Game machine
Patent Information
- Application Number
- JP2022053317
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-03-29
- Publication Date
- 2025-02-26
- Estimated Expiration
- 2042-03-29
AI Technical Summary
Conventional gaming machines lack adequate control processing and notification effects when a game is forcibly terminated due to exceeding a certain number of prize balls won by a player.
Implementing a symbol variation execution mechanism, special game execution, counting means, and game stop mechanism to optimize control processing and notification effects, including symbol variation displays, special games, and predetermined game stopping based on stored information.
Enhances the control processing and notification effects during game termination, providing optimized player experience and improved game management.
Smart Images

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Abstract
Description
Technical field
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventional gaming machines such as pachinko machines are known to have a stop function that forcibly ends the game when the number of prize balls won by a player exceeds a certain number (for example, Patent Document 1) [Prior art documents] [Patent document]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2014-217645 [Summary of the invention] [Problem to be solved by the invention]
[0004] However, in the above-mentioned conventional gaming machines, when a game is forcibly terminated, sufficient measures have not been taken regarding control processing and notification effects before and after the forced termination.
[0005] The present invention has been made in view of the above-mentioned problems, and improves the control processing and notification effect when the game is forcibly ended when the number of prize balls won by a player exceeds a certain number. The purpose is to provide gaming machines with [Means to solve the problem]
[0006] The above object of the present invention is achieved by the following means. Note that reference numerals of embodiments to be described later are given in parentheses, but the present invention is not limited thereto. A symbol variation execution means (example: LED 76a for special symbol 1 variation display, special symbol 2 variation display) that executes symbol variation (example: special symbol 1 variation display, special symbol 2 variation display) based on symbol lottery (example: jackpot lottery process) Display LED76b, main control unit 520, special symbol management processing (S1031)), Special game execution means (e.g., main control unit 520, special symbol management processing) that can execute special games (e.g., jackpot game, small win game) that are advantageous to the player when the result of the symbol variation is in a specific manner. (S1031)) and Counting means (e.g. main control unit 520, safety device counting process (S1528, S1512), difference ball counter counting processing (S1531, S1541)) and A game stop means (main control unit 520, game stop process (S1520, S1509 to S1511)) that performs a stop process to stop processing related to the game when the predetermined information reaches a predetermined value; Equipped with The game stopping means is configured to execute a stopping process after the special game ends when the predetermined information stored in the predetermined information storage means reaches a predetermined value during the special game. A gaming machine characterized by:
Effect of the invention
[0007] According to the present invention, it is possible to perform more optimized processing regarding control processing and notification effects when the number of prize balls won by a player exceeds a certain number and the game is forcibly ended. [Brief explanation of drawings]
[0008] [Figure 1-1] FIG. 1 is a front perspective view of a pachinko machine according to an embodiment of the present invention. [Figure 1-2] It is a front exploded perspective view of the same pachinko machine. [Figure 1-3] It is a rear perspective view of the same pachinko machine. [Figure 1-4] It is a block diagram of the control system of the same pachinko machine. [Figure 1-5] It is a front view of the game board of the same pachinko machine. [Figure 2-1] It is an explanatory diagram of a memory map in the main control section of the same pachinko machine. [Figure 2-2] FIG. 3 is a diagram showing a flowchart (first half) of system processing of the main control unit of the pachinko machine. [Figure 2-3] FIG. 7 is a diagram showing a flowchart (second half) of system processing of the main control unit of the pachinko machine. [Figure 2-4] It is a figure which shows the flowchart of the timer interruption process of the main control part of the same pachinko machine. [Figure 2-5] FIG. 2 is a diagram showing a flowchart of processing outside the main loop within the main loop and an outside processing within the timer interrupt of the main control unit of the same pachinko machine. [Figure 3-1] It is a figure which shows the flowchart of the system setting process of the performance control part of the same pachinko machine. [Figure 3-2] It is a figure which shows the flowchart of the main processing of the performance control part of the same pachinko machine. [Figure 3-3] It is a figure which shows the flowchart of the timer interruption process of the performance control part of the same pachinko machine. [Figure 4-1-1] FIG. 7 is a diagram showing a flowchart (second half) of system processing of the main control unit according to Embodiment 1-1 of the present invention. [Figure 4-1-2] It is a diagram showing a flowchart of out-of-area game start setting by the main control unit according to Embodiment 1-1 of the present invention. [Figure 4-1-3] FIG. 3 is a diagram showing a flowchart of timer interrupt processing of the main control unit according to Embodiment 1-1 of the present invention. [Figure 4-1-4] FIG. 7 is a diagram showing a flowchart of main loop in-area out-of-area processing and a flowchart of timer interrupt in-area out-of-area processing of the main control unit according to Embodiment 1-1 of the present invention. [Figure 4-1-5] FIG. 7 is a diagram showing a flowchart of safety device counting processing of the main control unit according to Embodiment 1-1 of the present invention. [Figure 4-1-6] FIG. 7 is a diagram showing a flowchart of safety device operation management processing of the main control unit according to Embodiment 1-1 of the present invention. [Figure 4-1-7] It is a diagram showing a flowchart of game stop processing of the main control unit according to Embodiment 1-1 of the present invention. [Figure 4-2-1] FIG. 7 is a diagram showing a flowchart of out-of-area game start setting by the main control unit according to Embodiment 1-2 of the present invention. [Figure 4-2-2] FIG. 7 is a diagram showing a flowchart of safety device counting processing of the main control unit according to Embodiment 1-2 of the present invention. [Figure 4-2-3] FIG. 7 is a diagram showing a flowchart of safety device operation management processing of the main control unit according to Embodiment 1-2 of the present invention. [Figure 4-3-1] FIG. 7 is a diagram showing a flowchart of out-of-area game start setting by the main control unit according to Embodiment 1-3 of the present invention. [Figure 4-3-2] FIG. 7 is a diagram showing a flowchart of timer interrupt processing of the main control unit according to Embodiment 1-3 of the present invention. [Figure 4-3-3] FIG. 7 is a diagram showing a flowchart of safety device counting processing of the main control unit according to Embodiment 1-3 of the present invention. [Figure 4-4-1] FIG. 7 is a diagram showing a flowchart of timer interrupt processing of the main control unit according to Embodiment 1-4 of the present invention. [Figure 4-4-2] FIG. 7 is a diagram showing a flowchart of main loop in-area out-of-area processing and a timer interrupt in-area out-of-area process of the main control unit according to Embodiment 1-4 of the present invention. [Figure 5-1-1] This is a time chart when the safety device is activated during the jackpot game according to Embodiment 2-1 of the present invention, and is a diagram showing the operating states of various functional units controlled by the main control unit, production control unit, and payout control unit. be. [Figure 5-2-1] This is a time chart when the safety device is activated during the symbol variation game according to Embodiment 2-2 of the present invention, and is a diagram showing the operating states of various functional units controlled by the main control unit, production control unit, and payout control unit. It is. [Figure 5-2-2] This is a time chart when the safety device is activated during the symbol variation game according to Embodiment 2-3 of the present invention, and is a diagram showing the operating states of various functional units controlled by the main control unit, production control unit, and payout control unit. It is. [Figure 5-3-1] This is a time chart when the safety device operates during non-gaming (standby) according to Embodiment 2-4 of the present invention, showing the operating states of various functional units controlled by the main control unit, production control unit, and payout control unit. FIG. [Figure 5-3-2] This is a time chart when the safety device operates during non-gaming (standby) according to Embodiment 2-5 of the present invention, showing the operating states of various functional units controlled by the main control unit, production control unit, and payout control unit. FIG. [Figure 6] It is a time chart of the jackpot end INT according to Embodiment 3-1 of the present invention, and is a diagram showing the performance mode during the jackpot end INT. [Form for carrying out the invention]
[0009] Hereinafter, the following contents regarding the embodiments of the invention will be explained in detail based on each drawing. (Game frame) (launch handle unit) └(Fire handle unit 2) (middle push button unit) └(Middle push button unit 2) (saucer) └(Saucer 2) (Volume adjustment button) └(Volume adjustment button 2) (Light intensity adjustment button) └(Light intensity adjustment button 2) (cross button) └(cross button 2) (speaker) (Ball rental button, return button) └(Ball lending button, return button 2) (side unit) └(Side unit 2) (Prize ball payout device) └(Prize ball dispensing device 2) (board case) (back cover) (External terminal board) └(External terminal board 2) (Block Diagram) (power board) (control board) (Payout control section) (Payout launch control board) (Frame release switch) (Main control part) (Main control board) (RWM clear switch) (setting key switch) (Performance display LED) (Production control department) (Production IF board, LCD control board, LCD IF board, ROM board) (game board) (Board game parts) (Picture display device) (Special symbol 1 variable display, special symbol 2 variable display) (Special symbol 1 memory display, special symbol 2 memory display) (Normal pattern fluctuation display) (Normal symbol memory display) (Electric chew support) (Jackpot game) (Small winning game) (Round display) (gaming state) (Right-handed display) (Status display) (Decorative symbol variation game, pending display) (Advance preview) (Pseudo consecutive notice) (Step up notice) (Background change notice) (movable object) (memory map) (Main control system processing) (Setting change processing) (RWM error handling) (RWM clear processing) (Setting confirmation process) (Backup restoration process) (main loop processing) (Processing outside the main loop area) (timer interrupt processing) ((1) Power supply abnormality check processing) ((2) Timer management processing) ((3) Input management processing) ((4) Random number circuit processing) ((5) Prize ball management processing) ((6) Normal symbol management processing) ((7) Ordinary electric accessory management processing) ((8) Special design management processing) ((9) Special electric accessory management processing) ((10) Error management processing) ((11) Game information notification management process) ((12) External terminal management processing) ((13) Solenoid management processing) ((14) LED management processing) ((15) Area migration processing & timer interrupt outside area processing) (Timer interrupt outside area processing) ((16) Out command sending process) ((17) SPI communication start) ((18)WDT clear processing) (Production control system settings) (Main processing for production control) (Production control timer interrupt processing) (Safety device) (Main control system processing_safety device 1) (Out-of-area game start setting process_safety device 1) (Timer interrupt processing_safety device 1) (Timer interrupt outside area processing_safety device 1) (Processing outside the main loop area_safety device 1) (Safety device counting process_safety device 1) (Safety device operation management process_safety device 1) (Out-of-area game start setting process_safety device 2) (Safety device counting process_safety device 2) (Safety device operation management process_safety device 2) (Out-of-area game start setting process_safety device 3) (Timer interrupt processing_safety device 3) (Safety device counting process_safety device 3) (Timer interrupt processing_safety device 4) (Timer interrupt outside area processing_safety device 4) (If the safety device is activated during a jackpot game) (If the safety device is activated during symbol variation game 1) (If the safety device is activated during symbol variation game 2) (If the safety device is activated while not playing 1) (If the safety device is activated while not playing 2) (Regarding the jackpot end INT when the safety device is activated) [Configuration example 1] ~ [Configuration example 7]
[0010] 1-1 and 1-2 are perspective views of the gaming machine 1 shown in this embodiment.
[0011] (Game frame) The gaming machine 1 of this embodiment includes a wooden outer frame 2 formed in the shape of a vertically long rectangular frame, an inner frame 3 made of synthetic resin located in front of the outer frame 2, and a synthetic resin inner frame 3 located in front of the inner frame 3. It is composed of a game frame 5 including a front frame 4 made of synthetic resin.
[0012] The inner frame 3 is rotatably opened / closed and / or detachably attached to the outer frame 2 via an outer frame hinge 6 joined to the upper and lower parts of the left end side of the outer frame 2. The outer frame 2 is locked in a closed state by a locking device 6 disposed at the lower right end of the frame.
[0013] The front frame 4 is rotatably opened / closed and / or detachably attached to the inner frame 3 via inner frame hinges 7 joined to the upper and lower parts of the left end side of the inner frame 3. The inner frame 3 is locked in a closed state by a locking device 6 disposed at the lower right end.
[0014] The inner frame 3 is provided with an inner frame opening 9 for mounting the game board 8, and the inner frame opening 9 has a game board mounting part provided so that the game board 8 can be attached or detached. (not shown) is formed. When the game board 8 is mounted on this game board mounting portion, the front frame opening 10 of the front frame 4 is located on the front side of the game board 8.
[0015] The front frame 4 is formed with a glass plate unit mounting portion (not shown) to which a transparent glass plate unit can be mounted so as to correspond to the front frame opening 10. The glass plate constituting the glass plate unit is transparent, and the player is configured to be able to see the game board 4 attached to the inner frame 3 from the front of the game frame 5 through the glass plate unit. There is.
[0016] Furthermore, a plurality of non-transparent decorative covers 11 and transparent transparent decorative covers 12 are disposed on the outer peripheral surface of the front frame opening 10, thereby changing the design shape of the front frame 4. is formed. Furthermore, a plurality of front frame LED boards (not shown) having LEDs are disposed inside the transparent decorative cover 12, and the player can see the colored lights received by the LEDs through the transparent decorative cover 12. It is visible.
[0017] (launch handle unit) A firing handle unit 13 is arranged at the lower right part of the game frame 5. This firing handle unit is composed of a firing handle 13a, a firing stop button (not shown), a handle touch sensor 13b, a firing intensity adjustment section (not shown), and a firing handle LED board (not shown) having an LED. ing.
[0018] When the player touches the firing handle 13a, the game ball can be launched by the firing device, and the flight distance of the fired game ball can be arbitrarily adjusted.
[0019] (middle push button unit) At the lower center of the game frame 5, a middle press button unit 14 (performance button unit) that can be operated by the player is arranged. This middle push button unit 14 includes a middle push button pressing part 14a (operating means), a middle push button detection switch 14b, a middle push button position detection switch 14c, a middle push button movable part (not shown), a middle push button movable part motor 14d, and an LED. It is composed of a middle press button LED board (not shown).
[0020] The player is configured to be able to perform or switch predetermined effects (images, lamps, sounds, movable objects, etc.) by operating the middle press button press portion 14a.
[0021] (saucer) A saucer is arranged at the lower left side of the game frame 5. The tray is composed of an upper tray 15 and a lower tray (not shown). The tray is formed so that the player can freely take out the game balls and roughly check the number of game balls stored in the tray.
[0022] (Volume adjustment button) At the lower left side of the game frame 5, a volume adjustment button 16 is arranged. The volume adjustment button includes an upper volume button 16a, a lower volume button 16b, an upper volume button switch 16c, and a lower volume button switch 16d (volume button detection switch). When the player operates the upper volume button 16a (or lower volume button 16b), the upper volume button switch 16c (or lower volume button switch 16d) detects the operation, and outputs from each speaker 19a, 19b, 19c, 19d. The output volume can be changed.
[0023] (Light intensity adjustment button) At the lower left side of the game frame 5, a light amount adjustment button 17 is arranged. The light amount adjustment button 17 includes an upper light amount button 17a, a lower light amount button 17b, an upper light amount button switch 17c, and a lower light amount button switch 17d (light amount button detection switch). When the player operates the upper light amount button 17a (or the lower light amount button 17b), the upper light amount button switch 17c (or the lower light amount button switch 17d) detects the operation, and the light amount of each LED 63a and 64a can be changed. has been done.
[0024] (cross button) A cross button 18 is arranged at the lower left side of the game frame 5. The cross button 18 has four buttons arranged on the top, bottom, left and right (top button 18a, right button 18b, bottom button 18c, left button 18d), four button detection switches 49a corresponding to the top, bottom, left and right buttons, It consists of 49b, 49c, and 49d (cross button detection switch). The player is configured to be able to perform or switch predetermined effects (images, lamps, sounds, movable objects, etc.) corresponding to each operation by operating any of the up, down, left, and right buttons.
[0025] (speaker) An upper left speaker 19a and an upper right speaker 19b are arranged at the upper left and right sides of the game frame 5, a lower left speaker 19c and a lower right speaker 19d at the lower left and right, and a lower speaker (not shown) at the lower right side. Each of the speakers 19a, 19b, 19c, and 19d is used to reproduce and output sounds such as sound effects, and the lower speaker in particular is configured to output bass sounds.
[0026] An upper left LED board (not shown) and an upper right LED board (not shown) each having an LED are arranged near the upper left speaker 19a and the upper right speaker 19b, respectively. In addition, on the front side of the upper left speaker 19a and the upper right speaker 19b, there is a light guide part (not shown) that can guide the light of the LED, and an upper left speaker cover 19e and an upper right speaker cover 19f that are made of synthetic resin and are transparent. is provided, and when the LEDs on the upper left LED board or the upper right LED board emit light, each speaker cover 19e, 19f is configured to emit light in accordance with the color of the emitted light.
[0027] Further, a lower left speaker cover 19g and a lower right speaker cover 19h are provided in front of the lower left speaker 19c and the lower right speaker 19d, respectively, and punching metal is used for these covers 19g and 19h.
[0028] Furthermore, an opaque lower speaker cover 19I made of synthetic resin is provided on the front side of the lower speaker. This lower speaker cover 19I is located on the rear side of the handle unit 13, and when audio is output from the lower speaker, the lower speaker is transmitted to the player's hand holding the firing handle 13a through the lower speaker cover 19I. It is designed to convey the wind pressure associated with the sound output.
[0029] (Ball lending button, return button) At the lower right side of the game frame 5, a ball lending button 20 and a return button 21 are arranged. When the player operates the ball lending button 20, game balls are paid out to the trays (upper tray 15 and lower tray), and the game balls are loaned to the player. Furthermore, when the player operates the return button 21, settlement processing regarding the gaming value balance is performed.
[0030] (side unit) An inverted L-shaped side unit 22 is removably arranged on the upper right side of the front frame 4. This side unit 22 has a blower device 22a equipped with an air blower, a touch device 22b having a touch sensor, a side unit movable part (not shown) and a side unit movable part motor 22c, a side unit position detection switch 22d, and an LED. It is composed of a side unit LED board (not shown).
[0031] This side unit 22 is configured to be detachable from the front frame 4 without using any tools when the front frame 4 is open. Specifically, there is a hand screw (not shown) that is provided on the back side of the front frame 4 and extends from the back side toward the front side, and a hand screw (not shown) that is also provided on the back side of the front frame 4 and is provided on the side unit 22 side. It is designed to be detachable by operating a clamp (not shown) for locking the provided locking portion 22e. One hand screw is placed on the upper left side of the front frame, two places on the right side of the front frame, and one clamp is placed on the upper right side of the front frame.
[0032] In addition, an opening 22f is provided at the top of the back side of the side unit 22 for accessing the connection connector provided inside the side unit. By making it possible to attach and detach the harness and the connector inside the side unit, the side unit 22 can be electrically connected and disconnected.
[0033] In this way, by forming a part of the front frame 4 into a unit and making the unit part relatively easy to replace, the design of the game frame 5 can be changed easily and at low cost. In addition, by simply replacing the unit, it is possible to adopt a frame design or functional device that matches the motif of the model being sold, dramatically increasing the degree of freedom in development.
[0034] FIGS. 1-3 are perspective views of the back side of the gaming machine 1 shown in this embodiment.
[0035] (Prize ball payout device) A prize ball payout device 23 is provided from the top to the right side of the back of the gaming machine 1. The prize ball dispensing device 23 includes a storage tank 23a, a dispensing motor 23b, a ball counting switch 23c, an out-of-supply detection switch 23d, a dispensing cassette 23e, a dispensing rotating body (not shown), and a discharging lever (not shown). . By operating the prize ball payout device 23, a payout operation of game balls is executed, and the game balls are paid out to the player.
[0036] (board case) At the bottom of the back of the gaming machine 1, a power board case 24 in which a power board 50 was stored, and a payout firing control board 51 arranged on the back side so as to overlap with the power board case 24 in the front-back direction were stored. A payout board case 25, a main board case 26 located above it in which a main control board 52 is stored, and a production IF board 53, a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56 located above it. The stored effect board cases 27 are arranged to be removable. Further, the power supply board case 24 and the payout board case 25 are mounted on the game frame 5 side, and the main board case 26 and the performance board case 27 are mounted on the game board 8 side. Here, each of the board cases 24, 25, 26, and 27 is colorless and transparent, and is shaped so that the board inside can be easily seen through.
[0037] Case heat radiation holes 25a, 26a, and 27a are formed on the upper surface of each board case 24, 25, 26, and 27 for radiating heat generated from electronic components within the board to the outside. The payout board case 25, the main board case 26, and the performance board case 27 have case heat radiation holes 25a, 26a, and 27a formed relatively smaller than those of the power board case 24. This is to suppress the act of tampering, such as accessing the electronic components inside the board from the case heat radiation holes 25a, 26a, and 27a. On the other hand, the power supply board case 24 is provided with relatively large case heat radiation holes (not shown) with emphasis on heat radiation efficiency.
[0038] Further, each of the board cases 24, 25, 26, and 27 is configured to house each board therein by combining an upper case body and a lower case body. Here, the payout board case 25, the main board case 26, and the effect board case 27 are provided with a caulking part (not shown) that seals the upper case body and the lower case body inseparably after they are combined. The caulking portion is constituted by a caulking pin integrally molded on the lower case body, and when coupled, the caulking pin is inserted into the upper case body to create a sealed state, making it impossible to open the seal easily. In this way, by making it difficult to open the case, it is possible to suppress trifling behavior.
[0039] Furthermore, the output board case 25 and the main board case 26 are further provided with a sealing seal (not shown) and a seal cutter (not shown), so that the seal cutter always destroys the seal when opening the case. is configured to be As a result, if the caulked portion is broken and the case is opened, the seal will also be damaged, so it is possible to leave traces of the opening.
[0040] (back cover) A transparent resin back cover (not shown) is provided on the back of the gaming machine 1 so that it can be opened and closed. When the back cover is closed, the power board case 24 stores the power board 50, the payout board case 25 stores the payout firing control board 51, the main board case 26 stores the main control board 52, and the production IF board. 53, an effect board case 27 in which a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56 are housed is arranged so as to be housed inside the back cover. As a result, each of the substrates 50 to 56 is arranged so as to be visible through the back cover, and is also protected by the back cover.
[0041] Further, the back cover is provided with back cover heat radiation holes corresponding to the arrangement positions of each board for radiating heat generated from electronic components in each board to the outside. In addition to the heat radiation holes, an opening is provided to allow access to the setting key switch 523 provided on the main control board 52 when the back cover is closed.
[0042] (external terminal version) An external terminal board 60 is provided on the upper back side of the gaming machine 1. A plurality of connectors (connectors 1 to 13) for external output are arranged on the external terminal board 60, and the gaming machine of this embodiment outputs a predetermined external signal to the hall computer (via the external terminal board 60). It is configured so that it can be transmitted to the hall facilities (equipment on the hall facility side).
[0043] (Block Diagram) FIGS. 1-4 show block diagrams of the control system of the gaming machine 1 shown in this embodiment.
[0044] The gaming machine 1 shown in this embodiment includes a power supply board 50 that generates and supplies the necessary power to each board of the gaming machine 1 from an external power supply, and a prize ball dispensing device 23 for payout control and a firing handle unit 13 (launch handle unit 13). A payout and launch control board 51 that controls the launch of game balls based on the amount of operation of the handle 13a), a main control board 52 that comprehensively controls gaming operations, a performance IF board 53 that executes performance operations, and a liquid crystal control board. 54, a liquid crystal IF board 55, and a ROM board 56. In Figure 1-4, the connection relationship between each board is shown by arrows. As shown in the figure, one-sided arrows indicate one-way communication, and double-sided arrows indicate two-way communication (the direction of the arrow indicates communication direction). Similarly, the connection relationships of electronic components (switches, sensors, solenoids, motors, speakers, devices, units, display devices, etc.) connected to each board are also illustrated. Furthermore, the boards and electronic components surrounded by dotted lines as frame-side mounted components indicate that they are mounted on the gaming frame 5 side of gaming machine 1, and other boards and electronic components are It shows that it is implemented on the game board 8 side. The details of each are described below.
[0045] (power board) A power switch 500 is provided on the power supply board 50, and by operating the power switch 500, it is possible to input external AC power (such as 100V from a commercial power supply or 24V transformed by a transformer) to the gaming machine. It becomes. The power supply board 50 includes a rectifier circuit for converting the taken-in AC power into DC power and a conversion circuit for converting the generated DC power into a predetermined DC voltage. The power supply board 50 is connected to a payout / launch control board 51, a main control board 52, and a production IF board 53 via connectors, and supplies DC power of a predetermined voltage converted by a conversion circuit to each board 51 to 56. are doing. This DC power supply includes a backup power supply, and by supplying the backup power to the payout firing control board 51 via the main control board 52 and the backup board 61, the main control CPU 520 of the main control board 52 and The payout control CPU 510 of the payout firing control board 51 is configured to perform backup processing. Further, the power supply board 50 includes a power supply monitoring section that monitors the ON and OFF of the AC power supply, and is configured to output a power abnormality signal when the power supply monitoring section detects the interruption of the AC power supply. This power supply abnormality signal is output to the dispensing and firing control board 51 and the main control board 52, and is used in the processing for determining a power supply abnormality by the dispensing control CPU 510 of the dispensing and firing control board 51 and the main control CPU 520 of the main control board 52. Ru.
[0046] (control board) As a board that executes various controls related to the game, a payout and firing control board 51, a main control board 52, a performance IF board 53, a liquid crystal control board 54, a liquid crystal IF board 55, and a ROM board 56 are provided.
[0047] The payout and launch control board 51 is a board that mainly controls the payout and launch of game balls, and is a payout control unit of a one-chip microcontroller that has a CPU core (payout control CPU 510) and built-in memory (built-in ROM, built-in RWM). 510 (dispensing control means) is installed. The payout control unit 510 is arranged so as to be visible from the outside of the payout board case 25.
[0048] The main control board 52 is a board that performs overall control related to gaming, and is a main control unit 520 (main control means) of a one-chip microcontroller that has a CPU core (main control CPU 520) and built-in memory (internal ROM, built-in RWM). ), performance display LED 521, RWM clear switch 522, and setting key switch 523. The RWM clear switch 522 and setting key switch 523 are provided so that they can be operated from outside the main board case 26, and the main control unit 520 and performance display LED 521 are arranged so that they can be seen from the outside of the main board case 26. has been done.
[0049] The production IF board 53, the liquid crystal control board 54, the liquid crystal IF board 55, and the ROM board 56 (collectively referred to as the production control board) are used for various production means (speakers 19a, 19b, 19c, 19d, LEDs 63a, 64a, This is a board that controls the animal motors 14d, 22c, 30, and LCD unit 31) to execute performance operations, and the performance IF board 53 has movable parts (middle push button movable part, side unit movable part, board side movable part). (Lower movable part 30a, upper movable part 30b) The liquid crystal control board 54 includes a control ROM 542 that stores programs for processing by the production control unit 540 (production control CPU, production control means), VDP circuit 541, and production control unit 540. It is installed. Furthermore, the ROM board 56 is equipped with a performance ROM 560 (CGROM) that stores image data. The production IF board 53, the liquid crystal control board 54, the liquid crystal IF board 55, and the ROM board 56 are each connected by a drawer connector 32, and when each board is integrally combined, a common board case (production board case 27) ) is stored in
[0050] (Payout control section) The payout control unit 510 includes a payout control CPU that is an 8-bit microprocessor, a ROM that stores programs and data related to games, and an RWM that has a work area that stores game information and a stack area that stores a stack pointer. It is configured.
