number of safe balls is set for a predetermined period (for example, the period from power-on to the present). It is the total number of prize balls determined to be paid out (number of winning balls, balls paid out). Prize ball (game ball ), the total number of prize balls determined to 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 launched and discharge The number of balls played can be collectively called the number of balls used (number of difference balls = number of safe balls - number of balls used). From the number of shot balls , Excludes foul balls that were fired by the ball launcher but did not reach the play area 32, and the number of difference balls is -1 is subtracted when one game ball is fired from the ball launcher, and +1 is added when one foul ball is generated. will be calculated. A detection switch (detection sensor) for counting the number of shot balls is placed in the game area. The entrance of the game ball to the area 32, that is, the upper end of the guide passage for the launched game ball on the game board 30 It may be provided in the vicinity.

[0141] [Production control device] Next, the configuration of the effect control device 300 (sub board) will be described using FIG. Figure 4 2 is a block diagram of an effect control system of the gaming machine 10. FIG.

[0142] The effect control device 300 is an amusement chip (IC ) and commands from the main control microcomputer 311 A graphic processor that performs image processing for video display on the display device 41 according to the code and data. VDP (Video Display Processor) 312 as a processor and various melodies and sound effects Equipped with a sound source LSI 314 that controls sound output in order to reproduce such sounds from the speaker 19. 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 and so on.

[0145] VDP 312 has RAM 312a that provides a work area and A scaler 312b is provided for. VDP312 also supports character images and movies. Image ROM 325 in which image data is stored and characters read from the image ROM 325 Ultra-high-speed VRAM (video oRAM) 326 is connected.

[0146] Although not particularly limited, between main control microcomputer 311 and VDP 312, It is configured so that data is transmitted and received by the parallel method. data in parallel By sending and receiving, it is possible to send commands and data in a shorter time than with serial. Wear.

[0147] From the VDP 312 to the main control microcomputer 311, the image of the display device 41, the glass frame 15 and A vertical synchronization signal VSYN for synchronizing lighting of decorative lamps provided on the game board 30 C. Synchronization signal STS that gives data transmission timing is input. In addition, VDP312 to the main control microcomputer 311 to notify the processing status, such as the end of drawing to VRAM. Waiting for input signals INT0 to n and commands and data from the main control microcomputer 311 A wait signal WAIT or the like is also input for informing the state.

[0148] The effect control device 300 transmits to the display device 41 by LVDS (small amplitude signal transmission) method A signal conversion circuit 313 is provided to generate a video signal. Signal conversion circuit from VDP312 Video data, horizontal synchronizing signal HSYNC and vertical synchronizing signal VSYNC are input to path 313. The video generated by the VDP 312 is sent through the signal conversion circuit 313 is displayed on the display device 41.

[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 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. (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 effect control device 300 is provided in the game board 30 (including the center case 40) A panel decoration LED system that drives and controls a panel decoration device 46 having LEDs (light emitting diodes) Control circuit 332, frame decoration with 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. May contain 0.

[0152] These control circuits 332 to 334 drive and control lamps, motors, solenoids, etc. , and 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 It may also include a frame production movable body control circuit that drives and controls the device (for example, the top unit). .

[0153] Furthermore, the production control device 300 has a built-in production button 25 provided on the glass frame 15. The production button switch 25a, which is located on the screen, and the touch panel provided on the surface of the production button 25 25b, cross key switch 450, volume adjustment button switch 451a, 451b, panel A performance accessory switch 47 (performance motor switch) that detects the initial position of the motor in the performance device 44, etc. function to detect the on / off status of the switch) and input the detection signal to the main control microcontroller 311. The main control is performed by detecting the state of the volume control switch 335 provided in the production control device 300. A switch input circuit 336 for inputting a detection signal to the microcomputer 311 is provided.

[0154] The normal power supply unit 410 of the power supply device 400 is the production control device 300 having the above-described configuration. In order to supply the desired level of DC voltage to the motor and the electronic components controlled by it, DC32V for driving motors and solenoids, display device 41 consisting of a liquid crystal panel, motor DC12V to drive the controller and LED, DC5 which is the power supply voltage of command I / F331 In addition to V, it also generates DC15V voltage to drive motors, LEDs, and speakers. It is composed of

[0155] Furthermore, as the main control microcontroller 311, it can be used at low voltages such as 3.3V or 1.2V. When using a working LSI, use DC3.3V or DC1.2V based on DC5V. A DC-DC converter for generation is provided in the production control device 300. In addition, DC- The DC converter may be provided in the normal power supply section 410.

[0156] The reset signal generated by the control signal generation unit 430 of the power supply device 400 is transmitted to the main control master. icon 311 to put the device in a reset state. In addition, the main control microcomputer In the form of output from 311, VDP312 (VDPRESET signal), sound source LSI314 , amplifier circuit 337 that drives speakers (SNDRESET signal), lamps, motors, etc. is supplied to control circuits 332 to 334 (IORESET signal) that drive and control the Set state. In addition, the performance control device 300 includes a cooling FA that cools various parts of the gaming machine 10. When N45 is connected and the production control device 300 is powered on, the cooling FAN45 is activated. It is made to move.

[0157] Next, game control performed in these control circuits will be explained. Game 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). It serves as conversion control execution means. In addition, if the result of the normal chart fluctuation display game is a loss, the normal chart Control is performed to display the failure result on the indicator 53.

[0159] In addition, the detection signal of the game ball from the starting opening 1 switch 36a provided in the starting winning opening 36 The starting prize (starting memory) is memorized based on the input, and the special figure 1 variable display game is performed based on the starting memory. The random value for jackpot determination is extracted and compared with the determination value stored in ROM111b, and the special figure is 1 Determine the success or failure of the variable display game.

[0160] In addition, detection of game balls from the starting port 2 switch 37a provided in the normal variable winning device 37 The starting memory is memorized based on the signal input, and based on the starting memory, the jackpot of the special figure 2 variable display game The random value for judgment is extracted and compared with the judgment value stored in ROM111b, and the special figure 2 fluctuation is Determine whether the display game is a hit or a miss.

[0161] The CPU 111a of the game control device 100 controls the special figure 1 variable display game and the special figure 2 variable display game. A control signal (performance control command) containing the judgment result of the displayed game is output to the production control device 300. 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 gaming 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 a game control means that controls the progress of the variable display game based on winnings in the game (37).

[0162] In addition, the production control device 300 controls the display device based on the control signal from the game control device 100. At 41, a decorative special figure variable display game corresponding to the special figure variable display game is displayed. Furthermore, the production The control device 300 sets the performance state and controls the speed based on the control signal from the game control device 100. It performs processes such as controlling the output of sound from the speakers 19a and 19b and the light emission of various LEDs. sand That is, the production control device 300 is a production system that controls production related to games (variable display games, etc.). I will do your best.

[0163] Then, the CPU 111a of the game control device 100 determines whether the result of the special figure fluctuation display game is a hit. In this case, the special result mode is displayed on the special figure 1 display 51 and the special figure 2 display 52, and the special result is displayed on the special figure 1 display 51 and special figure 2 display 52. Generates a gaming state. In the process of generating a special gaming state, the CPU 111a For example, the opening / 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 game balls to flow into the grand prize opening.