[0051] Although not shown, the payout control unit 510 includes a clock generation circuit for generating an internal clock, and a WDT (watchdog timer) for monitoring program stoppage or runaway and resetting the payout control unit 510 and internal functions. ), a PTC (timer circuit) that counts the timer value and outputs an interrupt request signal when it reaches a predetermined value, and an interrupt controller that can execute an interrupt processing program by accepting the interrupt request signal from the PTC. , a serial communication circuit (asynchronous serial communication circuit) for serial communication with the outside, a parallel input / output port for parallel communication with the outside, and multiple types of resets (power supply to the payout control unit 510). A reset controller that generates a system reset that occurs when the WDT drops, a WDT reset caused by WDT, and a user reset that occurs when it is determined that a designated prohibited area of the program has been accessed, and built-in functions to control these functions. Equipped with registers etc.
[0052] The main role of the payout control unit 510 is to receive lending commands from the game ball lending device 33 and payout control commands from the main control unit 520, thereby distributing game balls and prize balls for lending out game balls and prize balls. This is to execute payout control of the payout device 23.
[0053] (Payout launch control board) The payout firing control board 51 receives power supply from the power supply board 50 to operate switches (ball counting switch 23c, out-of-supply detection switch 23d, firing stop switch 34, frame release switch 35, ball jam detection switch 36), and drive. source (dispensing motor 23b, firing solenoid 37a, ball feed solenoid 37b), sensors (handle touch sensor 13b), various boards (power board 50, main control board 52, external terminal board 60, backup board 61, frequency display board 62) ), and is electrically connected to an external device (gaming ball rental device 33) via a relay board (not shown) as necessary.
[0054] As a result, the payout control unit 510 can mainly receive the lending request signal from the game ball lending device 33 and the prize ball signal (prize ball command) from the main control unit 520, and receive the signal. Based on this, by driving the payout motor 23b, the payout control of game balls by the prize ball payout device 23 is executed. It also plays the role of executing firing control by driving the firing solenoid 37a and ball feed solenoid 37b based on detection by the handle touch sensor 13b when the firing handle 13a is operated by the player.
[0055] Further, the payout control unit 510 is configured to have the following functions (1) to (6). (1) Based on the abnormality detection of the out-of-supply detection switch 23d, it is possible to know that there is a shortage of payout game balls. (2) Based on the abnormality detection of the ball clogging detection switch 36, it is possible to know whether the lower tray is full. (3) Based on the abnormality detection of the ball counting switch 23c, it is possible to know that excessive payout of game balls is occurring. (4) Based on the detection of the frame opening switches 35a and 35b, it is possible to determine whether the inner frame 3 or the front frame 4 is open. (5) Based on the detection of the firing stop switch 34, the firing solenoid 37a is de-energized to stop the firing of the game ball by the firing handle unit 13. (6) It is possible to detect that the switches 23c, 23d, 34, 35a, 35b, and 36 are disconnected.
[0056] When the payout control unit 510 detects signals from the ball counting switch 23c, the out-of-supply detection switch 23d, the frame release switches 35a and 35b, and the ball jam detection switch 36, it can transmit the information to the main control unit 520. It is composed of Furthermore, when the power is turned on, when the startup of the payout control CPU is completed, a payout communication signal indicating that the payout control CPU is normally started can be transmitted to the main control unit 520.
[0057] By receiving the backup power supplied from the backup board 61, the payout control unit 510 is able to store the contents of the built-in RWM even when the power is cut off, so that it can be restored from the backup when the power is turned on. configured to be possible.
[0058] (Prize ball payout device 2) The payout control of the prize ball payout device 23 by the payout control unit 510 will be described in detail. The game balls supplied from the supply device (hall equipment installed to supply game balls to the storage tank 23a) pass through the storage tank 23a at the top of the game frame 5, and are located on the right side of the back of the game frame 5. The game balls are guided to the payout cassette 23e through a storage ball alignment path 23f provided in an inclined manner so that they roll in a line. The game ball that has reached the payout cassette 23e comes into contact with a payout rotating body (not shown) in the payout cassette 23e and remains in a stationary state until a payout operation is executed. With the first game ball in the parked state in this way, the subsequent game balls are accumulated in the storage ball alignment path 23f and the storage tank 23a. This completes the loading of game balls into the game machine.
[0059] When the player operates the ball lending button 20 and a lending signal is sent to the payout control unit 510, the payout control unit 510 sends a motor control signal to the payout motor 23b located in the payout cassette 23e. In addition, each winning hole switch 38a, 39a, 40a, 42a, 43a, 44a, 45a of each winning hole 38, 39, 40, 41, 42, 43, 44, 45 arranged in the gaming area 8a of the game board 8 is operated. Similarly, when a ball passes and a winning signal is transmitted to the main control unit 520, and a winning signal is transmitted from the main control unit 520 that received the winning signal to the payout control unit 510, the payout control unit 510 A motor control signal is transmitted to the payout motor 23b located inside the payout cassette 23e. As a result, the payout operation of the game balls is executed.
[0060] When the dispensing motor 23b is driven, the dispensing rotating body rotates 90 degrees in conjunction with the drive of the motor. As a result, the game balls in contact with the payout rotary body are pushed out and guided toward the payout path. Furthermore, since the game balls that were in contact are guided to the payout passage, the subsequent game balls that have been accumulated are newly brought into contact with the payout rotary body.
[0061] A ball counting switch 23c is installed in the payout path, and when the ball counting switch 23c detects a game ball, a ball counting signal is transmitted to the payout control unit 510. The payout control unit 510 is capable of counting the paid game balls by receiving the ball counting signal. The payout control unit 510 drives the payout motor 23b and the payout rotary body until the number of game balls detected by the ball counting switch 23c reaches the number of balls scheduled to be paid out in advance, and ends the payout operation when the number of balls to be paid out has been reached. do.
[0062] An out-of-supply detection switch 23d is provided in the storage bulb alignment path 23f. When the out-of-supply detection switch 23d enters the detection state (a state in which no stored balls are detected), an out-of-supply signal is transmitted to the payout control unit 510. When the dispensing control unit 510 receives the out-of-supply signal, it transmits a motor control signal to the dispensing motor 23b to stop driving the dispensing motor 23b. As a result, the payout operation is not performed unless the game machine is sufficiently loaded with game balls.
[0063] Further, the payout cassette 23e is provided with a discharge lever that guides the game balls in the payout cassette 23e to the discharge passage side, and is located upstream of the payout rotary body. When the ejection lever is operated, the game balls accumulated in the payout cassette 23e are guided to the ejection passage side, pass through the ejection passage, and are discharged from the game ball ejection port at the bottom of the back of the gaming machine 1. is discharged to the outside. Here, as long as the operation of the ejection lever continues, all the game balls accumulated in the storage ball alignment passage 23f and the storage tank 23a will be guided to the payout passage side, leaving the gaming machine 1 in the unloaded state. It is now possible to do so. Incidentally, the game balls that are in contact with the payout rotary body and the game balls that stay between the payout lever and the payout rotary body remain without being guided to the discharge passage side.
[0064] (Ball lending button, return button 2) Ball lending control by the payout control unit 510 will be described in detail. The ball lending button 20 and return button 21 are provided on the frequency display board 62, and when a player operates the ball lending button 20, a lending signal is sent to the game ball lending device 33 installed on the hall facility side. Sent. When the game ball lending device 33 receives the lending signal, it outputs a lending request signal to the payout control unit 510. When the payout control unit 510 receives the lending request signal, it executes the lending process of a predetermined unit number of game balls. As a result, the game balls are paid out to the tray, and the game balls are lent to the player.
[0065] In addition to the ball rental button 20 and the return button 21, the frequency display board 62 is provided with a frequency display 62a. The balance information of the money etc. that the player has put into the game ball lending device 33 is displayed on the frequency display 62a. When the player operates the ball lending button 20, the above-mentioned lending process is performed, and the game ball lending device 33 updates the balance information on the frequency display 62a. On the other hand, when the player operates the return button 21, the game ball lending device 33 clears the balance information on the frequency display 62a, and the game value balance is settled for the player.
[0066] (Saucer 2) The release control of game balls on the tray by the payout control unit 510 will be described in detail. The upper tray 15 stores the game balls that have been paid out and the game balls that have been thrown in by the player, and is formed to have an alignment path in which the stored game balls are aligned in a line. A static electricity shield plate for preventing static electricity is provided at the location where the game balls are lined up in a line. The alignment path is connected to the ball feeding cassette 23e driven by the ball feeding solenoid 37b, so that the game balls stored in the upper tray 15 are supplied to the ball feeding cassette 23e.
[0067] When the ball feeding solenoid 37b is energized by the payout control unit 510, the ball feeding cassette 23e is driven to supply game balls from the alignment path to the firing rail (not shown), and further, When the firing solenoid 36 is energized by the paying-out control unit 510, the game ball loaded on the firing rail is shot out with a mallet.
[0068] The upper tray 15 has an upper plate ball removing part, and this upper plate ball removing part is constituted by a ball removing button 48 and a ball removing shutter (not shown). When the ball extraction button 48 is operated, the ball extraction shutter is opened and the game balls stored in the upper tray 15 are guided to the lower tray. When the ball removal button 48 is no longer operated, the ball removal shutter closes.
[0069] The lower tray contains the game balls that have been paid out, the game balls that have been guided when the upper tray 15 is full and cannot be stored, the game balls that have been guided by the opening of the ball removal shutter, and the game balls that have been launched from the launch rail. It is formed to store game balls (foul balls) that have not reached the game area 8a formed on the game board 8. Incidentally, the game balls that have not reached the game area 8a are configured to be guided to the lower tray by passing through the foul ball passage.
[0070] Further, the lower tray has a lower plate ball removing portion, and this lower plate ball removing portion is constituted by a ball removing lever (not shown). When the ball removal lever is operated in the opening direction, an opening is formed in a part of the lower tray, and the game balls stored in the lower tray are discharged to the outside of the gaming machine 1. When the ball removal lever is operated in the closing direction, the opening portion is closed by the ball removal lever.
[0071] In addition, a ball jam detection switch 36 is provided in the supply path that supplies game balls to the lower tray. When game balls continue to be supplied even though the lower tray is full, game balls are accumulated in the supply passage. When the ball jam detection switch 36 detects the accumulated game balls, it sends a full detection signal to the payout control unit 510. When the payout control unit 510 receives the full tank detection signal, it temporarily stops the payout operation of the game balls and transmits a lower tray full signal to the main control unit 520. When the main control unit 520 receives the lower plate full signal, it transmits a lower plate full error notification command to the production control unit 540. As a result, when the lower tray becomes full, the production control unit 540 is configured to issue a lower tray full notification.
[0072] (Fire handle unit 2) The firing control of the firing handle unit 13 by the dispensing control section 510 will be described in detail. When the player touches the firing handle 13a, the handle touch sensor 13b senses the player's operation, and a handle touch sensor signal is transmitted to the payout control unit 510. By receiving this handle touch sensor signal, the dispensing control unit 510 becomes in a state where the firing solenoid 37a and the ball feeding solenoid 37b can be energized.
[0073] The firing intensity adjustment section detects a change in resistance value according to the amount of operation of the firing handle 13a, and transmits the detection result to the dispensing control section 510. When the payout control unit 510 receives the detection result, it energizes the firing solenoid 37a with a current value corresponding to the changed resistance value. In this way, by changing the current value received by the firing solenoid 37a, the launch distance of the game ball changes, and the player can arbitrarily adjust the flight distance of the game ball fired.
[0074] Furthermore, when the ball feeding solenoid 37b is energized, the game balls are supplied to the firing rail (not shown), and the game balls loaded on the firing rail are driven by the aforementioned firing solenoid 37a. It is configured to be launched with a hammer (configuration of the launcher). In this way, by repeatedly energizing the payout control unit 510, it is designed to be able to shoot out 99.9 game balls one by one per minute. Note that the game balls are supplied one by one to the firing rail.
[0075] When the firing stop button is operated, a firing stop switch signal is transmitted to the payout control unit 510. When the payout control unit 510 receives the firing stop switch signal, the firing solenoid 37a becomes de-energized and the firing of game balls is stopped. Note that even if the firing handle 13a is not operated, the firing stop switch 34 transmits the firing stop switch signal to the dispensing control unit 510.
[0076] Further, when the game ball lending device 33 is not connected or when the firing control signal transmitted from the main control unit 520 is OFF, the payout control unit 510 is configured to stop energizing the firing solenoid 37a. There is.
[0077] In addition, by configuring the above-mentioned handle touch sensor signal to be sent not only to the payout control unit 510 but also to the production control unit 540, the production control unit 540 can perform the firing process when receiving the handle touch sensor signal. The configuration allows the LEDs on the handle LED board to be controlled to emit light.
[0078] (Frame release switch) Information transmission by payout control unit 510 to main control unit 520 will be described in detail. The inner frame 3 is provided with a front frame release switch 35a that detects the opening of the front frame 4, and an inner frame release switch 35b that detects the opening of the inner frame 3 itself with respect to the outer frame 2. When the front frame 4 becomes open, a front frame open signal is transmitted from the front frame open switch 35a to the payout control unit 510. When the payout control unit 510 receives the front frame opening signal, it transmits a door / frame opening signal to the main control unit 520. When the main control unit 520 receives the door / frame opening signal, it transmits a door / frame opening error notification command to the production control unit 540. As a result, when the front frame 4 becomes open, the production control unit 540 is configured to issue an error notification.
[0079] Furthermore, when the inner frame 3 becomes open with respect to the outer frame 2, an inner frame open signal is transmitted from the inner frame open switch 35b to the payout control unit 510. When the payout control unit 510 receives the inner frame opening signal, it transmits a door / frame opening signal to the main control unit 520. When the main control unit 520 receives the door / frame opening signal, it transmits a door / frame opening error notification command to the production control unit 540. As a result, when the front frame 4 becomes open, the production control unit 540 is configured to issue a door / frame open error notification. Here, regardless of whether the front frame 4 is opened or the inner frame 3 is opened, the payout control unit 510 transmits information to the main control unit 520, and the main control unit 520 transmits information to the production control unit 540, respectively. The contents of the error notification by the performance control unit 540 are the same.
[0080] (Main control part) The main control unit 520 includes a main control CPU that is an 8-bit microprocessor, a ROM that stores programs and data related to games, and an RWM that has a work area that stores information about game information and game results, and a stack area that stores a stack pointer. It is composed of:
[0081] In addition to the programs and data related to games, the ROM contains ROM comments that can set arbitrary data such as the title and version of the program, and the beginning of the call destination used in predetermined command processing (call command). A vector table for setting addresses, HW parameters for setting parameters for setting internal functions of the main control unit 520 in terms of hardware, etc. are stored.
[0082] Although not shown, the main control unit 520 includes a clock generation circuit for generating an internal clock and four types of random number circuits (8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit) for generating random numbers. , 8-bit variable-length random number circuit, 16-bit variable-length random number circuit), a WDT (watchdog timer) for monitoring program stop or runaway, and resetting the main control unit 520 and internal functions, and counting timer values. A CTC (counter timer) outputs an interrupt request signal when a predetermined value is reached, and by accepting the interrupt request signal from the CTC, an interrupt controller that can execute an interrupt processing program and serial communication with the outside are established. Serial communication circuits (asynchronous serial communication circuits and synchronous serial communication circuits) to perform A reset controller that generates periodic resets based on settings and illegal access resets that occur when it is determined that there has been unauthorized access to a prohibited area of ROM or RWM, and built-in function registers to control these functions. It is equipped with such things as
[0083] In addition, the main control unit 520 uses a 16-bit variable-length random number circuit as a jackpot determination random number (0 to 65535) among the four types of random number circuits for generating random numbers, and The jackpot lottery process is executed by determining whether the acquired random number is within a predetermined range.
[0084] The main role of the main control unit 520 is to manage overall gaming operations such as jackpot lottery processing, and to determine abnormalities in the gaming machine 1. In addition, when necessary, by transmitting a payout control command to the payout control unit 510 or a production control command to the production control unit 540, the payout control unit 510 or the production control unit 540 can be controlled as necessary. It controls the operation of peripheral devices controlled by the controller. By the way, commands are transmitted and received with the payout control unit 510 through serial two-way communication, and commands are transmitted with the production control unit 540 through parallel one-way communication.
[0085] (Main control board) By receiving power supply from the power supply board 50, the main control board 52 controls switches (special symbol 1 starting opening switch 38a, special symbol 2 starting opening switch 39a, winning opening switches 40a, 42a, 43a, big winning opening switch 44a). , 45a, right gate switch 46a, out switch 47a), drive source (big prize opening opening / closing solenoid 70, 71, special symbol 2 starting opening opening / closing solenoid 72), various sensors (magnetic sensor 73, radio sensor 74, vibration sensor 75) , various boards (power supply board 50, payout firing control board 51, presentation IF board 53), display device (symbol display device 76), and are electrically connected via a relay board (not shown) as necessary. .
[0086] As a result, the main control unit 520 controls the special symbol 1 starting port switch 38a, the special symbol 2 starting port switch 39a, the winning port switches 40a, 42a, 43a, the big winning port switches 44a, 45a, the right gate switch 46a (normal pattern starting By being able to receive the detection signal of the opening switch), it can be determined that the game ball has entered any of the winning holes 38, 39, 40, 41, 42, 43, 44, 45. After this determination, if it is necessary to play a prize ball, the main control unit 520 sends a prize ball signal to the payout control unit 510, so that a predetermined number of game balls (prize balls) are paid out to the player. It will be done.
[0087] Furthermore, the main control unit 520 is configured to detect fraudulent acts using magnets, radio waves, and shocks by receiving detection signals from the magnetic sensor 73, radio wave sensor 74, and vibration sensor 75.
[0088] In addition, the main control unit 520 drives the big winning opening opening / closing solenoids 70, 71 and the special symbol 2 starting opening opening / closing solenoid 72, thereby controlling the opening / closing plates 44b, 45b of the big winning openings 44, 45 and the special symbol 2 starting opening 39. It is configured to displace the movable piece 39b and control the opening and closing to make it easy or difficult (or impossible) for the game ball to enter the big prize openings 44, 45 and the special symbol 2 starting opening 39.
[0089] Moreover, the main control unit 520 is able to grasp the number of game balls fired into the game area 8a by receiving the detection signal of the out switch 47a.
[0090] In addition, by transmitting display information to the symbol display device 76, the main control unit 520 can display special symbol 1 variation display, special symbol 2 variation display, special symbol 1 memory display, special symbol 2 memory display, normal symbol variation display, It controls the display of information regarding the normal symbol memory display, right-handed display, round display, and status display.
[0091] (RWM clear switch) The RWM clear switch 522 is provided so as to be accessible from the outside of the main board case 26, and is configured to be able to switch to an ON state when pressed and to an OFF state when not pressed by performing a pressing operation.
[0092] The RWM clear switch 522 performs initialization processing to initialize the built-in RWM area when the power is turned on by determining the ON / OFF state in the main control CPU program, and adjusts the jackpot probability to multiple levels (settings 1 to 5). To execute the setting change process (S1006) to change to 6 stages of setting 6 (S1006), and the setting confirmation process (S1013) to check which setting the current setting stage (setting value) is set to. is set as one of the conditions.
[0093] When the power is turned on, the main control unit 520 determines whether the RWM clear switch 522 is pressed. If it is determined that the button has been pressed, initialization processing of the built-in RWM is executed. If it is determined that the button has not been pressed, the contents of the backup flag are determined to determine whether the contents of the built-in RWM are normal. (Determination may be made using a checksum.) As a result, if the contents of the built-in RWM are determined to be normal, the state will be restored to the state before the power cut, and if it is determined to be abnormal, the contents of the built-in RWM will be restored. Executes initialization processing.
[0094] Further, the payout control unit 510 also determines whether or not the RWM clear switch 522 provided on the main control board 52 is pressed when the power is turned on. If it is determined that the button has been pressed, initialization processing of the built-in RWM is executed. If it is determined that the button has not been pressed, the contents of the checksum are determined to determine whether the contents of the built-in RWM are normal or not. (The determination may be made using a backup flag.) As a result, if the contents of the built-in RWM are determined to be normal, the state will be restored to the state before the power cut, and if it is determined to be abnormal, the internal RWM Executes initialization processing.
[0095] (setting key switch) The setting key switch 523 (setting operation means) is provided so as to be accessible from the outside of the main board case 26, and can be turned on / off by inserting the setting key into the keyhole of the setting key switch 523 and rotating it. It is configured so that the state can be switched.
[0096] The setting key switch 523 performs a setting change process (S1006) to change the jackpot probability into multiple stages (6 stages from setting 1 to setting 6) by determining the ON / OFF state in the main control CPU program. ) or is set as one of the conditions for executing the setting confirmation process (S1013) for confirming which setting stage (setting value) is currently set.
[0097] Since a setting key is required to perform the setting change process (S1006) or the setting confirmation process (S1013), it is possible for people other than hall personnel to easily change or confirm the setting stage. It is configured so that it is not possible. In addition, the settings change process (S1006) or settings confirmation process (S1013) is configured so that it can be executed as long as the execution conditions are met even if the jackpot probability is only one level (setting 1 only). Good too.
[0098] (Performance display LED) The performance display LED 521 (performance display monitor, performance display means) is arranged on the main control board 52 so as to be visible from the outside of the main board case 26, and is a collection of multiple 7-segment displays (4 pieces). It is made up of. The performance display LED 521 functions as a display means to display the following (1) to (3) depending on the situation. (1) Functions as a setting display means for displaying setting information regarding the jackpot probability setting stage during setting change (S1006) or setting confirmation (S1013). (2) RWM error display that displays information ("E") indicating that the RWM error state is in the RWM error state (S1008) when it is determined that there is an abnormality in the RWM memory contents when the power is turned on. It functions as a means. (3) After the power is turned on, in cases other than (1) and (2) above, a performance display means that displays the base value ((Number of paid out pieces in low probability low base state ÷ number of out pieces in low probability low base state) x 100) functions as
[0099] (1) Regarding the function as a setting display means Corresponding to the setting stage (1st to 6th stage), numerical values from "1" to "6" are displayed as setting information on the performance display LED 521 (displayed on one of the plurality of 7-segment displays). Here, while changing settings (S1006), setting information with dot points added like "1." to "6." is displayed to indicate that the setting information is still in an unconfirmed change state. It is configured as follows. On the other hand, during setting confirmation (S1013), since the setting information has already been determined, the configuration is such that setting information of "1" to "6" (no dot points) is displayed.
[0100] (2) Regarding the function as an RWM abnormality display means During RWM error (S1008), error information of "E" is displayed to indicate the RWM error state. While the RWM error condition continues, error information of "E" is always displayed.
[0101] (3) Function as a means of displaying performance The number of payouts, which is the information necessary to calculate the base value, includes various winning holes (special symbol 1 starting hole 38, special symbol 2 starting hole 39, upper left winning hole 40, middle left winning hole 41, lower left winning hole 42, This is the total number of game balls paid out as prize balls when winning the right winning hole 43, upper university winning hole 44, lower university winning hole 45), and the special symbol 1 starting hole 38 is 1 prize ball, Special pattern 2 starting hole 39 has 1 prize ball, upper left prize hole 40 has 5 prize balls, middle left prize hole 41 has 5 prize balls, lower left prize hole 42 has 5 prize balls, right prize hole 43 has 2 prize balls The prize balls are 15 prize balls for the upper school winning hole 44 and 10 prize balls for the lower school winning hole 45.
[0102] In addition, the number of outs, which is information necessary when calculating the base value, is the number of outs that are fired into the game area 8a. This is the number detected by the out switch 47a when passing through and finally being ejected (≒ the number of game balls fired into the game area).
[0103] Information regarding the base value ((number of payouts in low probability low base state ÷ number of outs in low probability low base state) x 100) includes the real-time base value currently being measured, the first cumulative base value measured one time ago, The second cumulative base value measured the second time and the third cumulative base value measured three times before can be displayed.
[0104] Furthermore, of the four 7-segment displays configured as performance display means, two displays are used as identification segments, and the remaining two displays are used as ratio segments. For example, when displaying real-time base values, "bL." is used as the identification segment and "base value" is displayed as the ratio segment.
[0105] Furthermore, when displaying the first cumulative base value, "b1." is used as the identification segment, and "base value" is used as the ratio segment, and when displaying the second cumulative base value, "b2." is used as the ratio segment. When displaying the "base value" as the segment and the third cumulative base value, "b3." is displayed as the identification segment and the "base value" is displayed as the ratio segment. The performance display means displays the real-time base value → first cumulative base value → second cumulative base value → third cumulative base value for 5 seconds each, and repeats this cycle to repeatedly display each base value. is configured to do so.
[0106] Here, each base value is aggregated for every 60,000 cumulative outs in all gaming states (low probability low base state, low probability high base state, high probability low base state, high probability high base state, jackpot gaming state) It is a numerical value. Specifically, if 60,000 cumulative outs are reached during real-time base value measurement, the value of the second cumulative base value is stored as the third cumulative base value (the old third cumulative base value is discarded). ), the value of the first cumulative base value is stored as a second cumulative base value, and the information of the real-time base value is stored as the first cumulative base value. Then, a new real-time base value measurement is started until the cumulative out reaches 60,000 pieces again.
[0107] When measuring the real-time base value, the display is configured so that the real-time base value is displayed blinking until the cumulative number of outs reaches 6000 (0 to 5999), and after reaching 6000, the display is lit. ing. Here, the reason why the display blinks until the cumulative number of outs reaches 6000 is because the base value is temporarily unstable during a period when the cumulative number of outs is small (it may temporarily move upward or downward in a short period of time). This is to show that unreliable data is likely to occur because there is a possibility that the
[0108] In addition, as mentioned above, the first to third cumulative base values are accumulated by repeating the measurement of every 60,000 real-time base values, but if they have not been accumulated yet, the first to third cumulative base values When displaying, "--" is displayed to indicate that there is no value.
[0109] Furthermore, after the power is turned on for the first time until the number of outs in all gaming states reaches 300, all of the real-time base value and the first to third cumulative base values are displayed as "--". This is also for the same reason as mentioned above, because the base value is temporarily unstable during a period when the cumulative number of outs is small.
[0110] (External terminal board 2) The external terminal board 60 is connected to the main control unit 520 via the payout and firing control board 51, and when the main control unit 520 outputs an external terminal signal related to predetermined external output information, the external terminal board 60 transmits the information to the hall computer. (Hall facilities equipment).
[0111] The external terminal board 60 is provided with a plurality of output terminals, and is configured to output external signals from different output terminals according to the contents of the plurality of types of external output information output from the main control section 520. ing. This makes it possible to individually transmit information to the hall computer HC.
[0112] (Production control department) The performance control unit 540 includes a performance control CPU that is a 32-bit microprocessor, a ROM 542 that stores programs and data related to the game performance, and an RWM that has a work area that stores information regarding the game performance and a stack area that stores a stack pointer. It is configured with
[0113] The production control unit 540 includes a VDP circuit 541 (drawing circuit) having a drawing function for drawing image data to be displayed on the LCD unit 31 (image display means), a sound circuit having a sound reproduction function, and an LED lighting circuit. It is composed of a composite chip that includes an LED circuit with functions, a motor circuit with motor drive functions, a production control section 540, a WDT circuit that resets internal functions, etc. In this embodiment, only the VDP circuit 541 (drawing circuit) is used, and for audio reproduction and motor drive, the audio IC 532 and the movable object IC 531 arranged on the production IF board 53 are used. By doing so, effects are realized using the speakers 19a, 19b, 19c, and 19d and movable objects (middle push button movable object, side unit movable object, board side movable object (lower movable object 30a, upper movable object 30b)). Further, as for the WDT circuit, although not shown, an external WDT circuit provided on the liquid crystal control board 54 is used.
[0114] The production control unit 540 also controls the built-in VRAM used by the VDP circuit 541 (drawing circuit) to generate image data to be displayed on the image display means 31, and the drawing operation by the VDP circuit 541 (drawing circuit). A preload operation is performed in which the production ROM 560 (CGROM) is accessed in advance and the display list DL containing image data and drawing contents is temporarily transferred to the built-in VRAM or external DRAM (mounted on the liquid crystal control board 54). A preloader circuit for execution, a decoder circuit for decoding compressed image data read from the performance ROM560 (CGROM), and a decoder circuit for reading out the image data drawn in the frame buffer area provided in the built-in VRAM. It also includes a display circuit that outputs display image data to the LCD unit 31 after performing appropriate image processing, and an LVDS conversion circuit that converts the data output to the LCD unit 31 into an LVDS signal and transmits it. It is configured.
[0115] In addition, the production control unit 540 includes a DMAC circuit (Direct Memory Access Controller) that can transfer data (program data, variable data, lamp data, sound data, motor data, display list) without going through the production control CPU. Built-in.
[0116] In addition, the production control unit 540 is configured to be able to obtain timekeeping information as appropriate from an RTC circuit (mounted on the liquid crystal control board 54) having a timekeeping function.
[0117] The main role of the production control unit 540 is to receive production control commands from the main control unit 520, select production content based on the received production control commands, and display images using the VDP circuit 541 (drawing circuit). Display control of means 31, audio control by speakers 19a, 19b, 19c, 19d using audio IC532, light emission control of panel side LED 63a of panel side LED board 63 and frame side LED 64a of frame side LED board 64, for movable parts This is to perform drive control by movable parts (middle push button movable part, side unit movable part, panel side movable part (lower movable part 30a, upper movable part 30b)) using IC531. In this way, by chronologically combining various performance controls by the performance control unit 540 according to the performance scenario, performance patterns such as symbol variation performance and preview performance are realized.
[0118] Note that the production control command from the main control unit 520 is formed with a 2-byte configuration of a 1-byte long upper command (MODE) and a lower command (EVENT). If there is a command to be transmitted, the main control unit 520 first transmits the first strobe signal to the production control unit 540, and then transmits the upper command (MODE). After a predetermined period of time has elapsed since the transmission of the upper command (MODE), a second strobe signal is transmitted to transmit the lower command (EVENT).
[0119] On the other hand, when the production control unit 540 receives the first strobe signal from the main control unit 520, it generates an interrupt process for command reception and executes the reception process of the upper command (MODE). Furthermore, when the second strobe signal is received, interrupt processing for command reception is generated in the same way, and reception processing of the lower command (EVENT) is executed. In this way, by executing the production control command reception process using interrupt processing, the command reception process is not interrupted by the execution of other program processes, and reception errors due to complicated program processes can be avoided. It is designed not to.
[0120] (Production IF board, LCD control board, LCD IF board, ROM board) The production IF board 53, the liquid crystal control board 54, the liquid crystal IF board 55, and the ROM board 56 (collectively referred to as the production control board) receive power from the power supply board 50, and operate switches (middle push button position detection switch 14c). , side unit position detection switch 22d, volume / light level button detection switch 16c, 16d, 17c, 17d, cross button detection switch 49a, 49b, 49c, 49d, panel side movable object position detection switch 77), drive source (side unit available) Animal motor 22c, middle push button movable motor 14d, panel side movable motor 30), various devices (blower device 22a, touch device 22b, LCD unit 31), various boards (power supply board 50, main control board 52, panel side LED) It is electrically connected to the board 63 and the frame-side LED board 64 via a relay board (not shown) as necessary. (Boards on which LEDs are mounted, such as the board-side LED board 63 and the frame-side LED board 64, are collectively referred to as decorative boards.)
[0121] As a result, the production control unit 540 can receive detection signals from the middle press button position detection switch 14c, the volume / light level button detection switches 16c, 16d, 17c, 17d, and the cross button detection switches 49a, 49b, 49c, and 49d. It is configured to be able to detect that each button has been operated.
[0122] In addition, the production control unit 540 receives the detection signals of the middle push button position detection switch 14c, the side unit position detection switch 22d, and the board side movable object position detection switch 77, and detects the movable objects (middle push button movable object, side unit possible). It is configured such that drive control can be executed while grasping the movable positions of the animal and the movable parts on the board side (lower movable part 30a, upper movable part 30b). Also, based on the detection signals from each position detection switch 14c, 22d, 77, movable parts (middle push button movable part, side unit movable part, board side movable part (lower movable part 30a, upper movable part 30b)) are movable. If it is determined that there is a malfunction in the position, the movable member is moved again until a detection signal is obtained from each of the position detection switches 14c, 22d, and 77, or a predetermined error notification regarding a movable object abnormality is executed.
[0123] In addition, the production control unit 540 controls the movable parts (middle push button movable part, side unit movable part, board side movable part) by driving the side unit movable part motor 22c, the middle push button movable part motor 14d, and the board side movable part motor 30. It is configured to be able to perform movable performance actions by animals (lower movable animal 30a, upper movable animal 30b).
[0124] Furthermore, the effect control section 540 can blow out air for effect from the air outlet provided in the side unit 22 by driving the blower device 22a. Further, by driving the touch device 22b, a predetermined effect can be executed in response to the player's operation of the touch device 22b.
[0125] In addition, the production control unit 540 transmits lighting signals to the board-side LED 63a mounted on the board-side LED board 63 and the frame-side LED 64a mounted on the frame-side LED board 64, so that each LED 63a and 64a emit light ( (lit) is configured to be able to execute the performance.
[0126] Note that a motor driver (not shown) intervenes in the communication between the production control unit 540 and the movable parts (middle push button movable part, side unit movable part, board side movable part (lower movable part 30a, upper movable part 30b)). By sending drive data to the motor driver, the production control unit 540 allows the motor driver to control movable objects (middle push button movable object, side unit movable object, board side movable object (lower movable object)) according to the drive data. The animal 30a and the movable animal 30b)) are being driven. By the way, in this embodiment, since the movable object IC530 is used, the effect control unit 540 transmits drive effect data to the movable object IC530, and the movable object IC530 transmits drive data corresponding to the received drive effect data to the motor. By sending the information to the driver, the movable parts (middle push button movable part, side unit movable part, board side movable part (lower movable part 30a, upper movable part 30b)) are driven.
[0127] In addition, an LED driver (not shown) is involved in the communication between the production control unit 540 and each LED 63a, 64a, and the production control unit 540 sends lighting data to the LED driver so that the LED driver Lighting control of each LED 63a and 64a is executed according to lighting data. By the way, it is possible to control the lighting of multiple LEDs with one LED driver, and there is a panel-side LED driver for controlling the lighting of multiple panel-side LEDs 63a mounted on the panel-side LED board 63, and a panel-side LED driver mounted on the frame-side LED board 64. A plurality of frame-side LED drivers are provided to control lighting of the plurality of frame-side LEDs 64a.
[0128] (Middle push button unit 2) The performance using the middle press button unit 14 by the performance control unit 540 will be described in detail. When the player operates the middle push button pressing part 14a (operation means), the middle push button detection switch 14b detects the player's operation and sends an operation detection signal to the production control section 540. The effect control unit 540 is configured to be able to perform or switch predetermined effects (images, lamps, sounds, movable objects, etc.) by receiving an operation detection signal.
[0129] Further, based on a predetermined control signal transmitted from the main control section 520 to the production control section 540, a motor control signal is transmitted from the production control section 540 to the middle press button movable object motor 14d. As a result, the movable part motor is driven to move the middle push button movable part 14d. Here, although not particularly limited, a stepping motor may be used as the movable motor 14d. By driving the stepping motor to rotate as appropriate, the movable part of the middle press button can be moved or stopped according to a predetermined effect.
[0130] Furthermore, in this embodiment, a DC motor (vibrating means) is mounted as the movable motor 14d in addition to the above-mentioned stepping motor. By rotationally driving this DC motor, it is possible to perform a vibration effect in which the middle press button pressing portion 14d is vibrated. Here, when executing the vibration effect, by appropriately changing the torque setting value of the DC motor, it is possible to change the intensity of the vibration of the vibration effect according to the expectation of winning. Incidentally, instead of the DC motor, an AC motor or a stepping motor may be used to drive the middle press button pressing portion 14d.
[0131] In addition, based on a predetermined control signal sent from the main control unit 520 to the production control unit 540, by transmitting an LED drive control signal from the production control unit 540 to the middle push button LED board, the LED on the middle push button LED board The structure allows the light emission to be controlled.
[0132] Further, the middle press button pressing portion 14d is used in a predetermined preview performance (operation performance). When the player performs a predetermined operation (single press, repeated press, long press, etc.) during the valid operation time set in the predetermined preview effect (operation effect), the predetermined effect (image, lamp, sound) is activated. , movable objects, etc.). It should be noted that during the valid operation period, the LED of the middle press button LED board is controlled to emit light in a predetermined light emission mode, thereby informing the player that the valid operation period is in effect.
[0133] (Volume adjustment button 2) The performance using the volume adjustment button 16 by the performance control unit 540 will be described in detail. When the player operates the upper volume button 16a (or lower volume button 16b), the upper volume button switch 16c (or lower volume button switch 16d) detects the operation and transmits a volume operation detection signal to the performance control unit 540. The performance control unit 540 changes the output volume output from the speakers 19a, 19b, 19c, and 19d by receiving the volume operation detection signal.
[0134] The output volume can be changed in 10 levels using the volume adjustment button 16. Volume setting 1 is the lowest, the output volume increases as the volume setting level increases, and volume setting 10 is the highest output volume. The current volume setting is designed to be displayed on the image display means 31, and is displayed when the player operates the upper volume button 16a (or the lower volume button 16b). Based on the volume operation detection signal output accordingly, the performance control section 540 is configured to display volume setting information indicating the current volume setting on the image display means 31.
[0135] In addition, even if the player does not play a game for a predetermined period of time, the performance control section 540 is configured to display the current volume setting on the display means. Furthermore, the display mode of the volume setting information is changed depending on whether or not a game is being played. During gaming, the volume setting information is displayed in a smaller display size than when not playing, and the display position is designed to be displayed closer to the edge of the display screen. This is because there are more other display objects (symbol variation images, pending images, preview images, etc.) during gaming than during non-gaming, and the display positions should not overlap as much as possible.
[0136] (Light intensity adjustment button 2) The effect using the light amount adjustment button 17 by the effect control unit 540 will be described in detail. When the player operates the upper light amount button 17a (or the lower light amount button 17b), the upper light amount button switch 17c (or the lower light amount button switch 17d) detects the operation and transmits a light amount operation detection signal to the production control unit 540. The production control unit 540 changes the light intensity of each LED 63a, 64a by receiving the light intensity operation detection signal.
[0137] The amount of light that can be changed using the light amount adjustment button 17 is comprised of three levels. Light intensity setting 1 is the smallest, the light intensity increases as the light intensity setting step increases, and light intensity setting 3 is the largest light intensity. The image display means 31 is designed to display the level of the current light intensity setting, and is displayed in response to the player operating the upper light intensity button 17a (or the lower light intensity button 17b). Based on the light amount operation detection signal outputted from the light amount operation detection signal, the effect control section 540 is configured to display light amount setting information indicating the current light amount setting on the image display means 31.
[0138] In addition, even if the player does not play a game for a predetermined period of time, the effect control section 540 is configured to display the current light amount setting on the display means. Furthermore, the display mode of the light amount setting information is changed depending on whether or not a game is being played. During gaming, the display size of the light amount setting information is smaller than when not playing, and the display position is designed to be displayed near the edge of the display screen. This is because there are more other display objects (symbol variation images, pending images, preview images, etc.) during gaming than during non-gaming, and the display positions should not overlap as much as possible.
[0139] In addition, the LEDs whose light intensity can be changed using the light intensity adjustment button 17 are frame-side decorative LEDs 64a for effects installed in various parts of the game frame 5 whose display is controlled by the effect control unit 540, and effects installed in various places on the game board. The amount of light is limited to the decorative LED63a on the side of the panel. Therefore, for example, the light intensity cannot be changed using the light intensity adjustment button 17 for LEDs for displaying game results, such as the symbol display device 76 whose display is controlled by the main control unit 520. In addition, if a fluctuation display device 95 for displaying the fluctuation status of symbols, a pending display LED for displaying the number of pending symbol fluctuations, etc. are installed as LEDs whose display is controlled by the production control unit 540, these LEDs may be used. It is also desirable to configure the LED so that the light intensity cannot be changed using the light intensity adjustment button 17.
[0140] Further, the LEDs whose light intensity can be changed by the light intensity adjustment button 17 are the frame-side decorative LED 64a and the board-side decorative LED 63a, but a configuration may be adopted in which only one of them can be changed. In addition, the backlight light amount of the LCD unit 31 (the light amount of the display screen) may be changed in addition to the frame side decorative LED 64a and the board side decorative LED 63a.
[0141] (cross button 2) The performance using the cross button 18 by the performance control unit 540 will be described in detail. When the player operates any of the up, down, left, and right buttons 18a, 18b, 18c, and 18d, the button detection switches 49a, 49b, 49c, and 49d detect the operation and transmit a cross button operation detection signal to the performance control section 540. The production control unit 540 is configured to be able to execute or switch predetermined productions (images, lamps, sounds, movable objects, etc.) corresponding to each operation by receiving a cross button operation detection signal. .
[0142] Although not particularly limited, the cross button is used in a predetermined preview performance (operation performance), or when executing a game customization function that can be set arbitrarily by the player, the player selects the customization settings. used to.
[0143] (Side unit 2) The performance using the side unit 22 by the performance control section 540 will be described in detail. Based on a predetermined control signal transmitted from the main control section 520 to the production control section 540, the production control section 540 energizes the blower device 22a. This activates the blower, and air is blown out from the blower port (not shown) of the side unit 22 located on the front side of the upper part of the game frame 5. Thereafter, when the blower device 22a is no longer energized, the operation of the blower stops. The blower device 22a is used in a predetermined preview effect (eg, air effect).
[0144] Furthermore, the touch device 22b is used in a predetermined preview performance (eg, operation performance). When the player performs a predetermined operation (touch operation) on the touch device 22b during the valid operation time set in the operation performance, a sensing signal is sent to the performance control unit 540, and the performance control unit 540 detects the By receiving a signal, it is possible to perform or switch predetermined effects (images, lamps, sounds, movable objects, etc.). It should be noted that during the valid operation period, the LED of the side unit LED board is controlled to emit light in a predetermined light emission mode, thereby informing the player that the operation is valid.
[0145] The side unit LED board lights up the LEDs in a light emitting mode corresponding to each performance when performing an air performance using the blower device 22a or an operation performance using a touch device. In addition, by comprehensive light emission control by the production control unit 540, by synchronizing with the light emission of the front frame LED board provided in the front frame 4, it is possible to execute a light emission production with a sense of unity in the entire gaming frame 5. ing.
[0146] (game board) FIG. 1-5 shows a front view of the game board 8 of the game machine 1 shown in this embodiment. As shown in Figure 1-5, the game board 8 includes a plywood board 80 (or a transparent resin board), and an inner rail 81a and an outer rail 81b (commonly called Guide rails 81) are arranged in an annular manner, and a game area 8a is formed inside which is surrounded by the guide rails 81 and in which the game balls fired can roll.
[0147] This gaming area 8a includes a center decoration 82, special symbol 1 starting hole 38 (special symbol 1 starting means), special symbol 2 starting opening 39 (special symbol 2 starting means), and other winning openings (top left prize opening 40, left Middle winning opening 41, lower left winning opening 42, right winning opening 43), big winning opening (upper big winning opening 44, lower big winning opening 45), right gate 46 (normal symbol operating device), out opening 47, many games 96 nails, 83 windmills, etc. are placed. Further, a symbol display device 76 is arranged at the lower part of the outside of the gaming area 8a (non-gaming area).
[0148] The guide rail 81 forms a gaming area 8a in an area surrounded by an upper left corner decoration 84 arranged across the left side and upper side of the game board 8 and a lower right corner decoration 85 arranged across the right side and lower side. are doing.
[0149] The center decoration 82 is removably attached to the opening hole of the plywood board 80 at the center of the game area 8a, and is arranged so as to be located in front of the display screen of the image display means 31. The center ornament 82 has an opening 86 formed therein so that the display screen of the image display means 31 can be viewed, and has an eaves part 87 extending toward the front so as to surround the opening 86. This eaves portion 87 prevents game balls rolling around the opening 86 of the center decoration 82 from entering the inside of the opening 86, thereby protecting the display screen area of the image display means 31.
[0150] The eaves part 87 located at the apex part of the center decoration 82 is provided with a predetermined inclination angle in the left and right directions, respectively, with the apex part 87a as a border, and the game ball launched into the game area 8a is The water is distributed to the left and right with the apex portion 87a as a boundary, and flows down either a left downstream passage 88 located on the left side of the center decoration 82 and the image display means 31, or a right downstream passage 89 located on the right side.
[0151] In addition, the center decoration 82 has a ball flow lower part 90 having permeability that allows game balls to pass through the front side along the surface of the plywood board 80, and this ball flow lower part 90 is located in the left flow passage 88. A plurality of resin nails 90a are arranged to change the falling direction of the game ball.
[0152] Moreover, the center decoration 82 has a stage 91 on its lower end side, on which a game ball can roll in the left-right direction. A passage hole 91a that allows balls to enter the stage 91 is arranged in an open state on the left downstream passage 88 side, and when a game ball flowing down the left downstream passage 88 enters the passage opening 91a, the ball can enter the stage 91. It is designed to guide the game ball to the ball. In the center of the stage 91, a falling path 91b is provided for dropping the game ball from above the stage 91 so as to guide the game ball toward the special symbol 1 starting port 38 arranged in an upward opening shape below the stage 91. ing. Due to the existence of this fall path 91b and the passage opening 91a that allows the ball to enter the stage 91 only in the left downstream path 88, the left downstream path 88 is lower than the game ball that has flown down the right downstream path 89. It is configured so that the game ball that has flown down can enter the special pattern 1 starting port 38 with a higher probability.
[0153] In addition, there is a higher probability that a game ball that passes through the passage port 91a and is guided onto the stage 91 has a higher probability than a game ball that flows down the left downstream passage 88 without passing through the passage hole 91a. Ball enters 38.
[0154] (Board game parts) The game board 8 includes a left side decoration 92 placed at the bottom left of the game area 8a, and a special symbol 1 starting port unit 93 placed at the bottom center of the game area as game parts placed in the game area 8a. , and a center accessory unit 94 including a center decoration 82 arranged in the center of the gaming area 8a.
[0155] The left side decoration 92 is removably attached to correspond to the opening hole of the plywood board 80, and includes a base plate 92a through which a game ball can pass along the front side of the plywood board 80, and a base plate 92a into which a game ball can enter. It is configured with a plurality of winning openings (upper left winning opening 40, middle left winning opening 41, lower left winning opening 42) and an out opening 47. In addition, it has a ball guide passage 92b that protrudes forward from the base plate 92a and is inclined at a predetermined angle in the left-right direction. It is configured to change the downward direction of the game ball by rolling.
[0156] Inside each prize opening 40, 41, and 42 of the left side decoration 92, a ball passage with a width of one game ball is formed. Along the way of this ball path, winning port switches 40a and 42a are provided to detect the entry of game balls, and the game balls flowing down the ball path always pass through these winning port switches 40a and 42a. It is configured as follows. Thereby, it is possible to always detect the game ball that has entered each winning hole 40, 41, 42.
[0157] The game balls detected by the prize opening switches 40a and 42a then follow the ball path and are discharged to the back side of the game board. Here, among the winning holes 40, 41, and 42, the ball passages of the upper left winning hole 40 and the middle left winning hole 41 are formed so as to merge within the left side decoration 92, and the ball passages are installed at the merging point. It is configured so that the entry of the ball is detected by the common upper left middle winning opening switch 40a. Regarding the lower left winning opening 42, a lower left winning opening switch 42a is separately provided independently.
[0158] On the other hand, regarding the out port 47 provided on the left side decoration, a ball path with the width of one game ball is formed like each winning hole 40, 41, and 42, but in the middle of this ball path, No detection switch is provided, and the game ball that enters the game ball only follows the ball path and is ejected to the back side of the game board 8. The game ball that enters the out port 47 is configured to pass through the out switch 46a provided in the ejection path after being ejected to the back side of the game board 8, so that it is counted as an out ball. It is now possible to do so.
[0159] Incidentally, the game balls that enter the out port 47 provided at the bottom of the gaming area 8a are similarly ejected to the back side of the game board 8, and then pass through the out switch 46a provided in the ejection path. By being configured to do so, it is possible to count it as an out ball.
[0160] The special pattern 1 starting port unit 93 is removably installed in correspondence with the opening hole of the plywood board 80, and includes a base plate 93a through which the game ball can pass along the front surface of the plywood board 80, and a base plate 93a through which the game ball can pass. A special pattern 1 starting port 38 (special pattern 1 starting means) formed in a non-opening / closing type that allows ball entry and for starting the special pattern 1 variable display, and a special pattern 1 starting port LED board (not shown) having an LED. ). The special pattern 1 starting port 38 protrudes from the base plate 93a to the front side and is arranged in an upward opening shape. The special pattern 1 starting port LED board is arranged on the rear side of the special pattern 1 starting port 38, and is configured to illuminate the base plate 93a around the special pattern 1 starting port 38 from behind with the light emitted from the LED. There is.
[0161] Inside the special pattern 1 starting port 38 of the special pattern 1 starting port unit, a ball path with a width of one game ball is formed. A special pattern 1 starting port switch 38a is provided along the path of this ball path to detect the entry of a game ball, and the game ball flowing down the ball path must pass through this special pattern 1 starting port switch 38a. configured to pass. This makes it possible to detect the game ball that has entered the special symbol 1 starting port 38. The game ball detected by the special symbol 1 starting port switch 38a is then discharged to the back side of the game board 8 following the ball path.
[0162] The center accessory unit 94 is removably attached to the opening hole of the plywood board 80, and includes a base plate 94a through which a game ball can pass along the front side of the plywood board 80, and a center decoration 82. A right gate switch 46a (normal pattern starting port switch) for starting a normal pattern fluctuation display formed by a passage gate 46 through which a game ball can pass, and an open state in which a game ball can enter by displacement of the movable piece 39b. and a special pattern 2 starting port 39 (special pattern 2 starting means) for starting a special pattern 2 variable display formed by an opening / closing type that can change between a closed state in which ball entry is impossible (or more difficult than the open state); , a prize opening (right prize opening 43) into which a game ball can enter, and an open state in which a game ball can enter and a closed state in which a ball cannot enter (or is more difficult than the open state) due to the displacement of the opening / closing plates 44b and 45b. A large winning hole (upper large winning hole 44, lower large winning hole 45) that can be changed to, an out hole 47, a movable piece 39b of the special pattern 2 starting hole 39 or an opening / closing plate 44b of the large winning hole 44, 45, Each solenoid for opening and closing 45b (upper large winning opening opening / closing solenoid 70, lower large winning opening opening / closing solenoid 71, special symbol 2 starting opening opening / closing solenoid 72) and each fraud detection sensor (magnetic sensor 73) for detecting fraud. , a radio wave sensor 74), a fluctuation display device 95 that indicates the fluctuation state of the special symbol 1, special symbol 2 and / or normal symbol, and a center accessory LED board (not shown) having an LED. There is.
[0163] The center accessory LED board is arranged in multiple places such as the bottom surface of the stage 91 of the center decoration 82, the special symbol 2 starting opening 39, the upper large winning opening 44, the lower large winning opening 45, and the back of the variable display device 95. , is configured to illuminate the stage 91, the special symbol 2 starting opening 39, the upper large winning opening 44, the lower large winning opening 45, and the variable display device 95 by emitting light from the LED.
[0164] A special pattern 2 starting port switch 39a is provided inside the special pattern 2 starting port 39 (special pattern 2 starting means), and when a ball enters the special pattern 2 starting port 39 by this special pattern 2 starting port switch 39a. It is possible to detect game balls.
[0165] In addition, inside the upper and lower prize openings 44 and 45, there are respectively provided large prize opening switches (upper and lower prize opening switches 44a and lower major winning openings switch 45a), which allow the upper and lower prizes to be won. It is possible to detect a game ball that enters the opening 44 or the lower prize opening 45.
[0166] By the way, special symbol 1 starting hole 38, special symbol 2 starting hole 39, upper left winning hole 40, middle left winning hole 41, lower left winning hole 42, right winning hole 43, upper large winning hole 44, lower large winning hole 45 are entered. When a game ball is played, its entry is detected by each winning switch 38a, 39a, 40a, 42a, 43a, 44a, 45a; Thereafter, it is ejected to the back side of the game board 8, and is configured to pass through an out switch 47a provided in the ejection path. As a result, the game balls fired into the game area 8a pass through the out switch 47a without leaking. Further, a firing switch for counting the game balls to be fired may be provided in place of the out switch 47a. This makes it possible to count all the game balls fired into the game area 8a.
[0167] (Picture display device) The symbol display device 76 is arranged at the bottom of the game board 8, and is configured as a part of the right corner decoration 85. An enlarged view of the symbol display device 76 is shown in FIG. 1-5.
[0168] The symbol display device is composed of a collection of 32 LEDs, of which 8 are used as special symbol 1 variable display. 8 special symbol 2 fluctuation display LEDs 76b, 2 special symbol 1 memory display LEDs 76c, special symbol 2 memory display 2 special symbol 2 memory display LED76d, 2 normal symbol variation display LED76e, 2 normal symbol memory display LED76f, 2 right-handed display as right-handed display. A display LED 76g, four round display LEDs 76h, and two status display LEDs 76i and 76j are assigned to display the status.
[0169] Here, the 32 LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, 76i, 76j are classified into 4 LED groups in 1 set of 8, and the 1st LED group displays a special pattern 1 variation. 76a, the 2nd LED group displays special symbol 2 variable display 76b, the 3rd LED group displays special symbol 1 memory display 76c, special symbol 2 memory display 76d, normal symbol memory display 76f, status displays 76i, 76j, and the 4th LED group displays special symbol 2 variable display 76b. A normal symbol fluctuation display 76e, a right hit display 76g, and a round display 76h are configured, respectively.
[0170] (Special symbol 1 variable display, special symbol 2 variable display) The special symbol 1 fluctuation display using the symbol display device 76 is started on the condition that the special symbol 1 starting means 38 detects a game ball, and the eight special symbol 1 fluctuation display LEDs 76a emit light in the fluctuating light emission pattern. Is displayed. After that, the special symbol 1 variable display LED 76a is emitted and displayed in a stop light emission pattern, and the special symbol 1 variable display ends. Specifically, triggered by the detection of a game ball by the special figure 1 starting means 38, the main control unit 520 acquires a random number for determining a jackpot (0 to 65535), and executes a jackpot lottery process based on the obtained jackpot random number. Based on the lottery result, the main control unit 520 executes a special symbol 1 fluctuating display in a fluctuating light emitting pattern.