[0164] Then, if a predetermined number of game balls (for example, 10) enter the grand prize opening, or the grand prize opening opens. Either the predetermined release time (for example, 27 seconds or 0.05 seconds) has elapsed since the release. Opening the big prize opening until the conditions are achieved is called 1 round (R), and this is called a predetermined round. Control (cycle game) that continues (repeat) the number of times (e.g. 15, 11 or 2 times) )I do. In other words, when the game control device 100 changes the stop result mode to the special result mode In addition, it constitutes a big winning opening / closing control means that controls opening / closing of the big winning opening. In addition, special figure fluctuation display game If the result of the game is a failure, the special figure 1 display 51 or the special figure 2 display 52 will show the result of the failure. Performs control to display.

[0165] The game control device 100 also controls the special game state based on the result of the special figure fluctuation display game. After the end of the game, a high probability state can be generated as a game state. High probability state (definite variable state) is The probability of winning in the special figure fluctuation display game is higher than the normal probability state. . Also, both the special figure 1 variable display game and the special figure 2 variable display game. Even if it becomes a high probability state based on the result pattern, the special figure 1 variable display game and the special figure 2 variable display game Both systems are in a high probability state.

[0166] The game control device 100 also controls the special game state based on the result of the special figure fluctuation display game. After the end of the game, a time saving state (specific game state) can be generated as a game state. In a time-saving state In this case, control is performed to put the normal pattern fluctuation display game and the normal fluctuation winning device 37 into a time-saving operation state. Normally fluctuating prize winning device per unit time 3 7 is controlled so that the open time is substantially increased, resulting in a general power support state. In addition, Even in high-probability states (normal variable states) other than latent variable states, the time-saving state is redundant and general power service is applied. Run the port.

[0167] In addition, in the time saving state, the execution time of the special figure fluctuation display game (special figure fluctuation time) is also shorter than usual. It is also possible to perform time-reducing changes in the special figure change display game.

[0168] 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 be done.

[0182] In addition, before the start of the standby time, the states of the setting key switch 93 and RAM initialization switch 112 are checked. , 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. Ru.

[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, 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), the process moves 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] When the setting key switch 93 is off, the gaming control device 100 (result of A1034) is "N"), determine whether the RAM initialization switch 112 is on (A1044) . When RAM initialization switch 112 is on (result of A1044 is “Y”), RA In M111c, the RAM area other than the probability setting value area for storing probability setting values ​​is set to 0. Clear (A1045). That is, except for the probability settings stored in the probability settings area. , the game information stored in the RAM 111c is cleared to 0. Here, change the probability setting The middle flag is also cleared here. Also, within a predetermined time period (here, one timer interrupt Acquired game ball count field that stores the acquired game ball count, which is the number (total) of prize balls acquired in area is also cleared to 0. and a safety device operation that indicates whether the safety device (described above) is activated or not. The safety device operating flag area that stores the safety device operating flag is also cleared to 0 (safety device operating flag =0), the safety device is deactivated. In addition, in step A1045, change the setting RAM clearing (if the result of A1043 is "Y") and RAM clearing without setting changes. In either case, the safety device activation flag area (when the result of A1044 is "Y") The safety device is deactivated by clearing it to 0, but the safety device is deactivated. may be limited to only one case. In other words, when clearing the RAM in step A1045, the There may be cases where the flag area for all devices in operation is not cleared to 0.

[0210] Also, here, in addition to the probability setting value area, the stack area and unused area are not cleared. performance display work area (outside area work area) related to performance information and its display (performance display). There is no need to clear the stack area (part of the area) and the stack area (stack area outside the area). In addition, performance The information is derived based on the number of prize balls obtained by winning, for example, ball output rate, base These include the value of the ball (ball output rate in normal gaming mode), the ratio of accessories, the number of balls ejected, etc.

[0211] Next, the gaming control device 100 saves the initial value at the time of RAM initialization in the area to be initialized. (A1046). Then, the command at the time of RAM initialization is sent to the production control device 300 (production control board) (A1047), and the process proceeds to step A1052. In addition, step Areas that are not cleared to 0 in A1045 are excluded from the areas to be initialized.

[0212] On the other hand, when the RAM initialization switch 112 is off, the game control device 100 (A1 044 result is "N"), the setting key switch 93 and the RAM initialization switch 112 are both Since the power is also off, normal power-on processing (when power is restored from a power outage) is started, and the power is restored. Save the initial value at the time of power restoration (at the time of power restoration) in the area that should be initialized as the old process (A104 8). The area to be initialized here is power failure inspection area 1 of the work area within the area (Figure 6), Inspection area 2, including checksum area. In addition, all errors are re-monitored during normal power-on. Therefore, the area to be initialized is either the internal work area or the external work area (Figure 6). Any area related to errors or error monitoring (such as areas of test signal output data related to errors) etc.). Furthermore, the aforementioned probability setting confirmation flag is also cleared (initialized) here. Ste Areas to be initialized in step A1048 may be added as necessary. In addition, RAM initialization Unlike when the power is turned on normally, when the safety device is activated in the work area (Figure 6), the The logging area is not cleared (initialized) and its value is maintained so that the safety device is not deactivated. be.

[0213] In addition, safety device-related work areas related to safety devices in outside work areas (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 production control device 300 displays the number of fluctuations when the power is turned on normally. 677 and the ceiling counter value in the ceiling counter area can be matched, or it can be changed without matching. The number display 677 may be displayed with an initial value of 0. In addition, if consistency is not achieved, the fluctuation times The number display 677 will display a value that does not reflect the ceiling counter value.

[0216] Similarly, in step A1048, the In addition, the special figure fluctuating display game (special figure 1 fluctuating display game and special figure 2 fluctuating display game) in the time-saving state Time reduction variation in which the time reduction variation number 1 (described later) corresponding to the remaining number of executions of The time corresponding to the number of times area 1 and the remaining number of executions of the special figure 2 variable display game in the time saving state The time reduction variation number 2 area where the reduction variation number 2 (described later) is stored is also not cleared (initialized). value may be maintained. In addition, for models that have variable frequency status (ST), In order to avoid disadvantages for the gymnasium side, special figure fluctuation display game (special figure 1 fluctuation table) in the probability change state The number of high probability fluctuations corresponding to the remaining number of executions of the display game and special figure 2 fluctuation display game) is stored. The high probability fluctuation frequency area (ST counter) may also be maintained without being cleared (initialized). . In addition, there is a limit 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, correspond to the processing number prepared to rationally execute 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] In addition, the command and step at the time of RAM initialization sent in the process of step A1047 The command for power failure recovery sent in the processing of A1049 includes the 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 command, including a power failure recovery command to indicate that power has been applied.

[0219] Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery have a probability of game machine 10 A setting value information command (probability Setting value information command) is included. 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. Regularity can be destroyed, and the secrecy of random numbers can be improved. In addition, the bit The permutation pattern may be a single fixed pattern, or a plurality of prepared patterns. You may make it select from a turn. Also, even if the user can set it arbitrarily good.