[0171] After executing the special symbol 1 fluctuating display using the fluctuating light emitting pattern for a predetermined period of time, the main control unit 520 selects a jackpot stop light emitting pattern if the lottery result is a jackpot, and if the lottery result is a small win, it selects a small hit. A stop light emission pattern is selected, and if the lottery result is a loss, a loss stop light emission pattern is selected. The main control unit 520 causes the special symbol 1 variable display LED 76a to emit light based on the selected stop light emission pattern, and ends the special symbol 1 variable display. Here, if the stop light emission pattern is a jackpot stop light emission pattern, a jackpot game occurs, and if it is a small win stop light emission pattern, a small win game occurs.
[0172] The special symbol 2 variable display using the symbol display device 76 is started on the condition that the special symbol 2 starting means 39 detects a game ball, and the eight special symbol 2 variable display LEDs 76b emit light in the fluctuating light emission pattern. Is displayed. After that, the special symbol 2 variable display LED 76b is emitted and displayed in a stop light emission pattern, and the special symbol 1 variable display ends. Specifically, triggered by the detection of a game ball by the special figure 2 starting means 39, the main control unit 520 acquires a random number for determining a jackpot (0 to 65535), and executes a jackpot lottery process based on the obtained jackpot random number. Based on the lottery result, the main control unit 520 executes the special symbol 2 fluctuating display in the fluctuating light emitting pattern.
[0173] After executing the special symbol 2 variable display using the fluctuating light emission pattern for a predetermined period of time, the main control unit 520 selects a jackpot stop light emission pattern if the lottery result is a jackpot, and selects a small hit if the lottery result is a small win. A stop light emission pattern is selected, and if the lottery result is a loss, a loss stop light emission pattern is selected. The main control unit 520 causes the special symbol 2 variable display LED 76b to emit light based on the selected stop light emission pattern, and ends the special symbol 2 variable display. Here, if the stop light emission pattern is a jackpot stop light emission pattern, a jackpot game occurs, and if it is a small win stop light emission pattern, a small win game occurs.
[0174] In addition, for the fluctuating light emission pattern and each stop light emission pattern of the special symbol 1 variation display (or special symbol 2 variation display), the lights are turned off by 8 special symbol 1 display LEDs 76a (or special symbol 2 variation display LEDs 76b). Or configured by a combination of lighting.
[0175] The main control unit 520 also controls a plurality of different jackpot stop light emission patterns depending on the type of jackpot, a plurality of different jackpot stop light emission patterns depending on the type of small win, and a plurality of different jackpot stop light emission patterns depending on the type of loss. It is configured to have different types of failure stop light emission patterns.
[0176] Furthermore, in this embodiment, the special symbol 1 variable display and the special symbol 2 variable display are not executed in parallel, and while one of the variable displays is being executed, the other variable display is not executed. First, after the fluctuating display being executed ends, the other fluctuating display is started. However, this is not particularly limited, and the special symbol 1 variable display and special symbol 2 variable display may be configured to be executed in parallel.
[0177] (Special symbol 1 memory display, special symbol 2 memory display) If the special pattern 1 starting means 38 detects a game ball during a special symbol variation pending period such as during special symbol 1 variation display, special symbol 2 variation display, jackpot game, small win game, etc., it will be triggered. The random numbers for jackpot determination obtained in the above are stored as special symbol 1 pending memory up to a predetermined upper limit number (eg, 4). After that, when the predetermined period ends, if the special symbol 1 pending memory is 1 or more, one pending memory number is consumed and execution of the special symbol 1 variable display is started. This number of pending memories is notified as a special symbol 1 memory display by the special symbol 1 memory display LED 76c of the symbol display device 76. The special symbol 1 memory display has 5 types of display formats that indicate a predetermined number (0 to 4) of the combination of the light emission modes (e.g. lighting, flashing, off) of the 2 special symbol 1 memory display LEDs 76c. By displaying the symbol 1 memory display LED 76c by emitting light, it is configured to be able to notify the number of reserved memories of the special symbol 1 reserved memory.
[0178] If the special pattern 2 starting means 39 detects a game ball during a special symbol variation pending period such as during special symbol 1 variation display, special symbol 2 variation display, jackpot game, small win game, etc., it will be triggered. The random numbers for jackpot determination obtained in the above are stored as special symbol 2 pending memory up to a predetermined upper limit number (eg, 4). After that, when the predetermined period ends, if the special symbol 2 pending memory is 1 or more, one pending memory number is consumed and execution of the special symbol 2 variable display is started. This number of reserved memories is notified as a special symbol 2 memory display by the special symbol 2 memory display LED 76d of the symbol display device 76. The special symbol 2 memory display has 5 types of display formats that indicate a predetermined number (0 to 4) of the combination of the light emission modes (e.g. lighting, flashing, off) of the two special symbol 2 memory display LEDs 76d. By displaying the LED 76d for displaying the symbol 2 memory, it is possible to notify the number of reserved memories of the special symbol 2 reserved memory.
[0179] In addition, in this embodiment, when there are both one or more special symbol 1 pending memory and one or more special symbol 2 pending memory, the special symbol 2 pending memory is configured to be digested with priority. Therefore, if the special symbol 1 variable display or special symbol 2 variable display that is being executed ends while there are at least 1 special symbol 1 pending memory and 1 or more special symbol 2 pending memory, the special symbol 2 pending memory will be suspended. Since the number of memories is consumed preferentially, the special symbol 2 variable display will be executed as the next variable display. However, there is no particular limitation, and it may be configured such that the special symbol 1 pending memory is digested with priority.
[0180] (Normal pattern fluctuation display) The normal symbol fluctuation display using the symbol display device 76 is started on the condition that the right gate switch 46a (normal symbol start switch) detects a game ball, and the two normal symbol fluctuation display LEDs 76e light up during the fluctuation. The light is displayed in a pattern. After that, the normal symbol variation display LED 76e is emitted and displayed in a stop light emission pattern, and the normal symbol variation display ends. Specifically, triggered by the detection of a game ball by the right gate switch 46a, the main control unit 520 acquires a random number for determining a hit (0 to 30000), executes a winning lottery process based on the acquired random number, The main control unit 520 executes a normal symbol fluctuation display in a fluctuating light emitting pattern based on the lottery result.
[0181] After executing the normal symbol fluctuation display using the fluctuating light emission pattern for a predetermined period of time, the main control unit 520 selects a winning stop light emission pattern if the lottery result is a win, and selects a losing stop light emission pattern if the lottery result is a loss. Select. The main control unit 520 causes the normal symbol variation display LED 76e to emit light based on the selected stop light emission pattern, and ends the normal symbol variation display. Here, if the stop light emission pattern is a hit stop light emission pattern, an open game (electronic chew support) of the special figure 2 starting means 39 is generated.
[0182] Furthermore, it may be configured to have a plurality of types of winning stop light emission patterns that differ depending on the type of win, and a plurality of types of loss stop light emission patterns that differ depending on the type of loss.
[0183] (Normal symbol memory display) If the right gate switch 46a detects a game ball during the normal symbol variation pending period, such as during the normal symbol variation display or during the opening game of the special figure 2 starting means 39, the random number for hit determination obtained at this moment is A predetermined upper limit number (for example, 4) is the limit, and it is stored as normal symbol retention memory. After that, when the normal symbol fluctuation retention period ends, if the normal symbol retention memory is 1 or more, the number of retention memories is 1 and the execution of the normal symbol fluctuation display is started.
[0184] This number of reserved memories is notified as a normal symbol memory display by the normal symbol memory display LED 76f of the symbol display device 76. The normal symbol memory display has 5 types of display modes that indicate a predetermined number (0 to 4) of the light emission modes (e.g. lighting, flashing, off) of the two normal symbol memory display LEDs 76f. By displaying the display LED 76f, it is possible to notify the number of reserved memories of the normal symbol reserved memory.
[0185] (Electric chew support) When the normal symbol variation display ends and the result is a hit stop light emission pattern, an open game (electronic chew support) of the special figure 2 starting means 39 occurs. When this electric chew support occurs, the main control unit 520 drives the special symbol 2 starting port opening / closing solenoid 72 to open and close the movable piece 39b of the special symbol 2 starting port 39 according to a predetermined opening / closing pattern. As a result, the special symbol 2 starting port 39 is opened, allowing the game ball to enter the special symbol 2 starting port 39.
[0186] When a game ball enters the special symbol 2 starting port 39, winning is detected by the special symbol 2 starting port switch 39a inside the special symbol 2 starting port 39, and a detection signal is received from the special symbol 2 starting port switch 39a. If the main control unit 520 determines that the winning is normal, a predetermined prize ball is paid out to the player, and the jackpot lottery process related to the special symbol 2 variable display is performed, and the special symbol 2 variable display is is started.
[0187] At this time, if there is a special symbol 2 variable display being executed, one special symbol 2 pending memory is added. The special symbol 2 starting port 39 is opened for a predetermined time (e.g. 0.068 seconds when the opening extension function is not activated, 5.7 seconds when the opening extension function is activated), or the number of winnings to the special symbol 2 starting hole 39 is predetermined. The game ends when the predetermined number (for example: 10) is reached, and the special symbol 2 starting port 39 is in a closed state. By performing the electric chew support using the special symbol 2 starting hole 39 once, the electric chew support that can give the player a certain number of prize balls and an opportunity to execute the special symbol 2 variable display is provided. Realized.
[0188] Incidentally, in this embodiment, since the special symbol 2 starting port 39 is placed in the right downstream passage 89, the game ball that has flowed down the right downstream passage 89 is more likely to be played than the game ball that has flowed down the left downstream passage 88. The structure is such that it is easy to enter the special pattern 2 starting hole 39.
[0189] Furthermore, when there are a plurality of hit stop light emitting patterns, the opening / closing pattern in the electric chew support may be configured to differ depending on the type of hit stop light emitting pattern.
[0190] (Jackpot game) When the special symbol 1 variable display or the special symbol 2 variable display ends and the result is a jackpot stop light emission pattern, a jackpot game occurs. In this jackpot game, the main control unit 520 drives the big winning opening opening / closing solenoids 70, 71 to open and close the opening / closing plates 44b, 45b of the big winning openings 44, 45 according to a predetermined opening / closing pattern. As a result, the grand prize openings 44 and 45 are opened, allowing game balls to enter the grand prize openings 44 and 45.
[0191] When a game ball enters the big winning holes 44, 45, the winning is detected by the big winning holes switches 44a, 45a inside the big winning holes 44, 45, and the detection signal is received from the big winning holes switches 44a, 45a. When the main control unit 520 determines that the winning is normal, a predetermined prize ball is paid out to the player. The grand prize openings 44 and 45 are opened for a predetermined period of time (maximum continuous opening time is 29.8 seconds), or the number of prizes entered into the grand prize openings 44 and 45 reaches a predetermined number (e.g. 10). If the game ends, the big prize openings 44 and 45 will be closed. The opening game (round game) using the big prize openings 44 and 45 is defined as one round (one round), and by repeating this a predetermined number of times (e.g. 2 rounds to 10 rounds), it is possible for the player to A jackpot game in which a fixed number of prize balls can be awarded is realized.
[0192] By the way, in this embodiment, since the big prize openings 44 and 45 are arranged in the right downstream passage 89, the game balls that have flowed down the right downstream passage 89 are more likely to be played than the game balls that have flowed down the left downstream passage 88. The structure is such that it is easy to win into the big prize openings 44 and 45.
[0193] In addition, the jackpot game has interval times such as a jackpot start interval, an inter-round interval, and a jackpot end interval.
[0194] After the special symbol 1 variable display or the special symbol 2 variable display becomes the jackpot stop light emission pattern, the time provided before the first round game starts is the pre-jackpot start interval. , provides game explanations, etc. regarding round games to players. For example, in order to make it easier for the game ball to enter the big prize openings 44 and 45, an instruction is given to shoot the game ball aiming at the right downstream passage 89.
[0195] Next, after the end of one round game, the time set before the start of the next round game is the inter-round interval, and by using this time, you can stay in the big prize openings 44 and 45. The information such as the discharge waiting time until the game ball being played passes through the big prize opening switches 44a and 45a and is discharged, and the information on the number of round games displayed using the image display means 31, etc. or Here, as for the discharge waiting time, an inter-round interval may be used, or a separate discharge waiting time may be provided and the inter-round interval may be started after the discharge waiting time has elapsed.
[0196] Next, after the final round game ends, the time allowed until the special symbol 1 variable display or special symbol 2 variable display becomes executable again is the jackpot end interval, and this time is used. Then, the player is alerted to prevent forgetting to take out the prepaid card or getting addicted to it, informs the player of the game status after the end of the jackpot game, the number of balls won so far, displays the company logo, etc. By the way, the period from the end of the final round game until the start of the jackpot end interval is not strictly speaking between round games, but this time period is similar to the inter-round interval described above. may be set.
[0197] In addition, in the gaming machine of this embodiment, three types of jackpot games can be executed as the number of rounds of the jackpot game: a 10-round jackpot, a 5-round jackpot, and a 2-round jackpot. The types of jackpot games that can be executed are different depending on whether the special symbol 2 variable display is used as a trigger or when the special symbol 2 variable display is used as a trigger. Specifically, a 5-round jackpot and a 2-round jackpot can be executed as a jackpot game triggered by a special symbol 1 variable display, and a 10-round jackpot can be executed as a jackpot game triggered by a special symbol 2 variable display. A 5-round jackpot is configured to be executable. Further, the present invention is not particularly limited to this, and it may be configured such that the types of executable jackpot games are the same in the special symbol 1 variable display and the special symbol 2 variable display.
[0198] (Small winning game) When the special symbol 1 variable display or the special symbol 2 variable display ends and the result is a small hit stop light emission pattern, a small win game occurs. In this small winning game, the main control unit 520 drives the big winning opening opening / closing solenoids 70, 71 to open and close the opening / closing plates 44b, 45b of the big winning openings 44, 45 according to a predetermined opening / closing pattern. As a result, the grand prize openings 44 and 45 are opened, allowing game balls to enter the grand prize openings 44 and 45.
[0199] When a game ball enters the big winning holes 44, 45, the winning is detected by the big winning holes switches 44a, 45a inside the big winning holes 44, 45, and the detection signal is received from the big winning holes switches 44a, 45a. When the main control unit 520 determines that the winning is normal, a predetermined prize ball is paid out to the player.
[0200] The grand prize openings 44 and 45 are opened for a predetermined period of time (maximum continuous opening time is 1.8 seconds), or the number of prizes entered into the grand prize openings 44 and 45 reaches a predetermined number (e.g. 10 pieces). If the game ends, the big prize openings 44 and 45 will be closed. By performing such an open game (small winning game) using the big prize openings 44 and 45 once, a small winning game in which a fixed number of prize balls can be awarded to the player is realized.
[0201] Here, when operating the opening / closing plates of the grand prize openings 44, 45 in a short opening / closing pattern that repeats opening and closing in a short time, the total time that the grand prize openings 44, 45 are in the open state is a predetermined time (1.8 seconds). For example, if the closing time is set to be relatively long and the opening / closing operation is repeated, there is no problem if the time for one small winning game exceeds 1.8 seconds. .
[0202] In addition, in the gaming machine of this embodiment, it is possible to execute a small winning game using the special symbol 1 variation display or the special symbol 2 variation display as an opportunity, but this is not limited to the special symbol 1 variation display or the special symbol 2 variation display. It may be configured such that a small winning game can be executed only when one of the variable displays is used as an opportunity.
[0203] (Round display) The round display using the symbol display device 76 starts at approximately the same timing as the start of the interval before the start of the jackpot in the jackpot game, and the four round display LEDs 76h display the number of round games in the current jackpot game. . For example, if three types of jackpot games can be executed as the number of rounds of a jackpot game: a 10-round jackpot, a 5-round jackpot, and a 2-round jackpot, which of these jackpot games will be executed this time will be determined by the round Indicated by display LED 76h. This allows the player to understand the type of jackpot game in which he or she has won.
[0204] The lighting control of the round display LED 76h is performed by the main control unit 520, and when executing a 10-round jackpot, the lighting pattern for 10 rounds jackpot, when executing a 5-round jackpot, the lighting pattern for 5 rounds jackpot, and 2 rounds. When executing a jackpot, the main control unit 520 selects each of the two-round jackpot lighting patterns, and lights up the round display LED 76h based on the selected lighting pattern, thereby realizing the jackpot.
[0205] (gaming state) This gaming machine is configured to be able to generate multiple types of gaming states in addition to the jackpot gaming state and the small winning gaming state. The details will be described later, but low probability low base state (normal gaming state), low probability high base state (time saving gaming state), high probability low base state (potential definite gaming state), high probability high base state (probable variable gaming state) One of the four types of gaming states is generated by the main control unit 520.
[0206] The main control unit 520 has a probability variation function (special pattern probability variation function) that changes the jackpot lottery probability of the variable display of special symbols (special symbol 1, special symbol 2), and a probability variation function that varies the probability of a jackpot lottery of the variable display of normal symbols. It has a function (Puzutsu definite change function).
[0207] The special pattern probability change function changes the jackpot lottery probability from a normal low probability state (e.g. 205 / 65535≒1 / 319) to a high probability state that is more advantageous to the player than the low probability state (e.g. 658 / 65535≒1). / 99). By activating the special pattern probability change function, a special pattern high probability state in which the special pattern becomes a high probability state is generated. During this special symbol high probability state, in the jackpot lottery process by the main control unit 520, the determination range for determining that a jackpot game will occur is set wider than in the normal state (special symbol low probability state), so that a jackpot game is not possible. is likely to occur. Incidentally, when there are multiple levels of jackpot probability (six levels from setting 1 to setting 6), not only the lottery probability in the low probability state but also the lottery probability in the high probability state differs for each setting stage.
[0208] The normal drawing probability change function changes the winning lottery probability from a normal low probability state (e.g. 125 / 251≒1 / 2.008) to a high probability state that is more advantageous to the player than the low probability state (e.g. 250 / 251≒1). / 1.004). By activating the normal pattern probability change function, a normal pattern high probability state in which the normal pattern becomes a high probability state is generated. During this normal symbol high probability state, in the winning lottery process by the main control unit 520, the determination range for determining that a winning game will occur is set wider than in the low probability state (normal symbol low probability state), so that a jackpot is achieved. This creates a state in which games are likely to occur.
[0209] Further, regarding the special pattern probability variation function and the general pattern probability variation function, it may be configured to have both functions, or may be configured to have only the special pattern probability variation function or only the general pattern probability variation function.
[0210] The main control unit 520 further has a fluctuation shortening function (special symbol fluctuation shortening function) that shortens the fluctuation time of the special symbol (special symbol 1, special symbol 2) fluctuation display, and a fluctuation reduction function that shortens the fluctuation time of the normal symbol fluctuation display. It has a function (general figure fluctuation shortening function).
[0211] The special symbol fluctuation shortening function is a function that shortens the time (time from fluctuation start to fluctuation stop) required for one special symbol (special symbol 1, special symbol 2) fluctuation display. By activating the special symbol variation shortening function, a special symbol variation shortening state is generated in which the variation time of the special symbol is shortened. During this special symbol fluctuation shortening state, the number of changes of the special symbol that can change per predetermined time is increased compared to the normal state (special symbol non-fluctuation shortening state), so the number of times you receive a jackpot lottery increases accordingly. .
[0212] The normal pattern fluctuation shortening function is a function that shortens the time required to display one normal pattern fluctuation (the time from the start of fluctuation to the stop of fluctuation). By activating the normal symbol fluctuation shortening function, a normal symbol fluctuation shortening state is generated in which the fluctuation time of the regular symbol is shortened. During this normal symbol fluctuation shortening state, the number of fluctuations of the normal symbol that can be changed per predetermined time is increased compared to the normal state (normal symbol non-fluctuation shortening state), so the number of times you receive a winning lottery increases accordingly. .
[0213] In addition, the main control unit 520 provides an opening extension function (spreading function) for extending the opening time of the special symbol 2 starting port 39 by the electric chew support for the opening game (electric chew support) of the special symbol 2 starting means 39. have.
[0214] The opening extension function is a function that extends the opening time of the movable piece 39b of the special pattern 2 starting port 39 when the electric chew support occurs (for example, from 0.068 seconds to 5.7 seconds). When the opening extension function is activated, an opening extension state in which the opening time of the special pattern 2 starting port 39 is extended is generated. During this open extension state, it is easier for the ball to enter the special symbol 2 starting port 39 than in the normal state (open extension non-operating state), so the special symbol 2, which can be changed per predetermined time, is easier than in the normal state. The number of fluctuations will improve, and the number of times you will receive a jackpot lottery will increase.
[0215] From these, it can be said that the special symbol high probability state, the normal symbol high probability state, the special symbol fluctuation shortened state, the normal symbol fluctuation shortened state, and the open extended state are gaming states that are more advantageous to the player than the normal state.
[0216] In addition, each function (special pattern definite change function, general pattern definite change function, special pattern fluctuation shortening function, general pattern fluctuation shortening function, open extension function) is as a result of the special symbol (special symbol 1, special symbol 2) fluctuation display. When a jackpot game that activates the function occurs, the operation starts after the jackpot game ends, and each state (special symbol high probability state, normal symbol high probability state, special symbol fluctuation shortened state, normal symbol Transition to variable shortening state, open extension state). More specifically, when the result of the jackpot lottery is a jackpot, the main control unit 520 performs a jackpot symbol lottery to determine which of multiple types of jackpot games to play, and the result of the jackpot symbol lottery , each state will occur when a winning symbol (probability variable jackpot symbol or time-saving jackpot symbol) of a jackpot game that activates each function is selected.
[0217] In addition, even if the result of the jackpot lottery is a loss, a loss pattern lottery is performed to determine the type of loss, and as a result of the loss pattern lottery, among the various functions, special symbol fluctuation shortened state, normal symbol fluctuation If a winning symbol (losing time saving symbol) that activates the shortened state or extended open state is selected, all or one or more of the special symbol fluctuation shortened state, the normal symbol fluctuation shortened state, and the open extended state are selected. Two game states will occur. In the losing symbol lottery, there are no winning symbols for causing the special symbol high probability state and the normal symbol high probability state, and these gaming states will not occur in the case of a loss.
[0218] As mentioned above, by operating one or more of the functions described above, it is possible to generate four types of gaming states: low probability low base state, low probability high base state, high probability low base state, and high probability high base state. It is possible. The details are shown below. ·Low probability low base state (normal game state) = state in which each function is not activated ·Low probability high base state (time-saving gaming state) = A state where the special pattern probability change function is not activated, and all or more of the general pattern probability change function, the general pattern fluctuation shortening function, and the open extension function are activated. · High probability low base state (potential game state) = state where the open extension function is not activated and at least the special pattern probability change function is activated ·High probability high base state (probable variable gaming state) = state where each function is operating Incidentally, in the jackpot game state or the small win game state, each function is performed in an inactive state.
[0219] In addition, regarding the low probability high base state, it may be configured to generate multiple types of low probability high base states, for example, apart from the low probability high base state (time saving gaming state) mentioned above, there is a special pattern probability change function. It may have a specific low probability high base state (slightly time-saving gaming state) in which the normal pattern variation shortening function and / or the opening extension function are activated while the normal pattern variation function is not activated. Further, this specific low probability high base state (slightly time-saving gaming state) may be configured to occur when the result of the aforementioned jackpot lottery is a loss and a winning symbol (losing time-saving symbol) is selected. .
[0220] For these reasons, the low probability high base state, high probability low base state, high probability high base state, specific low probability high base state, jackpot gaming state, and small winning gaming state are better for players than the low probability low base state. It can be said that this is an advantageous gaming state.
[0221] (Right-handed display) The right-handed display using the symbol display device 76 may indicate whether it is more advantageous for the player to fire the right-handed shot so that the game ball flows down the right downstream passage 89, or whether the game ball flows down the left downstream passage 88. The two right-handed display LEDs 76g display information indicating whether it is more advantageous for the player to fire left-handed. For example, when indicating that right-handed hitting is an advantageous condition, the two LEDs 76g are turned on, and when indicating that left-handed batting is advantageous, the two LEDs 76g are turned off.
[0222] Here, states where right-handed hitting is advantageous include a low probability high base state, high probability high base state, jackpot gaming state, and small winning gaming state, and states where left-handed hitting is advantageous include a low probability low base state. , a high probability low base state is applicable.
[0223] In the low probability high base state and the high probability high base state, it is easy to enter the special symbol 2 starting port 39 located in the right downstream passage 89, and aim for the special symbol 1 variation by aiming at the left downstream passage 88. Since it is more advantageous to aim for the special symbol 2 variation by aiming at the right downstream passage 89, a right-hand hit display is performed. In the jackpot game state and the small win game state, it is easy to enter the big winning holes 44 and 45 arranged in the right downstream passage 89, and the ball enters the big winning holes 44 and 45 by aiming at the left downstream passage 88. Since it is more advantageous to aim for the right downstream passage 89 and aim for the ball to enter the big winning holes 44 and 45 than to aim for the ball, a right-handed hit display is performed.
[0224] On the other hand, in the low probability low base state and the high probability low base state, it is impossible or difficult for the ball to enter the special symbol 2 starting port 39 located in the right downstream passage 89, and the special symbol is aimed at the right downstream passage 89. Since it is more advantageous to aim for the special symbol 1 variation by aiming at the left downstream passage 88 than to aim for the symbol 2 variation, a left-hand hit display (lights out) is performed.
[0225] In addition, regarding the specific low probability high base state, when the release extension function is activated, the ball can easily enter the special symbol 2 starting port 39 located in the right downstream passage 89, and the left downstream passage 88 can be easily entered. It is more advantageous to aim for the special symbol 2 variation by aiming for the right downstream passage 89 than to aim for the special symbol 1 variation, so the right hit display is performed, but if the opening extension function is not activated, It is impossible or difficult for the ball to enter the special symbol 2 starting port 39 located in the right downstream passage 89, and instead of aiming at the right downstream passage 89 and aiming for the special symbol 2 variation, the special symbol 1 is aimed at the left downstream passage 88. Since it is more advantageous to aim for variation, a left-handed hit display (unlit state) is performed.
[0226] (Status display) The status display using the symbol display device 76 includes a probability fluctuation function (special pattern probability variation function) that changes the jackpot lottery probability of the special symbols (special symbol 1, special symbol 2) variable display, and a winning lottery probability of the normal symbol variable display. One high probability notification LED76i that indicates whether at least one of the variable probability variation functions (normal pattern probability variation function) is operating, and the variation of the special symbol (special symbol 1, special symbol 2) variation display. Indicates whether at least one of the fluctuation shortening function that shortens the time (special pattern fluctuation shortening function) and the fluctuation shortening function that shortens the fluctuation time of normal symbol fluctuation display (normal pattern fluctuation shortening function) is operating. It is composed of one LED 76j for fluctuation shortening notification, and a total of two LEDs 76i and 76j for status display.
[0227] For example, the LED 76i for high probability notification lights up in the low probability high base state (when the normal figure probability variation function is activated), the high probability low base state, and the high probability high base state. In the gaming state, it is reported that the special pattern probability variation function or the general pattern probability variation function is operating. On the other hand, in the low probability low base state, low probability high base state (when the normal figure probability change function is not activated), the jackpot game state, and the small win game state, the non-lighting mode is displayed, so that the current game state , to notify that the special map fixed change function or the general map fixed change function is not operating.