[0227] Next, the game control device 100 prohibits interruption (A1056), and determines whether or not the game is stopped. (A1057) When the safety device is activated (if the safety device activation flag = 1) ), or stop the game (special figure fluctuation display game, normal figure fluctuation display game, round game, etc.) When a necessary strong error 2 (described later) has occurred, it can be determined that the game is stopped.

[0228] The game control device 100, when the game is not stopped (the result of A1057 is "N"), Save (PUSH) the information (value) of the log register to the stack area in the area (A1058), Execute performance display edit processing that calculates performance information such as base value (ball payout rate) (A1059 ). Here, performance information (accessory ratio, ball payout rate, etc.) may be calculated. In addition, performance information and An error occurred in the performance display work area (a part of the outside work area) related to the display (performance display). In some cases it may be cleared. After that, 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 for executing display editing processing or the like is also possible. In addition, by enabling interrupts, the timer interrupt processing processing (Fig. 9) becomes executable.

[0231] In this embodiment, errors are classified into three types: weak error, strong error 1, and strong error 2. It will be done. In addition, the production control device 300 that receives the error / illegal command will receive the error / illegal command. In the setting process (B1316), 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, strong The speaker volume or LED brightness for error 1 and strong error 2 may be the same. Also, performance The output control device 300 sets the volume of the notification sound to the hall / player setting mode when a weak error occurs. Set the volume (below the maximum volume) adjusted in code processing (B0011), strong error 1 and strong error When 2 occurs, the volume of the notification sound may be set to the maximum volume.

[0233] A weak error generates a shoot ball cut switch signal in response to a shortage of game balls before payout. Overflow error in response to the shot ball running out error and the lower plate 23 becoming full Contains overflow errors such as switch signals. For weak errors, external information The signal is not output to external information terminal 71 (see FIG. 54A). In addition, switch error A normal error and a payout abnormality error in which a status signal indicating a payout abnormality is generated may be included.

[0234] Strong error 1 is a frame opening error related to frame opening, and includes glass frame opening error and body frame opening error. Includes error (front frame open error). In strong error 1, the door / frame open signal is used as an external information signal. (A9305) is output to external information terminal 71 (see FIG. 54A).

[0235] Strong error 2 is a fraudulent error related to fraud, and it is preferable to stop the game. Stone fraud, board radio wave fraud, frame radio wave fraud, vibration fraud, abnormal discharge error, V passing error, big prize opening Fraud, including electricity fraud. For strong error 2, a security signal (A93) is used as an external information signal. 22) is output to the external information terminal 71 (see FIG. 54A). In addition, the residual ball error is added to the strong error 2. May include lar. If strong error 2 occurs, the game (special figure fluctuation display game and normal Figure fluctuation display games, round games, etc.) are stopped, and it can be determined that the game is stopped (A1 057). Also, when strong error 2 occurs, the same as when the safety device is activated. Games include special figure fluctuation display games, regular figure fluctuation display games, and round games (during jackpots and A game stop state (game disabled state, game prohibited state), etc. that cannot be executed (games during small winnings) is generated. It is possible to live.

[0236] After step A1061, the game control device 100 determines whether a power outage has occurred. (A1062) If no power 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 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 You don't have to.

[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. In-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 differentiate between the two.

[0244] In addition, the work area outside the area is a work area for performance display related to performance information and performance display. and can store performance information, information related to performance display, and the like. Other work outside the field The area may store information related to test signals and information related to error monitoring. In addition, In the extra-area work area, the safety device-related work area (safety device information) related to safety device information is counter area, safety device operation information area, old operation information area), performance information and performance display Work areas for performance display related to performance may be clearly separated and arranged, or they may be mixed. good.

[0245] The out-of-area stack area is used when processing performance information and performance display, and when processing safety equipment. It is also used when performing processing related to location. In addition, the stack area outside the area is related to the test signal. It is also used when performing processing related to error monitoring.

[0246] Note that in-area programs (in-area processing programs) and out-of-area programs (out-of-area processing programs) program) are allocated in this order from the first address side within the address space of ROM111b. It is placed with an unused area between the in-area program area and the out-of-area program area. placed and distinguished. Programs in the ROM area 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). Note that the safety device operation information is information that indicates the current status. Yes, old operation information indicates the previous state (mainly one interrupt ago).

[0248] The game control device 100 first sets the stack pointer to the stack point in the work area outside the area. data storage area (A1101), and the stack pointer is set to the outside stack area (outside area). Set the address value indicating the start of the stack area outside the area as the value of the stack area for A1102). This allows the stack pointer indicating the stack to be used to be added to the stack within the area. Switch from area to out-of-area stack area.

[0249] Next, the gaming 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). You can save only the registers used during initialization processing, or you can save all general-purpose registers. stomach. To save all general-purpose registers, write to both register bank 0 and register bank 1. Evacuate (PUSH) against the target.

[0250] Next, the gaming 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 a jackpot does not occur When the number decreases from 0, the safety device counter value (= difference number of balls + initial value) is smaller than the initial value. The initial value is set larger than 0, but it can also be a value other than 100,000. stomach. In addition, in this way, when the power is restored (when the power is turned on), the safety device counter value is invisible to the player. It is initialized (cleared) so that it will not be profitable, but if the special figure fluctuation display game is not in a fixed state 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. and 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. Finish the initialization process. The set stack pointer points to the address of the stack area within the area. It will be shown.

[0252] In the above safety device information initialization process, information is written directly to RAM without using registers. registers are not saved / restored. In this case, registers can also be saved to RAM. Stack pointer related processing (A1101, A1102, A1103, A1 107,A1108) are also no longer needed. In addition, the flag register before and after safety device information initialization processing is Evacuation / restoration of data (A1052, A1054) is also no longer necessary.

[0253] Note that in this embodiment, the safety device counter value is 0 to 189999 (safety device counter data = 0~189999), the safety device activation information indicates that the safety device is not activated (normally). safety that corresponds to non-operation states (operation notice state, operation warning state, and normal state in which there is no operation state) The device is not operating information (value 0). If the safety device counter value is 190000~194999 (safety All device counters = 190000~194999), safety device operation information is The safety device activation warning information (value 1) corresponds to the activation warning state that predicts the activation of the safety device.

[0254] Also, the safety device counter value is 195000 (safety device counter = 195000) but the game is not in a state where it can be stopped, the safety device operation information The safety device activation warning information (value 2) corresponds to the activation warning condition that warns of the activation of the safety device. becomes. In this case, the number of difference balls (= number of safe balls - number of ejected balls) reaches the standard value of difference balls of 95000. However, the above condition (1) is met but condition (2) is not met because the jackpot or small win is in progress. This corresponds to the case where the safety device activation condition is not satisfied.

[0255] Furthermore, the safety device counter value reaches 195000 (safety device counter = 195000). If the game is stopped due to the safety device being activated, the safety device activation information will indicate the operating state in which the safety device is activated. (operating state) corresponds to the safety device operating information (value 3). In this case, the difference in the number of balls is Since the ball standard value of 95000 has been reached and it is neither a jackpot nor a small hit, the above conditions (1 )(2) is satisfied, which corresponds to the case where the operating conditions for the safety device are 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 sets the stack pointer to the stack point in 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 allows the stack pointer indicating the stack to be used to be added to the stack within the area. Switch from area to out-of-area stack area.

[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 invalid and abnormal. Then, the performance display work area is initialized (including initial value settings) (A1204).

[0259] In the validity judgment, the value stored in the performance display work area was an impossible value due to the design. If it deviates from the design value (outside a predetermined range), it can be determined that it is not valid. For example, The RAM initialized flag for performance display indicates that the work area for performance display has been initialized. Division used to determine whether a certain value (for example, 5Ah) is stored and to calculate the base value, etc. Determine whether the number that controls the progress of processing is within a predetermined range, and monitor the value of the switch counter. Display period management that determines whether it is within the range of the number of switches that are displayed and indicates the current display period Aggregation interval number that determines whether the number is within the period number range (0 to 3) and indicates the current aggregation interval Determine whether is within the range of the number of intervals (0 to 4). In this way, in the validity judgment, the data Determine whether the value of the area used as a pointer to the table is within the specified range. It is 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, a validity judgment is performed for each performance display editing process. Therefore, it is effective.

[0260] Note that since the validity judgment is executed every time the performance display editing process is executed, the performance display If the network area is invalid, it can be initialized immediately and abnormal performance display (abnormal vector area) can be performed. display of base values, etc.) can be prevented as much as possible.

[0261] In addition, the initialization of the work area for performance display (including initial value settings) is performed by saving the stack pointer. To protect the area, initialize areas other than the stack pointer storage area. In addition, the truth In the embodiment, the stack area outside the area is not initialized, but it may be initialized. territory Even when initializing the extra-area stack area, the values ​​of registers saved to the extra-area stack area are Protect and do not initialize. Initialization of the work area for performance display is performed in the area work area (game control There is a distinction between the initialization of the work area (work area for Since it is executed within the same area, it does not affect the intra-area work area and intra-area stack area.

[0262] Next, the gaming control device 100 collects data (normally Determine whether it is the timing to switch the aggregation interval for aggregating the number of balls out (output pitches, regular award pitches, etc.) (A1205). Regarding the total number of out pitches (total number of ejected pitches, total number of outs) from power on A counting interval is established, and each time the total number of out pitches reaches a predetermined number (for example, 60,000 (each time it increases), the aggregation interval is switched.

[0263] For example, the switching timing of the counting interval is based on the total number of out pitches since the power is turned on being a predetermined number. Timing to reach 300 pieces, 60300 pieces, 120300 pieces, 180300 pieces... is. In other words, the width of the aggregation interval is basically 60000, excluding the first aggregation interval. 1st counting interval = 0~300 pieces, 2nd counting interval = 300~60300 pieces, 3rd counting interval = 6 0300~120300 pieces, 4th counting area = 120300~180300 pieces, 5th counting area Between = 180,300 to 240,300... Aggregation section number indicating the first to fifth aggregation section are 0 to 4, respectively, and the aggregation section number is maintained at 4 for the sixth and subsequent aggregation sections. na The current total section number is stored in the performance display work area.

[0264] When it is time to switch the aggregation period, the game control device 100 determines (result of A1205) is "Y"), and set the aggregation interval switching (A1206). In the switching setting of aggregation interval, A total out counter that counts the total number of out pitches (total number of outs), and an account in each counting interval. Normal out counting the number of normal out pitches (normal out number) which is the number of out pitches (number of ejected pitches) The counter and the number of regular prize pitches, which is the total number of prize pitches (number of acquired pitches) within each aggregation interval, are counted. 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 adjacent aggregation interval.

[0265] If it is not the timing to switch the aggregation period, the game control device 100 (result of A1205) is "N"), and 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 the information is all 0, it can be judged that there is no input, otherwise it can be judged that there is an input. Wear. As the switch rising edge information, unless it is masked at the time of copying, Bit corresponding to switch with 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] Game control device 100, when there is a switch input to the input port to be monitored (A12 The result of 07 is "Y"), the input of the switch (target switch) corresponding to the switch counter 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, start-up 1 switch 36a of the first start-up prize-winning port 36, second start-up prize-winning port 37 (normal Starting port 2 switch 37a of the general variable winning device), winning port switch 35a of the general winning port 35 ( Detection of game balls such as left winning port switch, right winning port switch), out ball detection switch 74, etc. The base value (or ball roll rate) can be changed depending on the roll.

[0268] Next, the gaming control device 100 determines whether or not the target switch is within its valid period (A 1209). In addition, due to the occurrence of large winning opening fraud and general electricity fraud, large winning opening and 2nd starting winning opening 37 If the winning is invalid, that is, the big winning opening switch 38a, 39a or the starting opening 2 switch 37a may not be valid. In addition, the first starting prize opening 36 and out ball detection switch 74 are always included. There is also a time effective switch.

[0269] The gaming control device 100 determines that if the target switch is within the valid period (if the result of A1209 is “ Y”), determine whether there is an input to the target switch corresponding to the switch counter (A1 210). If the target switch is not valid (A1209 result is “N”) or the target switch is not valid If there is no input to the switch (A1210 result is "N"), process step A1218 transition to

[0270] The gaming control device 100 determines that if there is an input to the target switch (the result of A1210 is “Y”) ), clear the input information (1 bit) of the bit corresponding to the target switch (A1211), It is determined whether or not it is in the normal base state (A1212). Normal base condition (low base condition) period) is the period in which the base value can be calculated and updated, and in this embodiment, it is the period in which the base value can be calculated and updated. be.

[0271] When the gaming control device 100 is in the normal base state (normal gaming state), (A121 If the result of step 2 is "Y"), and the target switch is the switch that gives the prize ball, the target switch By adding the number of prize balls corresponding to Update the number (A1213). Next, the target switch is the out ball detection switch 74. The normal number of out pitches, which is the number of out pitches within the aggregation interval, by adding 1 if (Number of normal outs, number of balls normally ejected) is updated (A1214). Next, the target switch is By adding 1 when the ball detection switch is 74, the total number of out pitches (total out pitches) number, total number of ejected balls) (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

[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 step, 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 This 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 the timer interrupt processing (interrupt processing program). FIG. 2 is a flowchart showing the procedure of Timer interrupt processing is performed by the clock generator. A periodic timer interrupt signal generated by the CTC circuit in the controller is input to the CPU111a. It is started by When a timer interrupt occurs in the gaming microcomputer 111, the timer Interrupt processing begins.

[0282] When timer interrupt processing is started, the gaming control device 100 first sets the register buffer to be used. Specify register bank 1 as the link (A1301), and write the RAM start address to the specified register. Set the upper address of the response (A1302). Main processing at the start of timer interrupt processing. By switching from register bank 0 to register bank 1, which is used in main processing, 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 confirming flag, the probability setting is being changed or the probability setting is confirmed. It is determined whether or not the confirmation is in progress (A1304). The probability setting is being changed or the probability setting is being confirmed (result of A1304 is ``Y''), the probability setting change to change or confirm the probability setting value. Execute change / confirmation processing (A1305).

[0284] If the game control device 100 is neither changing the probability setting nor confirming the probability setting (A130 The result of 4 is "N"), based on the output data set in various processes, the solenoid (for example Drive control of actuators such as the big winning opening solenoid 39b) and drive control of LEDs (light emission control (A1306). It should be noted that the slot in the main process This output process may be performed if a fire prohibition signal is output in the process of step A1005. and can output a signal of permission to fire, and the signal of permission to fire can be set to the permission state.