[0228] The fluctuation shortening notification LED 76j has a low probability high base state (when the regular pattern fluctuation shortening function is activated), a high probability low base state (when the special pattern fluctuation shortening function is activated), and a high probability high base state In the lighting mode, it is notified that the special pattern fluctuation shortening function or the regular pattern fluctuation shortening function is operating in the current gaming state. On the other hand, low probability low base state, low probability high base state (when the regular pattern fluctuation shortening function is not activated), high probability low base state (when the special pattern fluctuation shortening function is not activated), jackpot game state, In the small winning gaming state, the non-lighting mode informs that the special symbol fluctuation shortening function or the regular symbol fluctuation shortening function is not operating in the current gaming state.
[0229] In addition, the LED 76i for high probability notification lights up when at least one of the special map probability change function and the general pattern probability change function is activated, but this is not limited to this. It may also be configured so that the lighting mode is set only when the user is present. Further, it may be configured such that the lighting mode is set only when the normal map and accurate change function is activated.
[0230] In addition, although the variation shortening notification LED 76j is said to be lit when at least one of the special figure variation shortening function and the regular figure variation shortening function is activated, this is not limited to this, and the special figure fluctuation shortening function is activated. It may also be configured such that the lighting mode is set only when the light is on. Further, it may be configured such that the lighting mode is set only when the normal pattern variation shortening function is operating.
[0231] Furthermore, the high probability notification LED 76i may be configured to indicate whether or not the special pattern probability change function or the general pattern probability change function is operating in the current gaming state only when the power is turned on; in this case, , After that, even if the gaming state changes and whether or not the special pattern probability change function or the general pattern probability change function is activated, the non-operation will occur regardless of whether the special pattern probability change function or the general pattern probability change function is activated. It is desirable to leave it in the lit state or in the lit state. Further, the variation reduction LED 76j may also have a similar configuration.
[0232] Further, the variation shortening notification LED 76j may be configured so that it does not turn on when the current gaming state is a slight time saving game state, regardless of whether or not the normal figure variation shortening function is operating. On the other hand, when the current gaming state is the time-saving gaming state and the normal pattern variation shortening function is operating, it is desirable that the light is turned on.
[0233] In this way, the fluctuation reduction notification LED 76j may be configured so that it does not light up in the slight time-saving gaming state, but lights up only in the time-saving gaming state. As a result, since it is not possible to determine that the current gaming state is in a slight time-saving gaming state from the lighting state of the fluctuation reduction notification LED 76j, it is possible to hide from the player whether the current gaming state is in a slight time-saving gaming state or in a normal gaming state. becomes possible. However, the present invention is not limited to this, and it may be configured such that the light is turned on when the normal pattern variation shortening function is operating even in the slight time saving gaming state.
[0234] In addition, if the gaming state when the power is turned on is a slight time-saving gaming state, the fluctuation reduction notification LED 76j is turned on, and if the gaming state changes after that and becomes the slight time-saving gaming state again. may be configured so that the variation shortening notification LED 76j does not light up. Thereby, the slight time saving game state can be configured such that it is possible to understand whether or not it is the slight time saving gaming state only when the power is turned on, by lighting up the fluctuation shortening notification LED 76j only when the power is turned on.
[0235] (Decorative symbol variation game, pending display) In the image display means 31, in parallel with the special symbol 1 variable display or the special symbol 2 variable display using the symbol display device 76, a decorative symbol variation game is performed in which a variable display of a plurality of decorative symbols 100, 101, and 102 is executed. be exposed. The decorative patterns 100, 101, 102 are mainly composed of character parts 100a, 101a, 102a and number parts 100b, 101b, 102b, corresponding to the numbers 1 to 9 in the number parts 100b, 101b, 102b. , nine different types of characters are displayed in character sections 100a, 101a, and 102a.
[0236] Then, variable display starts by scrolling the left decorative pattern 100, middle decorative pattern 101, and right decorative pattern 102 in a predetermined direction (e.g., high-speed variable display), and special pattern 1 variable display or special pattern 2 At approximately the same timing as the fluctuation stop of the fluctuation display, the left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 are also stopped and displayed.
[0237] If the result of the special symbol 1 variation display or the special symbol 2 variation display is a jackpot stop light emission pattern, the jackpot display mode will be such that the left decorative symbol 100, the middle decorative symbol 101, and the right decorative symbol 102 are all the same pattern. , in the case of a loss stop light emitting pattern, at least one or all of the left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 are stopped and displayed in a loss display mode in which a different pattern is displayed. Further, a decorative symbol variation game that ultimately becomes a jackpot display mode is referred to as a jackpot variation pattern, and a decorative symbol variation game that ultimately becomes a loss display mode is referred to as a loss variation pattern.
[0238] Incidentally, the decorative patterns 100, 101, and 102 may be configured to include types other than those mentioned above. For example, the result of the special pattern 1 variation display or the special symbol 2 variation display may be a small hit stop. In the case of a light emitting pattern, at least one or all of the left decorative pattern 100, the middle decorative pattern 101, and the right decorative pattern 102 are character parts 100a, 101a, 102a or number parts 100b, 101b, 102b indicating a small win. It may be configured such that the small winning symbol is stopped and displayed. Similarly, the jackpot pattern is composed of character parts 100a, 101a, 102a indicating a jackpot and number parts 100b, 101b, 102b, and the character part 100a, 101a, 102a and number parts 100b, 101b, 102b indicating a loss. It may be configured so that losing symbols are stopped and displayed. In addition, a decorative symbol variation game that finally becomes a small winning display mode in which the small winning symbols are stopped and displayed is referred to as a small winning variation pattern.
[0239] Here, in each decorative pattern variation game (big hit variation pattern, small hit variation pattern, loss variation pattern), in the stage before the left decorative pattern 100, middle decorative pattern 101, and right decorative pattern 102 are stopped and displayed, the final It is possible to execute a ready-to-reach state in which some of the decorative patterns 100, 101, and 102 that are stopped and displayed are placed in a temporary stop state (state that is not confirmed and displayed) that constitute a common stop eye.
[0240] In addition, each decorative symbol variation game in which a reach state is executed is referred to as a reach variation pattern (a jackpot reach variation pattern, a small hit reach variation pattern, a loss reach variation pattern). Specifically, in the end, the left decorative pattern 100 has 7 patterns (the number part 100b is 7), the middle decorative pattern 101 has 7 designs (the number part 101b has 7), and the right decorative pattern 102 has 7 designs ( In the case of a jackpot display mode where the number part 100c is a 7 symbol, the left decorative pattern 100 and the right decorative pattern 102 are temporarily stopped at the 7 symbol (the number part 100b and 100c are 7 symbols), and the middle decorative pattern 101 is Scroll the display. In addition, in the end, the left decorative pattern 100 has 7 patterns (number part 100b is 7), the middle decorative pattern 101 has 6 designs (number part 101b has 6), and the right decorative pattern 102 has 7 designs (number part 100c). In the case that the left decorative pattern 100 and the right decorative pattern 102 are temporarily stopped at the 7 pattern (number parts 100b and 100c are 7 symbols), the middle decorative pattern 101 is scrolled and displayed. . By executing such a reach effect, the middle decorative pattern 101 that is being scrolled will eventually stop at 7 symbols (the symbol whose number part 101b is 7) or 6 symbols (the symbol whose number part 101b is 6) Since the outcome of the game differs depending on whether the line is stopped or not, it is possible to give the player a sense of anticipation regarding the end of the line.
[0241] Then, in this ready-to-reach state, it is possible to perform a ready-to-reach presentation as a presentation to give more anticipation by exciting the way the stop stitches of the medium decorative pattern 101 will look. The reach effect is synchronized with the image effect by the image display means 31, the sound effect by the speakers 19a, 19b, 19c, and 19d, the light emission effect by the LEDs 63a and 64a, and the movable objects (middle push button movable object, side unit movable object, board side This is performed using movable object effects (lower movable objects 30a, upper movable objects 30b), operation effects using the operating means 14a, and the like.
[0242] In addition, the image display means 31 also displays various effects for suggesting and predicting the result of the decorative symbol varying game in conjunction with the decorative symbol varying game. Such performances are also performed in synchronization with the decorative symbol variation game and the preview performance, such as audio performances, light emission performances, movable animal performances, and operation performances. In the present embodiment, as performances performed using various performance means as described above, the winning expectation of the decorative symbol variation game (the jackpot winning expectation, the small winning winning expectation, the losing time saving winning expectation, etc.) Something that suggests or announces something is called a preview performance.
[0243] In addition, in the image display means 31, in parallel with the special symbol 1 variable display or the special symbol 2 variable display using the symbol display device 76, in addition to the decorative symbol variable game, the mini symbol 103a performs a variable display using the mini symbol 103a. A variable game is played. This mini symbol variation game is displayed at the end of the display area of the image display means 31, and the variation display is performed in a variation area smaller than the variation area in which the decorative symbol variation game is executed. The mini symbol 103a mainly consists of only the numbers 1 to 9, and the three mini symbols, the left mini symbol, the middle mini symbol, and the right mini symbol, are switched and displayed in a predetermined order to start the variable display. , At approximately the same timing as the special symbol 1 variable display or the special symbol 2 variable display stops changing, the left mini symbol, middle mini symbol, and right mini symbol are also stopped and displayed.
[0244] The role of this mini pattern 103a is mainly as a risk countermeasure when visibility in the decorative pattern variation game becomes difficult or impossible. , upper movable object 30b) moves to the front side of the display screen, there is a possibility that the decorative symbol variation game becomes invisible due to the movable objects (lower movable object 30a, upper movable object 30b). Even in such a case, by displaying at least the mini symbol 103a so that its visibility is not impaired, symbol variation games (decorative symbol variation games or decorative symbol variation games or It becomes possible to constantly display the contents of the mini symbol variation game on the image display means 31. Due to this nature, the mini symbol variation game is basically executed in synchronization with the decorative symbol variation game. In addition, since the mini symbol variation game is always displayed while maintaining visibility, it is possible to display the decorative symbols 100, 101, and 102 in a display mode that temporarily makes them invisible, for example. In this way, the presence of the mini-design 103a makes it possible to display the decorative designs 100, 101, and 102 in a variety of ways.
[0245] Further, although the mini pattern 103a is made up of only a number part, it is not limited to this, and may be configured to have a character part (or have only a character part). Furthermore, the mini symbols 103a may be configured to include types other than those described above. For example, if the result of the special symbol 1 variable display or the special symbol 2 variable display is a small hit stop light emission pattern. In this case, at least one or all of the left mini symbol, the middle mini symbol, and the right mini symbol may be configured to be stopped and displayed as a small win symbol consisting of a character part or a number part indicating a small win. good. Similarly, a jackpot pattern composed of a character part and a number part indicating a jackpot, and a losing pattern composed of a character part and a number part indicating a loss, may be stopped and displayed.
[0246] Further, in the image display means 31, a pending display 104a indicating the current pending storage number is performed in response to the special symbol 1 storage display and the special symbol 2 storage display. The hold display 104a is displayed in the form of a predetermined dynamic animation added to a hold image for indicating whether or not there is a hold. The same number of pending images as the current number of pending images (eg, 1 to 4) are displayed. (104b indicates an unreserved display area that is not yet reserved)
[0247] The held images are displayed in the held display area 104 at predetermined intervals starting from the side closest to the held display area 105 for displaying the image of the held 105a. Here, the pending 105a is a display object corresponding to the currently fluctuating special symbol 1 memory display or special symbol 2 memory display, and when the fluctuating special symbol 1 memory display or special symbol 2 memory display ends. , the corresponding pending image is deleted. During special symbol 1 variable display or special symbol 2 variable display, special symbol 1 memory display and special symbol 2 memory display increased based on the special symbol 1 starting means or special symbol 2 starting means detecting a game ball. In this case, one pending image is additionally displayed in the pending display area 104 (the pending display 104a is displayed in the non-pending display area 104b near the pending display area 105).
[0248] In addition, based on the end of the special symbol 1 variable display or special symbol 2 variable display that is in progress and the start of a new special symbol 1 variable display or special symbol 2 variable display, special symbol 1 memory display or special symbol 2 When the number of stored displays decreases, the held image is deleted, and the first held image in the held display area 104 is moved and displayed so as to be shifted toward the held display area. At this time, if there are a plurality of pending images (up to 4), each pending image is also shifted and displayed one by one toward the head of the queue.
[0249] The image display means 31 also includes a special symbol 1 memory number display 106a that displays the current number of special symbols 1 memory display, and a special symbol 2 memory number display 106b that displays the current number of special symbol 2 memory displays. is displayed. Here, in Figure 1-5, the special symbol 1 memorized display shows 2 pieces and the special symbol 2 memorized display shows 0 pieces, and the special symbol 1 memorized number display 106a shows "2" indicating 2 pieces. , the special symbol 2 storage number display 106a is "0" indicating 0. In addition, in the hold display area 104, the status of two hold displays 104a is shown, and in the hold display area 104a, two hold indications 104a are displayed, and two undisplayed unheld display areas 104b remain. The display mode is as follows.
[0250] (Advance preview) A look-ahead notice is a type of notice performance, and regarding a pending memory waiting for execution of a decorative symbol variation game, it changes the display mode of the pending image and the target before executing the decorative symbol variation game corresponding to the target pending memory. This is to execute a performance that suggests the winning expectation level regarding the target pending display 104 by using the decorative symbol varying game that is executed before the decorative symbol varying game corresponding to the pending display 104. .
[0251] In addition to the image production using the image display means 31, the production based on the advance notice includes audio production using the speakers 19a, 19b, 19c, and 19d, light emission production using the LEDs 63a and 64a, movable objects (movable middle push button, movable side unit, etc.) This is executed by using movable object effects such as the movable objects on the board side (lower movable object 30a, upper movable object 30b).
[0252] In addition, in this example, by changing the display mode of the pending image (for example, changing from white to blue, yellow, green, red, rainbow color, etc.), the expectation level of winning can be determined in advance according to the change mode. The suggested advance notice is called a pending change effect. (Example: Blue → yellow → green → red → rainbow color has the highest probability of winning, and rainbow color indicates that the winner is confirmed)
[0253] (Pseudo consecutive notice) Pseudo-continuous notice is a type of notice performance, and is a pseudo-variable display that is performed using the variable display of decorative patterns 100, 101, and 102. Specifically, in one decorative pattern variation game, a part or all of the decorative symbols 100, 101, and 102 are placed in a temporarily stopped state, and a pseudo variation is performed in which the decorative symbols are again varied and displayed from the temporarily stopped state. It is repeated multiple times. Thereby, it is possible to give the player an illusion effect as if a decorative symbol variation game is being executed a plurality of times, even though it is actually a single decorative symbol variation game.
[0254] Such a pseudo series notice is configured to suggest the winning expectation of the decorative symbol variation game according to the number of times the pseudo variation is executed. That is, in one decorative symbol variation game, the greater the number of executions of the pseudo variation based on the pseudo continuous announcement, the higher the expectation of winning the decorative symbol variation game.
[0255] (Step up notice) A step-up preview is a type of preview performance, and is a performance with multiple stage performance steps. Specifically, the first step-up 1 performance (SU1 performance) is developed into a multi-stage step-up N (N≦2) performance, and the result of the development is a higher stage (the larger the value of N is, the higher the value of N is). ), the higher the expectation of winning the decorative symbol variation game. Regarding the development of the step-up performance, it may be developed in stages such as SU1 performance → SU2 performance → SU3 performance, or it may be developed so as to skip predetermined stages such as SU1 performance → SU3 performance. Good too.
[0256] (Background change notice) The background change notice is a type of notice performance, and is a notice performance that shifts the current performance stage to another different performance stage during the decorative symbol variation game. By changing the production stage, for example, the design of the background image, the design of the character parts 100a, 101a, 102a and the number parts 100b, 101b, 102b of the decorative patterns 100, 101, 102, the pending image of the pending display 104, the pending image, etc. The design of the pending image on display 105 is changed to match the destination production stage. The system is configured such that the winning expectation level of the decorative symbol variation game increases depending on the type of performance stage to be transitioned to and the content of the stage transition performance that occurs when the performance stage is transitioned.
[0257] (movable object) On the game board 8, there is a lower movable part 30a, which is placed at the lower front side of the image display means 31 in a position that does not obstruct the flow of the game ball, as a movable part for presentation, and a lower movable part 30a, which is placed at the front upper part of the image display means 31, at a position that does not obstruct the flow of the game ball. An upper movable object 30b is mounted, which is placed in a position that does not obstruct the flow of water. The lower movable part 30a and the upper movable part 30b are each configured to be movable within a movable space formed between the image display means 31 and the plywood board 80 (or transparent resin board). The lower movable object 30a is formed with a design having a picture of a predetermined character, and moves from the origin position at the lower front side of the image display means 31 toward the upper side of the movable space to cover the display area of the image display means 31. When it reaches the center-front direction of the display, the moving operation stops, and at this direction, the LED light-emitting display (e.g., the light emitted by the LED of the movable object LED board installed inside the movable object, or the light emitted by the LED of the movable object LED board installed inside the movable object, or the It is configured to be able to emit light from the LED 64a and the LED 63a mounted on the game board 8 side) and carry out a predetermined performance operation (such as a stopping action at the performance position or a vibration action that vibrates the movable object in small increments), and then returning to the origin position. ing.
[0258] On the other hand, the upper movable object 30b is formed with a logo design having a predetermined character string, and moves from the origin position at the upper front side of the image display means 31 toward the lower side of the movable space, and When it reaches the production position in the center front of the display area, the moving operation stops, and at this production position, the LED light production (e.g., the LED light emission from the movable object LED board installed inside the movable object, or the light emission by the LED on the movable object LED board installed inside the movable object, or mounted on the side of the game frame) It is configured to be able to perform light emitting light (emitted from the LED 64a and LED 63a mounted on the game board side) and perform predetermined performance operations (such as stopping at the performance position or vibration motion that vibrates the movable object in small increments), and then returning to the origin position. has been done.
[0259] Such a movable presentation operation by the lower movable object 30a and a movable presentation operation by the upper movable object 30b are performed according to control instructions from the presentation control section 540. The production control unit 540 has a movable pattern that moves only the lower movable object 30a, a movable pattern that moves only the upper movable object 30b, a movable pattern that moves the lower movable object 30a and the upper movable object 30b at the same time, etc. is configured to be executable. In this way, various movable patterns are executed by the performance control unit 540, thereby realizing a series of movable performances using one or more movable objects.
[0260] (memory map) FIG. 2-1 shows a memory map of the main control unit 520. A readable / writable built-in RWM is assigned to the address area of starting addresses 0000H to 01EBH (00C6H to 0112H, 0130H to 0150H, and 017CH to 01EBH are unused). Next, built-in registers (≒ built-in function registers) that are partially readable / writable are assigned to address areas 1000H to 1073H. Next, a readable but non-writable built-in ROM is assigned to the address area from 8000H to A32FH (8A36H to 9000H, 9935H to 9C10H, A07DH to A2000H, and A32FH to the final address FFFFH are unused).
[0261] Here, among the address areas to which built-in RWM is allocated, the address areas from 0000H to 0130H (00C6H to 0112H are unused) are used for the work of the used area and the stack of the used area (collectively referred to as RWM in the used area). ) are placed. In addition, among the address areas to which built-in RWM is allocated, the address areas from 0150H to 0200H (017CH to 01EBH are unused) are used for work outside the used area and stacks outside the used area (collectively called RWM outside the used area). ) are placed. RWM within the used area is an area that is stipulated to be within the specified upper limit capacity in the regulations regarding gaming machine certification and model certification (the storage capacity of RWM is 1024 bytes), and RWM outside the used area is a separate area.
[0262] In addition, among the address areas to which the built-in ROM is allocated, the address areas from 8000H to 9935H (8A36H to 9000H are unused) contain programs in the used area and data in the used area (collectively referred to as programs in the used area). is located. Furthermore, among the address areas allocated to the built-in ROM, the address areas 9C10H to A32FH (A07DH to A200H are unused) contain programs outside the used area and data outside the used area (collectively referred to as programs outside the used area). ) are placed. The program within the used area is an area stipulated to be within the specified upper limit capacity in the rules regarding the certification and type approval of gaming machines (the maximum storage capacity of ROM is 16KB), and the program outside the used area. The program is a separate area.
[0263] In the program of the used area, it is possible to refer to the data area of the used area and refer to and update the RWM inside the used area, but the RWM outside the used area can only be referenced and cannot be updated. In addition, programs outside the used area can refer to the data area outside the used area and refer to and update RWM outside the used area, but RWM inside the used area can only be referenced and cannot be updated. I can't. Therefore, when updating RWM outside the used area while processing a program in the used area, it is necessary to call the program outside the used area and update the RWM outside the used area while processing the program outside the used area. . This also applies to the case where RWM in the used area is updated while a program outside the used area is being processed.
[0264] (Main control system processing) FIG. 2-2 shows a flowchart of system processing executed by main control unit 520 when power is turned on. This system processing is executed by a program within the used area.
[0265] When system processing starts, the initial settings (S1000) include disabling execution of timer interrupt processing, setting the stack pointer, and disabling the protected state of the RWM area so that it can be read / written. Disable setting and prohibited area disabling setting to disable the occurrence of illegal access reset when accessing the prohibited area of the RWM area, and turning off the firing control signal to prevent inadvertent firing before starting the game. .
[0266] Next, sub CPU boot waiting processing (S1001) is executed. Here, the wait process for a predetermined period of time is executed until the initial setting of the production control unit 540 is completed and a command can be received. While this wait process is being executed, the WDT is being cleared and a power failure check process is also being executed. If a power abnormality is confirmed by this power abnormality check process, a power off command 1 (BA33H) and a power off command 2 (BA55H) are transmitted to the production control unit 540. When the production control unit 540 receives the power-off command 2 (BA55H), a black screen is displayed on the image display means 31. Furthermore, the production control unit 540 enters a WDT reset waiting state due to infinite loop processing.
[0267] When the sub CPU boot waiting process ends, a standby screen display command (BA08H) is transmitted to the production control unit 540 (S1002). When the production control section 540 receives the standby screen display command (BA08H), the image display means 31 displays "Please Wait" in white letters on a black screen.
[0268] Subsequently, a chip code is transmitted to the production control unit 540 (S1003). This chip code has a different value set for each one-chip microcomputer, and is stored in a chip code register as unique identification information.
[0269] The production control unit 540 stores the chip code received when the power is first turned on, and each time the power is turned on, it determines whether the newly received chip code matches the already stored chip code. There is. If the chip codes match, it is determined that a normal chip code has been received and no special processing is performed, but if they do not match, it is possible to issue an error notification as an abnormal chip code has been received. It has become. This makes it possible to determine that the main control unit 520 may have been illegally replaced due to fraudulent activity or the like.
[0270] Next, until it is determined that the communication signal from the payout control unit 510 is ON, the process waits for the payout control unit 510 to start while repeatedly executing the WDT clearing process and the power supply abnormality check process (S1004).
[0271] After completing the processing up to S1004, it is then determined whether setting change conditions for performing a setting change process that allows setting values to be changed are satisfied (S1005). In S1005, the inner frame 3 is in an open state with respect to the outer frame 2 (inner frame open switch 35b is in the ON state), the RWM clear switch 522 is in the pressed state (ON state), and the setting key switch 523 is rotated. If the condition is satisfied (ON state), it is determined that the setting change condition is satisfied, and the setting change process (S1006) is executed.
[0272] (Setting change process) In the setting change process (S1006), first a setting change start command (BA76H) is sent to the production control unit 540. When the production control unit 540 receives the settings change start command (BA76H), the image display means 31 displays a black screen with white text "Settings changing", and the speakers 19a, 19b, 19c, and 19d display "Settings changing". "Changing" sound is output.
[0273] Next, while clearing the backup flag, the setting value information is acquired from the RWM setting value storage area in the used area to the register, and the acquired setting value is an abnormal value (00H corresponding to 6 levels from setting 1 to setting 6). ~Value other than 05H). In the case of an abnormal value, the acquired setting value is corrected to a normal value (00H). However, at this time, the value in the setting value storage area is not changed.
[0274] Next, the input information of the RWM clear switch 522 is obtained. Note that the RWM clear switch 522 functions as a set value change operation means for changing the set value while changing the settings. If the setting value change operation means is operated, the acquired setting value is updated (+01H). At this time, if the updated set value exceeds 05H corresponding to setting 6 (05H → 06H), by correcting it to 00H corresponding to setting 1, the set value will be within the range of setting 1 to setting 6. It is designed to switch cyclically.
[0275] Thereafter, setting value information (information on any of Settings 1 to 6) is displayed on the setting display means 521 based on the acquired setting value or the updated setting value.
[0276] Then, it is determined whether or not the setting key switch 523 is in the ON state, and if it is in the ON state, the above-mentioned process is repeated from acquiring the input information of the RWM clear switch 522 again, and the setting key switch 523 is in the OFF state. In this case, the current setting value is stored in the setting value storage area, the setting value is confirmed, and the setting value command (BA70H to BA75H corresponding to six stages of setting 1 to setting 6) is sent to the production control unit 540. ) to end the settings change process.
[0277] Furthermore, even while changing the settings, the WDT is cleared and the power supply abnormality check process is executed, thereby making it possible to respond to power abnormalities or program abnormalities during the setting change.
[0278] Furthermore, while the settings are being changed, security information is transmitted to the hall computer as external output information.
[0279] Incidentally, the setting change process may be configured to be executable even when the setting stage is one, and in that case, the setting value will not be changed even if the setting value changing operation means is operated. However, in terms of internal control processing, the acquired setting value (e.g. 00H) is updated (+01H), and by determining that the updated setting value exceeds 00H corresponding to setting 1, It may be corrected to 00H corresponding to setting 1. With this configuration, even if there is a setting stage for each model, the program can be modified only by changing numerical values, so most programs can be made common.
[0280] On the other hand, if it is determined in S1005 that the setting change condition is not satisfied, the process moves to S1007 to determine whether the setting value is abnormal. In S1007, the setting value information is obtained from the setting value storage area of RWM in the used area, and whether the obtained setting value is an abnormal value (a value other than 00H to 05H corresponding to the 6 levels of setting 1 to setting 6). Determine whether or not. As a result, if it is determined that the value is an abnormal value, RWM error processing (S1008) is executed.
[0281] Further, if it is determined in S1007 that the setting value acquired from the setting value storage area is not an abnormal value, the process moves to determination of the backup flag in S1009. In S1009, it is determined whether the backup flag, which is set when the power interruption process was normally executed during the previous power interruption, is in the ON state (AA55H). As a result, if it is determined that it is not in the ON state (≠AA55H), RWM error processing (S1008) is executed.
[0282] (RWM error handling) In the RWM error processing (S1008), the main control unit 520 controls to a game stop state where the progress of the game program is stopped. Specifically, information indicating that the game is in a stopped state ("E" display) is displayed on the performance display LED 521, and an RWM error command (BA7FH) is transmitted to the performance control section 540. When the production control unit 540 receives the RWM error command (BA7FH), the message "Please change settings" is displayed on the image display means 31 in white text on a black screen, and a predetermined message is displayed from the speakers 19a, 19b, 19c, and 19d. An error sound is output.