[0285] Next, the game control device 100, commands (payout command, etc.) to the payout control device 200 to execute payout command transmission processing (A1 307). After that, the starting port 1 switch 36a, the starting port 2 switch 37a, the winning port switch 35a, monitoring whether there is a normal signal input from the big winning opening switch 39a, and error detection Winning gate switch / status monitoring process process (A1308).

[0286] Next, the game control device 100 determines whether or not the game is stopped (A1309). 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.

[0287] The game control device 100, when the game is not stopped (the result of A1309 is "N"), the special figure Game processing (A1310), Accessory game processing (A1311), Universal figure game processing (A131 2) Execute segment LED edit processing (A1313). Then step A131 4 and subsequent steps are executed. In addition to cases where no errors have occurred, weak errors and strong errors Even if error 1 has occurred, special game processing (A1310), accessory game processing (A 1311), normal map game processing (A1312), segment LED editing processing (A1313) to run.

[0288] In the segment LED editing process, a plurality of segment LEDs forming the collective display device 50 part of (memory display, round display, etc.: LED lamps D3-D7, D11-D17) Settings related to driving and the like are executed. In addition, another part of the collective display device 50 (variation display section: L Settings related to driving the ED lamps D1, D2, D8, D10, D18) are controlled by the pattern variation control. Executed in processing (A2615, A2617, A7615). Another other of batch display 50 (probability status display: LED lamp D9) A1048) etc.

[0289] The game control device 100, when the game is stopped (the result of A1309 is "Y"), the special figure Game processing (A1310), Accessory game processing (A1311), Universal figure game processing (A131 2) Step A131 without executing segment LED edit processing (A1313) Move to the process after 4. If the safety device operates in this way, or if a strong error 2 occurs, When the game is stopped, special game processing (A1310) and normal game processing (A1312 ) is not executed, the number of reserved special maps (A2906, A4611) and the number of reserved normal maps (A770 7, A7918) does not change. On the other hand, if a weak error or a strong error 1 occurs, the game stop The special game process (A1310) and the general game process (A1312) are executed instead of stopping. Therefore, the number of reserved special maps (A2906, A4611) and the number of reserved public maps (A7707, A7918) ) can be changed by +1 update (when pending occurs) or -1 update (when pending is completed).

[0290] In addition, depending on the type of error such as weak error, strong error 1 and strong error 2, special game processing processing (A1310), character game processing (A1311), general-purpose game processing (A1312), segment LED editing process (A1313) and do not execute the others. Other configurations are also possible. For example, segment LED edit processing when strong error 2 occurs You can just run it.

[0291] In addition, the game control device 100 provides a production command for safety device activation information corresponding to the state of the safety device. Safety that can be sent to the production control device 300 as a command or set a safety device operating flag Execute device-related processing (A1314). Then, the detection signal from the magnetic sensor switch 61 Execute the magnet fraud monitoring process to check the number and determine whether or not there is an abnormality (A1315 ). Furthermore, the detection signal from the radio wave sensor 62 of the game board is checked to see if there is any abnormality. Radio wave fraud monitoring processing (board radio wave fraud monitoring processing) for determination is executed (A1316).

[0292] After that, the game control device 100, based on the input from the vibration sensor 65, vibrates illegally (A1317). Next, abnormal discharge from the big prize mouth (A1318). In the abnormal discharge monitoring process, special The large winning opening switch 39a and the specific area switch 72 (V winning opening switch) in the dynamic winning device 39 switch), based on the input from the remaining ball outlet switch 73, the abnormality of the special variable winning device 39 Emissions are monitored, and an abnormal emission occurring flag is set when an abnormal emission occurs. In addition, The game ball that has passed through the large winning opening switch 39a of the separate variable winning device 39 is the specific area switch 7 2 (V winning opening switch) or remaining ball discharge opening switch 73 is discharged.

[0293] Next, the game control device 100 sets the signal to be output to various external devices in the output buffer. external information editing process (A1319). And like step A1309 etc. , determines whether or not the game is stopped (A1320).

[0294] The game control device 100, when the game is not stopped (the result of A1320 is "N"), save the log register to the stack area within the area (A1321) and update the safety device counter value ( Calculate the number of difference balls) and perform outside area integration processing such as display control of the performance display device 152 ( A1322). After that, restore the flag register (A1323) and start timer interrupt processing. finish. Stop playing if the safety device is not working and Severe Error 2 has not occurred. The processing of steps A1321-A1323 is executed including integration processing outside the area, etc. be.

[0295] It should be noted that, as described later, when moving to the integration process outside the area, the stack pointer to the game control Switch from the associated in-region stack region to the out-of-region stack region. At that time, for game control flag when saving the stack pointer of RAM111c to the stack pointer save area Step A1321 because the register flags (particularly the zero flag) may change save the flag register in advance.

[0296] On the other hand, the game control device 100, when the game is stopped (the result of A1320 is "Y") , ends the timer interrupt processing without executing the out-of-area integration processing. i.e. safety device is activated (safety device activation flag = 1) or strong error 2 is generated , the out-of-area integration process is not executed, so the safety device counter value is not updated or the base value. The display contents of any performance display are not updated. This makes it possible to omit unnecessary control while the game is stopped. Wear.

[0297] In addition, unlike the above, even if 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 results in , 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, in the game stop state 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) Reset port 141 (A1624). Next, the digit lines of the performance display device 152 are sequentially Update the value of digit counter 2 for scanning by +1 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] By the above processing, the fraud occurrence command is transmitted to the production control device 300 along with the occurrence of fraud. is transmitted to the production control device 300 along with the cancellation of the illegality, and the illegality is notified The start and end of are set.

[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 In addition to obtaining the number of acquired game balls, which is the number (total), each winning slot (each winning territory) within one interrupt can be obtained. 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. Regarding the relationship between the status monitoring table and the status scan counter, see , as explained in the winning opening switch / state monitoring process.

[0360] Next, the gaming control device 100 determines whether the signal to be checked is on ( A2302). If the signal to be checked is not on (A2302 result is “N”), all In other words, if the signal to be checked is off, prepare a state off flag as a state flag. (A2303), obtains the target status off command, and prepares it (A2304). moreover , obtain the target state off monitoring timer comparison value (A2305). The state off flag indicates the error - system signals indicate normal status, and touch switch signals indicate no touch. Indicates the condition.

[0361] On the other hand, if the signal to be checked is on, the gaming control device 100 result is "Y"), prepares a state on flag as a state flag (A2306), and sets the target state Get the command and prepare it (A2307). Furthermore, the target status ON monitoring timer comparison Get the value (A2308). The status on flag indicates that there is an abnormality or Indicates an invalid state, and for touch switch signals, indicates a touched state.

[0362] When the process of step A2305 or step A2308 is completed, the gaming control device 100 determines whether the value of the target signal control region matches the acquired signal state (A2 309). If they match (result of A2309 is "Y"), process step A2312. to move to. If they do not match (A2309 result is “N”), the target signal control region Save the acquired signal status in the area (A2310) and clear the target status monitoring timer ( A2311).

[0363] Next, the gaming control device 100 updates the target state monitoring timer by +1 (A2312) . Furthermore, it is determined whether the updated status monitoring timer value is greater than or equal to the corresponding timer comparison value. (A2313). If the value of the updated condition monitoring timer is less than the corresponding timer comparison value, If so (result of A2313 is "N"), the game machine status check process ends.

[0364] On the other hand, the gaming control device 100 determines whether the value of the updated status monitoring timer corresponds to the timer comparison value. In the above case (result of A2313 is "Y"), the status monitoring timer is updated by -1 and the timer ratio is The value remains at the comparison value -1 (A2314). Furthermore, the prepared state flag is the target state flag. Determine whether it matches the value of the area (A2315). If they match (A231 5), the game machine status check process ends.

[0365] On the other hand, the gaming control device 100 determines that the prepared status flag matches the value of the target status flag area. If not (result of A2315 is "N"), the prepared state flag is set to the target state flag. Save to lag area (A2316). Finally, set the production commands to set the production commands. The game machine status check process is then executed (A2317).

[0366] The production command here is either a state-off command or a state-on command. situation If the on command is an error command, an error notification will be started to the production control device 300. 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 abnormal payout errors. There are commands that correspond to dispensing errors (included in weak errors), and there are also commands for opening the glass frame. Frames corresponding to frame opening errors (included in strong error 1) such as errors and body frame opening errors There are commands that correspond to errors such as errors (included in strong error 2) due to faulty radio waves and incorrect frame signals.

[0367] [Probability setting change / confirmation process] Next, details of probability setting change / confirmation processing (A1305) in timer interrupt processing. I will explain. FIG. 15 is a flowchart showing the procedure of probability setting change / confirmation processing. certain In the rate setting change / confirmation 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 value included in the work area within the area of ​​RAM111c. Stored in the fixed value area.

[0369] The game control device 100 determines that when the probability setting value is within the normal range (the result of A2401 is “ Y"), set the probability setting value display data corresponding to the probability setting value (A2402), and The data is output to the display device 152 via the drivers 150a and 150b (A2404). Probability settings If the value is not within the normal range (A2401 result is “N”), the probability setting value display data will be displayed. to set the light-off data (A2403), and set the driver 150a, 15 to the performance display device 152. Output via 0b (A2404).

[0370] Here, the probability setting value display data is the probability setting value for display displayed on the performance display device 152. This data is stored in the probability setting value display data area. In addition, the person in charge of the gaming hall and In order to prevent confusion among hall staff and other hall personnel, the jackpot probability remains the same even if the probability settings are different. (and small winning probability), set the display probability setting to the jackpot probability (and small winning probability) You can make them the same by matching them. In other words, the same display probability settings have the same jackpot probability (and small win probability). or probability).

[0371] Next, the gaming 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 28ms (predetermined time). Next, connect the external device (game hall internal management device (hall computer) external information terminal 71 Output to (A2406). Note that other signals to the external information terminal 71, such as the jackpot signal, are The signal remains off.

[0372] After that, the gaming 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 If the result is "N"), that is, the probability setting is being confirmed, change / confirm the probability setting without doing anything. Finish the process.

[0373] When the probability setting changing flag is set, the gaming control device 100 (A2407 (result of "Y"), i.e. the probability setting is being changed, the first timer interrupt after power on It is determined whether or not the processing is for processing (A2408). In the first timer interrupt processing after power-on If so (the result of A2408 is "Y"), the probability setting change / confirmation process ends. this is , if the RAM initialization switch 112 is held down, the probability setting value may be unintentionally updated. This is to prevent a situation where a new one is made.

[0374] If the game control device 100 is not processing the first timer interrupt after power-on, (A240 8), it is determined whether there is an input to the RAM initialization switch 112 (A2 409). If the RAM initialization switch is not input (A2409 result is "N"), Finish the rate setting change / confirmation process.

[0375] The gaming control device 100 performs (A2409) when the RAM initialization switch 112 is input. The result is "Y"), the working setting value in the working setting value area (RAM111c or register) +1 update within the possible range, and confirm the probability setting value area corresponding to the working setting value. Update the rate setting value by +1 (A2410). This causes the RAM initialization switch 112 to operate. Each time it is created, the probability setting value in the probability setting value area is updated by 1. After that, change the probability settings / End the confirmation process. Note that there is no function to store working settings when entering setting change mode. The probability setting value area (in RAM111c or register) contains the probability value read from the probability setting area. A value corresponding to the probability 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 is updated by +1, the working setting value is 0 (probability setting value You can go back to 1). Therefore, probability settings 1 to 6 are updated by +1 over and over again. can be switched. In addition, the possible range of the working setting value includes multiple probability setting values. In the case of multi-level settings, for example, 0~1 or 0~5, but in the case of a single level setting, it is 0. Only. In the case of multi-step setting, each time the RAM initialization switch 112 is operated, 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 can also send it. 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 outage occurs while changing settings (A1040 The result is "Y"), and the probability setting value used for game control, performance control, etc. (in the probability setting value area) It is possible to prevent a situation in which the stored probability setting value is changed to an unintended value.

[0378] [Special game processing] Next, regarding the details of the special figure game processing (A1310) in the above-mentioned timer interrupt processing. explain. FIG. 16 is a flowchart showing the procedure of special figure game processing. Special game store In the process, the inputs of the starting port 1 switch 36a and the starting port 2 switch 37a are monitored, and special figure fluctuations are monitored. Controls the entire processing related to the display game and sets the display of special figures.

[0379] The game control device 100 first switches the starting port 1 switch 36a and the starting port 2 switch 37a. Execute the starting port switch monitoring process to monitor winnings (A2600). Starter switch monitoring In the process, game balls are won in the starting winning hole 36 and the normal variable winning device 37 that forms the second starting winning hole. Then, various random numbers (jackpot random numbers, etc.) are extracted and a special figure fluctuation display game based on the winnings is created. A game result preliminary determination is performed to determine the game result based on winnings in advance at a stage before the start. In addition, Details of the starting port switch monitoring process will be described later.

[0380] Next, the specific area switch monitors the winning (ball entering) of the game ball in the specific area 86 (V winning hole). Executes touch monitoring processing (A2601). For details on specific area switch monitoring processing, see will be described later.

[0381] Next, the gaming control device 100 executes the upper prize winning opening switch monitoring process (A2602) . In the University of Japan prize opening switch monitoring process, the count switch installed in the special variable prize winning device 39 Detection of game balls at switch 39a is monitored.

[0382] Next, the game control device 100 updates the special figure game processing timer by -1 if it is not 0 (1 subtract only) (A2603). The special figure game processing timer has a timer allocation by updating -1. The time is counted for the interrupt cycle (4 msec) of the interrupt processing. In addition, special game The minimum value of the processing timer is set to 0. Next, check whether the special figure game processing timer is 0 or not. (A2604). If the special figure game processing timer is not 0 (result of A2604 is "N"), the process moves to step A2619.