[0283] Thereafter, an infinite loop process is executed in which the WDT clear process and the power supply abnormality check process are repeated. Once the game is stopped due to RWM error processing (S1008), the stopped state will not be resolved unless the power is turned on again using the power switch and the setting change process (S1006) is executed. , the infinite loop processing continues.
[0284] Furthermore, while the game is in a stopped state, security information is transmitted to the hall computer as external output information.
[0285] Incidentally, the RWM error processing (S1008) may be configured to be executable even when the setting stage is one stage. With this configuration, even if there is a setting stage for each model, the program can be modified only by changing numerical values, so most programs can be made common.
[0286] On the other hand, if it is determined in S1009 that the backup flag is in the ON state (AA55H) (=AA55H), the process moves to S1010 to determine whether the RWM clear condition is satisfied. In S1010, it is determined whether the RWM clear switch 522 is in the ON state (pressed state). As a result, if it is determined that it is in the ON state, RWM clear processing (S1011) is executed.
[0287] (RWM clear processing) In the RWM clearing process (S1011), the used area RWM clearing process is executed to clear all of the RWM area in the used area except for the setting value storage area (RWM outside the used area is not subject to the clearing process). Furthermore, an initialize command (BA01H) and an RWM clear command (BA02H) are transmitted to the production control unit 540. When the production control unit 540 receives the initialize command (BA01H), it specifies movable objects (middle push button movable object, side unit movable object, board side movable object (lower movable object 30a, upper movable object 30b)) for operation confirmation. An initialization operation is performed using the operation pattern. In addition, when the production control unit 540 receives the RWM clear command (BA02H), the RWM notifies that the RWM clear has been performed using the image display means 31, speakers 19a, 19b, 19c, 19d, LEDs 63a, 64a, etc. Clear notification is executed for a predetermined period of time (for example, 30 seconds). At this time, the default background screen indicating the initial state is displayed on the image display means 31, and the decorative patterns 100, 101, and 102 are displayed in a predetermined display mode (e.g., "2", "3", " 7”).
[0288] Next, RWM clear initial settings are performed in accordance with the used area RWM clear processing. In the initial setting when clearing RWM, set the fraud information timer to measure the notification time (30 seconds) of RWM clear notification, and set each of the LED 76a for special symbol 1 variation display and the LED 76b for special symbol 2 variation display to specify a specific loss. Set a specific loss stop light emission pattern to display with a stop light emission pattern, and when the number of special symbol 1 variation display or special symbol 2 variation display reaches a preset specific number (900 times), the rescue mode (time saving) is activated. A counter for the number of times relief is activated is set for activating the game state. After completing these settings, the RWM clearing process (S1011) ends.
[0289] Further, the RWM clear processing (S1011) is configured to be executed not only when it is determined in S1010 that the RWM clear switch 522 is in the ON state, but also after the setting change processing (S1006) is completed. There is. Therefore, when the setting change process (S1006) is performed, the RWM clear process (S1011) is also executed.
[0290] On the other hand, if it is determined in S1010 that the RWM clear switch 522 is in the OFF state (not pressed), the process moves to S1012 to determine whether the setting confirmation condition is satisfied. In S1012, it is satisfied that the inner frame 3 is in an open state with respect to the outer frame 2 (inner frame release switch 35b is in an ON state), and the setting key switch 523 is in a rotationally operated state (ON state). If so, it is determined that the setting confirmation condition is satisfied, and the setting confirmation process (S1013) is executed.
[0291] (Setting confirmation process) In the setting confirmation process (S1013), first, the setting value information is acquired from the setting value storage area of the RWM in the used area to the register, and based on the acquired setting value, the setting value information (any of settings 1 to 6) is information) is displayed on the setting display means 521.
[0292] Next, a setting confirmation start command (BA60H to BA65H corresponding to six stages of settings 1 to 6) is transmitted to the production control unit 540. When the production control unit 540 receives the setting confirmation start command, it displays a setting history list screen on the image display means 31 along with a black screen displaying "Settings changing" in green letters. In addition, the speakers 19a, 19b, 19c, and 19d output a sound saying "Settings are being changed." When the setting history list screen is displayed, by using the operating means 14a or the cross button 18, it is possible to check the history information of the setting values so far, the setting time, etc.
[0293] The history information can display setting information up to 50 times ago, and each time new history information is updated, the oldest history information (50th time) is deleted. Additionally, the set time can be displayed up to 999:59 (minutes). Additionally, while the settings history list screen is displayed, you can clear the settings history by holding down the up and down keys on the cross button for 3 seconds.
[0294] After that, it is determined whether the setting key switch 523 is in the ON state or not, and if it is in the ON state, the above-mentioned process is repeated from acquiring the input information of the RWM clear switch 522 again, and the setting key switch 523 is in the OFF state. In this case, a set value command (BA70H to BA75H corresponding to six stages of settings 1 to 6) is transmitted to the production control unit 540, and the setting confirmation process (S1013) is ended.
[0295] Furthermore, even during setting confirmation, the WDT is cleared and power supply abnormality check processing is executed, so that it is possible to respond to power supply abnormalities or program abnormalities during setting confirmation.
[0296] Also, while the settings are being confirmed, security information is sent to the hall computer as external output information, and the system is configured so that the security signal is output for a predetermined period of time (30 seconds) even after the settings confirmation is complete. There is.
[0297] Incidentally, the setting confirmation process (S1013) may be configured to be executable even when the setting stage is one stage. With this configuration, even if there is a setting stage for each model, the program can be modified only by changing numerical values, so most programs can be made common.
[0298] On the other hand, if it is determined in S1012 that the setting confirmation condition is not satisfied, the process moves to backup restoration processing in S1014.
[0299] (Backup restoration process) In the backup restoration process (S1014), various gaming processes are restored based on the backup data backed up at the time of power outage.
[0300] In addition, an initialize command (BA01H) and a backup return command (BA03H) are transmitted to the production control unit 540. When the production control unit 540 receives the setting change start command (BA76H), the image display means 31 displays a black screen with white text "Recovered from power outage. Please restart the game." In parallel with this, the initialization operation of the movable parts (middle push button movable part, side unit movable part, board side movable part (lower movable part 30a, upper movable part 30b)) is also executed by the initialization command. When the command transmission to the production control unit 540 is finished, the backup restoration process (S1014) is finished.
[0301] Furthermore, the backup restoration process (S1014) is configured to be executed not only when it is determined in S1012 that the setting confirmation condition is not satisfied, but also after the setting confirmation process (S1013) is completed. . Therefore, when the setting confirmation process (S1013) is performed, the backup restoration process (S1014) is also executed.
[0302] To summarize the above-mentioned processing, in the main control system processing, one of the following processings (1) to (4) is performed. (1) Setting change processing (S1006) + RWM clear processing (S1011) (2) RWM clear processing (S1011) (3) Setting confirmation processing (S1013) + backup recovery processing (S1014) (4) Backup restoration processing (S1014) Then, after any one of the processes (1) to (4) is performed, the game start clear process (S1015) shown in FIG. 2-3 is performed. In this process, the error information storage area that stores error information of the used area RWM is cleared. Specifically, the backup flag, a power supply abnormality counter for storing the number of power abnormality determinations, a dispensing abnormality counter for storing the number of times an abnormality has been determined in the dispensing control unit 510, and various errors (ball jam, out of supply, counting abnormality, Clears error flags for determining disconnection, door opening, prize opening errors, radio wave errors, magnetic errors, etc.), error detection timers for detecting various error states, and error notification timers for managing various error notification times. do. As a result, when the power is turned on, the error information before the power is turned off is cleared, so when the power is turned on, it is possible to recover with the error state cleared.
[0303] Subsequently, game start settings (S1016) are performed. In this process, internal function register settings and various settings related to the game are performed.
[0304] First, configure the internal function registers: interrupt priority register, CTC control register, CTC data register, interrupt enable register, WDT control register, transmission prescaler register, 8-bit variable length random number maximum value register, 16-bit variable length random number maximum value. Configure registers, external latch control registers, etc.
[0305] The interrupt priority register is a register that sets the priority when multiple interrupt requests occur. In this embodiment, since only one CTC-based interrupt request is used, prioritization is not particularly necessary, but the interrupt request based on the CTC to be used is set to have a higher priority.
[0306] The CTC control register is a register that sets the timer value setting method by CTC, and is set to a fixed value. The CTC data register is a register that sets the count value that determines the output timing of the interrupt request signal by the CTC, and in this example, the count value equivalent to 4ms is set to realize timer interrupt processing that occurs at a 4ms cycle. are doing.
[0307] The interrupt permission register is a register for setting permission / inhibition of an interrupt request signal by the CTC, and is set to the permission state in order to generate timer interrupt processing (S1024 to S1045).
[0308] The WDT control register makes settings related to the WDT clear mode and timer. The transmission prescaler register sets the transmission baud rate for serial communication with the payout control unit 510.
[0309] In the 8-bit variable length random number maximum value register, special symbols are used to draw the types of stop symbols such as jackpot stop light emission pattern, small hit stop light emission pattern, loss stop light emission pattern, etc. in special symbol 1 variation display and special symbol 2 variation display. Normal symbols used in the normal symbol lottery process to set the total number of random numbers (e.g. 205) for special symbols used in the lottery process, and to draw types of stop symbols such as hit stop light emission pattern and loss stop light emission pattern in normal symbol fluctuation display. Set the total number of random numbers (e.g. 200). Each random number circuit is configured to be activated by setting the maximum value (total number) of each random number in the 8-bit variable length random number maximum value register.
[0310] The 16-bit variable length random number maximum value register contains the special symbol variation pattern random number used in the special symbol variation pattern lottery process to draw the variation mode (variation time and variation effect) of the special symbol 1 variation display and special symbol 2 variation display. (e.g. 10,000) and the total number of normal symbol fluctuation pattern random numbers (e.g. 30,000) used in the normal symbol fluctuation pattern lottery process to draw the fluctuation mode of the normal symbol fluctuation display (fluctuation time and fluctuation effect). ) settings. Each random number circuit is configured to be activated by setting the maximum value (total number) of each random number in the 16-bit variable length random number maximum value register.
[0311] The external latch control register is used to obtain (latch) a random value in each random number circuit (8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit, 8-bit variable-length random number circuit, 16-bit variable-length random number circuit). Configure settings to permit acquisition of each random value when a signal is input.
[0312] In addition, it may be configured such that a plurality of types of special symbol variation pattern random numbers are provided and the variation mode is determined using the plurality of special symbol variation pattern random numbers.In that case, the maximum value of the 8-bit variable length random number The register may be configured to set the total number of variable pattern random numbers for the second special symbol (eg 240) and the total number of variable pattern random numbers for the third special symbol (eg 252).
[0313] By the way, 16-bit fixed-length random number circuits are used for the random numbers used to determine the jackpot used in the lottery for the special symbol 1 variation display and the special symbol 2 variation display, and the random numbers used for the lottery for the normal symbol variation display. This 16-bit fixed-length random number circuit is configured to automatically start up after a system reset of the main control unit 520 or a reset of the WDT. Therefore, there is no need to set the maximum value of random numbers to start up the random number circuit.
[0314] In addition, random numbers for jackpot determination, random numbers for hit determination, random numbers for special symbols, random numbers for normal symbols, variable pattern random numbers for special symbols, and variable pattern random numbers for normal symbols can be generated by a program without using each random number circuit. It may also be configured to generate (soft random numbers). In this case, for example, in the main loop processing (S1017 to S1023) and timer interrupt processing (S1024 to S1045) that are executed cyclically, random numbers are used to update each random value and to set the initial value of each random value. It is desirable to configure it to perform update processing.
[0315] Next, as various settings related to the game, clear processing of the LED common port, ON setting of the firing control signal, and setting of the operation confirmation display timer of the performance display LED 521 are performed.
[0316] In this embodiment, the performance display LED 521 and the pattern display device 76 are each controlled by a dynamic lighting method, and in the LED common port clearing process, the common data of the common port output to each is once cleared. .
[0317] Next, by setting the firing control signal, which was set to OFF at the start of the main control system processing, to ON, the firing operation of the game ball is permitted.
[0318] Finally, an operation confirmation display timer is set to perform an operation confirmation display in which the performance display LED 521 is completely blinked for a predetermined period of time (approximately 5 seconds). Thereby, the performance display LED 521 always performs an operation confirmation display for a predetermined time every time the power is turned on, and starts displaying the base value after the operation confirmation display for a predetermined time ends.
[0319] When these settings are completed, the process moves to the main loop processing (S1017 to S1023).
[0320] (main loop processing) In the main loop processing (S1017 to S1023), first, interrupt prohibition processing (S1017) is performed to prohibit generation of an interrupt processing program. Next, all registers are saved to the stack area, and the table pointer register, which is a reference address for specifying the RWM area to be used, is saved to the stack area (S1018 to S1019). Thereafter, the main loop outside-area processing (S1020) placed in the out-of-area program is called and executed. After executing the processing outside the area within the main loop (S1020), the table pointer register is restored, all registers are restored (S1021~S1022), and interrupt enable processing (S1023) is performed to enable generation of the interrupt processing program. conduct.
[0321] While this series of main loop processing (S1017 to S1023) is being repeated, if the interrupt timing that occurs at a predetermined period (4 ms period) arrives, timer interrupt processing (S1024 to S1045) is executed. It is composed of Incidentally, while the main loop processing (S1017 to S1023) is being executed, the interrupt disabling processing (S1017) is being performed, so the timer interrupt processing (S1024 to S1045) is not executed. The timer interrupt process (S1024 to S1045) is executed after the interrupt enable process is performed in S1023 until the next interrupt disable process (S1017) is performed.
[0322] (Processing outside the main loop area) Here, the processing outside the main loop area (S1020) will be described with reference to FIG. 2-5. FIG. 2-5 shows a flowchart of the processing outside the main loop area (S1020). The main loop internal and external processing (S1020) is called and executed during the execution of the main loop processing (S1017 to S1023).
[0323] When the main loop outside-area processing (S1020) is called, first the stack pointer in the used area is saved, and the stack pointer outside the used area is set (S1046).
[0324] Next, RWM initialization determination processing (S1047) is executed. Here, it is determined whether there is any abnormality in the contents of the RWM outside the used area, and if it is determined that an abnormality has occurred, the RWM outside the used area is cleared and initial data is set. Here, to determine whether or not an abnormality has occurred, a display for specifying the display contents of the performance display LED 521 (real-time base value, first cumulative base value, second cumulative base value, third cumulative base value) is used. In addition to monitoring abnormalities such as whether the value of the content pointer is an abnormal value or whether the value of the division task pointer that manages the stage of the division task in the performance display LED 521 total division processing (S1048), It also monitors whether the initial flag, which determines whether or not it is the first time the gaming machine 1 is powered on, is ON (when the power is first turned on). This is because when the power is turned on for the first time, necessary data has not yet been set, and initial data needs to be set.
[0325] Next, a performance display LED aggregation division process (S1048) is executed to calculate a base value to be displayed on the performance display LED 521. In the performance display LED aggregation division process (S1048), various winning holes (special symbol 1 starting hole 38, special symbol 2 starting hole 39, upper left winning hole 40, middle left winning hole 41, lower left winning hole 42, right winning hole 43, If there is a prize in Upper University winning hole 44, Lower University winning hole 45), the number of prize balls associated with winning is counted, and if there is a ball entering out switch count 47a, the number of outs is counted, and the counted prize A base value is calculated based on the number of pitches and number of outs. The calculated base value is stored in the ratio buffer of the RWM outside the usage area, and the base value stored in this ratio buffer is displayed on the performance display LED 521.
[0326] Finally, the stack pointer outside the used area is restored (S1049), and the main loop outside area processing (S1020) is ended.
[0327] (timer interrupt processing) When an interrupt timing arrives during execution of the main loop processing (S1017 to S1023), the timer interrupt processing (S1024 to S1045) shown in FIG. 2-4 is executed. In the timer interrupt process (S1024 to S1045), each process related to the game (gaming process) is executed in the order of (1) to (18) below. (1) Power supply abnormality check processing (S1024) that checks for power supply abnormalities and performs power outage processing in the event of an emergency. (2) Timer management processing to update various timers used in game processing (S1025) (3) Switches (special symbol 1 starting opening switch 38a, special symbol 2 starting opening switch 39a, winning opening switch 40a, 42a, 43a, big winning opening switch 44a, 45a, right gate switch 46a, out switch 47a, etc.) Input management processing to create and manage input data based on input information (S1026) (4) Random number circuit processing to check for abnormalities in the random number circuit (S1027) (5) Prize ball management processing (S1028) that refers to the information on the winning counter and, if there is a prize, transmits a payout control command (prize ball command) that specifies the number of prize balls to the payout control unit 510. (6) Monitoring of ball entry into the right gate switch 46a (normal symbol starting port switch), updating of normal symbol pending memory information, winning lottery processing, normal symbol lottery processing, normal symbol variation pattern lottery processing, and start of normal symbol variation display. Normal symbol management processing to perform processing and stop processing (S1029) (7) Ordinary electric accessory management process (S1030) that performs the processing necessary to execute the electric chew support, such as opening and closing the movable piece 39b of the special pattern 2 starting port 39. (8) Monitoring of ball entry into special symbol 1 starting port switch 38a and special symbol 2 starting port switch 39a, updating of special symbol pending memory information, execution judgment of pre-read notice, jackpot lottery processing, special symbol lottery processing, special symbol variation Special symbol management processing (S1031) that performs pattern lottery processing, special symbol fluctuation display start processing and stop processing, and setting processing regarding transition of gaming state. (9) Special electric accessories management process (S1032) that performs execution processing regarding winning games (big winning games, small winning games) and setting processing of the gaming state after the jackpot game. (10) Various sensors (magnetic sensor 73, radio sensor 74, vibration sensor 75) and switches (ball counting switch 23c, out-of-supply detection switch 23d, firing stop switch 34, frame release switch 35, ball jam detection switch 36) Based on the detected information, a monitoring process is performed to monitor whether an error (abnormality) has occurred in the gaming operation, and an error management process is performed to send an error command that can identify the type of error to the performance control unit 540 (S1033) (11) Game information notification management processing (S1034) that lights up the LED 76g for displaying right-handed batting when right-handed batting is advantageous, and turns off the light for right-handed batting display when left-handed batting is advantageous (S1034) (12) External terminal management processing (S1035) for transmitting an outer end signal related to external output information from the external terminal board 60 to the hall computer (13) Solenoid management processing (S1036) that outputs the drive signal (excitation signal) to the drive source (big winning opening opening / closing solenoids 70, 71, special symbol 2 starting opening opening / closing solenoid 72) (14) LED management processing (S1037) that updates the port output counter that manages the lighting cycle of dynamic lighting control and outputs control signals (common data, lighting data) to the symbol display device 76 and performance display LED 521. (15)A timer that performs area transition processing that performs processing related to the transition between the usage area program and the non-usage area program, display processing to display the base value on the performance display LED 521, processing related to creation and output of sighting test signals, etc. Processing outside the interrupt area (S1038~S1042) (16) When the out switch 47a detects a game ball, an out command sending process (S1043) that sends an out command indicating detection information to the production control unit 540 (17) SPI communication start processing to output serial data stored in the serial communication buffer (S1044) (18) WDT clear processing (S1045) that clears the WDT
[0328] Each of the above processes (1) to (18) will be described in detail below.
[0329] ((1) Power supply abnormality check processing) In the power abnormality check process (S1024), first, information on the input port where the power abnormality signal is input is obtained, and if the power abnormality signal is ON, the power abnormality counter is incremented (+01H), and if the power abnormality signal is OFF, the input port information is obtained. clears the power supply error counter value (clears to 00H). At this time, if the power abnormality signal is OFF, the process ends here. If the power abnormality signal is ON, processing is continued, and it is determined whether the added value of the power abnormality counter has reached a predetermined value (eg, 02H). If it is determined that the predetermined value has been reached (if it is determined that the power abnormality signal is ON twice in a row), it is determined that there is a power abnormality, and backup processing is executed. Thereafter, in preparation for power cutoff, an infinite loop process is executed to stop the progress of the game process.
[0330] In the backup process performed before power off, power off command 1 (BA33H) and power off command 2 (BA55H) are transmitted to production control unit 540. When the production control unit 540 receives the power-off command 2 (BA55H), a black screen is displayed on the image display means 31. By the way, power-off command 1 (BA33H) and power-off command 2 (BA55H) are executed when a power abnormality is confirmed in the power abnormality check process performed during setting change processing S1006, RWM error processing S1008, and setting confirmation processing S1013. In this case, it is similarly transmitted to the production control section 540.
[0331] Next, set the backup flag to ON state (AA55H). By setting the backup flag to the ON state (AA55H), it is possible to determine when the power is turned on next time that the backup process has been successfully performed and then the power has been shut off. Furthermore, the protection state of the RWM area is enabled, RWM protection is enabled to make it readable / unwritable, and subsequent rewriting of data in the RWM area is prohibited.
[0332] After that, the main control unit 520 sends drive signals and firing control signals for various solenoids (big winning opening opening / closing solenoids 70, 71, special symbol 2 starting opening opening / closing solenoid 72), and commands to the performance control unit 540. Clear the solenoid port for outputting the strobe signal to be sent. Furthermore, external output information (OFF signal) for turning off all outer end signals, OFF data for turning off all common data output to the symbol display device 76 and performance display LED 521, and symbol display device 76 Then, turn-off data for turning off all lights as data to be output to the performance display LED 521 is stored in the serial communication output buffer, and output processing is started. As a result, various functions are stopped before the power is shut off.
[0333] Finally, in order to prohibit the generation of timer interrupt processing, the interrupt enable register is set to the disabled state, and interrupt disable processing is performed to prohibit the generation of the interrupt processing program (S1024 to S1045), and the process proceeds to infinite loop processing. and transition.
[0334] ((2) Timer management processing) In the timer management process (S1025), the values of various timers used in the gaming process are updated. The types of timers that are applicable are: general and general electric timer, special electric figure and special electric timer, fraudulent information timer, magnetic error notification timer, radio error notification timer, winning slot error notification timer, general electric prize winning valid timer, and large winning opening prize. There are valid timers, operation confirmation display timers, etc.
[0335] Here, the general pattern general electric timer includes the fluctuation time of the normal pattern fluctuation display, the light emission time of the stop light emission pattern (normal pattern confirmation time, general pattern confirmation time), the opening time of the electric chew support, the interval time before and after opening, etc. This is a timer that is set each time it is needed and is used to manage this.
[0336] The special symbol special electric timer is used to monitor the fluctuation time of the special symbol fluctuation display, the light emitting time of the stop light emitting pattern (special symbol confirmation time, special symbol confirmation time), the opening time of the big prize openings 44 and 45, the interval time before the start of the jackpot, and the time between rounds. This is a timer for managing the interval time, jackpot end interval time, etc., which are set as needed.
[0337] The fraud information timer is the RWM clear notification time, the fraud notification time due to unauthorized winning to the special symbol 2 starting hole (winning when the electric chew support is not activated), the fraudulent winning to grand prize openings 44 and 45 (grand prize opening 44, This is a timer used to manage this, and is set each time it is necessary to notify the fraudulent notification time due to winnings when the prize is not open.
[0338] The magnetic error notification timer is a timer for setting and managing a magnetic error notification time based on magnetic detection by the magnetic sensor 73. The radio wave error notification timer is a timer for setting and managing a radio wave error notification time based on the radio wave detection by the radio wave sensor 74. The vibration error notification timer is a timer for setting and managing a vibration error notification time based on vibration detection by the vibration sensor 75. The winning hole notification timer detects fraud due to fraudulent winnings to multiple winning holes (upper left winning hole 40, middle left winning hole 41, lower left winning hole 42) (each winning hole switch 40a, 42a, 43a detects continuously for a predetermined period of time). A timer is used to set and manage the time.
[0339] The regular winning prize valid timer is a timer for managing a predetermined winning prize valid time that is set after the end of the open time of the electric chew support. The special winning prize valid timer is a timer for managing a predetermined winning prize valid time that is set after the end of the opening time of the big prize openings 44 and 45. The operation confirmation display timer is a timer for managing the execution time of the operation confirmation display that causes the performance display LED 521 to blink completely.
[0340] In addition, in timer management processing, the timer to be updated is basically a 2-byte timer consisting of 2 bytes, but it is not limited to this, and a 4-byte timer consisting of 4 bytes can also be used. may be configured. In this case, in the timer management process (S1025), timer update processing for the 2-byte timer and timer update processing for the 4-byte timer are respectively executed.
[0341] ((3) Input management processing) In the input management process (S1026), switches (special symbol 1 starting opening switch 38a, special symbol 2 starting opening switch 39a, winning opening switch 40a, 42a, 43a, big winning opening switch 44a, 45a, right gate switch 46a, out Switch input data (switch edge data and level data) is created based on the input information of the switch 47a, etc.).
[0342] Furthermore, based on the created switch input data, we check whether there is any unauthorized winning in the special symbol 2 starting hole 39 and the big winning openings 44 and 45, and if it is determined that there is an unauthorized winning, it is determined that it is an unauthorized winning. The switch input data related to the special symbol 2 starting opening 39 or the big winning openings 44 and 45 is cleared, and a fraud notification time is set in the fraud information timer.
[0343] Subsequently, information on the prize winning counter is updated based on the switch input data. Based on the winning counter information updated here, a prize ball command will be transmitted to the payout control unit 510 in the prize ball management process (S1028) described later.
[0344] Further, a plurality of winning counters are provided depending on the number of winning balls. Finally, based on the switch input data, a switch passage command is sent to the production control section 540, and this process is completed.
[0345] ((4) Random number circuit processing) In the random number circuit processing (S1027), a process is performed to check whether there is any abnormality in the random number circuit by referring to a random number error status register (built-in register) that indicates an abnormality in the random number circuit. Here, the random number error status register indicates the status of each of the 8-bit fixed-length random number circuit, 16-bit fixed-length random number circuit, 8-bit variable-length random number circuit, and 16-bit variable-length random number circuit, and which random number It is configured to be able to determine whether an abnormality has occurred in the circuit.
[0346] As a result of referring to the random number error status register, if it is determined that an abnormality has occurred in at least one of the random number circuits, the random number circuit abnormality confirmation flag is set to the ON state (05AH), and the production control unit 540 Send the main board error command (E00BH) to the main board error command (E00BH). When the production control unit 540 receives the main board error command (E00BH), a "main board error" is displayed on the image display means 31. Furthermore, if it is determined that no abnormality has occurred, the process ends without setting a flag or transmitting a command.
[0347] Here, if the random number circuit abnormality confirmation flag is set to the ON state (05AH), in the normal symbol management process (S1029) described later, the winning number obtained when the ball enters the right gate switch 46a is detected. It is configured to clear (set to 00H) the random numbers for judgment, the random numbers for normal symbols, and the fluctuation pattern random numbers for normal symbols. By clearing the random number for hit determination and the random number for normal symbols (set to 00H), a loss will always be selected as the result of the win / fail lottery and the normal symbol lottery, and the result of the normal symbol fluctuation display will always be a loss stop pattern. becomes. In addition, by clearing the normal symbol variation pattern random number (set to 00H), the normal symbol variation pattern with short variation time and less variation performance is selected.