[0383] If the special figure game processing timer is 0 (the result of A2604 is Y”), that is, if the time is up or the time has already been up, the special map game Special game sequence branching table that is referred to in order to branch to the process corresponding to the game process number. register (A2605). In addition, special game sequence branch table is used to obtain the branch destination address of the process corresponding to the special figure game process number (A2606). Next, make a subroutine call using the special game processing number, and enter the special game processing number. Execute the corresponding game branching process (A2607).

[0384] If the game processing number is “0” in step A2607, the gaming control device 100 Monitors the start of fluctuation of the special figure fluctuation display game, sets the fluctuation start of the special figure fluctuation display game, and controls the production. Execute the special figure normal processing to set the settings and information necessary to perform the special figure fluctuation processing. (A2608). In addition, the details of the special figure normal processing will be described later.

[0385] If the game processing number is “1” in step A2607, the game control device 100 A special feature that allows you to set the stop display time of the special figure and the information necessary to perform processing during the display of the special figure. Execute processing during figure change (A2609). For example, in the process during special symbol fluctuation, the special symbol stops Set the necessary information such as the symbol stop command that indicates the pattern and the stop display time that corresponds to the symbol pattern. Set the process number "2" related to the process during special figure display and save it in the special figure game process number area. do.

[0386] If the game processing number is “2” in step A2607, the game control device 100 Special figure display processing that sets the necessary information to move to the jackpot state or small win 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, the condition device operation information indicating that the condition device is operating is sent to the condition device operation information. area, set the processing number "0" related to the special drawing normal processing, and set it in the special drawing game processing number area. save. If the result of the special figure fluctuation display game is a small hit, a small win fanfare command will be issued. Set the necessary information such as the time before the opening of the small winning and the processing number "3" related to the processing before opening the small winning. Set and save in the special figure game processing number area. The result of the special figure fluctuation display game is off. If so, set the processing number "0" related to the special drawing normal processing and save it in the special drawing game processing number area. .

[0387] If the game processing number is “3” in step A2607, the game control device 100 Execute small hit release preprocessing (A2611). For example, in the small hit release preprocessing, The opening time of the big prize opening (small winning opening time, for example 1.6 seconds) is set in the special game processing timer area. Save the on data in the area, save the on data in the upper large winning opening solenoid output data area, and open the small hit. Set the open command as a production command and set the processing number "4" related to the small hit open processing. Set and save in the special figure 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 display 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 small hit, the lever - A lever that controls the opening action of the lever solenoid 86b to open the solenoid 86b. - Execute the solenoid control process (A2618) and end the special game process.

[0391] [Start switch monitoring process] Next, regarding the details of the starting port switch monitoring process (A2600) in the special figure game process explain. FIG. 17 is a flowchart showing the procedure of the starting port switch monitoring process.

[0392] The game control device 100 firstly controls the winning monitoring table for the starting winning opening 36 (starting opening 1). (A2701), execute the hard random number acquisition process (A2702), and open the starting prize slot 36. Determine whether there is a prize in (A2703). If there is no prize in the starting prize opening 36 ( If the result of A2703 is "N"), the processing from step A2709 onwards is executed. On the other hand, the beginning If there is a prize in the moving prize slot 36 (result of A2703 is "Y"), in the gaming state where you hit to the right. Determine whether there is one (A2704).

[0393] If the game control device 100 determines that the game is not in a right-handed game state (result of A2704 is "N"), the processing from step A2707 onwards is executed. On the other hand, in a game state where you hit to the right, (A2704 result is "Y"), the right-hand hitting instruction notification command is used as a production command. (A2705), and performs production command setting processing (A2706). Direction command In the setting process, a production command is written to the serial transmission buffer, and the production command is used as a production control. The data will be sent to the control device 300.

[0394] In other words, if it is in the power supply support state (time saving state), it is in the probability state (high probability state) of the variable display game. Regardless of the situation (state / low probability state), prepare a right-handed instruction notification command and set the production command. Execute processing. In the case of this embodiment, it is easier for left-handed players to win into the starting winning hole 36, and You cannot win a prize in the variable prize winning device 37 unless you hit right-handed. Also, if you don't hit right-handed, the game ball will be normal. Do not pass through starting gate 34. Therefore, in the general power support state (time saving state), left-handed players are It is more advantageous to hit right-handed, but if a prize is won in starting prize hole 36 during the power supply support state, (i.e., when the left-handed player is hit during the power support state), the right-handed player instruction notification command is issued. is sent to the production control device 300, and the production control device 300 sends a notification ( warning) is executed on the display device 41 etc. by right-clicking instruction display.

[0395] Next, the gaming control device 100 sets the information on hold by the starting prize opening 36 (starting opening 1). After preparing the table (A2707), execute the special figure start switch common process (A2 708). And the winning monitoring table for the 2nd starting winning opening (normal variable winning device 37) Prepare (A2709), execute the hard random number acquisition process (A2710), and open the second starting prize slot. Determine whether there is a prize in (A2711). If there is no prize in the second starting prize opening ( If the result of A2711 is "N"), the start port switch monitoring process ends.

[0396] On the other hand, if there is a prize in the second starting prize opening (as a result of A2711), the gaming control device 100 ``Y'') indicates whether the normal electric accessory (normal variable prize winning device 37) is in operation or not. First, check whether the normal variable prize winning device 37 is activated and is in an open state where it is possible to win a game ball. Determine (A2712). If the normal electric accessory is in operation (the result of A2712 is "Y") ), and the process proceeds to step A2714.

[0397] On the other hand, the game control device 100 normally controls when the electric accessory is not in operation (if the result of A2712 is "N"), it is determined whether a public electricity fraud is occurring (A2713). Go to normal variable prize winning device 37 If the number of fraudulent winnings is greater than or equal to the number of fraudulent winnings (e.g. 5 winnings), then it is determined that utility fraud is occurring. It is determined that Normally, the variable winning device 37 cannot win a game ball when it is in the closed state, and cannot win when it is in the open state. Only game balls can win prizes. Therefore, if the game ball wins in the closed state, there may be some abnormality. In the event of fraud, if there are game balls that won a prize in such a closed state, the number of winnings will be counted. It will be counted as the number of fraudulent winnings. Then, the number of fraudulent winnings counted in this way will be calculated based on the number of fraudulent winnings. If the number of determination items (upper limit) is exceeded, it is determined that fraud is occurring.

[0398] If the power supply fraud is not occurring (the result of A2713 is "N"), the gaming control device 100 2 Prepared a table to set the pending information from the starting winning slot (normal variable winning device 37) After (A2714), execute the special figure starting port switch common process (A2715), and then Ends the check monitoring process. In addition, in A2713, there is a power outage fraud occurring (A2713's conclusion) If the result is determined to be "Y", the start port switch monitoring process is also terminated. i.e. the second Prevent starting memory from occurring any further.

[0399] [Special figure starting port switch common processing] Next, the special figure starting port switch common processing (A2708, A 2715) will be explained in detail. Figure 18 shows the procedure for common processing of the special figure starting port switch. This is a flowchart. Special figure starting port switch common processing is starting port 1 switch 36a and starting port switch. Processing that is commonly performed for each input when there is an input to the moving port 2 switch 37a It is.

[0400] The game control device 100 first switches the starting port 1 switch 36a and the starting port 2 switch 37a. Among them, information regarding the number of winnings to the monitored start switch is managed externally of the gaming machine 10. Load the starting port signal output count, which is the number of times to output to the device (A2901), and load Update the value by +1 (A2902) and determine whether the output count overflows. (A2903). If the output count does not overflow (A2903 result is "N"), Save the updated value in the RWM start port signal output count area (A2904) and proceed to step A. Proceed to process 2905. On the other hand, if the output count overflows (A2903 result result is "Y"), the process moves to step A2905. In this embodiment, the starting port signal output Values ​​from "0" to "255" can be stored in the number area. and loaded If the value is "255", the updated value becomes "0" by updating +1, and the number of outputs increases. It is configured to determine that there is an overflow.

[0401] Next, the game control device 100 operates the starting port 1 switch 36a and the starting port 2 switch 37a. Of these, the number of special figures pending (starting memory number) to be updated corresponding to the starting port switch to be monitored is the upper limit. It is determined whether the value is less than the value (4 in this case) (A2905). The number of special figures pending to be updated is the upper limit If the result of A2905 is "N", the special figure starting port switch common process will end Ru. In addition, if the number of reserved special drawings to be updated is less than the upper limit (here 4) (A2905) If the result is "Y"), the number of special drawings to be updated (the number of special drawings 1 or 2) will be updated by +1. Then (A2906), 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 figure reservation information judgment process (preliminary judgment process, prefetching process) that can be judged before (A29 14). In the special figure reservation information determination process, the saved jackpot random numbers and hit design random numbers (jackpot design Stop design information (big hit stop design based on random numbers, small hit design random numbers, support per design random numbers) etc. , small hit stop design, time saving stop design, off stop design) Pre-reading stop design command corresponding to Or, the first half fluctuation number based on the saved fluctuation pattern random number 1 to 3 (number of fluctuation before reach) And produce a look-ahead fluctuation pattern command corresponding to the latter half fluctuation number (number of fluctuation after reach) Set as a command. And, corresponding to the start-up switch to be monitored and the number of special figures pending Prepare the decoration special figure reservation number command as a production command (A2915), and set the production command Execute the process (A2916) and end the special figure start opening switch common process. in this way, The game control device 100 displays the variation before the variation display game based on the starting memory is executed. A pre-determining means capable of pre-determining the result of the dynamic display game is provided.

[0407] Here, the game control device 100 (RAM111c), the start winning opening 36 and normal fluctuation winning equipment A predetermined random number is extracted based on the inflow of the game ball into the starting winning area of ​​the device 37, and the variable display game A start memory means for storing a predetermined number as an upper limit as a start memory that is the execution right of the system. Also, Start storage means (game control device 100), the game ball to the first start winning opening (start winning opening 36) Various random values ​​extracted based on the winning prize are stored as the first start memory with a predetermined number as the upper limit, 2 Various random values ​​extracted based on the winning of the game ball to the start winning opening (normal variable winning device 37) is stored as the second start memory up to a predetermined number as the upper limit.

[0408] [Specific area switch monitoring process] Next, about the details of the specific area switch monitoring process (A2601) in the special game process to explain. FIG. 19 is a flowchart showing the procedure of specific area switch monitoring processing.

[0409] The game control device 100 first determines whether or not a small hit is in progress (A3001). Special If the game processing numbers are "4" and "5", it can be determined that a small hit is in progress. is in the midst of a hit If (the result of A3001 is "Y"), determine whether the condition device is in operation (A30 02). If the condition device activation information indicating that the condition device is in operation is set, the condition It can be determined that the device is in operation.

[0410] Game control device 100, if the condition device is not in operation (the result of A3002 is "N"), It is determined whether or not there is an input to the specific area switch 72 (A3003). Specific area switch If there is an input in 72 (the result of A3003 is "Y"), that is, winning a prize in the specific area 86 ( If there is a V prize), condition device activation information indicating that the condition device is in operation It saves in the local operation information area (A3004), and terminates the specific area switch monitoring process.

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

[0412] [Special normal processing] Next, the details of the special figure normal process (A2608) in the special figure game process will be described. Figure 20 is the flowchart which shows the procedure of special figure usual processing.

[0413] First, the game control device 100 is in the middle of the character object normal processing of the character object game processing described later, and It is determined whether or not the remaining ball counter of the big winning opening is 0 (A3200). Under normal processing or if the remaining ball counter of the big winning opening is not 0 (the result of A3200 is "N ”), the process proceeds to step A3215 without starting the special figure fluctuation display game.

[0414] The game control device 100 is in the normal processing of the accessory, and the remaining ball counter of the big winning opening is 0. (the result of A3200 is "Y"), the special figure 2 pending number (second starting memory number) is 0 (A3201). If the number of special figures 2 pending is 0 (the result of A3201 is "Y"), determine whether the special figure 1 pending number (first start memory number) is 0 (A3206) . And if the number of pending special figures 1 is 0 (the result of A3206 is "Y"), the customer waiting demo opens. (A3211), and if the customer waiting demo has not started (A32 If the result of 11 is "N"), the customer waiting demonstration flag is set in the customer waiting demonstration flag area (A 3212).

[0415] Subsequently, the game control device 100 prepares the customer waiting demo command as an effect 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. Ru. 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. Ru. 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 fluctuation 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] The game control device 100, first, the deviation information in the jackpot flag 1 area and the support hit flag 1 area. save information (A3601). Next, RWM's special figure 1 jackpot random number storage area (for pending number 1 ), load the jackpot random number from (A3602), and store the special figure 1 jackpot random number storage area Clear (for pending number 1) to 0 (A3603). In addition, for 1 pending number, the order of consumption is first. An area to store information (random numbers, etc.) about the special figure start memory (in this case, the first of the special figures 1). area. After that, you can win a jackpot depending on whether the prepared jackpot random number matches the jackpot judgment value or not. A jackpot determination process is executed to determine whether or not it is true (A3604).

[0433] If the judgment result of the jackpot judgment process (A3604) is a jackpot, the gaming control device 100 (Result of A3605 is "Y"), jackpot with loss information saved in step A3601 Overwrite the jackpot information in the flag 1 area and save it (A3606), then process the jackpot flag 1 setting process. Finish the process.

[0434] On the other h...

Claims

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 output unit that outputs data to a display unit that displays the results of the game; 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 A specific processing routine; a specific subroutine that is called by a specific call instruction placed in the specific processing routine and that includes a process that can change the specific flag; the specific processing routine is capable of executing the second branch instruction without going through a process capable of changing the specific flag after returning from the specific subroutine; the second storage means allocates the unused area between the first working area and the second working area; a segment area for storing segment data to be displayed on the display unit is formed in the first working area of ​​the second storage means; The first program includes a process of reading segment data from the segment area and outputting the segment data to the output unit by an interrupt process executed by a timer interrupt at a predetermined cycle. Gaming machine.

2. The specific subroutine includes an instruction capable of reading a zero value from the first working area, a zero flag is set corresponding to the result of execution of the instruction, and the specific flag is set corresponding to the zero flag. The gaming machine according to claim 1.

3. The specific subroutine includes an instruction to subtract a value from the register, a zero flag is set corresponding to the result of execution of the instruction, and the specific flag is set corresponding to the zero flag. The gaming machine according to claim 1.