[0348] Similarly, in the special symbol management process (S1031), a random number for jackpot determination and a random number for special symbol are obtained when the ball enters the special symbol 1 starting port switch 38a and the special symbol 2 starting port switch 39a. , special symbol variation pattern random numbers are also cleared (set to 00H). By clearing the random number for jackpot determination and the random number for special symbols (set to 00H), a loss will always be selected as the result of the win / fail lottery and special symbol lottery, and the result of the special symbol fluctuation display will always be a loss stop pattern. becomes. In addition, by clearing the special symbol variation pattern random number (set to 00H), a special symbol variation pattern with a short variation time and less variation performance is selected.
[0349] In this way, when it is determined that an abnormality has occurred in the random number circuit, each acquired random number (random number for hit determination, It is configured to forcibly rewrite the random numbers for normal symbols, random numbers for normal symbols variation patterns, random numbers for jackpot determination, random numbers for special symbols, and variation pattern random numbers for special symbols. Also, once the random number circuit abnormality confirmation flag is set to the ON state (05AH), unless the random number circuit abnormality confirmation flag is cleared by RWM clear processing (S1011), normal symbol management processing (S1029) and special The symbol management process (S1031) is never executed.
[0350] ((5) Prize ball management processing) In the prize ball management process (S1028), the winning counter is referred to, and if it is determined that there is winning information in the winning counter, a prize ball command based on the winning information is transmitted to the payout control unit 510.
[0351] When sending a prize ball command, the winning information in the winning counter is cleared (01H is subtracted from the winning counter), so that one prize ball command is sent for one winning information. It is configured.
[0352] Further, since a plurality of winning counters are provided depending on the number of winnings, if any winning counter has winning information, a prize ball command is transmitted to the payout control unit 510.
[0353] By the way, even if there is winning information for multiple winning counters, the winning ball command is configured to be sent only once in one winning ball management process (S1028), and the winning counter that was not processed The winning information is configured to be processed in the prize ball management process (S1028) of the next timer interrupt process (S1024 to S1045). With this configuration, the processing time required for the prize ball management process (S1028) is not affected by the number of winning information, so it is possible to keep the processing time constant.
[0354] In addition, in the prize ball management process (S1028), it is determined whether the communication signal from the payout control unit 510 is in the ON state (normal state), and when it is determined that it is in the OFF state (abnormal state), adds the payout communication abnormality confirmation counter (+01H) and determines whether the added value of the payout communication abnormality confirmation counter has reached a predetermined value (eg, 02H).
[0355] If it is determined that the predetermined value has been reached (if it is determined that the communication signal is in the OFF state twice in a row), it is determined that there is an abnormality in the payout communication, and the serial circuit error flag is set to the ON state ( 5AH) and transmits a payout board error command (E009H) to the production control unit 540. When the production control unit 540 receives the payout board error command (E009H), a “payout board error” is displayed on the image display means 31.
[0356] In this way, when the serial circuit error flag is set to the ON state (5AH), winning information will be displayed in the winning counter in the current prize ball management process (S1028) and the next prize ball management process (S1028). Regardless of whether there is a prize ball command, it is configured not to transmit the prize ball command to the payout control unit 510. Therefore, once the serial circuit error flag is set to the ON state (5AH), the prize ball command will not be sent to the payout control unit 510 unless the serial circuit error flag is cleared by RWM clear processing. There isn't.
[0357] On the other hand, if it is determined that the communication signal from the payout control unit 510 is in the ON state (normal state), the payout communication abnormality confirmation counter is cleared (cleared to 00H), and the prize ball command is issued depending on the presence or absence of winning information. Send.
[0358] ((6) Normal symbol management processing) In the normal symbol management process (S1029), whether or not the right gate switch 46a detects a game ball is monitored whether or not the normal fluctuation display is being executed, and if it is determined that a game ball is detected. In addition to adding (+1) the normal symbol retention memory, multiple types of random number information (random numbers for hit determination, random numbers for normal symbols, random numbers for normal symbol fluctuation patterns) necessary to execute the normal symbol fluctuation display are added. Execute the acquisition process.
[0359] The random number storage area (random number storage area for hit determination, random number storage area for normal symbols, random number storage area for normal symbols fluctuating patterns) is used as an area for storing this random number information, and the upper limit memory number of normal symbol retention memory ( For example: 4 pieces) are provided respectively, and the acquired random number information is stored in the storage area corresponding to the current number of normal symbol retention memories (the number of normal symbol retention memories after addition).
[0360] Then, when the start condition for normal symbol fluctuation display is satisfied, the number of normal symbols pending memory is subtracted, and the information stored in the first storage area (information in the storage area corresponding to the pending memory number 1) is The information used in this normal symbol fluctuation display is stored in the buffer area (random number buffer for hit determination, random number buffer for normal symbols, fluctuation pattern random number buffer for normal symbols), and is stored in the subsequent storage area. The stored information (information in the storage area corresponding to the number of pending memories 2 to 4) is shifted in order toward the head of the queue (information in the storage area corresponding to the number of pending memories 4 → corresponding to the number of pending memories 3) information on the storage area corresponding to the number of pending memories 2 → information on the storage area corresponding to the number of pending memories 1).
[0361] In this way, the random number information stored in the storage area is configured to be processed on a first-in, first-out basis. Then, using the random number information stored in the buffer area, the winning lottery process, the normal symbol lottery process, and the normal symbol variation pattern lottery process regarding the current normal symbol variation display are executed, respectively.
[0362] In the winning lottery process, the winning lottery process is performed using a winning judgment table in which the winning lower limit judgment value and the winning upper limit judgment value are set, and the value of the random number information stored in the random number buffer for winning judgment is the winning lower limit. If it is determined that the random value is larger than the judgment value and smaller than the upper limit judgment value (lower limit judgment value < random number information < upper limit judgment value), it is judged that the random value belongs to the hit judgment range, and the winning is determined. Set the judgment flag to ON state (hit judgment).
[0363] On the other hand, if it is determined that the random value does not belong to the hit determination range, the hit determination flag is set to the OFF state (loss determination). By setting the hit determination flag to the ON state (hit determination) here, in the normal electric accessory management process described later, the process necessary for executing the electric chew support will be executed.
[0364] In the regular symbol lottery process, the symbol lottery process is performed using either the regular symbol losing symbol table or the regular symbol winning symbol table depending on the result of the winning lottery processing (according to the contents of the hit determination flag). The normal symbol loss symbol table and the common symbol symbol table include the random number judgment value, the stopping symbol type information for determining the type of stopping symbol corresponding to this random number judgment value, and the normal symbol in the normal symbol fluctuation pattern lottery process. The fluctuation pattern offset information used to determine the fluctuation pattern is set, and the value of the random number information stored in the random number buffer for normal symbols is searched for the corresponding random number judgment value, and as a result of the search, the corresponding random number is Stop symbol type information and fluctuation pattern offset information according to the determination value are acquired.
[0365] Based on the stop symbol type information acquired here, the stop symbol after the normal symbol variation display is determined, and when the normal symbol variation display ends, the contents of the determined stop symbol are displayed. Further, based on the acquired variation pattern offset information, a normal symbol variation pattern is selected in a normal symbol variation pattern lottery process to be described later.
[0366] In the normal symbol variation pattern lottery process, the variation pattern offset information acquired in the normal symbol lottery process, information on the current gaming state and gaming mode, and the number of suspended memory pieces as necessary (for example, only in the case of a loss) are stored. With reference to this, a variation pattern lottery process is performed using a variation pattern table determined from among a plurality of types of variation pattern tables.
[0367] The random number judgment value is set in the fluctuation pattern table, and the random number judgment value corresponding to the random number information stored in the fluctuation pattern random number buffer for normal symbols is searched, and as a result of the search, the normal number judgment value is set according to the corresponding random number judgment value. Symbol variation pattern information is acquired. Based on the normal symbol fluctuation pattern information acquired here, the fluctuation execution time of the normal symbol fluctuation display is determined, and the fluctuation execution time is set in the general symbol general electric timer.
[0368] Further, based on the acquired normal symbol variation pattern information, a normal symbol variation pattern command may be sent to the production control unit 540, and when the production control unit 540 receives the normal symbol variation pattern command, the image display The means 31 may be configured to execute a decorative symbol normal fluctuation game in which a plurality of decorative symbols 100, 101, and 102 are displayed in a fluctuating manner in parallel with the normal symbol fluctuation display using the symbol display device 76. good.
[0369] In this way, by executing the winning lottery process, the normal symbol lottery process, and the normal symbol variation pattern lottery process, the current normal symbol variation display starts, but while the normal symbol variation display is being executed, a new normal It is configured so that the start condition for the symbol fluctuation display is not satisfied, and until the current normal symbol fluctuation display ends (until the fluctuation execution time and symbol confirmation time end), there will be no chance of winning regarding the new normal symbol fluctuation display. The lottery process, normal symbol lottery process, and normal symbol variation pattern lottery process are never executed.
[0370] In the normal symbol management process (S1029), while the normal symbol fluctuation display is being executed, the fluctuation execution time set in the general symbol general pattern timer is monitored, and when the fluctuation execution time ends, a new regular symbol is displayed. The symbol confirmation time is set in the general electricity timer, and a process for displaying the contents of the determined stop symbol is executed. Then, when the symbol confirmation time has ended and it is determined that the hit determination flag is set to the ON state (hit determination), the electric chew support execution flag is set.
[0371] By setting this electric chew support execution flag, electric chew support execution processing is performed in the normal electric accessory management process (S1030) described later. With the above, the process related to the series of normal symbol variation display is completed.
[0372] Further, when the right gate switch 46a detects a game ball, the information regarding the added normal symbol retention storage may be transmitted to the production control unit 540 as a normal symbol retention addition command. Further, when the start condition for the normal symbol fluctuation display is established, information regarding the subtracted normal symbol retention storage may be transmitted to the performance control unit 540 as a normal symbol subtraction command. As a result, the production control unit 540 can grasp the current number of normal symbols stored and displayed on the image display means 31, as well as display a normal symbol stored display indicating the current number of stored normal symbols. .
[0373] In addition, the winning lottery process, the normal symbol lottery process, and the normal symbol variation pattern lottery process are executed not only when the start condition for the normal symbol variation display is satisfied, but also when the right gate switch 46a detects a game ball. may be configured. Furthermore, when transmitting the normal symbol retention addition command to the performance control unit 540, it may be configured to add and transmit the normal symbol variation pattern information acquired by the normal symbol variation pattern lottery process. As a result, the production control unit 540 can grasp the variation content of the normal symbol variation display based on the current normal symbol retention memory, and can also grasp the variation content of the normal symbol variation display based on the current normal symbol retention memory, and the pre-read production according to the variation content (a dedicated display that can only be executed with specific variation content). This makes it possible to perform pre-reading effects, etc.).
[0374] Further, the normal symbol reservation addition command may be configured to be sent with pre-read notice prohibition information added thereto. Thereby, it becomes possible to restrict the performance control unit 540 from executing the pre-read notice.
[0375] ((7) Ordinary electric accessory management processing) The normal electric accessories management process (S1030) is performed when the normal variation display result is determined to be a hit in the above-mentioned normal symbol management process (S1029), and as a result, the electric chew support execution flag is set. It is configured to perform the processing necessary to run the chew support. Therefore, if the electric chew support execution flag is not set, the process necessary to execute the electric chew support is not performed in the normal electric accessory management process (S1030).
[0376] In the normal electric accessory management process (S1030), there is a setting process before the start of normal electric accessory operation (setting process before the start of electric chew support operation) and a setting process when starting the operation of ordinary electric accessory (setting process when starting electric chew support operation). ), a normal electric accessory operation setting process (electronic chew support operation setting process), and a normal electric accessory operation end setting process (electronic chew support operation end setting process) are executed. Incidentally, the normal electric accessory management process (S1030) is configured so that the new normal symbol variation display start condition is not satisfied while these processes are being executed.
[0377] First, in the normal electric accessories pre-operation setting process, the electric chew support pre-start interval time before the electric chew support is executed is set in the ordinary electric power accessory timer. The interval time before starting the electric chew support set here determines the time from the end of the normal symbol variation display to the start of the electric chew support.
[0378] When the interval time before starting the electric chew support has passed, the normal electric accessory operation start setting process is executed, and here, the ordinary electric accessory winning number counter for counting the number of winnings to the special symbol 2 starting port 39 is set. It is cleared (set to 0), and an opening / closing pattern for opening / closing the movable piece 39b of the special symbol 2 starting port 39 is selected. Then, based on the selected opening / closing pattern, the drive control data of the special symbol 2 starting port opening / closing solenoid 72 is set. Further, the continuous opening time for opening the movable piece 39b of the special pattern 2 starting port 39 is set in the ordinary figure ordinary electricity timer, and the process is shifted to the ordinary electric accessory operation setting process.
[0379] In the normal electric accessory activation setting process, we monitor whether the value of the ordinary electric accessory winning number counter has reached the maximum number of winnings, and if it is determined that the maximum number of winnings has been reached, the special symbol 2 is activated at that point. The drive control of the starting port opening / closing solenoid 72 is set to end, and the electric tube support end interval time after the electric tube support ends is set in the general power timer. Furthermore, even if the maximum number of winnings has not been reached, even if the continuous open time set in the general figure general electric timer has elapsed, the same setting is performed and the process moves to the normal electric accessory operation end setting process.
[0380] When the electric chew support end interval time elapses, a normal electric accessory operation end setting process is executed. Here, the information on the opening / closing pattern used in the current electric chew support, the electric chew support execution flag, and various counters are cleared, and a setting process is performed so that the start conditions for the next normal symbol variation display can be satisfied. That is, the electric chew support end interval time set here determines the time from the end of the electric chew support until the next normal symbol variation display can be started.
[0381] With the above process, a series of processes related to the execution of the electric chew support by the normal electric accessory management process (S1030) are completed.
[0382] ((8) Special design management processing) In the special symbol management process (S1031), the special symbol 1 starting port switch 38a or the special symbol 2 starting port switch 39a detects the game ball regardless of whether or not the special symbol 1 variable display or the special symbol 2 variable display is being executed. monitor whether it has been done or not. In addition, the only difference in the subsequent processing is whether the content is related to special symbol 1 or special symbol 2, and since the content is essentially the same, in order to avoid duplicate descriptions, we will mainly describe the content related to special symbol 1. .
[0383] When it is determined that the special symbol 1 starting port switch 38a has detected a game ball, the special symbol 1 pending memory is added (+1) and multiple types of random numbers necessary to execute the special symbol 1 variable display are added. Execute information acquisition processing (random numbers for jackpot determination, random numbers for special symbols, fluctuation pattern random numbers for special symbols). The random number storage area (random number storage area for jackpot determination, random number storage area for special symbols, random number storage area for special symbols fluctuation pattern) is used as the area for storing this random number information, and the upper limit storage number of special symbol retention memory ( For example: 4 pieces) are provided respectively, and the acquired random number information is stored in the storage area corresponding to the current number of special symbol retention memories (the number of special symbol retention memories after addition).
[0384] In addition, at this time, if the number of special symbols 1 held and stored has reached the storage upper limit number (4 pieces), it is determined that the number of special symbols 1 is exceeded and the upper limit number is exceeded, and an over winning command is sent to the production control unit 540. Send.
[0385] Next, a process is performed to determine whether or not to prohibit the execution of the pre-read notice. Through this determination process, if it is determined that the special symbol 1 pre-reading prohibition condition is satisfied, pre-reading notice prohibition information is acquired. When the pre-read notice prohibition information is acquired, the pre-read notice prohibition information is added to the special symbol suspension addition command, which is information regarding the added special symbol 1 pending storage, and is transmitted to the production control unit 540. This restricts the execution of advance notice.
[0386] Incidentally, the special symbol 1 pre-reading prohibition condition is established when the current gaming state is a low probability high base state (time-saving gaming state) or a jackpot gaming state in which special symbol 2 pending storage is likely to occur.
[0387] In addition, the special symbol 2 pre-reading prohibition condition is established when the current gaming state is a low probability low base state (or high probability low base state) or a jackpot gaming state in which special symbol 1 pending storage is likely to occur.
[0388] Further, when it is determined that the special symbol 1 pre-reading prohibition condition is not satisfied, special symbol fluctuation pattern information is added to the special symbol suspension addition command and is transmitted to the performance control unit 540. This special symbol variation pattern information is created based on the information in the random number storage area. This makes it possible to execute a pre-read notice according to the special symbol variation pattern.
[0389] When the special symbol variation display start condition is satisfied, the special symbol retention memory count is subtracted, and a special symbol retention subtraction command, which is information regarding the subtracted special symbol 1 retention memory, is transmitted to the production control unit 540. . Furthermore, the information stored in the first storage area (information in the storage area corresponding to the number of pending memories of 1) is transferred to the buffer area (for jackpot determination) provided as an area to store information used in this special symbol fluctuation display. Random number buffer, random number buffer for special symbols, variable pattern random number buffer for special symbols), and the information stored in the subsequent storage area (information in the storage area corresponding to the number of pending memories 2 to 4) is placed at the head of the queue. (Information of the storage area corresponding to the number of pending memories 4 → Information of the storage area corresponding to the number of pending memories 3 → Information of the storage area corresponding to the number of pending memories 2 → Corresponding to the number of pending memories 1 storage area information).
[0390] In this way, the random number information stored in the storage area is configured to be processed on a first-in, first-out basis. Then, using the random number information stored in the buffer area, the jackpot lottery process, special symbol lottery process, and special symbol variation pattern lottery process regarding the current special symbol variation display are executed, respectively.
[0391] In the jackpot lottery process, the jackpot lottery process is performed using a jackpot determination table in which a jackpot lower limit determination value, a jackpot upper limit determination value, a small hit lower limit determination value, and a small hit upper limit determination value are set, and random numbers for jackpot determination are used. When it is determined that the value of the random number information stored in the buffer is a random number larger than the jackpot lower limit judgment value and smaller than the jackpot upper limit judgment value (jackpot lower limit judgment value < random number information < jackpot upper limit judgment value), If it is determined that the random number belongs to the jackpot determination range, the jackpot determination flag is set to the ON state (jackpot determination), and if it is similarly determined that the random number belongs to the small hit determination range, the small hit determination flag is set to ON. Set to status (small hit judgment).
[0392] On the other hand, when it is determined that the random number value does not belong to the jackpot determination range or the small hit determination range, the jackpot determination flag or the small hit determination flag is set to the OFF state (miss determination).
[0393] Further, the jackpot determination range is set to be different between a low probability state and a high probability state.
[0394] In the special symbol lottery process, depending on the result of the jackpot lottery process (according to the contents of the jackpot determination flag and the small hit determination flag), either the special symbol loss symbol table, the special symbol jackpot symbol table, or the special symbol small prize symbol table is selected. The symbol lottery process is performed using the .
[0395] Each symbol table contains a random number judgment value, stopping symbol type information for determining the type of stopping symbol corresponding to this random number deciding value, and special symbol fluctuation pattern used to determine the special symbol fluctuation pattern in the lottery process. The fluctuation pattern offset information is set, and the value of the random number information stored in the random number buffer for special symbols is searched for the corresponding random number judgment value, and as a result of the search, the stop symbol type is determined according to the corresponding random number judgment value. information and variation pattern offset information is obtained.
[0396] Based on the stopped symbol type information acquired here, the stopping symbol after the special symbol variation display is determined, and when the special symbol variation display is finished, the contents of the determined stopping symbol are displayed. Furthermore, symbol types such as jackpot type (10R probability variable jackpot, 4R probability variable jackpot, 4R normal jackpot) and loss type (loss A, loss B) are determined by this stop symbol type information.
[0397] Also, based on the acquired variation pattern offset information, a special symbol variation pattern is selected in a special symbol variation pattern lottery process to be described later.
[0398] In the special symbol variation pattern lottery process, the variation pattern offset information acquired in the special symbol lottery process, information on the current gaming state and gaming mode, and the number of reserved memory pieces as necessary (for example, only in the case of a loss) are stored. With reference to this, a variation pattern lottery process is performed using a variation pattern table determined from among a plurality of types of variation pattern tables.
[0399] A random number judgment value is set in the variation pattern table, and the random number information stored in the special symbol variation pattern random number buffer is searched for the corresponding random number judgment value, and as a result of the search, a special Symbol variation pattern information is acquired. Based on the special symbol variation pattern information acquired here, the variation execution time of the special symbol variation display is determined, and the variation execution time is set in the special symbol special electric timer.
[0400] Furthermore, based on the acquired special symbol variation pattern information, a special symbol variation pattern command is transmitted to the production control section 540, and a symbol designation command is transmitted based on the stop symbol type information. When the production control unit 540 receives the special symbol variation pattern command and the symbol designation command, a plurality of decorative symbols 100, 101, 102 are displayed on the image display means 31 in parallel with the special symbol 1 variation display using the symbol display device 76. A decorative symbol variation game in which a variation display is executed is executed. In addition, the performance control unit 540 determines the performance content of the decorative symbol variation game (variation pattern without reach, variation pattern with reach, etc.) according to the content of the received special symbol variation pattern command.
[0401] In this way, the current special symbol variation display starts by executing the jackpot lottery process, the special symbol lottery process, and the special symbol variation pattern lottery process, but while the special symbol variation display is being executed, a new special It is configured so that the start condition for the symbol variation display is not satisfied, and until the current special symbol variation display ends (until the variation execution time and symbol confirmation time end), there will be no jackpot regarding the new special symbol variation display. The lottery process, special symbol lottery process, and special symbol variation pattern lottery process are never executed.
[0402] In the special symbol management process (S1031), while the special symbol variation display is being executed, the variation execution time set in the special symbol special electricity timer is monitored, and when the variation execution time has ended, a new special symbol special electricity is displayed. The symbol determination time is set in the timer, and processing for displaying the contents of the determined stopped symbol is executed. Also, at this time, by transmitting a symbol stop command to the performance control unit 540, the variable display of the decorative symbols 100, 101, and 102 by the decorative symbol varying game is stopped.
[0403] Then, when the symbol confirmation time has ended and it is determined that the jackpot determination flag is set to the ON state (jackpot determination), the jackpot game execution flag is set. By setting this jackpot game execution flag, a jackpot game execution process is performed in the special electric accessory management process (S1032) described later.
[0404] Further, when it is determined that the small hit determination flag is set to the ON state (small hit determination), the small hit game execution flag is set. When the small winning game execution flag is set, a small winning game execution process is performed in the special electric accessory management process (S1032). With the above, the process related to the series of normal symbol variation display is completed.
[0405] In addition, in this embodiment, if both special symbol 1 pending memory and special symbol 2 pending memory exist, the special symbol 2 pending memory is digested (subtracted) preferentially and the special symbol 2 variable display is performed. It is configured to start (special figure 2 priority variation). However, the present invention is not limited to this, and the special symbol 1 pending storage may be preferentially digested (subtracted) and the special symbol 1 variable display may be started (special symbol 1 priority variation).
[0406] Further, it may be configured to digest (subtract) the special symbols 1 or 2 in the order in which they are reserved and to display the special symbols 1 or 2 in a variable manner (variation in winning order).
[0407] Further, it may be configured such that the reserved memory is simultaneously digested (subtracted) and the special symbol 1 variation display and the special symbol 2 variation display are performed simultaneously (simultaneous variation).
[0408] ((9) Special electric accessory management processing) The special electric accessory management process (S1032) executes a jackpot game or a small win when the result of the special symbol fluctuation display is determined to be a jackpot or a small win, and as a result, a jackpot game execution flag or a small win game execution flag is set. It is configured to execute the processing necessary for executing the small winning game. If these execution flags are not set, the process necessary to execute the jackpot game or small win game is not performed in the special electric accessory management process (S1032).
[0409] In the special electric accessory management process (S1032), special electric accessory operation start setting process (big hit or small hit operation start setting process), special electric accessory operation start setting process (round game operation start setting process) , special electric accessory operation setting process (round game operation setting process), special electric accessory operation continuation process (round game continuation process), special electric accessory operation end setting process (big hit or small hit operation end Setting processing) is executed. Incidentally, the special electric accessory management process (S1032) is configured so that the start condition for a new special symbol variation display is not satisfied while these processes are being executed.
[0410] First, in the special electric accessories pre-operation setting process, the pre-jackpot start interval time before executing the jackpot game is set in the special figure special electric timer. The interval time before jackpot start set here determines the time from the end of the special symbol variation display to the start of the first round game. In addition, referring to the jackpot type of the stop symbol type information, the number of rounds of the current jackpot game is stored in the maximum round number buffer, and a round number counter for counting the number of rounds executed is prepared for the execution of the first round. and add (+01H).
[0411] Next, a jackpot start command is transmitted to the production control section 540. The jackpot start command includes information such as the jackpot type and the game state, and when the production control unit 540 receives this command, it determines the contents of the jackpot game production to be executed during the jackpot game, and determines the jackpot start interval production. Start.
[0412] When the interval time before the start of the jackpot has elapsed, a special electric accessory operation start setting process is executed. In addition, for the first round game (1st round), this process is executed after the interval time before the start of the jackpot has passed, but for the next round game (2nd round and after), the special electric accessory operation continuation process described below will be executed. This process will be executed after the inter-round interval time set in .
[0413] In the special electric accessory activation start setting process, the special electric accessory prize winning number counter for counting the number of prizes in the grand prize openings 44 and 45 is cleared (set to 0), and the special electric accessory prize winning number counter for counting the number of prizes in the grand prize openings 44 and 45 is cleared (set to 0). An opening / closing pattern for opening / closing the opening / closing plates 44b, 45b is selected. The opening / closing pattern is determined based on the jackpot type and the current number of rounds. Then, based on the selected opening / closing pattern, the drive control data for the big prize opening opening / closing solenoids 70, 71 is set. Furthermore, the maximum continuous opening time for opening the opening / closing plates 44b, 45b of the big prize openings 44, 45 is set in the special figure special electric timer.
[0414] Next, a large prize opening opening command is transmitted to the production control section 540. The grand prize opening opening command includes information such as the current number of round games, and when the production control unit 540 receives this command, it executes a round production according to the current round game, and the number of round games. and update the round number display. With the above, the process moves to the special electric accessory in operation setting process.
[0415] In the special electric accessory in operation setting process, it is monitored whether the value of the special electric accessory winning number counter has reached the maximum number of winnings. Here, when it is determined that there is a prize in the big winning holes 44, 45, a big winning hole winning command is transmitted to the performance control section 540. The grand prize opening winning command includes information on the occurrence of winning and the number of winnings, and when the presentation control unit 540 receives this command, it executes the winning presentation in accordance with the occurrence of the winning. In addition, if there are more wins than the maximum number of wins, an over-win effect is performed in response to the occurrence of over-wins.
[0416] If it is determined that the value of the separate electric accessory winning number counter has reached the maximum number of winnings, at that point, settings are made to terminate the drive control of the grand prize opening opening / closing solenoids 70 and 71, A discharge waiting time until the game balls remaining in the big prize openings 44, 45 pass through the big prize opening switches 44a, 45a and are discharged is set in the special figure special electric timer. Further, even if the maximum number of winnings has not been reached, even if the maximum continuous open time set in the special figure special electric timer has elapsed, the same setting is made and the process is shifted to the special electric accessory operation continuation process.
[0417] When the discharge waiting time has elapsed, the special electric accessory operation continuation process is executed, and the value of the round number counter and the maximum round number buffer are compared, and if it is determined that the maximum number of rounds has not been reached (continuation judgment) In preparation for the execution of the next round game, the number of rounds counter is incremented (01H), and in preparation for the execution of the first round, the interval time between addition rounds is set in the special figure special electric timer.
[0418] Furthermore, an inter-round interval command is transmitted to the production control unit 540 to cause the process to proceed to the special electric accessory operation start setting process again. The inter-round interval command includes round end information and information on the number of rounds, and when the performance control unit 540 receives this command, the round end performance accompanying the end of the round game or the inter-round performance performed between rounds etc.
[0419] On the other hand, when it is determined that the maximum number of rounds has been reached (end determination), the jackpot end interval time for ending the jackpot game is set in the special figure special electric timer. Furthermore, a jackpot end command is transmitted to the performance control unit 540, and the process moves to the special power supply accessory operation end setting process. The jackpot end command includes information on the jackpot type, gaming status, etc., and when the performance control unit 540 receives this command, it executes the ending performance to be performed at the end of the jackpot.
[0420] When the jackpot end interval time elapses, a special energized accessory operation end setting process is executed, and a setting process is performed to generate a game state to which the jackpot game is to be transferred after the end of the jackpot game based on information such as the jackpot type. This determines the gaming state after the end of the jackpot game. In addition, the information on the opening / closing pattern used in the current jackpot game, the jackpot game execution flag, and various counters are cleared, and setting processing is performed so that the start conditions for the next special symbol variation display can be satisfied.
[0421] With the above processing, a series of processing related to the execution of the jackpot game by the special electric accessory management processing (S1032) is completed. In addition, although we have mainly described the content related to the execution of jackpot games here, when executing small win games, due to the nature of the game, round games are not played continuously, so the special electric accessory continues to operate. Although there is no continuation determination in the process, other than that, the process related to the small win game is performed using the same procedure as when executing the jackpot game. (For the jackpot start command and jackpot end command, the small hit start command and jackpot end command are sent when a small hit occurs.)
[0422] ((10) Error management processing) In the error management process (S1033), the ball counting switch 23c, out-of-supply detection switch 23d, frame release switches 35a and 35b, ball jam detection switch 36, magnetic sensor 73, radio sensor 74, vibration sensor 75, signal line disconnection, and unauthorized Detection of winnings is monitored, and if it is determined that an abnormality has occurred as a result of the monitoring, an error notification command that can specify the content of the abnormality is transmitted to the performance control unit 540. Furthermore, if it is determined that the abnormality has been resolved, an error cancellation command is sent to the production control section 540.
[0423] Here, predetermined error judgment times are set for detection of magnetic sensor 73, detection of radio wave sensor 74, detection of vibration sensor 75, and detection of fraudulent winnings, and if the abnormality is detected for a predetermined time, The system is configured to determine that this is occurring. Therefore, even if signals from each sensor are temporarily detected due to noise or the like, it will not be determined that an abnormality has occurred.
[0424] In addition, the error judgment time is measured by each detection timer (radio wave error detection timer, magnetic error detection timer, vibration error detection timer, winning opening error detection timer), and these are measured in the timer management process (S1025). Configured to be updated.
[0425] In addition, when an abnormality occurs, an error notification command is sent to the production control unit 540, and each notification timer (radio wave error notification timer, magnetic error notification timer, magnetic error notification timer, Set the timer, vibration error notification timer, winning slot notification timer, fraud information timer).
[0426] In the error management process (S1033), even if the event in which it is determined that an abnormality has occurred (for example, abnormality detection of the magnetic sensor 73) itself is resolved, an error cancellation command is not sent to the production control unit 540 at that point, After the event itself is resolved, when the value of the set notification timer becomes 0, it is configured to send an error cancellation command to the production control section 540. As a result, when the production control unit 540 receives the error notification command and starts error notification, the production control unit 540 continuously performs the error notification until the predetermined error notification time elapses and the error cancellation command is received. It is configured.
[0427] Furthermore, if an event that is determined to be an abnormality continues to occur, the error notification time is set in each notification timer each time. Therefore, even though the event itself has not been resolved, the value of the error notification timer will not become 0, and while the event is occurring, the specified error notification time will always be set, and the error release command is never sent.
[0428] ((11) Game information notification management process) In the gaming information notification management process (S1034), the current gaming state is determined, and if it is a gaming state in which right-handed hitting is advantageous (low probability high base state, high probability high base state, jackpot gaming state, small winning gaming state). If it is determined, lighting LED data for lighting the right-handed display LED 76g of the symbol display device 76 is created.
[0429] In addition, when it is determined that the game state is advantageous for left-handed hitting (low probability low base state, high probability low base state), turn-off LED data is used to turn off the right-handed hitting display LED 76g of the symbol display device 76. Create.
[0430] ((12) External terminal management processing) In the external terminal management process (S1035), external output information is created to be output to the hall computer as an external terminal signal. Here, the created external output information includes the following (external output information 1) to (external output information 10). (External output information 1) Special symbol confirmation number information (output for 100ms from the stop of variation of special symbol variation display 1 and special symbol variation display 2) (External output information 2) Starting port information (output for 100ms from when the special symbol 1 starting port switch 38a or the special symbol 2 starting port switch 39a detects a game ball) (External output information 3) Jackpot and fluctuation reduction information (output while fluctuation reduction function is activated and jackpot) (External output information 4) Jackpot information (output during jackpot game) (External output information 5) Special symbol 1 starting port information (output for 100ms from the time the special symbol 1 starting port switch 38a detects passage of a game ball) (External output information 6) Special symbol 2 starting port information (output for 100ms from the time the special symbol 2 starting port switch 39a detects passage of the game ball) (External output information 7) Special symbol 1 confirmation count information (output for 100ms after the special symbol 1 fluctuation display stops changing) (External output information 8) Normal figure winning hole information (output for 100ms from the time when the right gate switch 46a detects passage of the game ball) (External output information 9) Main prize ball information (outputs prize ball schedule signal) (External output information 10) Security information (output when a specified error occurs) In the external terminal management process (S1035), this external output information is created when necessary and stored in the serial communication output buffer as an external terminal signal.
[0431] ((13) Solenoid management processing) In the solenoid management process (S1036), the drive control data of the special symbol 2 starting port opening / closing solenoid 72 set in the normal electric accessory management process (S1030) and the big prize set in the special electric accessory management process (S1032) are used. Based on the drive control data for the mouth opening / closing solenoids 70, 71, a drive signal output process is performed for each solenoid 70, 71, 72. As a result, the opening and closing operations of the movable piece 39b of the special symbol 2 starting opening 39 and the opening / closing plates 44b and 45b of the big winning openings 44 and 45 are realized.
[0432] ((14) LED management processing) In the LED management process (S1037), the LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, 76i that make up the pattern display device 76 and the LEDs that make up the performance display LED 521 are managed to emit light using a dynamic lighting method. There is. The details are shown below.
[0433] When the LED management process (S1037) is started, the value of the port output counter is first added (+01H). Then, referring to the LED common output selection table, common data corresponding to the value of the port output counter is selected and stored in the serial communication output buffer.
[0434] Common information to be output is set in the LED output selection table, specifically, first common information that specifies the special symbol 1 variable display LED 76a (total of 8 pieces) of the symbol display device 76, and symbol display Second common information that specifies the special symbol 2 variable display LED 76b (total of 8 pieces) of the device 76, special symbol 1 memory display LED 76c, special symbol 2 memory display LED 76d, and normal symbol memory display of the symbol display device 76 3rd common information that specifies LED76f, status display LED76i, 76j (total 8 pieces), symbol display device 76's normal symbol fluctuation display LED76e, right-handed display LED76g, round display LED76h (total 8 pieces). The 4th common information to specify, the 5th common information to specify the LED of 7-segment display 1 (8 in total) among the multiple 7-segment displays of the performance display LED521, and the multiple 7-segment displays of the performance display LED521 The 6th common information specifies the LEDs of 7-segment display 2 (total of 8 pieces) among the 7-segment display units, and the LEDs of 7-segment display unit 3 (total of 8 pieces) of the multiple 7-segment displays of performance display LED 521. and eighth common information that specifies the LEDs (eight in total) of the 7-segment display 4 among the plurality of 7-segment displays of the performance display LED 521.
[0435] Furthermore, the LED output selection table is configured so that the 1st common information to 8th common information can be divided into 4 common data and selected, and specifically, the 1st common information and the 5th common information can be selected. 1st common data to specify, 2nd common data to specify 2nd common information and 6th common information, 3rd common data to specify 3rd common information and 7th common information, and 4th common information. and the 8th common information. For example, if the common data selected this time is the first common data, the special symbol 1 fluctuation display LED 76a (total of 8 pieces) of the symbol display device 76 and the multiple 7-segment displays of the performance display LED 521. Of these, the LEDs on 7-segment display 1 (total of 8) are subject to control.
[0436] In this embodiment, each time the LED management process (S1037) is executed, the first common data to the fourth common data are cyclically selected according to the value of the port output counter that is updated. (1st common data → 2nd common data → 3rd common data → 4th common data → 1st common data → 2nd common data →...), and as a result, the predetermined cycle (timer interrupt processing (S1024~ The common data to be output is switched every 4 ms period when S045) is executed, thereby realizing dynamic lighting at a predetermined period (4 ms period).
[0437] When the common data is completely stored in the serial communication output buffer, next, lighting data is selected and stored in the serial communication output buffer. When selecting lighting data, refer to the LED output selection lighting table again and select lighting data corresponding to the previously selected common data.
[0438] In addition to common data, lighting data to be output is set in the LED output selection table. Two types of lighting data are set for each type of common data, specifically, 1-1 lighting data and 1-2 lighting data corresponding to the 1st common data, and 2nd common data. 2-1 lighting data and 2-2 lighting data corresponding to the data, 3-1 lighting data and 3-2 lighting data corresponding to the 3rd common data, and 4th lighting data corresponding to the 4th common data. -1 lighting data and 4th-2nd lighting data are set. For example, if the common data selected this time is the first common data, one of the lighting data will be selected from the 1-1 lighting data and the 1-2 lighting data.
[0439] In this embodiment, each time the LED management process (S1037) is executed, the first lighting data table (1-1 lighting data, 2-1 lighting data, , 3-1 lighting data, 4-1 lighting data), and selecting the lighting data corresponding to the currently selected common data. -2 lighting data, 3rd-2nd lighting data, 4th-2nd lighting data) to select the lighting data corresponding to the currently selected common data. It is configured. As a result, for example, by arranging the lighting data in the first lighting data table and the turning off data in the second lighting data table, it is possible to achieve a blinking display at a predetermined period (128ms). There is.
[0440] In this way, when the common data and lighting data are completely stored in the serial communication output buffer, the LED management process (S1037) is ended.
[0441] Incidentally, in this embodiment, all the lighting data set in the LED output selection table are data related to LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that configure the symbol display device 76. , and data regarding the LEDs that make up the performance display LED 521 are not set. Therefore, the lighting data stored in the serial communication output buffer in the LED management process (S1037) is all data related to LEDs 76a, 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i that configure the symbol display device 76. Therefore, data regarding the LEDs that make up the performance display LED 521 is not selected here. The data regarding the LEDs constituting the performance display LED 521 is selected in the out-of-area program after the LED management process (S1037) is completed, and is configured to be stored in the serial communication output buffer. In the LED management process (S1037), by selecting common data (any of the 1st common data to 4th common data), multiple 7-segment indicators (7-segment indicators 1 to 7 segments) of the performance display LED 521 can be Among the display devices 4), only the 7-segment display device to be controlled this time is selected.
[0442] ((15) Area migration processing & timer interrupt outside area processing) In the area migration process (S1038 to S1042), first, all registers are saved to the stack area, and a table pointer register, which is a reference address for specifying the used area RWM area, is saved to the stack area (S1038 to S1039). Thereafter, the timer interrupt internal out-of-area processing (S1040) placed in the out-of-area program is called and executed.
[0443] In the timer interrupt internal and external processing (S1040), display processing for displaying the base value on the performance display LED 521, processing for creating and outputting a sight test signal, and the like are performed. After executing the timer interrupt internal and external processing (S1040), the table pointer register is restored, all registers are restored (S1040 to S1041), and the process moves on to the next processing.
[0444] (Timer interrupt outside area processing) Here, the timer interrupt internal and external processing (S1040) will be described with reference to FIG. 2-5. FIG. 2-5 shows a flowchart of the timer interrupt internal and external processing (S1040). The timer interrupt internal and external processing (S1040) is called and executed during the execution of the timer interrupt processing (S1024 to S1045).
[0445] When the timer interrupt internal and external processing (S1040) is called, first the stack pointer in the used area is saved and the stack pointer outside the used area is set (S1050).
[0446] Next, performance display LED display content update processing (S1051) is executed. Through this performance display LED display content update process (S1051), the performance display LED 521 repeats all lighting and all blinking for a predetermined period of time (approximately 5 seconds), an operation confirmation display (all blinks), and multiple types of base values (real-time base value , the first cumulative base value, the second cumulative base value, and the third cumulative base value) are cyclically switched and displayed in a predetermined order.
[0447] Here, when executing the operation check display, the operation check display timer is referred to. The operation confirmation display timer stores the execution time of the operation confirmation display. In the performance display LED display content update process (S1051), display control is performed by switching between an all-on display pattern and an all-off display pattern at predetermined time intervals until the value of the operation check display timer reaches a predetermined value (0). There is. As a result, operation confirmation display by the performance display LED 521 is realized.
[0448] Furthermore, when displaying the base value, the ratio buffer of RWM outside the used area is referred to. The calculated base value is stored in the ratio buffer. In the performance display LED display content update process (S1051), a lighting display pattern corresponding to the value of the ratio buffer is selected from the lighting display pattern table to control the display of the base value. This allows the performance display LED 521 to display the base value.
[0449] Furthermore, when the value of the ratio buffer is equal to or greater than a predetermined value (100), a specific display pattern ("99.") is selected as the lighting display pattern. This is because the number of digits of the base value that can be displayed by the performance display LED 521 consists of two digits (two ratio segments).
[0450] In the performance display LED display content update process (S1051), the lighting pattern according to the operation confirmation display, the lighting pattern according to the value of the identification ratio buffer (base value), and the display content of the identification segment indicating the type of the base value ("bL .," "b1.," "b2.," and "b3."), and store the selected lighting patterns in the performance display output buffer. The lighting pattern stored in the performance display output buffer is stored in the serial communication output buffer in the out-of-use area LED update processing (S1052), and is output in the timer interrupt processing to display the selected lighting pattern on the performance display LED 521. A pattern will be displayed.
[0451] Next, an out-of-use area LED update process (S1052) is executed. In the out-of-use area LED update process (S1052), the lighting pattern stored in the performance display output buffer is stored in the serial communication output buffer. Performance display output buffers are provided for the number of 7-segment indicators that make up the performance display LED 521 (4), and are updated in the LED management processing (S1037) in the timer interrupt processing (S1024 to S1045). The performance display output buffer to be outputted this time is selected according to the value of the output counter. The lighting pattern of the performance display output buffer selected here is the performance display targeted by the common data (any of the 1st common data to 4th common data) selected in the LED management process (S1037). It is configured to be output to the 7-segment display (any of 7-segment display 1 to 7-segment display 4) of the LED 521.
[0452] Next, normal state determination processing (S1053) is executed. In the normal state determination process (S1053), it is determined whether the current gaming state is a low probability low base state. Here, only when it is determined that the state is in a low probability low base state, the number of prize balls and the number of out balls (out switch 47a By configuring it to count the number of detections), the base value in the low probability low base state ((number of payouts in the low probability low base state ÷ number of outs in the low probability low base state) x 100) can be displayed. is possible.
[0453] Next, a test firing test signal update process (S1054) is executed. In the test firing test signal update process (S1054), a process is performed to output necessary information used in the type test of the gaming machine.
[0454] Finally, the stack pointer outside the used area is restored (S1055), and the timer interrupt outside area processing (S1040) is ended.
[0455] ((16) Out command sending process) In the out command transmission process (S1043), when the out switch 47a detects a game ball, an out command (CD71H) indicating the detection information of the out switch 47a is transmitted to the production control unit 540. When the production control unit 540 receives the out command (CD71H), it adds up a counter for counting the number of outs. This measures the total number of outs. Furthermore, the present invention is not limited to this, and it may be configured to perform effects related to the number of outs or the detection of the out switch 47a.
[0456] ((17) SPI communication start) After the processes (1) to (16) in the timer interrupt process are performed, SPI (Serial Peripheral Interface) communication is started (S1044). Here, processing is performed to output data stored in a serial communication output buffer for storing data for serial communication to an output port. The serial communication output buffer receives external output information in the external terminal management process (S1035), common data for the symbol display device 76 and performance display LED 521, and the LED 76a that constitutes the symbol display device 76 in the LED management process (S1037). Lighting data regarding 76b, 76c, 76d, 76e, 76f, 76g, 76h, and 76i and lighting data regarding the LEDs forming the performance display LED 521 in the out-of-area LED update process (S1052) are stored, respectively. In this way, this process is configured to output different types of serial data at the same timing.
[0457] In this way, by standardizing the output timing of serial data whose output targets are different, such as the symbol display device 76 and the performance display LED 521, for example, the display timing of the symbol display device 76 and the performance display LED 521 (the lighting of each LED Since the timings) are synchronized, it is possible to perform display control without causing any discomfort.
[0458] In addition, by standardizing the output timing of serial data not only for the symbol display device 76 and performance display LED 521 but also for external output information, it is possible to reduce the program capacity rather than specifying programs related to output processing individually. It is possible.
[0459] ((18)WDT clear processing) At the end of timer interrupt processing, WDT clear processing is performed (S1045). With this, the timer interrupt processing (S1024-S1045) is ended, and the main loop processing (S1017-S1023) is executed until the next timer interrupt processing (S1024-S1045) is started.
[0460] (Production control system settings) FIG. 3-1 shows a flowchart of the system setting process executed by the production control unit 540 when the power is turned on. When the system setting process is started, the bus state controller is first set (S2000). The bus state controller functions based on the settings of the control register, and includes the production control CPU 540, various functional parts (VDP circuit 541, motor circuit, RTC circuit), various ICs (IC 530 for moving objects, IC 531 for audio), and various memory devices. (Control ROM 542, performance ROM 560, DRAM) communication operations are optimized. By initializing the bus state controller, it can be accessed from the performance control CPU 540.
[0461] Subsequently, a startup wait process (S2001) for the VDP circuit 541 is performed. The performance control CPU 540 obtains the value of a specific VDP register in which the device code of the VDP circuit 541 is stored, and determines whether the value is a normal value (device code). If it is a normal value, it is determined that the VDP circuit 541 can accept instructions from the production control CPU 540, and if it is not a normal value (the device code cannot be acquired normally), the VDP circuit 541 itself determines that it can accept instructions from the production control CPU 540. It is determined that the wear reset operation has not yet been completed, and this process is repeated until a normal value can be obtained.
[0462] If it is determined that the activation of the VDP circuit 541 has been completed, various bus settings are performed (S2002). Specifically, the data bus width setting (set to 32 bit) when accessing the VDP circuit 541 from the production control CPU 540, various functional parts (VDP circuit 541, motor circuit, RTC circuit), various ICs (for movable objects), etc. Set the bus address to control the IC530, audio IC531), various memory devices (control ROM542, performance ROM560, DRAM).
[0463] Next, the memory section is initialized (S2003). Of the programs and data stored in the control ROM 542 in advance, interrupt processing programs (S2029 to S2033), main processing programs (S2004), variables with initial values, constant data, etc. are transferred to external DRAM or the production control unit 540. Transfer to the built-in RWM. This makes it possible to avoid accessing the ROM (control ROM 542), which has poor access speed, and to speed up the processing of the production control CPU.
[0464] In addition, when initializing this memory section (S2003), a DMAC circuit (Direct Memory Access Controller) that can realize data transfer without going through the production control CPU is used. This reduces the load on the production control CPU and shortens the data transfer time. Furthermore, this DMAC circuit is configured to be usable not only for initializing the memory section (S2003) but also for transferring lamp data, sound data, motor data, and display lists. In this embodiment, the DMAC circuit is used to transfer the display list from the production control CPU to the preloader circuit (finally the VDP circuit), but the DMAC circuit is not limited to this. , it may also be configured to be used when transferring motor data.
[0465] The processes up to this point are realized by executing the initial setting program (S2000 to S2003) stored in the control ROM 542, and the main process (S2004) is called at the end of this initial setting program. This main processing (S2004) is a main processing program (S2004) transferred to the built-in RWM of the production control unit 540, and the subsequent processing is a main processing program (S2004) transferred from the built-in RWM of the production control unit 540. It is realized by being read and executed.
[0466] (Main processing for production control) FIG. 3-2 shows a flowchart of the production control main process. When the production control main process (S2004) is started, hardware setup is first performed (S2005). As a result, the built-in circuits of the production control unit 540, such as various ICs (IC530 for movable objects, IC531 for audio), VDP circuit 541, WDT circuit, and interrupt controller that generates production control timer interrupt processing (S2029 to S2033), can be configured using software. Initialize by processing. In addition, various schedulers (image scheduler, production scenario scheduler, sound scheduler, lamp scheduler, device scheduler) are initialized, and movable objects (middle button movable objects, side unit movable objects, board side movable objects (lower movable objects) 30a, a return operation of the upper movable object 30b)) to the initial position (origin position) is performed.
[0467] Next, in order to permit the generation of production control timer interrupt processing (S2029 to S2033), a permission setting value is written in the interrupt permission register and set to an interrupt permission state (S2006).
[0468] When the processing up to this point is completed, the production control loop processing (S2007 to S2028) will be repeatedly executed, and during this period, the production control timer interrupt processing (S2029 to S2033) will occur at every predetermined cycle (1 ms cycle). .
[0469] In this embodiment, the production control loop processing (S2007 to S2028) is configured to complete one cycle at a cycle of 33.3ms. In the production control loop processing (S2007 to S2028), the V blank signal of the image display means 31 that occurs every 16.6 ms is monitored, and the V blank signal is displayed on the image display means 31 in response to the occurrence of the V blank signal twice. It is designed so that the update cycle of one frame is 33.3ms by updating the frame of the image data. In addition, in the production control loop processing (S2007 to S2028), various schedulers (image scheduler, production scenario scheduler, sound scheduler, lamp scheduler, device scheduler) are updated during this one frame update cycle period (33.3ms). By doing so, it is possible to update various schedulers in synchronization with the frame update cycle of image data.
[0470] Below, the contents of this production control loop process (S2007 to S2028) will be explained in detail.
[0471] In the production control loop process (S2007 to S2028), first, a frame update flag determination process is performed (S2007). The frame update flag is a flag for determining whether processing necessary for frame update of image data of the image display means 31 has been executed. If it has been executed, it is determined to be ON and the process moves to S2016, but at the start of the production control loop process (S2007 to S2028), it has not been executed, so in that case, it is determined to be OFF and the process moves to S2008.
[0472] If the frame update flag determination process (S2007) results in an OFF determination, a display list buffer initialization process (S2008) is performed. The display list buffer is a storage area provided in RWM to store created display lists. Here, the display list buffer is initialized in advance in preparation for storing the newly created display list. This is because the previously stored display list information may remain.
[0473] When the initialization of the display list buffer is completed, the frame buffer is set (S2009). The frame buffer is an area for temporarily storing image data to be displayed on the image display means 31 provided in the built-in VRAM. Image data will be drawn here. In this embodiment, a double buffer structure is adopted which is divided into a drawing area and a reading area, and a pair of frame buffers are used by alternately switching the purpose.
[0474] The setting performed here uses environment setting commands such as the SETDAVR command and SETDAVF command to specify the drawing area for drawing the image data to be actually displayed on the image display means 31. Specifically, by setting the base point address to predetermined coordinates (0, 0), it is used as valid drawing data starting from the beginning position of the frame buffer. This links the drawing area of the frame buffer and the effective display area of the display circuit.
[0475] When the frame buffer settings are completed, image scheduler execution processing (S2010) is performed next.
[0476] In the image scheduler execution process (S2010), the scenario timer of the image scheduler (not shown) is updated. The image scheduler manages the execution of moving image playback scenarios for a plurality of moving image data for each playback channel, and the scenario timer is a timer for managing the progress of each moving image playback scenario.
[0477] Here, after the end of this process, the frame update flag is set to the ON state in S2015, so that in the subsequent S2007, it is determined to be ON, and the process moves to S2016. Therefore, in the subsequent production control loop processing (S2007 to S2028), the processing of S2008 to S2015 including this processing (S2010) is configured to be avoided. The processes of S2008 to S2015 are executed again when the frame update flag is set to the OFF state in S2028. That is, in the production control loop processing (S2007 to S2028) that is configured to complete one cycle in 33.3ms, S2008 to S2015 including this processing (S2010) are each executed only once.
[0478] Since the scenario timer is updated once (once every 33.3ms) each time this process (S2010) is executed, each video playback scenario is configured to proceed at a cycle of 33.3ms. In this way, the scenario timer is configured to update according to the update cycle of one frame (33.3ms).
[0479] The video playback scenario registered in the image scheduler includes information about video data in frames, and in response to the update of the scenario timer, the video playback scenario for one frame to be drawn this time is Information regarding moving image data is acquired. In this way, in accordance with the update of the scenario timer, information regarding the moving image data based on the moving image playback scenario is sequentially acquired for each frame, so that the image display means 31 is finally displayed in a series based on the moving image playback scenario. The moving image will be displayed.
[0480] Then, a display list creation process is performed based on the information of one frame of moving image data acquired here (S2011).
[0481] The display list specifies the image data that the display circuit should output to the image display means 31, and more specifically, the display list specifies the image data that the display circuit should output to the image display means 31. configured. The series of instruction commands includes commands to read and decode image data from the production ROM560 (CGROM), commands to specify the VRAM area to decode, and place the decoded image data in the frame buffer. It includes commands for instructing the VDP circuit 541 to perform drawing operations, such as commands for instructing the VDP circuit 541 to perform drawing operations.
[0482] When creating a display list performed in S2011, the above-mentioned instruction commands are listed in an appropriate order, and in order to specify the image data to be read from the production ROM 560 (CGROM), in the image scheduler execution process (S2010) Information regarding one frame of video data of each acquired video playback scenario is referenced. The display list is then completed by listing a series of instruction commands in the display list buffer.
[0483] Additionally, the display list is created by adjusting the data size so that it is always 256 bytes. This is to accommodate the data transfer size when t...
Claims
[Claim 1] A pattern variation execution means for executing a pattern variation based on a pattern lottery; A special game execution means for executing a special game advantageous to a player when the result of the pattern variation becomes a specific mode; a first counting means for performing a first counting process for counting first predetermined information based on the number of winning balls and the number of outs; A second counting process for performing a second counting process for counting second predetermined information based on a base value in a predetermined state; A specific display means capable of displaying the second predetermined information; a game stop means for performing a stop process for stopping a process related to a game when the first predetermined information becomes a predetermined value; A test signal generating means for generating a test signal to be output to a test device outside the gaming machine; Equipped with the test signal generating means is configured to generate a predetermined test signal when the first predetermined information becomes a specific value different from the predetermined value; the game stop means is configured to execute a stop process after the special game ends when the first predetermined information stored in the predetermined information storage means becomes a predetermined value during the special game; When the stop process is executed, the second counting process by the second counting means is not executed. A gaming machine characterized by: